Respawning issues

Post » Sun Jul 15, 2012 1:29 am

Can't recall how respawning works in Morrowind but in general I'm not a big fan of it, sort of breaks a line of credibility with me. Anyway what happened, in Seyda Neen was looking for a certain body just outside of town fought a mob in the area, searching is much harder now with all the tall grass! ;)

Searching, searching, mob spawns on top of me. Searching, searching, mobs spawns on top of me. Frustrated.

Is there a way to stop the damn respawning to leave some semblance of credibility? I tried Searching the forum thread for *respawning* but didn't really find anything that would seem to help. I did read, in one that dungeons don't respawn, is that true?

I found this http://morrowind.nexusmods.com/mods/32381 but I think it's must be for NPCs only or something as it was Active, second to last esp loaded, while this was happening. :wallbash:


Thanks for any help. :)
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Jennifer Rose
 
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Post » Sun Jul 15, 2012 2:39 am

You make it sound like Pokemon :P

Anyway, creatures don't just "spawn" in Morrowind (not while you're in the same cell anyway (a few scripts aside)). Creatures are set to appear when a cell loads so when you enter an area every creature is already there. If you leave a corpse it will disappear in 3 days. Once a corpse from a random creature is gone a new creature will spawn when you enter the cell again. Dispose of corpse is pretty much the fastest way to make new creatures spawn.
That's pretty much how it works. Since you mentioned the grass mod, are you sure you're not just not seeing them in the grass? ;)
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Philip Lyon
 
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Post » Sun Jul 15, 2012 4:53 am

Yes, are you sure that you don't have some sort of mod causing spawns somehow?
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christelle047
 
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Post » Sun Jul 15, 2012 3:45 am

Just don't dispose of corpses
[EDIT]there is even a game setting for this, fCorpseClearDelay, but it never worked, let's hope in next code patch version.
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abi
 
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Post » Sun Jul 15, 2012 6:26 am

Hehe, well at least 3 bats and 2 rats spawned aggressive, attacking me. So something's not working right, and it ain't me! :wink:

No idea then, what's causing them to spawn on top of me. Well ok maybe it's more accurate to say within 5 feet, then attack me. I could try it with these No Respawn Mods disabled, maybe the mod does the opposite of what it claims? :brokencomputer:

001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Texture Fix - Bloodmoon 1.1.esm
_005_ Morrowind Patch 1.6.5 Beta (BTB Edit).esm
_006_ Poorly Placed Object Fix.esm
_007_ Texture Fix 2.0.esm
_008_ MCA.esm
_009_ abotWaterLife.esm
_010_ Assassins Armory.esm
_011_ Assassins Armory - Unofficial Patch 7.7.esp
_012_ SirLuthor-Tools.esp
_013_ Unique Banners and Signs.esp
_014_ Windows Glow.esp
_015_ Key Replacer Trib & BM.esp
_016_ PSsorticon.esp
_017_ Dagger of Symmachus.esp
_018_ abotWindowsGlow.esp
_019_ Statue Replacer - Normal.esp
_020_ Barabus' fireplaces 2.esp
_021_ bones.esp
_022_ Shieldfx.esp
_023_ OR_Fang.esp
_024_ OR_ForkH.esp
_025_ Book Jackets - Morrowind.esp
_026_ Book Jackets - Tribunal.esp
_027_ Book Jackets - Bloodmoon.esp
_028_ Better Clothes_v1.1.esp
_029_ NewBlood_MwTbBm1.1.esp
_030_ Neo's Unique Creatures.esp
_031_ BetterClothesForTB.esp
_032_ correctUV Ore Replacer 1.0.esp
_033_ Bloated Caves.esp
_034_ Graphic Herbalism.esp
_035_ Graphic Herbalism Extra.esp
_036_ almalexia armor.esp
_037_ Windows Glow - Tribunal Eng.esp
_038_ Windows Glow - Bloodmoon Eng.esp
_039_ UAR_EbonySarano_v2.esp
_040_ Windows Glow - Raven Rock Eng.esp
_041_ WA_Signy_Signposts(!).ESP
_042_ New Veloth's Judgement 2.esp
_043_ Better Skulls.ESP
_044_ Particle Arrow Replacer.esp
_045_ UAR_Bloodworm_v2.esp
_046_ UAR_ChodalaBoots.esp
_047_ SNR_ThievesStep_Standart.esp
_048_ ExcellentMagicSounds.esp
_049_ MA_snowprincetomb_v3.esp
_050_ Psy_IronMeshImprove_Uniques_BME.esp
_051_ AtmosphericSoundEffects-3.0-Tribunal.esp
_052_ More Better Clothes.ESP
_053_ Golden Gold.esp
_054_ TimeScale 10.esp
_055_ guarskin_drum_replacer.esp
_056_ Vurt's Grazelands Trees.esp
_057_ UniqueFinery.esp
_058_ Unique Jewelry and Accessories.esp
_059_ Animated Morrowind.esp
_060_ New Voices.esp
_061_ Sleepers, Awake!.esp
_062_ OTR_Coast_Variety.esp
_063_ LeftGloves_Addon_v2.esp
_064_ Clean MCFC_1.0.esp
_065_ imperial chain fix.esp
_066_ UF_HortRobeF001.esp
_067_ Better_Sounds.esp
_068_ Vurt's BC Tree Replacer II.esp
_069_ TLM - Complete.esp
_070_ New Bodies - Mature.esp
_071_ BetterMusicSystem_1.9.1.esp
_072_ Westly's Master Headpack X.esp
_073_ Starfires NPC Additions ver-1.11.esp
_074_ Antares Creatures Merge.esp
_075_ Creatures.esp
_076_ abotBoats.esp
_077_ abotSiltStriders.esp
_078_ abotWhereAreAllBirdsGoing.esp
_079_ Pickpocket Fix.esp
_080_ Improved Inns.esp
_081_ Healers.esp
_082_ WolfCompblack_ver3_0.esp
_083_ P.R.E. v4.0.esp
_084_ frostmoth_repaired_v0_31.esp
_085_ Fair Magicka Regen 2.0b.esp
_086_ Drug Realism.esp
_087_ DB_Attack_Mod.esp
_088_ Beds4Rent.esp
_089_ Syc_AtHomeAlchemy.esp
_090_ SR_Alchemy_merchant.esp
_091_ Keening_Reforged_v2.0.ESP
_092_ Abandoned Flat.esp
_093_ newarrows.esp
_094_ Executor Zurg's Merchant Money Mod.esp
_095_ Encumberance increaser StrX25.esp
_096_ Madd Leveler - Base.esp
_097_ Madd Leveler - Quest Cap Remover.esp
_098_ Madd Leveler - Assassin's Armory Fix.esp
_099_ No more respawning - Morrowind.esp
_100_ No more respawning - Tribunal.esp
_101_ No more respawning - Bloodmoon.esp
_102_ Tutorial Disables.esp
Sorry don't know how to hide/secret lists on this board. I have no idea how to dispose of a corpse, well I might but never tried in Morrowind. In other games I've used *disable* and *zap* (though would never use this unless I expected my save game to explode before I ever got to finish it.
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Averielle Garcia
 
