Thought I would post this here since it might be the one of first pages to come up on Google when people look for these settings. I just did a bit of crude in-game experimentation within the game's test cell(coc QASmoke) and here are my findings:
These two settings appear to be the same function; the game will follow whichever setting has the higher value and will use that as a hard cap for the number of corpses it will allow before culling begins. It covers all NPCs, both humanoid and non-humanoid, except for companions - their dead bodies stay for a long time(tested by spawning and subsequently killing 10 Nicks and 10 Pipers, other important characters might be an exception as well). Weirdly enough the input value here includes the living PC but not other living NPCs.
These two seem to be placebo and do not accomplish any actual changes. At least none that I was able to observe. Setting it to 1 or 100 did not affect the total count of corpses the game allows.
That's it. If you are like me and were just looking for an option to enable yourself to loot every corpse after a long gunfight, you might be better off just using the fRemoveExcessDeadTime setting which controls the amount of time(in-game ticks) between each corpse beyond the limit is culled. Default value is 10 but I find a ballpark of 1000 gives me enough time to sweep everything. The game still follows the hard cap, just slower.
If it is not common knowledge by now these settings do not require a mod slot. You can change them within the game using the SetGS command i.e: "SetGS iRemoveExcessDeadCount 50" or "SetGS fRemoveExcessDeadTime 1000"
These game settings resets when you close the game. Here's how to change it permanently:
Go to Fallout.ini (in Documents/My Games/Fallout4) and under [General] change sStartingConsoleCommand to bat "filename.txt". You choose the file name. For example, mine looks like this: sStartingConsoleCommand=bat "batconfig.txt"
Create a text file in your installation folder (same folder as Fallout4.exe) with this filename. Paste the following into it (change the values as you like): setgs fRemoveExcessDeadTime 1000 setgs iRemoveExcessDeadCount 50 setgs iRemoveExcessDeadTotalActorCount 50 setgs iRemoveExcessDeadComplexCount 50 setgs iRemoveExcessDeadComplexTotalActorCount 50
Now when you launch the game and open the console you can see the commands were applied. You can also use getgs to confirm the settings were changed (like getgs fRemoveExcessDeadTime).
thanks tunax and vondure, this is exactly what I was looking for
whats the unit forsetgs fRemoveExcessDeadTime 1000though? is it 1000 ingame hours? if so that seems excessive
also, what about the iHoursToClearCorpses command? not needed or...?
EDIT: I found some info on it, it´s from a Starfield mod but I don´t see why it wouldn´t be exactly the same here:
-"fRemoveExcessDeadTime" is the length in seconds between each body getting culled, so "fRemoveExcessDeadTime 400" is ~7 minutes. - The game starts culling once you reach the "iRemoveExcessDeadCount", so "iRemoveExcessDeadCount 30" is 30 total bodies. - The game culls starting from the oldest body. from https://www.nexusmods.com/starfield/mods/3201?tab=description
Is there a way to prevent some dead bodies to ever despawn? I was thinking that if they have a long despawn timer and are somewhere the player is constantly present before despawning time the bodies might just stick around.
Good morning sir. I am from ps4 and i wanted to know if you are interested to create a mod which add a places where respawn nukalurks , hermot crabs , gatorclaws and aliens because these enemies dont have a respawn for some reason would be a good moment to give them more use because the most of mods dont add them to the map like another enemie to fight in a diferent situation. If you ask me about what places can be good i think that the best would be add only 1 place where 1 of these respawn and the same with the rest because in my experience with mods which add respawn to some enemies it can give a lot lag if they are a lot respawn places and worse if these are near to Boston in the city . my idea would be : Gatorclaw respawn place: outside of the zoo of nukaworld near to the entrance because once you complete dungeon and claim the place for raider , the place become a boring place where you only trade or loot a chest so would be funn like your raiders are fighting agains a creature more frecuent. Nukalurks respawn place: Outside of the nuka cola plant where you fought agains queen nukalurk and their babies Hermit crab respan place: In far harbor in a emty place where there arenot enemies and have a good space because this enemie is big and can give problems in the gameplay in a close place or with alot structure near Aliens respawn place: Outside of the cave where you find the alien , if it is posible , i would like that they were 3 more aliens to give a chalenge because they have low health and a reference to the help that alien got calling to their friend in that cave. A way to farm alien blaster ammo and alien blasters . Another mod which can be really good would be one which let you keep to deacon like companion because ehen you want do institute ending is the only companion even with mods you will lose . Because i saw mods which let me keep cage, danse and x23 but no one tried to do this with deacon for institute players unfortunelly
Really wish there was an option for what people REALLY want this for. Many people, like myself just want it so that we can pick up the loot... We're not aiming for 11FPS... a good option would be 40 (1day) or 30 (2day)
1000 corpses is comically overkill... especially if your playing with Random Encounter mods and Raider overhaul and Raider children and Deadly Gunners, and Deadly super mutants, and Enclave Encounter and UIF... I'm not the only one running those mods together. I would fix it myself if I can log into my Bethesda Launcher but the password is bugged....
I play no respawn no reset and wanted bodies gone asap This mod gives me the record I need to set those hours Anyway, If you are still modding I will help you set those options
I'm not sure, as I don't see this explicitly explained anywhere in the mod description (or a sticky on this page), but I believe you type (in the console):
setgs 'command you want to change' 'value'
for example, in the console, you'd type this:
setgs iHoursToClearCorpses 120
That would set it so corpses would disappear after 120 hours, or 5 days game time. I guess it retains the changes you make somehow? I'm not sure about that.
If you READ what he wrote, the various settings are named. (Pile of corpses, hill of corpses, and mountain of corpses) their corresponding values are shown in the description as what you are trying to enter as consol commands.... they are not consol commands.
