don't put that on the timer, just cell change oops
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@ -96,7 +96,6 @@ local function updateCells()
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common.runtimeData.followers = buildFollowerList()
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common.runtimeData.followers = buildFollowerList()
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processors.searchCellsForNPCs()
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processors.searchCellsForNPCs()
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processors.searchCellsForPositions()
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for _, cell in pairs(tes3.getActiveCells()) do
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for _, cell in pairs(tes3.getActiveCells()) do
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log(common.logLevels.large, "[MAIN] Applying changes to cell %s", cell.id)
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log(common.logLevels.large, "[MAIN] Applying changes to cell %s", cell.id)
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@ -170,6 +169,7 @@ end
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eventFunctions.onCellChanged = function(e)
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eventFunctions.onCellChanged = function(e)
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updateCells()
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updateCells()
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processors.searchCellsForPositions()
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updatePlayerTrespass(e.cell, e.previousCell)
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updatePlayerTrespass(e.cell, e.previousCell)
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checkEnteredNPCHome(e.cell)
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checkEnteredNPCHome(e.cell)
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if e.cell.name then -- exterior wilderness cells don't have name
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if e.cell.name then -- exterior wilderness cells don't have name
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