This script simply removes all but specified cells' files on server startup, if enough time has passed since they were last visited. This allows creatures to spawn in a way most similar to single player OpenMW.
killReset.lua
is a plugin for this script, that also decreases the killcounts for any creatures or NPCs killed in the cell. Add require("custom.CellReset.killReset")
after CellReset = require("custom.CellReset.main")
in your customScripts.lua
to enable it.
Requires DataManager!
You can find the configuration file in server/data/custom/__config_CellReset.json
.
excludedCells
is a list of cells you don't want to be reset at all. Keep in mind that the names are case sensitive. Can also add to this list by using/cellreset
chat commandresetTime
is the amount of time that will have to pass until a cell is reset. Units are game hours or real time minutes (assumingtimeRate
is at default 60), depending on theuseGameTime
setting.timeRate
can be used to cout real time in game hours. Should be equal to your timescale.useGameTime
switches between game time and real time for cell reset purposes.command
staffRank
required to use the/cellreset
commandrankError
,excludeMessage
andincludeMessage
allow to change messages shown by the/cellreset
command
logCellTime
whether the script should log time passed for every cell on server startup.false
by default.
There are also custom events provided for other scripts to use:
CellReset_OnReset(cellDescription)
called when a cell is being reset.CellReset_OnResetFinished(cellDescriptions)
called after this script has finished processing cells, with a list of theircellDescription
s as an argument. Doesn't have a validator. If no cells were reset, the list will be empty.