Sorry, I wasn't trying to dismiss you; I'm just frustrated I can't get what should be a default system to work. Thanks for the ideas, but I'm going to try to get the system to work and I'll post my results. You're right that going through their code is kind of overwhelming and a lot of it is difficult to grasp, but I actually don't think I have to modify their code all that much once I figure it out. Yes, I'd have to use certain parameters and databases that they use, but for the most part their categories seem logical and I might as well establish the organizational system with one I know already works. I managed to clear out the database errors and it builds successfully, so I'm not sure at this point why people don't respond when I attack.

One thing I don't get is why there's a note n the code apparently from 2001. Is this system really that old and what they used in their earlier games?

// DIRK 26/10/2001:
// a reputation change causes the following rule to "join" with all attitude/2 facts asserted
// This creates a performance dip. Hence, we spread the update of RepAttitude by updating only
// for the npcs in sight range. This means that from now on, we cannot trigger things anymore
// depending on an attitude change only, for npcs that are out of sight.

Another thing I don't get is the following code

PROC
SetWarningDialogToPlay((CHARACTER)_Player,_Npc)
AND
NOT SetWarningDialogToPlay_Done(_Player,_Npc)
THEN
NextDoRevengeDialogIsWarning(_Player,_Npc,"Default_Warning");

This suggests that when you attack someone for the first time, a warning dialog shows up. But I can't find the "Default_Warning" keyword file anywhere.