Originally Posted by FrauBlake

I cannot find anything in the code that suggests that traders are handled in any way different. They are only normal NPCs after all.


So it's possible to disable the regeneration just by commenting out those scripts then?

Also you could probably modify the script and create a list of predefined traders as DB query so only NPCs that are meant to be vendors regenerate. Yeah they don't use as many handles but those 1-3 items on each NPC might add up over the course of the entire game.

Though for some reason I thought there already was a trader DB somewhere, which is why I thought generic flavor NPCS like those around the docks might not regenerate based on time/level. I'd look at what calls GenTradeItems and see which _Trader's get passed.


For the mobs, a lot of them are local characters so that makes sense.

Mainly I ask because I use the TimeOfDay in Dunamis for my Day/night cycle and the traders behaving strangely can be explained by me accelerating the gamehours.