[Rel] SPAWN

Post » Sat May 28, 2011 6:27 pm

Just out of curiosity, other than different max/minimums for certain areas, what is exactly the benefit of using this alongside Less Predictable Respawn?

I'm just not seeing it. I downloaded it, it looks cool, but I can't quite figure out what enabling it will get me other than the option to have caves respawn faster than say, ayleid ruins, and yet another script running in the background :P

I guess I'm just not getting it, lol.
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Dona BlackHeart
 
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Post » Sat May 28, 2011 6:16 pm

Just out of curiosity, other than different max/minimums for certain areas, what is exactly the benefit of using this alongside Less Predictable Respawn?

I'm just not seeing it. I downloaded it, it looks cool, but I can't quite figure out what enabling it will get me other than the option to have caves respawn faster than say, ayleid ruins, and yet another script running in the background :P

I guess I'm just not getting it, lol.

No extra benefits - I never claimed it had any :P What I did claim was compatibility with mods that modify global respawn behaviour/time. And it so happens that LPR does something like that ... ;)
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Cathrin Hummel
 
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Post » Sat May 28, 2011 9:34 am

No extra benefits - I never claimed it had any :P What I did claim was compatibility with mods that modify global respawn behaviour/time. And it so happens that LPR does something like that ... ;)


No problem, I just thought I was missing something, :P
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Cagla Cali
 
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Post » Sat May 28, 2011 11:51 am

I'll wait for the next verision and dl then. It would be worth it for a reset of home areas.. except one thing. In some cases, (like the marie elellna on the waterfront) not all "safe" sacks start off empty. So would a hard reset cause the player to lose items in the homes they "capture" as the bags all refill?
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Jordan Moreno
 
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Post » Sat May 28, 2011 11:15 am

I'll wait for the next verision and dl then. It would be worth it for a reset of home areas.. except one thing. In some cases, (like the marie elellna on the waterfront) not all "safe" sacks start off empty. So would a hard reset cause the player to lose items in the homes they "capture" as the bags all refill?

All containers suffer ( it's not as ominous as it sounds, though :D ) the consequences of a normal cell reset, when reset by SPAWN - If they are flagged to respawn, they'll lose their contents.
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Luna Lovegood
 
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Post » Sat May 28, 2011 9:18 pm

looks cool, shadeMe!
gonna download and play the GAME!
the CS is boring: its all If...ElseIf...EndIf. :P
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Jonathan Montero
 
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Post » Sat May 28, 2011 10:28 pm

looks cool, shadeMe!
gonna download and play the GAME!
the CS is boring: its all If...ElseIf...EndIf. :P

You forgot While ... Loop ! That's probably the reason why I keep getting back to the CS :lol:
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josie treuberg
 
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Post » Sat May 28, 2011 7:49 pm

Did you install You Are Here ? The link's in the the 1st post ( and it's pretty big too ;) )


Doh! That would explain it.
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Shelby Huffman
 
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Post » Sat May 28, 2011 4:46 pm

No problem, I just thought I was missing something, :P


The only reason to have both running is that SPAWN doesn't yet cover all the areas in the game. According to the readme that will require some new commands in OBSE. So until that happens, what Spawn doesn't deal with LPR will.
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Eddie Howe
 
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Post » Sat May 28, 2011 11:24 am

Exactomundo!
Or if you've got a custom-made Arch-mages tower as your home and then the plants in the Arcane University grounds never respawn because you walk in and out of the tower too often.

Vac


If you go to a cell at day 3 and then you visit the cell at day 4, the reset timer is reset. Can you adjust this mod that the reset timer just decrements by one until the timer gets to 1 or 0 if possible? That way the cell resets properly.
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Sophie Morrell
 
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Post » Sat May 28, 2011 12:57 pm

Awesome! Very glad to see this release. :tops:

edit: another suggestion: support for modders to place an xmarker (or something) with a specific name that tells this what respawn setting to use?


Yeah! That would rock. :D
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Mariaa EM.
 
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Post » Sat May 28, 2011 6:15 pm

Looks pretty sweet, shadeMe... Keep up the bad work! :blink:

I used to use You Are Here along with (I forget the name) a mod that tweaked lighting in different dungeons/settings. I found that YAH gave a lot of false-positives for castles and ruins and stuff, and not just in enhanced areas like Better Cities or Unique Landscapes. Places like vanilla Anvil were coming up as castle all the time because there's a castle nearby, and the upper-class inn in Leyawiin uses a couple of Ayleid textures so it was getting Ayleid ruins lighting... stuff like that. Have you tweaked YAH at all to get more constitently accurate results, or combined it with something like checking the music type for a better hueristic? Not that it matters quite as much with an invisible game mechanic as it does with something so obvious to the user as adjusting lighting.

