I really like the respawning in this game and other TES games, so this mod isn't for me. But ironically, my mods found here would pair well with your mod since I moved a lot of respawn flagged actors to leveled creatures. So it'd prevent even more respawning with your mod here. Oh, the sheer irony of a mod I used to get more reliable respawning out of certain characters being used to prevent even more respawns. :P
Thanks for the reminder. I was recently wondering why the mod doesn't work in some places (i.e. kwamas in front of mines). Now I understand. I've linked your mod in the description as a recommendation for better reliability.
I love this mod. I used it for my previous playthrough on MWSE, and it's probably core to my enjoyment of Morrowind at this point. But I made the switch to OpenMW for my current modlist and I miss this mod dearly.
With OpenMW version 0.49+ now having lua script support, would you be willing to make a OpenMW version?
Glad to hear, I can't deal with respawns either, it turns the gameplay into a never-ending hamster wheel of futility.
As for the OpenMW, I'm going to be honest. I tried making a mod for OpenMW once, it's very different. Far too convoluted and limited compared to MWSE, I didn't like it. Gotta give OpenMW a few more years to catch up with MWSE. And personally, I'm not crazy about OpenMW (the promised performance is not quite there yet) and I don't play it myself, so low motivation doesn't help.
Thanks for the response! I may have to go back to MWSE as well. The main draw of OpenMW for me was maps for new lands like Skyrim Home of the Nords and Anvil, but I could probably live without that.
Does not work for me. Redoran guards in Ald'ruhn are still respawn, even though i killed them all several times, and i can see in config menu that mod is active :-(
You, my dear Korootz, are a wonderful human being. Not only did you create this mod which does nearly everything I hoped for, you are also engaging with the community and providing valuable resources for the end users to toy around with / tweak the mod to personal preferences.
I have made some simple mods in the (actually quite distant... f*#@ I'm old) past and my position on the spectrum lets me enjoy the pleasantness of a well put together database. You know, that warm fuzzy feeling deep down in the cockles of your heart? Or maybe somewhere below the cockles, I don't know. Point is, I actually have some interest in generating a much more granular blacklist to let other players have some more customization options.
However, I am also a lazy bag of dicks, so it's fairly likely I'll completely forget about it or continue to procrastinate on it until my "eh, f*#@ it" meter is filled. :D
This is the third request to customize this mod, so I may eventually add a configuration for the sake of the community, even if I personally disagree with those settings. But then there are a lot of other things I want to do with Morrowind that I have to prioritize, and right now I'm stretched thin.
In v2.1 I've added an option to track exteriors (enabled by default), so if you want exterior beasts to respawn, turn off tracking exteriors. Daedras on the surface will still spawn. Addressing this would require implementing a more granular (and time consuming) blacklist.
If possible, could you make a terrain/biome version of this? It makes sense for something like a dungeon to be permanently cleared, but less so for wilderness and caves
I suppose it's doable by checking whether the current cell is an interior or exterior, but how do you tell a cave from a dungeon? One would probably have to prepare a complete list of all cave cell names first, and that in itself seems like a lot of work. If you're motivated, I encourage to try - looks like leveledCreaturePicked event has access to current cell data, that would be a good place to start.
In v2.1 I've added an option to track exteriors (enabled by default), so if you want to block respawns only in interiors (like dungeons) disable tracking exteriors.
I suppose it's possible by checking tes3creature name but this would require adding a config option and I wanted to keep this mod as simple as possible. If you know a bit about coding you can always edit main.lua file yourself and extend the "if (spawnedBefore)" condition to block respawn only for guards. MWSE docs explain what kind of data is available: mwse.github.io/MWSE/events/leveledCreaturePicked.
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With OpenMW version 0.49+ now having lua script support, would you be willing to make a OpenMW version?
As for the OpenMW, I'm going to be honest. I tried making a mod for OpenMW once, it's very different. Far too convoluted and limited compared to MWSE, I didn't like it. Gotta give OpenMW a few more years to catch up with MWSE. And personally, I'm not crazy about OpenMW (the promised performance is not quite there yet) and I don't play it myself, so low motivation doesn't help.
I really want to claim 1 dungeon as a home :P
I have made some simple mods in the (actually quite distant... f*#@ I'm old) past and my position on the spectrum lets me enjoy the pleasantness of a well put together database. You know, that warm fuzzy feeling deep down in the cockles of your heart? Or maybe somewhere below the cockles, I don't know. Point is, I actually have some interest in generating a much more granular blacklist to let other players have some more customization options.
However, I am also a lazy bag of dicks, so it's fairly likely I'll completely forget about it or continue to procrastinate on it until my "eh, f*#@ it" meter is filled. :D