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Lilian Jónsdóttir 2020-08-25 00:25:33 -07:00
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# NPCs Go Home # # 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) 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 ## ## Things I've Added, Changed or Fixed ##
* timer for updating everything, configurable interval - timer for updating everything, configurable interval
* Silt Striders and pack guars are disabled as well - Silt Striders and pack guars are disabled as well
* Inclement weather toggle removed, 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 ignore 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% (configurable) one faction will be public, if that faction is on the ignore list - 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 - Additionally, NPCs in those cells can still be interacted with
* Cells with no NPCs are not locked - Cells with no NPCs are not locked
* Ignore list now supports NPC class and faction. Any interior cell with an NPC of - 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. 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, temples, and guildhalls of their faction) - Other NPCs are configurably paired with local public houses (Inns, temples, and guildhalls of their faction)
* Moved NPCs persist on save/load - Moved NPCs persist on save/load
## 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 think it's because of placing numerous NPCs in the same spot - 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 - working on a better variety of positions in cells
* NPCs are classed based on the worth of their equipped items, and inventory - 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 - 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 ## ## TODO ##
* move non-faction NPCs who don't have homes to temples or inns based on their "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" - pick temple for the poorest NPCs, or classed inns based on NPC/inn "worth"
## Known issues ## ## Known issues ##
* If NPCs in a town are moved, and the player moves far away from that town before they're moved back, then - 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. saves and reloads, those NPCs will probably stay moved.