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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@@ -1,5 +1,16 @@
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#include "nw_o2_coninclude"
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#include "x0_i0_walkway"
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void main()
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{
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ActionSit (GetNearestObjectByTag ("CHAIR_Queen", OBJECT_SELF));
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DelayCommand(10.0,ExecuteScript("queen_sit",OBJECT_SELF));
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// ***** BEGIN DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***** //
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SetListeningPatterns();
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WalkWayPoints();
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GenerateNPCTreasure();
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// ***** END DEFAULT GENERIC BEHAVIOR ***** //
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// Sit in the assigned chair.
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string sChairTag = "CHAIR_Queen";
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object oChair = GetNearestObjectByTag(sChairTag);
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ActionSit(oChair);
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}
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