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# NPCs Go Home #
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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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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)
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## Things I've Added, Changed or Fixed ##
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## Things I've Added, Changed or Fixed ##
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### The "Big" Stuff ###
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- NPC "homes"
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- 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
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- Other NPCs are configurably paired with local public houses (Inns, temples, and guildhalls of their faction)
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- Option to move NPCs into their home rather than disable them
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- working on a better variety of positions in cells
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- Moved NPCs persist on save/load
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### Other Stuff ###
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- timer for updating everything, configurable interval
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- timer for updating everything, configurable interval
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- disabled NPCs are reenabled even if the option to disable NPCs is off
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- disabled NPCs are reenabled even if the option to disable NPCs is off
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- Silt Striders and pack guars are disabled as well
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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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- 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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- Travel agents, their silt striders, and configured races/classes optionally 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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- 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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- 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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- 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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- 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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- 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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ignored class or faction will not be locked, or have its NPCS disabled.
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- NPC "homes"
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- Cells of player joined factions are not locked
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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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## WIP ##
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- Option to move NPCs into their "home" rather than disable them
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- Currently NPCs without a home are moved into local cells with matching faction, or a random public cell
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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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- 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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- 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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gold and if a merchant with a cell, the worth of items in containers in that
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@ -38,5 +44,6 @@ Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/
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## Known issues ##
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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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saves and reloads, those NPCs will probably stay moved.~~ should be fixed
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- it's probably one big bowl of spaghetti
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