From ecb4d702e6c5e114e0e9d0fd6d111198eb401971 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lilian=20J=C3=B3nsd=C3=B3ttir?= Date: Sat, 3 Oct 2020 22:21:26 -0700 Subject: [PATCH] updated readme --- readme.md | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/readme.md b/readme.md index d32172f..e3c7d14 100644 --- a/readme.md +++ b/readme.md @@ -18,7 +18,6 @@ Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/ - 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 ## WIP ## @@ -30,6 +29,10 @@ Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/ gold and if a merchant with a cell, the worth of items in containers in that cell that the NPC sells is added, and the total of all calculated values - Public houses are classed based on the worth of NPCs in the cell +- Moved NPCs persist on save/load + - works if the game is still running when the save is loaded + - if the game is launched fresh, and a save with moved/disabled NPCs is loaded, it's still broken + - ? WHY ? ## TODO ## @@ -40,3 +43,5 @@ Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/ - 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. +- Launching the game and loading a save with moved/disabled NPCs, they won't be put back/enabled. + - send help