So you just have to get worldspace cell reset to work, and I can take LPR off the market. :lol:

[edit] I see you've taken A2A from your sig, shadeMe. :nope:
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Lucky Boy
 
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Post » Sat May 28, 2011 12:38 pm

[edit] I see you've taken A2A from your sig, shadeMe. :nope:


I noticed that as well and I am not really happy about it!
I was hopping for a replacer that kills vampires in a way never seen before!
If they are killed by normal means the MOD may violate the copyrights of an enchanted sword or a custom made fire spell! :nono:
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Laura-Jayne Lee
 
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Post » Sat May 28, 2011 6:16 pm

So you just have to get worldspace cell reset to work, and I can take LPR off the market. :lol:

There's always room for a more lightweight solution, YAH questions aside. :)
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Lifee Mccaslin
 
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Post » Sat May 28, 2011 9:06 pm

I don't know whether it's SPAWN or LPR but something's messing with my spawns. In areas where there should be one there isn't. I'm currently in Vilverin, and I always get 2 bandits outside in the camp. But this time they weren't there, at least not until they had respawned a couple of times. And so far all the undead lower down in the ruins are missing. By this time I would normally have battled 2-3 Zombies and a few skeletons, but there's nothing. Also, there's some locked cells down one passage that usually are filled with varying creatures but there was nothing in them. I've unplugged SPAWN for now since frankly I think that's the culprit. It's loading first and is the one that's controlling the spawn rate for Ayleid Ruins.
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emily grieve
 
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Post » Sat May 28, 2011 3:59 pm

If you go to a cell at day 3 and then you visit the cell at day 4, the reset timer is reset. Can you adjust this mod that the reset timer just decrements by one until the timer gets to 1 or 0 if possible? That way the cell resets properly.
I'll just include a override in the INI that will disallow the last visited/respawn time resetting after revisiting a tracked cell and another for player owned cells. In essence, it'll work the way you want it to.

Looks pretty sweet, shadeMe... Keep up the bad work! :blink:

I used to use You Are Here along with (I forget the name) a mod that tweaked lighting in different dungeons/settings. I found that YAH gave a lot of false-positives for castles and ruins and stuff, and not just in enhanced areas like Better Cities or Unique Landscapes. Places like vanilla Anvil were coming up as castle all the time because there's a castle nearby, and the upper-class inn in Leyawiin uses a couple of Ayleid textures so it was getting Ayleid ruins lighting... stuff like that. Have you tweaked YAH at all to get more constitently accurate results, or combined it with something like checking the music type for a better hueristic? Not that it matters quite as much with an invisible game mechanic as it does with something so obvious to the user as adjusting lighting.

So you just have to get worldspace cell reset to work, and I can take LPR off the market. :lol:
Yeah ! YAH's inaccuracy is one of the pestering issues that needed working upon. But I didn't do much tweaking with it as most of the discrepancies seem to occur in exteriors. Interiors don't seem to suffer that much though. In any case, I think I'll get rid of YAH's dependency and write a customized version of cell detection to add additional checks ( syncing with YAH is a bit of a pain as such ) in the following update.

[edit] I see you've taken A2A from your sig, shadeMe. :nope:
I noticed that as well and I am not really happy about it!
I was hopping for a replacer that kills vampires in a way never seen before!
If they are killed by normal means the MOD may violate the copyrights of an enchanted sword or a custom made fire spell! :nono:
Hehe .. I just didn't have space for all 3 :D Besides the link pointed to a locked thread. But rest assured, for the new version's being worked on. I ran into some roadblocks - so thought I might do something different. Seeing naked vamps all the time gets monotonous after a bit :P Most of the death handling's been done. The new version will allow 3rd party plugins to added different death effects ( as in a2a will be a library ). I guess I'll be back at it once I finish working on the disease transfer mod.

