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Only mark valid actor ids for conversion

This commit is contained in:
Evil Eye 2025-12-28 11:21:30 +01:00
parent 72de0c06ba
commit d3b4ea0ba7

View file

@ -257,9 +257,9 @@ namespace
if constexpr (std::is_same_v<T, ESM::Creature> || std::is_same_v<T, ESM::NPC>)
MWWorld::convertEnchantmentSlots(state.mCreatureStats, state.mInventory);
}
if (reader.getActorIdConverter())
if constexpr (std::is_same_v<T, ESM::Creature> || std::is_same_v<T, ESM::NPC>)
{
if constexpr (std::is_same_v<T, ESM::Creature> || std::is_same_v<T, ESM::NPC>)
if (reader.getActorIdConverter() && state.mHasCustomState)
{
MWBase::Environment::get().getWorldModel()->assignSaveFileRefNum(state.mRef);
reader.getActorIdConverter()->mMappings.emplace(state.mCreatureStats.mActorId, state.mRef.mRefNum);