This mod makes joining the Volkihar Vampires in the Dawnguard quest line intolerable. Guards and the Companions will turn hostile on sight, once the PC is added to the faction 'DLC1VampireFaction'. This is usually the case at the start of the quest 'Prophet':
I've created a fresh MO2 profile and started a new game with the bare minimum of mods activated: the mod itself (which has USSEP as a master) and Live Another Life (to start the game as a Volkihar Vampire). I still needed to add the player to the faction via the console. Guards were immediately hostile.
I've tried fixing the mod in xEdit (by changing all entries listing DLC1VampireFaction as 'Enemy' to 'Neutral'), but faction information seems to be baked into the save, so it only works on a new game.
I've even created a small mod running a script, but while Faction.GetReaction and the console function GetFactionReaction report the correct value (0.0), NPCs behave as though the baked-in value (1.0) is still active:
Scriptname FixFactionFixesScript extends Quest
Faction property GuardFaction auto
Faction property ImperialsFaction auto
Faction property StormcloaksFaction auto
Faction property VolkiharVampiresFaction auto
Int relationship = -1
event onInit()
Self.resetFactionRelations()
Self.stop()
endEvent
function resetFactionRelations()
GuardFaction.setReaction(VolkiharVampiresFaction, 0)
relationship = GuardFaction.getReaction(VolkiharVampiresFaction)
Debug.Trace("GuardFaction to VolkiharVampiresFaction is now " + relationship)
ImperialsFaction.setReaction(VolkiharVampiresFaction, 0)
relationship = ImperialsFaction.getReaction(VolkiharVampiresFaction)
Debug.Trace("ImperialsFaction to VolkiharVampiresFaction is now " + relationship)
StormcloaksFaction.setReaction(VolkiharVampiresFaction, 0)
relationship = StormcloaksFaction.getReaction(VolkiharVampiresFaction)
Debug.Trace("StormcloaksFaction to VolkiharVampiresFaction is now " + relationship)
endFunction
I strongly recommend that this mod be removed from the guide until it is fixed. The fix is trivial, of course, but requires a new game. Having gone down the rabbit hole of trying to fix faction relations after the fact... I'd prefer mods didn't touch existing faction relations. I will not be installing this mod on my next playthrough, even if this issue is fixed.
Unfortunately, I'm quite invested into my current playthrough, so this was very disappointing. The workaround I've found is to add the player to a faction with friendly relations to CWImperialFaction and CWSonsFaction. I'm using CWImperialAlly and CWSonsAlly. Should work with the Companions, too (using SilverHandFactionPacified), but I have yet to confirm that.