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No loot respawn mod


jwayne

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I don't think is possible to disable loot respawn and keep NPCs respawn. It is possible to disable both, but this requires a F4SE extension.

 

The idea is that the respawn happens when a cell is reset.

Theoretically you can increase the time between resets using iHoursToRespawnCell and iHoursToRespawnCellCleared settings. Setting these to ridiculously high values will disable most resets.

Some locations will still be reset from some (radiant) quest scripts.

The problem is that some locations (like Thicket Excavations or Mass Pike Interchange) are always reset due to a bug. This can't be fixed without a F4SE extension.

 

A Cell belongs to a Location. Each Location has an Encounter Zone (you can find them in CK, the World Data section). Each Encounter Zone has a "Never Reset" flag, but also 2 properties: last load time and last unload time. For some locations the last unload time is not updated when the player leaves the location on foot. Strange, it is updated if the player leaves the location using a loading screen (fast travel, interior cell, player.moveto player etc...). Because of this bug such locations will be always reset when loaded.

 

Note that setting the Never Reset flag to false for all Encounter Zones is not a solution. This will break some radiant quests because the LocationAllowsReset condition function will always return false => the quests won't start.

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Thanks for the reply. In this case, is there a mod that makes the tag CLEARED permanent so that I know which locations I've searched? I'm a completionist, and I really like to search thoroughly every location I visit. Items and enemies can respawn, but as long as the tag CLEARED (or any other tag) lets me know that I've been there done that, that would achieve my goal.

 

Thanks!

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AFAIK the Cleared tag is tied to the cell reset, especially indoor cells. On top of that the cell reset functionality itself is pretty much broken or at least very unreliable.
I learned that while tinkering with my own survival mode respawn mod but it seems to be like that even in a completely unmodded game.

 

This is most noticeable around Super-Duper Mart where you can loot the Mr. Handy gas cannisters and the prewar money in the bank 4 times in a row by running back to Starlight Drive-In between looting. Another area is between the Concord parking lot and Thicket Excavations, where you can find a first-aid box in a bus that gets refilled as soon as you reach the crossroads up to Tenpines Bluff.

 

Other locations, like Gorski Cabin and Walden Pond never seem to lose the Cleared Tag once cleared, although Walden Pond gets repopulated.

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