diff --git a/MWSE/mods/celediel/NPCsGoHome/functions/processors.lua b/MWSE/mods/celediel/NPCsGoHome/functions/processors.lua index f69dcfe..5864ecc 100644 --- a/MWSE/mods/celediel/NPCsGoHome/functions/processors.lua +++ b/MWSE/mods/celediel/NPCsGoHome/functions/processors.lua @@ -210,7 +210,7 @@ this.processNPCs = function(cell) log(common.logLevels.small, "[PROC] Looking for NPCs to process in cell:%s", cell.id) - if badWeather and not night then + if config.disableNPCs and badWeather and not night then log(common.logLevels.large, "[PROC] !!Bad weather and not night!!") -- bad weather during the day, so disable some NPCs for npc in cell:iterateReferences(tes3.objectType.npc) do @@ -226,7 +226,7 @@ this.processNPCs = function(cell) if not common.isEmptyTable(common.runtimeData.NPCs.movedBadWeather[cell.id]) then putNPCsBack(common.runtimeData.NPCs.movedBadWeather[cell.id]) end if not common.isEmptyTable(common.runtimeData.NPCs.disabledBadWeather[cell.id]) then reEnableNPCs(common.runtimeData.NPCs.disabledBadWeather[cell.id]) end end - elseif night then + elseif config.disableNPCs and night then log(common.logLevels.large, "[PROC] !!Good or bad weather and night!!") -- at night, weather doesn't matter, disable everyone for npc in cell:iterateReferences(tes3.objectType.npc) do @@ -244,12 +244,10 @@ this.processNPCs = function(cell) end this.processSiltStriders = function(cell) - if not config.disableNPCs then return end - log(common.logLevels.small, "[PROC] Looking for silt striders to process in cell:%s", cell.id) for activator in cell:iterateReferences(tes3.objectType.activator) do if checks.isSiltStrider(activator) then - if checks.isNight() or (checks.isInclementWeather() and not config.keepBadWeatherNPCs) then + if config.disableNPCs and (checks.isNight() or (checks.isInclementWeather() and not config.keepBadWeatherNPCs)) then if not activator.disabled then log(common.logLevels.medium, "[PROC] Disabling silt strider %s!", activator.object.name) mwscript.disable({reference = activator}) @@ -271,7 +269,6 @@ end -- deal with trader's guars, and other npc linked creatures/whatever this.processPets = function(cell) - if not config.disableNPCs then return end local night = checks.isNight() local badWeather = checks.isInclementWeather() @@ -280,7 +277,8 @@ this.processPets = function(cell) for creature in cell:iterateReferences(tes3.objectType.creature) do local isPet, linkedToTravel = checks.isNPCPet(creature) if isPet then - if night or (badWeather and (not linkedToTravel or (linkedToTravel and not config.keepBadWeatherNPCs))) then + -- this is becoming too much lol + if config.disableNPCs and (night or (badWeather and (not linkedToTravel or (linkedToTravel and not config.keepBadWeatherNPCs)))) then -- disable if not creature.disabled then log(common.logLevels.medium, "[PROC] Disabling NPC Pet %s!", creature.object.id) @@ -298,7 +296,6 @@ this.processPets = function(cell) end this.processDoors = function(cell) - if not config.lockDoors then return end local night = checks.isNight() log(common.logLevels.small, "[PROC] Looking for doors to process in cell:%s", cell.id) @@ -315,7 +312,7 @@ this.processDoors = function(cell) log(common.logLevels.large, "[PROC] Found %slocked %s with destination %s", door.data.NPCsGoHome.alreadyLocked and "" or "un", door.id, door.destination.cell.id) - if night then + if config.lockDoors and night then if not door.data.NPCsGoHome.alreadyLocked then log(common.logLevels.medium, "[PROC] Locking: %s to %s", door.object.name, door.destination.cell.id)