1. You have to look at the dead body and the activator should be visible. 2. You must have any kind of a flip lighter. 3. Use additional usage option "Burn".
Additional requirements for the Standard version of the mod: * At lease one fuel ammo
Also, you can craft a special lighter at any Chemistry Lab under "Burn The Body Tiny" section. It's just a common lighter, which can't be split for resources, see "Misc" section in your inventory. Name's "B. B. Lighter".
To have fun with both "Burn The Body Tiny" and "Grave Digger" mods, you have to: 1) Set the option "Must have shovel equpped" for Grave Digger via MCM or holotape. 2) Equip the " Gravedigger's Shovel" to bury a body. 3) Un-equip the " Gravedigger's Shovel" to burn a body. At the moment I have no ideas how this could be done better.
The list below provides characters which can not be burn: * Turrets * Robots * Synths * Liberty Prime * Actors with "NoDesintegrate" keyword (some Silver Shroud's victims, Swan) * Essential actors
Q. Why is the burning effect so short? A. First, I still could not resolve the issue with freezing animations for the burning effect for some dead bodies. When the effect is lasting a few seconds, then there is less possibility to see this crap, sorry. Anyway, the freezing animations can occur, but much rarer, I hope. Secondly, I like how it done now.
Q. You ruin (broke) my game! I can't do anything with the body now! A. Just put away all lighters from your pockets. This way you "turn off" the option to burn. Also, you can still interact with the body in such case by using default activate key or button (the key "E" or "A" button on XBOX Controller) to open body's inventory.
Q. Why the "No Requirements" version still have a requirement for a lighter? A. See the previous question above. Yes, I wanted to implement version without any requirements, but in the end, it became obvious that the mod would be overcomplecated then.
--------------------------------------- Where can I get it? ---------------------
I might be the only person who didn't understand, but for clarification, bad guys do NOT respawn when their body is burned. This means that if you clear out a location and burn all the bodies, that location is cleared FOREVER.
In other words, the logic of the mod is: 1. Use Delete only for UNIQUE (PERSISTENT) actors as official documentation says. Unique actors can't respawn by logic. This is NOT Dark Souls. 2. Most actors which live in "dungeons" are TEMPORARY actors. The mod contains a workaround to distinguish temporary references from unique.
I did not touch the mod long time. May be you are right. So if you really want to help you may: 1. Create a fork of the mod. 2. Create a patch. Make it public. Send a patch to me. 3. Do nothing. Delete the mod and play as you wish.
Yeah I can elaborate. If you delete an object or actor, then it is gone forever. I think you just wanted to Disable them. Disabling looks just like Deleting (i.e. they still turn invisible and can't be interacted with) but they still exist. You can re-enable them at any time. And after the respawn timer is up, then they still reset to default values. Meaning unique actors who are disabled are disabled until re-enabled. Temporary actors who are disabled are disabled until they respawn, at which point they are reset to default (enabled, unlooted, etc). Did that make sense?
these weirdos and the obsession with looting ash piles. smh smh conversely, if you can be bothered I'd love to see this expanded to energy weapons specifically if you shoot a body with an energy weapon it just disappears
>would you consider added energy weapons and flamers to the lite version of the mod. Thanks for suggestion. May be.
>lighers find a way of being consumed as scrap often The idea is that you may create your personal lighter, aka "B.B. Lighter", which is not counted as a scrap, it's a regular item.
>most pre placed "corpse" containers dont' burn for me Looks like a mods conflict. It would be good if you check the load list by LOOT. And ideally, check yourself conflicts by using xEdit.
loot is implemented, but I didn't realize there might a conflict. i'll look into that thx. I also didn't realize there was a custom lighter. very interesting. thx again
Hello i have same problem as MisterKen(Cannot see an extra option at all with the lighter version, in fact the HUD no longer displays anything including the normal vanilla options. Pressing E will open the box, but R is just the weapon. Usually E is Take, R is Transfer and Space is extra functions, but I cannot get that version to work at all) but i dont use Gravedigger and still have this problem
Cannot see an extra option at all with the lighter version, in fact the HUD no longer displays anything including the normal vanilla options. Pressing E will open the box, but R is just the weapon. Usually E is Take, R is Transfer and Space is extra functions, but I cannot get that version to work at all. I found zero conflicts in FO4edit.
