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Lilian Jónsdóttir 2020-10-03 23:44:53 -07:00
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# NPCs Go Home # # 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 ## ## 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 - timer for updating everything, configurable interval
- disabled NPCs are reenabled even if the option to disable NPCs is off - disabled NPCs are reenabled even if the option to disable NPCs is off
- Silt Striders and pack guars are disabled as well - Silt Striders and pack guars are disabled as well
- Inclement weather toggle removed, in favour of dropdown with "None" option - 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 - 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 - Additionally, NPCs in those cells can still be interacted with
- Cells with no NPCs are not locked - Cells with no NPCs are not locked
- Ignore list now supports NPC class and faction. Any interior cell with an NPC of - 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. ignored class or faction will not be locked, or have its NPCS disabled.
- NPC "homes" - Cells of player joined factions are not locked
- 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
## WIP ## ## WIP ##
- Option to move NPCs into their "home" rather than disable them - Currently NPCs without a home are moved into local cells with matching faction, or a random public cell
- 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
- NPCs are classed based on the worth of their equipped items, and inventory - 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 - 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 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 ## ## Known issues ##
- If NPCs in a town are moved, and the player moves far away from that town before they're moved back, then - ~~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. saves and reloads, those NPCs will probably stay moved.~~ should be fixed
- it's probably one big bowl of spaghetti