Deleted2783630User Posted December 22, 2011 Share Posted December 22, 2011 I'm going through Fatback Cave right now and I'm noticing goblins in areas I've already been through that I swear were not there before. :mad: They started appearing when I started travelling back and forth between Fatback Great Chamber and Fatback Deep Basins because there's an army of goblins near the entrance of Deep Basins and my pure mage can only take on one at a time. Link to comment Share on other sites More sharing options...
Maskar Posted December 24, 2011 Share Posted December 24, 2011 (edited) By default stuff doesn't respawn when you're in the same cell. Indoor cells are usually separated by doors. Outdoors land is divided into many cells. Mods however can make stuff (re)spawn, even when in the same cell as the player character. Edited December 24, 2011 by Maskar Link to comment Share on other sites More sharing options...
Deleted2783630User Posted December 24, 2011 Author Share Posted December 24, 2011 (edited) What seems to be happening is I "clear" one part of a dungeon, go to the next part, then when I enter the previous part again I see new enemies. Which is happening in every dungeon now for some reason. I've never seen this before. The only mods I use that should affect spawns is Francesco and Martigen, but I've used the two together before without seeing enemies spawn behind me. I also have the cell respawn time set to 5 days in my bashed patch.Active Mod Files: 00 Oblivion.esm 01 All Natural Base.esm [Version 1.3.2] 02 Francesco's Leveled Creatures-Items Mod.esm [Version 5.0] 03 Francesco's Optional New Items Add-On.esm [Version 5.0] 04 Mart's Monster Mod.esm [Version 3.7b3p3] 05 Armamentarium.esm [Version 1.35] 06 Artifacts.esm [Version 1.1] 07 BetterMusicSystem.esm 08 Progress.esm [Version 2.2] 09 CM Partners.esm 0A CustomSpellIcons.esm 0B RealisticLeveling.esm 0C Unofficial Oblivion Patch.esp [Version 3.4.1] 0D UOPS Additional Changes.esp 0E Oblivion Citadel Door Fix.esp 0F DLCShiveringIsles.esp 10 Unofficial Shivering Isles Patch.esp [Version 1.5.0] 11 USIPS Additional Changes.esp 12 Francesco's Creatures and Items Resources.esp [Version 5.0] ++ LoadingScreens.esp ** LoadingScreensSI.esp 13 All Natural.esp [Version 1.33] 14 All Natural - SI.esp [Version 1.3.2] ++ All Natural - MMM Patch.esp [Version 1.3] 15 Better Bell Sounds.esp 16 Idle Dialogue.esp [Version 1.3] ++ Symphony of Violence.esp 17 Atmospheric Oblivion.esp 18 Sounds of Cyrodiil.esp [Version 1.1] 19 OBSE-Storms & Sound.esp 1A OBSE-Storms & Sound SI.esp 1B All Natural - Real Lights.esp [Version 1.3.2] 1C WindowLightingSystem.esp 1D 7lbsBedrolls-OBSE.esp 1E BetterMusicSystem(SI).esp [Version 1.0] ** VA_BetterGold.esp 1F Display Stats.esp [Version 2.0.1] 20 DropLitTorchOBSE.esp [Version 2.4] 21 Lock Bash Omega.esp [Version 1.5] 22 P1DmenuEscape.esp 23 Spell Delete.esp 24 Streamline 3.1.esp 25 Map Marker Overhaul.esp [Version 3.9.3] 26 Map Marker Overhaul - SI additions.esp [Version 3.9.3] 27 Enhanced Hotkeys.esp [Version 2.3.1] 28 Francesco's Optional Chance of Stronger Bosses.esp [Version 5.0] 29 Francesco's Optional Chance of Stronger Enemies.esp [Version 5.0] 2A Francesco's Optional Dungeon Chest Loot.esp [Version 5.0] 2B Francesco's Optional Dungeon Chest Locks.esp [Version 5.0] 2C Francesco's Optional House Chest Loot.esp [Version 5.0] ++ Francesco's Optional Vendor Tweaks.esp [Version 5.0] 2D Francesco's Optional Leveled Quests.esp [Version 5.0] 2E Francesco's Optional Leveled Arena.esp [Version 5.0] ++ ArmamentariumLL.esp [Version 1.35] ++ ArmamentariumLLMagic.esp [Version 1.35] ++ ArmamentariumLLArmaVendor.esp [Version 1.35] 2F Mart's Monster Mod for Fran.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] 30 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Diverse Imperial Armor.esp [Version 3.7b3p] 31 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 32 Mart's Monster Mod - Durability & Damage.esp [Version 3.7b3p3] 33 Mart's Monster Mod - Fran's leveled quests.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Less Rats.esp [Version 3.7b3p3] 34 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3] ++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3] ++ Mart's Monster Mod - No Lanterns.esp [Version 3.7b3p3] ++ Mart's Monster Mod - No Adventurers.esp [Version 3.7b3p3] 35 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3] 36 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] 37 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] ++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3] 38 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3] 39 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] 3A Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3] 3B Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3] 3C Enhanced Quest Roleplaying.esp [Version 2.03] 3D Artifacts.esp [Version 1.1] ++ Artifacts - ArmaCompleteAddon.esp [Version 1.0] 3E JolardHome.esp 3F VHBloodlines 1.2.esp [Version 1.4] 40 Knights.esp 