1.9 KiB
1.9 KiB
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
- 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
- Kinda wonky? sometimes they die and I think it's because of placing numerous NPCs in the same spot
- 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.