I use a decent PC (rtx 4080ti i7 7700 8 core 2TB SSD 32GB ram) and I am using A LOT of mods already on OpenMW (over 1500) from texture replacers to shaders to TR. Honestly, there isn't much of a performance impact for me, and I also played this mod on my Openmw android phone build and didn't see much fps loss. To be honest, and I am not sure, but I think it will not eat away your frames. Now granted, I don't have any red mountain rock replacer mods or anything like that, but I still think the performance impact won't be that bad.
Funny enough, I actually have 3 different esps on my personal modlist that add EVEN more cliff racers, I think I have about 3000 flying around on my game, but those older esps were actually personal mod edits for other mods for my game, so I can't really share them. But even then I was facing little to no performance impact.
Unfortunately, I don't have any experience with scripting yet. Also, I hand placed them all with the normal cliff racer ID so it would take me much longer to reselect them all, but it is possible, albeit very time consuming. I could see myself creating a different version one day, once I learn how to do scripting. I am sure I will get there, since I recently learned how to edit dialogue and add new topics in the CS. But I really am sorry it isn't in the current version.
Next step for me is learning how to make a really simple quest, like a fetch quest. I tried to do it before, but I had trouble getting the journal to update, but I bet I can find a good resource online that teaches me how to script/make a basic quest. If anybody on here knows a good video/document, let me know please. Once I learn, one day I would LOVE to make a bunch of high quality/lore friendly/immersive quest mods.
In the meantime, what you can do is hunt them down since they don't respawn, and then they will slowly disappear. My apologies, that does sound like a cool idea.
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Funny enough, I actually have 3 different esps on my personal modlist that add EVEN more cliff racers, I think I have about 3000 flying around on my game, but those older esps were actually personal mod edits for other mods for my game, so I can't really share them. But even then I was facing little to no performance impact.
Can you make it so the swarms disappear when you reach a certain point in the main quest, with the death of the main villain?
Next step for me is learning how to make a really simple quest, like a fetch quest. I tried to do it before, but I had trouble getting the journal to update, but I bet I can find a good resource online that teaches me how to script/make a basic quest. If anybody on here knows a good video/document, let me know please. Once I learn, one day I would LOVE to make a bunch of high quality/lore friendly/immersive quest mods.
In the meantime, what you can do is hunt them down since they don't respawn, and then they will slowly disappear. My apologies, that does sound like a cool idea.
And also, f*#@ you :)