Jump to content

Keep Corpses


Deleted53120User

Recommended Posts

I am thinking about creating a mod that stops the game from destroying corpses.

Sometimes I, and others, want the landscape to be dotted with the bodies of slain dragons.

 

If I can find the script that manages corpse deletion, I might add the following to it....perhaps something that states allow the lines of the following psuedo code

try
{
 if !(ActorInventory has PreservationStone or Actor is in PreserveCorpse Faction)
 {
   ;NormalRecycle_Deletion()
 }
 else
 {
  ;Keep Corpse
 }
}
catch (Exception Ex)
{
 ;NormalRecycle_Deletion()
}
finally
{
 
}

Preservation Stone: Physical Item that maintains corpses that would normally be deleted. Weighs 0. Alchemy craftable from commonly found ingredients. Lets say...Iron Ore and Salt.

  • Keeps corpse from being deleted by game.
  • Removal of the stone allows the game to delete the corpse next time it reloads the cell.
  • POSSIBLE BONUS: keeps reanimated corpses as well as any other creature holding the stone from turning into ever persistent dust piles.

Preserve Corpse Faction:

  • As above, but more behind the scenes. Any creature/object in this faction can not be marked for deletion.

 

Am I right that the file I should be modifying is ReferenceAlias.psc and specifically TrytoKill and TryToDisable?

 

For ActorRef.Disablel() am I right that this hides the actor?

For ActorRef.Kill() am I right that this removes the actor?

 

 

After I finish this mod, I plan to make a second, likely much easier to code, mod to add multiple ranks to Twin Souls, allowing you increase its rank six times, allowing you to have Seven Simultaneous Summons. Why Seven Souls?, Since Seven Simultaneous Souls Sounds Super Sweet.

Link to comment
Share on other sites

I am thinking about creating a mod that stops the game from destroying corpses.

Sometimes I, and others, want the landscape to be dotted with the bodies of slain dragons.

 

If I can find the script that manages corpse deletion, I might add the following to it....perhaps something that states allow the lines of the following psuedo code

try
{
 if !(ActorInventory has PreservationStone or Actor is in PreserveCorpse Faction)
 {
   ;NormalRecycle_Deletion()
 }
 else
 {
  ;Keep Corpse
 }
}
catch (Exception Ex)
{
 ;NormalRecycle_Deletion()
}
finally
{
 
}

Preservation Stone: Physical Item that maintains corpses that would normally be deleted. Weighs 0. Alchemy craftable from commonly found ingredients. Lets say...Iron Ore and Salt.

  • Keeps corpse from being deleted by game.
  • Removal of the stone allows the game to delete the corpse next time it reloads the cell.
  • POSSIBLE BONUS: keeps reanimated corpses as well as any other creature holding the stone from turning into ever persistent dust piles.

Preserve Corpse Faction:

  • As above, but more behind the scenes. Any creature/object in this faction can not be marked for deletion.

 

Am I right that the file I should be modifying is ReferenceAlias.psc and specifically TrytoKill and TryToDisable?

 

For ActorRef.Disablel() am I right that this hides the actor?

For ActorRef.Kill() am I right that this removes the actor?

 

 

After I finish this mod, I plan to make a second, likely much easier to code, mod to add multiple ranks to Twin Souls, allowing you increase its rank six times, allowing you to have Seven Simultaneous Summons. Why Seven Souls?, Since Seven Simultaneous Souls Sounds Super Sweet.

 

This would be a good idea except you do realise that your save games will reach their limet far quicker with this in a mod, meaning that youll get much less game time before your game memory is full and keeps crashing the game.

As it stands without a mod it lasts about 400hours on my rig (since the 4G patch thingy its more than that) but with this it will probably drastically reduce the time you can play a character so after (estimate) maybe 200 game hours players will get contant crashes because their is too much 'persistant' corpses in the world.

Just saying

Link to comment
Share on other sites

Seriously, it's not about being possible or not, but this is an excellent example of the saying "careful with what you wish, you may get it".

 

Such mod would soon enough make the game and then savegames bloated beyond the bearable.

 

Edit: Thelonewarrior beat me here :)

Edited by nosisab
Link to comment
Share on other sites

 

This would be a good idea except you do realise that your save games will reach their limet far quicker with this in a mod, meaning that youll get much less game time before your game memory is full and keeps crashing the game.

As it stands without a mod it lasts about 400hours on my rig (since the 4G patch thingy its more than that) but with this it will probably drastically reduce the time you can play a character so after (estimate) maybe 200 game hours players will get contant crashes because their is too much 'persistant' corpses in the world.

Just saying

That is why only corpses you place the stones on will persist. Also, preservation stones would not be found naturally on corpses.

So, in short, only the corpses you stick a stone on or force into that faction will refuse to be deleted.

 

So, if crashes like that are happening because of this mod it would be that the player abused the preservation stones.

 

 

Also, in my mod, I'll make it so dust piles decay quickly...and possibly...

 

ALSO IN MOD WILL BE

Destruction Stone!

Placing this stone in a NON ESSENTIAL actors inventory:

1) Kills it

2) Marks it for Corpse Destruction

Edited by Guest
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...