DonQuiWho Posted May 20, 2020 Posted May 20, 2020 Hi Thanks very much for the latest versions, especially the AIO Can I ask, please, if it has a reduced spawn level? TIA for any help offered
Corsec Posted May 20, 2020 Author Posted May 20, 2020 33 minutes ago, donkeywho said: Hi Thanks very much for the latest versions, especially the AIO Can I ask, please, if it has a reduced spawn level? TIA for any help offered I've changed my mind on the AIO during the process on making it as I learned more about the details of the mods. Basically, there are two Populated mods that have Reduced Spawns versions, I think one of them is not worth using and the other is mandatory. The Populated Forts version doesn't exactly *reduce* spawns, it actually deletes every one of it's NPC that travels on the roads, and it leaves untouched the enemies that defend static positions like forts and ruins. So it doesn't reduce the spawns of road NPCs, it removes them completely. So it's not really a reduced spawns version at all, it just completely removes particular types of spawns while leaving others unchanged. I don't think that it is a good idea since it is the only Populated mod that adds regular enemy patrols to the roads. I didn't make a reduced spawns version of Populated Forts. Otherwise you will have a lot of friendly patrols from the other mods added but no enemies. Populated Cities has bad, verging on terrible, facegen for it's NPCs. Many of the NPCs are ugly near-clones with very little visual difference, and this becomes extremely apparent if you use the non-Reduced Spawns versions. It also adds far too many, enough to start clogging your GPU, and they mostly look alike so it's just not a good situation. This is all mostly mitigated with the Reduced Spawns versions which is the recommended version. With less NPCs added y this mod, it's flaws become less aparent and even tolerable if you don't look to closely at the ugly ones. In my opinion, this is actually the least useful mod as the NPCs it adds will only contribute to your gameplay if you use Deviously Enslaved, otherwise they are just cosmetic addons at the expense of your framerate. The other Populated mods already increase traffic inside cities and especially inside taverns, so Populated Cities is trying to do something that is redundant if you are using the other mods. The only reason I made a non-Reduced Spawns versions of Populated Cities is that i made it before I realised it's problems, otherwise I never would have made it and the Reduced Spawns versions would be the default. So, after these considerations I decided to just make the AIO with only the Reduced Spawns version of Populated Cities, and not to use the Reduced Spawns versions of other mods. I know this is a subjective personal opinion, and other people might want different versions. So I'm willing to accommodate this by making custom AIOs on request if anyone wants. This means you will have full spawns on the roads, but spawns inside cities will be reduced. I'm also considering making a less-than-all-in-one with Populated Cities removed, because I won't miss it much. I can't really offer much more control over spawns than that, because I won't add scripts to these mods even if I was competent at it.
DonQuiWho Posted May 20, 2020 Posted May 20, 2020 2 hours ago, Corsec said: I've changed my mind on the AIO during the process on making it as I learned more about the details of the mods. Basically, there are two Populated mods that have Reduced Spawns versions, I think one of them is not worth using and the other is mandatory. The Populated Forts version doesn't exactly *reduce* spawns, it actually deletes every one of it's NPC that travels on the roads, and it leaves untouched the enemies that defend static positions like forts and ruins. So it doesn't reduce the spawns of road NPCs, it removes them completely. So it's not really a reduced spawns version at all, it just completely removes particular types of spawns while leaving others unchanged. I don't think that it is a good idea since it is the only Populated mod that adds regular enemy patrols to the roads. I didn't make a reduced spawns version of Populated Forts. Otherwise you will have a lot of friendly patrols from the other mods added but no enemies. Populated Cities has bad, verging on terrible, facegen for it's NPCs. Many of the NPCs are ugly near-clones with very little visual difference, and this becomes extremely apparent if you use the non-Reduced Spawns versions. It also adds far too many, enough to start clogging your GPU, and they mostly look alike so it's just not a good situation. This is all mostly mitigated with the Reduced Spawns versions which is the recommended version. With less NPCs added y this mod, it's flaws become less aparent and even tolerable if you don't look to closely at the ugly ones. In my opinion, this is actually the least useful mod as the NPCs it adds will only contribute to your gameplay if you use Deviously Enslaved, otherwise they are just cosmetic addons at the expense of your framerate. The other Populated mods already increase traffic inside cities and especially inside taverns, so Populated Cities is trying to do something that is redundant if you are using the other mods. The only reason I made a non-Reduced Spawns versions of Populated Cities is that i made it before I realised it's problems, otherwise I never would have made it and the Reduced Spawns versions would be the default. So, after these considerations I decided to just make the AIO with only the Reduced Spawns version of Populated Cities, and not to use the Reduced Spawns versions of other mods. I know this is a subjective personal opinion, and other people might want different versions. So I'm willing to accommodate this by making custom AIOs on request if anyone wants. This means you will have full spawns on the roads, but spawns inside cities will be reduced. I'm also considering making a less-than-all-in-one with Populated Cities removed, because I won't miss it much. I can't really offer much more control over spawns than that, because I won't add scripts to these mods even if I was competent at it. Thanks That's really useful to know Appreciate the full, and very quick!, reply TYVM
