# NPCs Go Home # 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 ## ### 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 - disabled NPCs are reenabled even if the option to disable NPCs is off - Silt Striders and pack guars are disabled as well - Inclement weather toggle removed, in favour of dropdown with "None" option - 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 - 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 - Cells with no NPCs are not locked - 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. - Cells of player joined factions are not locked ## WIP ## - Currently NPCs without a home are moved into local cells with matching faction, or a random public cell - 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 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 ## TODO ## - move non-faction NPCs who don't have homes to temples or inns based on their "worth" - pick temple for the poorest NPCs, or classed inns based on NPC/inn "worth" ## Known issues ## - ~~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.~~ should be fixed - it's probably one big bowl of spaghetti