both of those already happen on cell change
cell change event triggers when loaded event triggers, don't need both
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@ -149,9 +149,6 @@ end
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eventFunctions.onLoaded = function()
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eventFunctions.onLoaded = function()
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tes3.player.data.NPCsGoHome = tes3.player.data.NPCsGoHome or {}
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tes3.player.data.NPCsGoHome = tes3.player.data.NPCsGoHome or {}
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if tes3.player.cell then processors.searchCellsForNPCs() end
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common.runtimeData.followers = buildFollowerList()
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if not updateTimer or (updateTimer and updateTimer.state ~= timer.active) then
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if not updateTimer or (updateTimer and updateTimer.state ~= timer.active) then
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updateTimer = timer.start({
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updateTimer = timer.start({
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