Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

hexef

Uploaded by

hexef

Virus scan

Safe to use

72 comments

  1. hexef
    hexef
    • premium
    • 87 kudos
    Locked
    Sticky
    ---> CHANGELOGS <---


    Update 1.1
    -Fixed a potential CTD when drinking from rivers or lakes.

    Update 1.2
    -A very important update! Fixes a major savegame bloat. If you use an older version, install this ASAP!

    Update 2.0
    -The most important update.
    -Fixes the items that belong to .ESP files not respawning.
    -Many other bugs fixed.
    -Huge optimization on script code, much better performance in return.
    -Items and containers that belong to cells that are included in Encounter Zones with Never Reset setting set to on will now respawn.
    Items that were dropped by the player before the installation of this mod will now get removed as well.

    Update 2.1 - Make sure you get the latest JIP release !!!
    -Fixed some bugs.
    -Doors and terminals will now reset their lock status.
    -All cells now have 75% chance to respawn the loot, for extra challenge.
    -Respawn time is now iHoursToRespawnCell multiplied by 10. Therefore, with the vanilla value, loot respawn is every 30 days.
    -Dropped items or items placed via PlaceAtMe will now despawn in half the amount of the respawn timer. With the vanilla iHoursToRespawnCell setting, these items will despawn in 15 days.
    -All dropped books and uniques will be despawned. The only way not to loose them is to either drop them to a safehouse, not picking them up at all or simply carry them with you or use them.
    -Dropped items with value greater than 50 have 95% chance to despawn, otherwise 65%.
    -Containers with unique items will no longer respawn their inventory anymore, which means they are now safe to store your loot into.
    -Book recipes from OWB will no longer respawn.
    -All Items with higher value than 25 now have 20% chance to respawn, otherwise 50%.
    -All containers now have 75% chance to respawn their inventory.

    Update 2.1.1
    -Fixed respawning notes and caravan cards.
  2. hexef
    hexef
    • premium
    • 87 kudos
    Locked
    Sticky
    If you want to make more cells safe to store items to, other than the ones mentioned in the description, you can easily do that using FNVEdit modding tool.
    1. Open the mod in FNVEdit.
    2. Search for the formID of the cell you want to mark as safe and copy it.
    3. Go to the formlist section of this mod and select "xqCCICRSafeCells" formlist.
    4. Add the copied formID of the cell there.
  3. cory3573
    cory3573
    • member
    • 15 kudos
    I've made myself a personal update for this mod that actually really respawns all the loose objects like I was wanting. It removes the respawn multiplier and limiters so everything respawns every single time after iHoursToRespawnCell has passed, as long as you haven't visited the area in the meantime.

    There's a weird issue though, when you trigger an area to respawn it needs to be reentered to spawn loose items. EDIT: Fixed this, but it could be kind of aggressive on your game, I recommend saving before you enter a refreshed zone and using a Mod (Specifically Local Cell Map Respawn Indicator and Unvisited Interior Indicator) that tells you when it's refreshed to be sure.

    Still respects unique items strewn about not being respawned, but it will reposition them, sorry you don't get 15 copies of insertUniqueItemHere.

    It also patches some bugs related to locking doors and terminals with keys you don't have access to, like the quest based Big MT doors, unfortunately means any doors locked via a nearby terminal will also remain open, better open than not.
    Also another where cells would infinitely respawn after their first respawn.

    This mod has literally no permissions on it though(?), I'll ask for permission for now and upload it if I don't get an answer after awhile.

    EDIT for myself: Requires NVSEJIP LN NVSE Plugin, JohnnyGuitar NVSE, ShowOff xNVSE and the Dead Money, Honest Hearts and Old World Blues DLCs
    1. NuclearRatz
      NuclearRatz
      • member
      • 0 kudos
      Soo where is your update?
    2. cory3573
      cory3573
      • member
      • 15 kudos
      My bad, uploading it soon. It was made my own use so it's pretty aggressive, I'll have a link up soon. Updated mod, it's aggressive, enjoy.
  4. MaqFried
    MaqFried
    • member
    • 0 kudos
    Is it ok to use this in Base Bulding (FO4 Inspired) weapon locker ??? do loot remain??

    EDIT: I tried using FNVEdit but it has "CONT" not "CELL" so I think it must be for the "UNiqueItemsContainer" where all other "CONT" located
    FLGunCabinets "Gun Cabinet" [CONT:01003A45] (Still don't work) | [01003A45] <Error: Could not be resolved>|

