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Enemies disappear on kill


nenina

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I thought I would ask here first since my mod list is a basic bevilex mod list

Not sure when it started happening but some humanoid enemies simply vanish as soon as I kill them and all that is left of them is their blood splatter on the ground

Anyone encountered this and know what might have caused it? Thank you in advance for any response

 

In the meantime I will be doing the game of disabling all mods by half to zone in on a possible culprit, because that's what it means to mod a bethesda game

It's just that it could be anything

 

edit: I am using OOO and MOO, if they could be at fault. This is happening on a new game.

 

This is off topic, but one time in fallout 4 I deleted a fireplace and it fixed the settlers ai for that settlement. That's why for fallout or elder scrolls it could be anything

Edited by nenina
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I was wrong. Humanoid enemies are not disappearing, they are clipping under the ground

One of my mods prevents them from dropping weapons, so when a sword was 'walking' on the ground

I used tcl to see under and the npcs body was there hanging onto the sword

 

So what's going on is on death some humanoid bodies are losing collision?

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Not sure which mod is used on the Bevilex list for preventing weapons from disappearing but I use Elz - No Floating Weapon (yes it sounds like it is for a different on death problem, but what fixes the floating weapon problem also fixes the disappearing weapon problem).

 

One of the fixes in EngineBugFixes also is for the floating weapon on death problem, but fixes it in a different way that may or may not also work for the dropped weapon disappearing problem. I did test the EBF solution, but was already using the ELZ solution in my current load order and didn't want to swap for a long term test so my test really was just focused on the floating weapon aspect.

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  • 2 weeks later...

Not sure which mod is used on the Bevilex list for preventing weapons from disappearing but I use Elz - No Floating Weapon (yes it sounds like it is for a different on death problem, but what fixes the floating weapon problem also fixes the disappearing weapon problem).

 

One of the fixes in EngineBugFixes also is for the floating weapon on death problem, but fixes it in a different way that may or may not also work for the dropped weapon disappearing problem. I did test the EBF solution, but was already using the ELZ solution in my current load order and didn't want to swap for a long term test so my test really was just focused on the floating weapon aspect.

Thank you for answering about the weapons, I use Enemy weapons don't drop.esp aka Enemies keep weapons in inventory

My main problem is that killing any humanoid enemy male or female sometimes knocks them downward under the ground like christopher reeve in superman 4. Then they fall into the abyss never to be looted

The only thing I can do right now is turn off half my mods trying to zone in on a file

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Another possibility is your skeleton.nif (the one in Data\Meshes\Characters\_male).

 

Any that are based on the latest versions of Universal Skeleton Nif by Growlf will go flying on death in certain circumstances. Now usually in my experience this is in a horizontal direction across the area, but the problem isn't reported by many users of that skeleton.nif so I think that the problem may stem from just the right combination of mods. My experience is only with my own load order, but other mod combinations may have the direction of 'flight' in a different direction (perhaps down ... though I've never seen reports of that).

 

To see if that is the root cause just temporarily switch to the skeleton.nif from Coronerras Maximum Compatibility Skeletons and run some tests (I've never seen reports of that skeleton having the 'flying off into the distance' problem).

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@Striker879

Hey, you were absolutely right. I was using growlf's skeleton which seemed to be knocked downward sometimes

Switched to coronerra's and went to nornal ruin. Not one single enemy disappeared into the ground

That was very helpful and it solved my problem. Thank you very much!

Now my Oblivion is working without any problems... until I mod it some more

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The 'solution' that I came up with for my own load order is part complicated, and in a way part elegant (OK maybe heavier on the complicated).

 

In this load order I use Realistic Fatigue coupled with Basic Physical Activities (primarily for gameplay reasons but I have found a way to bag two birds with the one stone).

 

One of the Realistic Fatigue settings causes the NPCs (and player) to collapse on the ground due to fatigue loss before dying. The setting I have adjusted changes how much low health affects fatigue. I increased from the default RealisticFatigue.ini setting slightly. Now what happens is before dying NPCs crumple to the ground from low fatigue, and that prevents the flying off into the distance at death!!

 

The setting I changed is (from the Simple Fatigue Settings section of RealisticFatigue.ini):

 

; This is the multiplier for fatigue drained by low health. Setting this
; slightly higher than 1.0 means actors will collapse just before they die.
; fatigueHealthDrain = healthDrainGain * healthLevel^2 * fatigueMax
set aaRealisticFatigue.healthDrainGain to 1.07 ; recommended = 1.05
The change from 1.05 to 1.07 just increases the health level that triggers the collapse slightly.
The main reason I worked out this solution is I didn't want to give up my BBB Ragdoll Breast Physics - Growlfs Skeleton, which is of course based on the Growlf Universal Skeleton Nif. I'm all about having my cake and eating it too!
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