Go to file
2020-08-27 01:00:16 -07:00
MWSE/mods/celediel/NPCsGoHome better logging and such 2020-08-27 01:00:16 -07:00
.gitignore I probably won't commit anything in that file 2020-08-23 18:47:17 -07:00
readme.md Update readme.md 2020-08-25 00:36:03 -07:00

NPCs Go Home

Forked from 1.1 of OEA's Lightweight Lua Scheduling (I implemented most of the changes from 1.2 though)

Things I've Added, Changed or Fixed

  • 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 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
    • 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.