I need a mod like this but only for specific item respawn times, soul gems and alchemical ingredients. Currently with vanilla its just too easy to hoard ingredients from innkeepers and soul gems, especially in College of Winterhold. It makes the game too easy.
hi don't know if this is a stupid question but does this save how long you've been gone from a cell i.e if you need to be away from a cell for 24hrs for things to respawn and return in say 12 does that mean if come back in another 12hrs the cell will respawn... again im sorry if this is a stupid question i just found the description a little hard to follow that said id appreciate any further insight about how respawning works and if what im talking about is even possible thanks for reading and for any help i may get :)
What's the limit for how many hours it takes for Cells to respawn? I'd like it to be for as long as possible. Like... multiple in-game years. I'm just looking for a good mod where I can prevent cell respawns for as long as I feel like playing that character. I'd like to turn it off completely, but I think it would be just as effective to set it to as long as possible. Whenever NPCs and their loot respawn and I have to kill them over again, I feel I'm not getting anything done. As if I'm not having an impact on Skyrim.
So glad there is this mod. I used to use Skyrim Immersive Creature just to use respawning modifier feature. Now I can use other difficulty mod without hesitation. Thank you
Thank you! Just what I was looking for, a randomized cell respawner. I used Requiem and the minimum respawn is 10 days, which is awful for someone like me who wants to do tons of bandit raiding Thanks!
Kuetee "Nah. I didn't want to tie my mod releases with Sky UI. If you're a new user of my mod, check out my other mods. I have like 14 mods. Tying them to Sky UI would be very difficult for me. E.g. I released like 5 updates to my mods and 5 MCMs when it Sky UI was at 3.0. A few days later they updated SkyUI to 3.1. If 5 of those mods had MCMs embedded in them, no one would have been able to use my mods without me having to rerelease them with the updated Sky UI 3.1 components.
Having them separate frees my users to keep playing with my mods without requiring me to recompile them just because Sky UI changed.
Check out my other 14 or so mods. You'll get to see how having them separate is much better for me."
As one of avid user of your mods since Oblivion, I couldn't agree more.
About MCM:
Pros: Multiple mod setups ~ character saved game. Cons: With enough madness, one will end spending more time tinkering mods than actually playing it.
Hey Ymirz! How are you, mate. Anyway, I've managed to get my MCM builds to a pretty good process. All my mods now have MCM as a separate download and a "merged" version with both the mod and MCM together - which is still a pretty good way to build them.
But, I agree with you 100% with this: [quote]With enough madness, one will end spending more time tinkering mods than actually playing it.[quote]
Hi kuertee, I noticed this mod hasn't yet got a merged version, are you planning on updating it at any point? Also, regarding the point above, about tying it to SkyUI, I noticed a few mods out there have MCM menus when using SkyUI, but haven't got a dependency on SkyUI.
When you play with a lot of mods you can easily get bogged down managing them in their MCM panels. Most of the mods I play with have an up-front configuration chore at the start of a new game, but then require little or no ongoing maintenance. There are a few exceptions to that, but for most it is just an initialization chore. I suppose I could keep a save handy just after going through this process, but that would only be useful if I always ran with the same mods every time (which I don't).
I came across one mod that provides a mechanism (via its MCM, of course) to export your configuration choices to a file. I think it put the file in a folder under data/SKSE/plugins. Then the user has the ability to import those settings from the file whenever they want, like for example at the start of a new game. It would be a great time-saver if every mod that uses MCM would provide a mechanism like this. Then the initialization chore at the start of a new game would be much easier, and less time-consuming. Even better would be if there could be some global trigger (even a console command would do) that would cause all loaded mods that support this feature to go re-initialize themselves from their respective saved configuration files. I know, I'm dreaming there, but maybe one of you smart guys will figure out a way to do it!
Actually, I have that SKSE plugin that allows export to text files. I'm using it in one of my unreleased mods, Alternative to Death and Reload - similar my Oblivion mod.
Anyway, I can easily add the feature to export your MCM settings into a file which can be imported automatically. I'll add this into my tasks list.
Thanks, ezolak. The credit for this mod actually goes to Tekuromoto. It was from his research that we know what we know about cell resets. And it was he who first authored and released Less predicatable respawn - in Oblivion. I simply took what he learned and emulated what his mod did in Oblivion.
About a month ago, Tekuromoto finally gave me permission to release an LPR mod in Skyrim - a year after this mod was first released and when I first notified him that I was going to release a version. I did read his Terms and Conditions and I complied with them. So even if I released this mod before he gave me permission - all was above board.
(Tekuromoto was away from gaming until that time he sent me a message.)
41 comments
Currently with vanilla its just too easy to hoard ingredients from innkeepers and soul gems, especially in College of Winterhold. It makes the game too easy.
PD use creation kit
Thanks.
Having them separate frees my users to keep playing with my mods without requiring me to recompile them just because Sky UI changed.
Check out my other 14 or so mods. You'll get to see how having them separate is much better for me."
As one of avid user of your mods since Oblivion, I couldn't agree more.
About MCM:
Pros: Multiple mod setups ~ character saved game.
Cons: With enough madness, one will end spending more time tinkering mods than actually playing it.
But, I agree with you 100% with this: [quote]With enough madness, one will end spending more time tinkering mods than actually playing it.[quote]
I came across one mod that provides a mechanism (via its MCM, of course) to export your configuration choices to a file. I think it put the file in a folder under data/SKSE/plugins. Then the user has the ability to import those settings from the file whenever they want, like for example at the start of a new game. It would be a great time-saver if every mod that uses MCM would provide a mechanism like this. Then the initialization chore at the start of a new game would be much easier, and less time-consuming. Even better would be if there could be some global trigger (even a console command would do) that would cause all loaded mods that support this feature to go re-initialize themselves from their respective saved configuration files. I know, I'm dreaming there, but maybe one of you smart guys will figure out a way to do it!
Anyway, I can easily add the feature to export your MCM settings into a file which can be imported automatically. I'll add this into my tasks list.
Big thx. It is so comfortable with MCM
About a month ago, Tekuromoto finally gave me permission to release an LPR mod in Skyrim - a year after this mod was first released and when I first notified him that I was going to release a version. I did read his Terms and Conditions and I complied with them. So even if I released this mod before he gave me permission - all was above board.
(Tekuromoto was away from gaming until that time he sent me a message.)