formatting/logging

This commit is contained in:
Lilian Jónsdóttir 2020-10-13 21:19:42 -07:00
parent 05c87c125a
commit bd7401d844
3 changed files with 5 additions and 4 deletions

View file

@ -200,6 +200,8 @@ this.processNPCs = function(cell)
local night = checks.isNight()
local badWeather = checks.isInclementWeather()
log(common.logLevels.small, "[PROC] Looking for NPCs to process in cell:%s", cell.id)
if not cell.name and not config.disableNPCsInWilderness then
-- shitty way of implementing this config option and re-enabling NPCs when it gets turned off
-- but at least it's better than trying to keep track of NPCs that have been disabled in the wilderness
@ -208,8 +210,6 @@ this.processNPCs = function(cell)
badWeather = false
end
log(common.logLevels.small, "[PROC] Looking for NPCs to process in cell:%s", cell.id)
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

View file

@ -27,6 +27,7 @@ local function buildFollowerList()
local f = {}
-- build our followers list
for friend in tes3.iterate(tes3.mobilePlayer.friendlyActors) do
-- todo: check for ignored NPCs if followers list is ever used for anything other than part of checks.ignoredNPC()
if friend ~= tes3.mobilePlayer then -- ? why is the player friendly towards the player ?
f[friend.object.id] = true
log(common.logLevels.large, "[MAIN] %s is follower", friend.object.id)
@ -142,7 +143,7 @@ eventFunctions.onActivated = function(e)
if tes3.player.data.NPCsGoHome.intruding and not checks.isIgnoredNPC(npc) then
if npc.disposition and npc.disposition <= config.minimumTrespassDisposition then
log(common.logLevels.medium, "Disabling dialogue with %s because trespass and disposition:%s",
log(common.logLevels.medium, "[MAIN] Disabling dialogue with %s because trespass and disposition:%s",
npc.object.name, npc.disposition)
tes3.messageBox(string.format("%s: Get out before I call the guards!", npc.object.name))
return false