[Rel] SPAWN

Post » Sat May 28, 2011 5:37 pm

SPAWN
Simple Place-Centric Augmentative respaWNs
version 0.2

Requires http://obse.silverlock.org/ | http://tesnexus.com/downloads/file.php?id=18160



Download : http://tesnexus.com/downloads/file.php?id=25536 | http://www.moddb.com/mods/spawn | http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=287



Description

One fine day, you decide you've had enough of women, crappy face textures and annoying fans, and make plans to do some honest dungeon crawling. A couple of days later, you find yourself at the entrance of Hame. On entering, you spot a battered journal on a step in the stairwell. You take a look at its entries – One particularly intrigues you.
Day 174: Killed a behemoth of a Lich back at Hame. It was a tough fight but I got to kill the creature. Only wish I got something better than ectoplasm out of it! The damned thing didn't even yield its staff.The rest of the loot isn't better off either. Then again, I didn't expect anything more for most of the place was empty. The only saving grace was the sparse bandit population. I can only hope I get a good price for the loot. This place better be filled with vampires the next time I visit.
You read on …
Day 175: Blast! As empty as a hermit's address book. And I was told that Tamriel had enough vermin to fill every nook and cranny you may find.
Day 176: I'm going to kill the scum that said it. Mouthing off like that …
You flip through the following pages, for they have similar entries (with the swearing increasing progressively). Then you end up with the following entries:
Day 212: Finally some progress ! I am starting to hear familiar noises from within the ruin. I believe it's time I gave that overrated ghost a visit.
Day 213'ish: By Sithis' floppily doppilies ! It gave me a healing potion …
Enough ! , you say. You swiftly exit Oblivion, start Wrye Bash and activate SPAWN.esp …


Fine Print

I sincerely hope you haven't experienced such pain and suffering in your game.

In any case, Simple Place-centric Augmentative respaWNs ( or SPAWN ) aims to improve Oblivion's respawn mechanism. As the name suggests, it allows place-centric respawn times for cells of different types. So, aylied ruins and forts can have different respawn times. And the best part is that the mod is completely independent of the global respawn time. SPAWN, therefore, ensures compatibility with mods that change it ( like Less Predictable Respawn ).

SPAWN tracks the cells the player visits and their corresponding "Last Visit Time". After leaving a particular cell, SPAWN records the time and tags it with a respawn timestamp. The list of visited cells is evaluated in intervals; when time passed since the player's last visit is calculated for each cell and compared with the cell's respawn timestamp. If time passed exceeds the timestamp, the cell is reset. Respawn timestamps are calculated randomly when the PC leaves a cell. The range of the timestamp can be defined in the SPAWN INI file. The different cell types that are supported:
  • Caves
  • Oblivion Caves
  • SI Root Caves
  • Mines
  • Forts
  • Aylied Ruins
  • Sewers
  • Castles
  • Oblivion Citadels
  • Houses
  • Cellars / Basemants
  • Player Owned Cells
SPAWN optionally allows one time visits to cells, meaning revisiting cells will not reset their last visit/respawn timestamps. This feature is particularly useful when it comes to player-owned houses. Without this feature, gardens do not respawn unless the player stays away from the house for the whole duration of the global respawn time - This may be a nuisance if you frequent your place for supplies.

Cells can have custom respawn times as well ! If you are a mod maker and wish to use a particular respawn time range for one of your cells, all you need to do is place a persistent activator in it. The activator's script should then have the following variables defined and initialized in it:
  • sSPAWNRespawnTimeMin
  • sSPAWNRespawnTimeMax
Values should be similar to those declared in the INI file. If set up properly, SPAWN will automatically use the custom values and generate a respawn time within its range. A custom respawn time overrides any locally defined ones. The priority would therefore be:

Remotely defined (Custom) Respawn Time > Player Owned Cell Respawn Time ( if cell is owned by the player ) > Locally defined Respawn Time
The mod only works with interior cells. Handling for exterior cells is technically not possible.


Compatibility

This mod is, and should be, compatible with all other mods. That includes mods that modify the global respawn time, dynamically or otherwise. Incompatibilities can arise only when using another place-centric respawn mod (though I know of none other than this).


Credits

Special thanks to :
  • Ian Patterson and Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of Immortality
  • LHammonds – For his Readme generator
  • Tekuromoto – For his Less Predictable Respawns mod that had inspired this one
  • crimson.cosmos – Who got me to release this, directly or indirectly
  • PacificMorrowind – For his custom respawn time idea
The Entire Community around the TES Construction Set Wiki – For making such an exhaustive resource catering to ES Modding.
The Folks at the Construction Set Forums – For all their help, rum and fish.
The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use.
Bethesda – For providing a great game, with enough flaws to keep us busy.