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Post » Sun Jul 15, 2012 1:51 am

There is a rather large button in the corpse inventory that says 'Dispose of Corpse', though it might say something else if the GMST sDisposeofCorpse has been changed.

If you happen to be loading your game in the same area that you've killed something, you will sometimes get a creature to spawn even without disposing of the corpse it seems. I could be confusing this with the numerous times that i have had to dispose of a corpse to get to something, but I think I've seen it without disposing as well, and I don't feel like testing.

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My blood
 
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Post » Sun Jul 15, 2012 3:00 pm

All right... let's get a little test going shall we?
This is a mod I just made, it adds a spell meant to kill everything around you. http://templatetests.webs.com/EE_clear_cell_spell_mod.ESP
Download it, activate it, run the game.
Open the console ('~' key) and type "player->addspell EE_spell_of_doom" (without quotes).
Cast the spell.
Walk around a little and see if you still get attacked.

If you're still being attacked, some mod is spawning creatures around you and you'll just have to find out which one.
If you're not still being attacked, there're just a lot of creatures around you that want you dead.
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Riky Carrasco
 
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Post » Sun Jul 15, 2012 4:07 am

Thanks Arsuru and Evil Eye.

I'll try the spell, it's the cell just northwest of Seyda Neen. Too damn bad I won't get xp for all those kills! :wink:

Ooc, is most any Timescale safe to use in Morrowind, know some of the games it can break quests? Currently using 10 instead of 30, but thinking of dropping it to 5.

Thanks.
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Steve Smith
 
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Post » Sun Jul 15, 2012 2:56 am

The bats would be from "Where are all the birds going"... (unless I'm getting my mods mixed-up)
And yes, that mod spawns creatures near you, it doesn't use traditional spawn points.
You can encounter more than one bat quickly because they can fly in from a distance too. Don't 'Dispose of Corspe' to slow down this onslaught.
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Bryanna Vacchiano
 
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Post » Sun Jul 15, 2012 11:39 am

Thank you Pluto, you saved me trouble shooting time, will disable the mod! :thumbsup:
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Colton Idonthavealastna
 
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Post » Sun Jul 15, 2012 12:17 pm

I don't imagine slowing it down will break anything from the vanilla game functionally. There are at least two quests that I have had trouble with though, and that is because the scripts count the seconds that have passed instead of the days and are thus static: they follow only the default timescale. The quests are both to escort pilgrims: Viatrix Petilia outside of Ald'ruhn, and Fonus Rathryon on the road between Maar Gan and Ald'ruhn.

I first ran into the issue while using NoM and thinking I wouldn't have to run to my destination...

Other than that, slowing down the timescale too much might just leave you needing to wait a lot for certain quests. Speeding it up, on the other hand, can easily screw you. Unless the quest counts the seconds, that is.

You should be able to disable the bats. There was a post about it recently somewhere.

Oh, and you can type 'ori' into the console with an object that hasn't been in your inventory selected to see where it's from. That will save you some troubleshooting as well.
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Matthew Aaron Evans
 
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