disable pack guars also
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31bec61095
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@ -391,6 +391,17 @@ local function isIgnoredNPC(npc)
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(obj.class and obj.class.id == "Dreamers") --
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end
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local function isNPCPet(creature)
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local obj = creature.baseObject and creature.baseObject or creature.object
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-- todo: more pets?
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if obj.id:match("guar") and obj.mesh:match("pack") then
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return true
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else
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return false
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end
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end
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-- checks NPC class and faction in cells for block list and adds to publicHouse list
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-- todo: rewrite this
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local function isPublicHouse(cell)
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@ -708,7 +719,6 @@ local function processNPCs(cell)
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if not (checkTime() or checkWeather(cell)) then putNPCsBack() end
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end
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-- todo: deal with trader's guars, and other npc linked creatures/whatever
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local function processSiltStriders(cell)
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if not config.disableNPCs then return end
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@ -736,6 +746,24 @@ local function processSiltStriders(cell)
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log(common.logLevels.large, "Done with silt striders")
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end
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-- deal with trader's guars, and other npc linked creatures/whatever
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local function processPets(cell)
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if not config.disableNPCs then return end
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log(common.logLevels.small, "Looking for NPC pets to process in cell:%s", cell.name)
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for creature in cell:iterateReferences(tes3.objectType.creature) do
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if isNPCPet(creature) then
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if checkTime() then
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-- disable
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log(common.logLevels.medium, "Disabling NPC Pet %s!", creature.object.id)
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else
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-- enable
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end
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end
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end
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end
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local function processDoors(cell)
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if not config.lockDoors then return end
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@ -799,6 +827,7 @@ local function applyChanges(cell)
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-- Deal with NPCs and mounts in cell
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processNPCs(cell)
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processPets(cell)
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processSiltStriders(cell)
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-- check doors in cell, locking those that aren't inns/clubs
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