It changes all Rifts time to respawn an enemy to 999999 seconds (277 hours), so they won't be able to respawn enemies you kill (even if you leave the location). That means you don't need to rush killing this crackling bastard, ignoring all other enemies anymore – you can play at any pace you like.
Changed Values
IntoTheRadius\Content\ITR\Levels\Zone\Castle there's L_Zone_[Map_name]_Monsters.umap files → BP_MonsterSpawnGenerator[Number_or_place] (2-4 of them) → BP_MonsterSpawnGeneratorC: CooldownSeconds
Compatibility
- STALKER Overhaul Mod: not tested, but should be compatible, overrides Stalker mod's rift cooldown.
- Weighed Random Enemy Spawns: not needed (fully overrides Weighed Random Enemy Spawns), download "No Rift Respawn + Weighed Random Enemy Spawns" instead
- Should have the same compatibilities as Weighted Random Enemy Spawns, because they have the same files overrides. No known incompatibilities.
What enemy types weights to choose?
Any of your preference, regardless of what mods you have.
- Vanilla – weights of the base game, certain enemy types spawn only in certain loation
- Weighted Random – any enemy can be spawned in any area, but hard and armored enemies are less common in low-level locations.
- Stalker Mod – same as Weighted Random, but harder; different weights for enemies with different weapons.
Future Updates
- ✓
Add additional files (variants) for basic game's and Stalker Mod's enemy spawns. - Do "all in one" .fomod instead of individual downloads for each version.
My mod is based on Stuchoo's Weighed Random Enemy Spawns (that's based on Ziggylata's STALKER Overhaul Mod), thanks to both for their mods.