dust/goo piles

Post » Thu Mar 18, 2010 11:54 pm

I was wondering if there is a way in the geck to script the dust/goo piles to auto despawn (either after looting, or on cell reload after X amount of game time)

And can such be done with corpses in general
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Neko Jenny
 
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Post » Fri Mar 19, 2010 12:06 am

Well, the looting part on the piles is easy. Fix a script on them that disables them on activate.
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JaNnatul Naimah
 
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Post » Fri Mar 19, 2010 7:49 am

There are mods that remove the goo piles.

Or you can put a simple script on the goo pile.

begin OnReset   markfordeleteend

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IsAiah AkA figgy
 
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Post » Fri Mar 19, 2010 1:44 am

Well, the looting part on the piles is easy. Fix a script on them that disables them on activate.




I think I just found a way to do it with this script built into the core game:

scn GenericDisableOnNextLoadSCRIPT; this script disables and marks for deletion after the second loadshort loadCountbegin OnLoad	set loadCount to loadCount + 1	if loadCount > 1		disable		markfordelete	endifend


think I could easily change it to

scn DisablePilesScript; this script disables and marks for deletion all goo and dust corpse piles after the third loadshort loadCountbegin OnLoad	set loadCount to loadCount + 1	if loadCount > 2		disable		markfordelete	endifend


that way when a cell loads the third time they are disabled and removed.

Can add it to the generic ash/goo pile activators I would think

suddenly no more ash/goo piles staying around forever swelling up savegame data.
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Clea Jamerson
 
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Post » Fri Mar 19, 2010 2:07 am

There are mods that remove the goo piles.

Or you can put a simple script on the goo pile.

begin OnReset   markfordeleteend



that's a better one, and well I looked for mods that did just that alone... most were full tweaks to everything or energy weapons.

Been so long since I did scripting in the CS tools (oblivion or fallout) since the old hd died. so relearning it again as I go.
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TASTY TRACY
 
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