diff --git a/MWSE/mods/celediel/NPCsGoHome/functions/processors.lua b/MWSE/mods/celediel/NPCsGoHome/functions/processors.lua index 3b654e7..9aacb10 100644 --- a/MWSE/mods/celediel/NPCsGoHome/functions/processors.lua +++ b/MWSE/mods/celediel/NPCsGoHome/functions/processors.lua @@ -17,7 +17,7 @@ local function moveNPC(homeData) -- add to in memory table local badWeather = checks.isBadWeatherNPC(npc) if badWeather then - common.runtimeData.disabledBadWeatherNPCs[npc.id] = homeData + common.runtimeData.movedBadWeatherNPCs[npc.id] = homeData else common.runtimeData.movedNPCs[npc.id] = homeData end @@ -309,7 +309,7 @@ this.processDoors = function(cell) if night then if not door.data.NPCsGoHome.alreadyLocked then - log(common.logLevels.medium, "[PROC] locking: %s to %s", door.object.name, door.destination.cell.id) + log(common.logLevels.medium, "[PROC] Locking: %s to %s", door.object.name, door.destination.cell.id) local lockLevel = math.random(25, 100) tes3.lock({reference = door, level = lockLevel}) @@ -323,7 +323,7 @@ this.processDoors = function(cell) tes3.setLockLevel({reference = door, level = 0}) tes3.unlock({reference = door}) - log(common.logLevels.medium, "[PROC] unlocking: %s to %s", door.object.name, + log(common.logLevels.medium, "[PROC] Unlocking: %s to %s", door.object.name, door.destination.cell.id) end end