Crowded Roads Advanced

Post » Wed May 09, 2012 3:08 am

Searched the threads here and did not find help regarding my issue. And the mod author is no longer answering comments/questions on the Nexus forums.

Have tried this mod and I like it. It has been working great. Except one little glitch.

The NPCs stop at the road by Horse Whisperer Stables at Anvil and just stand there. They do not turn around and head back north along the road. It is the only place, so far, where I have seen the Crowded Roads Advanced NPCs just stop and stand there.

Anyone else have this issue?
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claire ley
 
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Post » Wed May 09, 2012 12:38 am

Yes, I think it's a pretty common issue. In my game it usually sorts itself out on its own after a period of time. Have you tried entering Anvil and then exiting again? It seems to me te mod needed a certain amount of time before scripts kicked in properly. I don't remember the details, it's been awhile since I used the mod.
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quinnnn
 
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Post » Tue May 08, 2012 8:06 pm

Yes, I think it's a pretty common issue. In my game it usually sorts itself out on its own after a period of time. Have you tried entering Anvil and then exiting again? It seems to me te mod needed a certain amount of time before scripts kicked in properly. I don't remember the details, it's been awhile since I used the mod.

On my game, the most NPCs from CRA that have stopped there and remained for awhile is 2 or 3. But on my buddy's setup, he has had 10-12 NPCs from that mod gather in that area. And he has come back after playing in other areas of the game world, they still remained. Both of our issues are with the less-crowded.esp version.

I will try waiting in that area for a few days, and also in Anvil. Then see if they get back to cruisin' the road. Thanks
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Chris Guerin
 
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Post » Tue May 08, 2012 3:38 pm

I've had this problem myself as well, and it's only in Anvil. What's really funny is when I had to "shove" my way past the gathered crowd, go into the city and when I came out, nearly all of them have been obliterated by a wandering monster and the guards are left standing while several are still fleeing around trying to escape it.
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Marine x
 
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Post » Wed May 09, 2012 6:46 am

Last night, I came across about 10-12 Crowded Roads Advanced NPCs on the Red Road west of Imperial City, just south of Fort Empire. I spent some time moving around them, and after awhile their A.I. kicked in and some battled and some took off up the road.

I have my COBL time scale set at 10x. Maybe I have too many NPC mods installed, and the game engine takes awhile before each NPC has their A.I. kick in and they start to travel. I get the same thing happening in Skingrad, Chorrol and Imperial City where I have the Extended NPC mods installed, along with Tamriel Travellers, and Crowded Cities. Sometimes NPCs just stand around not doing anything, and then all of sudden their A.I. kicks in and they interact.
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Heather M
 
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Post » Tue May 08, 2012 9:56 pm

There is a setting in WB that allows you to tweak how many NPCs around you have their AI active. Do note that anything more than 25-30 will make your CPU suffer.
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Taylor Thompson
 
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Post » Tue May 08, 2012 3:46 pm

There is a setting in WB that allows you to tweak how many NPCs around you have their AI active. Do note that anything more than 25-30 will make your CPU suffer.

When rebuilding the Bash Patch? I will look into it, thanks for the tip.

Is this the correct tweak under 'Tweak Settings'? AI: Max Active Actors: The maximum number of actors for AI to be processing at once - must be higher than Combat: Max Actors:.
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Nims
 
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Post » Wed May 09, 2012 3:42 am

Yes. That's it.
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Gavin Roberts
 
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Post » Tue May 08, 2012 7:10 pm

This could also be the cause: AI Overload: http://cs.elderscrolls.com/index.php/Performance_Problems#AI_Overload
It's a well known bug that doesn't have a direct known cause (because we can't really not give our modded NPCs AIs) or a fix. I don't know of any anyway.
Also, it seems to fix itself after a while - possibly after some cell resets when the queue for all the AIs that caused the overload are removed from the game.
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kelly thomson
 
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Post » Tue May 08, 2012 10:52 pm

There is a setting in WB that allows you to tweak how many NPCs around you have their AI active. Do note that anything more than 25-30 will make your CPU suffer.
I'm jealous of people that can go that high without having CPU problems :)
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Jonathan Egan
 
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Post » Tue May 08, 2012 8:38 pm

I have had mine set at 50 max combat and 60 with max active for awhile now. So far no issues. :thumbsup:
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Gemma Flanagan
 
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Post » Wed May 09, 2012 5:19 am

I have had mine set at 50 max combat and 60 with max active for awhile now. So far no issues. :thumbsup:
Show off...
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rheanna bruining
 
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Post » Tue May 08, 2012 11:02 pm

Back on topic...

