reenable NPCs even if option to disable is off
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@ -117,8 +117,6 @@ this.putNPCsBack = function()
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end
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this.processNPCs = function(cell)
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-- todo: move this check somewhere else, so that disabled NPCs will be re-enabled even if the option is off
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if not config.disableNPCs then return end
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log(common.logLevels.small, "Looking for NPCs to process in cell:%s", cell.id)
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@ -140,26 +138,24 @@ this.processNPCs = function(cell)
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-- disable or move NPCs
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if (checks.checkTime() or (checks.checkWeather(cell) and
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(not checks.isBadWeatherNPC(npc) or (checks.isBadWeatherNPC(npc) and not config.keepBadWeatherNPCs)))) then
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if config.disableNPCs then -- this way, even if the option is off, disabled NPCs will get reenabled
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if npcHome then
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this.moveNPC(npcHome)
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-- elseif not npc.data.NPCsGoHome.modified then
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elseif not npc.disabled then
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log(common.logLevels.medium, "Disabling homeless %s", npc.object.name)
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-- npc:disable() -- ! this one sometimes causes crashes
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mwscript.disable({reference = npc}) -- ! this one is deprecated
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-- tes3.setEnabled({reference = npc, enabled = false}) -- ! but this one causes crashes too
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-- npc.data.NPCsGoHome.modified = true
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else
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log(common.logLevels.medium, "Didn't do anything with %s", npc.object.name)
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end
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end
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else
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-- if not npcHome and npc.data.modified then
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if not npcHome and npc.disabled then
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log(common.logLevels.medium, "Enabling homeless %s", npc.object.name)
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-- npc:enable()
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mwscript.enable({reference = npc})
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-- tes3.setEnabled({reference = npc, enabled = true})
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-- npc.data.NPCsGoHome.modified = false
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end
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end
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end
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