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Crowded Streets Readme

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  1. *****************************************************************
  2.  
  3.  
  4. THE ELDER SCROLLS V: SKYRIM
  5. CROWDED STREETS
  6. Version 1.1.3
  7.  
  8.  
  9. *****************************************************************
  10.  
  11. Index:
  12. 1. Installation
  13. 2. Description
  14. 3. Configuration
  15. 4. Change List
  16. 5. F.A.Q.
  17. 6. Uninstallation
  18.  
  19.  
  20. *****************************************************************
  21.  
  22. 1. Manual Installation
  23.  
  24. *****************************************************************
  25.  
  26. 1. Unzip the contents of the mod to your Skyrim Data folder. Below is a list of the default
  27. Skyrim installation locations:
  28.  
  29. C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data
  30.  
  31. For Special Edition Edition:
  32.  
  33. C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data
  34.  
  35. 2. Confirm you have the following files in your Skyrim data folder:
  36.  
  37. Crowded Streets.esp
  38. Crowded Streets.bsa
  39. Crowded Streets - Textures.bsa (Skyrim Special Edition only)
  40.  
  41. 3. Run the Skyrim Launcher. Go to Data Files and make sure Crowded Streets.esp is loaded
  42. after your master files.
  43.  
  44. For Special Edition, open %userprofile%\AppData\Local\Skyrim Special Edition\plugins.txt
  45. and add *Crowded Streets.esp after your master files.
  46.  
  47. 4. Save.
  48.  
  49. 5. Launch the game.
  50.  
  51.  
  52. *****************************************************************
  53.  
  54. 2. Description
  55.  
  56. *****************************************************************
  57.  
  58. Crowded Streets dynamically generates background NPCs in cities, towns, and inns to make them feel
  59. more populated.
  60.  
  61. Key Features:
  62.  
  63. Dynamic NPC Generation: Automatically generates a variety of background NPCs every time you visit
  64. a city, town, or inn, such as; Peasants, Hunters, Mercenaries, Priests, Merchants, Beggars, Miners
  65. and Mages, with Peasants being the most common. These NPCs will wander around, interact with
  66. furniture, workbenches, idle markers, and so on.
  67.  
  68. Immersive Population: By default the mod generates 15-25 random NPCs in cities and 5-10 in towns
  69. and inns to make them feel denser and more busy, however you can use the MCM to increase these
  70. populations further, or decrease them if you run into performance issues.
  71.  
  72. Automatic Cleanup: Generated NPCs disappear at night and reappear in the morning, and you can
  73. customize the crowd time in the MCM if you want them to stay around longer or disappear earlier.
  74. These NPCs are deleted from the game automatically when you leave the location to prevent save
  75. bloat and peformance issues.
  76.  
  77. A Performative Alternative for Denser Towns and Cities: This mod makes no edits, making it
  78. compatible with mods that change or add new locations to the game. The NPCs it generates are meant
  79. to be as cheap on performance as possible. They have no custom dialogue, no complicated schedules;
  80. they just exist to add more life to a city.
  81.  
  82. An MCM is included that allows you to customize all features added by this mod.
  83.  
  84.  
  85. *****************************************************************
  86.  
  87. 3. Configuration
  88.  
  89. *****************************************************************
  90.  
  91. Crowded Streets includes an MCM that allows you to configure the following options:
  92.  
  93. - Toggle City Spawns:
  94. Enables or disables crowd spawns in cities. This is enabled by default.
  95. You can also change this setting with the following console command:
  96.  
  97. set CrStr_CitySpawns to # (0 to disable, 1 to enable)
  98.  
  99. - Toggle Town Spawns:
  100. Enables or disables crowd spawns in towns. This is enabled by default.
  101. You can also change this setting with the following console command:
  102.  
  103. set CrStr_TownSpawns to # (0 to disable, 1 to enable)
  104.  
  105. - Toggle Inn Spawns:
  106. Enables or disables crowd spawns in inns. This is enabled by default.
  107. You can also change this setting with the following console command:
  108.  
  109. set CrStr_InnSpawns to # (0 to disable, 1 to enable)
  110.  
  111. - Min Spawn for Cities:
  112. Sets the minimum number of random NPCs spawned in cities. Set to 15 by default.
  113. You can also change this setting with the following console command:
  114.  
  115. set CrStr_CityMin to # (0 - 50)
  116.  
