DooDesch-Siesta icon

Siesta

Distant NPCs take a siesta so your FPS doesn't - distance/visibility LOD for all NPCs.

Last updated 4 hours ago
Total downloads 581
Total rating 2 
Categories Mods
Dependency string DooDesch-Siesta-1.2.2
Dependants 0 other packages depend on this package

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3
ifBars-S1API_Forked-3.1.1 icon
ifBars-S1API_Forked

S1API is an open source collaboration project to help standardize Schedule One modding processes. The goal is to provide a standard place for common functionalities so you can focus on making content versus reverse engineering the game.

Preferred version: 3.1.1

README

Siesta - NPC Performance for Schedule I

🛟 Need help or found a bug? Get support at support.doodesch.de/siesta.

Distant NPCs take a siesta so your FPS doesn't. Siesta puts off-screen, far-away NPCs to sleep - hiding them and pausing their movement/schedule - then wakes them cleanly as you approach. Works on every NPC in the world, including ones added by other mods.

Version Game MelonLoader S1API

Features

  • Distance + visibility LOD for all NPCs. Off-screen NPCs beyond a configurable distance are hidden (no render/animation cost); far, idle, non-essential ones also have their movement and schedule paused (the NavMeshAgent is the biggest per-NPC cost).
  • Functionality-first. Dealers attending a deal, employees mid-task, customers in a deal, story/quest NPCs, anyone in dialogue, in a vehicle, KO'd or near any player are never paused - only ever hidden.
  • Clean wake-up. A woken NPC re-enables its schedule, catches up to the current in-game time, resumes movement and repairs its NavMesh placement before it is shown again - no T-pose, no stuck agents.
  • Multiplayer safe. Hiding is purely local per client; the movement/schedule pausing runs only on the host who owns NPC simulation, so there is no desync.
  • Cheap and self-tuning. A small, fixed number of NPCs is re-checked per frame, so the mod's own cost stays flat regardless of how many NPCs exist.

Requirements

  • Schedule I (IL2CPP) with MelonLoader 0.7.3+.
  • S1API (pulled in as a dependency).

How much FPS will I gain?

The win scales with how many NPCs are far from you - it's biggest in NPC-dense saves (e.g. with NPC-adding mods) and small in sparse spots, because NPC simulation isn't always the dominant frame cost. Siesta only ever removes work for NPCs you aren't looking at, so it's a safe, free-when-idle optimization.

Settings

EnableLod, EnableInMultiplayer, CosmeticDistance (40), DeepDistance (80), Hysteresis (8), BudgetPerFrame (32), UseCosmeticCull, UseDeepCull, RespectOnScreen, ShowFpsCounter. Editable in UserData/MelonPreferences.cfg.

License

MIT. See the included LICENSE.md.