From ffc0b532747e4bdd15de19580a8cdd4442bfff2f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lilian=20J=C3=B3nsd=C3=B3ttir?= Date: Wed, 8 Sep 2021 23:09:07 -0700 Subject: [PATCH] update readme for faction helpers --- README.md | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index d7f1dd8..f7d06a5 100644 --- a/README.md +++ b/README.md @@ -3,9 +3,10 @@ ## About ## An MWSE-Lua mod that replicates the features of -[Inquisitive Guards](https://www.nexusmods.com/morrowind/mods/46538) by RubberMan +[Inquisitive Guards](https://www.nexusmods.com/morrowind/mods/46538) by RubberMan, +[Protective Guards](http://download.fliggerty.com/download-110-20) by Fliggerty, and -[Protective Guards](http://download.fliggerty.com/download-110-20) by Fliggerty +[Protective Factions](https://www.nexusmods.com/morrowind/mods/50221) by Jay-D * Guards that catch the player sneaking about in town will follow them for a length of time dependent on their sneak skill. @@ -15,6 +16,8 @@ length of time dependent on their sneak skill. not the best way to handle this, but the few false positives outweigh all the false negatives that would be otherwise) * If the player has a bounty, guards will ignore the combat +* Option exists for faction members to aid the player in combat as well, with +a configurable faction rank required for help to be given * MCM Menu for configuration of many options * Thanks to the power of MWSE Lua, all guards are affected, not just selected hardcoded guards