41 Knights - Unofficial Patch.esp [Version 1.1.2] ++ Mart's Monster Mod - Knights.esp [Version 3.7b3p3] 42 Sounds of Cyrodiil - KOTN Add-on.esp [Version 1.0] 43 TOTF.esp ++ TOTF Delayer.esp 44 The Lost Spires.esp 45 MannimarcoRevisited.esp 46 HeartOftheDead.esp [Version 6.5] 47 Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] ++ Real Lava 1.3.esp 48 Better Dungeons.esp 49 HUD Status Bars.esp [Version 5.3.2] 4A ExpandedGreetings.esp 4B Dungeon Actors Have Torches 1.6 DT.esp 4C Exterior Actors Have Torches 1.32 DT.esp 4D PersuasionOverhaul.esp [Version 1.43] ++ PersuasionOverhaul_MMM.esp [Version 1.2] 4E Toggleable Quantity Prompt.esp [Version 3.2.0] 4F ATakesAll.esp 50 ConduitMagic.esp 51 SupremeMagicka.esp [Version 0.90b] 52 SM_ShiveringIsles.esp [Version 0.90] ++ SM_MMM.esp [Version 0.90] ++ SM_Scrolls.esp [Version 0.90] ++ SM_SigilStone.esp [Version 0.90] 53 SM Combat Hide.esp [Version 1.2] 54 StealthOverhaul.esp 55 MigLockpicking.esp [Version 1.3] 56 SM Bounty.esp [Version 1.22c] 57 Enhanced Grabbing.esp [Version 0.5] 58 DenockArrowToo.esp 59 Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1] 5A Duke Patricks - Actors Can Miss Now.esp 5B Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4] 5C ProgressGSD.esp [Version 2.0] 5D ProgressMBSP.esp [Version 2.0] 5E ProgressSBSP.esp [Version 1.0] 5F ProgressRBSP.esp [Version 1.0] 60 ProgressRacial.esp 61 ProgressArmorer.esp [Version 1.0] 62 ProgressMercantile.esp [Version 1.11] 63 Mayu's Animation Overhaul.esp 64 bgBalancingEVCore.esp [Version 10.52EV-D] ++ EVE_KhajiitFix.esp ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] ++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U] ++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D] ++ bgBalancingEVOptionalMoreEyes.esp [Version 10] ** bgBalancingEVOptionalNPCDiversity, Vanilla.esp [Version 10.0EV-D] 65 kuerteeDetectLifeEffectNightEyeShader.esp ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.3.2] ++ Shady Sam buys Stolen.esp 66 CT-Just Another Combatant.esp 67 kuerteeSimpleVampirismExpandedVerB.esp 68 Labidori.esp 69 bodyshapes.esp 6A Bashed Patch, 0.esp Edited December 24, 2011 by Guest Link to comment Share on other sites More sharing options...
Maskar Posted December 24, 2011 Share Posted December 24, 2011 Frans and MMM won't do that, but a mod could for instance do something like ''SetNumericGameSetting iHoursToRespawnCell 1'' to change respawning to 1 game hour (default that's 2 minutes). That could cause something like you described. Link to comment Share on other sites More sharing options...
ReALty Posted December 24, 2011 Share Posted December 24, 2011 (edited) That has happened to me before in a goblin cave. Not sure if it was Fatback Cave or not. I just thought I might have missed a couple of them the first time through or maybe they called for reinforcements. :biggrin: Edited December 24, 2011 by ReALty Link to comment Share on other sites More sharing options...
Deleted2783630User Posted December 24, 2011 Author Share Posted December 24, 2011 (edited) I think I can confirm that what's happening is that new enemies are being spawned inside dungeon sections I've previously visited and have returned to. Enemies don't seem to be spawning in the same section I'm in. And it does seem to happen with every dungeon. Which gets annoying, especially with bandit caves where Oblivion seems to have a knack for spawning one of Francesco's or Martigen's boss bandits when I'm trying to leave while weighted down with loot and with 50% damaged armour. :rolleyes: It's also weird because I've never seen this until this week. I can't tell what could have possibly messed with the spawn schedules. Edited December 24, 2011 by Guest Link to comment Share on other sites More sharing options...
Maskar Posted December 25, 2011 Share Posted December 25, 2011 (edited) You could always search your esps for ''SetCellResetHours'' and ''iHoursToRespawnCell''. Edited December 25, 2011 by Maskar Link to comment Share on other sites More sharing options...
RazaCovek Posted December 25, 2011 Share Posted December 25, 2011 You could always search your esps for ''SetCellResetHours'' and ''iHoursToRespawnCell''.I found ''iHoursToRespawnCell'' under Settings but not ''SetCellResetHours." Is there a disable all respawn in CS? Link to comment Share on other sites More sharing options...
Maskar Posted December 25, 2011 Share Posted December 25, 2011 iHoursToRespawnCell changes the maximum respawn time (in game hours) for all cells. You can't easily disable respawning completely, but you can increase it so it looks like it. Link to comment Share on other sites More sharing options...
Azurkhal Posted December 25, 2011 Share Posted December 25, 2011 This happened to me in a Lich-rich undead ruin... I thought I was spending too long using fireball on the Varla stones to knock 'em down, but maybe not ... Link to comment Share on other sites More sharing options...
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