update readme
This commit is contained in:
parent
184bbf7379
commit
51760a27f6
50
readme.md
50
readme.md
|
@ -1,37 +1,41 @@
|
|||
# NPCs Go Home #
|
||||
|
||||
Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/morrowind/mods/48584) (I implemented most of the changes from 1.2 though)
|
||||
|
||||
## Things I've Added, Changed or Fixed ##
|
||||
|
||||
* timer for updating everything, configurable interval
|
||||
* Silt Striders and pack guars are disabled as well
|
||||
* Inclement weather toggle removed, in favour of dropdown with "None" option
|
||||
* Travel agents, their silt striders, and argonians configurably stay in inclement weather
|
||||
* When locking doors, cells that contain NPCs of any class on the ignore list are left alone
|
||||
* cells that are >= 75% (configurable) one faction will be public, if that faction is on the ignore list
|
||||
* Additionally, NPCs in those cells can still be interacted with
|
||||
* Cells with no NPCs are not locked
|
||||
* 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"
|
||||
* 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, temples, and guildhalls of their faction)
|
||||
* Moved NPCs persist on save/load
|
||||
- timer for updating everything, configurable interval
|
||||
- Silt Striders and pack guars are disabled as well
|
||||
- Inclement weather toggle removed, in favour of dropdown with "None" option
|
||||
- Travel agents, their silt striders, and argonians configurably stay in inclement weather
|
||||
- When locking doors, cells that contain NPCs of any class on the ignore list are left alone
|
||||
- cells that are >= 75% (configurable) one faction will be public, if that faction is on the ignore list
|
||||
- Additionally, NPCs in those cells can still be interacted with
|
||||
- Cells with no NPCs are not locked
|
||||
- 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"
|
||||
- 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, temples, and guildhalls of their faction)
|
||||
- Moved NPCs persist on save/load
|
||||
|
||||
## WIP ##
|
||||
|
||||
* Option to move NPCs into their "home" rather than disable them
|
||||
* 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
|
||||
- Option to move NPCs into their "home" rather than disable them
|
||||
- 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
|
||||
- NPC worth is a table of: equipped items worth, inventory items worth, barter
|
||||
gold and if a merchant with a cell, the worth of items in containers in that
|
||||
cell that the NPC sells is added, and the total of all calculated values
|
||||
- Public houses are classed based on the worth of NPCs in the cell
|
||||
|
||||
## TODO ##
|
||||
|
||||
* move non-faction NPCs who don't have homes to temples or inns based on their "worth"
|
||||
* pick temple for the poorest NPCs, or classed inns based on NPC/inn "worth"
|
||||
- move non-faction NPCs who don't have homes to temples or inns based on their "worth"
|
||||
- pick temple for the poorest NPCs, or classed inns based on NPC/inn "worth"
|
||||
|
||||
## Known issues ##
|
||||
|
||||
* If NPCs in a town are moved, and the player moves far away from that town before they're moved back, then
|
||||
saves and reloads, those NPCs will probably stay moved.
|
||||
- If NPCs in a town are moved, and the player moves far away from that town before they're moved back, then
|
||||
saves and reloads, those NPCs will probably stay moved.
|
||||
|
|
Loading…
Reference in a new issue