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Bugfix: Prevent players from recruiting pets on public servers and cause crashes
Displays the dismiss message and returns, instead of making the CC pet stalk the party
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GameFiles/Skyrim/scripts/source/PetFramework_ParentQuestScript.psc

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -23,7 +23,8 @@ Faction Property PlayerFaction Auto
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Faction Property CWSonsFaction Auto
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Faction Property CWImperialFaction Auto
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Int Property CurrentPetCount = 0 Auto Hidden ;Current count of pets, this is manipulated by pet ESPs/ESLs using the functions below
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; Setting start CurrentPetCount over the Max so the player cannot dismiss 2 pets and recruit new ones while online. Hypothetically.
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Int Property CurrentPetCount = 4 Auto Hidden ;Current count of pets, this is manipulated by pet ESPs/ESLs using the functions below
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Event OnInit()
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debug.trace("Setting pet and player relationship to ally")

GameFiles/Skyrim/scripts/source/PetFramework_PetQuest.psc

Lines changed: 2 additions & 1 deletion
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@@ -30,7 +30,8 @@ Function FollowPlayer(Bool snapIntoInteraction = False)
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If(PetFramework_ParentQuest.HasMaxPets())
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PetFramework_PetMaxReachedMessage.Show()
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Else
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PetFramework_PetDismissMessage.Show()
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return ; STR players ignore the pets.
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debug.trace("Pet Framework: " + PetRefAlias.GetActorReference() + " setting to following player")
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debug.trace("Pet Framework: " + PetRefAlias.GetActorReference() + " PetFollowingFactionRank: " + PetRefAlias.GetActorReference().GetFactionRank(PetFramework_PetFollowingFaction))
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