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Any way for me stop crash from too many npc


bockso25

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Posted

Hello,

from long i want to create a city very alive 

I want many people in the streets but when i do that i crash

my pc is not bad but you know skyrim crash easily 

so anyway for me to stop crash from too many npc ? 

anyway thx for any reply and sorry for my english

Posted

It depends on several things.

 

Skyrim needs to be configured correctly in terms of its memory management. Having great hardware helps but wont do it on its own.

 

Using HD textures for the environment, skin, clothing, etc, etc, will eat your VRAM.

 

The number of NPCs in a given location, especially when you enter it.

 

Whatever else is going on in that cell when you arrive.

 

These will help greatly with  memory issues.

Crash fixes
https://www.nexusmods.com/skyrim/mods/72725/

 

SKSE Plugin Preloader
https://www.nexusmods.com/skyrim/mods/75795/?

 

ENBoost (not needed if already using an ENB)
https://wiki.step-project.com/ENBoost

 

Which mods do you use to give more NPCs?

Posted
8 minutes ago, yarz96 said:

Mod conflicts i think
I have many npc in cities, but don't have crashes
Try use any crash fix

Mod conflicts? Give an example of how a 'mod conflict' can cause a crash. Explain how, e.g. Crash Fixes will help with a 'mod conflict'.

Posted
39 minutes ago, Grey Cloud said:

Mod conflicts? Give an example of how a 'mod conflict' can cause a crash. Explain how, e.g. Crash Fixes will help with a 'mod conflict'.

2 the same triger from different mods work at the same time - crash, for example, skyrim engine not optimised
Broken mesh from mod = crash, for example 2

Posted
46 minutes ago, Grey Cloud said:

Mod conflicts? Give an example of how a 'mod conflict' can cause a crash. Explain how, e.g. Crash Fixes will help with a 'mod conflict'.

You know, until yesterday I would have agreed with you but I helped someone out who had just that:

 

 

Now, in that case LOOT caught the problem. I wonder if there are others that LOOT doesn't catch?

Posted

1. Some computers can't handle it if there is too much going on and too many people in one place.

 

2. Remove all HDT stuff from everyone but your player as HDT is very resource heavy and can kill drain your computer faster then a whore on payday. The more HDT stuff you have going on in one place the higher the chance of crashes. So change all peoples clothes and bodies to non HDT stuff.

 

3. Remove high graphics textures from those areas.

 

Probably others but that is all that I can think of ATM.

Posted
14 minutes ago, Psalam said:

You know, until yesterday I would have agreed with you but I helped someone out who had just that:

 

 

Now, in that case LOOT caught the problem. I wonder if there are others that LOOT doesn't catch?

Ofc yes, LOOT is not panacea
I have more, then 300 mods and very many meshes and textures, when i had crashes, loot does not help me. I manually searched mods and meshes, who causes crashes

Posted
1 hour ago, bockso25 said:

Hello,

from long i want to create a city very alive 

I want many people in the streets but when i do that i crash

my pc is not bad but you know skyrim crash easily 

so anyway for me to stop crash from too many npc ? 

anyway thx for any reply and sorry for my english

btw what npc mod you use?

Posted
57 minutes ago, yarz96 said:

2 the same triger from different mods work at the same time - crash, for example, skyrim engine not optimised
Broken mesh from mod = crash, for example 2

Computers cannot do things at the same time, only sequentially. What does 'Skyrim engine not optimised' mean?

How is a broken mesh a mod conflict?

Posted
Just now, Grey Cloud said:

Computers cannot do things at the same time, only sequentially. What does 'Skyrim engine not optimised' mean?

How is a broken mesh a mod conflict?

"Skyrim engine not optimised mean" that skyrim can crash because of any little mistake becouse 32 bit

Posted
55 minutes ago, Psalam said:

You know, until yesterday I would have agreed with you but I helped someone out who had just that:

I didn't say that mod conflicts couldn't, I asked for evidence that they did. As for the guy in the linked thread, I hadn't a clue what he was on about.

 

 

Posted
23 minutes ago, bockso25 said:

there is no way for me to add memory or ram   

No one is asking you to add memory. It is a question of making what you work in the best way.

