Heya, the allowLayeringWhileBound setting currently allows layering on both the player and non-player character, bypassing both the players restraints but also any locks that may or may not be present on the target (which, if actually locked, might otherwise prohibit the player from modifying the item). Is this intended behavior?
If not, I'd recommend refactoring Layering.Init hook a bit, re-expressing the Readonly override in terms of a Character.IsPlayer() check.
Heya, the
allowLayeringWhileBound
setting currently allows layering on both the player and non-player character, bypassing both the players restraints but also any locks that may or may not be present on the target (which, if actually locked, might otherwise prohibit the player from modifying the item). Is this intended behavior?If not, I'd recommend refactoring
Layering.Init
hook a bit, re-expressing theReadonly
override in terms of aCharacter.IsPlayer()
check.