The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Container No Respawn Syntax (Nr)
Category: UI
File Size
0.020 MB
Feb 16, 2012 @ 5:48pm
1 Change Note ( view )

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Container No Respawn Syntax (Nr)

Arbitrary Container (Nr) Syntax.esm

-Adds (Nr) to most of the generically named containers that do not respawn.
-All Satchels, Knapsacks, and Apocrathy's Satchels have been changed to No Respawn.
-Some chests were not quest related, had no inventory ever, and were set to respawn... For instance the chests in the Workers building in Mixwater Mill. These chests have been set to no respawn and updated with the (Nr) syntax.

This mod does not add any containers or containers to the world.

! This does not constitute every non-respawning container is safe for storage!!! Although I have yet to encounter any container respawns with the designated (Nr) in the name, be wary of which containers you choose for storage as some containers disappear from the game world entirely as you progress through the game.
For example if your faction garrisons a Fort during the CW quests the fort has its furniture, container, and statics changed as the soldiers replace the original inhabitants (bandits, necromancers, etc)
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Blazer Fury Mar 14 @ 10:41am 
does it work for fort greymoore?
lianas world Jul 7, 2017 @ 10:03pm 
{just my 2 pence - both in lowercase ?}
wow you have gone to an incredible amount of effort, thank you
- looking at barrels, are they usable ? they are all over in the towns and outside cities etc.
MalZen  [author] Mar 20, 2012 @ 10:33pm 
ha, this is true; and I'm aware it could be socially deemed er.. up river. But for me it would be like capping "of" ( ... Of ... ) in a book title.
Meaty Shorty Shorts Mar 18, 2012 @ 5:30am 
I will add to the completely irrelevant comment about even/odd numbers.. You are using NR as Non-Respawning which makes it an acronym - that is why it should be capitalised.
I would only use this mod if it didn't modify existing chests/satchels and instead only added the suffix.
Kintair Feb 25, 2012 @ 11:39pm 
You know, I would get this mod, except for item number two in what it does. Some apothecary satchels, for example, are in dungeons, and I rather like the thought of their inventory respawning with new (and sometimes hard-to-get) ingredients.
MalZen  [author] Feb 25, 2012 @ 2:52pm 
Add Nr so you know which are set to no-repawn? ha. Yes you can disable that, but it may take you quite some time.
Alasher Feb 24, 2012 @ 11:19pm 
Why would you ever add Nr to container names, maybe just remove it after test phase? Can we disable spawning trade goods on shelves in shops, etc?
MalZen  [author] Feb 22, 2012 @ 11:00pm 
lol, you like even numbers don't you? I hate even numbers, it isn't an OCD thing; but over the course of many years I have grown a strengthening disdain for them. See Nr looks more proper to me, it took me a moment to determine why I prefer Nr and someone would prefer NR; I think it is because even and odd
blay.paul Feb 22, 2012 @ 3:48am 
This is a nice idea. One thing that bugs me, though. Could we have (NR) not (Nr)? It just looks wrong :D
MalZen  [author] Feb 18, 2012 @ 6:53pm 
thanks man, I was quite surprised once I got into the CK to find so many containers were non-respawning. Just be sure to tread one step at a time on foreign ground, Quests seem to have the means to change individual containers. If any issues are encountered do let me know; If any containers disappear from the game world please direct your rage to the nearest brick wall. ty