pra Posted March 10, 2020 Share Posted March 10, 2020 Hm, I always assumed this is a mod conflict of sorts. I have a dead ghoul in my SS addon, it had it's head while testing with an empty save, but became headless in my "real" one... Link to comment Share on other sites More sharing options...
MissingMeshTV Posted March 10, 2020 Author Share Posted March 10, 2020 Hey, SKK! Thanks for the workaround info and confirming I'm not alone in this weirdness. The corpses are just set pieces for 'mershun and I'm only using a few in a single cell, so I'll likely just live with it and move on. It is damned bizarre though. Link to comment Share on other sites More sharing options...
MissingMeshTV Posted March 10, 2020 Author Share Posted March 10, 2020 Hm, I always assumed this is a mod conflict of sorts. I have a dead ghoul in my SS addon, it had it's head while testing with an empty save, but became headless in my "real" one...I've run into this using other mods, namely FROST, and always assumed it was intentional. It wasn't until I used my first feral corpse over the weekend that I realized it wasn't. This is happening with my dev install where the only active mod is the one I'm working on, so definitely not a conflict in this case. No loose files that would impact ferals either. It doesn't just work. Link to comment Share on other sites More sharing options...
Oynlen Posted March 11, 2020 Share Posted March 11, 2020 Hmm, that's weird. I placed a few ferals in a mod I made, some I placed to start dead. And once using the havoc they were fine as dropped out of the T-pose.. BUT, those were different models and the head was part of the skin, not separate. Link to comment Share on other sites More sharing options...
Fireapple Posted December 8, 2020 Share Posted December 8, 2020 @RedRocketTV did you ever find a solution to this? I am having the same problem and having trouble finding how to fix it. Link to comment Share on other sites More sharing options...
Undernier Posted October 23, 2021 Share Posted October 23, 2021 For anyone stumbling upon this thread, the solution to this problem is to not use "start dead" but instead use a script that will kill the actor on load. there is one you can find in the vanilla scripts list which is called something like dlc01 caravan kill (forgot the precise name but you'll see it if you search "kill"). Link to comment Share on other sites More sharing options...
pra Posted October 26, 2021 Share Posted October 26, 2021 For anyone stumbling upon this thread, the solution to this problem is to not use "start dead" but instead use a script that will kill the actor on load. there is one you can find in the vanilla scripts list which is called something like dlc01 caravan kill (forgot the precise name but you'll see it if you search "kill").Interesting. Though you probably can't really pose the corpse then? The ghoul in my addon is placed on a gurney. But better than it being headless I guess. But wait, a propos gurney: it works in DLCRobot, in the mechanist's lair, doesn't it? Maybe whatever beth uses there can be replicated. Unless it's something beth-esm specific... Link to comment Share on other sites More sharing options...
Undernier Posted October 26, 2021 Share Posted October 26, 2021 For anyone stumbling upon this thread, the solution to this problem is to not use "start dead" but instead use a script that will kill the actor on load. there is one you can find in the vanilla scripts list which is called something like dlc01 caravan kill (forgot the precise name but you'll see it if you search "kill").Interesting. Though you probably can't really pose the corpse then? The ghoul in my addon is placed on a gurney. But better than it being headless I guess. But wait, a propos gurney: it works in DLCRobot, in the mechanist's lair, doesn't it? Maybe whatever beth uses there can be replicated. Unless it's something beth-esm specific... you are indeed limited to the famous "lay dead on the ground" pose. I haven't checked but I'm pretty sure they don't use anything special in the mechanist's lair, the headless bug seems only limited to modded content, and even then, only happens in some interior cells (I placed some dead ghouls outside and didn't have the issue. ) An idea you might try with the kill on load script, use an ambush ghoul and place the ambush marker on your gurney (you might have to add navmesh on top of the gurney for it to work). that way, when the cell load the ghoul should spawn on the marker before being killed by the script. Link to comment Share on other sites More sharing options...
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