As someone with a phobia about this kind of thing, to where I can't even watch some scenes in Star Trek if maximum power settings on handheld weapon are used, THANK YOU FOR MAKING THIS.
I"m not sure what you're requesting. I use Autoloot Enhanced Survival, and it works for me to auto-loot items from ashes left by the Alien Blaster. And when I kill a robot and it self-destructs, auto-loot seems to pick up the things it should and the debris remains for me to loot.
Are the ashes from the alien blaster different than the goo piles and ashes from laser weapons? Or will they delete themselves? The alien blaster is still leaving ash piles AND a body. I'm using a loot detector and the highlight won't disappear on them also. It's was a problem with all ash/goo piles for me which is why I installed your mod. Works well other than that so far though!
Short version: yes, eventually, and I sometimes see the same thing but it's unpredictable.
Long version:
Lasers and plasma weapons create the ash piles via a conditions check, which my mod disables. The alien blaster uses an enchantment, so some other method would be required to change it, and I didn't want to change it for the alien weapon. Zappmaster22 mentioned a game setting that would do it, though he didn't say which one.
If a cell reset removes ash piles my mod would not change that. This mod simply prevents the effect from happening when something is crit-killed with lasers or plasma. If there are any scripted events that result in ash piles (I can't think of any, but it's a big game) my mod wouldn't prevent those. So if ash piles aren't clearing, then either the cell reset time hasn't passed (see https://www.reddit.com/r/fo4/comments/6e7wnm/how_long_do_exteriorinterior_cells_take_to/) or there's a minor bug in the vanilla game (inconceivable!).
I use SKK's AutoLoot which somehow interacts with bodies. It might be the reason we occasionally see a body lying in its own ash pile, but it's rare. I could look into it, but don't think the juice is worth the squeeze. On the one hand, I have a BS in computer science so I understand coding, but on the other hand, I've never messed with Bethesda game scripting and SKK's mods are amazing and presumably complex.
I am glad you created this change to the energy weapons. I'm tired to disable-markfordelete all of the green goo piles around the commonwealth which -for some unknown reasons- never or hardly disappear by themselves, even after weeks of playing. Thanks a lot!!
I'm not sure if that is possible without editing all the weapons. For example, the Alien Blaster doesn't use a critical hit, but an enchantment. The image upload shows how I changed the conditions check if you want to mod the mod...try removing all conditions checks from AshPileOnDeathEffect, basically the opposite of what I did for CritLaser, CritBlueLaster and CritPlasma. But then you'ad also have to edit each of the energy weapons to set the Crit Effect to one of the Disintegrate options, and uncheck the On Death option. That might work. Of course, anything that lets you kill essential or protected NPCs can break quests.
19 comments
Please, add NoDesintegration for robot's self-destruct and other effect in game (example: AlienBlaster effect), which are prevent AutoLoot process.
P.S. and add ESL-flagged (ESPFE) version, please.
The alien blaster is still leaving ash piles AND a body. I'm using a loot detector and the highlight won't disappear on them also. It's was a problem with all ash/goo piles for me which is why I installed your mod. Works well other than that so far though!
Long version:
Lasers and plasma weapons create the ash piles via a conditions check, which my mod disables. The alien blaster uses an enchantment, so some other method would be required to change it, and I didn't want to change it for the alien weapon. Zappmaster22 mentioned a game setting that would do it, though he didn't say which one.
If a cell reset removes ash piles my mod would not change that. This mod simply prevents the effect from happening when something is crit-killed with lasers or plasma. If there are any scripted events that result in ash piles (I can't think of any, but it's a big game) my mod wouldn't prevent those. So if ash piles aren't clearing, then either the cell reset time hasn't passed (see https://www.reddit.com/r/fo4/comments/6e7wnm/how_long_do_exteriorinterior_cells_take_to/) or there's a minor bug in the vanilla game (inconceivable!).
I use SKK's AutoLoot which somehow interacts with bodies. It might be the reason we occasionally see a body lying in its own ash pile, but it's rare. I could look into it, but don't think the juice is worth the squeeze. On the one hand, I have a BS in computer science so I understand coding, but on the other hand, I've never messed with Bethesda game scripting and SKK's mods are amazing and presumably complex.
it's just a game setting
default 25%
want an ESL that sets the disintegration chance to 100%?