Global factions

One of the things that trip new builders up when dealing with factions is the "global" setting. If a faction is global, any faction adjustments for a creature will affect the entire faction.

So if you make a commoner go hostile, all creatures in the Commoner faction will go hostile across the whole module. Most builders find this annoying and most players are confused when this happens. The first response is that the module is broken.

Thanks to Parat for this post about factions in the Toolset forums, where he pointed out that the four standard factions cannot be changed from being global. This is a change from NWN1.

His solution is to "switch all commoners to a new commoner faction, which is not global, as it seems that you cannot deactivate the global setting for the existing factions?

While this may be a pain, it gives you more options for dealing with factions in general. It is obviously best to consider this at the start of developing your module.

Note that this will only affect you if you've scripted faction changes or if your pvp settings are set to allow players to hurt or otherwise anger Commoners, Defenders and Merchants.

Also, you may want to read this thread:

http://nwn2forums.bioware.com/forums/viewtopic.html?topic=569037&forum=1...

In it, they are talking about the need to set UsePersonalReactions to TRUE in the campaign settings. This requires you to use a campaign folder if you want to do any serious work with factions.