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Tenhats

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tenhats

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  1. tenhats
    tenhats
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    Finished a mod that does what this does but for all of Nuka-World here.
  2. Ragnarok101
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    Just to double check - the mod for all of Nuka World includes Cappy's Cafe?
    1. tenhats
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       Correct
    2. o3yahn
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      Hey Tenhats, to expand on that question. Would there be any problem with having this installed always (bodies are bad for business), and then ticking the activation box for raider cleanup after open season (as well as loading it AFTER Cappy's Cafe)?
    3. tenhats
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      Yup you should be able to swap them out at will as neither delete anything, just disable, making both mods very flexible.
  3. Sonja
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    This looks great, and should go very well with "Minutemen Take Over Nuka World."
    If you extended this idea to include all of Nuka World, post Open Season, that would be honestly amazing! 
    1. Magickingdom
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      +
    2. tenhats
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      Hmm, yeah I don't seem to be able to find any mods that deraiderfy Nuka World without adding a whole bunch of other stuff, I may just do it that myself. No ETA on that, this will require breaking outdoor precombines and I'm going to see if I can figure out how rebuilding them works.
    3. Sonja
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      I'd imagine it would be a massive undertaking, I'm just grateful you're even considering it. Honestly, it's possible you'll find it's not doable, but I still appreciate authors like you who are even willing to explore ideas like this. This is especially true in Fallout 4, where the modding scene is far quieter than it is for Skyrim. 
    4. somebodysangel
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      I fully support this concept, loving this idea. Especially with mods such as Nuka World Plus or the aforementioned Minutemen Take Over Nuka World, this would provide an incentive to come back to NW post-Open Season.

      I'd suggest maybe starting with the interior locations? They wouldn't require rebuilding precombines, so could potentially be completed more quickly. I never understood why The Operators had corpses around their space anyway; they never seemed like the torture type of group.
    5. loskas
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      Mate, if You do it, I'll pray for You to the modding Gods, every fuckin day of my life.

      JK, but please, try it. Nuka World make me puke.

      And thx a lot for this mod, of course.
    6. tenhats
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      Ha, well I have good news for you then, I am actually already in the early planning stages. Like the other poster said, a lot of the interior spaces are fairly easy, it's the outdoor areas that are the biggest challenge as I'll either need to accept broken precombines or learn to rebuild them.
    7. Sonja
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      @Tenhats,
      I know nothing about modding, so please take this with a (very large) grain of salt, but, if you are unable to repair exterior precombines, would it make sense to have two separate plug-ins, one for the interior, and another for the exterior? That way, people who are concerned about keeping  precombines intact would at least be able to safely enjoy your cleaned up interiors. I'd also suggest, assuming it wouldn't be a major headache, if you touch Fizztop Grill, to make that an optional file, since a lot of people use mods for that place.
      Regardless, it's awesome to hear you are planning something like this, thank you!
    8. tenhats
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      That's a good idea actually, main file could be both interiors and exteriors, and then there could be an optional file that's only interiors. Unless I can figure out how to recreate precombines of course.

      And thanks for mentioning the fizztop grill mods, would've totally overlooked that otherwise. I think I'll make that an optional side file regardless, just because you're right, there are so many mods that touch that area already.
    9. loskas
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      I love You.
      No homo.
      Do what You can and want, my friend. My ethernal gratitude and a couple of beers. :)
    10. tenhats
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  4. ID8879488948574
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    I was always looking for some mod that completely removes corpses/heads/body parts from raiders locations. Because if we think logically - the decaying and rotting flesh in a closed (and even partly open) locations would make it unbearable to be in - the stench would be impossible after just 2-3 days. Those are presumably there for weeks if not more.

    Apart from that the diseases and insects would make it a literal living hell. Coupled with the fact that antibiotics / other medicine items are very scarce - even if for some reason raiders were indifferent to the putrid stench, they would just quickly start dying from the spread of those diseases. What is happening at raiders locations is something even worst native tribes in human history never did en-masse. There's a reason for a human tradition to bury their dead into the ground or to incinerate the bodies. That tradition emerged from the historical necessity - it was the only certain way to ensure the diseases aren't emerging from the dead bodies.

