# NPCs Go Home # Forked from 1.1 of [OEA's Lightweight Lua Scheduling](https://www.nexusmods.com/morrowind/mods/48584) (I implemented most of the changes from 1.2 though) ## Things I've Added, Changed or Fixed ## * timer for updating everything, configurable interval * 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 argonians configurably 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. * 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 ## * Option to move NPCs into their "home" rather than disable them * Kinda wonky? sometimes they die and I think it's because of placing numerous NPCs in the same spot * working on a better variety of positions in cells * NPCs are classed based on the worth of their equipped items, and inventory * 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.