is it possible Fallout 4 will have ash piles that actually

Post » Fri Nov 27, 2015 8:56 pm

clean them selves up unlike previous games ???

i love energy weapons

i hate how they break the game and the lagg that comes with them because bodies never go away once turned to goo or ash

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NEGRO
 
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Post » Sat Nov 28, 2015 2:50 am

I wish they would add the option to remove corpes when you inspected remains, which was an option in Morrowind.

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Danny Blight
 
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Post » Fri Nov 27, 2015 8:10 pm

I think this may be one of the most rational threads you've made. Indeed this was an appalling issue. Though, IIRC, Skyrim had the same problem so don't hold your breath.

Being on PC now I can just CC them away anyway.

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Wayne Cole
 
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Post » Fri Nov 27, 2015 2:55 pm

Since it is a problem mentioned very often on the forums i would assume that gamesas is well-aware and will give us a dust-pan and broom to fix the issue...or not...because reasons

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Jamie Moysey
 
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Post » Fri Nov 27, 2015 3:13 pm

I'd laugh if Bethesda decided to make ash piles dynamic where they would blow away if there was wind or dissipate in liquid. That would definitely kill system memory even more.

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Bloomer
 
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Post » Sat Nov 28, 2015 6:37 am


Skyrim did have this issue day 1, but a later patch (one of the last ones IIRC) did fix it somewhat. I think corpses of random encounters became stuck and didn't clean up properly nor were interactable, yet I also recall waiting on Solthiem for a month and the stuck ash piles on Skyrim cleaned up. So Bethesda is aware of the problem at the very least. I just hope they do a better job fixing it, if they remember to do it again at all.
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marina
 
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Post » Fri Nov 27, 2015 8:47 pm

Not if after that happened the ash piles ceased to exist, which is how they'd probably handle it in those circumstances. If you haven't looted them by then, either too bad or spawn the items in the corpse onto the ground.

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Amy Masters
 
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Post » Fri Nov 27, 2015 6:34 pm

That would work just fine if it weren't actually tied to weather conditions. If the ash piles just blew away or goo piles got absorbed into the floor/ground after you searched them, that would work well. Or, they could just make them disappear like corpses like everybody has been suggesting.

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Natalie J Webster
 
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Post » Sat Nov 28, 2015 12:22 am

I was hoping for a slightly different effect this time around when you atomize a foe via a laser weapon. The particle effect is great & everything but Ive seen it too much in previous Beth games. How about if they were to turn into liquid gloop & melt downwards into a disgusting bright green puddle. Borderlands did something similar to this if I recall.

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Naomi Ward
 
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Post » Sat Nov 28, 2015 2:01 am

What would make more sense for laser weapons is for the laser to not turn 'em to ash but instead cut them in half. I doubt we'll get that, though:(

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Jynx Anthropic
 
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Post » Sat Nov 28, 2015 2:50 am

...you mean the effect Plasma weapons cause...

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Mistress trades Melissa
 
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Post » Fri Nov 27, 2015 10:00 pm

What's the fun in not having game breaking bugs? :huh:
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louise tagg
 
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Post » Fri Nov 27, 2015 4:11 pm

Yeah something along those lines. Fallout Tactics had a great death melting animation effect when your characters were hit by those pop-up laser turrets.

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Tracey Duncan
 
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Post » Sat Nov 28, 2015 2:39 am

Apart from the weather that would be a good idea, when the player loots the corpse give the option to disperse ash. Wonder if there's already some mods to do that, may not be all that hard to implement a disbale and a delete in the scripts.

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Riky Carrasco
 
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Post » Fri Nov 27, 2015 8:54 pm

honestly I think a tad more realism is needed let's face it if you just turned someone to ash right now there wouldn't be much left to salvage ,I think that should be a real risk .

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Stephanie Kemp
 
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Post » Sat Nov 28, 2015 5:51 am

This. Energy weapons would be so much more satisfying if we got unique dismemberment animations for them, like the end of an arm going all gooey if you shoot it off, or searing a hole through someone's torso with a laser.

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Georgine Lee
 
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Post » Sat Nov 28, 2015 6:48 am

Hopefully Serana doesn't make an appearance. Could you imagine her with an energy weapon? It would break the game so bad there would be a black hole.

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Danel
 
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Post » Fri Nov 27, 2015 4:32 pm

Well its not that bad ,I never had any problems with it on PC.

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Lucie H
 
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Post » Fri Nov 27, 2015 6:34 pm

god i hope so

as a console user, thats probably the biggest thing i want patched

its so weird, it's like beth just cant figure it out

i abandoned energy weaps in fo3 and new vegas since the endless trail of ash and goo was annoying to see, but on consoles they eventually take a tole and make lag pockets in the world, crash zones if there's enough

and skyrim, same with the ash piles, some just stayed forever

even after a patch that had ash cleanup specifically mentioned, it still happened.... weird stuff

maybe a mod (for us console users who can't console command them away) that adds a broom that you can hit the goo/ash and it tells the game to clear it from the world space?

just something to fix it

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how solid
 
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Post » Fri Nov 27, 2015 10:33 pm

At this point I am starting to worry that it is a problem with the engine...
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Ronald
 
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Post » Fri Nov 27, 2015 11:09 pm

I hope so, too. It was so annoying to see ash/goo piles everywhere in FO3.

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Alisha Clarke
 
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Post » Sat Nov 28, 2015 2:01 am

It's a problem with the engine in the sense that save files are just .esp and once you add something to an .esp it really doesn't like you taking it away. The files are supposed to log changes to the gameworld. Well, it's not that simple to just say "after so long get rid of it". Sometimes ash piles can be linked to quest objects for example, and they're never allowed to disappear, just like quest object corpses. It drops a little object into the world and the entire point of the game engine is keeping track of all the little objects you drop in 3-dimensional space.

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Taylah Illies
 
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Post » Fri Nov 27, 2015 7:18 pm

Why could they not treat ash and goo piles like corpses then? IIRC there ar certain "quest corpses" that don't despawn, like Allen Marks (or whatever his name is). So couldn't they keep piles that THEY placed while getting rid of piles that NPCs and the player create?

Sorry if this is a daft question, not familiar with the inner workings of the Gamebryo and Creation engines.
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LijLuva
 
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Post » Fri Nov 27, 2015 5:37 pm

They could just set them to disable at the global reset, but I'm not entirely sure if that eliminates their presence in the .esp or just makes them invisible. Imagine it like this: it's like loading a plugin. If you add Honest Hearts equipment to your save file, for example, it looks for it every time you open the file because it's loading the .esm and then the .esp overtop of it. Remove Honest Hearts and it'll throw an error and say some objects couldn't be loaded. It's very complicated.

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Lizzie
 
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Post » Fri Nov 27, 2015 6:48 pm

minor correction.

.esp = elder scrolls plugin

.esm = elder scrolls master

.ess = elder scrolls save

.bsa = bethesda softworks arhcive

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Lakyn Ellery
 
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