Im sorry , when i made this mod it was a learning experience, I had to learn a lot of things the hardway, like what to touch how to touch certain objects, A lot of hard lessons learned. One I learned from programming class is to segment an object by functions and separate functions in those objects. This mod is a real world example of that. Id have to remake the whole mod unfortunately from scratch and I just dont have the time to do so.
To any who use mod, please use at your own risk. It is to be considered abandoned at this point. I tried to fix a lot of the reported bugs, and I believe I fixed most of them. I do not have time anymore to continue to support this mod. If someone was interested in taking care and continuing it I would appreciate it.
I can see the * next to the playerhome containers so i guess the mod is working. So is the safe in the goodspring school one of the 1% Containers your mod does not reset?
Does anywhere know what timer is actually controlling the respawns? Im fairly sure its not in the mod itself, ive gone through it enough to make it compatible with stuff.
I wouldn't mess with this mod if that is the case. If the mod had unique containers placed, then mine shouldn't be an issue. Also if you put it below this one in the load order it's containers should or most likely wouldn't be touched. I wouldn't know I really only ever need about the 4 or 5 houses that I put in here, any more and then my stuff is just too spread out.
How does this mod work? I've literally checked every section in FNVEdit of your "DylansMoreRespawnableMonsters.esp" and there are a lot of Worldspace edits that add NPCs, markers and some manually placed containers whose baseobject respawn setting is off. In fact, GECK says all the containers are not set to respawn, even with your .esp loaded. I think you uploaded the wrong file lol.
Thank you so much for seeing that, I did indeed upload the wrong file, and am currently loading the right one. What that was, was an old tinker file that is no where near finished that i built to be a companion to this mod. If you look at the file it was Dylansmorerespawningmonsters. I had no clue i uploaded the wrong one until you said something. You are a hero in my book. If you want to look at the new version in fnvedit you will see it does set many containers to respawn.
Thank you for your fast response and fix. Now I am using Cuties Container Respawn Mod for my current playthrough and I don't want to unistall it and install yours because it might mess up my current save. In my future playthroughs, you can bet I will be using your mod.
Hey all, some important bug fixes with this mod. Ran it through NVEdit. Thank you all for listing all bugs for me. As I promised I check back on all my mods at least once every couple months, and fix any bugs people find. My goal is to create a clean mod from the getgo, but with thousands of edits, its not so simple.
No, as long as i played, the container of AWOP don't respawn. But beware of the house mod. For exemple the house in Goodspring added by "Good thing in Goodspring" have container that respawn and other that not respawn, check the name of the container, if they have a name that not Vanilla or with a * they will not respawn and are safe for your stuff. I think it depend, you have to test for know what is safe or not. Test an empty container you're not sure about by storing an object that never spawn in them like Rad/Bark-scorpion venom gland. Save, change zone, wait 3 days and come back to the container to check if the item is still here or get deleted/replaced by other objects.
I never tried it but maybe renaming container can prevent them for respawning, i'll test and come back for tell if it work or not. ^^ And sorry for my maybe bad spelling, English is not my native language.
Edit : Nope, renaming a container will renames all the same container, tried with a crate. Then the only solution i know is check house mods container in GECK/FNVEdit and name them the way you want if they have a vanilla name.
The way you do it is duplicate a container and in its name put an asterisk (I put in the form I.D. the word SAFE to set them apart), while setting it to not respawn.
I was having issue with my weapons not being returned from gomorrah after leaving. After reentering and checking them (they're hidden in past the wall in the bank area, console TCL is easiest way to get to them).. I kept finding them empty, meaning I couldn't steal my items back anyway.
It could be the combination of mods Im running but I found deleting 11bc83 from this mod fixed the problem. 11bc83 apparently is "empty safe" Im not sure why you would even want to bother marking safes that normally spawn empty to "respawn" anyway, might make for a good 'trash can' mod maybe
Fixed the Gommorrah mod, I never really go to gommorah so I never noticed it. I set empty containers to respawn simply because I didn't want people running through a dungeon and putting all the stuff into an empty container. The form was devious, in that it wasn't marked properly. This was meant to be a companion mod to a monster mod I'll probably finish eventually that "resets" interiors.
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I think you uploaded the wrong file lol.
Have a nice day.
For exemple the house in Goodspring added by "Good thing in Goodspring" have container that respawn and other that not respawn, check the name of the container, if they have a name that not Vanilla or with a * they will not respawn and are safe for your stuff.
I think it depend, you have to test for know what is safe or not. Test an empty container you're not sure about by storing an object that never spawn in them like Rad/Bark-scorpion venom gland. Save, change zone, wait 3 days and come back to the container to check if the item is still here or get deleted/replaced by other objects.
I never tried it but maybe renaming container can prevent them for respawning, i'll test and come back for tell if it work or not. ^^
And sorry for my maybe bad spelling, English is not my native language.
Edit : Nope, renaming a container will renames all the same container, tried with a crate. Then the only solution i know is check house mods container in GECK/FNVEdit and name them the way you want if they have a vanilla name.
After reentering and checking them (they're hidden in past the wall in the bank area, console TCL is easiest way to get to them).. I kept finding them empty, meaning I couldn't steal my items back anyway.
It could be the combination of mods Im running but I found deleting 11bc83 from this mod fixed the problem.
11bc83 apparently is "empty safe" Im not sure why you would even want to bother marking safes that normally spawn empty to "respawn" anyway, might make for a good 'trash can' mod maybe