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hudion

any skyrim moders here.

if you had the money could you make a town of about 5000 people based on a small town not to far from Rome so a town that would be growing food and wine to sale to Rome.

everyone in the town would have a life a job and a family history.

 

i will find out what a town of that time would look and be like from historians so we can make the town has real has possible

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6 hours ago, VredinLad said:

No way the game can handle 5000 npc's in one town

what if the poor npc look like npc from 20 years ago

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5 minutes ago, hudion said:

what if the poor npc look like npc from 20 years ago

The issue isn't the complexity of their model, it's an issue of their scrips, pathing, and animations. 5000 NPCs would be too much information for the CPU to process efficiently.

 

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Just now, Frankenburger said:

The issue isn't the complexity of their model, it's an issue of their scrips, pathing, and animations. 5000 NPCs would be too much information for the CPU to process efficiently.

could you not just just keep a number of them in side so it work out

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7 minutes ago, hudion said:

could you not just just keep a number of them in side so it work out

If the NPCs are loaded in, regardless if they're being rendered by the GPU or not, their scrips are still being processed by your CPU. This is the reason why in open world games, and MMOs, you hit a CPU bottleneck when you're inside a city or large central hub.

 

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1 minute ago, Frankenburger said:

If the NPCs are loaded in, regardless if they're being rendered by the GPU or not, their scrips are still being processed by your CPU. This is the reason why in open world games, and MMOs, you hit a CPU bottleneck when you're inside a city or large central hub.

so what is the number of npc you can have at one time

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That depends on your setup. Some can get up to 100 stable in one cell, other crash at more than 30. Skyrim's engine isn't really designed to handle that many npc's.

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Bruh, performance dies completely with just a few dozen NPCs. 

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3 minutes ago, DeadEyePsycho said:

Bruh, performance dies completely with just a few dozen NPCs. 

if you had 100 200 npc in a town but had it so no more then 30 of them was running scripts could you do something like that 

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Just now, hudion said:

if you had 100 200 npc in a town but had it so no more then 30 of them was running scripts could you do something like that 

Not, exactly. All NPCs come with base scripts and pathing which you can add to. They all have animations that play and physics has to be calculated. It's not really feasible.

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@hudion You should aim for a basic small village at first, there is a reason the battle for whiterun included no more than 40ish npc's

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5 minutes ago, DeadEyePsycho said:

Not, exactly. All NPCs come with base scripts and pathing which you can add to. They all have animations that play and physics has to be calculated. It's not really feasible.

could you make the town with 100 or 200 npc has long has you only run so many scripts at one time or would the town have to be 30 40 npc max

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1 minute ago, hudion said:

could you make the town with 100 or 200 npc has long has you only run so many scripts at one time or would the town have to be 30 40 npc max

That's not how it works. If it was, the game would have a lot more NPCs in it already. 

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3 hours ago, DeadEyePsycho said:

That's not how it works. If it was, the game would have a lot more NPCs in it already. 

so if you have the same number of npc that are in skyrim can you work on there AI make them act more real

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