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No Respawn


thetorturedbodysoul

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I was just wondering...i've been searching all over trying to find a way to stop the areas like the ayelid ruins, caves, bandit camps, etc to stop respawning. When I play through the game and clear the areas I visit and go through all the trouble of cleaning them of the scum that inhabited them I like the sense of accomplishment knowing that they've been cleared by me like it is in Fallout 3 or other Bethesda games...but instead after a couple of days in game I visit the area only to find every single creature respawned and every trap redone...is there any way to stop this or a mod to keep the areas from respawning or resetting. I don't mind the wilderness spawning monsters but an area I cleared after only two days as if I never visited it...that's just rediculous. Can anyone help me or tell me if its even possible to clear the areas for good...i've even tried the console to do it by going back and using the disable and deletereference codes but nothing works they simply come back regardless after a few in-game days and its really frustrating me...someone please help me :(
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It could technically be very easy to make a mod like like. But it might require many many many hours of repetitious secretary work. It would be good to make sure there are not already any mods like that in existence before making one.

 

You would basically go into the CS and change lots of spawn points to be non-respawning one-time use actors. You might even need to make some new versions of some of these actors that don't respawn. There is an issue with having wilderness creatures respawn, but the dungeon creatures not respawn. So the bear in the cave is gone for good after you kill him, but the bear in the forest comes back again and again. Having two varieties of bears eliminates some possible shortcuts to making the mod quicker, but does not make it impossible, it just makes it so it would take a lot longer.

 

I am not sure if it would be feasible to just put scripts on spawn points with some sort of a trigger to disable them. There is no trigger like GetHasSpawnedAlready. You might have to use something like GetDistance Player <= 3000. I don't know if this approach would work, but it would eliminate the difficulties with leveling I expound upon in the next paragraph, and make the mod much quicker and easier to make.

 

Leveling would be an important consideration. You could lose your ability to have leveled enemies unless you did some elaborate scripting. So in the vanilla, game a cave might have rats when you are low level, wolves when you are intermediate level, and brown bears when you are strong. In your mod, you would have to chose if your cave was going to be tough or easy and which beasts to use, because they would always be the same. But that is not really a problem. Morrowind was like that. Low-level characters just did not go to daedric shrine ruins because they knew they would certainly die if they did.

 

I am a bit fuzzy on how to stop traps from resetting. It might require a bit of scripting, but I am sure there is some way to get an effect like that.

 

That is an interesting idea for a mod though.

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Thank you very much for your help, and I did find a mod that stops internal cell respawn by setting its time to 999999999 in game days before respawn although it does not affect external cells nor am I sure if it works for shivering isles as of yet as I have not tested it but I am greatly hoping so...but thank you again for all the effort in responding so well and thought out to my question. :)
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