ttpt Posted May 20, 2020 Posted May 20, 2020 2 hours ago, Corsec said: I've changed my mind on the AIO during the process on making it as I learned more about the details of the mods. Basically, there are two Populated mods that have Reduced Spawns versions, I think one of them is not worth using and the other is mandatory. The Populated Forts version doesn't exactly *reduce* spawns, it actually deletes every one of it's NPC that travels on the roads, and it leaves untouched the enemies that defend static positions like forts and ruins. So it doesn't reduce the spawns of road NPCs, it removes them completely. So it's not really a reduced spawns version at all, it just completely removes particular types of spawns while leaving others unchanged. I don't think that it is a good idea since it is the only Populated mod that adds regular enemy patrols to the roads. I didn't make a reduced spawns version of Populated Forts. Otherwise you will have a lot of friendly patrols from the other mods added but no enemies. Populated Cities has bad, verging on terrible, facegen for it's NPCs. Many of the NPCs are ugly near-clones with very little visual difference, and this becomes extremely apparent if you use the non-Reduced Spawns versions. It also adds far too many, enough to start clogging your GPU, and they mostly look alike so it's just not a good situation. This is all mostly mitigated with the Reduced Spawns versions which is the recommended version. With less NPCs added y this mod, it's flaws become less aparent and even tolerable if you don't look to closely at the ugly ones. In my opinion, this is actually the least useful mod as the NPCs it adds will only contribute to your gameplay if you use Deviously Enslaved, otherwise they are just cosmetic addons at the expense of your framerate. The other Populated mods already increase traffic inside cities and especially inside taverns, so Populated Cities is trying to do something that is redundant if you are using the other mods. The only reason I made a non-Reduced Spawns versions of Populated Cities is that i made it before I realised it's problems, otherwise I never would have made it and the Reduced Spawns versions would be the default. So, after these considerations I decided to just make the AIO with only the Reduced Spawns version of Populated Cities, and not to use the Reduced Spawns versions of other mods. I know this is a subjective personal opinion, and other people might want different versions. So I'm willing to accommodate this by making custom AIOs on request if anyone wants. This means you will have full spawns on the roads, but spawns inside cities will be reduced. I'm also considering making a less-than-all-in-one with Populated Cities removed, because I won't miss it much. I can't really offer much more control over spawns than that, because I won't add scripts to these mods even if I was competent at it. I didn't even know populated forts added enemy patrols to the roads, the SoT version of the with the reduced spawn probably also just removes those spawn. Also on the SoT version of it, there's way too many NPCs in taverns, so much so that I always make a save before going into one, so I'd definitely approve of an AIO that has the populated cities stuff removed, as long as it still has some NPCs around the cities, they also serve the purpose of being great pickpocket targets if you don't wanna piss off unique NPCs. Definitely switching over from the SoT mod to you merge though.
Corsec Posted May 20, 2020 Author Posted May 20, 2020 17 minutes ago, ttpt said: I didn't even know populated forts added enemy patrols to the roads, the SoT version of the with the reduced spawn probably also just removes those spawn. Also on the SoT version of it, there's way too many NPCs in taverns, so much so that I always make a save before going into one, so I'd definitely approve of an AIO that has the populated cities stuff removed, as long as it still has some NPCs around the cities, they also serve the purpose of being great pickpocket targets if you don't wanna piss off unique NPCs. Definitely switching over from the SoT mod to you merge though. Yeah, it adds the bandit explorers, 3 roving bandit squads, a few warlocks, and friendly milita squads. If the road spawns for Populated Forts were active in your game you would remember it, it created frequent encounters, especially with Bandit Explorers. Generally it's road spawns were actually the best part of the mod IMO, definitely my favourite. It kept roads interesting with the constant risk of enemy encounter. Much better than Immersive Patrols II. The Populated Cities mod doesn't give it's NPCs any place to stay except taverns so those get very busy just with that mod alone. And because the other Populated mods add NPCs that roam between taverns, plus NPCs from Hydra Slavegirls and other mods, it gets extremely busy. It's great though if you are running mods to make NPCs interact, like Radiant Prostituion or Sexlife. However it also significantly raises the risk of CTD, loading times and is just inconvenient. The other Populated mods add plenty of NPCs that visit cities and taverns, they also have some impact on gameplay so they're not useless like the Populated Cities mod. If you wanted Inconsequential NPCs, then the mod of that name would be a better option (not planning on patching it though). I will probably upload the AIO without Populated Cities within a few days. 1
