Morrowind
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korootz

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korootz

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15 comments

  1. FlynnSerlant
    FlynnSerlant
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    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
  2. PopkaAlk
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    I would like version where only exterior beasts but not daedra and etc will respawn. Is it possible? Or just let only beasts to be respawnable
    1. korootz
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      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.
    2. korootz
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      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.
  3. almightyk
    almightyk
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    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
    1. korootz
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      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.
    2. korootz
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      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.
  4. GaRRetZAV
    GaRRetZAV
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    Sorry, but it doesn't work.
    1. korootz
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      Works for me. Did you install the latest MWSE or MGE XE? Do you have Less Lame Leveled Spawns, or similar mods?
    2. GaRRetZAV
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      Yes, I have both latest versions of MGEXE and MWSE. I don't have Less Lame Leveled Spawns. So, I have no idea why it doesn't work.
    3. korootz
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      Might be some other mod intefering. Can you give me an example of a spawn where it doesn't work? Is your rest interrupted when sleeping in wilderness?
    4. GaRRetZAV
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      Hm... It must works only for vanilla leveled creatures or modded too?
    5. korootz
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      Depends how these mods are adding new spawns. Try temporarily deactivating these mods, if it starts to work it means it's not compatible.
  5. Subb01
    Subb01
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    Could you make this mod work with only certain enemies (like people and guards but not skeletons and those kinds of enemies)?
    1. korootz
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      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.