Crowded Roads Question

Post » Tue Feb 01, 2011 3:25 pm

Sorry if this is deemed a waste of a thread but I couldn't fine any ware suitable I could ask...Just want to know out of Crowded Roads Advanced and Crowded Roads Revisited mods, what's the better/recommended version that should be used and what actually is the difference between them apart from the spawn rate plugin Revisited has...or is that the difference?
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Chloe Botham
 
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Post » Tue Feb 01, 2011 10:22 am

Sorry if this is deemed a waste of a thread but I couldn't fine any ware suitable I could ask...Just want to know out of Crowded Roads Advanced and Crowded Roads Revisited mods, what's the better/recommended version that should be used and what actually is the difference between them apart from the spawn rate plugin Revisited has...or is that the difference?


Personally I use Immersive Travellers due to it's levelled list use. However, Crowded Roards Revisited is what I used before.
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Lakyn Ellery
 
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Post » Tue Feb 01, 2011 6:41 pm

Crowded Roads Revisited is the least buggy more optimized version of Crowded Roads, as far as I can tell. I really want to try out Immersive Travellers, though. I have not used any of the Crowded Roads mods. The concept was not appealing enough for me, especially in the face of a possible performance tradeoff. Tamriel Travelers have been the only travelers I need to see on the road. Plus, FCOM add pilgrims and all that too.
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lucile davignon
 
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Post » Tue Feb 01, 2011 12:47 pm

Crowded Roads Revisited is the least buggy more optimized version of Crowded Roads, as far as I can tell. I really want to try out Immersive Travellers, though. I have not used any of the Crowded Roads mods. The concept was not appealing enough for me, especially in the face of a possible performance tradeoff. Tamriel Travelers have been the only travelers I need to see on the road. Plus, FCOM add pilgrims and all that too.


I have one on the Nexus called Friendly Fire for Frans that adds the chance of travelers appearing at road spawns, and also adds Alchemists, Woodsmen, and Hunters to the wilderness spawns as well. I find it has just the right number of NPCs wandering around, not too many but the roads no longer seem as barren anymore. Another good mod to get for road travel is Kuertee's Wandering Encounters. With that one, any Bandits and other intelligent creatures will sometimes start to travel to a random location in the world, sometimes a city, sometimes a dungeon door. I had one Bandit follow me into Anvil once, which was kind of cool. It took me completely by surprise when this battle broke out with the town guards.
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sw1ss
 
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Post » Tue Feb 01, 2011 11:23 pm

I have one on the Nexus called Friendly Fire for Frans that adds the chance of travelers appearing at road spawns, and also adds Alchemists, Woodsmen, and Hunters to the wilderness spawns as well. I find it has just the right number of NPCs wandering around, not too many but the roads no longer seem as barren anymore. Another good mod to get for road travel is Kuertee's Wandering Encounters. With that one, any Bandits and other intelligent creatures will sometimes start to travel to a random location in the world, sometimes a city, sometimes a dungeon door. I had one Bandit follow me into Anvil once, which was kind of cool. It took me completely by surprise when this battle broke out with the town guards.

That is sweet. I keep seeing that mod (since I reference a couple of Kuertee's other mods quite frequently) and now I definitely have to try that out. I'll look into the mod for Fran too. You're running it that with FCOM, right?
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Nathan Maughan
 
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Post » Tue Feb 01, 2011 10:53 pm

I have one on the Nexus called Friendly Fire for Frans that adds the chance of travelers appearing at road spawns, and also adds Alchemists, Woodsmen, and Hunters to the wilderness spawns as well. I find it has just the right number of NPCs wandering around, not too many but the roads no longer seem as barren anymore.


Got that one as well. :3 Plus Crowded road revisited, Tamriel Travellers and Smarter bandits.
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Miragel Ginza
 
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Post » Wed Feb 02, 2011 1:21 am

You're running it that with FCOM, right?


No, actually I'm not. I don't see that there'll be any compatibility problems though as I just added a few extra NPCs to some of the existing spawn points. It does make use of Frans' leveled lists however and I'm not sure if they're left intact with FCOM or not. Kuertee's mod is a nice compliment to mine since I can never be sure if that character up the road dressed in light armour is friend or foe.
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Sxc-Mary
 
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Post » Tue Feb 01, 2011 7:50 pm

Got that one as well. :3 Plus Crowded road revisited, Tamriel Travellers and Smarter bandits.


Cool, I hope you like it. It's been working out quite well for me in my game, which is why I posted it. I got tired of always knowing for sure that the character up ahead was out to do me harm, I wanted there to be a bit of uncertainty. I really like the way the Hunters behave, their AI package works out well.
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m Gardner
 
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Post » Tue Feb 01, 2011 8:25 pm

Cool, I hope you like it. It's been working out quite well for me in my game, which is why I posted it. I got tired of always knowing for sure that the character up ahead was out to do me harm, I wanted there to be a bit of uncertainty. I really like the way the Hunters behave, their AI package works out well.

