The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Fast Respawns And Rich Merchants
50 Comments
InfrAtary 2 Dec, 2016 @ 10:51pm 
THANK YOU!!!! THANK YOU SO MUCH FOR YOUR MOD! sorry for the caps but thank you!!!!
-AKEVA-BANSHEE- 25 Jun, 2016 @ 6:30am 
My frient recommended this mod. Time to check it out wist me luck. Lol great mod!
sim_on7 27 Mar, 2015 @ 1:27pm 
thank you :)
PotatoSlayer94 3 Mar, 2015 @ 7:12am 
@HardKoreG : Great, thank you. :D
HardKoreG  [author] 24 Dec, 2014 @ 9:09am 
@Lt. Derp: It helps a bit with save bloating by getting rid of dead bodies sooner.

@Soulgriffon: It respawns cells in 24 hours, which also includes dungeons.
Hinter Knight 23 Dec, 2014 @ 3:22pm 
does this respawn the dungeons faster aswell?
PotatoSlayer94 19 Dec, 2014 @ 11:44am 
How well does it do in terms of reducing the dreaded "save bloating"? I would very much like to have an enjoyable experience in Skyrim without having to constantly worry about my game crashing due to save bloating. I have the Unofficial Skyrim Patch installed via the Nexus Mod Manager (although it doesn't list it in Data Files in the Skyrim Launcher)
HardKoreG  [author] 2 May, 2013 @ 3:22pm 
Sure. Go for it and modify it for your own use. I even show you which settings I changed in the description.
rebel-o-conner 1 May, 2013 @ 9:21pm 
vanilla merchants do, but the black market merchant is a summonable daedra, so i think he's different.
do you mind if i check your mod in the CK to look for a fix?
HardKoreG  [author] 1 May, 2013 @ 7:14pm 
Looks like the new merchants don't use the same settings as all the other vanilla merchants. Without the DLC, I can't do anything about it. Sorry.
rebel-o-conner 1 May, 2013 @ 1:21am 
it's not compatible with black marquet perk. the daedra merchant have 2000 spetims, with and without the mod.
Norby33 29 Apr, 2013 @ 4:30pm 
Yes it's campatibel with Dragonborn and it runs very good at my least installation bud i.e. problems can become when you ha'd run many others mod, that is not so very good. Lockat what you feel interesting and get this, better maximal 10-20 mod an nut more.
HardKoreG  [author] 29 Apr, 2013 @ 4:10pm 
I do not have the DLC for Skyrim so I can't test it myself. You can test it by playing with and without the mod and see if their money changes. Let me know if it does work.
rebel-o-conner 28 Apr, 2013 @ 2:40am 
is it compatible with dragonborn ( especially the daedra merchant ) ?
Norby33 26 Apr, 2013 @ 4:00pm 
It`s a really good mod to get more and sell more with more money from the most merchants in the skyrim world, very nice, thnaks!
Perry Cox 2 Mar, 2013 @ 6:12pm 
thx!
Berohazard 24 Feb, 2013 @ 1:53am 
well, i want to change "Cell Respawn", "Cleared Cell Respawn" and "Merchant Gold" but i'm not familier with the Creation kit and once i opened it i couldn't follow on your instructions. i did nothing. i'm not willing to wreck my game up just because of that. could you update or explain your insturctions a bit more?
[TW] RCH 11 Jan, 2013 @ 6:32pm 
Ok thanks!
HardKoreG  [author] 11 Jan, 2013 @ 6:18pm 
@RCH: I haven't played Skyrim in a while. I don't even have it installed anymore. But when I play it again, I'll look into adding your suggestion to the mod. Thanks for the info.
[TW] RCH 7 Jan, 2013 @ 6:08am 
yeah, I've found same problem to khajiit merchants.
I checked that with CK, their gold values fall under "merchantcaravanA(and B C)chest"
maybe you could add them in the next update?
HardKoreG  [author] 21 Dec, 2012 @ 10:09am 
It wasn't intentional, I just couldn't find the settings. Hah. All the other merchants fall under "Vendor" except the Khajiit traders, so I couldn't find the setting to change them.
galumn 21 Dec, 2012 @ 5:35am 
This mod is great! One problem though, Khajiit traders' gold seem to be unaffected by this mod. Is it intentional?
Obi 11 Nov, 2012 @ 5:03pm 
Glad i found a mod for this i have a lot to sell from getting my smithing up to 100 and none of the mercants had enough gold.
Tidex 16 Oct, 2012 @ 11:39am 
I love it :3
dra22554 16 Aug, 2012 @ 3:23pm 
Oh, thank goodness. Anything that helps get rid of the dungeon junk quicker is greatly appreciated. Now the merchants' turnaround speed is upgraded from Walmart to Target like agility.
HardKoreG  [author] 3 Aug, 2012 @ 4:43pm 
Version 1.1 is up. I redid the mod from scratch using the latest update and latest Creation Kit version. Hopefully this will get the mod working correctly for those that were having problems with it.
Stappi 17 Jul, 2012 @ 1:39pm 
Does what it tells in the description. Very nice and useful if you want to enjoy the randomized world of Skyrim rather than scripted quests.
