PShepa Posted May 22, 2011 Share Posted May 22, 2011 I'm creating a home mod with a container in it that I want to respawn with my own assortment of items. I set up a container with all the ingredients and set it to respawn, however in the game, it doesn't work. After three days.. after a week,..zilch. Can anyone give me a clue about what I'm missing? Thanks for your help. Link to comment Share on other sites More sharing options...
deu58 Posted May 22, 2011 Share Posted May 22, 2011 One you need to make sure it is a custom container.Two it should be just make sure the respawn box is checked on the edit template. What kind of container is it? I did run into this problem with a couple of containers when I made my containers respawn mod. The main offender that I remember well being the vault 34 medical safe. I could not get that thing to respawn for the life of me. Never did either. The reason I say custom container is because some of these containers belong to groups of containers. If you change the contents/settings on one container it changes all the containers in that group. Link to comment Share on other sites More sharing options...
KazFoxsen Posted May 22, 2011 Share Posted May 22, 2011 (edited) I was about to post a topic on this too. I've got a vendor with 4 safes since her eyepatch stock is so large (the player's choice to browse solids, patterns, or factions toggles ownership over the containers as a means of controlling what shows up on the barter menu). The main safe, which holds caps and items the player sells, and is assigned as the merchant container for my character, respawns fine. The other safes don't respawn, despite having unique IDs and "respawn" being checked. The vendor tutorials say to find a safe and change the ID, then click "yes" to create a new form, so that's what I did. I don't see any differences between my working and non-working safes, other than stock and ID. What would be an example of a linked group of containers? Edited May 22, 2011 by KazFoxsen Link to comment Share on other sites More sharing options...
deu58 Posted May 22, 2011 Share Posted May 22, 2011 What would be an example of a linked group of containers? In the GECK load the Fallout esm by itself and open World Objects/ Containers. Next to the editor id column is the count column. Yours may be a little different maybe depending on what columns you have enabled or disabled in your user preferences. When it first opens You should be seeing a column of 0's in the count column because it is starting with containers that are available for use but are not actually used in FONV. Now click on the count tab at the top of the column and the column will reverse itself showing the largest container group that is used which is the, SSCrateContainerEmpty This is a single group of 300 containers. Do not let the name mislead you this container is not "empty" in the sense that no items are in it but rather it is the base container for all 300 of the Sunset Sarsaparilla cases that only have empty bottles in them. If you right click on this container a menu will open and the bottom choice is "user info". Click on that and another little window opens that shows you what cells these containers are used in. As you can see the little window is divided into two sections. The top section "used by these objects" is empty because No objects use this container. If the container was scripted or used by a form list then you would see something in the "used by these objects". Now left click on the container and the edit window will open. Default is this container does not respawn because there is no check in the respawn window. In the item list window there is a green square with a ? mark or a chiclet icon. This is a leveled list for a leveled item. If you were to remove this leveled list then because this is the base or master for that group of containers then you would have 300 truly empty containers. If you substituted 10 mini nukes then you would have 300 containers that would spawn 10 mini nukes. If you actually deleted the container itself then 300 Sarsaparilla cases would disappear from the game. If you duplicate this container by renaming it SSCrateContainerEmptyMC now you can do what you want with it and it will have no effect at all on the original container. It is now your base container for however many times you want to use it. Every time you drag and drop your new container into a cell the object window count will increase by 1. Lets say you use it ten times. Your object window count for your container will show ten. A week from now you decide you really do not like what you added to your containers and you want to change it. You only have to edit the one base container and you have made edits to all ten instances of the in game containers. Even if you are going to use a container that is available but currently not used in the game (count column shows 0) you should still duplicate it and give it a unique name. If you are never going to publish your mod it would not be that big of deal with an empty container. The real problems start if you upload your mod for others to use. Lets say you use AndaleSmithsHouseRefrigerator which shows as not being currently used but available for use in the GECK and you stuff it full of Mirelurk cakes. Mean while several thousand miles away Bill decides he to is going to use AndaleSmithsHouseRefrigerator also and stuff it full of Mantis Forelegs. You both upload your mods and Sam down loads them and gets Mantis forelegs but there are no Mirelurk cakes. He changes his load order and now there are Mirelurk Cakes but no Mantis forelegs. This is because both authors used the same container with the same name and which ever mod loads last is going to overwrite the other mod. Why some containers will not respawn even if it is checked to do so I do not know. I have had that problem as I posted above. There was nothing special about them that I could find. No scripts etc they just will not respawn. It is only a couple of instances that will not co operate. Maybe somebody that knows the GECK better than I do may have an answer because I would really like to know also. Merchant containers seem to be special cases. These are usually stashed in dummy cells and are inaccessible to the player in the game world because if you steal from a vendor chest then those items will be removed from the vendors inventory for good. From what I have read a vendor can have more than one chest assigned to them. One that respawns a core group of items and another that does not respawn. You can only buy the item once and it is gone. If you are going to use a safe make sure the safe cannot be picked open. If a player robs the safe then your vendor may no longer have those items to sell. Not quite sure what will happen in a case where the safe will respawn but better safe than sorry and have it cause an AI glitch in your vendor. I have not really messed with vendors much. You probably know more about them than I do and we have probably both read the same articles on them. Be very careful with editing or deleting leveled lists. They can be tricky and are a topic all by themselves. They are almost all used in multiple instances and just like the containers the leveled lists which can be found in the Object Window Items/Leveled Item and if you open it you can see there is a bazillion of them and they, just the like the object windows container lists, are Masters. Edit one master leveled list and what ever is calling it in the game will reflect those changes. ClutterSunsetSarsaparillaEmpty75 is the leveled list for the container we used as an example lives in Object Window Items/Leveled Item. If you do the right click user info on it you will see that this list is actually used 347 times. 300 in the example container and 47 times in a completely different container. There are three types of leveled lists that I am aware of. Leveled Items, Leveled NPC and Leveled Creature. Same rules pretty much apply to all of them. They are all masters with multiple instances and caution should be used when tinkering with any of them. Duplication is the key issue here. Any Item that you duplicate is now isolated from all other items and if you boof it then you have only boofed your custom item so you reload your last good saved plug and start over. Link to comment Share on other sites More sharing options...
