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"
- 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