I did some testing, it doesn't appear to re-spawn unique enemies like bosses.
I tried this out in Dawnshore: The spiders in the cave did not respawn. The bears in Strangle Root did not respawn. The Xaurics in the cabin didn't respawn but the Xaurics on the path to the cabin did.
This makes me believe this code is safer to use than I originally thought, that only generic enemies would respawn and if an area has some story or quest involved they wouldn't conflict. Obviously more testing would be required in the later areas. There are some areas where new enemies populate previously cleared zones, I am not sure how that works with the respawn code Caites provided.
EncounterRespawnSettings[0] manages all respawns that are not vanilla I think, even quest enemies, so it might break something, use at own risk. (I just edited the timespawn from 0 to 10. 0 means no respawn for this "enemy category" I believe)
If you want to be able to farm more gold/materials/items or do more fights without worrying about permanently clearing out the map.
If you made repeated poor choices with upgrades, purchases or respecced a lot you could end up being underpowered due to there being limited resources available.
What the game should have is random encounters, instead of respawning (in case no respawns at all without mods), so the game isn't dead after you clear the area. Once you clear the map, there's literally 0 point to go there EVER AGAIN, tell me its not the cancer of all rpgs to literally kill your own game assets, one of the dumbest decisions by Obsidian here.
Then don't DL the mod. It isn't that difficult lol. Also, what is cancer in a game is being made to go back and forth over areas you've "completed" and find them barren of life because there is no respawn. I would settle for no respawn on certain enemies like a boss, mini boss, unique demon/monster or the apex of an apex animal genus, and things like a bandit camp, but yeah, i have ZERO desire to just run around empty zones. If you arent going to have any thing for the player to do in an area, fine, but make sure we don't have to keep going back and forth through said areas.
@apanz, if you don't like it then get out of here, this is one of the best mods. People are not interested in running around an empty map after clearing.
It should be an active choice in game settings. This isn't an MMO, I like exploration much more than combat and my immersion really benefits from not having to fight through the same enemies I just killed 5 minutes ago. It's weird that Avowed has code for respawns, though, but they chose to have it turned off.
As with all these things, people should play the game they want. So love the option of this mod which I now see thr point of on spending time reexploring locations. Having devs put it in a settings option would be great
Personally, I think you don't want everything respawning super quick as yes that's annoying and immersion breaking if unique enemies. But you kinda want generic critters and bandit types to come back, for xp, better reexploration and cos it makes sense immersion wise that returning to a place a few weeks later new enermies would turn up espeically ina place like the living lands
Ditto, great game made better by your mods! Though I need to now up the difficulty level after using some of the mods for easier regen!
And, definitely need this respawn as returning to a previously explore area can feel empty. Though in fairness Obsidian did a good job of tucking away plenty loot, notes and little pathways and verticality. Lack of enemies coming back was a weird one so looking forward to playing with this...
You have to put a value for the EncounterRespawnSettings[0] timespan that is not 0 like EncounterRespawnSettings[0]=(Timespan=100.000000)
Otherwise only a few generic enemies will respawn, that would also respawn even without this mod. In Emerald stair almost nothing will respawn without this line.
Oh, ok. Yeah, I see where I went wrong. I thought the game ini would be directly in the avowed game files. So, I was putting it in the Win files found in the Avowed game folder instead of Alabama. I saw all the same folders when I downloaded the mod as in the Avowed folder and thought "Oh, he meant I should put it HERE".
It's working now that I've gone to the Alabama file in the %appdata% and edited the ini file from there. Sorry, I'm just so used to modding games directly via the game folder that I got confused when I went to said folder and saw all the same files as the mod I downloaded.
Is there a way to make enemies scale to the player's level? I'm levelling up too fast and I'm able to one=shot many enemies and I'm still in Dawnshore.
sorry im not very educated when it comes to merging mods and was wanting to know how to merge this mod and the more ability points mod that also effects the game.ini file.
