[REQ] No monster respawns

Post » Tue May 03, 2011 10:31 am

Hi All

Just looking for a mod that removes respawning monsters. I am ok with animals respawning, but I would prefer monsters just die.

Anyone know of such a mod, or where I can edit this in the CS?

Thanks
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Emmanuel Morales
 
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Post » Tue May 03, 2011 1:04 am

Just bumping... Not really asking for anyone to create a mod. Just asking if it can be done as I have no problem doing it in the CS.
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Oceavision
 
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Post » Tue May 03, 2011 5:48 am

You can effectively disable all respawns by increasing the respawn timer to several million days, but that includes animals, NPCs, herbs, merchant inventories, etc.

To achieve the more selective effect you're asking for would require removing all those monsters from leveled lists and replacing them with hand-placed copies. This is a large project all by itself, and has some extremely far-reaching ramifications.

Edit: a slightly more complex method would be to replace the monsters in leveled lists with scripted tokens, and using a central database to keep track of which ones have spawned already, spawning nothing or just an animal if not. (Francesco's already does something similar, though not for this purpose.) This would keep the ability for monsters to be level-scaled, which is one of the things hand-placement would break.
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Ridhwan Hemsome
 
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Post » Tue May 03, 2011 9:35 am

You can effectively disable all respawns by increasing the respawn timer to several million days, but that includes animals, NPCs, herbs, merchant inventories, etc.

To achieve the more selective effect you're asking for would require removing all those monsters from leveled lists and replacing them with hand-placed copies. This is a large project all by itself, and has some extremely far-reaching ramifications.

Edit: a slightly more complex method would be to replace the monsters in leveled lists with scripted tokens, and using a central database to keep track of which ones have spawned already, spawning nothing or just an animal if not. (Francesco's already does something similar, though not for this purpose.) This would keep the ability for monsters to be level-scaled, which is one of the things hand-placement would break.


Thanks for the reply and info tejon
So, I'd like to test increasing the respawn timer to some very large amount. Is this done via in game console, or is this done thru CS?
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Chase McAbee
 
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Post » Tue May 03, 2011 5:39 am

Works only for dungeons as far as I know, but features a lot of customizability: http://www.tesnexus.com/downloads/file.php?id=25536
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remi lasisi
 
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Post » Mon May 02, 2011 7:34 pm

Works only for dungeons as far as I know, but features a lot of customizability: http://www.tesnexus.com/downloads/file.php?id=25536


Thank you Klaus. I will give this one a shot. ShadeMe always creates great stuff!
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Peetay
 
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Post » Tue May 03, 2011 5:53 am

It seems Wrye Bash has a Cell Respawn Timer function. I will try posting my question in the Wrye Bash topic. But just in case I can get my question answered here.
I would like to set the custom timer. It is currently set to 0.00. Does anyone know if 1.00 would be one day etc... ? It isn't mentioned in the Wrye Bash Readme.

EDIT: Nevermind, I see it is set by hours now. My apologies.
Looks like the highest it can be set to is 10000 hours or 416 days
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Floor Punch
 
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Post » Tue May 03, 2011 4:51 am

Note that increasing the respawn time to really high values can lead to issues later on as the game has to keep track on more and more stuff. So you'll get larger save files etc. I remember dev_akm warning about it, but those posts are of course pruned long ago.
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gemma
 
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Post » Tue May 03, 2011 2:21 am

Note that increasing the respawn time to really high values can lead to issues later on as the game has to keep track on more and more stuff. So you'll get larger save files etc. I remember dev_akm warning about it, but those posts are of course pruned long ago.

I think the consensus (including my view) now, is that this is mostly a myth.

With a long respawn time, cells will never be reset, so the game have data for all killed monsters, etc. in your savegame forever. But with a shorter respawn time, a cell still doesn't get reset until you actually load it (by entering it, or an adjacent outdoor cell). The moment the cell gets loaded (and the respawn timer is passed), all dead monsters, etc. gets removed (thereby also from your savegame), but at the same time new monster spawn, so the net number of records stored in your savegame is about the same.
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Becky Cox
 
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Post » Mon May 02, 2011 11:57 pm

I think the consensus (including my view) now, is that this is a mostly myth.


+1 for this here too. The net size of my saves does not decrease with age, even with numerous cells which should have reset by now.
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Nick Pryce
 
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Post » Tue May 03, 2011 7:33 am

Good to know.
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lisa nuttall
 
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Post » Tue May 03, 2011 10:01 am

I think the consensus (including my view) now, is that this is mostly a myth.

With a long respawn time, cells will never be reset, so the game have data for all killed monsters, etc. in your savegame forever. But with a shorter respawn time, a cell still doesn't get reset until you actually load it (by entering it, or an adjacent outdoor cell). The moment the cell gets loaded (and the respawn timer is passed), all dead monsters, etc. gets removed (thereby also from your savegame), but at the same time new monster spawn, so the net number of records stored in your savegame is about the same.


Excellent! I was hoping to hear some more recent feedback on this regarding the savegame bloating theories that have been around for a long time.
I was reading http://www.yacoby.net/es/forum/25/6336491170651720.html, but it's so old that I figured OBSE or another group may of found a workaround. Plus with the tool in Wrye Bash to remove savegame bloating, shouldn't it be a non-issue?
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Kate Murrell
 
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