If I understand correctly, I believe you may be referring to the situation where an immobile friendly creature will slide slightly out of the way if you run into them, similar to how a henchman would. The purpose appears to be preventing a PC from being inadvertently trapped by friendlies standing nearby. IIRC, neutral creatures will not "slide" out of the way, and will remain in position.
I seem to recall seeing this occasionally in community-made modules, where a larger friendly creature is barring progress by physically blocking passage with their bodies. Say, for example, an umber hulk standing in front of a small doorway. If that creature is in a neutral faction and you bump into him, I believe he does not move at all. But if that creature is in a friendly faction and you bump into him, I believe he may slide a very short distance, allowing passage.
If that is indeed what is being asked about here, then we are talking about a very subtle feature of the collision detection system. It's safe to say that this collision detection and exactly how it behaves is entirely hard coded way down deep inside the engine. The only "hooks" would be the collision-related settings that we as builders can adjust (perspace and such in the appearance.2da). Considering that the faction relationship is only a tangential consideration, I doubt you'll be able to alter the actual mechanics of how this works for friendly vs. neutral creatures in any way with scripting. Other than shifting factions back and forth, you're probably not going to influence things much.
Modifié par Invisig0th, 13 janvier 2013 - 11:37 .