 

If you need help understanding what the three mods I linked do then ask.

 

How much RAM do you have and how much VRAM does your graphics card have?

Posted
5 minutes ago, yarz96 said:

@Grey CloudAnyway if you don't believe that mod conflict may cause crash, you can google it
 

https://www.nexusmods.com/skyrim/mods/73147 try this mod

In other words you have no idea.

 

What use is a mod that adds more NPCs to a game to someone who is having CTDs because of too many NPCs in his game?

 

11 minutes ago, yarz96 said:

Skyrim engine not optimised mean" that skyrim can crash because of any little mistake becouse 32 bit

Is Skyrim the only game ever made with a 32-bit engine? Are you saying that Skyrim cannot be stable?

Posted
1 hour ago, yarz96 said:


I have many npc in cities, but don't have crashes
Try use any crash fix

and how do you know if you have more npc than him?

 

town npc suck, they have behaviors for the game to make them travel around, do something at the forge, dring a beer or whatever

tgm, then placeatme bandit 500

if you don't ram ctd because you have 2 gb of armors, 2 gb of bodie textures and tintmask, 2 gb of town and 1 gb of furniture, your fps will drop, and you will see a few dozens of those bandit come for you, in slow motion, while most are just standing still

because game handle x npc max (some will start moving if you kill a few of the ones moving), and if there's more than x npc, they won't move, unless you make x highter, like some mods that allow huge battle, but i bet those npcs can't do as much as vanilla npc (that don't have much optimisation)

 

if you want more npc in town, you have to make them less performance hungry, it's that or playing in slow motion

 

the most effective way of doing that is to delete behaviors, replacing that with a script, that make them do something at the forge, drink a beer or something (npc do this or that, you choose how many checks you want, the less the better)

having 3 npc, one walking in town the morning then he disappear, one shouting at kids in the aftermoon then he disappear, and one drinking in the tavern at night then he disappear, is less performance hungry than having the same npc do those 3 things

giving custom race to those npc, adding 500 dialogs to some new nords, it's more checks for all nords, if those npcs are nordtown, they only have those 500 dialogs available, and other nords don't get more stuff available for the game to pick this or that from more stuff

using clones, if you don't use open helmet mod, why give a head to those guards, make guard1 a clone of aela, guard2 of clone of farkas, guard3 a clone of aela, guard4 a clone of... instead of loading 30 head for town npc and 8 heads for guards, 38 heads, you are now only loading 30 heads (you give template aela to those guards, with use trait and that's all)

vanilla iron armor eat less fps than skimpy hdt iron armor with unp in it, you may don't care if there's only 10 npc around, if there's 500 npc around... you tried placeatme bandit 500?

giving not performance hungry outfits to npc that are just there for a town to have more people, is better if you don't want to crush your fps

same for hair, hairs mods are 1-2 mb nifs, bigger impact on performance than vanilla 50 kb nifs that use the same texture

that don't mean you have to give vanilla hair to those npc, but you can make them use the same hair more than once, or optimise those hair conversion (hair1 texture is similar to hair2 and 3, give hair 1 to all hair, and edit the uv map of those hair if that texture was shorter for that hair, larger for this hair or whatever)

give a script to chair or something, that will spawn a npc from a leveled list, that is.... not much more than a mannequin, that npc is just sitting on that chair, and that's it, next time you enter the area, it will be another npc, and if you talk to one of them, he just tell you to fuck off, stop blocking the view or whatever, and that's it, those npc are just there for the place to have more npc, no need to make them do anything

 

 

 

Posted
Just now, bockso25 said:

Hello it's me

Yeap, i try to help you, but they only try to prove something to me, all that they can.
Try delete people mod, if you dont have cdt after that, try another people mod, or change load order

Posted
18 minutes ago, yatol said:

and how do you know if you have more npc than him?