stevie70 Posted May 23, 2011 Share Posted May 23, 2011 I'm creating a home mod with a container in it that I want to respawn with my own assortment of items. I set up a container with all the ingredients and set it to respawn, however in the game, it doesn't work. After three days.. after a week,..zilch. Can anyone give me a clue about what I'm missing? Thanks for your help.not completely sure, but shouldn't disabling and then re-enabling it make it respawn...? Link to comment Share on other sites More sharing options...
KazFoxsen Posted May 23, 2011 Share Posted May 23, 2011 (edited) If you right click on this container a menu will open and the bottom choice is "user info". Click on that and another little window opens that shows you what cells these containers are used in. As you can see the little window is divided into two sections. The top section "used by these objects" is empty because No objects use this container. If the container was scripted or used by a form list then you would see something in the "used by these objects". I get it. The crate is the base object, which has 300 references placed throughout the game. Edit the base and you edit the references. Oh, I made sure those safes are unlockable without the non-existent key, and buried underground. Funny thing is, couldn't get the extra vendor containers to work in the special vendor cell. Had to be in the same cell as my NPC. Weird. EDIT: When I leave and return to cell where my vendor and extra containers are, the contents have respawned without the 3-day wait. However, the container specifically assigned to my merchant requires 3 days. Don't get it, but it'll work well enough for the next version of my eyepatch mod. Edited May 23, 2011 by KazFoxsen Link to comment Share on other sites More sharing options...
deu58 Posted May 23, 2011 Share Posted May 23, 2011 If you use the filter in Gameplay/gamesettings ,type in *respawn you will see that there are actually 2 entries for merchant repawns. One is set for 0 Not sure if 0 means never or if it means respawn every time the vendor is used. Link to comment Share on other sites More sharing options...
deu58 Posted May 23, 2011 Share Posted May 23, 2011 I'm creating a home mod with a container in it that I want to respawn with my own assortment of items. I set up a container with all the ingredients and set it to respawn, however in the game, it doesn't work. After three days.. after a week,..zilch. Can anyone give me a clue about what I'm missing? Thanks for your help.not completely sure, but shouldn't disabling and then re-enabling it make it respawn...? What do you mean by disable and enable? Probably the easiest thing to do would be take a known respawning container make a duplicate and use it. Why I asked what container is he using. I can check it out in the geck and see what is what if I know which container he is using. Link to comment Share on other sites More sharing options...
stevie70 Posted May 23, 2011 Share Posted May 23, 2011 What do you mean by disable and enable? Probably the easiest thing to do would be take a known respawning container make a duplicate and use it. Why I asked what container is he using. I can check it out in the geck and see what is what if I know which container he is using.well from what i know, resetting (=disabling/enabling) an object forces respawn (just like resurrect on an actor), doesn't it? so if the container he's using is refusing to respawn, he could do this in a script to just make it. that's about all i mean i guess... :-) Link to comment Share on other sites More sharing options...
deu58 Posted May 23, 2011 Share Posted May 23, 2011 (edited) Hey Stevie This would be from the console? I never really use the console that much so I really do not know. You mention script so I am a little confused. The template already has the built in feature for setting the respawn flag but yeah I guess if somebody wanted to they could script a stubborn container to respawn. My scripting skills are basic at best. Me I would dupe a user friendly container and if I were concerned about the appearance I would just use the the template editor to select my texture of choice. I did that with an item myself already and that is pretty much what other folks do with "Tokens" Sack of holding for example uses a back pack as a token but they use the sack nifs to make it look like a sack. Edited May 23, 2011 by deu58 Link to comment Share on other sites More sharing options...
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