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Prevent necropolis from spawning #57028
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I want to be clear that I don't dislike the concept of the necropolis. I just don't think that in its current form, it should exist in an un-modded game. |
I don't think this is the right solution, it prevents accessing the second half of the old gaurd quest line. Not that that is particularly great, but it could be made at least a little cleaner. If we're going to remove this, we should just commit to it and delete it, and redirect the content that it has related to it. |
I believe there's a connection to #57030 here. |
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Yeah, this can't be done in these steps... The missions need to be disabled first, then the spawning. And all these things should be moved to a mod so people can still explore the necropolis.
Based on the feedback I'm seeing, this is probably a bad solution to this issue, so I'll close this for now. If I get bored, I'll work on the changes that erk mentioned, but as I type this, I'm feeling a little lazy for that. |
Summary
Content "Disable the necropolis"
Purpose of change
Closes #44336 and #52523 by invalidating them
Describe the solution
Set the occurrences for the necropolis to zero.
Describe alternatives you've considered
Not being a smartass about this and actually taking a stab at fixing the thing, but... it's big and I don't wanna.
Testing
N/A
Additional context
This feels like a bit of a smartass solution to the issues mentioned above. Sort of "throwing the baby out with the bathwater", I suppose. But to be blunt, the necropolis as it stands is huge and unwieldy. Mapgen technology has advanced quite a bit since this special was built. We have things like nested mapgen now. This special is aching for an overhaul, but until someone steps up to the plate, the structure we have is outdated, broken, and feels somewhat out of place considering lore developments.