morrowind-npcs-go-home/readme.md

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# 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