Does this in any way alter the .swf for the HUD beyond the normal extended interaction?
Hi there. Can you tell me how many options do you see without the burn the body lighter mod? I mean that it is possible that you have another mod which adds new option. The engine has a limit of displaying 3 options. When the limit is reached then you would see no options at all, as you've encountered.
I have Gravedigger, but I turned off that option in the MCM so it would not display at all/take up a slot. I've used it with other mods in other characters that also used the extended without a problem so long as I adjust the setting to be Shovel Equipped, but no joy with the Burn at all. The flamer version works just fine, of course, requiring no menu dialogue -- even allows the body to burn a little longer if given in short bursts, which is something I feel "extends" the whole scenario. Going to use that version instead, but thought to mention I had no options.
I have uploaded a new version 1.0.4 of BtB Tiny. Now there is a version to support your case. Usage: 1) Set the option "Must have shovel equpped" for Grave Digger via MCM or holotape. 2) Equip the " Gravedigger's Shovel" to bury a body. 3) Un-equip the " Gravedigger's Shovel" to burn a body.
Hi there. Thanks for feedback. As far as I remember, the mod prevents burning things which marked by the game with the flag "no disintegrate". You should care only for Silver Shroud's victims because they are buggy (no official patch supplied to the moment). And possible, but I am not sure, all bugs related to disintegration fixed by UFO4P.
As for your request. It is possible, but I can't recall exactly is it still possible or not. In brief, there are 2 functions which creates ash piles: one with attaching the container to loot, last one without this support but more flexible and it used by the mod to resizing ash piles. Anyway, it will took some time and efforts to accomplish this task. No guaranties, but probably, it would be easier to fix bugs than fix this mod.
On the mod page for NPCs Travel, it states, "Please do not delete this mod's NPC (dead body) by the function of other mods. This does not cause a crash. You will no longer encounter deleted NPCs."
Apparently the Tidy Bot mod deletes NPC dead bodies and was creating the above problem with the mod. Does Burn The Body also delete bodies?
Link for NPCs Travel: https://www.nexusmods.com/fallout4/mods/16987
Burn The Body deletes only non-unique and persistent NPCs. That's means NPCs which generated randomly and they are considered by the game as temporary will not be deleted. At first glance NPCs Travel generates NPCs in runtime and all of them are temporary. So it must be safe to use Burn The Body mod.
Hay Gh! Love your mod, Good Work. Couple problems if you can look in to it. Sanctuary before the bridge... dog burns, raider's body will not. Sanctuary house at the round about (one with drawing on it) has skeleton in the corner that won't burn. I can tell you that all other stubborn bodies in the settlements seem to go (don't think I mist any) That was it! Now for a separate thing... Tiny: I have no idea how to get it to work. You see lot of the stubborn bodies & skeletons don't have activator, but as I said it is a separate thing. Main mod BURNS well, so that is not big problem.... just curiosity? Thank you for your time & mod!
Hi there. Thanks for feedback. I will see whats wrong in Sanctuary soon. As for tiny version. Well, I forgot to mention that you can't burn skeletons and maniquenes using tiny version alone (thats why its called so). So its working as intended, but yep, not obvious. FYI, skeletons, maniquenes and other things which are not the activators and containers must have an attached script explicitly. Such work along can't be called a tiny. More than that, it would conflict with major version of Burn The Body mod.
Hay! Thanks for quick answer. Tiny is no problem for me, anyway... I just wasn't clear if it was something wrong, but if it was wanted that way then its OK because I know nothing is wrong with it. Thanks again for having a look into it.
1) I have tested out on fresh game start the body on the bridge between Sanctuary and Red Rocket Stop. It's burnable with both versions. 2) The skeleton in Sanctuary in the house with 3 bloatflies + pumpking-guy graphity on the left of the entrance is burnable with a flamer.
Possible solutions for the raider body near the bridge: 1) Use the tiny version of the mod. In any case it must be burnable. If it's not working then let me know. 2) Check your mod list. Use Fo4Edit and see the conflicts for Actors records: Loot_CorpseBase + Loot_DeadRaider01. The world reference is 0009813F. It's hard to say why is not working for you without looking at your mod list.
