Regarding an earlier post about incompatibility with Unofficial Oblivion Patch... I was apprehensive about the UOP changes not being included in this mod, but after testing, this mod should supersede any UOP changes. UOP adds AI packages to some NPC's so that they do "what" they're supposed to be doing "when" they're supposed to be doing it. This mod does the same thing in a different way. So if you're like me and patch mods around the Unofficial patch, you can rest easy. For example, UOP may ad an "eat" package, which is not carried over in this mod, but this mod adds its own "eat" package. Changes to NPC stats were mentioned too. But none of the changes are drastic, and are easily patched, or superseded by your favorite overhaul. So if you're like me and hate seeing red when you open your load order in xEdit... just bite down and accept it :P Good mod is good. Thank you for making it and sharing it.
Thanks for the update! Cities feel indeed more alive!
For those wondering whether this mod will be working with Better Cities, I can confirm that it does for the most part. Until now I just saw one NPC in Skingrad bumping against the wall of the cathedral, but nothing more than that. Probably there will be more npcs doing so, but I can say I saw none behaving in a weird way neither in Chorrol, nor in Anvil and Bruma.
In terms of load order in general, excluding loading this mod after OCO (which doesn't technically matter with a bashed patch) , is it unimportant where it is in relation with Better Cities?
In my personal load order it is put right before the bashed patch, so that it can overwrite any other mod which modifies npc's schedules. Doing this makes the mod "win" over any modification also BC could bring.
I have compared the edits of vanilla records in RadiantAI with Better Cities.
If used with Better Cities and you have toggled the cities "Open", RadiantAI should be placed before Better Cities in load order, because Better Cities adds some replacement AI to vanilla NPCs to ensure that when the cities are toggled open, they use the open version instead of hiding in the closed version. 19 vanilla NPCs edited by both mods will lose their new radiant AI but the other 170-odd vanilla NPCs edited by RadiantAI will still benefit. If used with Better Cities but you have not toggled the cities "Open" then you could load RadiantAI after Better Cities (some vanilla Bravil NPCs which Better Cities changes the clothing for will revert back to their vanilla clothes).
If you were to add changes for the Imperial City into RadiantAI and you aded x-markers, furniture or any other objects into the District worldspaces, then load order would REQUIRE placing before Better Cities.
Whatever load order is used, here is a rundown on the location of objects placed in the worldspaces. Anvil Castle Courtyard, no conflict (NPCs will disappear during the times for related packages if city toggled "Open" in Better Cities) Anvil Docks, Mirabelle Monet gardening marker in same location as some broken barrels - if marker were moved or if AI Package had a distance of at least 256 instead of 0, then no conflict Anvil, no conflict (NPCs will disappear during the times for related packages if city toggled "Open" in Better Cities) Bravil, marker for ranged practice in same location as a building, NPCs trying to reach this marker will spend their time walking against the building wall instead (NPCs will disappear during the times for related packages if city toggled "Open" in Better Cities)
Getting closer to Berich Inan at any moment during the quest "The battle for castle Kvatch" makes my game crash, just disabling the mod a moment to talk to him resolve the problem.
why does this mod change npc stats? looking at it in xedit and npc stats are different from my balance overhauls and im not sure which stats should i forward to a patch
I am intrigued by this mod but also apprehensive to install it on an existing character. Do the new packages added to the NPCs increase the chance of their death? Or of random killing sprees? Should I expect "shenanigans" of this sort with this mod? Thank you
I'm having a problem with the thieves Den mission. when you go to talk to the girl who upgrades the cavern, The boss of the ship is there too, and will attack you. it's intentional that he stays in the lower deck so that you don't get attacked while trying to buy the upgrades
Hi. Great mod. Definitely a must-have. However, there is a slight issue that I should bring to your attention. In the quest, Canvasing the Castle in Chorrol, the culprits Chanel and Orgnolf are restricted to remain within the castle. However, due to the mod making NPC schedules more dynamic, Chanel was walking around the Great Oak and just chilling with other NPCs. Your mod is working as intended and I noticed no crashes whatsoever, but you might want to consider quests when overhauling NPC schedules. Thanks for your hard work
I have one question: Since this mod doesn't touch the imperial city yet does this mean I can install imperial city overhauls that change the capital and the imperial isle with no compatibility issues?
Just wanna make sure cause in my mind maybe you have some npcs from other places going to the imperial city to do stuff or smth lol
One npc (Seridur) living in the IC has been edited. Other npc who may visit the IC but originate from other cities may have been edited, but I'm unsure how, if any, problems that would cause with IC overhauls.
If lots of NPCs bunch up in one are due to the randomness, then the engine will struggle due to graphics if you are present, but the package evaluations that are performed in the background have barely to no impact on performance.
I'm having AI overload issues after fast travel into cities. NPCs just standing around ignoring everything, I guess there's simply too many of them in the loaded area with Better Cities installed.
Edit: Bumping AI: Max Active Actors up to 50 from Wrye Bash Tweak Settings did the trick. No more stuck npcs!
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I was apprehensive about the UOP changes not being included in this mod, but after testing, this mod should supersede any UOP changes.
UOP adds AI packages to some NPC's so that they do "what" they're supposed to be doing "when" they're supposed to be doing it.
This mod does the same thing in a different way. So if you're like me and patch mods around the Unofficial patch, you can rest easy.
For example, UOP may ad an "eat" package, which is not carried over in this mod, but this mod adds its own "eat" package.
Changes to NPC stats were mentioned too. But none of the changes are drastic, and are easily patched, or superseded by your favorite overhaul.
So if you're like me and hate seeing red when you open your load order in xEdit... just bite down and accept it :P
Good mod is good. Thank you for making it and sharing it.
For those wondering whether this mod will be working with Better Cities, I can confirm that it does for the most part. Until now I just saw one NPC in Skingrad bumping against the wall of the cathedral, but nothing more than that. Probably there will be more npcs doing so, but I can say I saw none behaving in a weird way neither in Chorrol, nor in Anvil and Bruma.
If used with Better Cities and you have toggled the cities "Open", RadiantAI should be placed before Better Cities in load order, because Better Cities adds some replacement AI to vanilla NPCs to ensure that when the cities are toggled open, they use the open version instead of hiding in the closed version. 19 vanilla NPCs edited by both mods will lose their new radiant AI but the other 170-odd vanilla NPCs edited by RadiantAI will still benefit.
If used with Better Cities but you have not toggled the cities "Open" then you could load RadiantAI after Better Cities (some vanilla Bravil NPCs which Better Cities changes the clothing for will revert back to their vanilla clothes).
If you were to add changes for the Imperial City into RadiantAI and you aded x-markers, furniture or any other objects into the District worldspaces, then load order would REQUIRE placing before Better Cities.
Whatever load order is used, here is a rundown on the location of objects placed in the worldspaces.
Anvil Castle Courtyard, no conflict (NPCs will disappear during the times for related packages if city toggled "Open" in Better Cities)
Anvil Docks, Mirabelle Monet gardening marker in same location as some broken barrels - if marker were moved or if AI Package had a distance of at least 256 instead of 0, then no conflict
Anvil, no conflict (NPCs will disappear during the times for related packages if city toggled "Open" in Better Cities)
Bravil, marker for ranged practice in same location as a building, NPCs trying to reach this marker will spend their time walking against the building wall instead (NPCs will disappear during the times for related packages if city toggled "Open" in Better Cities)
Just wanna make sure cause in my mind maybe you have some npcs from other places going to the imperial city to do stuff or smth lol
Edit: Bumping AI: Max Active Actors up to 50 from Wrye Bash Tweak Settings did the trick. No more stuck npcs!