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Creature Respawn Module
Unread 15. February 2011, 17:32   #1
Toccatta
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Creature Respawn Module

This feature module is designed to be merged in with other mods, allowing people to pick and choose which features they wish to include with their games. It is not intended to be used as a stand-alone mod, although it can be with a small amount of effort.

If you prefer the convenience of a more "plug & Play" mod, I recommend you consider one of the many excellent compilations by youngneil1 or SlackerLX. This feature is included in some of them. As is the case with all mods, this is intended for use only in single-player mode. Mods are prohibited in multi-player mode, and may subject the user to disciplinary action up to and including banning. Please do not do this, for your sake as well as that of the community. We do not wish to provide the developers any reason to wish to hinder or suppress the creation of mods.

This module is compatible with v1.2 of Two Worlds II.

Thanks go to youngneil1 and propheet, for help in tracking down which data needed to be changed to make creatures respawn.
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File Type: zip respawn module.zip (114.6 KB, 1083 views)
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Re: Creature Respawn Module
Unread 15. February 2011, 17:40   #2
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Re: Creature Respawn Module

Great that you placed it as release (easier to find this way) - I will update my compilation list accordingly.
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Re: Creature Respawn Module
Unread 20. February 2011, 22:05   #3
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Thumbs up Re: Creature Respawn Module

Thank you, thank you.
Because all I had was already merged with crafting upgrade V3
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Re: Creature Respawn Module
Unread 5. March 2011, 08:44   #4
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Re: Creature Respawn Module

awesome mod, really breathed life back to the world, cheers Toccatta !
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Re: Creature Respawn Module
Unread 5. March 2011, 17:18   #5
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Re: Creature Respawn Module

Finally, i can find more varns, i've killed most of them while running around the 2nd island.
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AW: Creature Respawn Module
Unread 6. March 2011, 11:26   #6
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AW: Creature Respawn Module

How do I install .par-files?
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AW: Creature Respawn Module
Unread 6. March 2011, 19:27   #7
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AW: Creature Respawn Module

wo muss man das reinkopieren in denn mod ordner oder WD files ordner ???
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AW: Creature Respawn Module
Unread 8. March 2011, 18:33   #8
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AW: Creature Respawn Module

WD files ordner thx
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Re: Creature Respawn Module
Unread 17. April 2011, 04:01   #9
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Re: Creature Respawn Module

Excuse me, but could you please tell me what is time requirement for the respawn to take place? And is this real time or in-game time?
I'm trying to find out if the mod is working (after a merge) in my game.

Thank you.
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Re: Creature Respawn Module
Unread 17. April 2011, 07:03   #10
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Re: Creature Respawn Module

Quote:
Originally Posted by Cthulhu View Post
Excuse me, but could you please tell me what is time requirement for the respawn to take place?
No, I could not. I've never bothered to time it. Since I don't use the default game timing, even if I did time it, I couldn't answer either question with any certainty.

However, in real-time, it seems to be about 20-30 minutes for me. Also keep in mind that the tutorial groms aren't included in the respawn mod, so you'll have to get past the tutorial before you have any possibility of seeing something respawn. Under normal circumstances, that means you would need to play about a little less than an hour in order to verify your respawn mod is correctly installed.

Fortunately, the respawn mod doesn't require a restart, so even if you didn't get it installed correctly, you can fix it later without having to start over again.
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Re: Creature Respawn Module
Unread 17. April 2011, 14:38   #11
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Re: Creature Respawn Module

Alright, I'm done with the orc training (just before leaving to the first city) and i was testing the respawn with those groms in the Alsorna island.
I could test it by killing them and leaving the game open for 20-30 mins, but just one question before I try this. Do i need to leave that area?
For example, kill them and wait inside the Caves of Alsorna?

I did follow your merge tutorial, and I presume I merged it correctly with the More Dyes, More Slots mod, which is the only other mod I'm using.
And what did you mean you are not using the default game clock? Are you using a mod that changes it or you simply don't use it in your mods?
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Re: Creature Respawn Module
Unread 17. April 2011, 17:52   #12
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Re: Creature Respawn Module

I believe you'll need to leave the area for the creatures and NPCs to respawn. However, if you enter an interior cell like Caves of Alsorna, that should be enough.

As to not using the default clock, when I start the game, I use the console command:

setdaylength 240 28 228

That makes the normal day last for four hours instead of the approximately 40 minutes which is the default day length. After saving the game in the starter dungeon, the modified day length becomes part of the save and the command doesn't need to be used again (except when starting a new game).
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Re: Creature Respawn Module
Unread 17. April 2011, 18:09   #13
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Re: Creature Respawn Module

I see.
I tested without changing the day length, and left the game open for 30 minutes inside Caves of Alsorna.
When i came back everything had respawned, so I guess it's working as intended.

Four real hours seems too much.
I used to play Fallout 3 with a timescale of 5 in-game minutes equal 1 real minute.
Considering a day time of 12 hours, (60 / 5).12 = 144 minutes, and dividing it again by 60, almost 2 hours and 30 minutes.