It took a while, but I got it to burn Sanctuary raider second time around, after it resets itself. Originally, I used to move the body to the side of the road (because it bothered me), and when I try to burn it it didn't want. You then told me that it works, I try on new game and it did work... so I left it. After a while F4 resets the whole thing, and the raider is back in the middle of the road. This time I didn't move it, and it burned. For some reason in my game something changed it when I moved it? (200+ mods.... Hell, no point losing sleep over it) Thanks for your guide with it. Now, I am going to ask about something else. I don't know if anything can be done for it, but here it gous: Kingsport lighthouse (I got the traders and the ghoul) when you go to the sea down stairs there is big dead dolphin that doesn't want to burn, or be moved (you can't highlight it). I am not to bothered about little fish bodies, but that thing is big. Is there anything you can do about it?... Please! If not, I will have to put up with it. I understand that not all bodies can be burned. Again, thanks for the mod.
>For some reason in my game something changed it when I moved it? I don't know how do you moved it, but if it was changed just with filling other coordinates of Reference in Worldspace, then its probably OK. I have seen a few days ago that UFO4P could conflict with Burn The Body. See more details below.
>big dead dolphin There is no DLCs support at a moment. I will start working with DLCs on the next week for another mod and will see what I can do.
68 comments
---------------------------------------
Features
---------------------
* Small & script-lightweight
* Easy to use
---------------------------------------
Usage
---------------------
1. You have to look at the dead body and the activator should be visible.
2. You must have any kind of a flip lighter.
3. Use additional usage option "Burn".
Additional requirements for the Standard version of the mod:
* At lease one fuel ammo
Also, you can craft a special lighter at any Chemistry Lab under "Burn The Body Tiny" section. It's just a common lighter, which can't be split for resources, see "Misc" section in your inventory. Name's "B. B. Lighter".
---------------------------------------
Compatibility: Grave Digger
---------------------
To have fun with both "Burn The Body Tiny" and "Grave Digger" mods, you have to:
1) Set the option "Must have shovel equpped" for Grave Digger via MCM or holotape.
2) Equip the " Gravedigger's Shovel" to bury a body.
3) Un-equip the " Gravedigger's Shovel" to burn a body.
At the moment I have no ideas how this could be done better.
---------------------------------------
Non-burnable actors
---------------------
The list below provides characters which can not be burn:
* Turrets
* Robots
* Synths
* Liberty Prime
* Actors with "NoDesintegrate" keyword (some Silver Shroud's victims, Swan)
* Essential actors
---------------------------------------
F.A.Q.
---------------------
Q. Why is the burning effect so short?
A. First, I still could not resolve the issue with freezing animations for the burning effect for some dead bodies. When the effect is lasting a few seconds, then there is less possibility to see this crap, sorry. Anyway, the freezing animations can occur, but much rarer, I hope. Secondly, I like how it done now.
Q. You ruin (broke) my game! I can't do anything with the body now!
A. Just put away all lighters from your pockets. This way you "turn off" the option to burn. Also, you can still interact with the body in such case by using default activate key or button (the key "E" or "A" button on XBOX Controller) to open body's inventory.
Q. Why the "No Requirements" version still have a requirement for a lighter?
A. See the previous question above. Yes, I wanted to implement version without any requirements, but in the end, it became obvious that the mod would be overcomplecated then.
---------------------------------------
Where can I get it?
---------------------
Download it under "Optional Files" section.
Please, very please, read this first:
MarkForDelete - XWiki (bethesda.net)
Delete - ObjectReference - XWiki (bethesda.net)
In other words, the logic of the mod is:
1. Use Delete only for UNIQUE (PERSISTENT) actors as official documentation says. Unique actors can't respawn by logic. This is NOT Dark Souls.
2. Most actors which live in "dungeons" are TEMPORARY actors. The mod contains a workaround to distinguish temporary references from unique.
I did not touch the mod long time. May be you are right. So if you really want to help you may:
1. Create a fork of the mod.
2. Create a patch. Make it public. Send a patch to me.
3. Do nothing. Delete the mod and play as you wish.
Thank you for your attention.
conversely, if you can be bothered I'd love to see this expanded to energy weapons
specifically if you shoot a body with an energy weapon it just disappears
most pre placed "corpse" containers dont' burn for me
Thanks for suggestion. May be.
