Patch 1.4 didn't remove Sanctuary bridge corpes

Post » Sun Mar 20, 2016 2:07 am

So I updated yesterday and still no fix for this? Can't be that difficult to fix? A dog and human in my game since the start

User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Sat Mar 19, 2016 1:43 pm

Along with the rest of the bugs. lol

User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Sun Mar 20, 2016 4:37 am

yeah, you'd think they'd fix that though as it's in your face so often if you use Sanctuary

User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Sat Mar 19, 2016 11:35 pm

Well which is worse?



PC folks like me can remove it with a simple console command.



BUT....we are also stuck with a 10foot UI and enormous text...at-least until a nice UI mod comes out.

User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Sat Mar 19, 2016 11:37 pm

I did notice that the Sanctuary bridge corpse now has clothes on again, so that's something. :shrug:



I looted his road leathers the first time I passed by, and then threw his body into the river. For the next 170 hours of my game, I was greeted by a naked dead raider every time I came back to see Preston.

User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Sat Mar 19, 2016 8:15 pm


He respawned on me at least 5 times before 1.4, so I don't think that's anything new.



I've given up caring about that dumb corpse tbh.

User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Sat Mar 19, 2016 7:39 pm

I've some nasty ghoul corpses at Croup Manor I'd like to see gone (they respawned after I put them in a nice pile).


I also had a ghoul there alive but stuck in some weird loop but never attacked me. I thought maybe he was part of the plot at first, maybe a domesticated ghoul, but he did nothing so I killed him.
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Sat Mar 19, 2016 9:45 pm

I really think Bethesda meant the dead raider and the dog as a permanent set piece to immediately give the player a sense of danger outside your home town. They didn't want it despawning in case you might have left town a different way besides the bridge.

User avatar
Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Sat Mar 19, 2016 10:54 pm

Yeah, it's a set piece. One of those things I had to remove with the console, along with the dead cows at Taffington and the debris in the Generals room in the Castle.

User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Sat Mar 19, 2016 7:38 pm

Wolfgang and Simone don't disappear either. They're less noticeable in the bushes, though. :wink_smile:

User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Sat Mar 19, 2016 11:36 pm

build a wall of corpses like the spartans did =P

User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Sat Mar 19, 2016 2:42 pm

You can carry the dead dog now, though.

User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Sat Mar 19, 2016 8:34 pm

I don`t think they are meant to be removed.


They are not even corpses.. but hard unique objects.





**oh NVM, now we can carry them?! lol

User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Sat Mar 19, 2016 7:34 pm

You could always carry the guy, but the dog had always been "Too heavy to carry". Now you can toss him over the bridge along with the guy...

User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Sat Mar 19, 2016 1:39 pm

Was that in the http://www.gamesas.com/topic/1570132-fallout-4-game-updates/#entry25055588? ;)

User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Sat Mar 19, 2016 5:28 pm


I hacked them up and threw them in the river.



They eventually re-appeared, laid out as if they were reassembled.



I think there is a troll that lives under the bridge in Sanctuary that puts them back up there...

User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Sat Mar 19, 2016 11:43 pm

I'd miss them if they were gone. I call them Billy and Buttsniff.

User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Sun Mar 20, 2016 2:26 am

Default FoV (Field of View)? My menus and pipboy screen are fine :shrug:

User avatar
Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Sun Mar 20, 2016 3:40 am

The UI is pretty much the same as it's been since FO3, there's not been much change at all, and it works just fine for this series.

User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Sun Mar 20, 2016 2:02 am

Yeah these aren't bugs or anything meant to be removed. They're set pieces. Do you think someone comes along and cleans up dead bodies all the time in the wasteland? Hell I'd like to see the regular corpses that I kill stay around for longer. Don't expect them to remove these set pieces

User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Sun Mar 20, 2016 2:37 am

I'd love for dead bodies to stay where they fall forever. What I don't love, is when I throw that dead body off the bridge, and the next day it's back there in the middle of the road again. Whether a body was placed as a set piece, or is the remains of an NPC killed by the player, they should act the same--stay where they fall, and not respawn to their original position after they've been moved.

User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm

Post » Sat Mar 19, 2016 3:56 pm

Corpses shouldn't stay around too long. Something ... wild dogs, radroaches or whatever would devour them quickly.

User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Sun Mar 20, 2016 5:30 am

The cow disappeared in Taffington from my experience BUT on this different save neither the molerats at starlight drive in and the raider outside of pickmans gallery disappearss. Same goes for the two on the bridge out of sanctuary, they're not meant to be set pieces.







As i said, they're not meant to be set pieces, they are indeed bugs. The only reason why they appear to be not being cleaned up is bethesda aren't capable of doing it.

User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Sat Mar 19, 2016 6:19 pm

They're present before you even meet anyone? How are they not set pieces? What are you basing that off of? Sounds like an assumption to me

User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Sat Mar 19, 2016 5:52 pm

And if rando joe can do it with the console why do you say beth can't do it themselves? You'd think if these were bugs and they couldn't fix it, they'd have been present in previous versions of the game engine.

User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Next

Return to Fallout 4