Mod to prevent re-spawning?

Post » Wed Apr 06, 2011 4:47 pm

So I've recently started playing Oblivion for the first time, and it's awesome. The only thing I don't like, however, is the fact that NPC's/creatures will respawn in an area if you haven't been there in 72 hours (namely the dungeons.) I'm kinda wanting more realism in that area. So what I'm wanting to know if there's a mod out there somewhere that can completely get rid of the respawn time(ie, once somthing dies, it stays dead, and I don't have to revisit something and have to kill everything over again.)

thank you. ^_^
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Hayley O'Gara
 
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Post » Wed Apr 06, 2011 6:16 pm

You can set the respawn time with Wrye Bash.
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Gisela Amaya
 
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Post » Wed Apr 06, 2011 2:36 pm

Here's one: http://www.tesnexus.com/downloads/file.php?id=2091
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SaVino GοΜ
 
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Post » Wed Apr 06, 2011 3:47 pm

You could also try SPAWN. It allows you create any sort of time span for various spawn types, even making them completely random if you like.
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Teghan Harris
 
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Post » Wed Apr 06, 2011 6:39 am

awesome. thank you guys alot. :D
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sharon
 
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Post » Wed Apr 06, 2011 1:44 pm

I heard setting the respawn rate to a month or more will make your save game bloat and will ultimately destroy it (OOO Readme)? Is that true? I don`t trust the mod above, to be honest.

Would be cool though to have no spawns in dungeons you already "cleared". Is there a workaround?
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c.o.s.m.o
 
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Post » Wed Apr 06, 2011 10:06 pm

I heard setting the respawn rate to a month or more will make your save game bloat and will ultimately destroy it (OOO Readme)? Is that true? I don`t trust the mod above, to be honest.

Would be cool though to have no spawns in dungeons you already "cleared". Is there a workaround?


I thought so as well for a long time, but it seems that it's only a myth. When you think about it there is no reason why it should cause bloat. There aren't more or less references stored in the save game, whether enemies are dead or new ones have respawned doesn't really matter.

The problem with an endless respawn time is that merchant containers (and possibly other things that respawn) will not respawn either. So merchants will always have the same things for sale...if a merchant has three health potions for sale for example and you buy all three then the same merchant will never again have a health potion for sale.

I'm not sure how SPAWN works since the Nexus entry has no description. But if it's possible to set spawn times for merchants and the like differently than for dungeon spawns it would be the way to go. Simply setting the respawn time to something huge will not be a pleasant experience I think.
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Katie Pollard
 
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Post » Wed Apr 06, 2011 8:08 am

It seems realistic to me that eventually something would take up residence in a former residence.
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Dj Matty P
 
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Post » Wed Apr 06, 2011 11:22 pm

I thought so as well for a long time, but it seems that it's only a myth. When you think about it there is no reason why it should cause bloat.

IIRC the respawn processing is only done when you return to the cell, so any bloat would be there until you return anyway.

But that reminds me of another "outside the box" idea. Map Marker Overhaul lets you mark a dungeon as "done" so if one is just trying to avoid the "deja vu" when you revisit a place you forgot about, that's an alternative. You'll know you've been there, and just not go in again.

If the intent is to be able to clean out places at a low level, so you'll be able to do a quest there at a higher level without the nastier enemies, I'm not so sure I want to help you!
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Courtney Foren
 
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Post » Wed Apr 06, 2011 11:11 am


I'm not sure how SPAWN works since the Nexus entry has no description. But if it's possible to set spawn times for merchants and the like differently than for dungeon spawns it would be the way to go.


That's exactly how it works, you can set spawn times for individual cell types. For instance there's a setting for Castles, Homes, Mines, Forts etc. that can all be configured separately from the base spawn rate. It doesn't have to be a fixed rate either, you can set min and max values so each cell will respawn randomly. So you can have one Fort you explore respawn in 3 days and another one might not do so for a year or more. There's also a Player setting that will remove the marker if you have been in that cell before the respawn time comes around. This is useful for people with Frostcrag Spire since in the vanilla version the garden rarely respawned because you were going back and forth so often. It's a really great addition to the game and I strongly recommend it. It makes the game world much more dynamic.
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Peetay
 
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Post » Wed Apr 06, 2011 10:55 pm

It seems realistic to me that eventually something would take up residence in a former residence.


Yes, but necessarily automatically after 3 days. SPAWN addresses that very nicely, you can set up the values to stretch from 3 days to 3 years or more if you want to. And it will deal with each cell on a random basis so you can never be sure what you'll find, if anything, when you revisit a cell you've already been to before.
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Paul Rice
 
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Post » Wed Apr 06, 2011 6:50 pm

Care to share your SPAWN settings and feelings on why?
I am staring at the ini not sure what to do.
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Elle H
 
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Post » Wed Apr 06, 2011 4:43 pm

Care to share your SPAWN settings and feelings on why?
I am staring at the ini not sure what to do.


