This may very well be an inter-mod conflict, but after activating this mod, I appear to have acquired a significant increase in the frequency of 'dungeon cleared' sound occurrences. Usually, the sound only plays after clearing a dungeon or visiting a scenic landmark, or very occasionally at random; after activating this mod, it would play in intervals ranging for 2-10 minutes, even though I tested with my character not moving the entire time. After deactivating this mod, the first savegame load attempt crashed with a runtime error, but the load attempts since have worked fine and the sound has returned to normal.
I am utterly at a loss for why this happens, since this mod doesn't seem to alter that much and should be working fine like it has for everyone else who commented. My guess is that there is a mod conflict, or it's because this is several years and patches outdated, or perhaps a combination of both.
Just a little heads up for anyone who cares. If this is also happening or not happening to your savegame, maybe leave a reply to confirm or isolate my problem so that future downloaders might know what the heck is going on. This mod still seems like a great idea though. Cheers!
Just cleared out Bilegulch Mine, so I fast-traveled to Rorikstead, waited 72 game hours and returned. There were no respawned bandits on the mine's exterior, and no refreshed deposits inside. I was, however, killed by the respawned bandit chief and his flame-enchanted greatsword.
My attempt suggests that the 72-hour respawn does not affect ore deposits.
I believe the CK will be simlar to GECK, if that's the case there will probably be Encounter Zones or something similar where you can choose will a certain cell reset or not. I just hope CK will be released soon, this SkyEdit is too limited to make anything decent ">. And I can't wait for Blender NifScripts as well, no more screwing around with NifSkope (because I'm primarily a 3D Modeller, I only play with SkyEdit because I'm bored).
Hi, I have a question about respawning timescale. There is a cave that I'd like to chose as my home, once I've cleared it of the bandits that are living in it. How can I set the respawn timescale so that bandits never come back into this precise place? Is this even possible? Thank you.
Changing the timescales screws with the NPC AI and might cause quest not to trigger. I believe 2 or 6 is lowest safest option. I have my game set to 6 and notice some AI issues like delayed reactions and group think. For example their is a point in the game where someone follows you to a place. On the default she follows me like a normal follower, but on time scale 6 she lags behind greatly.Another example I had 10 to 15 all come in to a room and sit down at the exact same time when at a normal timescale they would come in one or two at and sit down. These are rather minor issues though and they don't happen a lot. I have no doubts that the NPC AI is tune to whatever the default timescale is.
Another thing about having a low timescale is bodies and items will stay around longer which might cause your game to bloat up a bit and areas will seem emptier because the respawn takes longer. Also you won't run into as many dragons. Before on the default timescale there were times I kill one dragon and a few minutes later another pops up. At 6 dragons are a rare sight. I'm at level 42 and fought maybe 13 and a couple of those were scripted. On the plus side most of the dragons i fought were the strong ones. But there are mods like this one that fixes those issues.
iondragonx, yea no negative effects as far as I can tell. Including loads of buggs reports on bethesda sites I don't seem to have either. None of my quests have broken. If the last few numbers at the end of a save file is the time stamp, I have 244.52.06 in it.
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I am utterly at a loss for why this happens, since this mod doesn't seem to alter that much and should be working fine like it has for everyone else who commented. My guess is that there is a mod conflict, or it's because this is several years and patches outdated, or perhaps a combination of both.
Just a little heads up for anyone who cares. If this is also happening or not happening to your savegame, maybe leave a reply to confirm or isolate my problem so that future downloaders might know what the heck is going on. This mod still seems like a great idea though. Cheers!
My attempt suggests that the 72-hour respawn does not affect ore deposits.
Simple yet really nice
I have a question about respawning timescale. There is a cave that I'd like to chose as my home, once I've cleared it of the bandits that are living in it. How can I set the respawn timescale so that bandits never come back into this precise place? Is this even possible? Thank you.
Another thing about having a low timescale is bodies and items will stay around longer which might cause your game to bloat up a bit and areas will seem emptier because the respawn takes longer. Also you won't run into as many dragons. Before on the default timescale there were times I kill one dragon and a few minutes later another pops up. At 6 dragons are a rare sight. I'm at level 42 and fought maybe 13 and a couple of those were scripted. On the plus side most of the dragons i fought were the strong ones. But there are mods like this one that fixes those issues.