You OBSERVE the values of each preset, figure out which one you want, then go over to the files tab, and install the one you want. HE suggests pile of corpses, which is the main file, but mountain and hill are available as well, but increase chances of DC/lag with 200/1000 actors
Great mod. It drove me nuts to have the frigging corpses disappearing before the battle ends, a problem aggravated by using npc/spawn mods. Now I can take my time to butcher an entire building then methodically go back and loot every corner, every corpse. After many hours of playing I didn't find any performance problems or save corruption. I did change the time to 48 hours in FO4Edit just in case.
146 comments
iRemoveExcessDeadCount
iRemoveExcessDeadTotalActorCount
These two settings appear to be the same function; the game will follow whichever setting has the higher value and will use that as a hard cap for the number of corpses it will allow before culling begins. It covers all NPCs, both humanoid and non-humanoid, except for companions - their dead bodies stay for a long time(tested by spawning and subsequently killing 10 Nicks and 10 Pipers, other important characters might be an exception as well). Weirdly enough the input value here includes the living PC but not other living NPCs.
iRemoveExcessDeadComplexCount
iRemoveExcessDeadComplexTotalActorCount
These two seem to be placebo and do not accomplish any actual changes. At least none that I was able to observe. Setting it to 1 or 100 did not affect the total count of corpses the game allows.
That's it. If you are like me and were just looking for an option to enable yourself to loot every corpse after a long gunfight, you might be better off just using the fRemoveExcessDeadTime setting which controls the amount of time(in-game ticks) between each corpse beyond the limit is culled. Default value is 10 but I find a ballpark of 1000 gives me enough time to sweep everything. The game still follows the hard cap, just slower.
If it is not common knowledge by now these settings do not require a mod slot. You can change them within the game using the SetGS command i.e: "SetGS iRemoveExcessDeadCount 50" or "SetGS fRemoveExcessDeadTime 1000"
setgs fRemoveExcessDeadTime 1000
setgs iRemoveExcessDeadCount 50
setgs iRemoveExcessDeadTotalActorCount 50
setgs iRemoveExcessDeadComplexCount 50
setgs iRemoveExcessDeadComplexTotalActorCount 50
whats the unit for
setgs fRemoveExcessDeadTime 1000
though? is it 1000 ingame hours? if so that seems excessivealso, what about the iHoursToClearCorpses command? not needed or...?
EDIT: I found some info on it, it´s from a Starfield mod but I don´t see why it wouldn´t be exactly the same here:
-"fRemoveExcessDeadTime" is the length in seconds between each body getting culled, so "fRemoveExcessDeadTime 400" is ~7 minutes.
- The game starts culling once you reach the "iRemoveExcessDeadCount", so "iRemoveExcessDeadCount 30" is 30 total bodies.
- The game culls starting from the oldest body.
from https://www.nexusmods.com/starfield/mods/3201?tab=description
I was thinking that if they have a long despawn timer and are somewhere the player is constantly present before despawning time the bodies might just stick around.
I am from ps4 and i wanted to know if you are interested to create a mod which add a places where respawn nukalurks , hermot crabs , gatorclaws and aliens because these enemies dont have a respawn for some reason would be a good moment to give them more use because the most of mods dont add them to the map like another enemie to fight in a diferent situation.
If you ask me about what places can be good i think that the best would be add only 1 place where 1 of these respawn and the same with the rest because in my experience with mods which add respawn to some enemies it can give a lot lag if they are a lot respawn places and worse if these are near to Boston in the city .
my idea would be :
Gatorclaw respawn place: outside of the zoo of nukaworld near to the entrance because once you complete dungeon and claim the place for raider , the place become a boring place where you only trade or loot a chest so would be funn like your raiders are fighting agains a creature more frecuent.
Nukalurks respawn place: Outside of the nuka cola plant where you fought agains queen nukalurk and their babies
Hermit crab respan place: In far harbor in a emty place where there arenot enemies and have a good space because this enemie is big and can give problems in the gameplay in a close place or with alot structure near
Aliens respawn place: Outside of the cave where you find the alien , if it is posible , i would like that they were 3 more aliens to give a chalenge because they have low health and a reference to the help that alien got calling to their friend in that cave. A way to farm alien blaster ammo and alien blasters .
Another mod which can be really good would be one which let you keep to deacon like companion because ehen you want do institute ending is the only companion even with mods you will lose . Because i saw mods which let me keep cage, danse and x23 but no one tried to do this with deacon for institute players unfortunelly
1000 corpses is comically overkill... especially if your playing with Random Encounter mods and Raider overhaul and Raider children and Deadly Gunners, and Deadly super mutants, and Enclave Encounter and UIF... I'm not the only one running those mods together. I would fix it myself if I can log into my Bethesda Launcher but the password is bugged....
I play no respawn no reset and wanted bodies gone asap
This mod gives me the record I need to set those hours
Anyway, If you are still modding I will help you set those options
I want exactly what this does.
---iHoursToClearCorpses - 24 [1 day] (Resets when you return to the cell)
---iRemoveExcessDeadComplexCount - 3
---iRemoveExcessDeadCount - 15
---iRemoveExcessDeadComplexTotalActorCount - 20
---iRemoveExcessDeadTotalActorCount - 20
I want to customize these values to my liking
setgs 'command you want to change' 'value'
for example, in the console, you'd type this:
setgs iHoursToClearCorpses 120
That would set it so corpses would disappear after 120 hours, or 5 days game time. I guess it retains the changes you make somehow? I'm not sure about that.
You OBSERVE the values of each preset, figure out which one you want, then go over to the files tab, and install the one you want. HE suggests pile of corpses, which is the main file, but mountain and hill are available as well, but increase chances of DC/lag with 200/1000 actors
I miss the good old "SetQuestObject 0 " from the previous games.