diff --git a/readme.md b/readme.md index d32172f..a4dbc86 100644 --- a/readme.md +++ b/readme.md @@ -1,30 +1,36 @@ # 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) +A no-longer-lightweight fork of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/morrowind/mods/48584) version 1.1 (I implemented most of the changes from 1.2 though) ## Things I've Added, Changed or Fixed ## +### The "Big" Stuff ### + +- NPC "homes" + - 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 +- 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 - 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 +- 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 - 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 +- Cells of player joined factions are not locked ## 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 +- Currently NPCs without a home are moved into local cells with matching faction, or a random public cell - 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 @@ -38,5 +44,6 @@ Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/ ## 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. +- ~~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