Patch 1.4 didn't remove Sanctuary bridge corpes

Post » Sun Mar 20, 2016 4:32 am

GOOD HAHAHAHAHA

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e.Double
 
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Post » Sat Mar 19, 2016 2:16 pm

I call them Drifter and Fido.

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Michael Russ
 
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Post » Sat Mar 19, 2016 4:35 pm

Meh.



Select Corpse in Console.



Type in command: Disable


Type in Command: Markfordelete



No more corpse.

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Connor Wing
 
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Post » Sat Mar 19, 2016 6:22 pm


I've got a mouse with 9 freakin buttons on it and they're basically useless with this game. Custom key binding is such a mess in this game and never seems to work the way it should.

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Jessica Lloyd
 
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Post » Sun Mar 20, 2016 12:33 am

Far out I miss playing Bethesda games on PC. I played Morrowind, Oblivion and FO3 on PC and console commands and mods are so useful. When you're on an actual console you have to wait around hoping the dev actually fixes annoying little things like dead bodies instead of being able to do it yourself.

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Jani Eayon
 
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Post » Sat Mar 19, 2016 11:01 pm

It's not only in settlement areas, sadly - at least when it comes to piles of ash and goo. There's a certain area not far from Diamond City where random events/spawns happen, and they were very frequent for me since I don't use fast travel. In my game, that area ended up looking like a volcanic region, what with all the ash piles that had collected over time...largely thanks to the Brotherhood of Steel fighting various things. I haven't played in a few months, but I don't think this bug has been fixed, and it's really annoying.



Do the console commands actually remove disabled/markfordelete items from the game entirely, or are they actually still there eating up memory, just no longer visible? I'm assuming that the second command will cause them to eventually be removed from the game, but I'm not entirely sure. Either way, the console commands should be viewed as nothing more than a temporary bandaid (especially since they're not available for console players), and I really hope Bethesda gets around to fixing this. Perhaps just having an option to mouse over a corpse, or ash/goo pile, and "bury" it would be good enough.

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tannis
 
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Post » Sun Mar 20, 2016 12:01 am


If you just 'disable' the object, it will still use memory without being graphically rendered. If you disable and then markfordelete the object, it will stop rendering and be marked to actually get deleted with the next cell refresh.

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Rhysa Hughes
 
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Post » Sun Mar 20, 2016 5:02 am

For me its a warning to anyone who wants to attack. Never bothered me......

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joannARRGH
 
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Post » Sun Mar 20, 2016 3:23 am



Yes the raider and mongrel, when you FIRST get to sanctuary, were set at set piece at that time but they shouldn't just respawn back at that area when you move them. That's what I'm saying. On my lets play save on my youtube channel, when I fought the raiders in front of pickmans gallery they despawned and got deleted after awhile. Yet on this new save of mine(different character), the one raiders doesn't disappear and stays there.


Why is it that Pickmans Gallery this raider isn't disappearing? Why is it than Mole-rats at Starlight drive in aren't disappearing for me on this new save despite them doing so on my lets play save? Why is it than the ghouls is sunshine coop tidings and croup manor doesn't disappear? Are the set pieces? of course not. YOU HAD to kill those enemies and by rights should be cleaned up.



I'd say bethesda can't do it because so far they haven't exactly done it in the past. Console versions has always been left in worst shape then PC versions of bethesda titles after they move on. People already spoke about this last week but when Elder Scrolls IV: Oblivion was ported by 4J Studios oblivion was practically flawless(by comparison to other bethesda games) yet Bethesda's shivering isles broke the game. Bethesda's track record has always been terrible focusing on the things that NEEDS to be prioritized when fixing bugs and focus on things that doesn't need to be addressed like: Oghma Infinium Glitch(Skyrim) which left the game in a bad state where ashpiles not cleaning up, memory leaks and loot not disappearing properly from enemy bandits. We had to micromanage everything. Dogmeat and workbench exploit(Fallout 4) is the latest example of bethesda poorly prioritizing on should be focused immediately rather than going after innocuous silly stuff like Duping items. Yes those should be fixed but there's 5-10 current bugs that needs to be addressed asap now that breaks the game in some format or breaks quests.

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Damien Mulvenna
 
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Post » Sun Mar 20, 2016 5:14 am

The bridge at Sanctuary is like my backyard here at home. The dead dog and raider are like my real dogs poops. No matter how many times I clean them up, next time I'm there, more poops. Only these poops were chopped up by a ripper and now respawn scattered all over the place. And the ghouls at sunshine trading. And the dead cat that stays in the dog bowl outside the guard dogs kennel at Abernathy farm (and before calling PETA no I didn't! it was killed by super mutants) Poop! Poops everywhere!!!!
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Jennie Skeletons
 
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Post » Sun Mar 20, 2016 1:13 am

Their annoyance level probably depends on how long you play the game. For people that do shorter story driven playthroughs.. they are probably only in the game world for a couple months, if that. . For people who end up spending over an in game year with their character it becomes quite annoying. My first character has been in there for 13 months and used sanctuary as her home base. .. Dead things need to go away.

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Crystal Birch
 
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Post » Sat Mar 19, 2016 8:36 pm

This pleases me.

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Silvia Gil
 
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Post » Sat Mar 19, 2016 3:33 pm

Schadenfreude is bad, m'kay?

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jason worrell
 
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Post » Sat Mar 19, 2016 7:05 pm

I dismembered the body and threw it in the river. I come back an hour later and all the body parts are just sitting there next to the dog. It's a curse.

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Sophie Payne
 
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Post » Sun Mar 20, 2016 4:22 am

Then I feel bad for you.

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Timara White
 
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Post » Sat Mar 19, 2016 6:13 pm

I agree, anything that you physically move (such as the Sanctuary corpses, and other settlement corpses) should remain where they are. But I am understanding the "cell reset" behavior that people are talking about, so the question would be how Beth could disable that. Or at least disable it for corpses but keep it active for, example, resources... The Feral corpses in Sunshine Tidings Co-Op bug me the most!

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kat no x
 
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Post » Sun Mar 20, 2016 12:16 am

They need to give us a stock of items we can buy from DC or some vendor that we can plant on a body and have it mark the body for clean up. This way, we can get rid of corpses we don't want around, but they will still be present when we first encounter them, as some of them are set piece (like the raider body across Sanctuary or the dead ghouls at Sunshine Tidings Co-Op).

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Hazel Sian ogden
 
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