diff --git a/MWSE/mods/celediel/NPCsGoHome/mcm.lua b/MWSE/mods/celediel/NPCsGoHome/mcm.lua index 1b24bc1..ed9268e 100644 --- a/MWSE/mods/celediel/NPCsGoHome/mcm.lua +++ b/MWSE/mods/celediel/NPCsGoHome/mcm.lua @@ -40,11 +40,16 @@ category:createYesNoButton({label = "Disable non-Guard NPCs at night?", variable category:createYesNoButton({ label = "Move NPCs into their homes at night and in bad weather instead of disabling them?", + description = "NOTE: Without the proper positions in data/positions.lua this could result in bad placement!!!\n\n".. + "Make a PR with some more positions if you feel like it.", variable = createTableVar("moveNPCs") }) category:createYesNoButton({ label = "Move \"homeless\" NPCs to public spaces at night and in bad weather instead of disabling them?", + description = "NOTE: Without the proper positions in data/positions.lua this could result in bad placement, ".. + "and if multiple NPCs are placed in the same spot, they might DIE!!!\n\n" .. + "Make a PR with some more positions if you feel like it.", variable = createTableVar("homelessWanderersToPublicHouses") }) diff --git a/readme.md b/readme.md index b6a2218..801399d 100644 --- a/readme.md +++ b/readme.md @@ -28,6 +28,14 @@ A no-longer-lightweight fork of [OEA's Lightweight Lua Scheduling](https://www.n ignored class or faction will not be locked, or have its NPCS disabled. - Cells of player joined factions are not locked +### Debug / Devel Stuff ### + +- data/positions.lua contains positions used for NPC placement in homes and public houses +- it's tedious work, so I haven't done many, so I've added debug some debug keybinds to help: + - ctrl + c prints to mwse.log position data sorta properly formatted for positions.lua + - alt + c prints to mwse.log all the current runtime data, found in common.runtimeData + - includes: public houses and homes found for NPCs: cells that NPCs will be moved to, needing position data + ## WIP ## - Currently NPCs without a home are moved into local cells with matching faction, or a random public cell