There's always room for a more lightweight solution, YAH questions aside. :)
QFT

I don't know whether it's SPAWN or LPR but something's messing with my spawns. In areas where there should be one there isn't. I'm currently in Vilverin, and I always get 2 bandits outside in the camp. But this time they weren't there, at least not until they had respawned a couple of times. And so far all the undead lower down in the ruins are missing. By this time I would normally have battled 2-3 Zombies and a few skeletons, but there's nothing. Also, there's some locked cells down one passage that usually are filled with varying creatures but there was nothing in them. I've unplugged SPAWN for now since frankly I think that's the culprit. It's loading first and is the one that's controlling the spawn rate for Ayleid Ruins.
The bandits outside the camp - SPAWN shouldn't be messing around with those ( it can't, in fact ). Vilverin - Did you visit and leave the cell at least once ? SPAWN will start only tracking when that's done. If the issue happened before that, SPAWN shouldn't be the culprit. In any case, I suggest you turn on debug mode in the INI and see if you see any indicting messages in the console.
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ANaIs GRelot
 
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Post » Sat May 28, 2011 6:06 pm

The bandits outside the camp - SPAWN shouldn't be messing around with those ( it can't, in fact )

. Vilverin - Did you visit and leave the cell at least once ? SPAWN will start only tracking when that's done. If the issue happened before that, SPAWN shouldn't be the culprit. In any case, I suggest you turn on debug mode in the INI and see if you see any indicting messages in the console.


Well I'm not really sure what's causing it but I don't think I'm going to worry about it. So what if a spawn doesn't show up once in awhile, it just adds to the randomness. The bandits outside did spawn eventually, just not exactly when I expected them to. As for Vilverin, the Bandits inside were there, just not the undead. So it wasn't like I was exploring an empty ruin. It was just different from what I was used to. Which is kind of the point of using these two mods.
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Rebecca Clare Smith
 
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Post » Sat May 28, 2011 1:16 pm

Im keeping an eye on this, will try it out sometime soon, looks like good work!
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GRAEME
 
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Post » Sat May 28, 2011 12:01 pm

Well I'm not really sure what's causing it but I don't think I'm going to worry about it.

Good for you ! But I'd still like to know the answer, if you'd kindly :P
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keri seymour
 
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Post » Sat May 28, 2011 1:34 pm

I'll just include a override in the INI that will disallow the last visited/respawn time resetting after revisiting a tracked cell and another for player owned cells. In essence, it'll work the way you want it to.


Awesome. :D
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Judy Lynch
 
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Post » Sat May 28, 2011 10:46 am

Good for you ! But I'd still like to know the answer, if you'd kindly :P


OK, but I'm not exactly sure what you want me to do.
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Michelle Chau
 
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Post » Sat May 28, 2011 9:23 am

OK, but I'm not exactly sure what you want me to do.

Did you visit and leave the cell at least once ?
Think of an answer for that, the cell being Vilverin.
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Chrissie Pillinger
 
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Post » Sat May 28, 2011 9:10 am

Think of an answer for that, the cell being Vilverin.


Well I can't be too sure of the cell that had the missing undead since I don't know where it begins. I went down to where the Bandits hang out, picked up all the loot I could until I couldn't carry anymore then went back to the IC to sell it. When I came back I then went down to where the undead were supposed to be, but they weren't. There's a door that seperates the two areas but I'm not sure if that also seperates a new cell or whether both areas are part of the same one.
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Dan Endacott
 
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Post » Sat May 28, 2011 7:50 pm

Well I can't be too sure of the cell that had the missing undead since I don't know where it begins. I went down to where the Bandits hang out, picked up all the loot I could until I couldn't carry anymore then went back to the IC to sell it. When I came back I then went down to where the undead were supposed to be, but they weren't. There's a door that seperates the two areas but I'm not sure if that also seperates a new cell or whether both areas are part of the same one.

For the looks of that, SPAWN shouldn't have touched the usually-undead-infested cell. You don't seem to have visited that cell beforehand. Going through a load door usually signifies a cell change.

Thanks for your feedback !
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sunny lovett
 
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Post » Sat May 28, 2011 9:55 am

Update
Version 0.2 is out !
Post #1 http://www.gamesas.com/index.php?act=findpost&pid=14600642
Post #2
http://www.gamesas.com/index.php?act=findpost&pid=14600648

Change Log

0.2 –
  • Fixed erroneous variable names in the INI file
  • Added a new cell type – Player Owned cells
  • Added Revisit override for cells, player owned and otherwise
  • Added support for custom respawn times
0.1 - Initial Release


Do tell if you feel I spit out updates too quickly :)
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Lily Something
 
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