Hi, Thanks for your great work )) Im not sure that this mod is very useful, as after a certain time, mobs are under your level and don't give much xp. But I would be interested in a mod that respawns resources. I like to test several weapons, and its very difficult to improve them.
Something to keep a note of, later on once you clear an area, the game will naturally fill in that cleared area with creatures that have "invaded" the local area. you start seeing this effect in the second area after a while. I dont have this mod installed but i think this could be a later issue between the base game and this mod
Is it possible to do a mod which removes the gold cost for upgrading weapon tiers (ie common to rare or rare to epic etc) because its kind of dumb that you have to spend gold to upgrade a tier when you are using a dumb amount of materials already.
50 comments
Please, mind, it was disabled in vanilla probably for a reason. Inconsistencies and issues are possible. Use on your own risk.
I tried this out in Dawnshore:
The spiders in the cave did not respawn.
The bears in Strangle Root did not respawn.
The Xaurics in the cabin didn't respawn but the Xaurics on the path to the cabin did.
This makes me believe this code is safer to use than I originally thought, that only generic enemies would respawn and if an area has some story or quest involved they wouldn't conflict. Obviously more testing would be required in the later areas.
There are some areas where new enemies populate previously cleared zones, I am not sure how that works with the respawn code Caites provided.
[/Script/Alabama.GlobalAISettings]
bEncounterRespawnsEnabled=True
EncounterRespawnSettings[0]=(Timespan=10.000000)
EncounterRespawnSettings[1]=(Timespan=120.000122)
EncounterRespawnSettings[0] manages all respawns that are not vanilla I think, even quest enemies, so it might break something, use at own risk.
(I just edited the timespawn from 0 to 10. 0 means no respawn for this "enemy category" I believe)
If you made repeated poor choices with upgrades, purchases or respecced a lot you could end up being underpowered due to there being limited resources available.
Just because you don't like it, it doesn't mean it's cancer. Grow up.
What the game should have is random encounters, instead of respawning (in case no respawns at all without mods), so the game isn't dead after you clear the area. Once you clear the map, there's literally 0 point to go there EVER AGAIN, tell me its not the cancer of all rpgs to literally kill your own game assets, one of the dumbest decisions by Obsidian here.
Personally, I think you don't want everything respawning super quick as yes that's annoying and immersion breaking if unique enemies. But you kinda want generic critters and bandit types to come back, for xp, better reexploration and cos it makes sense immersion wise that returning to a place a few weeks later new enermies would turn up espeically ina place like the living lands
You've single handedly fixed all the things I didnt like about the game....Its actually a pretty sick game with all your mods installed.
And, definitely need this respawn as returning to a previously explore area can feel empty. Though in fairness Obsidian did a good job of tucking away plenty loot, notes and little pathways and verticality. Lack of enemies coming back was a weird one so looking forward to playing with this...
[/Script/EngineSettings.GeneralProjectSettings]
Configuration=Dev
[/Script/Alabama.GlobalAISettings]
bEncounterRespawnsEnabled=True
EncounterRespawnSettings[0]=(Timespan=0.000000)
EncounterRespawnSettings[1]=(Timespan=1920.000122)
Your instructions said to confirm overwriting after placing the ini file in the WinGDK file. That never showed up (On gamepass so you know).
like EncounterRespawnSettings[0]=(Timespan=100.000000)
Otherwise only a few generic enemies will respawn, that would also respawn even without this mod.
In Emerald stair almost nothing will respawn without this line.
It's working now that I've gone to the Alabama file in the %appdata% and edited the ini file from there. Sorry, I'm just so used to modding games directly via the game folder that I got confused when I went to said folder and saw all the same files as the mod I downloaded.
Thanks for your great work ))
Im not sure that this mod is very useful, as after a certain time, mobs are under your level and don't give much xp.
But I would be interested in a mod that respawns resources. I like to test several weapons, and its very difficult to improve them.
you start seeing this effect in the second area after a while.
I dont have this mod installed but i think this could be a later issue between the base game and this mod