From 0ffdfba99c76d300473d502c2ff0f412604a95e3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lilian=20J=C3=B3nsd=C3=B3ttir?= Date: Wed, 21 Oct 2020 20:30:46 -0700 Subject: [PATCH] both of those already happen on cell change cell change event triggers when loaded event triggers, don't need both --- MWSE/mods/celediel/NPCsGoHome/main.lua | 3 --- 1 file changed, 3 deletions(-) diff --git a/MWSE/mods/celediel/NPCsGoHome/main.lua b/MWSE/mods/celediel/NPCsGoHome/main.lua index d36087e..58b70d0 100644 --- a/MWSE/mods/celediel/NPCsGoHome/main.lua +++ b/MWSE/mods/celediel/NPCsGoHome/main.lua @@ -149,9 +149,6 @@ end eventFunctions.onLoaded = function() tes3.player.data.NPCsGoHome = tes3.player.data.NPCsGoHome or {} - if tes3.player.cell then processors.searchCellsForNPCs() end - - common.runtimeData.followers = buildFollowerList() if not updateTimer or (updateTimer and updateTimer.state ~= timer.active) then updateTimer = timer.start({