As many people on here know, there's a lot of different "Crowded Roads ___" mods available. A lot of these mods have stability or other problems. When I've asked in the past, I've usually been told to use "Crowded Roads Revisited". What would you recommend?
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Sakura Haruno
 
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Post » Tue May 08, 2012 3:45 pm

Back on topic...

As many people on here know, there's a lot of different "Crowded Roads ___" mods available. A lot of these mods have stability or other problems. When I've asked in the past, I've usually been told to use "Crowded Roads Revisited". What would you recommend?
That one. :biggrin:

Eloise
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Melung Chan
 
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Post » Tue May 08, 2012 3:37 pm

Back on topic...

As many people on here know, there's a lot of different "Crowded Roads ___" mods available. A lot of these mods have stability or other problems. When I've asked in the past, I've usually been told to use "Crowded Roads Revisited". What would you recommend?

:blink:

Any particular reason you wouldn't believe them? That one you listed is the most stable of all of them.

I personally use CR Advanced because it has more types of NPCs. Plus, it's always fun to run into a prowling vampire every so often on the road. The only known problem with this particular one is a slight chance of game bloating which comes from the horses, which from what I understand is so miniscule, you'd never even notice it. Further, I never had a problem with this issue even with a 180+ hour game.
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Chad Holloway
 
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Post » Wed May 09, 2012 6:49 am

Any particular reason you wouldn't believe them? That one you listed is the most stable of all of them.
Well, I mainly was asking because I don't recall whether "Advanced" was an option at the time I was looking at the various "Crowded Roads". Stability > Variety for me, but if savegame bloat is the only known issue with Advanced, I may need to take another look at it.

Thanks!
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YO MAma
 
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Post » Wed May 09, 2012 1:23 am

I prefer the Crowded Roads Advanced, I like the variety of uniquely named NPCs travelling around. Also, just been giving Tamriel Travellers a try, and I like this mod. The NPCs merchants with their pets adds a little nice variety.

So far, Anithinks suggestion of controlling active A.I. through the Bashed Patch has helped my game significantly. NPCs' A.I. now works much faster.
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+++CAZZY
 
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Post » Tue May 08, 2012 7:58 pm

I also have my mod Wandering Encounter. Unlike Crowded Roads X, it doesn't add any new NPCs. It uses all your current mod's NPCs, Spawn points and Levelled lists and applies a travelling script to those who have no travelling AI. It only works on NPCs from Levelled Lists who have a Wander AI for compatibility with quests, other mods, etc. By the way, the default Wander AI doesn't make actors wander at all. It actually simply makes actors stay where they are. (Like a lot of things in base Oblivion, this feature is the reverse of its intention. E.g. you close a gate and get a Sigil Stone that is, most of the time, useless by that stage or when you get the Gauntlets of interrogation immediately AFTER you had the use for it.)

Wandering Encounters was built to prevent that AI overload.
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adam holden
 
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Post » Tue May 08, 2012 8:56 pm

I also have my mod Wandering Encounter. Unlike Crowded Roads X, it doesn't add any new NPCs. It uses all your current mod's NPCs, Spawn points and Levelled lists and applies a travelling script to those who have no travelling AI. It only works on NPCs from Levelled Lists who have a Wander AI for compatibility with quests, other mods, etc. By the way, the default Wander AI doesn't make actors wander at all. It actually simply makes actors stay where they are. (Like a lot of things in base Oblivion, this feature is the reverse of its intention. E.g. you close a gate and get a Sigil Stone that is, most of the time, useless by that stage or when you get the Gauntlets of interrogation immediately AFTER you had the use for it.)

Wandering Encounters was built to prevent that AI overload.

Right on, good to know! I am going to download your Wandering Encounters mod and give it a try.
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Beth Belcher
 
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