- Mar 5, 2024
- 63
- 30
Of course it works after all $npc is a generic object, but thenI have just confirmed a little theory, that it is possible to add custom properties to npcs.
Like this:
View attachment 3723922
So, now we know that Loren is a bigpooper and Juno is not, whatever that means.
This could be used to allow the player to mark certain npcs as "to-be slut" or whatever, which can then be considered by the mod in different types of automated interactions, avoiding the need for positive and negative buttons.
But before going down that path, there really needs to be a more flexible gui for the mod and even before that there are lots of other things to do, like code cleaning and re-adding currently removed stuff.
Auto hunt is also quite literally the first function that I added, and back then the choice was limited to auto add follower 1-4 or to auto add no one. Here in the future it would be relatively easy to just add an option: autoAddBestHuntersBeforeHunt = true/false.
are you sure that giving an npc a custom property, will never have sideeffects, if the npc is sold/released/dies (slot is cleared via ClearSlot passage) and was an entry of the form $npc.avXYZ (with XYZ being above 100) and the slot (entry of $npc) gets reused? - There will not be sideeffects for "story-npcs" (as these entries are never reused for other npcs).