I have just recently downloaded and started testing on this mod and I'm quite impressed by what I've seen so far. However, I am currently running this mod alongside MCA with several adjustments to the MCA master file via plugins:
1.) Bandits taken out of towns (because even with certain MWSE mods that aimed to rectify problems with this, I still have issues)
2.) All spawn rates in cities reduced (in some cases by as much as 99% of the original rate, due to possible FPS issues with both NPC spawners going all-out).
NOTE: If you, one of the other users of Starfire's mod have any issues with FPS when using it with MCA, my adjustments might be something to try, given that you know how to use the TES Construction Set.
All rates for the wilderness and the dungeons were kept, since this mod does not add to most interiors. The wilderness spawn rates, however, I might still make adjustments depending on what I find in the future. I tend to be somewhat on-and-off in terms of gaming, so it might be a bit of time before I can really test this plugin out and note anything that needs improvement, if there is anything. Regardless, I'll be sure to note any of it I see. I hope to see further updates from this mod, as it really is showing a lot of promise in what it provides.
Cheers for posting and I am glad you like it so far. There is more from this mod on the way, tho it may be a while before it released. btw if in your testing you experience the odd npc vanishing in your view, be assured that I am aware of this and it will be addressed in the next version
At this moment in time I am pulling my hair out trying to get this teleport script to work. I got it working perfectly only to find out that two activators going off at the same time caused a sound reference issue which crashes the game
I can make a work around that would look the same if anyone knows how to make an NPC spawn so they are invisible (not disabled but invisible) My work around is to start with the npc disabled then when the pc gets within a distance of say 1000 the npc is enabled but invisible. The invisible npc would then use the explode spell function to create the entry effects after which I would make the npc visible along with casting animation. Does anyone know if this is possible?