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- *****************************************************************
- THE ELDER SCROLLS V: SKYRIM
- CROWDED STREETS
- Version 1.1.3
- *****************************************************************
- Index:
- 1. Installation
- 2. Description
- 3. Configuration
- 4. Change List
- 5. F.A.Q.
- 6. Uninstallation
- *****************************************************************
- 1. Manual Installation
- *****************************************************************
- 1. Unzip the contents of the mod to your Skyrim Data folder. Below is a list of the default
- Skyrim installation locations:
- C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data
- For Special Edition Edition:
- C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data
- 2. Confirm you have the following files in your Skyrim data folder:
- Crowded Streets.esp
- Crowded Streets.bsa
- Crowded Streets - Textures.bsa (Skyrim Special Edition only)
- 3. Run the Skyrim Launcher. Go to Data Files and make sure Crowded Streets.esp is loaded
- after your master files.
- For Special Edition, open %userprofile%\AppData\Local\Skyrim Special Edition\plugins.txt
- and add *Crowded Streets.esp after your master files.
- 4. Save.
- 5. Launch the game.
- *****************************************************************
- 2. Description
- *****************************************************************
- Crowded Streets dynamically generates background NPCs in cities, towns, and inns to make them feel
- more populated.
- Key Features:
- Dynamic NPC Generation: Automatically generates a variety of background NPCs every time you visit
- a city, town, or inn, such as; Peasants, Hunters, Mercenaries, Priests, Merchants, Beggars, Miners
- and Mages, with Peasants being the most common. These NPCs will wander around, interact with
- furniture, workbenches, idle markers, and so on.
- Immersive Population: By default the mod generates 15-25 random NPCs in cities and 5-10 in towns
- and inns to make them feel denser and more busy, however you can use the MCM to increase these
- populations further, or decrease them if you run into performance issues.
- Automatic Cleanup: Generated NPCs disappear at night and reappear in the morning, and you can
- customize the crowd time in the MCM if you want them to stay around longer or disappear earlier.
- These NPCs are deleted from the game automatically when you leave the location to prevent save
- bloat and peformance issues.
- A Performative Alternative for Denser Towns and Cities: This mod makes no edits, making it
- compatible with mods that change or add new locations to the game. The NPCs it generates are meant
- to be as cheap on performance as possible. They have no custom dialogue, no complicated schedules;
- they just exist to add more life to a city.
- An MCM is included that allows you to customize all features added by this mod.
- *****************************************************************
- 3. Configuration
- *****************************************************************
- Crowded Streets includes an MCM that allows you to configure the following options:
- - Toggle City Spawns:
- Enables or disables crowd spawns in cities. This is enabled by default.
- You can also change this setting with the following console command:
- set CrStr_CitySpawns to # (0 to disable, 1 to enable)
- - Toggle Town Spawns:
- Enables or disables crowd spawns in towns. This is enabled by default.
- You can also change this setting with the following console command:
- set CrStr_TownSpawns to # (0 to disable, 1 to enable)
- - Toggle Inn Spawns:
- Enables or disables crowd spawns in inns. This is enabled by default.
- You can also change this setting with the following console command:
- set CrStr_InnSpawns to # (0 to disable, 1 to enable)
- - Min Spawn for Cities:
- Sets the minimum number of random NPCs spawned in cities. Set to 15 by default.
- You can also change this setting with the following console command:
- set CrStr_CityMin to # (0 - 50)
- - Max Spawn for Cities:
- Sets the maximum number of random NPCs spawned in cities. Set to 25 by default.
- You can also change this setting with the following console command:
- set CrStr_CityMax to # (0 - 50)
- - Min Spawn for Towns:
- Sets the minimum number of random NPCs spawned in towns. Set to 5 by default.
- You can also change this setting with the following console command:
- set CrStr_TownMin to # (0 - 50)
- - Max Spawn for Towns:
- Sets the maximum number of random NPCs spawned in towns. Set to 10 by default.
- You can also change this setting with the following console command:
- set CrStr_TownMax to # (0 - 50)
- - Min Spawn for Inns:
- Sets the minimum number of random NPCs spawned in inns. Set to 5 by default.
- You can also change this setting with the following console command:
- set CrStr_InnMin to # (0 - 50)
- - Max Spawn for Inns:
- Sets the maximum number of random NPCs spawned in inns. Set to 10 by default.
- You can also change this setting with the following console command:
- set CrStr_InnMax to # (0 - 50)
- - Start Time:
- When to start showing randomly spawned in NPCs. Set to 6 by default (6:00 AM).
- You can also change this setting with the following console command:
- set CrStr_StartTime to # (0 - 23 AM/PM)
- - End Time:
- When to stop showing randomly spawned in NPCs. Set to 20 by default (8:00 PM).
