oops that was bad
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6ce032a148
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169c35a012
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@ -17,7 +17,7 @@ local function moveNPC(homeData)
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-- add to in memory table
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-- add to in memory table
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local badWeather = checks.isBadWeatherNPC(npc)
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local badWeather = checks.isBadWeatherNPC(npc)
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if badWeather then
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if badWeather then
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common.runtimeData.disabledBadWeatherNPCs[npc.id] = homeData
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common.runtimeData.movedBadWeatherNPCs[npc.id] = homeData
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else
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else
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common.runtimeData.movedNPCs[npc.id] = homeData
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common.runtimeData.movedNPCs[npc.id] = homeData
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end
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end
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@ -309,7 +309,7 @@ this.processDoors = function(cell)
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if night then
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if night then
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if not door.data.NPCsGoHome.alreadyLocked then
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if not door.data.NPCsGoHome.alreadyLocked then
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log(common.logLevels.medium, "[PROC] locking: %s to %s", door.object.name, door.destination.cell.id)
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log(common.logLevels.medium, "[PROC] Locking: %s to %s", door.object.name, door.destination.cell.id)
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local lockLevel = math.random(25, 100)
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local lockLevel = math.random(25, 100)
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tes3.lock({reference = door, level = lockLevel})
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tes3.lock({reference = door, level = lockLevel})
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@ -323,7 +323,7 @@ this.processDoors = function(cell)
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tes3.setLockLevel({reference = door, level = 0})
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tes3.setLockLevel({reference = door, level = 0})
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tes3.unlock({reference = door})
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tes3.unlock({reference = door})
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log(common.logLevels.medium, "[PROC] unlocking: %s to %s", door.object.name,
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log(common.logLevels.medium, "[PROC] Unlocking: %s to %s", door.object.name,
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door.destination.cell.id)
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door.destination.cell.id)
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end
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end
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end
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end
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