jpee1965 Posted May 21, 2020 Posted May 21, 2020 On 5/15/2020 at 12:18 PM, Corsec said: No, but once I have finished redoing the Populated mods I will make an all-in-one merged version that will be designed to replace the one you posted. Hi! Would you consider doing a release that does not include the DD/kink stuff? I also use TonyCubed Hell version and just want the Bikini armors not the DD. Thanks!!!!!!!!!!!! 1
Corsec Posted May 21, 2020 Author Posted May 21, 2020 Just now, jpee1965 said: Hi! Would you consider doing a release that does not include the DD/kink stuff? I also use TonyCubed Hell version and just want the Bikini armors not the DD. Thanks!!!!!!!!!!!! Yeah, I can do that, the way it's set up I should be able to do it without too much trouble. You'll have to wait until I finish everything else I have planned for this mod though. 1
Corsec Posted May 22, 2020 Author Posted May 22, 2020 19 hours ago, jpee1965 said: Hi! Would you consider doing a release that does not include the DD/kink stuff? I also use TonyCubed Hell version and just want the Bikini armors not the DD. Thanks!!!!!!!!!!!! Actually, it's probably better for you to use Monoman's Bikinifier instead. It will apply bikini armors to anyone, not just Populated mods. I recommend you try that instead. That way you can stick with the TonyCubed SOT version and just get the bikinis that you want. I can remove DD items from my version easily, but there are also a lot of other kink changes that are tedious to revert and I'd rather avoid it if the Bikinifier is a better option for you.
Corsec Posted May 22, 2020 Author Posted May 22, 2020 On 5/20/2020 at 10:22 PM, Corsec said: I will probably upload the AIO without Populated Cities within a few days. I've changed my mind again on this. I think I'll move on and just let the AIO stay as it is for now. Unless anyone has any bugreports or requests for customizations, I think I'd like to leave this mod as it is for now.
Corsec Posted May 22, 2020 Author Posted May 22, 2020 I was going to redo the Skyrim NPCs Overhaul by Erkeil. I changed my mind and decided only to add devious devices to vanilla female NPCs. Skyrim NPCs Overhaul just made too many edits to vanilla NPCs and I didn't really think they added much to the game. I just trimmed it down to about 163 vanilla female NPCs and gave them all bondage outfits. No other changes, it's otherwise identical to USLEEP. If you want to find the patch I made you can find it on my other patches page.
ttpt Posted May 23, 2020 Posted May 23, 2020 6 hours ago, Corsec said: I've changed my mind again on this. I think I'll move on and just let the AIO stay as it is for now. Unless anyone has any bugreports or requests for customizations, I think I'd like to leave this mod as it is for now. I switched to your AIO version from the SoT one and already there's less NPCs in taverns anyway, so I think there's no need to reduce spawns further anyway. I've also ran into the wandering bandit parties that the SoT version removed, which are a nice addition. There's just one edit I had to revert from one of your other patches, the immersive wenches one editing the vanilla tavern outfit record made it so some male NPC labourers from Popolated would spawn with DD items in their inventory, since their default outfit is also the tavern outfit.
timking Posted May 23, 2020 Posted May 23, 2020 Been waiting/hoping for this mod for a long time. Thank you very much for your efforts. It's downloading now, can't wait to try it out
Corsec Posted May 23, 2020 Author Posted May 23, 2020 14 hours ago, ttpt said: I switched to your AIO version from the SoT one and already there's less NPCs in taverns anyway, so I think there's no need to reduce spawns further anyway. I've also ran into the wandering bandit parties that the SoT version removed, which are a nice addition. There's just one edit I had to revert from one of your other patches, the immersive wenches one editing the vanilla tavern outfit record made it so some male NPC labourers from Popolated would spawn with DD items in their inventory, since their default outfit is also the tavern outfit. Thanks for the feedback. I didn't catch the tavern clothes bug because I playtest with a minimum modlist (for faster loading). I didn't expect any mods to use tavern clothes on males, I've only ever seen that happen once before (one NPC in Legacy of the Dragonborn gallery mod). I'll upload new versions with tavern clothes swapped for something else.
Sorrow_421 Posted May 24, 2020 Posted May 24, 2020 One thing I have to say in terms of performance, maybe reduce the number of torches? It really saps the fps and if a SexLab scene plays in the middle of 20 torches, well you get the Idea FPS goes way down and scripts take a lot longer to trigger. Other than that I love it no problems on my end.
