diff --git a/readme.md b/readme.md index 5a8a444..6d44833 100644 --- a/readme.md +++ b/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. \ No newline at end of file +- 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.