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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@@ -54,7 +54,7 @@
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},
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"DecayTime": {
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"type": "dword",
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"value": 0
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"value": 5000
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},
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"Deity": {
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"type": "cexostring",
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@@ -78,7 +78,7 @@
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},
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"FactionID": {
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"type": "word",
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"value": 2
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"value": 5
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},
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"FeatList": {
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"type": "list",
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