kitcat81 Posted July 27, 2017 Share Posted July 27, 2017 (edited) I was just playing with perks and made for myself a very simple solution for removing new or pre-placed bodies and skeletons anywhere in game. Bodies are removed through disintegration(I`ve read somewhere that deleting is no-no and destroys spawning points). This must be ok for any npc who has died during the game. I wonder about possible results of removing pre-placed corpses and deleting skeletons. Maybe it`s better to scale them to zero...What if removing them can cause some scripts or quests to be broken. I have not mod or created cells so I`m not sure how it can affect the game. Just seeking advice from more experinced modders. Thanks in advance. Edited July 27, 2017 by kitcat81 Link to comment Share on other sites More sharing options...
Magicockerel Posted July 28, 2017 Share Posted July 28, 2017 Have you had a look at how plasma weapons turn enemies into goop? I'd imagine that it's set up in a script somewhere, and that however they've implemented that functionality would be safe to carry over. Hopefully it's not hardcoded and applied through Keywords, or something along those lines. That may not be applicable to pre-placed bodies and skeletons, though. Link to comment Share on other sites More sharing options...
kitcat81 Posted July 28, 2017 Author Share Posted July 28, 2017 (edited) Have you had a look at how plasma weapons turn enemies into goop? I'd imagine that it's set up in a script somewhere, and that however they've implemented that functionality would be safe to carry over. Hopefully it's not hardcoded and applied through Keywords, or something along those lines. That may not be applicable to pre-placed bodies and skeletons, though. Thank you KernalsEgg! I use disintegration for actors which is exactly what you say. It`s just the last stage of turning to a goo when the actor is getting removed from the world. But it seems to work only for actors. Casting skeletons as actors did not work for me. I can only delete them or scale down. I was just worried about cells. Some dead bodies and skeletons are a part of cell. And it might be funny, but I have never deleted or removed any pre-placed objects or any parts of a cell. Can't decide what way it`s better to deal with them and if it`s ok to delete. Edited July 28, 2017 by kitcat81 Link to comment Share on other sites More sharing options...
Magicockerel Posted July 28, 2017 Share Posted July 28, 2017 I just started a thread the other day about the best way to disable/delete workshop objects, so I'm in the same boat :P I haven't heard great things about deleting objects that are a part of the vanilla cell. Could you settle for disabling the skeletons? That's a much safer approach from what I know. Link to comment Share on other sites More sharing options...
kitcat81 Posted July 28, 2017 Author Share Posted July 28, 2017 (edited) I just started a thread the other day about the best way to disable/delete workshop objects, so I'm in the same boat :tongue: I haven't heard great things about deleting objects that are a part of the vanilla cell. Could you settle for disabling the skeletons? That's a much safer approach from what I know. :smile: Yeah ...well, me too. LoL. I will try to disable skeletons. I hope they don`t respawn(enabling themselves) in settlements as pre-placed corpses do . Thank you for the idea. I just forgot about that since it can`t be used for corpses. Edited July 28, 2017 by kitcat81 Link to comment Share on other sites More sharing options...
Magicockerel Posted July 28, 2017 Share Posted July 28, 2017 Just an idea, but could you archive the reference of each of the skeletons you disable (for example, in an array property or a form list) and then disable them again each time they load? That is, using the OnLoad() Event. This is only if that proves to be a problem. Link to comment Share on other sites More sharing options...
kitcat81 Posted July 28, 2017 Author Share Posted July 28, 2017 Just an idea, but could you archive the reference of each of the skeletons you disable (for example, in an array property or a form list) and then disable them again each time they load? That is, using the OnLoad() Event. This is only if that proves to be a problem. I can, but I`d prefer to avoid keeping many referenes persistent if it`s possible to avoid this. I`m changing the fragment right now so soon we`ll know what happens with disabled skeletons. Link to comment Share on other sites More sharing options...
Magicockerel Posted July 28, 2017 Share Posted July 28, 2017 Fair enough, that's just something that I thought of earlier today when I read comments about a mod having trouble with persistence. It's definitely not something you should bother with if you can help it. Link to comment Share on other sites More sharing options...
kitcat81 Posted July 28, 2017 Author Share Posted July 28, 2017 (edited) I think I was wrong that the disintegration does not work for skeletons. Maybe I just missed something being in a hurry. Now it seems to works if I cast a skeleton as actor. But still not sure about possible repercussions. I guess I will have to disintegrate all corpses and skeletons and then check the log and how the game works. After some more testing I now know that disintegrate does not work for them and I was righ the first time. I think that just the game have not refreshed the script at the moment so it ran the previous script. Anyway I have not noticed any problems with deleting them, but going to test disabling. Edited July 28, 2017 by kitcat81 Link to comment Share on other sites More sharing options...
kitcat81 Posted July 28, 2017 Author Share Posted July 28, 2017 After testining it for a month (in-game time) it seems that disabing skeletons works just fine. Thank you again, KernalEgg! A mod that allows to sleep for at least a week would be really useful for such testing. If anyone knows such mod, please let me know. Link to comment Share on other sites More sharing options...
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