Crowded town streets (concept bouncing around in my head )

Post » Mon May 26, 2014 8:24 pm

One small thing that is starting to bug me more and more is how empty the streets are in towns. I have a mod that spawns enemies that works extremely well now, I have been wondering a lot lately about applying some of my tricks for that mod to a mod that would fill the streets in the main towns with "extras".

These NPC would NOT have any use except to just filling up the area around the player to create the atmosphere that I see missing for now.

So they would be spawned and deleted dynamically around the player and have extremely minimal code attached to them (no AI except for a wander package that would keep them just walking around near the player while in the town.

I welcome any modder to run with this idea as I am more interested in just having such a mod made and working well than making it a project for myself. However I may start on this idea once I get back to skyrim from my "Wolfenstein the new order" break from Skyrim.

I will need to look and see what SKSE and vanilla functions there are to remove AI form the actors and rename them as they will be spawned using local actors as "seeds" (as I do in my enemies spawn mod). Then add a wander package to stay close to the player while the player is in town but outdoors. I guess I will need a script on the player to handle the spawns and deletions.

Can anyone add to my plans any ideas on how to minimize the impact this will have on the game resources?

I can delete them if combat breaks out in the town (they will run for their lives or cower refusing to engage in combat) so this should have almost no impact on combat.

Have I thought of everything?

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Jonathan Montero
 
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Post » Mon May 26, 2014 7:37 pm

Hi there, Duke. Surely you're aware of the other "Populated" mods that do this, as well as mods like inconsequential NPCs, etc?

Not to say that another one wouldn't be worthwhile - it sounds like yours would be different because of the dynamic spawning/unspawning?

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Dan Wright
 
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Post » Mon May 26, 2014 4:38 pm

I am not talking about more characters that are surgically patched into the game.
Interesting people mod and Inconsequential NPCs mod (and others like it) do that just fine, so that is not what I am talking about.

I am talking about making new kind of group of VOLATILE actors that are only hollow, empty headed space filler window dressing PROPS.

Inconsequential NPCs, and the other such mods (that I know of anyway) do not "crowd the street" like this:
http://www.countrywool.com/medieval_market.jpg
It would be great if they COULD do that (without sttraining resources) , I am NOT excited about spending time on this a project. I just want it in my game, but I do not want the unnecessary AI scripts/speech/scheduling-packages/combat-code/etcetera that comes with a hundred or so normal actors in the cell with the player.
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Richard
 
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Post » Mon May 26, 2014 7:56 am

I think Spookyfx is not referring to placing persistent actors (like 'Interesting NPCs' and 'Inconsequential NPCs), but 'random spawns' that will be dynamically unloaded even without the player having to leave the cell or zone (which even 'Populated Cities' does not do), but just by merely walking around. Think in terms of game engines that are actually able to simulate a crowded urban environment without choking to death, like the 'Assassin's Creed' and the 'Grand Theft Auto' series.

This has been a wet dream for players dissatisfied the (aging) Gamebryo based engine used by Bethesda in Oblivion, FO3, and now Skyrim, which has been notoriously poor at handling massive loads of NPCs, such that every Bethesda sandbox has seemed like it just survived a plague that de-populated the land your character is supposed to be saving. I still recall walking through the Imperial City in Oblivion, the capital of the Empire, and seeing a handful of NPCs moping around in the streets. I guess the population of Cyrodil must have died trying to build the massive cities which barely house anyone. There were almost as many guards as there were civilians...what sort of militarized police state do these people live in? :smile: The idea here is that you don't actually need to load a massive number of NPCs, just enough as far as the player can see at any given time in the cities to create the appearance of it.

I'd certainly love to see such a mod. My only concern would be the inevitable performance hit, both on relatively modest modded setups (like mine) and more heavily modded load orders where players are using combinations of mods like 'Player Headtracking' and 'Wet n' Cold' that is already stressing their game when they are in populated areas.

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SEXY QUEEN
 
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Post » Mon May 26, 2014 4:56 am

um, Skyrim does not use Gamebryo it uses a new engine called Creation made specifically for Skyrim

Honestly, i cannot really think of any game where this is actually possible. Even then though, even cities did not have massive amounts of people to begin with up until modern times.

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lucile
 
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Post » Mon May 26, 2014 11:25 am

1- Very Good examples, thanks!
2- I know for a fact that I can load 200 npc in my game IN COMBAT with only a minimal performance hit as I did this by accident once while working on my enemies spawn mod. And they all were HEAVILY scripted with all my combat scripts and included all the normal AI AI scripts/speech/scheduling-packages/combat-code/etcetera.
So my vision is that if I had only a hundred (more or less) that stayed around the player that were bare bones for resources (stripped of the normal l AI AI scripts/speech/scheduling-packages/combat-code/etcetera) and would only be in effect in towns during peace (no combat) I really see no problem what so ever.
However this will depend on if and HOW I can go about stripping them of their various AI.
The cherry on top is a mechici I designed in Oblivion to prevent scripts and spells from effecting the players companions. It was called a friendship ring. Any other mod that had spells that should not effect companions could use my system (with NO dependency on my mod as a master or anything like that) to stop their mod from effecting the actor that had one of these rings. The player would load my friendship ring mod and give the ring to their followers, This ring produced a silent sound that was not heard by the player but could be detected by any other mod by simply using OBSE with out any need to know the FormID of the ring or anything what so ever about my mod. If my mod was not loaded it had no effect on the other mods, the filter code was just ignored.
The same kind of system could be used here. A moder could add a few lines of code provided by me to their filters to prevent EYE tracking (or other such ) from attaching to my Volatile actors.
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Joe Alvarado
 
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Post » Mon May 26, 2014 1:32 pm

These people you see in the streets CAME to the city (from surrounding sources) to buy and sell and for other "business", You see this documented in many period paintings. I am not talking about populating the city I am talking about populating the streets during the day.

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herrade
 
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Post » Mon May 26, 2014 1:23 pm

Yes it is, it just depends on how heavy the script is and what would be the gain compared to actually having tons of NPCs around the place.

Modder named Abot made a script for me few years ago that spawned NPCs around the city based on the player's camera angle, reference distance, time of the day and FPS count, in order to have as much NPCs as current player's PC can handle. It was done with vanilla scripting so I'm pretty sure Skyrim should be able to achieve something similar as well.

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Taylah Illies
 
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