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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 command
  • resetTime is the amount of time that will have to pass until a cell is reset. Units are game hours or real time minutes (assuming timeRate is at default 60), depending on the useGameTime 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 command
    • rankError, excludeMessage and includeMessage 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 their cellDescriptions as an argument. Doesn't have a validator. If no cells were reset, the list will be empty.