This is a simple to use place and forget npc respawn system. Place a stock Bioware, or custom npc, in your world and that is where they will respawn when killed.
No need for waypoints, special tags or any scripting by the user.
Simply create an area drop in the creatures and your finished.
Mobs are set to randomly walk the area by default.
Encounter creatures will not be effected by this respawn code.
The respawn timer is set to (6 - 15) minutes by default adjust this in the last line of nw_c2_default7 to suit your world.
v1.8 Setting local variables RESPAWN_MINUTES &/or RESPAWN_RANDOM on a mob will override the standard respawn timer settings.
v1.9 DM spawned mobs will no longer respawn when killed.
This allows DM's to spawn mobs at will without worrying about the respawns.
Only the mobs placed while building will now respawn.
v2.0 added support for 1.69 horse code
*Note* You MUST recompile/build your module after importing the erf.
Posted by Shiek2005 at 2011-08-09 20:04:12 Voted 10.00 on 08/09/11
Why did i not find this sooner? great script that just made my life 85% easier.
Thanks a lot for another great script Sir Elric :D _________________________ Don't do to a friend what you wouldn't want him to do to you.
Posted by JackTaylor at 2010-07-06 09:22:35 Voted 10.00 on 07/06/10
Thanks for sharing this. Nice job!
JFK _________________________ My other sword is a +5 Holy Avenger
JFK Swimming Skinmesh Fish Link
JFK Makeshift Weapons Link
Posted by Gonzo_og at 2010-01-12 09:37:07 Voted 10.00 on 01/12/10
*Concurs* Is there an emote for that? _________________________ stuff
Posted by evertlove at 2010-01-05 13:56:28 Voted 10.00 on 01/05/10
My favorite creature respawn script.
Posted by Shargast at 2008-11-05 03:56:57 Voted 10.00 on 11/05/08
When a scripter constantly delivers what he promises the only possible vote is a ten. Great work and thanks!
Cheers Shargast _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
Posted by Evil-Wizard at 2008-09-09 13:47:19 Voted 9.00 on 09/09/08
I've got the same question as several before me, but couldn't find an answer:
How do you stop particular (or all) creatures from wandering?
Sorry for newbie questions but I have some :( I haven't got this yet but I will if these things are ok.
1) Will this let me choose which mobs use the script? I wouldn't want it to make everything in my module respawn.
2) How do you make the mob use the script?
3) Does this make mobs wander around naturally without me having to make scripted waypoints or anything?
4) Would I need to do things like make sure transitions are PC only? And make sure the guards are strong in case the guards wander to the guards and kill them? Etc.
3) Is it possible to choose to have it just respawn and not make the mobs wander? So if I have a mob that I want to stay still, but respawn when it dies. Can I do that with this script? Or does it only do both or nothing?
It would be easier for me to look at your module or ModuleOnLoad script. If you like send me a copy and I'll sort it out for you. _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Posted by beliadelfin at 2008-07-24 23:04:55 Voted 10.00 on 07/19/08
I found out which line in our mod load event is stopping your fantastic scripts from working we have the player guild system and this one line is the problem thoughts anyone.
PGSModuleLoadEvent();
Posted by beliadelfin at 2008-07-24 22:03:04 Voted 10.00 on 07/19/08
Hey bud I love your simple spawning system however i have hit a snag. I am using the Netheria module as our base and it has very "busy" mod load script aps_,
sims, housing load scripts and I can't seem to get critters to respawn when I tie two scripts together. I know its the mod load script as when I use the stock one from your scripts it works fine.
I have combined the scripts correctly and the "new" one compiles no worries but I still can't get the monsters to spawn. Any thoughts.
Regards Moraya69
Posted by chsnutmare at 2008-07-20 01:01:12 Voted 10.00 on 07/20/08
Great Work!
Posted by beliadelfin at 2008-07-19 23:37:06 Voted 10.00 on 07/19/08
Simply Awesome
Posted by Neebyt at 2008-05-07 18:59:19 Voted 10.00 on 05/07/08
How does this work as far as worg riders are concerned? would this spawn the rider as well as the worg/goblin that that script spawned upon death?