Change Log

0.2 –
  • Fixed erroneous variable names in the INI file
  • Added a new cell type – Player Owned cells
  • Added Revisit override for cells, player owned and otherwise
  • Added support for custom respawn times
0.1 - Initial Release


Lastly, I'm looking for ideas to improve the mod. Any help from that quarter would be much appreciated.
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Juanita Hernandez
 
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Post » Sat May 28, 2011 8:08 am

http://docs.google.com/View?id=dhrj396r_1gkqt57c9 :grad:
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Roy Harris
 
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Post » Sat May 28, 2011 7:51 am

Oooh sounds cool. May be my first respawn mod. Thankyou!
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Bee Baby
 
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Post » Sat May 28, 2011 10:32 pm

the link to the file itself doesn't work (exist as far as I can see), fine for me since I search on nexus but some might not be sensible. edit appears to have been changed while I was writing this :)
Sounds great.
only suggestions might be on cell load of the interior check for types of enemies, and if predominantly npc set respawn to X, if predominantly mythic enemies set to X, if predominantly small vermin set to X, if goblins set X etc. However suspect that would be hard to get to work becuase of different creatures added by the different overhauls.
Pacific Morrowind
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Flutterby
 
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Post » Sat May 28, 2011 4:12 pm

the link to the file itself doesn't work (exist as far as I can see), fine for me since I search on nexus but some might not be sensible.

Strange ! I tried it before I posted it. Well, tried it out again - It works ( the link and the file download ).

Sounds great.
only suggestions might be on cell load of the interior check for types of enemies, and if predominantly npc set respawn to X, if predominantly mythic enemies set to X, if predominantly small vermin set to X, if goblins set X etc. However suspect that would be hard to get to work becuase of different creatures added by the different overhauls.
Pacific Morrowind

Yeah ... that's on the list for the next release. But the overview would be more holistic; as in I won't be look at a per-actor basis but rather as a group.
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City Swagga
 
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Post » Sat May 28, 2011 11:17 am

yes that was what I was meaning by predominantly. also http://www.tesnexus.com/news/index.php?id=712, don't want a wristslap ;)
edit: another suggestion: support for modders to place an xmarker (or something) with a specific name that tells this what respawn setting to use?
Pacific Morrowind
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Marcus Jordan
 
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Post » Sat May 28, 2011 9:49 pm

Yay! It's out!

Thank you for making/releasing this!

I have several questions for you :)
Having Less Predictable Respawn active, as well as your mod, will ensure that the cells SPAWN doesn't track get resets in the random intervals as well. Is there another added benefit of having both mods loaded?
Secondly, I wanted to ask if visiting a cell resets the "visited" interval, thus resetting the timer? If that is the case, would you consider adding an option so that player visits don't influence that? Ideally, for each cell type.

That's all I have for you for now. I'll install it first thing before I play!

Cheers!

cc
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Anthony Rand
 
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Post » Sat May 28, 2011 8:12 pm

yes that was what I was meaning by predominantly. also http://www.tesnexus.com/news/index.php?id=712, don't want a wristslap ;)
edit: another suggestion: support for modders to place an xmarker (or something) with a specific name that tells this what respawn setting to use?
Pacific Morrowind

Custom cell respawns ? Nice idea :) Will add to the list.

Having Less Predictable Respawn active, as well as your mod, will ensure that the cells SPAWN doesn't track get resets in the random intervals as well. Is there another added benefit of having both mods loaded?

Secondly, I wanted to ask if visiting a cell resets the "visited" interval, thus resetting the timer? If that is the case, would you consider adding an option so that player visits don't influence that? Ideally, for each cell type.

. Unfortunately, no. Global respawn does take place and it's short of impossible to prevent it from happening ( at the minimum, it'd need a ugly hack ). To actually see the effect, your cell respawn ranges must be less than that of LPR's ( or the iHoursToRespawn GMST's ).

. Yes. When a tracked cell is reset, it's removed from the array ( to keep the size down ). The player will need to revisit it once again to restart it's tracking. Visiting a tracked cell before it's respawn time will overwrite the Last Visit time; and a new respawn time will be assigned as well.
You mean disallow overwrites ? Feasible. Will add to the list.

EDIT : Update readMe( Google Docs ) with detailed mechanics.
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Andrew Lang
 
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Post » Sat May 28, 2011 8:31 pm

Another awesome idea shadeMe, thanks! gonna check it out now.
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Dean
 
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Post » Sat May 28, 2011 11:49 am

Any possibility of attaching spawn rates to item types? For instance, I like the idea of creatures spawning fairly quickly in the wilderness but plants need a fairly long growing season, they don't just reappear overnight. So it would be nice to attach a seperate spawn rate to flora to make them take longer than the rest.
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Dan Stevens
 
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Post » Sat May 28, 2011 8:10 am

Day 213'ish: By Sithis' floppily doppilies ! It gave me a healing potion ?


Well, Mister Shademe, the mod's premise sounds very intriguing indeed, but surely you could have elaborated upon its innovation and wonder without resorting to such foul language? Quite scandalous, really. :nono: ....:P


Actually, I'll just say here that even if your mods weren't the interesting and imaginative things that they are, I would still read your mod's descriptions for the joy of doing so. Very amusing!

