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Tonycubed2 and SOT Gang and Refusedzero

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tonycubed2

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100 comments

  1. tonycubed2
    tonycubed2
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    Please join me for Skyrim videos with all my mods at
  2. Garrold
    Garrold
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    So does this go below or above AI Overhaul? Are they compatible?
    1. tonycubed2
      tonycubed2
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      Goes anywhere.  No conflict with anything.  It’s a system setting.  Compatible.  You can add it to any mod, follow directions in doc.
    2. Garrold
      Garrold
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      Got it, thank you!
    3. AlexiousITA
      AlexiousITA
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      Isn't just downloading this enough to apply it to all mods?
    4. tonycubed2
      tonycubed2
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      Yes, more accurately applies to the whole game 
  3. mohap
    mohap
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    Do i need this if i already have actor limit fix mod downloaded?
    1. GrimmWulfe
      GrimmWulfe
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      +1
    2. AlexiousITA
      AlexiousITA
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      Yeah, I'd like to know too
    3. tonycubed2
      tonycubed2
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      You need both , they do different things.

      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.
  4. lonewolfm2501
    lonewolfm2501
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    Can This Mod Be Added Mid Playthrough? Thanks.
    1. tonycubed2
      tonycubed2
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      yes
    2. lonewolfm2501
      lonewolfm2501
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      Thank you.
  5. 7927spy
    7927spy
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    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?
    1. hoangdai94
      hoangdai94
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      If nothing overwrites it, then yes.
    2. tonycubed2
      tonycubed2
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      I missed thus question 2 years. Bummer.
  6. hoangdai94
    hoangdai94
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    πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’– 
  7. ScarredandDeformed
    ScarredandDeformed
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    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
    1. tonycubed2
      tonycubed2
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      ancient mo9d, glad it was helpful
  8. RasenSOR3
    RasenSOR3
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    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? 
    1. tonycubed2
      tonycubed2
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      It’s fine
  9. mattski123
    mattski123
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    Hey, I get this when running Dyndolod 3.0:

    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
  10. ed1990on
    ed1990on
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    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
    1. tonycubed2
      tonycubed2
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      If I had know about that mod I,would never have uploaded this,one. Meh321’s mod is far superior. It does what this is supposed to do but better.

      with populated roads you will,need to provide both I’d numbers os affected Npcs so I  can check.  Please post them on corresponding mod page. Use mfg console mod to get the id numbers.
    2. ed1990on
      ed1990on
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      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
    3. tonycubed2
      tonycubed2
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      That’s 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 don’t have Npcs just standing around.  There’s 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.
    4. ed1990on
      ed1990on
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      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 
    5. AssassinsXSpecter
      AssassinsXSpecter
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      Apparently, Actor Limit Fix don't work no more.
  11. Loveblanket
    Loveblanket
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    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. 
    1. Darkspire101
      Darkspire101
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      Ditto. With .netframework out of the picture, meh321's mod isn't working. Also curious.
    2. tonycubed2
      tonycubed2
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      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.
    3. Loveblanket
      Loveblanket
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      Awesome, I appreciate the response. Cheers!
    4. MajorSollus
      MajorSollus
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      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.
    5. tonycubed2
      tonycubed2
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      did you install engine fixes?  I am still using sse, not ae though.  but i believe the engine fixes mod has a ae version.
    6. MajorSollus
      MajorSollus
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      Yes, I have SSE Engine Fixes (skse64 plugin) installed. No joy.

      Addendum: I have (Part 1) SSE Engine Fixes for 1.6.xxx  &  (Part 2) Engine Fixes - skse64 Preloader and TBB Lib installed.