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I added my own personal touch to it but want to be extremely clear that the MAJORITY OF WORK AND CODING IS DONE BY RHIDIAN AND FROMHOLLAND.
If at any point Rhidian takes issue with the port I will remove it.
My question is, is there any way to actually "respawn" NPCs, and still get the experience for killing them again? Or even then, is there a way to respawn unique NPCs in Cyseal so that you could still trade with them?
Is there something I have to turn on, in game?
I see the skills but clicking on them does nothing, and nothing reloads....
The lines below that was a response to the other comments asking about whether a restart was needed for the module to work.
Modules in general cannot be activated mid-game and work; the game keeps track of which modules were present at New Game to create the save file, and loads those modules even if you activate other ones. There are workarounds to this for some mods, but Respawning Enemies isn't one of them.
The download link for Respawning Enemies should be
http://www.mediafire.com/download/g7554qx0v4jd9e3/RespawningEnemiesV4.zip
@brandybo- With the way that the module is set up, NPCs who die are "dead" to the story. The 'respawned' enemies created by this module are technically different entities than the dead NPC, and in general should have no effect upon the Story.
To those asking about a combined JotLW and Respawning Enemies module:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=564466#Post564466
"Consume fumbled to cast" is the side effect of the skills. Because those skills are intended to be toggles that don't do anything else, I had them apply a buff with 0% success rate (ie not apply the buff at all). That is what causes the message. Although the buff itself isn't applied, the mod code knows that the skill itself was used and changes the mod appropriately.
The effect of the toggles (and respawning) don't occur instantly; enemies will only respawn upon a map being loaded (whether through moving to another area or saving/loading the game).
What am I doing wrong?
BTW is it possible to do that enemies respwan after at least certain period of game time has passed? Say they won't be respawning when I load unless a game week has passed since their death?
Now with the magic of save-file editing, it's possible to get some mods (that don't contain Story code) to become active mid-game. Story code is compiled only at New Game, which is why even save-file editing cannot make Story-coded mods work mid-game.
P.S. I am the creator of both this module (Respawning Enemies) and Journey of the Lone Wolf. I could make a combined version at some point, since I am now aware of there being a demand for it.
BTW after some effort I was able to combine following mods (into one big mod):
- respawning (this one)
- source difficulty
- extended crafting (with all those fancy extra recipes)
- purchasable skillboks
- carfting vendors (enables vendors to sell a bit more of carfting materilas)
Works fine so far (mid of Cyceal).
PS as for the Lone Wolf - it would be up to authors of both these mods to create joint version or not. Should not be all too hard though
@oms010: This mod creates a new NPC based off of the old one rather than resurrecting directly (so that experience is given correctly), so I'm not sure if they can sell things if respawned. They won't be hostile though since the new NPCs reset their hostility to that when they first met you.