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.

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

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

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.