This sounds perfect. Now, I can really freak out when my PC accidentally looses an arrow on impulse... :)
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Myles
 
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Post » Tue Feb 01, 2011 4:08 pm

wow these all look pretty cool. I'll have to add one of these.
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Harinder Ghag
 
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Post » Tue Feb 01, 2011 9:04 pm

Now, I can really freak out when my PC accidentally looses an arrow on impulse... :)


Yes, and it doesn't take much to turn them hostile either. For alot of them, their disposition towards you is already pretty borderline. Some of the travelers are a bit more forgiving, but the ones you'll encounter in the backwoods won't appreciate it at all. And they look exactly like Bandits, I simply copied a few of Fran's Bandits and changed their dispositions and factions, along with some of their behaviour packages. Hunters for instance have the same AI package that the Imperial Foresters use. Alchemists should go around picking ingredients in the area, though that one doesn't always work that well. They at least wander around. Woodsmen have the same package as Bandits, I just couldn't figure out any good routine to give them.
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Jinx Sykes
 
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Post » Wed Feb 02, 2011 12:17 am

Crowded Roads Revisited is the least buggy more optimized version of Crowded Roads, as far as I can tell. I really want to try out Immersive Travellers, though. I have not used any of the Crowded Roads mods. The concept was not appealing enough for me, especially in the face of a possible performance tradeoff. Tamriel Travelers have been the only travelers I need to see on the road. Plus, FCOM add pilgrims and all that too.



Wow I can see what you mean, all the time I've been using the Advanced version but lately when I've seen this mod mentioned it's always been the Revisited one so I had to ask and after changing them around the difference in stability is noticeable straight away...Ha there goes Advanced, bring on the Revisited baby :celebration: Although I think I may have to try out Belanos recommendation as wel B)
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Paula Rose
 
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Post » Tue Feb 01, 2011 11:10 pm

Wow I can see what you mean, all the time I've been using the Advanced version but lately when I've seen this mod mentioned it's always been the Revisited one so I had to ask and after changing them around the difference in stability is noticeable straight away...Ha there goes Advanced, bring on the Revisited baby :celebration:

Good to hear. ^____^


Happy gaming!
- Tomlong75210
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Dj Matty P
 
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Post » Tue Feb 01, 2011 11:27 pm

Was just looking into trying out Friendly Fire for Frans as Belanos sold it very nicely but as the mod title basically it would require Frans mod which would then require if I'm not mistaken a FCOM installation....guess I'll have to skip it after all :(
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Stephanie I
 
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Post » Tue Feb 01, 2011 10:32 pm

Was just looking into trying out Friendly Fire for Frans as Belanos sold it very nicely but as the mod title basically it would require Frans mod which would then require if I'm not mistaken a FCOM installation....guess I'll have to skip it after all :(


No, you don't need to use FCOM in order to make Frans work. I'm not using FCOM at all in my game. Frans is a standalone mod that doesn't require anything else. I would highly recommend it myself, it adds alot of improvements in the game. And it's completely modular, you can pick and choose which parts to add. The reason that it's part of an FCOM setup is that on it's own it's not compatible with OOO. FCOM allows those two to be used at the same time.
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victoria johnstone
 
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Post » Tue Feb 01, 2011 9:28 am

Frans is a standalone mod that doesn't require anything else. I would highly recommend it myself, it adds alot of improvements in the game. And it's completely modular, you can pick and choose which parts to add. The reason that it's part of an FCOM setup is that on it's own it's not compatible with OOO. FCOM allows those two to be used at the same time.


Yeah I knew that part already, I attempted a FCOM set up a while back and failed, but I said I would require FCOM now as I'm already using OOO and MMM, I wanted to add Frans not to long ago but them remembered how I failed miserably so decided to pass lol. I did how ever install Kuertee's Wandering Encounters as you suggested as well to have my PC wake up in what I thought was a safe location as it was a guard watch tower, to a bandit of some sort standing over me ready to strike the final blow, lucky there was guards in their and took him out as I was caught completely off guard so it would of been a bit of a pickle to get out of lol....love it!
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Nikki Hype
 
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Post » Tue Feb 01, 2011 3:00 pm

Yeah I knew that part already, I attempted a FCOM set up a while back and failed, but I said I would require FCOM now as I'm already using OOO and MMM, I wanted to add Frans not to long ago but them remembered how I failed miserably so decided to pass lol.


I understand now. Maybe when I get back into playing Oblivion again I'll consider making a non-Frans version as well. I only made it with Frans because that's what I'm using myself, and I originally just made the mod for my own use. I just posted it because it was working out so well in my game.
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JaNnatul Naimah
 
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