This page was last updated on 16 March 2025, 6:11PM
Changelogs
Version LITE VERSION
Changes Implemented in the Light Version: ✅ Lower Spawn Limit → (18 → 10) to reduce system load. ✅ Shortened NPC Memory Retention → (20 → 12) to allow more frequent population shifts. ✅ Reduced Crosswalk Interaction → NPCs are still responsive but less likely to cause congestion. ✅ Optimized Collision Handling → Reduced detection sensitivity to limit unnecessary NPC hesitation. ✅ Refined NPC Repathing Frequency → Smoothed adjustments without excessive recalculations. ✅ Crowd Fade/Despawn Distance Lowered → (95 → 85) to balance persistence with performance. ✅ Minor Traffic Tolerance Adjustments → Retaining realism without excess calculations.
Key Takeaway: This light version keeps all the benefits of the full mod while ensuring smoother performance for lower-end systems without compromising immersion.
✅ Crowds still behave dynamically, crosswalks function properly, and NPCs interact naturally—but with a reduced system load.
Version 3.0
*Crowd Density & Flow Optimized – More natural crowd formations, smoother navigation through tight spaces, and no more NPC "clumping" at intersections.
*Crosswalk & Traffic Behavior Enhanced – Cars now properly respect foot traffic and turn at appropriate times, reducing gridlock and endless honking.
* NPC Collision Avoidance Upgraded – Less bumping, awkward stalls, and weird sidesteps in crowded areas.
* Improved NPC Persistence & Memory – NPCs react more believably to their surroundings rather than fading out too soon.
* Expanded NPC Pathing Tolerance – Smarter route selection prevents NPCs from getting stuck at crosswalks, stairs, or tight urban areas.
* Traffic Adjustments – Some interdependent traffic parameters have been tweaked to integrate seamlessly with NPC behaviors without affecting vehicle physics.
TRAFFIC (Some .ini tweaks are interdependent with vehicles.)
* Crosswalk Timing & Pedestrian Flow
Pedestrians now react more naturally to signals and traffic movement.
NPC hesitation at intersections has been refined for smoother foot traffic.
* Traffic & Pedestrian Interaction
Stop-and-go behavior adjusted for more realistic driving patterns.
NPC movement timing tweaked to reduce jams and stuck behaviors.
* NPC Memory & Presence Improvements
Extended NPC memory duration so they persist longer before despawn.
Adjusted fade-despawn distances for a balance between performance and realism.
Version 2.5.2.
ObstaclePathToleranceInDeg: allign to vanilla
Version 2.5.2
BlockingObstaclesDetectionDistance reduced: .5 to aid in calculating too early & pile ups.
AngularSpeedFactor reduced much more: 1.0 Should help with the snap turns.
Reduced ClosestObstacleToStayInPlace: 1.0 It still feels too far when NPCs avoid up close.
LaneLightsRecognitionDistance increased: 3.0 its still below vanilla as intended to add the rush effect on crosswalks and people running trying to catch up.
MaxChancesToUseZebra: allign to vanilla.
MaxinterpAngle: Put to 180degrees
PassingPoseStopAnimationTolerance increase: 0.1
PathrefreshPlayerRadiusLimit increased moderately. This was way too low, up 7.0
PostProcessPositionCorrectionSpeed increase: 2.0
SlopeSamples reduced: 3.0
SpeedCompensationFactor fixed.
ObstaclePathToleranceInDeg: allign to vanilla
Version 2.5,2
BorderRepulsionSpeed reduced increased: .5
Version 2.5
- reduced crowd spawnlimit to be more in line with v2.21 and less taxing overall
- Increase on MinStreamingVelocityNormalizedToBlockSpawn
- reduced AheadDistanceMax drastically to be inline with new despawn values and npc count
- reduced AheadAngleMax 85 to minimize exaggerated swerving walk
- reduced DistanceToStopBuffer slightly under vanilla
- Moderate reduction in BorderRepulsionSpeed 2.0
- Slight increase to BlockingObstaclesDetectionDistance 0.25
- Comfort zone radious factor was changed to reduce over collision with greater angle values
- CAPlayer distance threshold back and front greatly reduced to match player natural movement. (less taxing on system)
- Desired forward look up distance has been increased .50
- Front view angle reduced by 10 degrees. Just enough to reduce drastic L turns
Post-process Pathing
- Fast exit angles reduced for easier flow of traffic .10
- Max interpangles aligned to vanilla they fixed those up.
- Marble directions and chances reduced but still almost double vanilla
- NPCSeperationSpeed was cooled off a bit. 2.0
- Narrowgap repulsors are now TRUE
- NearEndDistance matches vanilla now
- PathConvergenceSpeed = 10.00000 matches vanilla
- Fixed error in _pathmovementpostpositioncorrectionspeed
- Fixed TrafficLightRelevantDistance to value = 6.00000
(several additional minor changes still being worked on)
Version 2.0
Added the LITE version & fixed stair-rail walking mostly)
Version 1.5
Bug addresses, performance update, Marble Direction changes to allot more interactions sooner.