    sorry bad English please help
    1. MaqFried
      MaqFried
      • member
      • 0 kudos
      ILl wait for a reply until then Ill refrain my self from using this I might lose my things in the base I built
    2. cory3573
      cory3573
      • member
      • 15 kudos
      Hello, you would need to find out what cell specifically you built your base in, then add that cell to the home cell list. You should do this every time you build a new base, this will protect your loose items from respawning on top of all your containers.
    3. jedp15
      jedp15
      • supporter
      • 24 kudos
      I was thinking why anyone would use this mod since most people use mod-added homes. It's good to know you can add homes or "cells" to a list given in the mod, but the fact the author never mentions this in the description, nor are there any documentation in the download is baffling.
  5. xTRUExNinja54
    xTRUExNinja54
    • premium
    • 0 kudos
    Is this mod broken? I have the latest JIP, NVSE and patch for this but no matter how install it or reinstall my game the containers never respawn loot, placed items randomly like to re spawn but the loot in containers never respawn.
    1. MaqFried
      MaqFried
      • member
      • 0 kudos
      Thay say you should wait for 30 ingame days
  6. negisensei
    negisensei
    • supporter
    • 0 kudos
    I can't seem to get this to work. For those who got this working, help a fellow out? Thanks in advance!
    1. Asatyatya
      Asatyatya
      • member
      • 0 kudos
      I had been in trouble too, but I finally find way to make this mod work!
      1.this mod originally configured to respawn per 30 day in fonv.(probably most people give up using this mod,due to so long cycles to respawn)
      2.to change this setting ,we should use Geck through NVSE(make shortcut and open propaty , write  "-editor"  end of  its link.
      then invoking NVSE shortcut,Geck will open instead of fonv)
      3.Change "xqCCICRCellsVisitEH"': line 47 
       let fTimeUntilReset := ((GetNumericGameSetting "iHoursToRespawnCell") / 24) * 10 ; →let fTimeUntilReset := ((GetNumericGameSetting "iHoursToRespawnCell") / 24) * 1 . then respawncycle become quick to 3day.
      ( or change as you wish if you can read code)
       -don't forgot change "Comprehensive Cleanup and Item Respawn.esp" to active file...(I mistaked several time fuk Geck)
       -and please never forgot save!
      4.this mod has great and complicated respawn system .there is knowhow to respawn Item.
        it have flag to respawn cell which recorded visitting time of entering cell.
       Item will never respawn unless you entered cell after mod activated... 

      sorry for my poor english。。。I
      I wish you make it (   ¯꒳¯ ) がんばれネギ先生
    2. Asatyatya
      Asatyatya
      • member
      • 0 kudos
      and I additionary write.

      Please take care of the following points when using Geck
      ・invoking through NVSE.
      ・activate file
      ・change script.
      ・☆ choose command  "Recompile All" from Script Edit menu and confirm your script work.
      ・save!
    3. duckflash
      duckflash
      • member
      • 0 kudos
      Thank you Asatyatya! That worked! Do you know why, after the reset, you need to enter the cell multiple times for the items to respawn? I just tested this in my game and, when I first enter the cell after the reset, no items respawn but, if i leave and immediately enter again, some items will respawn.
  7. Garof
    Garof
    • supporter
    • 1 kudos
    I, too, am having troubles getting this mod to work. Is anyone still supporting it?
  8. Trefan99
    Trefan99
    • member
    • 2 kudos
    Works great for me.
    Don't know why so many people here seem to have problems with it.
    If you didn't mod the vanilla respawn time with anything else, the mod's default container/item respawn will be 720 hours. 1 long ingame month. If you actually want to see it in effect, to test it, you need to change the script in NVSE Geck. Author posted what you need to change on the second page.
    1. negisensei
      negisensei
      • supporter
      • 0 kudos
      Hi there! How did you get this to work? I can't seem to get it running even having to change things using GECK to see the effect much faster.
  9. vaultboyfan
    vaultboyfan
    • member
    • 2 kudos
    does the item reset work for vending machines?
  10. uijk718293
    uijk718293
    • member
    • 34 kudos
    So... Is this like automated version of now defunct New Vegas Save Cleaner?
  11. twgear2
    twgear2
    • member
    • 4 kudos
    This mod isn't working for me. I believe something is wrong with the way the 'xqCCICRCellsVisitEH' script was written, because I switched the value (which was originally 10) multiplied by the vanilla respawn time (which is three days) and changed it to a one. Meaning that all items and containers should now respawn in three days with those changes. I made the same alterations for the despawn items in the script, so they should also despawn after 3 days. I also changed all of the variables that set the respawn probability for containers and items and set them to 100, so that all containers and objects should respawn 100% of the time when the fake respawn is called. And after spending a few hours testing the mod and playing around with the scripts I've come to the conclusion that the mod simply doesn't work. It doesn't respawn items out in the open, it doesn't respawn containers, and it doesn't despawn any items you drop regardless of their value. It's possible I may have done something wrong when editing the scripts and somehow threw everything off, but I'm a fairly experienced programmer and I honestly can't imagine what that could be.

    EDIT: Yeah, the mod absolutely 100% doesn't work. Tried it on new saves, old saves, about a dozen different positions in load order, using the unaltered script, tried altering the script to change respawn times and probabilities, tried using it in a brand new game, and quite a few other things. Nothing ever respawned.
  12. Darkf1re
    Darkf1re
    • member
    • 0 kudos
    First of all, is the mod still being worked on? Secondly, does anyone know how to make it so that dropped items get deleted in 3 days and loot is respawned in 6 (since the former is half of the latters time)?

    Also, is it possible to make it so that EVERYTHING thats dropped is quaranteed to despawn? If i don't pick it up in that time, i didn't want it in the first place