It's tested pretty thoroughly (I've played through probably 10 different missions at various points of the game without any issues) and it has warnings in the menu for all options that could potentially cause issues, so I don't really see that as necessary... All mods are a WIP anyway... Not a single modder is playing though the entire game including all side content to test their mods... We all rely on user feedback to some extent... Also, I feel like it's already fairly obvious that it's a WIP from the description if people actually read it...
Edit: The 2 options that say they will likely break quests/side activities definitely will remove NPCs from quests/side activities... But from my testing, this hasn't actually broken progression at all... Weirdly, the conversations with important quest NPCs still progress normally without the NPCs... Also, any time this has happened, disabling the options then saving/reloading has spawned the NPC in, which is a pretty simple "fix"... But really, you shouldn't enable those options if you're actually trying to do missions..
Could you please make a version which simply cuts each crowd type down by half? Just as a simple CPU performance improvement mod. There doesn't seem to be much you can do if you're CPU limited in this game but NPCs are usually the culprit or at least a big part of the CPU demand in open world games so it could help (I have achieved solid improvements in Red Dead Redemption 2 by manually doing that tweak on it for myself for example).
I'm going to be honest... I woke up this morning and saw this, and my brain immediately thought I had developed a severe case of dyslexia overnight...lol
As for an answer to your question, though, sorry but that's not really something I'm going to try to do at the moment, but maybe sometime in the future... You could kind of set up the swap pools to do that yourself, though, by only having female NPCs in your "Originals" pool and only having males in your "Replacers" pool... Would be time-consuming to do, though (a bit, anyway)...
With the mod game definitely consumes less VRAM in crowded areas (Not sure why though) Didnt notice any performance improvement though on weak PC. Overall I like it
While the mod functions perfectly, it should in theory improves performance but it doesnt, it's script seems heavy and stutters microstutter, game is less fluid even with all kind of crowds removed. I intended to remove duplicate and light crowd only however it simply stutters while improving FPS. 5800x3d. Not worths it :/
Doesn't stutter on my 3600x/16GB RAM/6GB RX 5600 XT, so not sure what to tell you... Sounds like you must be CPU bottlenecked, which is nuts with that CPU, but surely not impossible....
Hmm i said stutter but it's not big ones, more a microstutter, jitter, the perceived smoothness is worse while there is no massive hiccups or framedrops on fps meter. Bad framepacing, if you prefer. And that's tested with crowd on low... however it's in very a heavy area, the massive 3+ lines rotary corpo plaza , while driving at 200 mph in circle constantly... There is a lot of crowd at the left of the road, and at this speed it forces spawn very fast due to the rotary architecture....I admit i havent noticed this behaviour on foot.... So indeed that's a weird situation which force cpu bottleneck: the area has a weird crowd multiplier, bigger than any other in the game.
i have been testing many mods like this lately, and i noticed a lot of cpu bottlenecks with this protocol. Things like lod distance and texture flickering fix also seems to induce frame jitter, could be the distance needing more cpu orthe decal fix requiring gpu power... but it also seems related to CET scripting adding some sort of latency which accumulates with more and more mods added.
Mod works as advertized. I should have been more careful in my words in my previous post. My apology.
Fully approved mod: ✅This mod has significantly improved my FPS performance. Previously, I had a range of 40-70 FPS, and now it reaches 50 to 100 FPS. While I’m not entirely sure of the exact reason behind this improvement, the results are clear and highly satisfying.
I do not use any DLSS, FSR, XeSS, or FG. I performed the before-and-after test using this mod. I am not currently using this mod because it has some mission-related bugs.
it's normal, crowd tanks fps in many areas and ... some areas have very high multipliers to the config setting. So lotta crowd = lota duplicated npcs, preventing dup npc = better fps.
it's normal, crowd tanks fps in many areas and ... some areas have very high multipliers to the config setting. So lotta crowd = lota duplicated npcs, preventing dup npc = better fps.
Pretty much... It's a tradeoff... Less crowds for more performance and improved crowd variety...
I am not currently using this mod because it has some mission-related bugs.
