formatting/logging
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05c87c125a
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@ -200,6 +200,8 @@ this.processNPCs = function(cell)
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local night = checks.isNight()
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local badWeather = checks.isInclementWeather()
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log(common.logLevels.small, "[PROC] Looking for NPCs to process in cell:%s", cell.id)
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if not cell.name and not config.disableNPCsInWilderness then
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-- shitty way of implementing this config option and re-enabling NPCs when it gets turned off
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-- but at least it's better than trying to keep track of NPCs that have been disabled in the wilderness
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@ -208,8 +210,6 @@ this.processNPCs = function(cell)
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badWeather = false
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end
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log(common.logLevels.small, "[PROC] Looking for NPCs to process in cell:%s", cell.id)
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if config.disableNPCs and badWeather and not night then
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log(common.logLevels.large, "[PROC] !!Bad weather and not night!!")
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-- bad weather during the day, so disable some NPCs
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@ -27,6 +27,7 @@ local function buildFollowerList()
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local f = {}
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-- build our followers list
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for friend in tes3.iterate(tes3.mobilePlayer.friendlyActors) do
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-- todo: check for ignored NPCs if followers list is ever used for anything other than part of checks.ignoredNPC()
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if friend ~= tes3.mobilePlayer then -- ? why is the player friendly towards the player ?
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f[friend.object.id] = true
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log(common.logLevels.large, "[MAIN] %s is follower", friend.object.id)
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@ -142,7 +143,7 @@ eventFunctions.onActivated = function(e)
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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, "Disabling dialogue with %s because trespass and disposition:%s",
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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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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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