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Prethorius

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tamaneko

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34 comments

  1. PieBaker
    PieBaker
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    Combine with a no essential npcs mod and you could kill and genocide every single thing in the game! MUHAHAHAHAHAHAHA!
    1. dopeboypowerhead
      dopeboypowerhead
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      and put all their corpses and bits in an open dumpster, gotta keep the wasteland nice and tidy!
  2. SCARaw
    SCARaw
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    Mod does not work on OWB DLC, Dead Money DLC and Lonesome Road DLC
    enemies there keep respawning like crazy
  3. deadgrey16
    deadgrey16
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    Does this mod work with TTW?
    1. PetePablo
      PetePablo
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      Idk does it?
    2. Sn4rk
      Sn4rk
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      It works with any mods basically, but it causes a bug where plants regrow anytime when you leave a cell.
      To fix this, open this mod in FNVEdit and change
      iHoursToRespawnCell = -1
      to iHoursToRespawnCell = any desired number, but not -
      default value is iHoursToRespawnCell = 72 (which means 72 hours = 3 days)
      I use iHoursToRespawnCell = 72000000
  4. Sn4rk
    Sn4rk
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    This mod sadly introduces a bug where harvestable plants respawn when you leave and enter a cell (you just need to move away from the place, so far that it loads the LOD meshes... which is not that far... then return and the plants are respawned and you can harvest them again, you can do this how many times you want)
    If you want to fix this, you need to open this mod in FNVEdit and change
    iHoursToRespawnCell = -1
    to iHoursToRespawnCell = any desired number, but not -
    default value is iHoursToRespawnCell = 72 (which means 72 hours = 3 days)
    I use iHoursToRespawnCell = 72000000
  5. Roach1337
    Roach1337
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    Thanks for making this mod. I've been using No Respawn since 2017, but, for some strange reason, it randomly stopped working tonight. I switched to this mod and it works just fine. (If anyone is having trouble getting it to work, make sure it is all the way at the bottom of your load order, so it overwrites the spawning behaviors of any NPCs and creatures added by other mods.)
  6. RebelA
    RebelA
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    There's an issue when I'm using this and the Grave Digger mod at the same time, when I bury someone the dead person reappears alive
    1. foxx0021
      foxx0021
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      Lol. I'm not much of a scripter I learned, but I was looking through the Grave Digger mod scripts the other day trying to sort out an issue in my game where it stops playing the digging animations for some reason, there's a section in the script that sets a scripted respawn function to match the set game respawn timer and after the timer runs out, removes the corpse from a scripted list it initially adds the buried NPC as part of the mod functionality. Maybe this mod sets respawn to 0 and therefore short circuits that section of script, causing it to pretty much reset instantly and make said corpse reappear alive on the spot. Might try a mod instead like Respawn Timer that sets respawn to an insane amount of time, like many years, and that would be a compatible workaround. Anywho, good to know, because I also really like that Grave Digger mod, when I can get it to work at least. I wish I could get some advice from a script whiz on how to fix that mod, or, like I tried to do, make a custom weapon that does a more simplified version of the same thing. I actually use Grave Digger in conjunction with corpse remover, because half the time it doesn't actually bury the corpses. It seems to work on unique NPCs but generic faction NPCs don't get buried, the grave appears and the body stays.
  7. KirkKatana
    KirkKatana
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    I know this is old now, but does this work with the monsters mod?
  8. d3aththr3at
    d3aththr3at
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    Very nice mod, the wasteland feels a lot more like a wasteland now that you can physically see a trail of all the dead bodies you left.

    P.S I killed Malcolm Holmes in my play-through because it was funny, but then I felt bad so i wanted to resurrect him. So I fast travelled to where I had killed him and Lo and behold, a full 7 days in-game later and his body was still there.
  9. trilioth
    trilioth
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    Edited: Nevermind my last.
    I opened this in FNVEdit and looked at what changes were made. It creates a game setting that doesn't exist in Fallout New Vegas, iHoursToRespawnCell and sets it to -1. Maybe that worked for Fallout 3, but that won't work for New Vegas.
    1. Zackhasacat
      Zackhasacat
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      I just checked the wiki, and the GECK, and i tested it in game. That is a setting that works. If I set it to 0, they respawn when I return to the cell. Should work for -1 too.
  10. Rendruk
    Rendruk
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    I agree with below somewhat. I think that certain things, like animals, will naturally respawn. I mean, we can hunt deer in the same place every year. . .

    Now if you go and empty out an entire town full of fiends and then go back and they are all there again, that's a different story. That's unrealistic. But many things imo it makes complete sense to come across them even after you've killed them. Like the ants at the ant hill for instance.

    EDIT = But this is still a good idea if you put some extra work into it by selecting what you believe should respawn and what you feel shouldn't!
    1. TemplaricLegion
      TemplaricLegion
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      What should be added is a realistic damage system, if i get shot in the head 5 timesi should be dead, this would be an excellent idea if the game could actually kill you.