v2a is now available, it is a compatibility version where all new furniture and navmesh edits have been removed in order to improve compatibility with other mods
several npc packages have been optimized, missing lock lists are now present and a few minor fixes here and there, CRF Is not a requirement
Anyone use this with AI Overhaul? I switched from Immersive Citizens to AI Overhaul for compatibility reasons. I'm unsure if the idle markers conflict with this mod?
I would not use this and AI Overhaul, it has used similar markers to this mod This mod was once a standalone and a complement to Immersive Citizens but as I have not looked or updated it in a long time; you use it at your own risk
surprisingly i used both of these together and even alot more idle markers mod and had no issues with them :) Counting in on multiple playthroughs with hours put in. Never has crashed on me.
A mod like this has much potential for bugs and conflicts. As such, it should really have a bug report section. People browsing the mod may, correctly or incorrectly, assume that the lack of a bug section is an attempt to disguise bugs within the mod.
I don't have or use the CK any longer and I"m sure it has issues especially in a highly modded game If you use a minimalist setup, this will work well for you If you are using any mods that alter inns or AI behavior, I would leave this off your load order This mod is safe to remove at any point in the game
Theirs a mini conflict with this mod and Immersive Citizens, theirs a bar stool in Windhelm's Candlehearth Inn, there both overlapping each other and not sure what is the best way to go about it.
As another poster mentioned, this can work well even with AI Overhaul installed. But I recently noticed that it affects WAY MORE than just idle markers. It will actually move or adds objects in the rooms, or DISABLE objects in the rooms. For example, food items were added (Huh?) and a burned book was changed into a regular book. Those changes don't make sense for an idle marker mod! I found this out when trying to figure out why I had smoke from candles but the candles were missing. There are some conflicts with ELFX for some of its edits. So either look through the conflicting records (my guess is there's only about 40?) and decide if you just want to delete the conflicts from this mod, or if you're using other AI Overhaul or other more updated idle marker mods just get rid of this mod (per the author's suggestions above). For me, I haven't decided since I just discovered the conflicts.
EDIT: Ok that didn't take long. There are surprisingly few conflicts. I'm using about 1000 mods, but very few interior mods that change things (e.g. I only use maybe 1 or 2 JKs interiors). I will definitely keep this mod enabled! It also preserves all the changes from USSEP and CRF which surprised me. I think there are probably about 6 or so things I might change about this mod, and a few of them are in Candlelight Hall where I first saw the conflicts. I am using AI Overhaul and so far I LIKE the conflicts. For example, a couple of the idle markers that were marked specifically for use by an individual in AI Overhaul were changed to be used by the entire inn's faction. That way more people could use the marker. I like that change!
EDIT #2: I ended up deleting just 3 records from this mod, and they all had to do with conflicts over candle or light placement with ELFX. btw, you should look at the Package conflicts, in my mod order there are 6 conflicts with AI Overhaul and 1 conflict with Improved College Entry. I will probably just patch those.
Thank you for your comment on compatibility with ELFX, that's exactly what I wanted to know. I'm new to modding and patching, would you be interested in sharing your patch for this mod and ELFX?
FYI, there's a bar stool overlap with the compatibility version when used with Immersive Citizens. One takes place in Windhelm's Candlehearth Inn, with more idle marker's stool (xx005E7C) overlapping with the vanilla stool reference that Immersive Citizens modifies (000CB9A5).
So I think this might be the issue in my gane, I have so many NPCs overlapping each other and sitting in the same spot, does anyone have a fix for this?
124 comments
several npc packages have been optimized, missing lock lists are now present and a few minor fixes here and there, CRF Is not a requirement
This mod was once a standalone and a complement to Immersive Citizens but as I have not looked or updated it in a long time; you use it at your own risk
Counting in on multiple playthroughs with hours put in. Never has crashed on me.
If you use a minimalist setup, this will work well for you
If you are using any mods that alter inns or AI behavior, I would leave this off your load order
This mod is safe to remove at any point in the game
EDIT: Ok that didn't take long. There are surprisingly few conflicts. I'm using about 1000 mods, but very few interior mods that change things (e.g. I only use maybe 1 or 2 JKs interiors). I will definitely keep this mod enabled! It also preserves all the changes from USSEP and CRF which surprised me. I think there are probably about 6 or so things I might change about this mod, and a few of them are in Candlelight Hall where I first saw the conflicts. I am using AI Overhaul and so far I LIKE the conflicts. For example, a couple of the idle markers that were marked specifically for use by an individual in AI Overhaul were changed to be used by the entire inn's faction. That way more people could use the marker. I like that change!
EDIT #2: I ended up deleting just 3 records from this mod, and they all had to do with conflicts over candle or light placement with ELFX. btw, you should look at the Package conflicts, in my mod order there are 6 conflicts with AI Overhaul and 1 conflict with Improved College Entry. I will probably just patch those.
000CB96C
000CB9CE
000CBA83