SCARCITY
“It is more rewarding to be complicit with scarcity than excess.” - Will Oldham
XP REWARDS FROM THE FOLLOWING REDUCED TO 0:
- Charisma checks, cooking, crafting, weapon and armor modding, lockpicking, disarming traps and settlement construction.
+ However, rewards for finding new locations have been increased (standard locations 35xp, secret locations 50xp).
LOWER CHEM AND BOBBY PIN SPAWNS:
- Chem spawn chances reduced (35% of vanilla). Now affects antibiotics and herbals (Survival).
- ALL bobby pin chances reduced to 10% of vanilla across the board. Count found in bobby pin boxes halved (1-3), still 90% chance of an empty box.
LOWER STARTING SPECIAL POINTS (NEW GAMES ONLY)
- TOTAL amount of points reduced to twenty-five (25).
LONGER CELL RESET TIMERS
- Cell respawn timers increased to 533hrs/666hrs. This should apply to enemies, loose items and loot containers.
- Both cleared and uncleared cells -should- take approximately 111 in-game days to respawn (Survival mode). Other difficulties, see previous -
KEEP IN MIND: there are factors that can apparently force cell reset (or fail to) regardless of one’s efforts to change them: Quests can force cell reset (to be properly set up for their ‘quest state’). Fast travel can reportedly force cell reset. Constant travel through the same cell(s) can reset the timer (not the item spawns), making it seem as though it NEVER respawns. In some cases you may have to avoid a cell entirely for the FULL DURATION of the timer if you actually want it to respawn/reset. From what I’ve found on the subject, these things can occur even in vanilla, on any platform. To the best of my knowledge, they’re apparently part of the game’s DNA.
= VENDOR INVENTORY RESPAWN (2 days) REMAINS UNCHANGED
= Changes should -not- impact random encounters. Further playtesting needed to confirm. To be clear, I do not intend to ever lessen random encounter frequency. That’s some of the game’s best content.
- 0 Robot XP version here: [ bethesda.net ]