Can set combat with triggers(like ending conversation, or walking into a trigger/ or picking up an item you name it :P) by changing alignments (if you copied alignment.lsx file into YourMod/Story/Alignments/alignment.lsx )

example:
IF
DialogEnded("Text",_)
THEN
CharacterSetHasDialog(CHARACTER_charname,0);
CharacterSetFaction(CHARACTER_charname,"Evil NPC");

or use
CharacterSetRelationFactionToFaction
CharacterSetRelationFactionToIndivFaction
CharacterSetRelationIndivFactionToFaction
CharacterSetRelationIndivFactionToIndivFaction

you can do that with the script

Last edited by antonowitch; 29/07/14 12:44 AM.