respawn rates

Post » Wed Jun 09, 2010 10:44 pm

Im using Less Predictable Respawn v. 1.1 by Tekuromoto (Respawn range = 24-168 = 1d-7d) with a timescale of 12.

Im thinking in try SPAWN, but Im not sure how it works (yes, I have read the description). Do you know other alternatives? Wich is the best mod and wich rate can I define without kill performance?
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maria Dwyer
 
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Post » Wed Jun 09, 2010 7:47 pm

SPAWN doesn't "kill performance". Nor do most mods that are primarily script-centric.
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Devin Sluis
 
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Post » Wed Jun 09, 2010 7:41 am

Will SPAWN with OOO 1.33?
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darnell waddington
 
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Post » Wed Jun 09, 2010 12:43 pm

SPAWN doesn't "kill performance". Nor do most mods that are primarily script-centric.



Do you mean I will have no performance problems even if I define a long rate for respawn (more than 30 days for exemple)?
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priscillaaa
 
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Post » Wed Jun 09, 2010 7:56 pm

Don't bother with Less Predictable Respawn, SPAWN does everything it does and so much more. And no, there is no performance hit on a long rate. I have mine set quite long, up to a month for some areas, and I've never had any issues.
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IsAiah AkA figgy
 
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Post » Wed Jun 09, 2010 10:35 pm

Thank you for the answer.
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[ becca ]
 
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Post » Wed Jun 09, 2010 10:12 pm

Don't bother with Less Predictable Respawn, SPAWN does everything it does and so much more. And no, there is no performance hit on a long rate. I have mine set quite long, up to a month for some areas, and I've never had any issues.


Is http://www.moddb.com/mods/spawn the latest release of it?
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Cat Haines
 
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Post » Wed Jun 09, 2010 12:02 pm

Is http://www.moddb.com/mods/spawn the latest release of it?


No, version 0.3 is the latest. He's included the routines used in Less Predictable Respawn so that mod is now obsolete. You can find it at the Nexus.
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Shae Munro
 
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Post » Wed Jun 09, 2010 10:18 am

Do you mean I will have no performance problems even if I define a long rate for respawn (more than 30 days for exemple)?

Just wanted to note that this is one of Oblivion's myths that god debunced during the development of Less Predictable Respawn.

Al very long respawn timer means that all the dead creatures etc. stays in the cells (stored in your savegame). But a short respawn timer doesn't make a cell respawn until you load it (by entering it/close to it) - and when it loads, all creatures/containers respawnes with the cell, so now the new creatures/items will be stored in your savegame instead, which is more or less the same amount of data.
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Mario Alcantar
 
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Post » Wed Jun 09, 2010 10:15 am

No, version 0.3 is the latest. He's included the routines used in Less Predictable Respawn so that mod is now obsolete. You can find it at the Nexus.


Ah, there it is. Thanks!

EDIT: So let's say I'd like the chance of a Fort respawning really fast so there are "returning" bandits in the first section when my char returns from the last - but still like the chance of it being emptied out for a long time, I would change:

Set zzSpawnVarsQ.sFortMin to 24 ; Fort type cells ( E.g.: Fort Ash, Sancre Tor )
Set zzSpawnVarsQ.sFortMax to 36
Set zzSpawnVarsQ.sFortCSpawnless to 0
Set zzSpawnVarsQ.sFortMSpawnless to 1
Set zzSpawnVarsQ.sFortPVIncrement to 3


to:

Set zzSpawnVarsQ.sFortMin to 1 ; Fort type cells ( E.g.: Fort Ash, Sancre Tor )
Set zzSpawnVarsQ.sFortMax to 96
Set zzSpawnVarsQ.sFortCSpawnless to 0
Set zzSpawnVarsQ.sFortMSpawnless to 1
Set zzSpawnVarsQ.sFortPVIncrement to 3


?

Not sure if I get this correctly.
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Elea Rossi
 
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Post » Wed Jun 09, 2010 1:22 pm

EDIT: So let's say I'd like the chance of a Fort respawning really fast so there are "returning" bandits in the first section when my char returns from the last - but still like the chance of it being emptied out for a long time, I would change:
Yes. With those settings, your cell will have a respawn time seed that falls b'ween 1 and 96 hours of game time. If you enter it before a reset, the timestamp will be incremented by 2 (if the generated respawn time was 5 hours and you revisit the cell 2 hours later, the new respawn time would amount to 6 hours - 5 - 2 + sFortPVIncrement.
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pinar
 
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Post » Wed Jun 09, 2010 12:57 pm

Yes. With those settings, your cell will have a respawn time seed that falls b'ween 1 and 96 hours of game time. If you enter it before a reset, the timestamp will be incremented by 2 (if the generated respawn time was 5 hours and you revisit the cell 2 hours later, the new respawn time would amount to 6 hours - 5 - 2 + sFortPVIncrement.


Thanks!
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Jeff Tingler
 
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