From 61d41a8fe20872f4972a0a8f0ef4e9d8da7315f2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lilian=20J=C3=B3nsd=C3=B3ttir?= Date: Mon, 31 Aug 2020 21:44:56 -0700 Subject: [PATCH] always help if creatures attack --- MWSE/mods/celediel/MoreAttentiveGuards/combat.lua | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/MWSE/mods/celediel/MoreAttentiveGuards/combat.lua b/MWSE/mods/celediel/MoreAttentiveGuards/combat.lua index c604234..4c14ae5 100644 --- a/MWSE/mods/celediel/MoreAttentiveGuards/combat.lua +++ b/MWSE/mods/celediel/MoreAttentiveGuards/combat.lua @@ -22,11 +22,11 @@ local function doChecks(attacker, target) -- if player initiates combat or combat is not against player, do nothing if attacker == tes3.mobilePlayer or target ~= tes3.mobilePlayer then return false end - -- inCombat is true after player has taken combat actions - -- or after combat has gone on awhile, but hopefully the guards will already be attacking by then - -- should be fine in cities, but will prevent players from provoking NPCs - -- in the wilderness and leading them into town - if tes3.mobilePlayer.inCombat then + -- inCombat is true after player has taken combat actions or after combat + -- has gone on awhile, but hopefully the guards will already be attacking by + -- then. Should be fine in cities, but will prevent players from provoking + -- NPCs in the wilderness and leading them into town. + if tes3.mobilePlayer.inCombat and attacker.object.objectType == tes3.objectType.npc then log("Player is in combat, not sure who started it, so not helping.") return false end