Posted by rathsrants at 2008-02-06 09:23:16 Voted 10.00
I think I missed this somewhere. When a creature spawns they spawn as the base resref. So if I make individual adjustments to placed NPCs they are lost upon respawn unless I add them to the palette and place that specific version. Is there a work around?
I have just recently started working on my old NWN module again =D Am sorta out of the loop these days. _________________________ The Dirty Dwarf
Posted by DemonLords at 2007-04-16 19:37:40 Voted 10.00 on 04/16/07
Awsome script for NWN1. It may work for NWN2 but I would not recomend useing it just for the sake of server performance on multiplayer mods. Drop in creatures for NWN2 id BAD!!!! For NWN1 its not realy an issue. This is an awsome script for NWN1.
Posted by red teflon at 2007-03-27 13:43:41 Voted 10.00 on 03/27/07
Awesome simple Awesome!
Posted by SorceressAshura at 2007-02-16 00:07:08 Voted 10.00 on 02/15/07
Wow, sure posting alot here today. lol Anyway, about the system here in regards to NWN2. The system works great so far, the scripts in the erf are "almost" identical to the ones in NWN2. But not quite. In fear of overwriting something the devs scripted of major importance, I had to do a lot of copying and pasting between the scripts as to not interfere with any of the code they made. So in all fairness, I think others should be aware of that.
Posted by SorceressAshura at 2007-02-15 22:52:04 Voted 10.00 on 02/15/07
Just tried this system in a NWN2 module. It worked as wonderfully as it did in NWN1. ...... Now as for a PW. I don't know... But I dont see no other reason in the script why it shouldn't. All the scripts compiled the first time, without tweaking a thing. I hope this brings some hope to you builders out there! _________________________ AKA: GuardianofLore.
Posted by SorceressAshura at 2007-02-15 22:04:58 Voted 10.00 on 02/15/07
This was my favorite respawn system, I'm going to attempt using it with NWN2. I hope it works as beautifully as it does in NWN1.
Sir Elric? If this isn't compatible with NWN2, could you recreate this system for NWN2? I know alot of builders who'd shower you with praise and affection.... Me being one of them ;) _________________________ AKA: GuardianofLore.
Many thanks to all who have voted over the years to allow this package to make it to the HoF. I hope it has helped out all that have downloaded it.
Please note that this package will also work in NWN2 for anyone who wishes to use it.
There is however an issue with local variables and death corpses, which I can't check as I don't have NWN2 and my beta has expired, so just avoid using the RESPAWN_MINUTES &/or RESPAWN_RANDOM and stick to the default respawn timer till I can create a workaround or it is fixed in a patch. _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Posted by Darkvalley at 2006-11-18 15:34:01 Voted 10.00 on 11/18/06
Works fantastic,like always!
Posted by ffbj at 2006-11-18 11:05:51 Voted 9.50 on 11/18/06
Everything done by you is good. Thanks for making my module even better, and thans for all your contributions.
Posted by Thagon at 2006-10-28 15:37:28 Voted 10.00 on 10/28/06
Thanks a ton. Low overhead and does exactly what I need it to. Hall of Fame vote :)
Posted by Okto at 2006-10-28 13:51:45 Voted 10.00 on 10/28/06
Wow,
I wish i discovered this earlier.
Great Work!!
Each to their own opinion but for the record I've been running a PW for the past 4 years with only this system and over 6500 placed creatures and the lag is nil.
Needless to say this system can be used with stock encounters, or even other respawn systems, so it need not be used for all npc respawns, depends on the builders preferences. _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Posted by lylver at 2006-10-01 02:39:18 Voted 8.00 on 10/01/06
Simple, but instanciated creatures will always generate lag because of OnPerception Event et OnHeartBeat Event. They will also be nightmare to manage changes. I used a similar system and don't agree now to the method for big PW. I add a vote only because it's simple and for beginners. _________________________ TN Bouchon 2 (PW-RP), un des "bouchons lyonnais"