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Dungeons/creatures that respawn


DenebR

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When I clear out a dungeon, I want it to stay cleared out permanently. Once the point of a dungeon crawl if everything comes back like you had not been there before? Why progress through the game when I can make unending easy money by just cycling through the same caves/ruins/creatures in the wilderness or bandits on the road? Are there any mods out there that prevents respawn of dungeons/wilderness, perhaps locking of the door on dungeons completed?
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This would require a complete overhaul of every single dungeon in the game. The problem is that creatures and NPCs in dungeons are placed there (99.9 percent of the time) by a re-spawning levelled creature list trigger. Every single one of these would have to be removed, and replaced by a single, unique (because it's been dropped there in the CS) creature/NPC. Not very practical, especially considering some dungeons are quest related.
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It might be worth searching a little more to see if such a mod has been created. Other people have talked about it and requested it. I remember one person was saying that he wanted Oblivion to be like Fallout 3 where apparently there is not quite as much respawning.
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I have seen a mod that does this I think. I also think Wrye bash can increase cell respawn time to such a high number that they may as well never respawn.

 

I should warn you that this kind of mod would increase save files dramatically. Expect several extra megabytes on your save game.

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I have seen a mod that does this I think. I also think Wrye bash can increase cell respawn time to such a high number that they may as well never respawn.

 

I should warn you that this kind of mod would increase save files dramatically. Expect several extra megabytes on your save game.

Was it not Streamline that delayed respawn? You would figure that an attrition of npc/creatures would reduce the megs. As for quest related dungeons, if you pre-cleaned it out by accident, then it probably wouldn't matter any more. I read up from the net before pursuing a questline. Locking Quest dungeons until activation or locking out Explore dungeons [think Gweden Farm] would solve this.

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