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Corpses Become Skeletons


darlingg

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Could

 

 

I was basing the idea off Dr. Calis from old world blues, however I now remember that he is only skeletal because of a mask, not a race.

Could such an item be added by the timer, then hidden in inventory, to make a body look like that?

 

A completely different approach, but which might meet some of the objectives, could be to let cell re-load happen, but instead of dead bodies being resurrected and re-spawned, that they be removed, stripped or replaced as discussed above.

 

I'm not sure, if it were to happen it would delete the headwear (unless the Skull accessory for Calis is not recognized as headwear and is classified as a completely different type of item, though i doubt it)

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Theres an old mod called 'Strip your enemies' despite the name all it actually did is allow you to shoot off the headwear of npcs, the headwear flew of the heads and became pickupable items on the ground. The mod is hidden now but if your search 'fallout nv Tomminfinite's Stuff' in google you will find it on readit

 

If you took a look at the mod you could see how its doing the headwear removal so you in your mod you could first have headwear 'fall' of npcs eather at death or sometime after then the head slot is free for 'whatever' wile not actually deleting the original headware as it would be on the ground next to the corpse. In the strip your enemies mod the headwear fly's off with some force but i assume thats scripted you probably could making it have no force so it just simply falls where its at. If your lucky helmets like the riot helmet might just stay visually in pace and look likes its still warn by the corpse till you move the corpse or the help

Would be a cool effect moving a corpse and the helmet falls off

 

You could include your version of headware being shot off too as its a concept thats not officially available, essentially with this no corpes would have headwear as it would of been shot or hit off during combat you could always set a 50/50% chance it falls of in combat and 100% chance it falls off at death or just before the first stage of decomposition

 

One thing you could do for the very last stage of decomposition is replace the npc with a static skeleton for 2 reasons

1 too many npc corpse containers building up in a save bloats and lags having then replaced with a static skeleton model removes the expense without them just disappearing compleatly

2 Its kind of immersive to have corpses looted eventually in a wasteland filled with scavengers, when you replace with the static it would obviously be a naked skeleton with no loot

 

You may also want to have it so corpses are outwrite removed in towns/cities, there not or they shouldnt just leave a rotting corpese in the middle of town, maybe you could be tactical with this though like letting corpese rot in the back streets of freeside which makes sense for the feel and danger of that area

 

Also the 'fallout nv redesigned 3' mod has some corpes content https://staticdelivery.nexusmods.com/mods/130/images/56312-2-1404552027.jpg

Its applied to existing dead npcs you find via quests or just randomly, there is fly swarms added into as well. Id say the corpse stuff from here would be good for the first stage

Edited by speaker60
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Hi Speaker60, thank you for the input, I apologize in advance for the short/terse reply (crazy week). I'll take a look at the mods you mentioned. Essentially I was using bones rigged to the standard skeleton (gamebryo in game skeleton) so I could take advantage of the ragdoll mechanics (kill em and drop em on the same position).

 

I don't think a simple static would serve well as a replacement. If it were, however, possible to make a static with even a rudimentary skeleton like structure (even just a basic marionette like structure for a nif), it would be my choice too. I do know there are statics with hinges (like pub signs in oblivion), but I don't know how to set them up in nifskope. I'll try and do some research.

 

I'll try and post a more cogent answer as soon as I have more time.

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Just a quick reply for you comment, when i say static i just men not a container it could be a movable static and you could have the skeleton as separated as in the skeleton has broken apart

Skull, rib cage, feama ect. The point is to remove the constant growth of npc corpse containers causeing save bloat(it used to casue bloat atleast i dont know if there has been a fix for this in some NVSE mod)

 

So intearms of stages, the second to last stage could be a full skeleton but still a npc corpse with ragdoll last stage the skeleton has broken apart and swapped out for statics/movable

Given the second to last stage would have the skeleton in clothes before being looted to a broken skeleton you could say for immersion the reason the skeleton gets broken is when the copes is looted by whoever. Obvious this happening off screen but its the notion of why the skeleton becomes naked and suddenly broken

 

For existing dead npcs(npcs that are dead from the start) you would want to make the decomposition suspended and or not apply on the npc till after the player interacts with them for the sake of quests, so story driven dead npcs are not all skeletons by the time you get to them

 

Thinking about it there are already skeletons in the game that are 'movable statics' Im sure they are rigged like what your talking about there are also parts of the skeleton in the movable static list, there is 15 skeleton related statics in vanilla

 

Edit just looked at a nif of a skeleton they are rigged and they are the nifs used in the 'movable static' so theres your answer you can have ragdoll skeletons as statics as there in vanilla already

Edited by speaker60
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For existing dead npcs(npcs that are dead from the start) you would want to make the decomposition suspended and or not apply on the npc till after the player interacts with them for the sake of quests, so story driven dead npcs are not all skeletons by the time you get to them

Yes. Then they're stripped afterwards by the scavengers that have been following the PC from a distance, and getting into places the PC's left unlocked.

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