 

town npc suck, they have behaviors for the game to make them travel around, do something at the forge, dring a beer or whatever

tgm, then placeatme bandit 500

if you don't ram ctd because you have 2 gb of armors, 2 gb of bodie textures and tintmask, 2 gb of town and 1 gb of furniture, your fps will drop, and you will see a few dozens of those bandit come for you, in slow motion, while most are just standing still

because game handle x npc max (some will start moving if you kill a few of the ones moving), and if there's more than x npc, they won't move, unless you make x highter, like some mods that allow huge battle, but i bet those npcs can't do as much as vanilla npc (that don't have much optimisation)

 

if you want more npc in town, you have to make them less performance hungry, it's that or playing in slow motion

 

the most effective way of doing that is to delete behaviors, replacing that with a script, that make them do something at the forge, drink a beer or something (npc do this or that, you choose how many checks you want, the less the better)

having 3 npc, one walking in town the morning then he disappear, one shouting at kids in the aftermoon then he disappear, and one drinking in the tavern at night then he disappear, is less performance hungry than having the same npc do those 3 things

giving custom race to those npc, adding 500 dialogs to some new nords, it's more checks for all nords, if those npcs are nordtown, they only have those 500 dialogs available, and other nords don't get more stuff available for the game to pick this or that from more stuff

using clones, if you don't use open helmet mod, why give a head to those guards, make guard1 a clone of aela, guard2 of clone of farkas, guard3 a clone of aela, guard4 a clone of... instead of loading 30 head for town npc and 8 heads for guards, 38 heads, you are now only loading 30 heads (you give template aela to those guards, with use trait and that's all)

vanilla iron armor eat less fps than skimpy hdt iron armor with unp in it, you may don't care if there's only 10 npc around, if there's 500 npc around... you tried placeatme bandit 500?

giving not performance hungry outfits to npc that are just there for a town to have more people, is better if you don't want to crush your fps

same for hair, hairs mods are 1-2 mb nifs, bigger impact on performance than vanilla 50 kb nifs that use the same texture

that don't mean you have to give vanilla hair to those npc, but you can make them use the same hair more than once, or optimise those hair conversion (hair1 texture is similar to hair2 and 3, give hair 1 to all hair, and edit the uv map of those hair if that texture was shorter for that hair, larger for this hair or whatever)

give a script to chair or something, that will spawn a npc from a leveled list, that is.... not much more than a mannequin, that npc is just sitting on that chair, and that's it, next time you enter the area, it will be another npc, and if you talk to one of them, he just tell you to fuck off, stop blocking the view or whatever, and that's it, those npc are just there for the place to have more npc, no need to make them do anything

 

 

 

thx for this i will try

Posted
6 minutes ago, Grey Cloud said:

I just did a search for 'Skyrim mod conflicts' and none of the hits was about CTDs.

you were expecting that "expert" to know something about what he is talking about?

if you want some conflicts to be ctd, it's not that hard to do

 

mod x add wings to wolfs, and give a skeleton with bone wings to that race

mod y add a cock to wolfs, and give a skeleton with cock bone to that race

if you load the game with both mods, without a patch, what happen? skeleton ctd

 

like most ctd, the problem is between the screen and the chair

 

give cell breezhome as aela worn armor

if aela is 00000f40, renumber iron armor to 00000f40
put aela as dialog x next dialog

why would a mod do that crap?

that can happen when you remove a mod from your load order, since most think it's safe to do that

 

copy paste leveled list something as overwrite, and delete everything from it, you won't get to main menu

mod x was replacing vanilla wolve and bear with that mod npc, you remove that mod, those npc no longer exist in your load order, but they are still in your save, as error 404 record not found

if there was no vanilla npc in that edited leveled list, that leveled list is now empty in your save, and that's a ctd

 

remove mod 15 that was giving ironarmor1 to aela

load the game

either aela no more have armor 15yyyyyy (it's no longer here), she is nude or back with whatever she was wearing before

either you ctd, meaning whatever mod is now 15, have a 15yyyyyy, that isn't an armor, and trying to equip error 404, it's not the same as trying to equip cell mod 15 manor

 

 

as for what those stupid ctd are supposed to have to do with too many npc... only way to ctd because there are too many npc, is to ram ctd

if you don't ram ctd, having too many npc just crush your fps

if some of those npc are broken,  having 200 npc or just the broken npc, it's a ctd, nothing to do with the number of npc

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