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is there a reliable way to prevent respawn in dungeons/caves?


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Posted

hi all,

 

once a cave/dungeon is cleared, is there a reliable, simple way of preventing mobs from respawning? Do they respawn at all (my LLM says so)?

some of these locations are quite nice and I like to add furniture/bring followers after i clear them

 

Thanks in advance!

Posted

Make a mod, find the interior cell(s) you're interested in, and flag them with the "NoReset" flag.  That's the only reliable way.  There is no in-game mechanic to prevent it as-is other than to constantly re-visit them every few in-game days.

Posted
37 minutes ago, davisev5225 said:

Make a mod, find the interior cell(s) you're interested in, and flag them with the "NoReset" flag.  That's the only reliable way.  There is no in-game mechanic to prevent it as-is other than to constantly re-visit them every few in-game days.

 

thank you! so the base behavior for most vanilla locations that are caves, and dungeons, and probably for mods that add similar locations are that enemies DO respawn right?

even if for example you set cellownership ?

Posted
Vor 57 Minuten schrieb Fraying9981:

 

Vielen Dank! Das heißt, das Standardverhalten für die meisten Orte im Originalspiel, die Höhlen und Verliese sind, und wahrscheinlich auch für Mods, die ähnliche Orte hinzufügen, ist, dass Gegner wieder erscheinen, richtig?

selbst wenn Sie beispielsweise die Zellenbesitzerschaft festlegen?

 

Yes—this reset is one of the most important features in games like this... especially since it occasionally helps to get "stuck quests" moving again (see also the advice in various support threads about revisiting the relevant cell after a few in-game days).

Posted (edited)

All locations in Skyrim respawn every 10 or every 30 days. Not just dungeons, but all interior and exterior locations as well, including any containers. unless they're flagged as non-respawning. To have them not respawn you have to visit the location once before the respawn timer runs out. 

 

Example:

barrels in front of Warmaiden's. One of the barrels in vanilla game does not have an ownership set up, so you can freely use it as a storage container. However to not lose the items in it, you have to visit Whiterun once per 10 days.

 

There can also be non-respawning containers inside locations that are respawning.

 

Example:

a cloth sack inside Riften's Beggar's Row. The location itself respawns, but this specific container does not. It can be safely used for long-term storage, without the need to visit it once every 10 days.

 

Here's a list of non-respawning locations: https://en.uesp.net/wiki/Category:Skyrim-Places-Safe. Everything else respawns.

Edited by belegost
Posted
3 hours ago, Miauzi said:

 

Yes—this reset is one of the most important features in games like this... especially since it occasionally helps to get "stuck quests" moving again (see also the advice in various support threads about revisiting the relevant cell after a few in-game days).

 

thank you! noted it's an esp flag then. is there a way to console command your way out of this? or is an xedit patch the only way?

 

2 hours ago, belegost said:

All locations in Skyrim respawn every 10 or every 30 days. Not just dungeons, but all interior and exterior locations as well, including any containers. unless they're flagged as non-respawning. To have them not respawn you have to visit the location once before the respawn timer runs out. 

 

 

thank  you, indeed that's the information i had found 10-30 days respawn.

 

2 hours ago, belegost said:

Here's a list of non-respawning locations: https://en.uesp.net/wiki/Category:Skyrim-Places-Safe. Everything else respawns.

 

thanks. that's not many. I appreciate the help in defining this overall problem. 

 

So allow me to clarify: I'm using AI mods (e.g. Skyrimnet) to populate areas (= add NPCs and set their home at a fixed cell, so I have new settlements/tribes here and there grow over time). that's also the reason for this ask. It seems that interestingly Vanilla skyrim can conflict with this due to the cell respawn system. That probably means that adding modded locations with no NPCs/creatures is probably the simpler way.

Posted (edited)

I'm fairly certain that there are, or were, mods on Nexus to stop re-spawning. Many years ago I asked a question similar to yours and somebody posted about- mods. I never did anything about it though.

 

EDIT 1

Just found this with a quick search:

https://www.nexusmods.com/skyrimspecialedition/mods/101775?tab=description

 

EDIT 2

Search on Nexus for "respawn" - I got 52 results.

Edited by Grey Cloud
Posted (edited)
2 hours ago, Grey Cloud said:

I'm fairly certain that there are, or were, mods on Nexus to stop re-spawning. Many years ago I asked a question similar to yours and somebody posted about- mods. I never did anything about it though.

 

EDIT 1

Just found this with a quick search:

https://www.nexusmods.com/skyrimspecialedition/mods/101775?tab=description

 

EDIT 2

Search on Nexus for "respawn" - I got 52 results.

 

thank you!

yes this one is pretty good. seems like a global one

https://www.nexusmods.com/skyrimspecialedition/mods/24514?tab=description

and this one you can choose whether it affects only the cleared vs non cleared

https://www.nexusmods.com/skyrimspecialedition/mods/31881

 

for the second one: how is "cleared" defined? asking this because i have some modded locations and it seems the authors didn't bother adding this mechanism. so wondering if I can set this manually

Edited by Fraying9981

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