And so off I go to download another mod...

Thank you! ^_^
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luis dejesus
 
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Post » Sat May 28, 2011 11:16 pm

Another awesome idea shadeMe, thanks! gonna check it out now.
Thanks, mate ^_^

Any possibility of attaching spawn rates to item types? For instance, I like the idea of creatures spawning fairly quickly in the wilderness but plants need a fairly long growing season, they don't just reappear overnight. So it would be nice to attach a seperate spawn rate to flora to make them take longer than the rest.
Not much, I'm afraid. I reset the cell as a whole (there isn't another way). But I've been thinking of making respawns dependent on the objects in(side) the cell. So, a cell with flora and creatures will respawn slower than a cell with creatures only.

Well, Mister Shademe, the mod's premise sounds very intriguing indeed, but surely you could have elaborated upon its innovation and wonder without resorting to such foul language? Quite scandalous, really. :nono: .... :P
I blame society :P

Actually, I'll just say here that even if your mods weren't the interesting and imaginative things that they are, I would still read your mod's descriptions for the joy of doing so. Very amusing!

And so off I go to download another mod...

Thank you! ^_^
Flattery - I love it :lol:
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Danny Blight
 
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Post » Sat May 28, 2011 3:53 pm

Downloaded and I'll take a look at it later on. Nice idea.

In the meanwhile, as I understand it it doesn't address the major annoyance I have with the respawn system, which is that the respawn counter gets reset every time you go through the cell prior to respawn. The obvious effect of this is that cells in player homes that the player visits on a regular basis rarely reset because the player enters the cell so frequently. I think this is the same thing that crimson.cosmos is talking about.

Vac
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WTW
 
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Post » Sat May 28, 2011 3:22 pm

Downloaded and I'll take a look at it later on. Nice idea.

In the meanwhile, as I understand it it doesn't address the major annoyance I have with the respawn system, which is that the respawn counter gets reset every time you go through the cell prior to respawn. The obvious effect of this is that cells in player homes that the player visits on a regular basis rarely reset because the player enters the cell so frequently. I think this is the same thing that crimson.cosmos is talking about.

Vac

I never thought of it as an annoyance :hehe: Will add an optional override in the next version.
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Cathrine Jack
 
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Post » Sat May 28, 2011 9:46 am

Thanks for sharing and the linky, will add this to the list ! ! ! !
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Fiori Pra
 
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Post » Sat May 28, 2011 10:15 am

So, anyone have their own INI changes to share? I'm kinda lost on what to put for my own values.
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Cccurly
 
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Post » Sat May 28, 2011 5:12 pm

I never thought of it as an annoyance :hehe: Will add an optional override in the next version.


It is if you have Frostcrag Spire as your home. There's a lovely garden there that never respawns. At least not if you visit on a regular basis.
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Peetay
 
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Post » Sat May 28, 2011 6:57 pm

Update : PES mirror added. Mod's yet to be evaluated though.
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Chloe :)
 
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Post » Sat May 28, 2011 1:01 pm

It is if you have Frostcrag Spire as your home. There's a lovely garden there that never respawns. At least not if you visit on a regular basis.

Exactomundo!
Or if you've got a custom-made Arch-mages tower as your home and then the plants in the Arcane University grounds never respawn because you walk in and out of the tower too often.

Vac
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Cool Man Sam
 
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Post » Sat May 28, 2011 2:24 pm

Exactomundo!
Or if you've got a custom-made Arch-mages tower as your home and then the plants in the Arcane University grounds never respawn because you walk in and out of the tower too often.

Vac

Heh ! So you folks play the game - I keep to the CS :P
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Robert Jackson
 
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Post » Sat May 28, 2011 11:34 pm

Heh ! So you folks play the game - I keep to the CS :P

Only occasionally. It's been known to happen, but normally I can't play for more than two days before something bugs me enough that I have to spend weeks fixing/changing it.

Vac
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Josh Lozier
 
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Post » Sat May 28, 2011 7:06 pm

Only occasionally. It's been known to happen, but normally I can't play for more than two days before something bugs me enough that I have to spend weeks fixing/changing it.

Vac


I've had this game since shortly after it came out and I don't think I've ever made it past 10th level or so, for the very same reason. I have yet to complete the main quest. I think my highest level so far, in just 1 game, was 15.
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Robyn Lena
 
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Post » Sat May 28, 2011 2:17 pm

I've been playing TESCS since Morrowind, yeah... :violin:
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louise tagg
 
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Post » Sat May 28, 2011 9:08 am

Well this is a great idea for a mod but I crash to desktop as soon as I enable it. It's acting just like something that's missing a master file.
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DeeD
 
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Post » Sat May 28, 2011 10:30 am

Well this is a great idea for a mod but I crash to desktop as soon as I enable it. It's acting just like something that's missing a master file.

Did you install You Are Here ? The link's in the the 1st post ( and it's pretty big too ;) )
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Ryan Lutz
 
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