Villager Immersion Overhaul
- Jay_H
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Re: Villager Immersion Overhaul
VIO3 and VIO5 can be installed together. But each version of VIO5 should be replaced with the new VIO5
- emmathepony
- Posts: 248
- Joined: Sat Jun 29, 2019 5:26 pm
Re: Villager Immersion Overhaul
Guards at night will make a huge difference for thief characters like me!
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- Joined: Tue Feb 12, 2019 12:55 am
Re: Villager Immersion Overhaul
Just to let you know, I tried running the latest version of this mod (5.0.3) with 0.10.25 and it's basically unplayable on my machine due to the stuttering mentioned previously. I had an old version (V4) and installed that along side the sprites. It seems to be working.
- Luzur
- Posts: 29
- Joined: Sat Sep 02, 2017 11:26 am
Re: Villager Immersion Overhaul
I have the stuttering aswell, but only in bigger citiesjimfcarroll wrote: ↑Fri Jul 24, 2020 1:08 am Just to let you know, I tried running the latest version of this mod (5.0.3) with 0.10.25 and it's basically unplayable on my machine due to the stuttering mentioned previously. I had an old version (V4) and installed that along side the sprites. It seems to be working.
"Load the muskets"
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- Posts: 40
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Re: Villager Immersion Overhaul
I check the box "Stop Travel" in the mod settings, although I don't even use Tedious Travel, and this significantly reduces stuttering.
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Re: Villager Immersion Overhaul
Installed the newest version in unity and it does not appear on the Mod list is this on purpose or is something going on I don't know how I mess up if I did
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: Villager Immersion Overhaul
You need 10.25 or higherDwarvernFall wrote: ↑Sun Jul 26, 2020 8:32 pm Installed the newest version in unity and it does not appear on the Mod list is this on purpose or is something going on I don't know how I mess up if I did
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: Villager Immersion Overhaul
That is interesting as this options only changes TT and nothing else. Might be a one case scenario. I'm gonna work on recording some thing again to make it run better. I think it could be guards detecting enemies that could be doing it. I'll also be putting a setting on max population so if thats the issue, players can lower the population count.
- Hazelnut
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Re: Villager Immersion Overhaul
May also want to check what logic is running each frame in Update() methods, a lot of checks are only really needed once or twice a second and any expensive logic can be put after a time elapsed check so it doesn't run all the time. Just a thought, something I've run into before.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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Re: Villager Immersion Overhaul
Just taking a shot in the dark here, but I'm thinking it could be caused by the time dialation effect of tedious travel. With the behavior of the immersed villagers being time compressed causing a workload spike.Kamer wrote: ↑Sun Jul 26, 2020 9:28 pmThat is interesting as this options only changes TT and nothing else. Might be a one case scenario. I'm gonna work on recording some thing again to make it run better. I think it could be guards detecting enemies that could be doing it. I'll also be putting a setting on max population so if thats the issue, players can lower the population count.