CHMS Posted December 11, 2010 Share Posted December 11, 2010 Hi there. Maybe I'm blind but I'm searching for a mod that automatically removes empty dead bodies (NPCs and creatures) a couple of seconds after beeing killed or emptied (except when needed for quest). Or at least a script that removes the corpses after looting - no matter if empty or not. I already know the "Zap-Away" but I don't want to change weapon (twice) after each kill... Link to comment Share on other sites More sharing options...
r4y30n Posted December 12, 2010 Share Posted December 12, 2010 I like the idea, but it really only bugs me when I come back to a town a week later and see corpses from ages ago, so maybe get them to disappear after a day or two? Link to comment Share on other sites More sharing options...
SoMBiE Posted December 17, 2010 Share Posted December 17, 2010 This is exactly what I'm looking for except I would like to see the corpse decay over time finally leaving just bleached bones. Also the ash piles blown away by the wind. Link to comment Share on other sites More sharing options...
hafiz22 Posted December 17, 2010 Share Posted December 17, 2010 (edited) Or I suggest you use this mod http://www.newvegasnexus.com/downloads/file.php?id=37935 Edited December 17, 2010 by hafiz22 Link to comment Share on other sites More sharing options...
CHMS Posted December 17, 2010 Author Share Posted December 17, 2010 Or I suggest you use this mod http://www.newvegasnexus.com/downloads/file.php?id=37935 I've already seen this but it is far away from what I'm searching for becauseI want something that works automatically without need to equip something (you need to equip the Grave Digger Mask)on ALL corpses (no funerals for dead creatures, only for NPC's)without having to move them around (no funerals inside buildings). Link to comment Share on other sites More sharing options...
CHMS Posted January 12, 2011 Author Share Posted January 12, 2011 I just made a little script (NOT tested yet): scn DeadBodiesScript Begin Gamemode if getdead if (getitemcount everything) == 0 disable endif endif end Problem is it should run on EVERY creature/NPC.I there a possibility to do so without editing all of the actors?Or maybe on ALL objects in game (exiting script when object is no creature [GetIsCreature] or NPC [if I can find a function similar to GetIsCreature])? Link to comment Share on other sites More sharing options...
Fonger Posted January 12, 2011 Share Posted January 12, 2011 IIRC back in Oblivion the use of "disable" was the leading cause of save game bloat Link to comment Share on other sites More sharing options...
CHMS Posted January 12, 2011 Author Share Posted January 12, 2011 (edited) IIRC back in Oblivion the use of "disable" was the leading cause of save game bloat Would "MarkForDelete" after disabling solve this? However: I still need a solution for getting the script running on ALL creatures/NPCs without the need to edit them all? Edited January 15, 2011 by CHMS Link to comment Share on other sites More sharing options...
Wernersen Posted May 27, 2011 Share Posted May 27, 2011 hi,is there any mod around now that does stuff like this? Mart's mutant mod had this "skeleton decay" thingy, something like that would be cool.Anything else would be helpful too, of course.Playing with mods like AWoP, IWS and MoMod piles the bodies up pretty quick. Link to comment Share on other sites More sharing options...
CHMS Posted May 30, 2011 Author Share Posted May 30, 2011 hi,is there any mod around now that does stuff like this? Mart's mutant mod had this "skeleton decay" thingy, something like that would be cool.Anything else would be helpful too, of course.Playing with mods like AWoP, IWS and MoMod piles the bodies up pretty quick. Hi.As mentioned before:I still need a solution for getting the script running on ALL creatures/NPCs without the need to edit them all? Link to comment Share on other sites More sharing options...
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