updated readme
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@ -18,7 +18,6 @@ Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/
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- NPC "homes"
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- NPC "homes"
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- Outside NPCs who have homes are currently paired with the inside cell of their home
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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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- 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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@ -30,6 +29,10 @@ Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/
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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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cell that the NPC sells is added, and the total of all calculated values
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cell that the NPC sells is added, and the total of all calculated values
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- Public houses are classed based on the worth of NPCs in the cell
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- Public houses are classed based on the worth of NPCs in the cell
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- Moved NPCs persist on save/load
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- works if the game is still running when the save is loaded
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- if the game is launched fresh, and a save with moved/disabled NPCs is loaded, it's still broken
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- ? WHY ?
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## TODO ##
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## TODO ##
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@ -40,3 +43,5 @@ Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/
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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.
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- Launching the game and loading a save with moved/disabled NPCs, they won't be put back/enabled.
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- send help
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