spookyu Posted November 22, 2016 Share Posted November 22, 2016 Hello! I've not posted on these forums much at all but I figured you'd be the bunch to talk to. I have been working on a mod for a while and I need some info on how cell resets work (I know it's probably a trivial topic but I've not dove into modding much beyond world creation). This is my mod here - http://www.nexusmods.com/skyrimspecialedition/mods/2741? or here - What I'm having trouble with is mainly how do I cause things like ore veins and other harvest-able objects to reset in a timely manner (I'm thinking like half the time of default) while still preserving protected player chests/mannequins/displays/placed or dropped items? Any guidance you could give me would be invaluable, thank you. Link to comment Share on other sites More sharing options...
Lisselli Posted November 22, 2016 Share Posted November 22, 2016 My understanding of cell resets is this.. Cells will reset according the player's iHoursToRespawnCell or iHoursToRespawnCellCleared setting. (default is 240 and 720, 10 days; 30 days) Those settings reset every time the cell is re-entered before the respawn timer is up. if the Cells encounter zone is flagged "Never Resets", it'll never reset.if Reset() is called on the Cell in a script.I believe items and containers owned by the Cell will reset with the Cell as well, but this needs some testing. However, references in a cell that are not flagged to Respawn, will not respawn. Link to comment Share on other sites More sharing options...
skyrimlazz Posted November 23, 2016 Share Posted November 23, 2016 Each object can also have it's own encounter zone, in the reference window there is a dropdown list where you can select it's encounter zone which should make it behave independently of the cell. Setting it to "NoZoneZone" for example will have it reset every time you enter the cell Link to comment Share on other sites More sharing options...
Lisselli Posted November 23, 2016 Share Posted November 23, 2016 Each object can also have it's own encounter zone, in the reference window there is a dropdown list where you can select it's encounter zone which should make it behave independently of the cell. Setting it to "NoZoneZone" for example will have it reset every time you enter the cellWhoa... that answers a lot of questions I had boggled my mind about for a long time. Link to comment Share on other sites More sharing options...
spookyu Posted November 24, 2016 Author Share Posted November 24, 2016 Awesome info guys, thank you! I'll see if I can go about implementing this now. Link to comment Share on other sites More sharing options...
spookyu Posted November 24, 2016 Author Share Posted November 24, 2016 (edited) Each object can also have it's own encounter zone, in the reference window there is a dropdown list where you can select it's encounter zone which should make it behave independently of the cell. Setting it to "NoZoneZone" for example will have it reset every time you enter the cellHrmm so no luck, I must be missing something. I tried changing some ore and a few harvestables to encounter zone NoZoneZone so that they'd reset every time the player re-entered the call but it doesn't seem to be working. Edit: Alternatively how would I go about just using a script to do the cell reset? I've not messed with papyrus (that's what is used in the creation kit right?) scripts before but am not unfamiliar to coding, so I assume it's not that big of a leap... Edited November 24, 2016 by spookyu Link to comment Share on other sites More sharing options...
Lisselli Posted November 24, 2016 Share Posted November 24, 2016 (edited) All you need to do is make the Cell you want to reset a property and then in a function/event just call Reset() on it. Ex. ThisCell.Reset() Edited November 24, 2016 by Lisselli Link to comment Share on other sites More sharing options...
cdcooley Posted November 24, 2016 Share Posted November 24, 2016 I strongly recommend against using a scripted cell reset. It completely resets the cell including destroying any items the player might have dropped or placed in the cell and the original posting mentioned wanting to avoid that. Take a look at Wiseman303's Flora Fixes for an scripting option to make individual items respawn independently. Link to comment Share on other sites More sharing options...
NexBeth Posted November 24, 2016 Share Posted November 24, 2016 You have to set the encounter zone for your cell Go to Cell View, click edit your cell.Go to the Interior Data tab, Encounter Zone. If you want a cell where ore veins will set, or anything for that matter, then set the zone to NONE. Now everything in that cell will reset. If you want most things in that cell to reset, but perhaps there is some things you don't want to reset, such as a chest that you don't want the contents to respawn, then you can do as SkyrimLazz points out and set the Encounter Zone of individual items. If you set the cell to NoResetZone, then nothing in that cell will ever reset no matter what zone you set individual items to. But, if you set it to NONE, then you can change everything in the cell to different zones individually. Link to comment Share on other sites More sharing options...
TyburnKetch Posted August 30, 2020 Share Posted August 30, 2020 (edited) Necro thread! This bothers me somewhat. I have some custom flora that I want to reset in an interior cell, but literally everything else in the the cell I do NOT want to reset. I ideally do not want dropped items to reset because the cell is set to none. I would prefer the whole cell to be a NoResetZone. I am yet to test this but if I set the flora to an individual reset zone AND add a reset script to it, is it my understanding that it will NOT reset if the cell encounter zone is set to NoResetZone? I plan on using npc planters for player grown flora placed in a dummy holding cell. Could I use this method for the flora I want to reset too? Never tested it. Lol. Will have an army of npc planters standing around an empty cell if so! Apologies. I know I could just go and test this myself to see, but I am out and about atm and the thought is intriguing me. Edited August 30, 2020 by TyburnKetch Link to comment Share on other sites More sharing options...
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