Corsec Posted May 24, 2020 Author Posted May 24, 2020 58 minutes ago, Sorrow_421 said: One thing I have to say in terms of performance, maybe reduce the number of torches? It really saps the fps and if a SexLab scene plays in the middle of 20 torches, well you get the Idea FPS goes way down and scripts take a lot longer to trigger. Other than that I love it no problems on my end. Thanks for the feedback. I had never noticed this problem before. When I get the chance I'll test it ingame and see how bad it is.
Sorrow_421 Posted May 24, 2020 Posted May 24, 2020 11 minutes ago, Corsec said: Thanks for the feedback. I had never noticed this problem before. When I get the chance I'll test it ingame and see how bad it is. It mostly happens in towns not cities. Sometimes (at least for me) a lot of npcs spawn and at night when they have torches the fps drops a lot. Thank you for taking consideration. And also this mod was BADLY NEEDED! Thank you.
Stuker Posted May 25, 2020 Posted May 25, 2020 I just started a fresh save and put the latest AIO in it. The girls had no bodies. Head, hands, feet, devices... all was there but no bodies at all. Switched back to the single variants for towns and roads and all is working as it should. What I'm missing here? Are there other requirements for the AIO as well?
Corsec Posted May 25, 2020 Author Posted May 25, 2020 1 hour ago, Stuker said: I just started a fresh save and put the latest AIO in it. The girls had no bodies. Head, hands, feet, devices... all was there but no bodies at all. Switched back to the single variants for towns and roads and all is working as it should. What I'm missing here? Are there other requirements for the AIO as well? I loaded up the mod to double check and it's working fine for me. Everything is visible and accounted for. However I have been known to accidentaly put errors into uploaded mods so maybe something is wrong on my end. Did you have the AIO installed before the new game start, or did you start with the single variant then switch to the AIO? When you install a mod that changes outfits, NPCs won't update to the new outfit until they reset (default time is 10 days in a location since last player visit). You can try going indoors somewhere you are alone. Wait for 11+ days and everyone will reset to their default outfits and that might fix the problem. When I get invisible bodies but visible items and hands/feet/head it's usually because the bodyslide files aren't correct. But since it works for the single variant then that suggest the bodyslides are fine, it's the outfits failing to update to changes.
Stuker Posted May 26, 2020 Posted May 26, 2020 20 hours ago, Corsec said: I loaded up the mod to double check and it's working fine for me. Everything is visible and accounted for. However I have been known to accidentaly put errors into uploaded mods so maybe something is wrong on my end. Did you have the AIO installed before the new game start, or did you start with the single variant then switch to the AIO? When you install a mod that changes outfits, NPCs won't update to the new outfit until they reset (default time is 10 days in a location since last player visit). You can try going indoors somewhere you are alone. Wait for 11+ days and everyone will reset to their default outfits and that might fix the problem. When I get invisible bodies but visible items and hands/feet/head it's usually because the bodyslide files aren't correct. But since it works for the single variant then that suggest the bodyslides are fine, it's the outfits failing to update to changes. Yes, AIO was already in my modlist when I started the game. I'll rebuild my bodyslides this evening and test it again with AIO. EDIT: Just tested it with rebuilded DD bodyslides and it worked. I don't know why I had to rebuild them. It was never needed in the past. But thank you for showing me the right direction
Corsec Posted May 26, 2020 Author Posted May 26, 2020 12 hours ago, Stuker said: Yes, AIO was already in my modlist when I started the game. I'll rebuild my bodyslides this evening and test it again with AIO. EDIT: Just tested it with rebuilded DD bodyslides and it worked. I don't know why I had to rebuild them. It was never needed in the past. But thank you for showing me the right direction Thanks, that's a relief. With every bugreport I always worry that I have made some kind of embarrassing mistake. I can't explain how or why that fixed it but I'm glad it did.
Stuker Posted May 26, 2020 Posted May 26, 2020 57 minutes ago, Corsec said: Thanks, that's a relief. With every bugreport I always worry that I have made some kind of embarrassing mistake. I can't explain how or why that fixed it but I'm glad it did. No need to worry. You're doing great work
Corsec Posted May 28, 2020 Author Posted May 28, 2020 5 hours ago, DeusAngels said: can u make a version SE ? :s I don't have SE and can't port mods for it. My stuff is free use, anyone can do what they like with it.
Ursur1major Posted June 5, 2020 Posted June 5, 2020 So I've got an issue where the "Labourer" Npcs that spawn in cities all appear to have glitched outfits, as in they're walking around in the nude and their bodies have invisible parts. And I'm trying to figure out if it's an issue anyone else using this mod experiences or if it's something on my end or the main mod spooking up. Any help would be appreciated, thank you.
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