Anyway, by checking your command it seems 240 is the day time, but what about 28 and 228? And would it work to use this command after the initial dungeon?
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Re: Creature Respawn Module
Unread 17. April 2011, 18:29   #14
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Re: Creature Respawn Module

Yes, you can use this command at any time. It works like this:

Setdaylength [total day length in minutes] [index of sunrise] [index of sunset]

The day is divided into 256 index values with 0 being midnight. Basically, the values I showed are the default schedule, just changed from 40 minutes to four hours. In the default day, daylight is 200/256 of the full day while night is 56/256 of the full day. The 56 index values of night are divided in two so that half occurs in the evening before midnight and the other half occurs in the morning after it. i.e. sunrise = index 28, sunset = index (256-28)

To use your Fallout3 schedule as a basis, your value for day length would be 288, which is actually longer than mine - even though you think mine is too long.

Of course, in TW2, the day is mostly light instead of being half-and-half, so if you wanted a more even distribution, you would use the following command:

SetDayLength 288 64 192

That would give you the 5 in-game minutes = 1 real minute you're used to as well as dividing the day into half light and half dark... so daylight is 128 index values while night is the other 128. Divide night in half and put half before midnight and half after.

128/2 = 64, sunrise = 64, sunset = 256-64.
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Re: Creature Respawn Module
Unread 17. April 2011, 18:58   #15
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Re: Creature Respawn Module

Wait, that doesn't make sense.

In Fallout 3 for example, 60 minutes (1 hour) / 5 give me 12 real minutes per in-game hour.
Even if I go as far as setting a day time of 15 hours, 12 (real minutes) x 15 = 180 minutes.
Unless the total day length includes the night time aswell, 12 x 24 = 288 minutes as you said.
Hmm, I guess I will just use your timescale then. You are way more experienced in this game than I, so you the better choice to say what's the best timescale to play it.

Anyway, I don't want to go off-topic, but it also seems a waste to open another thread just for this.

First, is a there a complete console command list?
I found this one http://segmentnext.com/2011/01/10/tw...i-tweak-guide/ but it's mostly graphics settings and cheats. That setdaylength command is not even included there.

Second, do you know any good summary for the first game (Two Worlds)?
I read this one http://twoworlds.wikia.com/wiki/Two_Worlds_Summary but it's somehow out of context and is incomplete.
While i can understand part of the current story, some things just feel out of context without playing the first game, and I don't have the interest/time to play it just to play the its sequel.
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Re: Creature Respawn Module
Unread 17. April 2011, 19:12   #16
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Re: Creature Respawn Module

Day length = length of the day. If someone asks you how many hours are in a day, do you say 12 or 24?

As to a complete command list, you might try Two Worlds Vault. There is a page of codes here.

I don't know of a good summary of TW1, although it isn't really necessary to know the story of the first one in order to make sense of the second. If you're not interested in playing the first game, I'd recommend you pretend that TW2 isn't a sequel and just play it for what it is. The opening sequence gives you enough background to do that, since (in my opinion) the second game doesn't really follow all that logically from the first one anyway.
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Re: Creature Respawn Module
Unread 17. April 2011, 20:10   #17
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Re: Creature Respawn Module

I thought that the day variable was related to the daylight factor, not the general concept of a day. hehe, my bad.

Alright, i read the link you suggested but it's still not a complete list.

Anyway, thanks for all the help.
It's always nice to find a community willing to help.
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Re: Creature Respawn Module
Unread 17. April 2011, 21:24   #18
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Re: Creature Respawn Module

Sorry... my mistake. You want a complete list of the functional commands. I was thinking of the complete list of object identifiers. Try this instead; it should be complete.
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File Type: txt 2w2commands.txt (50.5 KB, 89 views)
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Re: Creature Respawn Module
Unread 17. April 2011, 21:43   #19
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Re: Creature Respawn Module

Thanks. However, the lack of description makes it kind of difficult to know what some commands do.
It's a good list though, and if have time I'll check one by one, write a complete description for each command and post it here.

Messing with this list, tutorials and the previous list gave me the following autoexecGame2.con:

Code:
cam.zoom.min 15
cam.talk.zoom.min 15
cam.under.zoom.min 15
cam.fight.zoom 50
cam.xoff 0
Engine.GrassFadeFnc 500 
Engine.GrassUserDistance 1.9
Engine.FogHazeFactor 1.8
Engine.FogHazePower 3
Engine.DstFarPlane 7000.6
Graph.enablefog 0
cam.sniperbow.tighten.fov.immediate 0
interface.setequipmentsetdelayticks 0
Seems to work fine, but i noticed that the cam.fight.zoom variable doesn't apply to interior cells and there is no variable in the list that could do this function.
At least not based in the names cam, fight, and under.
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Re: Creature Respawn Module
Unread 17. April 2011, 22:09   #20
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Re: Creature Respawn Module

Check TWV list. It contains all useful cam commands that also work underground.
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