I opened it with sseedit and found that there are only two game setting items, so I copied them to other esps and changed the values.Then I delete the original esp.Will my operation take effect?
i used this instead of actor limit fix since that one doesn't work on the newest AE version and it seems to have fixed the issue with the npcs mouths not opening when talking in cities for anyone wondering
With last in load order you mean after all mods that add npcs? Because my water mods and RLO interior are last. Im assuming its ok to put it before those?
Found MoreBrains.esp. In case there are errors, test if removing the Bashed Patch allows generation without problems. If it does, it means the Bashed Patch is broken. Use a newer version of Wrye Bash to create a new patch
Hello Tony, thanks for sharing your great work. Just a quick question, did you make this mod to fix the issue with your other great mod "Populated Roads" whereby the adventurers stand beside the road looking at each other? Also, if I do get this, would I still need @meh321's "Actor Limit Fix"? Thanks in advance
If I had know about that mod I,would never have uploaded this,one. Meh321βs mod is far superior. It does what this is supposed to do but better.
with populated roads you will,need to provide both Iβd numbers os affected Npcs so I can check. Please post them on corresponding mod page. Use mfg console mod to get the id numbers.
Thanks for the so prompt response. And just fifteen minutes ago I had finished testing this AI mod of yours, and sad to say it increased the number of NPCs that stand around. This time it's not just the travelers on the road but also the new npcs inside cities, tested solitude and riften. I reverted to a save prior to installing this mod. And, I have no other NPC mods, just your "Populated Roads"(my favorite). I'm not that familiar with "MFG console" but I will look it up. PS: As soon as I had finished attempting to interact with the non-moving npcs inside Riften(they don't say anything when I activate), I saved, then exit to desktop, and when I loaded that last save, all the npcs I tried to talk to started saying their dialogue scripts AT THE SAME TIME, even the guards. :o Quite the laugh trip hahaha
Thatβs not what this mod does. And you very very likely have other issues besides what you may be aware of.I use all my mods, I donβt have Npcs just standing around. Thereβs a tremendous amount t of things that can affect this. I am only suggesting to broaden your perspective and use best practices to make your mod,order play nice.
I agree. And I did further testing this morning. I noticed that it only happens after almost two hours of playing my modded SSE. So, I made a personal rule to reload the game every ninety minutes and now it's all fine. I found it a good idea to take a break every once in a while as well. Thanks for the advice
Is this file still safe to use with the Skyrim Anniversary Edition? The other mod you recommend in the files section requires another mod that hasn't been updated yet, if it will be, and I don't want to roll back to SE as I tend to like a lot of the CC content.
Yes, this will always work as it changes a in game value. You could add it yo any existing mod or patch using creation kit. Document on how in downloads.
I have reinstalled Skyrim, running SKYRIM SSE 1.6.353.0.0, SKSE64 2.1.5 on a completely new MOD build and re-imaged WIN10. After having no luck with (Increase Actors in a Cell + Actor Limit Fix) due to the .NET Script Framework requirements, I found this MOD. However, even after increasing the AI Actors to 500 and the Combat Actors to 400, other Actors (Birds, Cows, Sheep) still floated up. I don't think we can do anything about this until the MOD Author of Actor Limit Fix updates the MOD to work with the new ,NET requirements.
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use instead :
https://www.nexusmods.com/skyrimspecialedition/mods/32349
The setting this mod changes can be done to any mod you already have, saving one esp slot. See the document in downloads for how.
Found MoreBrains.esp. In case there are errors, test if removing the Bashed Patch allows generation without problems. If it does, it means the Bashed Patch is broken. Use a newer version of Wrye Bash to create a new patch
with populated roads you will,need to provide both Iβd numbers os affected Npcs so I can check. Please post them on corresponding mod page. Use mfg console mod to get the id numbers.
PS: As soon as I had finished attempting to interact with the non-moving npcs inside Riften(they don't say anything when I activate), I saved, then exit to desktop, and when I loaded that last save, all the npcs I tried to talk to started saying their dialogue scripts AT THE SAME TIME, even the guards. :o Quite the laugh trip hahaha
Addendum: I have (Part 1) SSE Engine Fixes for 1.6.xxx & (Part 2) Engine Fixes - skse64 Preloader and TBB Lib installed.