  117. - Max Spawn for Cities:
  118. Sets the maximum number of random NPCs spawned in cities. Set to 25 by default.
  119. You can also change this setting with the following console command:
  120.  
  121. set CrStr_CityMax to # (0 - 50)
  122.  
  123. - Min Spawn for Towns:
  124. Sets the minimum number of random NPCs spawned in towns. Set to 5 by default.
  125. You can also change this setting with the following console command:
  126.  
  127. set CrStr_TownMin to # (0 - 50)
  128.  
  129. - Max Spawn for Towns:
  130. Sets the maximum number of random NPCs spawned in towns. Set to 10 by default.
  131. You can also change this setting with the following console command:
  132.  
  133. set CrStr_TownMax to # (0 - 50)
  134.  
  135. - Min Spawn for Inns:
  136. Sets the minimum number of random NPCs spawned in inns. Set to 5 by default.
  137. You can also change this setting with the following console command:
  138.  
  139. set CrStr_InnMin to # (0 - 50)
  140.  
  141. - Max Spawn for Inns:
  142. Sets the maximum number of random NPCs spawned in inns. Set to 10 by default.
  143. You can also change this setting with the following console command:
  144.  
  145. set CrStr_InnMax to # (0 - 50)
  146.  
  147. - Start Time:
  148. When to start showing randomly spawned in NPCs. Set to 6 by default (6:00 AM).
  149. You can also change this setting with the following console command:
  150.  
  151. set CrStr_StartTime to # (0 - 23 AM/PM)
  152.  
  153. - End Time:
  154. When to stop showing randomly spawned in NPCs. Set to 20 by default (8:00 PM).
  155. You can also change this setting with the following console command:
  156.  
  157. set CrStr_EndTime to # (0 - 23 AM/PM)
  158.  
  159. - Toggle Debug Notifications
  160. Enables or disables debug messages that appear when Crowded Streets performs and action.
  161. This is disabled by default.
  162. You can also change this setting with the following console command:
  163.  
  164. set CrStr_InnSpawns to # (0 to disable, 1 to enable)
  165.  
  166. Note: The population cap in the MCM is set to 50 to prevent players from setting it too
  167. high, crashing the game, then blaming the mod. If you want to spawn in more than 50
  168. NPCs at a time you'll need to increase the cap in the CrStr_MCMScript script for the MCM
  169. and the array size in the CrStr_MainScript script. The script source has been included
  170. with this mod.
  171.  
  172. set CrStr_GenerateInOtherWorldspaces to # (0 to disable, 1 to enable)
  173.  
  174. By default this is set to 0. When it's set to 1, Crowded Streets will generate NPCs in
  175. worldspaces added by DLC and mods, assuming those locations have LocTypeInn, LocTypeTown
  176. or LocTypeCity keywords and have a Location Center Marker.
  177.  
  178. set CrStr_Radius to # (0-10000)
  179.  
  180. This is the radius around a randomly chosen XMarker that's used when spawning in NPCs.
  181. When the player enters an inn, town or city, Crowded Streets generates NPCs at the
  182. Location Center Marker in a hidden state. It then looks for a random nearby XMarker
  183. within an 8000 unit radius and places one of the generated NPCs around it based on this
  184. value, which is by default set to 2500. Once the NPC is placed, they're unhidden, and
  185. the process repeats for the next generated NPC until all of them are scattered.
  186.  
  187. set CrStr_ZOffset to # (0-5000)
  188.  
  189. This is a Z axis offset added to the position of a scattered NPC, which is derived from
  190. the randomly chosen XMarker. By default this is set to 50. When the NPC is unhidden they
  191. *should* be snapped to the nearest navmesh, however there may be cases where navmeshes
  192. closely overlap each other, such as mods that erroneously place navmesh under the floor.
  193.  
  194. set CrStr_Chance_Beggar to # (0-100)
  195.  
  196. Controls the likelihood of a beggar getting generated. This number is treated as a weight
  197. not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
  198. to 100. The higher this number the more likely a beggar will be generated.
  199. By default this number is 10.
  200.  
  201. set CrStr_Chance_Hunter to # (0-100)
  202.  
  203. Controls the likelihood of a hunter getting generated. This number is treated as a weight
  204. not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
  205. to 100. The higher this number the more likely a hunter will be generated.
  206. By default this number is 10.
  207.  
  208. set CrStr_Chance_Mage to # (0-100)
  209.  
