Living NPC Respawn Mod

Post » Wed Sep 01, 2010 2:45 pm

I am looking for a mod or just for confirmation that it would/wouldn't even be possible to make a mod that:

1. Respawns ALL living NPCs, including but not limited to named townsfolk, each game day. If at all possible, this should be a separate respawn timer from the one that respawns hostiles and guards, but I'd bet this is the part that is impossible/next to impossible. I'd be satisfied if the mod had them respawn on the same timer if that's all that can be done.

2. Does NOT respawn those that have been killed.

3. Respawns them truly so that if they have a leveled item in their inventory that provides random equipment or quanity, that it recalculates what item or how much they have on them. I'm pretty sure if they are indeed respawned, that this is a given, but I'm not 100%.

Such a mod would allow for NPCs to carry different amounts of gold, different food and other misc items, and wear different clothes each day if they have a leveled list item for any of these. It gets kind of boring and distracting that the familiar faces always have the same outfits and the same junk.

Its been a while, so forgive me that I don't remember the name of the thread used to locate mods.
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Eddie Howe
 
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Post » Wed Sep 01, 2010 11:16 am

Its been a while, so forgive me that I don't remember the name of the thread used to locate mods.

Mod Detectives. ;)
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Cassie Boyle
 
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Post » Thu Sep 02, 2010 1:36 am

P-Froggy made one - http://www.tesnexus.com/downloads/file.php?id=32442
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matt oneil
 
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Post » Wed Sep 01, 2010 5:38 pm

I am looking for a mod or just for confirmation that it would/wouldn't even be possible to make a mod that:

1. Respawns ALL living NPCs, including but not limited to named townsfolk, each game day. If at all possible, this should be a separate respawn timer from the one that respawns hostiles and guards, but I'd bet this is the part that is impossible/next to impossible. I'd be satisfied if the mod had them respawn on the same timer if that's all that can be done.

2. Does NOT respawn those that have been killed.

3. Respawns them truly so that if they have a leveled item in their inventory that provides random equipment or quanity, that it recalculates what item or how much they have on them. I'm pretty sure if they are indeed respawned, that this is a given, but I'm not 100%.

Such a mod would allow for NPCs to carry different amounts of gold, different food and other misc items, and wear different clothes each day if they have a leveled list item for any of these. It gets kind of boring and distracting that the familiar faces always have the same outfits and the same junk.

Its been a while, so forgive me that I don't remember the name of the thread used to locate mods.

I think that the game already does this.
But the way the normal game "cell reset" (i.e. set to 3 days by default) doesn't work the way it really should.
If I remember right (from posts from others especially tekuromoto), cells that you revisit UNDER the time for cells to reset have their timer zeroed.
You have to revisit those cells AFTER the cell rese time for it to reset.
What this means is that the cell will never reset when you constantly return to it less than the time for cells to reset.
I hope that makes sense.

Tekuromoto made a mod to address this issue: Less predictable respawn: http://www.tesnexus.com/downloads/file.php?id=23366
I hope that helps.
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Steeeph
 
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Post » Wed Sep 01, 2010 10:16 pm

P-Froggy made one - http://www.tesnexus.com/downloads/file.php?id=32442


I use that one, it works very well, and on any npc added by any mod. But it really does make them -all- respawn, including people that should stay dead (I've never had it break anything -I used the old version of this mod prior- but it causes some funkiness, like being hunted by various assassins and so on from questlines after you encounter and kill the, I like that, but some may not). It doesn't level their gear separately though, they just spawn with a variation of whatever loot list they have assigned.

There's five different versions of the mod in the zip, #1 leaves essential NPC's essential and makes all NPC's respawn. It seems to be the most reliable. Some NPC's are essential for a reason, and if they die, it can break any quests they're associated with, even if they do respawn.

Also, pay note to that warning in the readme, once you activate the mod, it's in your save forever, so keep an older backup in case you don't like it.

Oh, and BOSS still doesn't list them, pretty sure I posted them in the thread at some point but no big deal; it's just a single script, so you can put it anywhere in your load order, I just BOSS and drag it right above my Bashed patch, easy peasy lemon squeezy.
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CHangohh BOyy
 
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