If you're experiencing an issue with Mercenaries spawning in naked, I'd appreciate it if someone would help me determine which mod is causing the issue. This issue keeps getting logged in the Bugs section over and over and will most likely require a patch to solve. But I can't make that patch until I know which mod is causing the issue...
Current workaround is to set Mercenary likelihood to 0 in the MCM so they simply don't spawn.
Mercenaries (CrStr_Mercenary) get their clothes from CrStr_Mercenary_Outfit, which reads levelled lists for Boots, Clothes, Gauntlets and Helmets to randomize their outfit:
Each levelled list just links to base game clothes/armors like so:
Chance None is 0, so Mercenaries should always get one of these armors unless another mod has deleted them for some reason.
To figure that out, someone needs to unload a group of mods from their load order at a time, load the game, and test spawning Mercenaries until the issue goes away. To only spawn in Mercenaries, use the new Likelihoods section in the Crowded Streets MCM to set likelihoods for the other NPC types to 0 so only Mercenaries get spawned. The easiest place to test would be in Whiterun by going into an Inn.
Q. Why don't you do it. You made the mod. A. I can't reproduce the issue on my end (base game + unofficial patch + crowded streets only build). I don't have any mods installed that delete base game armors, so mercenaries are appropriately dressed:
I've never used that mod so I have no idea, but that sounds like something that would require a compatibility patch. NPCs generated by Crowded Streets don't have a 'home' to return to and I'm not sure how well it does at finding new NPCs that are generated after the player enters a location.
is there a way to adjust how many male/female spawn? say i want more males spawned vs female? im sure its random but it feels theres always 2 to 1 of female vs male.
Does this mod have a cleanup option to delete all the NPC's it generated?
Yes. Leave the city, town, or inn. As per the mod description:
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.
I read that information you quoted in this mod's description, however, after having left Riverwood for a few in game days, the NPC's remained. I knew they were the same NPC's because I use mods that auto generate names for NPC's.
The only time Crowded Streets could possibly leave NPCs behind is if you're experiencing script lag, or another mod is referencing the generated NPCs somehow, preventing deletion. The following Skyrim.ini tweaks might help by assigning more resources to papyrus processing:
[Papyrus] fUpdateBudgetMS=800.0 fExtraTaskletBudgetMS=800.0 fPostLoadUpdateTimeMS=2000.0 iMinMemoryPageSize=256 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=153600 I've never seen Crowded Streets leave NPCs behind before. The Cleanup() function in CrStr_MainScript is called by CrStr_WIPlayerScript on the player alias when a location change is detected. Here's the Cleanup() function:
Function Cleanup() UnregisterForUpdateGameTime(); Stop polling for updates.
if (CrStr_Debug.GetValue() == 1) debug.notification("Crowded Streets Crowd Deletion on " + r + " NPCs.") endif
if (CrowdSpawned == True); Only delete the NPCs if we've actually spawned them in. int i = 0 While (i < r) SpawnedNPC[i].Delete(); Delete the NPC. SpawnedNPC[i] = None; Clear array instance to ensure NPC really is gone, as per: https://www.afkmods.com/index.php?/topic/3781-the-critter-thread/page/2/#entry149444. i += 1 EndWhile EndIf SetStage(255); Setstage here to ensure NPCs get deleted first before ending the event.
EndFunction Basically we iterate through the array containing references to each generated NPC, delete the NPC, then clear the array instance to ensure a link to the NPC isn't held in memory. If something is interfering with the Delete() process, like another mod affecting these NPCs, that's not something I can do anything about from Crowded Street's end.
Is there any way you can exclude Crowded Streets NPCs from being renamed, in case it's interfering with the cleanup process?
I can confirm that mods that auto generate names for these NPC's are causing them to stay in the game...
If something is interfering with the Delete() process, like another mod affecting these NPCs, that's not something I can do anything about from Crowded Street's end.
