Barotrauma

Barotrauma

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DynamicEuropa Optimized 2
   
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18 Feb @ 2:13pm
17 Jun @ 11:37am
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DynamicEuropa Optimized 2

Description
This mod "caps" the amount of NPCs spawned per outpost when using Dynamic Europa. All outposts will spawn up to 15 NPCs by default. This means that some outposts are not affected, because they already spawn less than 15 NPCs. Removing commoners is prioritized over removing security officers. Events will spawn more NPCs that bypass the "cap".

"But there already exists a mod that does the same thing!"

There are plans to make the mod improve performance when used with DE in other ways. Also, this mod is using the most updated version of OutpostGenerationParameters.xml, ensuring that no errors are caused by the mod being outdated.

Originally made to decrease lag caused by the obscene amount of humans in DE cities when paired with Neurotrauma.

MOD ORDER:
DynamicEuropa Optimized 2
DynamicEuropa patches (e.g. Enhanced Armaments patch)
DynamicEuropa

This mod appears to be compatible with events as they spawn their own NPCs.
This mod can be added to or removed from mid-game saves.
This mod is not tested with addons to Dynamic Europa such as the Stations from Beyond pack.
This mod is not compatible with other mods that override the OutpostConfig.
16 Comments
Kaschperle 19 May @ 3:43pm 
then it was perfomance fix as this game is unplayable without it!
ThousandFields  [author] 19 May @ 1:36pm 
uber says it may be a potential issue with performance fix, if you have that
ThousandFields  [author] 18 May @ 11:41pm 
i tested this a bit and wasn't able to get it to happen, i'm also not sure how the mod would be able to affect that event, so it's most likely a bug with dynamic europa or some weird mod conflict
Kaschperle 16 May @ 4:59am 
"further reduced npc count in cities and military bases, now all outposts have 15 default npcs (in part because i did not realize how many events can happen at once and the new mudraptor racing event spawns 3 npcs)"

we went into a city and the mudraptors spawned in the beginning but once everyone gathered they had despawned not sure if it's your mod causing it but perhaps you can make those 3 nps priority
guns 19 Apr @ 7:33am 
Made my dev branch obsolete as it cannot ignore npc which don’t exist
On that part I think wreck fps mod utilised item culling, maybe it’s applicable on outposts too
ThousandFields  [author] 26 Mar @ 12:21am 
actually, it might affect the generation of the outposts, so i'm not entirely sure if it will cause anything gamebreaking
ThousandFields  [author] 26 Mar @ 12:19am 
i've never tried, but i can assume that it should work just fine, though the outposts will feel liminal due to a lot of empty rooms
Snubby 23 Mar @ 2:48pm 
Heya, do you know if this works with the Stations from Beyond patch for DE ?
ThousandFields  [author] 4 Mar @ 8:00pm 
hi guys, i thought i added it to the mod description but apparently i forgot, the mod should be save to install or remove at any time, but remember to make backups if youre not sure
jan88od 28 Feb @ 10:03am 
Waiting for part 3