File information
Created by
ishouldbeplayingquakeUploaded by
ishouldbeplayingquakeVirus scan
About this mod
Exchanges many instances of non-respawning creatures with respawning ones in order to make the Mojave feel more alive.
- Permissions and credits
- Donations
Another creatively titled mod, "Some Respawning Creatures" exchanges 64 instances of Fallout: New Vegas' non-respawning creatures with respawning ones (and restores 4 Young Fire Geckos and 4 Fire Geckos in Nopah Cave). It achieves this not by editing base records, but by editing the actual placed references in the world. For example, references that use the base record of VCrTier2RadscorpionMedNR are changed to instead use VCrTier2RadscorpionMed (the NR acronym in the former's name likely stands for something like No Respawn). Each approach has its pros and cons, but the approach this mod takes is better for compatibility with other mods that use vanilla records and want their creatures to remain dead. Legendary creatures and the Deathclaws in Quarry Junction have NOT been edited, and will remain dead. Furthermore, all edited creatures have been marked as persistent to prevent them from potentially disappearing.
I suspect that Obsidian set many of these creatures to not respawn to give the impression of having been through an area and thinned the herd, but it is not done to a very noticeable degree. As such, one might as well make them respawn in order to give the player more things to fight, which is simply more fun.
- 2 Giant Worker Ants, 1 Giant Soldier Ant, and 4 Radroaches in the Basincreek Building.
- 5 Bark Scorpion Hunters near Hidden Valley.
- 2 Small Radscorpions and 3 Radscorpions near Nipton Road Reststop.
- 2 Giant Radscorpions at the Mesquite Mountains Camp Site.
- 3 Radscorpions near Boulder City.
- 3 Young Cazadores and 2 Cazadores along the road from Goodsprings to Bonnie Springs.
- 1 Young Cazador and 2 Cazadores near Brewer's Beer Bootlegging.
- 1 Deathclaw in the Deathclaw-ridden hills near Bonnie Springs and Vault 19.
- 1 Young Deathclaw near Vault 19.
- 2 Deathclaw Mothers on the Deathclaw promontory (the one in Dead Wind Cavern already respawns, so why not?).
- 5 Feral Ghoul Roamers in the Central Sewers (there is also a Glowing One, but he carries a key and will remain dead).
- 4 Feral Ghoul Roamers, 1 Feral Ghoul Reaver, and 1 Glowing One in the Sealed Sewers.
- 1 Young Golden Gecko in Clark Field.
- 6 Young Fire Geckos and 2 Fire Geckos near Nopah Cave.
- 5 Young Fire Geckos and 5 Fire Geckos in Nopah Cave. There is an unused and somewhat unfinished script in the game that is supposed to eventually replace these 10 non-respawning Fire Geckos with a smaller group of 7-8 respawning ones. In contrast to mods that restore and refurbish this unimplemented script, this mod keeps the script disabled and instead simply enables all 18 Fire Geckos from the start and makes them use the game's default respawning system instead of the script's, which means that they now respect any changes made to the iHoursToRespawnCell GameSetting. I find that a tiny cave with 18 Fire Geckos helps Nope-ah Cave live up to its name.
Encounter Zones exist
Some of the cells in Fallout: New Vegas use Encounter Zones that prevent creatures from respawning even if they are set to do so, because such cells may be set to never reset. I do not think any of this mod's references are affected, so this information is only included here for the sake of completeness.
Creatures are not guaranteed to spawn
By design, many creatures in Fallout: New Vegas have a chance of not spawning. For example, you are unlikely to see the max amount of Fire Geckos in Nopah Cave (18 with this mod) all at once, as most of them have a 25% chance of not spawning. If you want guaranteed creature spawns, consider using something like the "No Chanced" versions of "Mojave Wildlife."
Because this mod edits the placed references themselves instead of the base records, it is highly compatible. Simply place this mod high up in your load order, so that mods that are likely to edit placed creatures (such as landscape mods) win any conflicts. If you use cut content restoration mods like "Uncut Wasteland" or "Goodies," load this mod after them (i.e., place this mod below such mods in the load order) to ensure that the Nopah Cave script remains disabled. I will not be making or maintaining any patches for this mod, but you can easily patch any conflicts yourself in xEdit, should you desire.