Is there any way you can exclude Crowded Streets NPCs from being renamed, in case it's interfering with the cleanup.
Since I do not want to disable auto generate names for NPC's as no one's name is really "peasant or mage," can you alter the mod so that NPC's introduced by your mod are always deleted even if given names or alias?
can you alter the mod so that NPC's introduced by your mod are always deleted even if given names or alias
Not possible without a compatibility patch. And even then I'll likely need to just exclude Crowded Streets NPCs from being named.
I can have a look at trying to make a compatibility patch in the future when I have the time to do so, otherwise if someone else wants to do this in the mean time, go for it. Not giving me the name of the mod that's renaming NPCs will probably make this take a bit longer since I don't know what mod to make a patch for.
I already answered this in my last reply. I also just answered this again literally in the next comment below.
I'll look into making a compatibility patch when I have the time to do so. Please don't be a pest. If you don't want to wait then feel free to make a patch yourself.
Riverwood has a ton of spawns for some reason , is it counted as a city ? Can I reset what spawns by simply toggling the spawns off waiting a day or three and then toggling them back on ?
Unless you have a mod installed that adds the LocTypeCity keyword to the Riverwood location, then it should spawn between 5-10 NPCs by default. Have a look at the MCM and see what it's set to.
Generated NPCs are deleted when you leave that location and enter a wilderness cell, or fast travel to a different location. Also keep in mind that some mods can interfere with the Delete() function, causing NPCs to remain after the player leaves a location, e.g.: mods that give generic NPCs unique names. Someone will need to make a compatibility patch to fix that, I don't really have the time for modding at the moment.
This is unbelievably lightweight yet works really well, and the cleanup feature helps a lot too especially for my potato pc lol. It's fun seeing the npcs walk around and interact with stuff, no glitching or texture mess. Btw, this can also use Nordic Faces - Immersive Characters Overhaul skin and Faithful Faces - Vanilla Hair Remake SMP - Consistency Patches has a patch for hair physics. Now they look even better whilst going about their business!
Is there a way to prevent NPC spawning out of nowhere in front my PC? This usually happens when I enter Whiterun and I dont use fast travel so when I enter the gates at daylight time they often spawn in front of the blacksmith's house and sometimes I can catch them also despawn at night.
Glad to see these comments because I was about to ask the same thing. I just tried this mod and absolutely love it. Seeing npcs sitting with Olava in Whiterun for example, or being in places you usually don't see npcs from other mods go, it's awesome. But the random spawning right in front of you is slightly killing the immersion for me.
I have a problem with the head eyebrows clipping and the body and face color mismatch in Crowded Streets generated NPCs. Other NPCs are fine (vanilla, bandits, etc). Only from this mod. I am using a high poly head and BnP female skin ( cbbe ). Does anyone know how to fix this?
The NPCs in Crowded Streets use custom faces, but I'm not sure if a compatibility patch is required for one of these mods since I don't use them. There's some info about the eyebrow clipping issue with high poly head on this thread that might be relevant.
Had a bit of an interesting moment in Riften. Was inside the Inn, but when I left and loaded back inside the city I heard a large group of deaths at the same time. Looked around and every single NPC supplied by the Mod had keeled over, and since I use CBBE, over time their clothes/armor would unequip, leaving a lot of naked bodies all over town.
679 comments
Current workaround is to set Mercenary likelihood to 0 in the MCM so they simply don't spawn.
Mercenaries (CrStr_Mercenary) get their clothes from CrStr_Mercenary_Outfit, which reads levelled lists for Boots, Clothes, Gauntlets and Helmets to randomize their outfit:
Each levelled list just links to base game clothes/armors like so:
Chance None is 0, so Mercenaries should always get one of these armors unless another mod has deleted them for some reason.
To figure that out, someone needs to unload a group of mods from their load order at a time, load the game, and test spawning Mercenaries until the issue goes away. To only spawn in Mercenaries, use the new Likelihoods section in the Crowded Streets MCM to set likelihoods for the other NPC types to 0 so only Mercenaries get spawned. The easiest place to test would be in Whiterun by going into an Inn.
