That version removes vanilla creatures from the Creature faction. The expected behaviour is that they'll be hostile to creatures not in their faction, and to any mod-added creatures that are in Creature faction. (Most creatures have Personality 10, so they tend to be hostile to anything that they don't share a faction with.) You should also see more fighting between bandits etc. and monsters, as Bandit and related factions have a small disp bonus towards the Creature faction.
Yet more update. The whole faction issue is really complicated, so I'll be adding more alternate versions; I'd appreciate if you tell me which one produces the desired results. Version D removes most creatures from the Creature faction.
Another update - after looking some at how factions work, it seems having two separate versions doesn't really have much benefit. So just one version now, which can either be used independently or bashed.
@spliffmaster No, because the import version only affects factions. Aggression is a creature attribute, and changing it reduces compatibility with other mods; that's why there are two versions of the mod.
Your mod has been looked at by the BOSS team and is now in the masterlist, with the following comments:
CreaturesFactionalised.esp * Incompatible with: OOO, MMM, probably most other overhauls if they touch creatures at all. * Bash Tag suggestion(s): {{BASH:Factions,Relations,Actors.AIData}}
If you wish to comment or add further suggestions, you can do so at the Bethsoft BOSS thread.
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You should also see more fighting between bandits etc. and monsters, as Bandit and related factions have a small disp bonus towards the Creature faction.
CreaturesFactionalised.esp
* Incompatible with: OOO, MMM, probably most other overhauls if they touch creatures at all.
* Bash Tag suggestion(s): {{BASH:Factions,Relations,Actors.AIData}}
If you wish to comment or add further suggestions, you can do so at the Bethsoft BOSS thread.