morrowind-npcs-go-home/readme.md

31 lines
1.7 KiB
Markdown

# 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)
## 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"