option to disable interaction based on disposition
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@ -29,6 +29,7 @@ local defaultConfig = {
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minimumOccupancy = 4,
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homelessWanderersToPublicHouses = false, -- move NPCs to public houses if they don't have a home
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disableInteraction = true,
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minimumTrespassDisposition = 50, -- if player's disposition with NPC is less than this value, interaction is disabled
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-- door settings
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lockDoors = true,
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waistWorks = common.waist.interior,
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@ -122,9 +122,14 @@ local function onActivated(e)
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return
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end
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if tes3.player.data.NPCsGoHome.intruding and not checks.isIgnoredNPC(e.target) then
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tes3.messageBox(string.format("%s: Get out before I call the guards!", e.target.object.name))
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return false
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local npc = e.target
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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", 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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end
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end
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end
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@ -64,6 +64,17 @@ category:createYesNoButton({
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variable = createTableVar("disableInteraction")
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})
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category:createSlider({
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label = "NPC Disposition at which dialogue is prevented.",
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description = "If the player's disposition with an NPC is less than this value, dialogue will be prevented " ..
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"(if configured to do so). Set to 0 to disable disposition checking, and disable dialogue for all NPCs when applicable.",
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min = 0,
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max = 100,
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step = 5,
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jump = 10,
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variable = createTableVar("minimumTrespassDisposition "),
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})
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category:createDropdown({
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label = "Treat Canton waistworks as exteriors, public spaces, or neither",
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description = "If canton cells are treated as exterior, inside NPCs will be disabled, and doors will be locked.\n" ..
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