This is what I have for most of my cell types:

Set zzSpawnVarsQ.sMineMin to 72					; Mine type cell ( E.g.: Infested Mine, Abandoned Mine )Set zzSpawnVarsQ.sMineMax to 504Set zzSpawnVarsQ.sMineCSpawnless to 50Set zzSpawnVarsQ.sMineMSpawnless to 5Set zzSpawnVarsQ.sMinePVIncrement to 3


So I have a minimum time of 3 days (Set zzSpawnVarsQ.sMineMin), a maximum of 21 days (Set zzSpawnVarsQ.sMineMax) with a 50% chance for each cell (Set zzSpawnVarsQ.sMineCSpawnless) that those values get multiplied by 5 (Set zzSpawnVarsQ.sMineMSpawnless), for a possible maximum of 105 days. The very last value is just how often the mod tracks each cell, which is still the default.

My Homes and Castles etc. are much smaller with a min of 24 hours and a max of 72, with no chance of the times increasing. Since they're actually being lived in, they'd need to respawn on a regular basis in order to make any sense.

BTW, what no one is keeping mind in this discussion is that Merchants have their own respawn value separate from a cell's respawn rate. So it doesn't really matter if you set the game setting to a ridiculously high value. But I find the SPAWN approach to be much more elegant and dynamic.
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April D. F
 
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Post » Wed Apr 06, 2011 10:09 am

Since I probably would be going in the sewers more often it might be best to have it set lower.

What about the default castle settings? They seem rather high for occupied NPC spaces (thinking of Chorrol as the only one I have been in)

Set zzSpawnVarsQ.sCastlesMin to 120 ; Castle type cells ( E.g.: Castle Anvil, Castle Bravil )
Set zzSpawnVarsQ.sCastlesMax to 240
Set zzSpawnVarsQ.sCastlesCSpawnless to 0
Set zzSpawnVarsQ.sCastlesMSpawnless to 1
Set zzSpawnVarsQ.sCastlesPVIncrement to 3


So if NPCs die in Chorrol castle there would be no respawn for ~a week or more if I understand this correctly.
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Craig Martin
 
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Post » Wed Apr 06, 2011 5:15 pm

Where can I get SPAWN? I can`t find it on TESNexus.
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yermom
 
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Post » Wed Apr 06, 2011 2:21 pm


So if NPCs die in Chorrol castle there would be no respawn for ~a week or more if I understand this correctly.


Most NPCs in Chorrol Castle don't respawn anyway, once they're dead that's it. All except for the guards. But yes, those values do seem a bit high to me. I have mine set to a 24 hour min and a 72 hour max. It's occupied so I figure it's going to at least respawn any food there within that time, if you happen to pilfer it. You just have to come up with time value that you think is reasonable, keeping in mind that the values you add are based on hours.
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Ash
 
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Post » Wed Apr 06, 2011 8:03 pm

Where can I get SPAWN? I can`t find it on TESNexus.


You should have looked a little harder:

http://www.tesnexus.com/downloads/file.php?id=25536

Oddly, he doesn't have a description of the mod posted.
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rheanna bruining
 
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Post » Wed Apr 06, 2011 10:47 am

The official thread is http://www.gamesas.com/index.php?/topic/1089981-rel-spawn/.
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SUck MYdIck
 
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Post » Wed Apr 06, 2011 9:26 pm

You should have looked a little harder:

http://www.tesnexus.com/downloads/file.php?id=25536

Oddly, he doesn't have a description of the mod posted.
Yeah, odd. Appears to be a bug on the Nexus' side. I've reported it to the admins/moderators. Thanks for the heads up.
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James Wilson
 
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Post » Wed Apr 06, 2011 11:51 am

BTW, what no one is keeping mind in this discussion is that Merchants have their own respawn value separate from a cell's respawn rate. So it doesn't really matter if you set the game setting to a ridiculously high value. But I find the SPAWN approach to be much more elegant and dynamic.


How would merchants have a separate respawn value when their inventory is determined by what's in their chests? Those chests get stuff taken out when you buy from them.
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hannaH
 
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Post » Wed Apr 06, 2011 4:57 pm

How would merchants have a separate respawn value when their inventory is determined by what's in their chests? Those chests get stuff taken out when you buy from them.


There's 2 separate game settings for merchants, iMerchantRespawnDay1 & 2. I'm not exactly sure how they work, since iMerchantRespawnDay1 only has a value of 0, but that would certainly indicate that they have their own respawn time. iMerchantRespawnDay2 is set to 3 by default. I'm presuming that means days. Unfortunately there's no info on the Wiki as to what those 2 settings actually do.
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Olga Xx
 
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