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Spawning actors in a [Never Resets] zone holds on to corpses ?


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Most of my actor spawning uses a no reset zone to avoid the base game ActorBases often marked [ Respawn ] from respawning:




ObjectReference thisActor = thisMarker.PlaceActorAtMe(thisActorBase, aiLevelMod = 4, akZone = pNoResetZone)


But there have been a small number of complaints that the corpses of spawned actors are not being removed and the players have not messed with iHoursToClearCorpses, *ExcessDead* & etc game settings.


As I can guarantee they are not being held by a quest alias or script property, I can only infer it may be [ Never Resets ] flag on the encounter zone is blocking corpse cleanup.


Reading around there are complaints that in the vanilla game corpses from base game settlement attacks in workshop areas can take forever to despawn ... workshop locations are marked [ Never Resets ] to avoid stuff disappearing on cell reset.


Anyone observed a relationship between [ Never Resets ] and corpse cleanup ?

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  • 1 month later...

Don't know, crafted refs are said to not reset anyway, so maybe NoResetZone is excessive? Also said that cleanup is independent from Reset (but for player victims only? not clear).

Maybe changing their disintegration state could help telling engine that actor is done and should be gone forever? At very least they'll be excluded from game mechanics and bodies won't be stumbled upon. Sort of workaround, bury corpses.

Edited by hereami
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