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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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  • 2 years later...

Its an interesting setting.

My guess is that certain cells encounter zone will unflag the NoResetZone flag or certain scripted NPCs which may look like your spawned NPCs and cause confusive user reports or mod incompatibilites.

I remember there is different looting sound when looting Power Armor Framed NPCs (it will always play the normal NPC human sound not the Robot loot sound) and i assume its because the game cant handle both races and their corresponding container sounds. So your guess of non respawning NPCs due to limitations concerning the NoResetZone is valid.

I will keep an eye on that one. Thanks.

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There seem to be several conditions of the "excess dead" cleanup but I can't see anything related to their Encounter Zone.

The cleanup code looks for Quest Alias data which ApplyToRef() adds to the reference. I don't know if it gets removed OnDeath() so maybe this is the why they can't be removed. I'll look into this later.

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