Fallout 4

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Syngrith - Rosicca

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Syngrith

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84 comments

  1. teslatestbeta
    teslatestbeta
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    I barely created an account and need to say that I really love this mod and have been using this for years. It has been years but I'm still hoping for an update if possible.
  2. CKiller85
    CKiller85
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    Is this a mod that has a practical use, or is it purely for immersion or some other personal preference? Like does it just keep the bodies from despawning essentially to loot later?
  3. TarXor
    TarXor
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    • 3 kudos
    The same mod is here https://www.nexusmods.com/fallout4/mods/29462 (Grave Digger).
    It's simple and have MCM settings menu. Working OK for september 2018.
  4. Agammamon
    Agammamon
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    Looking for a little help - I've started the mod and selected permanent graves, but they still get deleted every 24-48 hours.
    1. BlazeStryker
      BlazeStryker
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      It sounds like you're having Cell Reset issues...
  5. Kenjero
    Kenjero
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    Does anybody's permanent grave stay permanent? Cause mind don't. That idea for non-scrapable shovel rocks baby!
  6. wttwjr
    wttwjr
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    • 4 kudos
    @Syngrith. Do you think you could update this mod to be one ESP or ESM? We are hoping you will update this mod. Pretty please? I can give you 500 caps.
    1. Arcanant
      Arcanant
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      • 2 kudos
      lol
  7. wolfwaya
    wolfwaya
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    Hello figure i'd leave a feedback mostly in reguards to the bugs and glitches I noticed with this mod (but so far I like a lot of what it does) as well as a few requests for it.

    1. Sometimes when you do any number of actions to a body it will crash the game. I suspect it's related to how you can't just "disable" some npc bodies, and those bodies are never turned to ash/goo to begin with. Maybe a workaround would be incorporating a moveto routine into the action, where there is 2 or more cells referenced where so when you do the action the mod would res the goo/ash/etc, move the inventory contents from the corpse to the goo/ash, then move the corpse to the cell reference furthest away from the player. How this would prevent crashes is you'd not be really removing the bodies, keeping them in the vanilla world space prevents loosing something a quest may need if the mod is ever uninstalled later, and 2 cell's are needed 'cause it won't let you move a corpse (with console moveto) that's too close. (with this there is likely to be a few corpses that the script won't be able to do with, but it's far better than crashing the game while attempting to totally remove them,)

    2. When using various materials to do something other than bury a corpse you can retrieve the materials from the corpse making them never really used. Maybe a work-around is instead of things like gas canisters and whatnot you have a 0-weight order, like a piece of paper/note, that will enable the option for the desired action, if you have the pre-requisite. These work-orders would be free to craft. This would ensure a) don't get unlimited uses of the actual material and 2) don't loose a material if you put it in a body that was barley available for a moment and not the desired one.

    3. the settings menu needs a LOT of work. when you go back to the previous menu it doesn't really go "back" meaning when you go to close it out you have to hit tab multiple times to cycle back through it all.

    as for suggestions:
    1. a recipe for a non scrapable shovel that simply requires a shovel to craft. This would simply make it so your shovel isn't auto-scrapped when you craft something, currently an overlooked problem using vanilla shovels, and I wouldn't make the vanilla non-scrapable simply due to the number of them.
    2. option to "disperse" (with a type of work order) ash piles if you simply want to clear the area of the ash piles and not collect urns.
    3. a small grave designed for the urns that doesn't take up as much space as the full size graves. (can create small or full grave in settlement with that option)
    4. substituting a soda bottle and a cap for a urn if an urn isn't in the inventory (and have a work order to use the urn or bottle). It's a container so why not?
    5. a "mass grave" object for settlements as a place to store all the collected urns
    6. changing the grave mechanics of it being permanent and temporary by adding a plaque or gravestone (with different designs, from actual stone to a wooden cross) that are used as a grave marker. also, removal of such would revert a grave from permanent to temporary.
    7. an option to cremate a buried full-body (or goo'afy it) if you wish to move it to a settlement or to a differant settlement.
    8. if you do the work order idea you can replace some of the materials to burn/creamate a corpse with vanilla assets, like a plasma cell to make it a pile of goo since it already does that if shot by a plasma rifle.
    9. improving the settings menu so you can pick default non-settlement things like type of grave used on goo/ash, etc. or default ash container.
    10. adding a scripted consumable that will enable/disable the mod, so when it is hotkeyed it can be done on the fly (scripted to also give the player another copy of itself when it is used). this will make it easier to do other things with the corpse like if it's required by a quest or say you want to "eat" it, or simply to allow actions of another mod to work. (when it's off it can be made so adding the work order you can still do things)
    11. A recipe to "empty" an urn so you can re-use the urn (or bottle). for an RP perspective you can say you're scattering the ashes to the winds.
    1. pra
      pra
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      This mod is pretty much dead itself, I'm afraid, nothing of this will happen unless you do it yourself.
    2. wttwjr
      wttwjr
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      • 4 kudos
      I wish we could get an update for it.
  8. reconphil
    reconphil
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    Alright, maybe a dumb question but do I load the main file RIP then the second "Update" and override or do I only need the update? If both, why both? Maybe you could make a sticky with the instructons. Thanks, great mod.
  9. CirnoNeuron
    CirnoNeuron
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    I like these kind of mods, I use the 1 in skyrim all the time, tho it has the same problem this 1 does, how hard would it be to just make it so you can hit the bodies with a flamer and have them burn? thats not a bad thing to anyone, a legit question. the skyrim mod doesn't allow for flames spell to do it either, tho it would speed the process up a bit.
    1. starbuck4619
      starbuck4619
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      The simplest answer is, afaik, that would require adding a script to every corpse that is loaded to constantly check if it is getting hit by fire.
      If that doesn't make too much sense, the script could run a check every 5 seconds to see if a corpse is getting hit by fire, for every corpse in an area. If there are a lot of corpses this would result in a pretty bad stutter (or just lag).
      With the item it'll usually just be on one corpse that only happens with interaction from the player.
    2. Daemosdaen
      Daemosdaen
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      I'ed be easier to just add a check to the normal "make ash pile" script used for the effect in vanilla. when the target is a corpse, script has a 100% chance to trigger.
  10. 22aztek
    22aztek
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    I hate it when every mod has to be crafted on the bloody chem station... which is not avaliable at the beginning. -.-
    1. Fledermaus
      Fledermaus
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      There's a chem station in Sanctuary.