  210. Controls the likelihood of a mage getting generated. This number is treated as a weight
  211. not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
  212. to 100. The higher this number the more likely a mage will be generated.
  213. By default this number is 10.
  214.  
  215. set CrStr_Chance_Mercenary to # (0-100)
  216.  
  217. Controls the likelihood of a mercenary getting generated. This number is treated as a weight
  218. not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
  219. to 100. The higher this number the more likely a mercenary will be generated.
  220. By default this number is 10.
  221.  
  222. set CrStr_Chance_Merchant to # (0-100)
  223.  
  224. Controls the likelihood of a merchant getting generated. This number is treated as a weight
  225. not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
  226. to 100. The higher this number the more likely a merchant will be generated.
  227. By default this number is 10.
  228.  
  229. set CrStr_Chance_Miner to # (0-100)
  230.  
  231. Controls the likelihood of a miner getting generated. This number is treated as a weight
  232. not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
  233. to 100. The higher this number the more likely a miner will be generated.
  234. By default this number is 10.
  235.  
  236. set CrStr_Chance_Peasant to # (0-100)
  237.  
  238. Controls the likelihood of a peasant getting generated. This number is treated as a weight
  239. not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
  240. to 100. The higher this number the more likely a peasant will be generated.
  241. By default this number is 50.
  242.  
  243. set CrStr_Chance_Priest to # (0-100)
  244.  
  245. Controls the likelihood of a priest getting generated. This number is treated as a weight
  246. not a percentage so the cumulative total of all other NPC weights doesn't need to tally up
  247. to 100. The higher this number the more likely a priest will be generated.
  248. By default this number is 10.
  249.  
  250.  
  251. *****************************************************************
  252.  
  253. 4. Change List
  254.  
  255. *****************************************************************
  256.  
  257. 1.0 - Initial Release.
  258.  
  259. 1.0.1 - Excluded the Dark Brotherhood Sanctuaries from town spawns since Bethesda internally
  260. flagged them as towns for some reason.
  261. - Excluded the Falkreath Barracks Jail from inn spawns since Bethesda internally flagged
  262. it as an inn for some reason.
  263. - Prevented crowd generation events from occurring during city sieges.
  264.  
  265. 1.0.2 - Reduced the min and max distances from a random XMarker to place a generated NPC to
  266. help prevent them from getting placed too far from a navmesh.
  267. - Reduced the Z offset.
  268.  
  269. 1.0.3 - The radius around which NPCs are placed near a randomly chosen nearby XMarker is now
  270. configurable in the MCM.
  271. - iAINumberActorsComplexScene is now adjustable in the MCM as 'AI Actors'. Increase this
  272. value if generated NPCs are just standing around doing nothing.
  273. - iNumberActorsInCombatPlayer is now adjustable in the MCM as 'AI Actors in Combat'.
  274. Increase this value if some generated NPCs are not reacting to combat.
  275. - Replaced 'MinRadius' with 'MaxRadius * -1' to support a configurable radius.
  276.  
  277. 1.1.0 - If an NPC is placed into a swimming state during scattering, their position is now
  278. recalculated. NPCs may still get placed in water though.
  279. - Removed 'AI Actors' and 'AI Actors in Combat' MCM sliders since they apparently have
  280. no effect.
  281. - Added an option to generate NPCs in worldspaces outside Tamriel.
  282. - ZOffset is now a configurable value in the MCM. Reduced the default height from 512 to
  283. 50. This should be a value higher than 0 to prevent NPCs being placed in the floor.
  284. - Added an EvaluatePackage() function after Enable() to try to kickstart their sandbox
  285. behaviour. Just note that this engine can only evaluate a few NPC packages at a time.
  286. - Removed College Mages from CollegeofWinterholdFaction since some of them had no voice
  287. acting for their voice type.
  288. - Renamed 'College Mage' to 'Mage'.
  289. - NPCs should be rescattered if they're spawned into Delphine's secret room.
  290. - Improved the variety of outfits NPCs spawn in with.
  291. - Created new custom faces for generated NPCs. No longer relying on base game LChar
  292. lists.
  293. - Player proximity rescattering is now skipped for interiors. Not really necessary and
  294. could lead to performance issues in very small interiors.
  295.  
  296. 1.1.1 - Fixed Story Manager conditions.
  297. - Fixed an error on CrStr_FacePreset_HighElf_02 caused by the HighElfSkinFemale01 preset.