>lighers find a way of being consumed as scrap often
The idea is that you may create your personal lighter, aka "B.B. Lighter", which is not counted as a scrap, it's a regular item.
>most pre placed "corpse" containers dont' burn for me
Looks like a mods conflict. It would be good if you check the load list by LOOT. And ideally, check yourself conflicts by using xEdit.
I also didn't realize there was a custom lighter. very interesting. thx again
i've no idea how complex that scripting would be tho
I am using Burn The Body Tiny.
Does this in any way alter the .swf for the HUD beyond the normal extended interaction?
1) Set the option "Must have shovel equpped" for Grave Digger via MCM or holotape.
2) Equip the " Gravedigger's Shovel" to bury a body.
3) Un-equip the " Gravedigger's Shovel" to burn a body.
I am afraid I would break quests by accident.
As for your request. It is possible, but I can't recall exactly is it still possible or not. In brief, there are 2 functions which creates ash piles: one with attaching the container to loot, last one without this support but more flexible and it used by the mod to resizing ash piles. Anyway, it will took some time and efforts to accomplish this task. No guaranties, but probably, it would be easier to fix bugs than fix this mod.
Apparently the Tidy Bot mod deletes NPC dead bodies and was creating the above problem with the mod. Does Burn The Body also delete bodies?
Link for NPCs Travel: https://www.nexusmods.com/fallout4/mods/16987
Thanks.
Let me know if you encounter issues.
Love your mod, Good Work.
Couple problems if you can look in to it.
Sanctuary before the bridge... dog burns, raider's body will not.
Sanctuary house at the round about (one with drawing on it) has skeleton in the corner that won't burn.
I can tell you that all other stubborn bodies in the settlements seem to go (don't think I mist any)
That was it!
Now for a separate thing... Tiny: I have no idea how to get it to work.
You see lot of the stubborn bodies & skeletons don't have activator, but as I said it is a separate thing.
Main mod BURNS well, so that is not big problem.... just curiosity?
Thank you for your time & mod!
As for tiny version. Well, I forgot to mention that you can't burn skeletons and maniquenes using tiny version alone (thats why its called so). So its working as intended, but yep, not obvious.
FYI, skeletons, maniquenes and other things which are not the activators and containers must have an attached script explicitly. Such work along can't be called a tiny. More than that, it would conflict with major version of Burn The Body mod.
Thanks for quick answer. Tiny is no problem for me, anyway... I just wasn't clear if it was something wrong, but if it was wanted that way then its OK because I know nothing is wrong with it.
Thanks again for having a look into it.
2) The skeleton in Sanctuary in the house with 3 bloatflies + pumpking-guy graphity on the left of the entrance is burnable with a flamer.
Possible solutions for the raider body near the bridge:
1) Use the tiny version of the mod. In any case it must be burnable. If it's not working then let me know.
2) Check your mod list. Use Fo4Edit and see the conflicts for Actors records: Loot_CorpseBase + Loot_DeadRaider01. The world reference is 0009813F.
It's hard to say why is not working for you without looking at your mod list.
Originally, I used to move the body to the side of the road (because it bothered me), and when I try to burn it it didn't want.
You then told me that it works, I try on new game and it did work... so I left it.
After a while F4 resets the whole thing, and the raider is back in the middle of the road. This time I didn't move it, and it burned. For some reason in my game something changed it when I moved it?
(200+ mods.... Hell, no point losing sleep over it)
Thanks for your guide with it.
Now, I am going to ask about something else. I don't know if anything can be done for it, but here it gous:
Kingsport lighthouse (I got the traders and the ghoul) when you go to the sea down stairs there is big dead dolphin that doesn't want to burn, or be moved (you can't highlight it). I am not to bothered about little fish bodies, but that thing is big.
Is there anything you can do about it?... Please!
If not, I will have to put up with it. I understand that not all bodies can be burned.
Again, thanks for the mod.
I don't know how do you moved it, but if it was changed just with filling other coordinates of Reference in Worldspace, then its probably OK. I have seen a few days ago that UFO4P could conflict with Burn The Body. See more details below.
>big dead dolphin
There is no DLCs support at a moment. I will start working with DLCs on the next week for another mod and will see what I can do.