diff --git a/readme.md b/readme.md index a4dbc86..b6a2218 100644 --- a/readme.md +++ b/readme.md @@ -10,18 +10,18 @@ A no-longer-lightweight fork of [OEA's Lightweight Lua Scheduling](https://www.n - Outside NPCs who have homes (local cell that contains their name, i.e.: NPC Fargoth and cell "Seyda Neen, Fargoth's House") 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) - Option to move NPCs into their home rather than disable them - - working on a better variety of positions in cells + - Working on a better variety of positions in cells - Moved NPCs persist on save/load ### Other Stuff ### -- timer for updating everything, configurable interval -- disabled NPCs are reenabled even if the option to disable NPCs is off +- Timer for updating everything, configurable interval +- Disabled NPCs are reenabled even if the option to disable NPCs is off - 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 configured races/classes optionally 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 + - 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 @@ -39,11 +39,11 @@ A no-longer-lightweight fork of [OEA's Lightweight Lua Scheduling](https://www.n ## 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.~~ should be fixed -- it's probably one big bowl of spaghetti +- It's probably one big bowl of spaghetti