About this mod
This is a simple esp-free implementation of Yukichigai's Keep Big MT Active mod, which re-enables spawns and/or voice over lines once the final OWB quest is completed.
Also included are some files that will re-enable these factors after the fact if you've already completed the final quest.
- Requirements
- Permissions and credits
- Changelogs
This is a simple esp-free implementation of Yukichigai's Keep Big MT Active mod, which re-enables spawns and/or voice over lines once the final OWB quest is completed.
There is one major facet of the original mod that cannot be accomplished in an esp-free format:
If you use the voice line enabling file, the voice lines for various characters will still play even if they're dead.
The conditions that were added to those voice lines to check for the status of the relevant character cannot be added without a plugin.
Considering that the lines would repeat, I think it's plenty plausible to rationalize that they're pre-recorded, though that doesn't make 100% sense.
The spawn re-enabling and announcement re-enabling files are separate, and can be installed with or without each other.
Please note that each of the re-enablings occurs three seconds after the final quest is completed, in the case of the spawn re-enabling, or three seconds after the announcement quest is ended (which will be at approximately the same time as the final quest completes). Creating and loading a save during that time will flush the queued scripting, and result in the re-enabling not occurring. You must avoid doing so during that short timeframe. (This is done to ensure that the script doesn't attempt to re-enable things before they've been disabled.)
I have also included two files that will manually re-enable the barks and/or spawns after the fact if you've already completed the final quest in your save.
Requirements:
JIP LN, xNVSE, Johnny, ShowOff, the usual stuff.
Installation:
Regular installation.
Please endorse and vote if you appreciate the mod.
Questions:
Can I remove the original mod and switch to this one mid-playthrough?
No, removing mods mid-save is never safe.
Credits:
All credit to Yukichigai for the original mod. All I did was just slap a couple of script lines into a scriptrunner.
Permissions:
Do whatever, but ensure that you abide the original mod's permissions.
Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.