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…r's pick (#899) * Add `SetLeveledCreature` and `CreateTemplateActorBase` functions * Rebuild leveled NPC base from the original NPC and the owner's pick ...instead of assigning the template directly. This preserves non-inherited data, such as hold guard names and outfits, and prevents native actor resets from disposing of shared static NPC records. Update leveled-creature metadata and reconciliation checks, dispose of replaced temporary bases through the engine, and rename the base predicate to `IsLeveledNpcBase`. * Move the "resolve and apply pick" procedure into `LeveledNpcSystem::ApplyPick`
* Exclude faction jail containers from object sync (#700) When a player is sent to jail, the game moves their whole inventory into the faction's prisoner belongings container and stolen goods into its evidence chest. Both were synced like any other container, so the first player to enter the jail cell registered their stash on the server and the next player's local chest was overwritten with it; on release they walked out with someone else's inventory. Read the player inventory and stolen goods containers from every loaded faction's crime data and exclude them from object sync, so each client keeps its own copy. This replaces the need for per-chest hard-coded exclusions and also covers jails added by mods. The two quest chests already excluded by form ID stay as they are, since they are quest-owned rather than faction containers. Verified: client builds, TPTests pass. In-game check with two arrested party members pending. * Fix `TESFaction.h` layout, shorten the comment --------- Co-authored-by: Daniil Zakharov <miredirex@gmail.com>
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