veng Posted October 30, 2016 Share Posted October 30, 2016 I've crapped out a couple threads asking for such a mod's existence, but it was to no avail.I'd like to give it a shot, but I know practically nothing of modding these games. I know its been done in previous games. Is it taboo to poke through a mod to learn something like this?Has fallout 4 broken this functionality, or is it a problem with F4SE?Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
Crimsomrider Posted October 30, 2016 Share Posted October 30, 2016 Poking through a mod to learn something is definitely not wrong. Infact, that's how I got into modding. Opening other people's ESPs, textures, meshes. Seeing how it's done from the end result and learning from it. It is the 2nd best method of learning how to mod and 95% of the things I know for modding Bethesda games came from just that. Poking around someone else's ESPs. As for the mod itself, in Skyrim you were able to pretty much carry any body, no matter how big they were (except dragons). But in Fallout 4, it says the body is too heavy to be carried and I usually notice that when they lose their weapons, they can get carried. So I'm guessing disabling some form of failsafe would enable you to pick up bodies, no matter their weight. Link to comment Share on other sites More sharing options...
veng Posted October 30, 2016 Author Share Posted October 30, 2016 As for the mod itself, in Skyrim you were able to pretty much carry any body, no matter how big they were (except dragons). But in Fallout 4, it says the body is too heavy to be carried and I usually notice that when they lose their weapons, they can get carried. So I'm guessing disabling some form of failsafe would enable you to pick up bodies, no matter their weight. I guess I'm having issues saying what I mean. I know there are mods to be able to drag bodies, but not to stick multiple corpses into your inventory. I imagine it would be super painful to have to drag a dozen bodies across the map just to process them. Link to comment Share on other sites More sharing options...
Crimsomrider Posted October 30, 2016 Share Posted October 30, 2016 Ooooh... Well that's new. I didn't realize you wanted to pick them up into the inventory. I think that sort of work would require scripting. Link to comment Share on other sites More sharing options...
VIitS Posted October 31, 2016 Share Posted October 31, 2016 Quick answer: those mods are probably based on some functionality added by NVSE/SKSE that has not yet been replicated in F4SE. I have no idea if said functionality will be added by F4SE in the future (it might not even be possible in the new engine, even with the things the script extender is capable of). My suggestions below might need a similar/the same functionality to be added to F4SE for them to be doable. It would definitely require pretty significant scripting (something I don't really have any experience with as of yet). It's certainly not something I would recommend for your first mod, but if you are set on trying, I'd recommend looking deeply into the code of those mods to see if what they did is possible without additional functionality from F4SE. If they use a different method from either of my suggestions below, you might want to see if my suggestions would be doable either. Alternatively, ignore me because I have no idea what is and isn't doable by scripting. What might be a good way to go about it would be to have the game store any "picked up" corpses in an inaccessible interior cell, and make using the inventory item move it to you. The biggest difficulty would be in making your script dynamically generate a new record linked to each body. It might be easier if you made it so you could only "store" a set number of bodies at once, with the oldest ones being overwritten. In that case, you would create a set number of misc objects (or possibly "ingestibles", since you can't "use" misc items, meaning you'd have to figure out a way to link dropping the item with moving the body from storage), and your script would dynamically generate links, such that "using" the inventory object would cause the game to change the location of the relevant body from storage to in front of you. I have absolutely no idea how you would go about doing any of this (as I said, I don't have experience with scripting for Bethesda games), but that is probably the best way to do it (assuming my suggestion is even possible), if you want random enemy spawns to stay accurate. If you only care about unique npcs/enemies and don't care about any damage done to them persisting, you could probably have it delete the body when you "store" it, and create a new, dead copy of the body when you "drop" or "use" it. Link to comment Share on other sites More sharing options...
guidojacobs2002 Posted December 28, 2017 Share Posted December 28, 2017 This is more vital than ever, since the VR version does not allow picking up bodies at all. Link to comment Share on other sites More sharing options...
dagobaking Posted December 28, 2017 Share Posted December 28, 2017 This should be doable by moving the body away somewhere and placing a custom object in your inventory representing the body. Then, when you equip the item it would remove the item from your inventory and move the body to wherever you are. I would give it a crack. But, have my own mod obstacles I'm trying to figure out. Hopefully, my summary inspires you to give it a shot. It shouldn't take much. Link to comment Share on other sites More sharing options...
FlashyJoer Posted December 28, 2017 Share Posted December 28, 2017 Examine the Knockout Framework - it adds bodies to inventory and then back into the game world when you drop them. Would be a great place to start looking for ways to do it... Link to comment Share on other sites More sharing options...
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