Dead link fix
Remove unused slice_array
Changed crime IDs for legacy savegames. Not an issue, but it was inconsistent.
Fix texture name issue with Vality's Bitter Coast Mod
Fix travis

Why again do we need a unit test for something that was never used?
updated credits file
Merge remote-tracking branch 'scrawl/master'
Made aifollowers run when long distances (800 or 10000, depending) from what they're following.
Seperated locked and lock level, to allow for relocking doors to previous lock level.

The data is stored in the esm as -lockLevel if unlocked; lockLevel if locked. While not tested, it should not present any problems.
Small changes to lock command (If no valid lockLevel exists, defaults to 100)
Evidence chest now locks when new evidence is added to it
Removed mLocked, kept it as "Negative lock level means unlocked"
Fixed various issues caused by late-night coding. Also added "unlock" message to unlocked doors
Fixed issue which may occur if there's no evidence chest nearby
Added quicksave and quickload
Missed a debug message
Disallowed quicksave/load in character creation
Apparently a normal save must exist for some reason, calling for a character to be made doesn't cause the signature to be created, and I don't know how to force create the signature (It's kinda driving me nuts)
Added autosave on rest, as well as an option in the settings menu
Moved autosave to before you rest, not after it.