@GraionDilach kinda looking for somthing that increases the times for respawns like this mod, because I hate completing an area then on rest I have spawns at a location as if I didn't just kill em.
Like in Nalias Castle, you clear out the trolls but the trolls are still there outside after killing Torgol, it just breaks immersion.
Respawn rate? I didn't touch that. My components only mess with the number of spawned creatures (in the latest version, one for bigger potential numbers and one for difficulty scaling SoD-style).
Spawn points in the vanilla game are a rather tricky but surprisingly flexible system; there are parameters for "difficulty", "spawn frequency", and others. And then BG2(EE) just ignores the system. Leave the "difficulty" so low that it'll only ever summon one monster. Leave monster "power levels" at zero so they spawn to the cap even with the low "difficulty". Leave the "spawn frequency" at zero so the point resets as soon as you leave the area and come back. There's a reason this mod is for BGEE only; working with BG2EE spawn points in any meaningful way requires you to apply considerable repairs to the system first.
There's a reason this mod is for BGEE only; working with BG2EE spawn points in any meaningful way requires you to apply considerable repairs to the system first.
That's not the reason though. You're otherwise right, but for the wrong reasons.
When Tutu was developed, the spawnpoint logic was less understood and the spawnpoints felt bugged. At one point someone just shrugged and outright disabled that logic in favor of indetectable traps spawning groups via scripting. This mod is basically just that, the invisible trap-based spawning system ripped out from the classic takes and reevaluated a few times. The BGSpawn mod on Spellhold Studios works the same way btw, the main difference between the two is that this one relies on native BGEE monsters (and more unison spawns, still trying to replicate the BG1 spawning somewhat) while BGSpawn attempts to shake up group composition via backporting BG2 monsters where they could be relevant (so BG2 Hobgoblin Captain, Gnoll Captain etc).
"LevelParty(I:Num*) Only the highest level of dual/multi-class characters is taken into account."
And at this (randomly picked) script ay280010.bcs, coordinates 1263x894
Does this mean (assuming 161k xp):
-a solo multiclass fighter/mage/cleric (max lvl6) -> 2 wolves
-a solo druid10 -> 4 wolves
-3xfighter8, mage9, thief10,cleric9 (average party lvl8.5>lvl9) -> 3 wolves
?
Apparently so. I haven't really looked at that mode in a good while, sorry. I'm using the difficulty-based mode here locally and stack it with other spawners anyway.
The readme (and my previous post from March a year ago mentions) that this mod disables the default spawnpoints. Enemy Randomizer reuses most of the default spawnpoint data, with only replacing the creature lists in them. So, unless you use it's INI setting, this mod will disable the Enemy Randomizer, regardless of their relative install order and ER doesn't even check for the spawn points being disabled.
If you mean BGTSpawn, then there is, this one only uses BG1 monsters and basically just tweaks the numbers, while BGTSpawn backports BG2 monsters along (Hobgoblin Shamans and Captains, some Orcs and the like) to shake up the variety.
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Like in Nalias Castle, you clear out the trolls but the trolls are still there outside after killing Torgol, it just breaks immersion.
Spawn points in the vanilla game are a rather tricky but surprisingly flexible system; there are parameters for "difficulty", "spawn frequency", and others. And then BG2(EE) just ignores the system. Leave the "difficulty" so low that it'll only ever summon one monster. Leave monster "power levels" at zero so they spawn to the cap even with the low "difficulty". Leave the "spawn frequency" at zero so the point resets as soon as you leave the area and come back. There's a reason this mod is for BGEE only; working with BG2EE spawn points in any meaningful way requires you to apply considerable repairs to the system first.
That's not the reason though. You're otherwise right, but for the wrong reasons.
When Tutu was developed, the spawnpoint logic was less understood and the spawnpoints felt bugged. At one point someone just shrugged and outright disabled that logic in favor of indetectable traps spawning groups via scripting. This mod is basically just that, the invisible trap-based spawning system ripped out from the classic takes and reevaluated a few times. The BGSpawn mod on Spellhold Studios works the same way btw, the main difference between the two is that this one relies on native BGEE monsters (and more unison spawns, still trying to replicate the BG1 spawning somewhat) while BGSpawn attempts to shake up group composition via backporting BG2 monsters where they could be relevant (so BG2 Hobgoblin Captain, Gnoll Captain etc).
"LevelParty(I:Num*) Only the highest level of dual/multi-class characters is taken into account."
And at this (randomly picked) script ay280010.bcs, coordinates 1263x894
Does this mean (assuming 161k xp):
-a solo multiclass fighter/mage/cleric (max lvl6) -> 2 wolves
-a solo druid10 -> 4 wolves
-3xfighter8, mage9, thief10,cleric9 (average party lvl8.5>lvl9) -> 3 wolves
?
The readme (and my previous post from March a year ago mentions) that this mod disables the default spawnpoints. Enemy Randomizer reuses most of the default spawnpoint data, with only replacing the creature lists in them. So, unless you use it's INI setting, this mod will disable the Enemy Randomizer, regardless of their relative install order and ER doesn't even check for the spawn points being disabled.
Yes, I meant BGTSpawn.