update readme

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Lilian Jónsdóttir 2020-08-06 23:24:49 -07:00
parent a96a93e45f
commit 4b22ef4e50

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@ -5,18 +5,22 @@ Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/
* timer for updating everything, configurable interval * timer for updating everything, configurable interval
* Silt Striders disappear as well * Silt Striders disappear as well
* Inclement weather toggle gone, in favour of dropdown with "None" option * Inclement weather toggle removed, in favour of dropdown with "None" option
* Travel agents, their silt striders, and argonians configurably stay in inclement weather * Travel agents, their silt striders, and argonians configurably stay in inclement weather
* When locking doors, cells that contain NPCs of any class on the block list are left alone * When locking doors, cells that contain NPCs of any class on the ignore list are left alone
* cells that are >= 75% one faction will be public, if that faction is on the block list * cells that are >= 75% (configurable) one faction will be public, if that faction is on the ignore list
* Additionally, NPCs in those cells are still interactive * Additionally, NPCs in those cells can still be interacted with
* Block list now supports NPC class and faction. Any interior cell with an NPC of * Cells with no NPCs are not locked
blocked class or faction will not be locked, or have its NPCS disabled. * Ignore list now supports NPC class and faction. Any interior cell with an NPC of
ignored class or faction will not be locked, or have its NPCS disabled.
* NPC "homes" * NPC "homes"
* Outside NPCs who have homes are currently paired with the inside cell of their home * Outside NPCs who have homes are currently paired with the inside cell of their home
* Other NPCs are configurably paired with local public houses (Inns, Guildhalls and temples of their faction) * Other NPCs are configurably paired with local public houses (Inns, temples, and guildhalls of their faction)
## WIP ## ## WIP ##
* Option to move NPCs into their "home" rather than disable them * Option to move NPCs into their "home" rather than disable them
* Kinda wonky? sometimes they die and I dunno why * Kinda wonky? sometimes they die and I think it's because of placing numerous NPCs in the same spot
* working on a better variety of positions in cells
* NPCs are classed based on the worth of their equipped items, and inventory
* Public houses are classed based on the worth of NPCs in the cell