Well . . . as I see it, this version of the NPC ACE is done and I have no plans to work on it, at the moment.
I mean, I consider this first version of the 'engine' as finished.
It provides the necessary infrastructure to control NPCs, and is ready to be used by modders that may need it.
So, I am in a 'wait state', waiting for any modder that chooses to use it and I am willing to work together to support the use of the engine in whatever new situations that may arise.
Only by applying it to 'real' mods, we will be able to determine new requirements for the engine core and, being the case, release new versions.
You know, I just realized something, and MAYBE this is the right place to mention it... during inclement weather, I want NPCs to try and find shelter! I mean, come on! It's a frakking thunderstorm, and you're prancing around like it's the middle of May? Guards, I get. Guards have to be there. But regular guys and beggars should do their best to get indoors.
Yes, this is what I used NPC ACE for (as a demo kind of thing): selected NPCs from the Anvil dock area (1) will not wander outdoors if it is raining, (2) will run to their destination if it starts raining and (3) will wear some raincoat if they are home and have to go to some other building.
Now it is a matter of somebody considering it worth taking the time and patience to do the work of applying it to other NPCs. It is kind of time consuming as each NPC AI has to be anolyzed and converted to NPC ACE activities (by filling arrays with data in selected initialization scripts)
Considering the cost-benefit ratio, I am not sure this particular use of NPC ACE will ever happen.