updated readme

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Lilian Jónsdóttir 2020-10-03 22:21:26 -07:00
parent 8645d173e5
commit ecb4d702e6

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@ -18,7 +18,6 @@ Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/
- NPC "homes" - NPC "homes"
- Outside NPCs who have homes are currently paired with the inside cell of their home - 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) - Other NPCs are configurably paired with local public houses (Inns, temples, and guildhalls of their faction)
- Moved NPCs persist on save/load
## WIP ## ## 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 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 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 - 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 ## ## 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 - 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.
- Launching the game and loading a save with moved/disabled NPCs, they won't be put back/enabled.
- send help