    So removal of those corpses is actually making the game more lore-friendly - or better to say - more realistic. So this one is a good start. However, question is - do I understand correctly that to completely remove the corpses I'd need to search for mods for every location (or create one myself) - is it possible to simply override the corresponding static placeables to make them invisible or something?
    1. tenhats
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      Overriding the models the statics use is an interesting idea actually that I haven't tried. My one thought is that much of these corpse statics are actually part of precombines which might throw a wrench in that. I'll test though. If not then yes you'd need mods to remove the bodies from each location individually. I'm working on and making good progress on one to handle most of nukaworld though.

      Also I totally agree, the only area where it would make sense to have all these corpses is on the very outskirts of the camps as intimidation devices. Strewn about living spaces is absurd even for complete psychos. Honestly if bethesda wanted corpses all over the place in raider areas they should've at least had the raiders dry them out and cure them, macabre taxidermy effectively.
    2. ID8879488948574
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      Cool, looking forward to it. You have a good point about precombines though. I'm not sure how that will pan out.
      Also, I think even taxidermy wouldn't save the day because that can only last for so long and only in good conditions - certainly not under the open sky exposed to precipitation and/or in hot places (like near campfires or something).
    3. tenhats
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      So I had a chance to test the idea and found that replacing the model for the corpses only works when the precombine is broken, whether I replace the model with an empty file or a different model. I can get rid of most of the severed heads though, for some reason those are rarely part of the precombines.

      So yeah, manually removing them from each location is what's needed. Or just breaking all the precombines and replacing the models I suppose.

      If you have a beefy computer there's some guides for disabling all precombines, it's pretty easy. From there just hop in xedit, go to the corpse statics and replace the model file with something else. You know, after I finish this one up I might just release a mod that does this myself, with big warning text telling the user that they need to disable precombines for it to work.
    4. ID8879488948574
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      Well, it was worth a shot. But yeah, I suspected this would happen. I guess the only option would be a low-level textures replacement in this case (if I understand precombines well, they still would utilize the textures from the static placeables while combining into a "new mesh").

      Disabling precombines can break some cells to my knowledge or even cause CTDs. But I'm not an expert here so can't be sure.
    5. tenhats
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      Yup, precombines play nicely with texture swaps. Not sure what texture swap could work to make the corpses less absurd, but if you find one let me know and I can put it into a mod.

      And I hadn't heard about breaking precombines on their own causing crashes, just a lot of lag in dense areas. It can easily lead to conflicts with other mods and cause crashes through that though.
    6. ID8879488948574
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      So, what I'm thinking about with textures is:

      1. Replace the texture reference in the static placeable (I believe one would need to edit .nif with NifSkope for that) to something else
      2. Make this "something else" a completely transparent texture - practically remove everything from the main dds layer.

      If the placeable already uses its own texture (which is likely) then step 1 is not even needed. It's only there in case the placeables references some other in-game textures. I could imagine that could happen with some leather armor / jackets etc.

      So in essence you don't remove the placeable, you just completely hide it. Of course, the problems like collision detection would likely still persist but considering that the majority of those are "decorations" that are out of the way in any case I wouldn't consider that a major issue.
    7. tenhats
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      Hmm, a good idea overall. Unfortunately I think transparency/opacity is handled by settings in the mesh rather than the texture. I’ll look into it though, I haven’t messed around with textures too much so it’s entirely possible transparency can be achieved through both. If so then that would be quite an elegant solution!
  5. RandyEischer
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    Does "Deraiderfied" remove corpses and blood, too?

    (Yes, some of us are really nitpicky.)
    1. tenhats
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      Yup, 4th picture there is the deraiderfied version.
  6. streetyson
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    Yeah, sorry about all that mess - I would've come back to clean it up but assumed I was now barred. Btw, that buzz wire game with the barbs is the hardest ever.
  7. Magickingdom
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    Thank you for adding some sanity to Nukaworld.
    Endorsed
  8. NaliSeed
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    I don't think even the Disciples would eat in a disgusting place like this. It's ridiculous, plus even if you rid Nuka-Town of raiders the place remains a carcass-filled shithole forever.
    1. tenhats
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      The smell alone, not to mention the hordes of flies and disease that would come with. It's completely absurd.

      And yeah, the fact that it wouldn't be removed after the raiders are dead is so lazy, I hate how half-assed Open Season was. If there isn't one already I may make a mod deraiderfying all of Nuka World for use after Open Season.