somehow disabling activation at night was broken
now it's not
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@ -80,7 +80,7 @@ local function applyChanges(cell)
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-- don't do anything to public houses
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if checks.isPublicHouse(cell) then return end
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-- Deal with NPCs and mounts in cell
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-- Deal with NPCs and mounts/pets in cell
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processors.processNPCs(cell)
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processors.processPets(cell)
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processors.processSiltStriders(cell)
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@ -134,7 +134,7 @@ end
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-- {{{ event functions
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local eventFunctions = {}
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eventFunctions.onActivated = function(e)
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eventFunctions.onActivate = function(e)
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if e.activator ~= tes3.player or e.target.object.objectType ~= tes3.objectType.npc or not config.disableInteraction then
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return
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end
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@ -142,9 +142,9 @@ eventFunctions.onActivated = function(e)
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local npc = e.target
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if tes3.player.data.NPCsGoHome.intruding and not checks.isIgnoredNPC(npc) then
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if npc.disposition and npc.disposition <= config.minimumTrespassDisposition then
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log(common.logLevels.medium, "[MAIN] Disabling dialogue with %s because trespass and disposition:%s",
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npc.object.name, npc.disposition)
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if npc.object.disposition and npc.object.disposition <= config.minimumTrespassDisposition then
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log(common.logLevels.medium, "[MAIN] Disabling dialogue with %s because trespass and disposition: %s",
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npc.object.name, npc.object.disposition)
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tes3.messageBox(string.format("%s: Get out before I call the guards!", npc.object.name))
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return false
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end
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