- You can also change this setting with the following console command:
- set CrStr_EndTime to # (0 - 23 AM/PM)
- - Toggle Debug Notifications
- Enables or disables debug messages that appear when Crowded Streets performs and action.
- This is disabled by default.
- You can also change this setting with the following console command:
- set CrStr_InnSpawns to # (0 to disable, 1 to enable)
- Note: The population cap in the MCM is set to 50 to prevent players from setting it too
- high, crashing the game, then blaming the mod. If you want to spawn in more than 50
- NPCs at a time you'll need to increase the cap in the CrStr_MCMScript script for the MCM
- and the array size in the CrStr_MainScript script. The script source has been included
- with this mod.
- set CrStr_GenerateInOtherWorldspaces to # (0 to disable, 1 to enable)
- By default this is set to 0. When it's set to 1, Crowded Streets will generate NPCs in
- worldspaces added by DLC and mods, assuming those locations have LocTypeInn, LocTypeTown
- or LocTypeCity keywords and have a Location Center Marker.
- set CrStr_Radius to # (0-10000)
- This is the radius around a randomly chosen XMarker that's used when spawning in NPCs.
- When the player enters an inn, town or city, Crowded Streets generates NPCs at the
- Location Center Marker in a hidden state. It then looks for a random nearby XMarker
- within an 8000 unit radius and places one of the generated NPCs around it based on this
- value, which is by default set to 2500. Once the NPC is placed, they're unhidden, and
- the process repeats for the next generated NPC until all of them are scattered.
- set CrStr_ZOffset to # (0-5000)
- This is a Z axis offset added to the position of a scattered NPC, which is derived from
- the randomly chosen XMarker. By default this is set to 50. When the NPC is unhidden they
- *should* be snapped to the nearest navmesh, however there may be cases where navmeshes
- closely overlap each other, such as mods that erroneously place navmesh under the floor.
- set CrStr_Chance_Beggar to # (0-100)
- Controls the likelihood of a beggar getting generated. This number is treated as a weight
- not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
- to 100. The higher this number the more likely a beggar will be generated.
- By default this number is 10.
- set CrStr_Chance_Hunter to # (0-100)
- Controls the likelihood of a hunter getting generated. This number is treated as a weight
- not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
- to 100. The higher this number the more likely a hunter will be generated.
- By default this number is 10.
- set CrStr_Chance_Mage to # (0-100)
- Controls the likelihood of a mage getting generated. This number is treated as a weight
- not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
- to 100. The higher this number the more likely a mage will be generated.
- By default this number is 10.
- set CrStr_Chance_Mercenary to # (0-100)
- Controls the likelihood of a mercenary getting generated. This number is treated as a weight
- not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
- to 100. The higher this number the more likely a mercenary will be generated.
- By default this number is 10.
- set CrStr_Chance_Merchant to # (0-100)
- Controls the likelihood of a merchant getting generated. This number is treated as a weight
- not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
- to 100. The higher this number the more likely a merchant will be generated.
- By default this number is 10.
- set CrStr_Chance_Miner to # (0-100)
- Controls the likelihood of a miner getting generated. This number is treated as a weight
- not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
- to 100. The higher this number the more likely a miner will be generated.
- By default this number is 10.
- set CrStr_Chance_Peasant to # (0-100)
- Controls the likelihood of a peasant getting generated. This number is treated as a weight
- not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
- to 100. The higher this number the more likely a peasant will be generated.
- By default this number is 50.
- set CrStr_Chance_Priest to # (0-100)
- Controls the likelihood of a priest getting generated. This number is treated as a weight
- not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
- to 100. The higher this number the more likely a priest will be generated.
- By default this number is 10.
- *****************************************************************
- 4. Change List
- *****************************************************************
- 1.0 - Initial Release.
- 1.0.1 - Excluded the Dark Brotherhood Sanctuaries from town spawns since Bethesda internally
- flagged them as towns for some reason.
- - Excluded the Falkreath Barracks Jail from inn spawns since Bethesda internally flagged
- it as an inn for some reason.
- - Prevented crowd generation events from occurring during city sieges.
- 1.0.2 - Reduced the min and max distances from a random XMarker to place a generated NPC to
- help prevent them from getting placed too far from a navmesh.
- - Reduced the Z offset.
- 1.0.3 - The radius around which NPCs are placed near a randomly chosen nearby XMarker is now
- configurable in the MCM.
- - iAINumberActorsComplexScene is now adjustable in the MCM as 'AI Actors'. Increase this
- value if generated NPCs are just standing around doing nothing.
- - iNumberActorsInCombatPlayer is now adjustable in the MCM as 'AI Actors in Combat'.
- Increase this value if some generated NPCs are not reacting to combat.
- - Replaced 'MinRadius' with 'MaxRadius * -1' to support a configurable radius.
- 1.1.0 - If an NPC is placed into a swimming state during scattering, their position is now
- recalculated. NPCs may still get placed in water though.
