While Love/Hate is super powerful, and has been immensely helpful to me, I'm in need of doing things differently than the way Love/Hate does them out of the box. For instance, when a deed occurs I don't want it to change the way those two actors view each other. Instead, I want to change the values of the personality traits of those actors. In "iDisagree", the way actors feel about each other is based solely on their personality traits and not some individual affinity towards each other. It's designed to be overly generalized

So, with that said, it looks I don't have to use FactionMember. Instead it seems like I can implement the event handler interfaces (i.e: IWitnessDeedEventHandler). Would that be the proper way to override the default Love/Hate behavior? Also, it looks like "CanSee" is a method on FactionMember. If I'm not using FactionMember, is there any way I can still have Love/Hate handle the "seeing" behavior or will I have to roll my own complete solution?
Also, it looks like ReportDeed requires a FactionMember. Is it possible to "do a deed" without a direct target? I.e: Someone said something on a social network. There is no direct target, however many different people may see that "deed" and react to it differently.
Thanks in advance!!! (full warning -- I'll likely have follow up questions, haha)