Azurefae Posted April 8 Share Posted April 8 So, in the construction set i have been trying to change all the generic NPCs (bandits, marauders, conjurers, necromancers, vampires, ect) to static levels, but the changes are only taking place in a new game and not my current one that's in progress. I'm assuming it has something to do with the fact they're spawned through leveled creatures or something, but is there a way to fix it so it applies to games already in progress? Is there any way i can script it to update my changes or any way to edit my save file so these changes take place? If there's no easy way to do so, is there any mod that does where i can edit the levels in an ESP in the construction set myself and the changes still take place in my save game? Link to comment Share on other sites More sharing options...
RomanR Posted April 9 Share Posted April 9 (edited) Most cells have a (default is 72 game hours) time before they reset and as most spawned enemies aren't persistent, you must sleep or wait somewhere for 72 hours (best place is there you are alone, like your small house) to see if your changes were applied. Edited April 9 by RomanR typos and some notices Link to comment Share on other sites More sharing options...
Azurefae Posted April 9 Author Share Posted April 9 (edited) I tried that already, i waited 3 days but the changes never took place, none of them do, not in any cell or worldspace regardless of how long i wait. I've kept playing after making those changes for a while and I've regularly run the command getlevel on multiple different types of NPCs ive configured and none of the changes ever take place, they are still leveling relative to me with their default offset. Also editing this comment to say I've tried running the resurrect command on multiple NPCs spawned by leveled lists aswell to force respawn them and it didn't change anything, I've tried waiting for 3 days in a confined cell (imperial City waterfront player house) and then traveling to a different location where a bandit might spawn from a leveled list and to no avail nothings worked. I would think maybe a script is doing this or another mod but yet it works perfectly fine on a new save, so whatever it is, is baked into my save file I'm fairly certain. Edited April 10 by Azurefae Additional information Link to comment Share on other sites More sharing options...
RomanR Posted April 10 Share Posted April 10 Unfortunately I too must I admit defeat. No matter what I tried the Oblivion simply ignored any edits I made when loading middle-game save. Double-checked that references I tried aren't marked as peristent (mauradeurs in Fort Wood Hand) too. Changing player's level didn't trigger re-evaluation too, it just spawned mauraders in same manner (changed their levels to near player's) as before when cell got reseted. Link to comment Share on other sites More sharing options...
dreamCloud Posted April 14 Share Posted April 14 (edited) https://cs.uesp.net/w/index.php?title=Cell_Reset Look at the differences between ECR and ICR resets which affects levelled lists. Also look into the PCB and ResetInterior commands to see if they might help. Edited April 14 by dreamCloud Link to comment Share on other sites More sharing options...
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