I figured out why commoner types weren't using civilized animations
Most changes were due to that and other behaviors I wanted ambient npcs to do.
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@@ -9,5 +9,5 @@ void main()
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SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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ClearAllActions();
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ActionSit (GetNearestObjectByTag ("CHAIR", OBJECT_SELF));
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DelayCommand(10.0,ExecuteScript("oldman_sit",OBJECT_SELF));
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DelayCommand(6.0,ExecuteScript("oldman_sit",OBJECT_SELF));
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}
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