Ashgoo piles still an issue

Post » Wed Feb 03, 2016 5:16 am

How is this still a problem? jesus christ Todd get your **** together and stop relying so heavily on the modding community, NEWSFLASH not everyone plays on pc and has access to the console commands.

How are these issues, which have been around now for generations still not fixed?

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(G-yen)
 
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Post » Tue Feb 02, 2016 10:00 pm

Good question, very good, it should not be hard to add an remove on respawn tag on them, as I understand mines you place are removed on area respawn so you can not put an mine at boss position and have him explode on cell load.

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Chris Duncan
 
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Post » Tue Feb 02, 2016 10:21 pm

it's like they really just dont care

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Janine Rose
 
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Post » Tue Feb 02, 2016 11:14 pm

I have dead bodies ALL OVER my Commonwealth, it's ridiculous...
Every ghoul I slaughtered when claiming settlements is still there in death, even though thriving settlements full of settlers have developed.
They step around, or over, the ghoul etc corpses LoL - even the Brahmin does!
It's strange. Bodies (and even ash-piles) cleaned up like magic in Oblivion, didn't they?
And wasn't that like ten years ago now?
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Rex Help
 
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Post » Tue Feb 02, 2016 2:06 pm

I have corpses in the castle, very annoying and brahim corpses at other settements, in the words of an Obsidian fanatic, really Beth? :D

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Taylah Illies
 
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Post » Tue Feb 02, 2016 7:56 pm

Think ash piled stayed in Oblivion, I know dropped weapons did, Dropped an bunch in an dungeon at low level visited it again at high and found a pile of weapons in an corridor.

Took some time to figure it out :)

Don't think Oblivion had ash piles. it had goo after dead ghosts, but that is just dead bodies.

On the other hand an Oblivion mod let you skin animals and left behind an carcass and it went away.

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Ana
 
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Post » Wed Feb 03, 2016 3:15 am

I think I'd rather miss out on their crappy loot and have their bodies completely disintegrate (when it comes to energy weapons) rather than have permanent ash/goo piles all over the place.


Hopefully a mod will make its way to consoles to fix this issue.
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Blaine
 
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Post » Tue Feb 02, 2016 8:07 pm

I am going to do what I have done in Fallout 3.... Wait for the GECK to come out, then remove the chance of ash piles and energy weapons. Until then I am sticking with ballistic weapons.

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A Dardzz
 
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Post » Tue Feb 02, 2016 9:03 pm


Up to my knowledge, there newer was any mod which would reliably fix this. Given persistence of the problem, I guess there is reason why these things does not go away. Its likely something with the engine and can not be fixed.

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Lily Something
 
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Post » Tue Feb 02, 2016 1:06 pm

I think its hard to fix by mod, far simpler to be done in the game code.

Critical hit with energy weapon and enemy turn into ash or goo. Game then has to do the turn to ash animation and transfer loot to pile.

That is missing is an flag for remove on cell reset.



Mines placed by player will be removed, if you spawn an plant it will regrow on cell reset. Mod for Oblivion let you plant plants, made one farming mod for Skyrim, plant would also regrow but it took 30 days but noting special about them.

Fun note bird nests in Skyrim are plants.



---



However in FO4 it might be another issue, does goo and ash outside of setlements go away? Anybody who use energy weapon a lot, thinking of the regular radiant locations like super duper mart or corvega.

settlements don't re-spawn the normal way, here game needs an remove after 1-3 day flag or script, this is broken on the piles, you can not loot them after some days but they are still present.

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Kanaoka
 
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Post » Tue Feb 02, 2016 4:36 pm

I don't even use energy weapons because of the ash piles, and I do have access to the console. Curie usually creates several ash piles around the Red Rocket with her laser rifle, though, forcing me to use the console to clean up.

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Chad Holloway
 
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Post » Wed Feb 03, 2016 4:20 am


Ash and goo piles does disappear with reset of the cell. But that's does not mean they are removed physically, game engine likely simply removes any data made of player changes in the cell and when player revisit cell, game engine reads cell from original data file.



Cells which newer gets reset to original data, like settlements, newer get piles removed.



Objects in the game like this are made of instances. That is objects are constructed from a more "primitive" data structures. Say general object >> living organism >> humanoid >> bandit. Another would be: general object >> living organism >> animal >> mutated dog. And then: general object >>mechanism >> aircraft >> BOS vertibird. You see bandit, dog and vertibird share some data. This sharing makes programming easier because you don't need to code every object in game from scratch, you just add code on each level. It also allows you to interact with objects on different levels. Say you have function which acts upon all living organism. You can use such function on a dog and bandit without making two separate functions, one for dog and one for bandit. It also makes sure that particular function can not act on vertibird (say function which handles thirst).



Somewhere inside game engine there is function which handles removal of objects from a cell, without that cell being reset to original data. Objects like dead bodies for example, or junk picked up by player. My wild ques is, that this function can not handle removal of ash and goo piles because they are on a different level or branch of object structures and function simply does not recognize them. Once more, that's just my wild guess.



I ques the difference is, that bodies and junk are dynamic objects. They have physical properties attached, can be moved, interacted with, have gravity. Piles are most probably static objects. They can't be moved, they does not respond to gravity and so on. Static objects tend to be much lover in the data structure hierarchy then dynamic objects.



But those are my speculations. As I said, fact that this problem is persistent over several years signals that it's not just a bug that can be fixed, it's structural problem or oversight inside engine itself which can not be fixed without rewriting of the engine.



Why developers did not bother to fix it when creating new or modifying old engine for Fallout 4, I have no idea. If the piles are static objects as I expect, they probably does not pose big problems to performance and thus this problem simply did not seem to be worth of the trouble and time to be fixed. It's also possible, that settlements, that is cells which does not reset were not planed when engine was being developed and they were added to the game only after engine was already done.

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Hannah Whitlock
 
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Post » Tue Feb 02, 2016 7:57 pm

so create a new model that behaves like a dead body but graphically looks like a pile of ash .....and replace the textures , come on beth !! u can do it

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M!KkI
 
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Post » Tue Feb 02, 2016 2:52 pm

Ash piles are much better than dead bodies. I have ghoul bodies in Sunshine co-op and in other locations, they never dissapear. In the Castle dragging away worked fine for me ( I have to collect all pieces of some poor minutmen and to throw them in the water).

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Kitana Lucas
 
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