About this mod
NPCs, creatures and containers will respawn.
The quest / unique ones should not respawn however.
- Permissions and credits
I would recommend using this mod with an economy / loot balancer mod so you don't end up with 2000 stimpacks, 1000 lockpicks and too much of everything.
This mod makes the NPCs, creatures and containers respawn after days (72 hours) by default, i wouldn't recommend changing it either.
For now, i am unable to make the turrets respawn just like they respawn in Fallout 4, but anyway, they do not give any loot, it's just for the challenge but unfortunately for now i can't seem to make them respawn.
Mod will be updated from time to time.
There's the All-in-One Edition (Fallout: New Vegas, Tales of Two Wastelands, TTW A World of Pain for Fallout 3, World of (Less) Pain - A Lore Friendly AWOP Revision)
Normally, enemies will respawn with different stuff, so it will never be the same (especially if you use mods that adds different outfits and weapons into the leveled lists that is)
I made this mod mostly because i want to still enjoy my character, i have lot of mods that adds lot of new content and even after one long playthrough i still haven't got more than 5% of the items my game has to offer thanks to the mods.
When there are no enemies left, there's nothing to shoot which is boring, i enjoy creating new characters and roleplaying but the lacks of enemies available at the endgame isn't enjoyable, as i have more items, i need more NPCs to shoot and loot their stuff, containers to loot, etc... so i can purchase all the stuff the mods adds.
I always edit the mods so items are sold for a price that makes sense instead of just finding the items at Goodsprings which is cheating so always having NPCs to shoot and loot to loot is good to me.
Even on a vanilla playthrough, i would recommend this mod, perhaps not on your first playthrough though.
I do not want unique characters to respawn, nor containers that contain unique items, nor unique items nor unique creatures and neither quest or important locations (The Citadel for example).
I haven't touched stuff that are not used / referenced so if one of your mods adds one of those into the game, it won't respawn but i doubt that one of your mods has those as generally, modders create their own new containers / NPCs, except for the AWOP mods which are taken care of in the complete mod.
You shouldn't have twice the same note (except if it already have two in-game) nor twice the same unique item where the item has only one in the World as those won't respawn.
Some may respawn but it is not intended so if you encounter some enemies that should respawn but do not respawn, let me know.
If you encounter some enemies that should not respawn but do respawn, let me know.
Same for the containers and locations.
I'll be able to fix it when i'll have the time.
Safe to add at any time and should be safe to remove mid-game as it does not add anything new but removing mods mid-game isn't recommended anyway.
I recommend playing with More Mojave, Wild Animals of Survival, Mojave NPCs, Casino Crowds, Gore Loot (my respawn mod makes them respawnable), Lootable Statics (my respawn mod makes them respawnable), DFB Random Encounters and S6S's Prodlimen Creature Pack for a more alive mojave wasteland, some of them even works on the Capital Wasteland.
Functional Post Game Ending if you want to be able to play after the end because in Fallout: New Vegas, you can't, not even with DLCs like in Fallout 3.
Stuff that won't respawn:
Unique weapons
Unique Armors
Unique Outfits / clothing
Unique items
Ice Nuka Cola
Rocket Souvenir
Nothing should respawn at the Lucky 38 Casino.
Graves won't respawn.
Most stuff in Raven Rock won't respawn as you can't even go back there without using the console or mods (which wouldn't make sense anyway).
Normally, you shouldn't be able to have more skill magazines (the permanent ones on Fallout 3).
The footlocker containing 2000 bottle caps, a power armor and power fist in Caesar Tent will not respawn as it would be too easy to farm.
Vendors won't respawn, unique characters won't respawn.
While unique NPCs won't respawn, very few unique creatures may respawn, not the named ones, only ones such as "Tunneler Queen" from the Lonesome Road DLC.
Protectrons that are in the metro (Fallout 3) shouldn't respawn either.
Also added / fixed some sounds for when you open containers and for when they get closed.
Some containers may not respawn because if i change them to respawn, so will some containers in your houses (Goodspring's House for example), there are workarounds but i don't want to bring big changes and new lines of IDs, i want to keep it as simple as possible.