- - Removed 'AI Actors' and 'AI Actors in Combat' MCM sliders since they apparently have
- no effect.
- - Added an option to generate NPCs in worldspaces outside Tamriel.
- - ZOffset is now a configurable value in the MCM. Reduced the default height from 512 to
- 50. This should be a value higher than 0 to prevent NPCs being placed in the floor.
- - Added an EvaluatePackage() function after Enable() to try to kickstart their sandbox
- behaviour. Just note that this engine can only evaluate a few NPC packages at a time.
- - Removed College Mages from CollegeofWinterholdFaction since some of them had no voice
- acting for their voice type.
- - Renamed 'College Mage' to 'Mage'.
- - NPCs should be rescattered if they're spawned into Delphine's secret room.
- - Improved the variety of outfits NPCs spawn in with.
- - Created new custom faces for generated NPCs. No longer relying on base game LChar
- lists.
- - Player proximity rescattering is now skipped for interiors. Not really necessary and
- could lead to performance issues in very small interiors.
- 1.1.1 - Fixed Story Manager conditions.
- - Fixed an error on CrStr_FacePreset_HighElf_02 caused by the HighElfSkinFemale01 preset.
- - Added a prefix to QF__01003DF2 and QF__01003DF4 to prevent naming collisions with other
- mods.
- 1.1.2 - Prevented NPCs from generating in Honeyside.
- - You can now set likelihood weights for each type of NPC via the MCM.
- 1.1.3 - Fixed papyrus spam.
- *****************************************************************
- 5. F.A.Q
- *****************************************************************
- Q. What patch level is required?
- A. None.
- Q. Do I need Dawnguard, Hearthfire or Dragonborn or additional plugins like SKSE?
- A. SKSE and SkyUI will be required if you want to change any settings via the MCM, but this
- mod will function perfectly fine without them and all settings can be changed with console
- commands as documented in this readme file.
- Q. Aren't there already mods out there that do this kind of thing?
- A. Yes, and they usually place new NPCs by making cell edits which may lead to compatibility
- issues and don't do anything for new locations added by other mods without a compatibility
- patch. Those kinds of NPCs also persist in your save and may cost CPU time even when off-
- screen, whereas the NPCs that are generated by Crowded Streets are deleted completely when you
- leave the spawn location.
- Q. Is this mod stable? / compatible with ### / affect performance?
- A. I've tried to make this mod as lightweight as possible. The only time you may possibly notice
- a dip in performance is when NPCs are being spawned in or culled, which usually only takes a
- brief second, only happens once per day per crowd generation event, and can be mitigated further
- by reducing the spawn populations in the MCM.
- If you think this mod is causing a crash, try reducing the spawn populations.
- As far as compatibility is concerned, as long as a city/town/inn has the
- LocTypeCity/LocTypeTown/LocTypeInn keywords, Crowded Streets should be able to generate NPCs
- for that location without a problem, otherwise Crowded Streets simply won't do anything at
- that location. This mod makes zero cell edits and changes no existing records so there should
- be very little out there that it could be incompatible with.
- Q. Will this bloat my save?
- A. That shouldn't be possible. A random crowd is generated when you enter a city/town/inn and they
- are deleted outright when you leave that location. Internally it's set up like a random encounter.
- Q. Some randomly generated NPCs aren't disappearing for the night.
- A. If you're too close or have line-of-sight to a randomly generated NPC, they won't disappear
- immediately. This is to prevent NPCs from popping out of existence in front of your eyes. The mod
- will check and try again in an hour. The same check happens when re-enabling these NPCs in the
- morning to prevent them from popping into existence in front of your eyes. If you are still
- noticing pop-in/pop-out let me know so I can tweak the conditions.
- Q. Do I need to start a new game to use this mod?
- A. No.
- Q. Is this ESL flagged?
- A. Yes.
- Q. Can I modify this mod or re-use any parts of the script files?
- A. You can do what ever you want with this mod, with attribution.
- *****************************************************************
- 6. Uninstallation
- *****************************************************************
- The easiest way to disable the mod is to untick the Toggle City Spawns, Toggle Town Spawns
- and Toggle Inn Spawns tickboxes in the MCM. But if you want to remove the mod permanently:
- 1. Close the game.
- 2. Remove the Crowded Streets.esp and Crowded Streets.bsa files from your Skyrim data
- folder. By default this should be either of the following locations:
- C:\Program Files\Steam\steamapps\common\skyrim\data
- or for 64-bit Windows:
- C:\Program Files (x86)\Steam\steamapps\common\skyrim\data
- 3. Refer to SuperSajuuk's document on manually removing any leftover CrStr_* script files from
- your save file:
- https://www.dropbox.com/s/lj6d98yy8ohcoh3/Uninstalling%20Skyrim%20Mods.pdf?dl=0
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