At first I attempted Self.Reset() in a script attached to the plant itself. That didn't work, and neither did disabling and re-enabling.
Here is the general idea:
scriptName phiRespawnIngS extends ObjectReference{Respawns ingredients when entering a cell after a set time.} float xtime float ytime float Property phiRespawnDay auto Event OnActivate(ObjectReference akActionRef) xtime = Utility.GetCurrentGameTime()EndEventEvent OnCellLoad() if xtime <= 0 Self.Reset() xtime = Utility.GetCurrentGameTime() elseif xtime > 0 ytime = Utility.GetCurrentGameTime() if ytime - xtime >= phiRespawnDay Self.Reset() xtime = Utility.GetCurrentGameTime() endif endifEndEventphiRespawnDay is a global I set with a default value, since I wanted to be able to change it easily from either another script or directly from the console. Basically you set this to the number of game days you want it to take for plants to respawn, then the script atatched to the plant object is supposed to check when the player enters the cell if that time has passed and reset them.
If the mod was just loaded any plants in the room should reset the first time they are loaded.
Unfortunately the above appears to do nothing, and nothing appears in my debug logs to indicate why.
