Can you please make an esm version of this mod, now that CK is released. It would make it way easier to handle with all the other mods installed, instead of having to keep track of manually changed entries somewhere in files or BAT files.
Hey, I know its been a while, but any chance that we are able to do more now that the creation kit has been released? I love to get rid of this persistent world enforced by cell resets.
Is it possible to disable a specific POI from respawning, but not all POI?
For example, there's one POI near Hope Town that I want to take over and use as an outpost (using a mod to build on restricted zones)... but I don't want the Ecliptic respawning all the time, and yet I don't want to affect every POI in the game the same.
is it possible to stop the game to reset an entire tile ? i mean, i explored and cleared all the poi of the tiles i visited, took me hours, only to figure out later that those tile got partially reseted like the poi i cleared stopped existing, totally immersion breaking an a huge disappointment, so i'd like to know if we can stop this for happening with ini tweaks ? and yours specially, can it stop reseting entirely, let's say i put -1 to all lines ? or something like 99999999999999
Yea, I'll do some waiting around in game to get this setting tested out properly. The POI's might work differently because that is an entirely new feature of the game.
This settings seems to work for the most part. I tested resetting Nova Galactic Shipyard at Luna across different settings and was able to reproduce respawns at shorter and longer lengths. The POI I was testing was giving me some trouble, but I think you need to be passing time outside of the planetary system to actually add to the respawn counter, and I managed to get enemies to respawn after waiting for only 48 hours with iHoursToRespawnCell 24 iHoursToRespawnCellCleared 48
I'm unsure about POIs disappearing entirely.
Something that still needs to be tested is if waiting on a body with a long rotation period and subsequently passing a fuckload of universal time resets these counters faster. This design decision doesn't make any sense; this shouldn't cause this weird time dilation. The problem is the game converting the body's longer rotation period into the standard 24hr format (so an "hour" actually means 30 earth hours on the moon for example). The bodies with longer rotation periods should just have days that consist of more hours. "Hour" means earth hour. not 1/24th of its rotation period. Rant over lol
Glad its not just me. It took me ages to clear out the facilities around my outpost to make the area safe, just for them to all respawn!?! Since you can land on a planet as many times as you want and after so many times, it removes the old landing plots, you get new procedural content every time, each planet becomes infinite. There was no reason for BGS to have enemies respawning at all! They are already infinite if you go looking for them...
Its completely immersion breaking. That, plus as you say, when the do respawn, the pip goes from the map and you cant fast travel there any more. What a silly design.
Major things that respawn in a cell are container loot, locked doors, and enemies. Loot that is physically placed like pens and notepads I am unsure of.
What follows is the game design/vanilla, since this mod only changes the delay...
I noticed that : a) generic loot does respawn after the set delay (noticed from vanilla respawn before I changed the delay with this bat file/mod). b) some locations (mainly Structures) become marked unexplored with new NPCs (same faction usually). Minor locations like caves and natural stuff to survey remain marked Explored (i.e. so players can do the Survey completions). c) locked safes remain locked if you did not get them beforehand. I think the get relocked with new loot after the delay, but I am not 100% sure.
Example : I visited a starter location (Kreet Science Lab where there was originally a quest) and everything was respawned: new medpacks, new everything, including new pirates. I only wanted the locked stuff after leveling my picklock. In ALL Bethesda games, I always change the cell respawns to a very long time (I hate stuff respawning and love being able to complete all exploration). At worst, when we want the world to respawn locations, we can change the delay.
Nb : it does not affect merchants. In Skyrim and Fallout 4, it also never affected quests, events, etc.
Can confirm this mod only affect enemies and fixed loot (containers, boxes). I noticed clutters (pens and notepads) respawn right behind me on my back one second after I looted them. I know this mod does not affect clutters, but wondering if there is anyway to prevent clutters from respawning immediately after they were looted.
It looks like the author wants you to download another mod to be able to run this mod. I don't like having interdependencies in my mods for various stability reasons, so I've asked above for clarification on which .ini file we need to add the lines in the description to.
Console Command Runner is the simplest method by design : you do not need to modify files or add lines. You just use your mod manager (Vortex, MO2, etc.) or drop the mod inside /data.
The other method is manual : you create a bat file and invoke it in you StarfieldCustom.ini
For example, I have a bat file called timers.txt that contains only: setgs iHoursToRespawnCell 1500 setgs iHoursToRespawnCellCleared 9999 My StarfieldCustom.ini file invokes my bat files with the line : sStarting[Nexus web site blocks this code]=bat All_bat_tweaks because I have a file called All_bat_tweaks.txt that calls all my bat files (it is more reliable than adding many bat files in custom.ini).
The "YourTxtFileNameHereNoExtension.txt" should reside in your top level game folder, next to Starfield.exe.
