Hi. Many thanks for this good mod :) I've noticed some places where respawn make enemies sleepy. For example in front of the Pickman Gallery (before entering) or inside National Guard training yard building. Enemies are here but frozen. You can shoot them but the challenge is gone.
Fort Strong is a rather special case. It has all the things for the quest to progress as it should (as the player being told in the game), apart from the spawn points for BoS personnel.. and as I checked it, it seemed to me, that many of the muties' spawn points will only get enabled with the start of the quest.. Now, the place have other logical mishaps as well... -as why not able to farm the muties on the upper level, without doing the quest (for someone who didn't join the brotherhood..) -how come the muties have lived up the place on the sublevel if you can only enter that area with the quest running (otherwise, the little corridor to the elevator would be blocked and the elevator would be non-existent) -why not allow the muties to spawn on the outside, so to show that they try to take it back? ("wish a buckethead would show up.. I would rip his legs clean off..") (not to mention, that ammo for the broadsider will be extreemly limited this way) ...actually there were indications that the BoS would fortify the place and ghouls would attack it at some point, but that must be another cut content..
So I'd rather bestow that to whoever tries to restore that sequence, same as why the CombatZone is not included in this mod (because there's a fine mod out there that restores the cut content of it.. which renders the reset flag kind of useless, unless you still want to shoot up the place).
honestly, I'm not really fond of touching the place, as it smells 'cut-content' a mile away.. and even if Beth.Soft. neglected to finish it properly I still feel it (with my immersion-counter) it's right to leave it empty for those who made the quest.. which will be forfeit if the reset flag is switched for those who do not care for the quest and just want to farm the extra 7/11 monsters there (and the ammo for the Broadsider)
i don't know why but Arcjet Systems and easy city down don't respawn for me. i have no mods that alter those locations, i use morespawns mod and mutant menagery but i doubt it cause this. Any idea ?
I believe it takes 20 days for cleared areas to respawn and also if you were to visit the place during that time, the timer will reset and you'll have to wait another 20 days ingame. Could that be the cause of it?
Probably gonna download this in a sec but the ghouls in the boston airport ruins would be dope so many of them nice legendary farm potential i appreciate your work! hope the idea is decent!
Ah yes, as i use moreswpawns mod, it was a great place to go, large spaces and plenty of gouls. But as you say, once you past a certain main quest and the BOS move on, it's over. Only solution is to not advance in thre main quest. (for hagen ) A bit frustrating.
thank you ! it's great. Very appreciated. Especially when high lvl and you've done everything in the game. more fight zones is nice. And i don't like how B decides to make so many zones only available once, having in mind players will make just 1 playthrough. For exemple jamaica plain, after you visited it, then the gouls never respawn as B decided this place will be dedicated to become another place for boring settlers. Same thing for zimonja outpost, a interesting place to raid because of the raider with a fatman, the zone respawn many times but then suddenly no more cause the game decides it will be a settlement and preston gives you a quest for it even. Result, i didn't touch the workbench and didn't make any settlement out of it but nevertheless it didn't prevent the game from flaging it not respawnable, now the place is just a boring empty zone that serves for nothing. Any possibility to make Jamaica respawn ? for people like me who didn't make it a settlement ? even a esp added to the main one would be great.
Hi! I was just wondering if you knew why some encounter zones don't seem to respawn despite not having the "Never Reset" flag? For instance, I don't think I've ever seen the Rotten Landfill (the mole rat garbage den near Lexington) respawn at all. At first I thought it was because it isn't referenced by anything (like most encounter zones actually), but then I noticed it was also the case for Hub City Auto Wreckers, and I know this location does respawn after a while.
Thanks in advance!
EDIT: just noticed the Rotten Landfill doesn't have the "LocTypeDungeon" keyword contrary to Hub City Auto Wreckers, maybe it's got something to do with that...
it's like an event for new players, to get the feel of the game's world.. rescueing some hapless settlers, which will be a habit later on.. same as when you have to follow dogmeat to Fort Hagen, you'll meet all kind of enemies along the way... it's kind of an introduction.. (although, pretty lame, as when you get to that point, you'll be already familiar with all of those)..
I'll look into that area however.. as it would be logical to have the molerats around there respawn..
By the way, thanks for your mod and for showing which parameter needs to be modified!
I experimented a bit on my side (I want to add a couple more locations to your mod), but it seems some areas won't respawn enemies even without the "Never Reset" flag, like Bedford Station for example. Loot seems to respawn however!
I like this. Everything seems to make logical sense except for Mass Fusion, which may become occupied depending on how the main questline is completed.
(i.e. Brotherhood patrols are inside and outside of the building on my current playthrough.)
which is covered by Beth.Soft already... so no problem there either
as I said, only the cell's flag is edited.. what kind of opposition/occupant will spawn there is still base game (or whatever mod you use) content based..
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I've noticed some places where respawn make enemies sleepy. For example in front of the Pickman Gallery (before entering) or inside National Guard training yard building. Enemies are here but frozen. You can shoot them but the challenge is gone.
Now, the place have other logical mishaps as well...
-as why not able to farm the muties on the upper level, without doing the quest (for someone who didn't join the brotherhood..)
-how come the muties have lived up the place on the sublevel if you can only enter that area with the quest running (otherwise, the little corridor to the elevator would be blocked and the elevator would be non-existent)
-why not allow the muties to spawn on the outside, so to show that they try to take it back? ("wish a buckethead would show up.. I would rip his legs clean off..") (not to mention, that ammo for the broadsider will be extreemly limited this way) ...actually there were indications that the BoS would fortify the place and ghouls would attack it at some point, but that must be another cut content..
So I'd rather bestow that to whoever tries to restore that sequence, same as why the CombatZone is not included in this mod (because there's a fine mod out there that restores the cut content of it.. which renders the reset flag kind of useless, unless you still want to shoot up the place).
honestly, I'm not really fond of touching the place, as it smells 'cut-content' a mile away.. and even if Beth.Soft. neglected to finish it properly I still feel it (with my immersion-counter) it's right to leave it empty for those who made the quest.. which will be forfeit if the reset flag is switched for those who do not care for the quest and just want to farm the extra 7/11 monsters there (and the ammo for the Broadsider)
A bit frustrating.
Especially when high lvl and you've done everything in the game. more fight zones is nice. And i don't like how B decides to make so many zones only available once, having in mind players will make just 1 playthrough.
For exemple jamaica plain, after you visited it, then the gouls never respawn as B decided this place will be dedicated to become another place for boring settlers.
Same thing for zimonja outpost, a interesting place to raid because of the raider with a fatman, the zone respawn many times but then suddenly no more cause the game decides it will be a settlement and preston gives you a quest for it even.
Result, i didn't touch the workbench and didn't make any settlement out of it but nevertheless it didn't prevent the game from flaging it not respawnable, now the place is just a boring empty zone that serves for nothing.
Any possibility to make Jamaica respawn ? for people like me who didn't make it a settlement ? even a esp added to the main one would be great.
If you have time.
Thanks in advance!
EDIT: just noticed the Rotten Landfill doesn't have the "LocTypeDungeon" keyword contrary to Hub City Auto Wreckers, maybe it's got something to do with that...
I'll look into that area however.. as it would be logical to have the molerats around there respawn..
I experimented a bit on my side (I want to add a couple more locations to your mod), but it seems some areas won't respawn enemies even without the "Never Reset" flag, like Bedford Station for example. Loot seems to respawn however!
(i.e. Brotherhood patrols are inside and outside of the building on my current playthrough.)
as I said, only the cell's flag is edited.. what kind of opposition/occupant will spawn there is still base game (or whatever mod you use) content based..