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chevalierdeon

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chevalierdeon

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21 comments

  1. CTDenthusiast
    CTDenthusiast
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    can anything be done about when actors spawn? Maybe I'm wrong about this--but it seems like a dozen+ will spawn at once in the same place--which makes them look like an entourage. one spawning every few seconds or randomizing spawn location or something else might be able to be done and minimize the entourage effect?
    1. chevalierdeon
      chevalierdeon
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      dynamic spawns requires scripting (eg. genesis mod in skyrim) which im not familiar with
    2. CTDenthusiast
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      no worries. to be sure, would you say that it is this mod causing that?

      I love your mod as-is btw!
    3. chevalierdeon
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      the problem you mention will happen with any kind of mod that fiddles with leveled list (aka all the spawn mods currently available for remastered) since they work by making multiple copies spawn from the same spawn point. u have to use scripted spawning to avoid that.

      this mod here doesnt do that it just raises AI and corpse limit 
    4. CTDenthusiast
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      got it. thank you for the clarification. I appreciate your responses.
  2. Einherjar1989
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    scratch that vortex just moves it from where i place it, realized i need to add at the bottom after adding other mods and refreshing.
  3. livipup
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    What were the settings originally? I feel like sometimes I have actors standing still doing nothing in an unmodded game.
    1. chevalierdeon
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      like 25 max actor

      but they can sometimes not react because of UE regardless of number of actors in any area
    2. livipup
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      25 can be hit in the base game, I think. Particularly in larger cells.
  4. abdullahmustajab
    abdullahmustajab
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    im still having enemies non responsive despite using this.

    im using adrenaline 
    1. chevalierdeon
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      from what i heard the UE side also hijack control over the ai in this remaster and no settings i heard so far resolves problems cause by that.
  5. JACOBEEE1
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    THANK YOIU
  6. Delirium66
    Delirium66
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    Great mod! What was used to change these settings? I don't think I saw anything in the config files or I likely could've just overlooked them.
    Edit: sorry nvm it's xedit
  7. knightbryon
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    dude you're awesome, gameplay is much better now with 13 essential followers lmao
  8. Maureeseeo
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    Awesome, what were the defaults? If you don't mind sharing.
  9. GRUmod
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    Awesome stuff. Fixed the #1 issue i have with the game, i'm at peace now...

    Wondering, with the revolution of methods for GameSettings to be loaded without the need for an .esp, could these be implemented without a need for the file, and instead .ini tweaks? Or maybe some gamesettings don't work this way..?

    Is that xEdit you're opening the gamefiles with in that screenshot? These settings don't appear in Oblivions lists online.

    I'm trying to help another modder with more tweaks via .ini, but they only found these online. 


    https://cs.uesp.net/wiki/fRemoveExcessiveComplexDeadTime
    ; fRemoveExcessiveComplexDeadTime =

    https://cs.uesp.net/wiki/fRemoveExcessiveDeadTime
    ; fRemoveExcessiveDeadTime = 

    https://www.nexusmods.com/oblivionremastered/mods/840?tab=posts&jump_to_comment=153332151&BH=1
    1. chevalierdeon
      chevalierdeon
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      yea its xedit.

      if theres a way to implement it properly through inis i would like to know too
      but normally these gmst are editable through a bashed patch which is also used to merge mods so when wrye bash or equivalent is made available for remastered u can just use that instead. for now this esp suffices.
  10. redlooksgoodonyou
    redlooksgoodonyou
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    as somebody who has no idea how mods are made, you're a straight wizard. i'm trying to maximize immersion and this will definitely help, thank you! :0