Blocks all respawns. If you kill something, it's gone. Uninterrupted rest. Configurable. MWSE-only.
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Changelogs
Version 2.2
prevent harmless error when loading the mod for the first time in a game where there are no spawns
Version 2.1
added option to track interiors only
added option to track guards
Version 2.0
added config menu with spawn counter
added compatibility with Yet Another Guard Diversity
always tracks all respawns, even if you currently don't satisfy the lvl requirement
saves to player data rather than to e.spawner.data which was unreliable
finally works, as expected
Normally, when you kill a leveled-list monster (or a guard) a similar one will reappear after 72 in-game hours, or on next cell reentry, if you disposed the body.
This simple MWSE mod blocks all such respawns by adding a "spawnedBefore" flag to each spawn on leveledCreaturePicked event. (Un)fortunately, as a side effect you will also be interrupted in your sleep less often. (interruptions in cells you visit for the first time might still happen, but only once per cell)
Now if you want to be like Saint Jiub and cleanse the world from cliff racers once and for all, or go on a killing spree, murder everything that moves, and become the only inhabitant of empty Vvardenfell - you can. Or prevent yourself from the urge of farming respawning mobs and spoiling your game by becoming too rich and powerful. Or simply not fight the same enemies again when backtracking and keep better track of locations you've already cleared.
Installation & usage Unpack to game's main directory. It doesn't work retroactively: it won't block spawns you've cleared already prior to installing this mod. It tracks all spawns you come across, including those that might require a higher level than you currently have, which means that if you return to the same cleared dungeon after time, with a higher level, it won't respawn tougher enemies from the leveled lists, as it normally would. But if you visit that dungeon for the first time and you meet the level requirement it would, of course, spawn the tougher monsters. Difficulty considerations On the one hand, it makes the game easier (arguably: less frustrating) by allowing uninterrupted rest and reducing the total amount of enemies you have to deal with; on the other hand, it makes the game harder by removing the infinite source of enemies that could otherwise be farmed repeatedly for infinite loot and skill gain (which is still possible in other ways, but not as easy).
Compatibility Compatible with Yet Another Another Guard Diversity, which is actually recommended, because tracking guards is otherwise not possible without Yet Another Guard Diversity mod, as it moves guards to leveled lists. Compatible with OperatorJack's Deleveler. Should be compatible with any content mods that add or change leveled lists and spawns, but if you install them after this mod you'd obviously have to revisit the affected spawns, so that it starts tracking them. As anything in MWSE, not compatible with OpenMW.
Disclaimer: it's an early, casually tested version, save backups are advised. Granted, I've been playing with this mod for a few weeks myself and haven't experienced any issues yet.