  298. - Added a prefix to QF__01003DF2 and QF__01003DF4 to prevent naming collisions with other
  299. mods.
  300.  
  301. 1.1.2 - Prevented NPCs from generating in Honeyside.
  302. - You can now set likelihood weights for each type of NPC via the MCM.
  303.  
  304. 1.1.3 - Fixed papyrus spam.
  305.  
  306.  
  307. *****************************************************************
  308.  
  309. 5. F.A.Q
  310.  
  311. *****************************************************************
  312.  
  313. Q. What patch level is required?
  314. A. None.
  315.  
  316. Q. Do I need Dawnguard, Hearthfire or Dragonborn or additional plugins like SKSE?
  317. A. SKSE and SkyUI will be required if you want to change any settings via the MCM, but this
  318. mod will function perfectly fine without them and all settings can be changed with console
  319. commands as documented in this readme file.
  320.  
  321. Q. Aren't there already mods out there that do this kind of thing?
  322. A. Yes, and they usually place new NPCs by making cell edits which may lead to compatibility
  323. issues and don't do anything for new locations added by other mods without a compatibility
  324. patch. Those kinds of NPCs also persist in your save and may cost CPU time even when off-
  325. screen, whereas the NPCs that are generated by Crowded Streets are deleted completely when you
  326. leave the spawn location.
  327.  
  328. Q. Is this mod stable? / compatible with ### / affect performance?
  329. A. I've tried to make this mod as lightweight as possible. The only time you may possibly notice
  330. a dip in performance is when NPCs are being spawned in or culled, which usually only takes a
  331. brief second, only happens once per day per crowd generation event, and can be mitigated further
  332. by reducing the spawn populations in the MCM.
  333.  
  334. If you think this mod is causing a crash, try reducing the spawn populations.
  335.  
  336. As far as compatibility is concerned, as long as a city/town/inn has the
  337. LocTypeCity/LocTypeTown/LocTypeInn keywords, Crowded Streets should be able to generate NPCs
  338. for that location without a problem, otherwise Crowded Streets simply won't do anything at
  339. that location. This mod makes zero cell edits and changes no existing records so there should
  340. be very little out there that it could be incompatible with.
  341.  
  342. Q. Will this bloat my save?
  343. A. That shouldn't be possible. A random crowd is generated when you enter a city/town/inn and they
  344. are deleted outright when you leave that location. Internally it's set up like a random encounter.
  345.  
  346. Q. Some randomly generated NPCs aren't disappearing for the night.
  347. A. If you're too close or have line-of-sight to a randomly generated NPC, they won't disappear
  348. immediately. This is to prevent NPCs from popping out of existence in front of your eyes. The mod
  349. will check and try again in an hour. The same check happens when re-enabling these NPCs in the
  350. morning to prevent them from popping into existence in front of your eyes. If you are still
  351. noticing pop-in/pop-out let me know so I can tweak the conditions.
  352.  
  353. Q. Do I need to start a new game to use this mod?
  354. A. No.
  355.  
  356. Q. Is this ESL flagged?
  357. A. Yes.
  358.  
  359. Q. Can I modify this mod or re-use any parts of the script files?
  360. A. You can do what ever you want with this mod, with attribution.
  361.  
  362.  
  363. *****************************************************************
  364.  
  365. 6. Uninstallation
  366.  
  367. *****************************************************************
  368.  
  369. The easiest way to disable the mod is to untick the Toggle City Spawns, Toggle Town Spawns
  370. and Toggle Inn Spawns tickboxes in the MCM. But if you want to remove the mod permanently:
  371.  
  372. 1. Close the game.
  373.  
  374. 2. Remove the Crowded Streets.esp and Crowded Streets.bsa files from your Skyrim data
  375. folder. By default this should be either of the following locations:
  376.  
  377. C:\Program Files\Steam\steamapps\common\skyrim\data
  378.  
  379. or for 64-bit Windows:
  380.  
  381. C:\Program Files (x86)\Steam\steamapps\common\skyrim\data
  382.  
  383. 3. Refer to SuperSajuuk's document on manually removing any leftover CrStr_* script files from
  384. your save file:
  385.  
  386. https://www.dropbox.com/s/lj6d98yy8ohcoh3/Uninstalling%20Skyrim%20Mods.pdf?dl=0
  387.  
  388.  
  389.  
  390.  
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