Actually thinking about it, I think carefull balanceing of how I place npcs and script the fights is the best solution. For example in the test video I have Hlaalu guards facing ofF against Ordinators outside Balmora... I just used it as an example but if it was left in the real game it would be unbalancing as the player would have a chance to get some indoril/bonemould stuff freely in a "starting zone". But consider that in the actual release version I don't think it would make sense from a lore perspective to have these two factions fighting. My plan is to have the Hlaalu patrol spawn and patrol fairly regualrly... say you have a 40% chance of seeing them. Then near the crossroads I plan to have a stationary group of wild bandits hiding in ambush that are set to attack when the guards patrol past... these will have like a 20% chance to spawn and then only if they detect the patrol is in the cell. So what we are left with is that the guard patrol will be seen fairly often but the attacking group will spawn quite rarely making the fight pretty rare to see and thus the chance of getting loot pretty rare. Also the bandits won't be much of a match for the guards being a lower level and with worse gear so it is very unlikely they will win the fight. This again will mean that the loot you will find near balmora will most likely just be some common clothes, iron weapons and perhaps some light armor. I think that by thinking cleverly about game balance when designing the encounters I can preserve game balance without breaking immersion and stretching game logic.
This, to me is the best solution. Having clothes and gear disappear from slain combatants is, to me, pretty immersion breaking. This:
My recommendation is to have the bodies teleport away after death. If you can make an NPC cast a teleporting type affect...I am pretty sure you can attack the same recall script onto the dead bodies right after death. In the readme just explain it that the one that killed them cast a spell on the corpse to "Clean up after themselves" or something?
And particularly this:
Or you could have an NPC called Cleaning Crew that would teleport in right after the battle and "Look" like he's casting the spell...then attach the script to him so it ends up getting rid of the bodies...that might take some fancy scripting but I doubt it's impossible?
Would just be a giant hand of videogame-yness reaching out from my monitor and slapping me round the face.
We're not on Vvardenfell anymore, Toto. If the player wants to loot the corpses then let them. As, I think it was, Princess Stomper's said: You can't cheat in a single player game.
I really like the way patrols are shaping up. Another idea is spawning random bandit groups in the wilderness. So, say, a creature levelled list contains a leader NPC who is scripted with a 100% chance to spawn a lackey (mage, melee figher, ranged fighter etc etc), the lackeys are in their own levelled list (not sure if that would work in a script, might have to define the lackeys explicitly in the script). Each lackey has a scipt that ruins when they're instantiated with, say, a 40% chance to spawn another lackey.
Could end up with large groups that way, might need to play with the %s. Then, have a guard leader spawned a random distance and direction away from the bandit leader, again with their own randomly generated posse. So, the PC enters the cell, NPC bandit mob spawned, heroic NPC guard patrol spawns, they spot each other... Fight!