cqbman Posted August 19, 2016 Share Posted August 19, 2016 Anyone know if there is a way to turn off cell resets so new items in previously looted containers and previously killed enemies don't constantly re-spawn? I'm doing my 5th play through and this time I'd like to make the wasteland persistent, in effect -- so once an area has been cleared it stays cleared. I thought there might be an .INI edit or console command or something to do this but I cant find it. I've tried looking online but all my searches turn up is something about a cell reset "bug" which doesn't really help. Who knows, if you can turn cell resets off then perhaps that might even help with this bug too? Link to comment Share on other sites More sharing options...
Royhr Posted August 19, 2016 Share Posted August 19, 2016 Well I've been using a mod called No Respawn and No Reset http://www.nexusmods.com/fallout4/mods/11872/? Most areas that I have cleared seem to remain cleared of items in containers for the most part. Like you I was just looking for something that hopefully stopped containers from resetting and being populated again with items. But I'll admit that this isn't perfect but it does work for the most part for me. Link to comment Share on other sites More sharing options...
bill8872 Posted August 19, 2016 Share Posted August 19, 2016 (edited) Anyone know if there is a way to turn off cell resets so new items in previously looted containers and previously killed enemies don't constantly re-spawn? I'm doing my 5th play through and this time I'd like to make the wasteland persistent, in effect -- so once an area has been cleared it stays cleared. I thought there might be an .INI edit or console command or something to do this but I cant find it. I've tried looking online but all my searches turn up is something about a cell reset "bug" which doesn't really help. Who knows, if you can turn cell resets off then perhaps that might even help with this bug too?This is not the reset bug, but a normal part of the game. Areas will respawn, ect. Playing on survival slows down the respawn, but does not stop it.There is no mod that can 100% stops normal game respawn timers. The best I have seen is only slows it down. Edited August 19, 2016 by bill8872 Link to comment Share on other sites More sharing options...
chucksteel Posted August 19, 2016 Share Posted August 19, 2016 Cell reset can (or should) be able to be turned off (it was possible in previous games) BUT, that would mean someone would have to go through the entire game and edit every cell. the odds of someone doing that are unlikely plus I'm sure the mod would have a large number of conflicts with other mods. Link to comment Share on other sites More sharing options...
bill8872 Posted August 19, 2016 Share Posted August 19, 2016 Cell reset can (or should) be able to be turned off (it was possible in previous games) BUT, that would mean someone would have to go through the entire game and edit every cell. the odds of someone doing that are unlikely plus I'm sure the mod would have a large number of conflicts with other mods. It has been done, but not to turn off the respawn, but enhance it, and yes it does conflict with every mod that edits cells.Was or the Commonwealth does that. I will try it in the future, but it will mean the only mods I can use are weapon, and armor mods. Link to comment Share on other sites More sharing options...
chucksteel Posted August 19, 2016 Share Posted August 19, 2016 Wars of the commonwealth more then likely just edited the encounter zones themselves. Encounter Zones control the respawn schedule. I think (But haven't looked into it and will not look into it.) to remove the Cell Reset you would have to remove all the Encounter Zones from all cells. Possibly in some locations you would also have to do the same for clutter items because I know some places respawn at a different rate then the cell they are in. Example would be the open world buildings in concord. Concord itself and the raider respawn on one schedule but the open world interiors respwan on totally different ones. Link to comment Share on other sites More sharing options...
TummaSuklaa Posted August 19, 2016 Share Posted August 19, 2016 (edited) Cell reset can (or should) be able to be turned off (it was possible in previous games) BUT, that would mean someone would have to go through the entire game and edit every cell. the odds of someone doing that are unlikely plus I'm sure the mod would have a large number of conflicts with other mods. It should be very simple. Just change(spelling off a bit) iHoursForCellRespawn and iHousForCellRespawnCleared to some REALLY high number.. never have respawns again. Scripted resets will override this, and you'd have to check every script to find out which, if any, is using Cell.Reset(), but then there should be a very very small few. Edited August 19, 2016 by TummaSuklaa Link to comment Share on other sites More sharing options...
JimboUK Posted August 21, 2016 Share Posted August 21, 2016 Cell reset can (or should) be able to be turned off (it was possible in previous games) BUT, that would mean someone would have to go through the entire game and edit every cell. the odds of someone doing that are unlikely plus I'm sure the mod would have a large number of conflicts with other mods. Wouldn't that bloat saves? every cell changed in any way would stay in the save file, I remember Morrowind originally did that and saves got to ridiculous sizes. Link to comment Share on other sites More sharing options...
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