HardKoreG  [author] 29 May, 2012 @ 1:11pm 
I assumed you were using this mod, which lowers the time it takes to respawn the cells. It takes 10 times longer in the original game. So, instead of waiting 72 hours (with my mod), you would have to wait 720 hours (without my mod). I'd recommend using this mod to wait just three days, or you can just go ahead and wait 30 days.
nsnow 29 May, 2012 @ 1:36am 
No they don't give you the option to quit the quest...I also haven't subscribed to your mod yet so this is an bethesda glitch I think! It happened some time ago now & the damn thing still hasn't respawned. Thanks for your speedy answer & trying to help though.
HardKoreG  [author] 29 May, 2012 @ 1:25am 
This mod wouldn't have caused that problem, but there might be a way to fix it. Try waiting for the cells to respawn. Go somewhere indoors, preferably your house, and wait/sleep for 3 full days. Then continue the quest and see if the sabre cat has respawned. If that doesn't work then go to the Companion that gave you the quest and quit the quest. Can't really recall if the Companions give you the option to quit quests or only the Thieves Guild does that. Hope this fixes your problem.
nsnow 29 May, 2012 @ 1:03am 
I killed a sabre cat in the wilds & later had a Companions quest to kill it...the only thing that is there is a large arrow pointing to nothing! This has stopped all my companions quests. Is there a way I can get this cat back, perhaps using the console? Would really appreciate help with this.
HardKoreG  [author] 12 May, 2012 @ 11:59pm 
Thanks, Joe. Good to hear you're enjoying the mod.
Joe Marotta 12 May, 2012 @ 5:06pm 
Fantastic! Makes the game experience more enjoyable! Thank you.
HardKoreG  [author] 1 May, 2012 @ 11:27pm 
Works fine for me. Maybe there's a conflict with another mod. Place this mod in the bottom of your load order and see if that fixes the issue.
Lokerian 1 May, 2012 @ 9:49am 
Cleared dungeons doesn't seem to respawn at all :S
HardKoreG  [author] 11 Apr, 2012 @ 5:20pm 
Thanks, FtZo. Glad you're enjoying the mod.
76561193707546559 10 Apr, 2012 @ 9:43pm 
I played a good time with your mod active, and everything ok. I like the money available to traders, helped in selling products. Because the game has a dead currency, there are no trading between the cities, no events about groups of bandits attacking the cities to cause changes, products always simple, lack of metals.. anyway, i enjoy the amount of gold now.
Good mod, subscribed!
HardKoreG  [author] 21 Mar, 2012 @ 5:15pm 
No. It doesn't mess with spawn points. All it does to cells (buildings, wilderness, dungeons, etc.) is decrease the amount of time it takes for it to "reset" and have everyting in it respawn (chests, npcs, ore, ingredients, etc.).
Entropy 19 Mar, 2012 @ 11:30pm 
So this doesn't effect the spawn points around the land, just cleared areas, no random wolves running around being increase?
HardKoreG  [author] 20 Feb, 2012 @ 3:17pm 
This mod still works fine for me. There might be another mod you're using that alters the Merchants as well.
Thaddeus 20 Feb, 2012 @ 12:49am 
I have no idea why, but the merchant gold has reverted back to their normal amounts, they still respawn after 24 hours though...
gσυℓ∂ιηg ❤ 16 Feb, 2012 @ 4:46pm 
Just a tip to others: You can set the timescale much lower. I currently use 5, and it works great.
HardKoreG  [author] 16 Feb, 2012 @ 12:26pm 
Yes. They will get repopulated (enemies, loot, ore veins, etc.). 3 days for cells you've already cleared.
Thaddeus 15 Feb, 2012 @ 11:04pm 
just to be clear does this count for repopulating dungeons that have been cleared and if so am I correct in assuming that it would be 3 days for a dungeon to be 'refreshed'?
Kenobi 12 Feb, 2012 @ 4:16pm 
if you have a problem with the mod dont download it
patashnik 11 Feb, 2012 @ 4:31pm 
Ah, good stuff. I only really need the merchant gold, but I'll DL anyway.
Dinedhil 11 Feb, 2012 @ 12:25pm 
heck, i'm happy with it, will save me a lot of time waiting day after day or traveling from merchant to merchant just to find enough gold so i can sell all the items i've aquired
Wardruna 9 Feb, 2012 @ 11:39pm 
Thx!
HardKoreG  [author] 8 Feb, 2012 @ 8:55am 
The cells only respawn when you are away from them, so they should not respawn while you're doing a quest. If a dungeon is part of a quest (usually the main quest) the cell doesn't respawn at all. I appreciate the suggestions, but I made this mod for my personal use. I shared it because others might like the changes the mod makes. The Creation Kit is pretty easy to use, so you can make some changes if you'd like. I would make these changes for you if I could have optional downloads like on the Nexus. But since I can't, I don't want to create a whole new mod and page for every request I might get.
Serinn 8 Feb, 2012 @ 6:19am 
So a cell could respawn whilst you are in it? Won't that affect quests if you've been taking a while? i.e. sneaking about.
Also There wasn't anything wrong with the merchants, there gold was fine, and if anything there stock should be everything 3 days not two and should have a greater stock list.
Just saying.
Think you could manage something a little more balanced on those suggestions?

Cell Respawn = 72 hours
Cleared Cell Respawn = 240 hours
Mechant Restock = 72 hours
Mechant Gold = Unchange (this is what the speech perk is for)
Merchant Stock = Increased a little