greyday01 Posted October 4, 2018 Share Posted October 4, 2018 The advice on the web about cell resets is confusing, contadictory and often just plain wrong.I made a player house with mannequins, flora, food barrels, and lots of placed ingredients.From the web it said to set the encounter zone to NoResetZone for player homes. That doesn't work if you want it to respawn. What I've got so far:Cell encounter zone set to None. My Flora and food barrels respawn.Trash Barrel set to NoZoneZone. It empties.Mannequins set to NoRespawnZone. They keep their armor.Containers are all set as no reset so their contents stay. Loose ingredients and Food and other items. Not respawning. I left the cell and waited 31 days and all the stuff I took is still missing.They are all checked to respawn so that is not the problem.Any advice? A script on the door to force a cell reset? Set the food,ect to a NoZoneZone (respawn 1 day)?I would really like the cell to reset completely every 10 days. My maid is a hard worker. But how? Link to comment Share on other sites More sharing options...
ReDragon2013 Posted October 4, 2018 Share Posted October 4, 2018 Maybe next script will be helpful to reach your aim. Probably you read that already https://www.creationkit.com/index.php?title=Cell_Reset TestCellResetScript Scriptname TestCellResetScript extends ObjectReference {ReDragon 2018} ; use that script on object you have inside the house, or try it on xmarker only ; https://forums.nexusmods.com/index.php?/topic/7042566-cell-resets/ ; greyday01 wrote: "I would really like the cell to reset completely every 10 days." Int PROPERTY DaysOfReset = 10 auto ; every 10 days, force the parent cell to reset Int PROPERTY iCounter auto Hidden ; [default=0] ; -- EVENTs -- 3 EVENT OnInit() Debug.Trace(self+ " OnInit() - has been reached..") iCounter = DaysOfReset + 1 ; init counter we need RegisterForSingleUpdateGameTime(24.0) ; at least one day ENDEVENT EVENT OnReset() ; Note: that cells only reset when the player actually reenters them. Script functions like OnReset will only be called at this time. ; Scripts reset to their initial state, clear all of their variables, and re-initialize. ; https://www.creationkit.com/index.php?title=Cell_Reset Debug.Trace(self+ " OnReset() - has been reached..") ;;; iCounter = DaysOfReset + 1 ;;; RegisterForSingleUpdateGameTime(24.0) ENDEVENT EVENT OnUpdateGameTime() IF self.GetBaseObject() ELSE RETURN ; - STOP - mod has been removed! ENDIF ;--------------------- iCounter -= 1 ; update the counter we need IF (iCounter == 1) self.GetParentCell().Reset() ; This function can reset cells that are assigned to NoReset encounter zones. OnInit() RETURN ; - STOP - reset is coming! ENDIF ;--------------------- IF (iCounter > 1) RegisterForSingleUpdateGameTime(24.0) ENDIF ENDEVENT Link to comment Share on other sites More sharing options...
greyday01 Posted October 5, 2018 Author Share Posted October 5, 2018 Maybe next script will be helpful to reach your aim. Probably you read that already https://www.creationkit.com/index.php?title=Cell_Reset TestCellResetScript Scriptname TestCellResetScript extends ObjectReference {ReDragon 2018} ; use that script on object you have inside the house, or try it on xmarker only ; https://forums.nexusmods.com/index.php?/topic/7042566-cell-resets/ ; greyday01 wrote: "I would really like the cell to reset completely every 10 days." Int PROPERTY DaysOfReset = 10 auto ; every 10 days, force the parent cell to reset Int PROPERTY iCounter auto Hidden ; [default=0] ; -- EVENTs -- 3 EVENT OnInit() Debug.Trace(self+ " OnInit() - has been reached..") iCounter = DaysOfReset + 1 ; init counter we need RegisterForSingleUpdateGameTime(24.0) ; at least one day ENDEVENT EVENT OnReset() ; Note: that cells only reset when the player actually reenters them. Script functions like OnReset will only be called at this time. ; Scripts reset to their initial state, clear all of their variables, and re-initialize. ; https://www.creationkit.com/index.php?title=Cell_Reset Debug.Trace(self+ " OnReset() - has been reached..") ;;; iCounter = DaysOfReset + 1 ;;; RegisterForSingleUpdateGameTime(24.0) ENDEVENT EVENT OnUpdateGameTime() IF self.GetBaseObject() ELSE RETURN ; - STOP - mod has been removed! ENDIF ;--------------------- iCounter -= 1 ; update the counter we need IF (iCounter == 1) self.GetParentCell().Reset() ; This function can reset cells that are assigned to NoReset encounter zones. OnInit() RETURN ; - STOP - reset is coming! ENDIF ;--------------------- IF (iCounter > 1) RegisterForSingleUpdateGameTime(24.0) ENDIF ENDEVENT I thank you for your script. I'm still going over it while reading the Papyrus Wiki trying to understand how it works so I haven't actually tried it yet.I thought of also trying to use that some items like food barrels DO reset to act as a sort of timer to reset the whole cell, but I think I'll try your method first.Trying to understand scripting is hard with no experience, but people have been very helpful. Link to comment Share on other sites More sharing options...
cdcooley Posted October 6, 2018 Share Posted October 6, 2018 If you really want the cell to reset then simply set it's zone to something that will reset. But do not reset a cell using the script functions. That will destroy all items dropped in the cell by the player! There's nothing more annoying than a cell which deletes things you've place in it. The things you don't want to respawn then be marked individually to avoid the respawn. The instructions to use NoResetZone for player houses is because many players get extremely frustrated if things in their house magically get reset. Link to comment Share on other sites More sharing options...
greyday01 Posted October 6, 2018 Author Share Posted October 6, 2018 If you really want the cell to reset then simply set it's zone to something that will reset. But do not reset a cell using the script functions. That will destroy all items dropped in the cell by the player! There's nothing more annoying than a cell which deletes things you've place in it. The things you don't want to respawn then be marked individually to avoid the respawn. The instructions to use NoResetZone for player houses is because many players get extremely frustrated if things in their house magically get reset. I've set it's zone to None. That should make the cell reset and food barrels and flora do reset after 10 days as do display cabinet lids and doors you left open. Food items and ingredients on shelves and tables do NOT reset even after 31 days. I don't know why. Is there some better Zone to set the cell to? I suppose I could set a script on an item that DOES respawn and have it individually reset the ingredient and food items I want to reset, but that's a lot of items. Would it be better to instead of using "None" as the encounter zone make a custom one or use say the Jorvaskar basement's zone which I know respawns? Link to comment Share on other sites More sharing options...
Evangela Posted October 8, 2018 Share Posted October 8, 2018 Some things wont respawn like they should because bugs(see flora respawn bug). Cell Resets is one of the more interesting yet stupidly frustrating things about modding cells. :dry: Link to comment Share on other sites More sharing options...
greyday01 Posted October 8, 2018 Author Share Posted October 8, 2018 I may have to resort to putting all the items I want to respawn into a formlist and adding a script to a barrel that does respawn to run down the list and reset each item each time the barrel resets. Ridiculous but it should work. Link to comment Share on other sites More sharing options...
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