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Persistent Dungeons

Posted: Sat Dec 29, 2018 5:54 am
by LypyL
Like the title says, this mod makes dungeons persistent so you can leave a dungeon and come back and stateful objects will remain like you left them (enemies, loot, doors, platforms & levers etc). By design, quest items / enemies should be ignored, so there should be no impact on quests.

Settings:
  • Max Game Days To Remember Dungeon - Set how many in-game days to track dungeons. Set to 0 for unlimited time.
  • Corpse Decay Time - How many in-game days before enemy corpses go away. Corpses will take their loot with them. Set to 0 for unlimited time.
  • Max Number of Dungeons To Remember - The maximum number of dungeons to keep track of. If this is exceeded, stored data for dungeons will be removed starting with the oldest. Set to 0 for unlimited number of dungeons to remember.
  • Ignore Main Quest Dungeons - If checked nothing will be saved for special dungeons.
  • Use Disk for Temp Storage - If checked dungeon data will be stored using temporary files. This is mainly for people who want to track a large number of dungeons.
Console commands:
  • pd_clear - will delete all data for tracked dungeons.

Known Issues:
  • Teleporting / recalling into an already saved dungeon, our out of a dungeon are currently not supported.
  • Doors and action objects (levers, platforms etc) are saved while in motion, so it is possible to leave a dungeon while they're moving and come back later and they will start where they left off.
Download

Re: Persistent Dungeons

Posted: Sat Dec 29, 2018 6:07 am
by Jay_H
:shock:

This is what I love about this community: people just show up with awesome mods with no warning whatsoever :lol: It's amazing how many people asked for this but I didn't think anyone would do it!

Re: Persistent Dungeons

Posted: Sat Dec 29, 2018 6:23 am
by Jukic
:shock:

Re: Persistent Dungeons

Posted: Sat Dec 29, 2018 2:31 pm
by Hazelnut
I assume you just added the mobs etc to the scene cache, everything should just work then. Did you encounter any issues?

Re: Persistent Dungeons

Posted: Sat Dec 29, 2018 7:48 pm
by Narf the Mouse
I have wanted this since 1997.

Re: Persistent Dungeons

Posted: Sat Dec 29, 2018 7:52 pm
by mikeprichard
This is pure awesome.
LypyL wrote: Sat Dec 29, 2018 5:54 am By design, quest items / enemies should be ignored.
"Ignored" means obtained quest items/defeated enemies don't reset/respawn, correct? I.e. their state, like the other aspects of an explored dungeon when using this mod, is persistent.

Re: Persistent Dungeons

Posted: Sat Dec 29, 2018 7:58 pm
by Jay_H
Presumably it means quest things won't be affected for good or evil by this mod: they won't be prevented from spawning or kept in scene by it.

Re: Persistent Dungeons

Posted: Sat Dec 29, 2018 8:01 pm
by mikeprichard
Thanks, Jay, but I'm especially interested in enemies not respawning (which would be the best part of this mod to my mind, if that's the case). Otherwise, I suppose the main change this mod makes to dungeons is only that non-quest loot and activators don't reset?

Re: Persistent Dungeons

Posted: Sun Dec 30, 2018 2:47 am
by Narf the Mouse
Every time I enter Privateer's Hold, the rat, bat, and Imp are there. It's not been more than five? days. I haven't gone more than a few hours ride from Gothway Garden. Will have more info later.

Edit: The previous corpses are there.

Edit2: The Orc in the side room off the audience chamber remains dead.

Edit3: The Imp in the ritual room off the audience chamber came back, as did their treasure.

Edit4: The rogue in the coffin off the audience chamber room did not.

Edit5: The archer in the room with the tables, off the audience chamber, between the room with the two rats and the boxes, and the stairs from the lower corridor, returned.

Anyway, I'll wait for a reply. :)

Re: Persistent Dungeons

Posted: Sun Dec 30, 2018 3:40 am
by mikeprichard
Thanks for the testing, Narf - it's still not clear what exactly the mod does/doesn't do (i.e. which specific aspects of a dungeon aren't "reset", and what that means in terms of gameplay for each aspect), but we'll see.