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# NPCs Go Home #
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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)
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## Things I've Added, Changed or Fixed ##
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* timer for updating everything, configurable interval
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* Silt Striders and pack guars are disabled as well
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* Inclement weather toggle removed, in favour of dropdown with "None" option
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* Travel agents, their silt striders, and argonians configurably stay in inclement weather
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* When locking doors, cells that contain NPCs of any class on the ignore list are left alone
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* cells that are >= 75% (configurable) one faction will be public, if that faction is on the ignore list
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* Additionally, NPCs in those cells can still be interacted with
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* Cells with no NPCs are not locked
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* Ignore list now supports NPC class and faction. Any interior cell with an NPC of
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- timer for updating everything, configurable interval
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- Silt Striders and pack guars are disabled as well
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- Inclement weather toggle removed, in favour of dropdown with "None" option
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- Travel agents, their silt striders, and argonians configurably stay in inclement weather
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- When locking doors, cells that contain NPCs of any class on the ignore list are left alone
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- cells that are >= 75% (configurable) one faction will be public, if that faction is on the ignore list
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- Additionally, NPCs in those cells can still be interacted with
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- Cells with no NPCs are not locked
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- Ignore list now supports NPC class and faction. Any interior cell with an NPC of
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ignored class or faction will not be locked, or have its NPCS disabled.
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* NPC "homes"
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* Outside NPCs who have homes are currently paired with the inside cell of their home
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* Other NPCs are configurably paired with local public houses (Inns, temples, and guildhalls of their faction)
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* Moved NPCs persist on save/load
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- NPC "homes"
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- Outside NPCs who have homes are currently paired with the inside cell of their home
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- Other NPCs are configurably paired with local public houses (Inns, temples, and guildhalls of their faction)
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- Moved NPCs persist on save/load
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## WIP ##
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* Option to move NPCs into their "home" rather than disable them
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* Kinda wonky? sometimes they die and I think it's because of placing numerous NPCs in the same spot
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* working on a better variety of positions in cells
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* NPCs are classed based on the worth of their equipped items, and inventory
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* Public houses are classed based on the worth of NPCs in the cell
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- Option to move NPCs into their "home" rather than disable them
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- Kinda wonky? sometimes they die and I think it's because of placing numerous NPCs in the same spot
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- working on a better variety of positions in cells
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- NPCs are classed based on the worth of their equipped items, and inventory
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- NPC worth is a table of: equipped items worth, inventory items worth, barter
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gold and if a merchant with a cell, the worth of items in containers in that
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cell that the NPC sells is added, and the total of all calculated values
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- Public houses are classed based on the worth of NPCs in the cell
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## TODO ##
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* move non-faction NPCs who don't have homes to temples or inns based on their "worth"
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* pick temple for the poorest NPCs, or classed inns based on NPC/inn "worth"
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- move non-faction NPCs who don't have homes to temples or inns based on their "worth"
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- pick temple for the poorest NPCs, or classed inns based on NPC/inn "worth"
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## Known issues ##
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* If NPCs in a town are moved, and the player moves far away from that town before they're moved back, then
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- If NPCs in a town are moved, and the player moves far away from that town before they're moved back, then
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saves and reloads, those NPCs will probably stay moved.
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