Q. Why don't you do it. You made the mod.
A. I can't reproduce the issue on my end (base game + unofficial patch + crowded streets only build). I don't have any mods installed that delete base game armors, so mercenaries are appropriately dressed:
Just one query. Is there a way to tag the npcs so that they are included in Wet and Cold's "Go Home" feature?
Thank you again for a great mod
I just noticed that after disabling the mod via the MCM (turned off NPC spawning in Towns, Cities, and Inn's), the NPC's remain spawned in.
Does this mod have a cleanup option to delete all the NPC's it generated?
Cheers.
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.
I read that information you quoted in this mod's description, however, after having left Riverwood for a few in game days, the NPC's remained. I knew they were the same NPC's because I use mods that auto generate names for NPC's.
Any thoughts?
[Papyrus]
fUpdateBudgetMS=800.0
fExtraTaskletBudgetMS=800.0
fPostLoadUpdateTimeMS=2000.0
iMinMemoryPageSize=256
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=153600
I've never seen Crowded Streets leave NPCs behind before. The Cleanup() function in CrStr_MainScript is called by CrStr_WIPlayerScript on the player alias when a location change is detected. Here's the Cleanup() function:
Function Cleanup()
UnregisterForUpdateGameTime(); Stop polling for updates.
if (CrStr_Debug.GetValue() == 1)
debug.notification("Crowded Streets Crowd Deletion on " + r + " NPCs.")
endif
if (CrowdSpawned == True); Only delete the NPCs if we've actually spawned them in.
int i = 0
While (i < r)
SpawnedNPC[i].Delete(); Delete the NPC.
SpawnedNPC[i] = None; Clear array instance to ensure NPC really is gone, as per: https://www.afkmods.com/index.php?/topic/3781-the-critter-thread/page/2/#entry149444.
i += 1
EndWhile
EndIf
SetStage(255); Setstage here to ensure NPCs get deleted first before ending the event.
EndFunction
Basically we iterate through the array containing references to each generated NPC, delete the NPC, then clear the array instance to ensure a link to the NPC isn't held in memory. If something is interfering with the Delete() process, like another mod affecting these NPCs, that's not something I can do anything about from Crowded Street's end.
Is there any way you can exclude Crowded Streets NPCs from being renamed, in case it's interfering with the cleanup process?
I can confirm that mods that auto generate names for these NPC's are causing them to stay in the game...
Since I do not want to disable auto generate names for NPC's as no one's name is really "peasant or mage," can you alter the mod so that NPC's introduced by your mod are always deleted even if given names or alias?
The mod I use to give NPC's names:
https://www.nexusmods.com/skyrimspecialedition/mods/73081
I can have a look at trying to make a compatibility patch in the future when I have the time to do so, otherwise if someone else wants to do this in the mean time, go for it. Not giving me the name of the mod that's renaming NPCs will probably make this take a bit longer since I don't know what mod to make a patch for.
Here it is again: https://www.nexusmods.com/skyrimspecialedition/mods/73081 with the name NPCs Names Distributor.
Any updates in regards to NPC's that persist in-game due to mods that add names to NPC's? I see no mention of it in the change logs.
Cheers.
I'll look into making a compatibility patch when I have the time to do so. Please don't be a pest. If you don't want to wait then feel free to make a patch yourself.
Cheers!
Generated NPCs are deleted when you leave that location and enter a wilderness cell, or fast travel to a different location. Also keep in mind that some mods can interfere with the Delete() function, causing NPCs to remain after the player leaves a location, e.g.: mods that give generic NPCs unique names. Someone will need to make a compatibility patch to fix that, I don't really have the time for modding at the moment.
Thank you very much, Jonx0r! 😊
Picture below:
https://ibb.co/yFRFHnKj