This shouldn't really be an issue anymore in v1.2... Of course, removing gangs could still break progression in some cases, but is definitely much less likely to happen than before, though I'd still not really recommend to enable that option if you're really trying to play through the story or do side missions anyway (or the option to prevent police)... I've had the option to prevent dupes in crowds enabled and have played through quite a bit more of the game now while testing other mods and haven't ran into any issues at all (no missing quest NPCs or broken progression)... Also haven't gotten any new reports of anything breaking since v1.2... Doesn't mean it's entirely resolved, though, so it's probably a good idea to save often (I feel like the game autosaves often enough, personally) so you can disable this mod's options and reload a save to fix the issue if anything happens, then report it to me so I can try to fix it (preferably)...
Probably someone should do a full run with this on to test the quest triggers. I saw the recent changelog but am still afraid to use it again and keep breaking subsequent quests.
I'm able to test the bug I reported but not the entire run. Just posting this to see if someone is up to testing it since I'm unavailable now. Sorry if it bothered you; it was not my intention. My bad, peace!
That's all I'd expect... Just seemed like you were not going to test it at all, and I wouldn't feel right marking the bug as "Fixed" without confirmation from the reporter or another user, at least (I can say it's fixed, but it looks better if someone else also does), so would totally prefer that people reporting a bug be willing to test the fix for it... If not, it's just a waste of time, really... No offense...
Great mod and one step closer to creating an "I am legend" scenario. But say, in your many mods is there one that can despawn (or prevent spawning of) cars? So like this mod but "Nova Crowds - Car Remover"? Haven't found it when I was looking...
EDIT: Now if you use this mod together with this one you get the result I am aiming for (sans the airtraffic, would have to find a mod for removing that one). But a toggle like with your npc-remover mod would be preem!
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Edit: The 2 options that say they will likely break quests/side activities definitely will remove NPCs from quests/side activities... But from my testing, this hasn't actually broken progression at all... Weirdly, the conversations with important quest NPCs still progress normally without the NPCs... Also, any time this has happened, disabling the options then saving/reloading has spawned the NPC in, which is a pretty simple "fix"... But really, you shouldn't enable those options if you're actually trying to do missions..
As for an answer to your question, though, sorry but that's not really something I'm going to try to do at the moment, but maybe sometime in the future... You could kind of set up the swap pools to do that yourself, though, by only having female NPCs in your "Originals" pool and only having males in your "Replacers" pool... Would be time-consuming to do, though (a bit, anyway)...
Didnt notice any performance improvement though on weak PC.
Overall I like it
stuttersmicrostutter, game is less fluid even with all kind of crowds removed. I intended to remove duplicate and light crowd only however it simply stutters while improving FPS. 5800x3d. Not worths it :/i have been testing many mods like this lately, and i noticed a lot of cpu bottlenecks with this protocol. Things like lod distance and texture flickering fix also seems to induce frame jitter, could be the distance needing more cpu orthe decal fix requiring gpu power... but it also seems related to CET scripting adding some sort of latency which accumulates with more and more mods added.
Mod works as advertized. I should have been more careful in my words in my previous post. My apology.
Highly unlikely, really, considering the new DLSS performs worse (while looking better in most aspects) than the old DLSS
Pretty much... It's a tradeoff... Less crowds for more performance and improved crowd variety...
This shouldn't really be an issue anymore in v1.2... Of course, removing gangs could still break progression in some cases, but is definitely much less likely to happen than before, though I'd still not really recommend to enable that option if you're really trying to play through the story or do side missions anyway (or the option to prevent police)... I've had the option to prevent dupes in crowds enabled and have played through quite a bit more of the game now while testing other mods and haven't ran into any issues at all (no missing quest NPCs or broken progression)... Also haven't gotten any new reports of anything breaking since v1.2... Doesn't mean it's entirely resolved, though, so it's probably a good idea to save often (I feel like the game autosaves often enough, personally) so you can disable this mod's options and reload a save to fix the issue if anything happens, then report it to me so I can try to fix it (preferably)...
EDIT: Now if you use this mod together with this one you get the result I am aiming for (sans the airtraffic, would have to find a mod for removing that one). But a toggle like with your npc-remover mod would be preem!