You can bold the = to bypass the javascript detection on the site btw.
And I agree recuringwolfe! I prefer no dependencies, but all the modding beginners froth at the mouth for things to be made simple for them, thus the CCR version.
This is the CCR (Console Command Runner) version of this tweak, which means you do not need to add lines in files, etc. It is meant to simplify the process, so this mod is not really an ini tweak, but the description tells you how to use the manual method if you prefer.
26 comments
installed, instead of having to keep track of manually changed entries somewhere in files or BAT files.
For example, there's one POI near Hope Town that I want to take over and use as an outpost (using a mod to build on restricted zones)... but I don't want the Ecliptic respawning all the time, and yet I don't want to affect every POI in the game the same.
is it possible to stop the game to reset an entire tile ? i mean, i explored and cleared all the poi of the tiles i visited, took me hours, only to figure out later that those tile got partially reseted like the poi i cleared stopped existing, totally immersion breaking an a huge disappointment, so i'd like to know if we can stop this for happening with ini tweaks ? and yours specially, can it stop reseting entirely, let's say i put -1 to all lines ? or something like 99999999999999
Change
setgs iHoursToRespawnCell 840
setgs iHoursToRespawnCellCleared 2400
to
setgs iHoursToRespawnCell 84000000
setgs iHoursToRespawnCellCleared 24000000
If bugs happen, well, that's what happens lol. What u gonna do?
This settings seems to work for the most part. I tested resetting Nova Galactic Shipyard at Luna across different settings and was able to reproduce respawns at shorter and longer lengths. The POI I was testing was giving me some trouble, but I think you need to be passing time outside of the planetary system to actually add to the respawn counter, and I managed to get enemies to respawn after waiting for only 48 hours with
iHoursToRespawnCell 24
iHoursToRespawnCellCleared 48
I'm unsure about POIs disappearing entirely.
Something that still needs to be tested is if waiting on a body with a long rotation period and subsequently passing a fuckload of universal time resets these counters faster. This design decision doesn't make any sense; this shouldn't cause this weird time dilation. The problem is the game converting the body's longer rotation period into the standard 24hr format (so an "hour" actually means 30 earth hours on the moon for example). The bodies with longer rotation periods should just have days that consist of more hours. "Hour" means earth hour. not 1/24th of its rotation period. Rant over lol
Since you can land on a planet as many times as you want and after so many times, it removes the old landing plots, you get new procedural content every time, each planet becomes infinite. There was no reason for BGS to have enemies respawning at all! They are already infinite if you go looking for them...
Its completely immersion breaking. That, plus as you say, when the do respawn, the pip goes from the map and you cant fast travel there any more. What a silly design.
I noticed that :
a) generic loot does respawn after the set delay (noticed from vanilla respawn before I changed the delay with this bat file/mod).
b) some locations (mainly Structures) become marked unexplored with new NPCs (same faction usually). Minor locations like caves and natural stuff to survey remain marked Explored (i.e. so players can do the Survey completions).
c) locked safes remain locked if you did not get them beforehand. I think the get relocked with new loot after the delay, but I am not 100% sure.
Example : I visited a starter location (Kreet Science Lab where there was originally a quest) and everything was respawned: new medpacks, new everything, including new pirates. I only wanted the locked stuff after leveling my picklock. In ALL Bethesda games, I always change the cell respawns to a very long time (I hate stuff respawning and love being able to complete all exploration). At worst, when we want the world to respawn locations, we can change the delay.
Nb : it does not affect merchants. In Skyrim and Fallout 4, it also never affected quests, events, etc.
I noticed clutters (pens and notepads) respawn right behind me on my back one second after I looted them.
I know this mod does not affect clutters, but wondering if there is anyway to prevent clutters from respawning immediately after they were looted.
Console Command Runner is the simplest method by design : you do not need to modify files or add lines. You just use your mod manager (Vortex, MO2, etc.) or drop the mod inside /data.
The other method is manual : you create a bat file and invoke it in you StarfieldCustom.ini
For example, I have a bat file called timers.txt that contains only:
setgs iHoursToRespawnCell 1500
setgs iHoursToRespawnCellCleared 9999
My StarfieldCustom.ini file invokes my bat files with the line :
sStarting[Nexus web site blocks this code]=bat All_bat_tweaks
because I have a file called All_bat_tweaks.txt that calls all my bat files (it is more reliable than adding many bat files in custom.ini).So, you can see why CCR is more convenient !
The StarfieldCustom.ini line is
You can bold the = to bypass the javascript detection on the site btw.
And I agree recuringwolfe! I prefer no dependencies, but all the modding beginners froth at the mouth for things to be made simple for them, thus the CCR version.