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:
1) You're checking in a city, town or inn, right? Like Whiterun? Crowded Streets doesn't generate NPCs in locations other than these.
2) Do you have a mod installed that removes the LocTypeCity, LocTypeTown, or LocTypeInn keywords from cities, towns or inns? Without these keywords, Crowded Streets won't be able to recognize a location as a city, town or inn.
3) What is the WIEventsGlobal variable set to? You should be able to get this value using the GetGlobalValue console command. If you've disabled random encounters through another mod it'll prevent Crowded Streets from functioning.
4) Is the CWSiegeObj quest running? You should be able to find that out by using the GetQR console command. If it's running, Crowded Streets won't generate NPCs until the siege is over.
5) By default, Crowded Streets won't generate NPCs in Helgen, Sovngarde, or other worldspaces (unless 'Generate in Other Worldspaces' is ticked in the MCM).
There aren't really any other conditions to restrict NPC generation beyond this.
yea i have a mod for breeze home but my home had the balcony and me being vampire end up with blooded house due to citizens walkin into my house and thinking they use my balcony for their own personal use. i've had to lock my front door before I live and after i arrive because they just walk in. from the streets. I end up butchering half of them. makes easy picking for me but. it is a tad annoying at times.
Hi, I'm using Populated Skyrim Hell Edition, but it's killing my FPS in Solitude and especially Riften. I removed the NPCs added to those two cities with ssedit, and it's better, but it looks empty now :)
Your mod seems good for performance. Is there a way to manipulate the ESP so that your mod only adds NPCs in Riften and Solitude, or does the NPC spawning work with scripts?
Try reducing the XMarker Spawn Radius in the MCM to spawn them closer to randomly chosen XMarkers. Keep in mind that NPC placement is a random radius around a randomly chosen nearby XMarker.
All generated NPCs have a generic sandbox package. This game engine only seems to evaluate a handful of packages at one time, and package evaluation seems to favor persistent NPCs over temporary ones, even though an EvaluatePackage() is run on all of them to try and force an immediate evaluation. If you know of a way to increase the number of NPC packages evaluated at one time let me know.
I think the default spawn size is just too high, in unmodded towns and cities there are not enough interactable objects or idle marker for NPC to access.
I had a similar issue in my game, the npcs were getting stuck at certain points like the walkway up to castle dour in solitude or the bridge at the entrance of whiterun just doing nothing. I downloaded this mod and the ai seems to function a lot better and get stuck less frequently -https://www.nexusmods.com/skyrimspecialedition/mods/4524
is there any way to give the npcs gold when they spawn?
I have a tavern mini game mod installed but i cant play any of the mini games with the npcs because they have to little (or i suspect) no gold. it does give me the dialouge option though.
Generated NPCs are randomly given loot which may include a small amount of gold. Peasants have LootCitizenPocketsPoor, Merchants have LootCitizenPocketsRich. If you want NPCs to spawn with more gold, you can add it to the CrStr NPC type templates. i.e.: CrStr_Peasant, CrStr_Beggar, CrStr_Hunter, CrStr_Mage, CrStr_Mercenary, CrStr_Merchant, CrStr_Miner, CrStr_Priest.
Would it be possible to make the npcs that spawn in this mod only Nords? I'm roleplaying as a redguard in my current save, I've started to notice, especially with added mods, that Skyrim is like at most 60% Nord, it just seems unrealistic and it the feeling of being an outsider in these storage and isn't even a thing for me.
For which class of NPCs? I'm assuming peasants, right? You can remove the races you don't want in CrStr_LChar_Peasant via xEdit or Creation Kit. Otherwise, you'd need to remove the races you don't want in CrStr_LChar_Tough as well as this is read by mercenaries and so on.
The way to made this mod to work is ingenious. I am now analyzing all the best mods in Nexus that add random NPCs to see a way to use your Mod to replicate in a patch and then save plugin slots.
I had a look in the records of Crowded Streets.esp through SSedit and noticed it is possible to add new factions to spawn with the existing ones (like an Alchemist spawning as a merchant, for example).
Could you please create a similar Mod, but to populate roads?
Is Extended Encounters what you're looking for? It's kinda similar, basically it just adds more types of encounters to the pool of random road/wilderness encounters to add more unpredictability when wandering around.
I can't really use the same system I developed for Crowded Streets to populate roads since it relies on the player entering a location containing specific keywords and XMarkers.
649 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:
2) Do you have a mod installed that removes the LocTypeCity, LocTypeTown, or LocTypeInn keywords from cities, towns or inns? Without these keywords, Crowded Streets won't be able to recognize a location as a city, town or inn.
3) What is the WIEventsGlobal variable set to? You should be able to get this value using the GetGlobalValue console command. If you've disabled random encounters through another mod it'll prevent Crowded Streets from functioning.
4) Is the CWSiegeObj quest running? You should be able to find that out by using the GetQR console command. If it's running, Crowded Streets won't generate NPCs until the siege is over.
5) By default, Crowded Streets won't generate NPCs in Helgen, Sovngarde, or other worldspaces (unless 'Generate in Other Worldspaces' is ticked in the MCM).
There aren't really any other conditions to restrict NPC generation beyond this.
I'm using Populated Skyrim Hell Edition, but it's killing my FPS in Solitude and especially Riften.
I removed the NPCs added to those two cities with ssedit, and it's better, but it looks empty now :)
Your mod seems good for performance. Is there a way to manipulate the ESP so that your mod only adds NPCs in Riften and Solitude, or does the NPC spawning work with scripts?
Thanks.
https://ibb.co/dwQcRK5r
All generated NPCs have a generic sandbox package. This game engine only seems to evaluate a handful of packages at one time, and package evaluation seems to favor persistent NPCs over temporary ones, even though an EvaluatePackage() is run on all of them to try and force an immediate evaluation. If you know of a way to increase the number of NPC packages evaluated at one time let me know.
Can i use it with the newest version
Just to simulate they go to inn at night.
I have a tavern mini game mod installed but i cant play any of the mini games with the npcs because they have to little (or i suspect) no gold. it does give me the dialouge option though.
If anyone know how to do it id be very thankfull
I had a look in the records of Crowded Streets.esp through SSedit and noticed it is possible to add new factions to spawn with the existing ones (like an Alchemist spawning as a merchant, for example).
Could you please create a similar Mod, but to populate roads?
Since now, thanks for that outstanding mod :)
I can't really use the same system I developed for Crowded Streets to populate roads since it relies on the player entering a location containing specific keywords and XMarkers.