Hi! Can`n nail body to wall in moving mode because when I press attack button (mouse 1) the body is starting to rotate. How to solve it and nail body to wall?
I think with this mod I now understand why recently produced corpses can't be moved x,y,z or removed until they are eventually removed by the program, which leads me to the question: Do the nailed corpses remain for always or will they be removed after some time by the program?
Faciamus Reip. ad Via Appia. Ave Licinius Crassus CrEaToXxus!
They will be removed. You can't fill thousands of potential victims into aliases. So I won't even start with a single.
It's more of a cheesy fun feature. I would often use it, if an adversary had me bite out my nails trying to beat him, whenever simple gore isn't enough.
I was fiddling around with putting a nail into his body, which he can dangle on with enabled AI. But that is very unreliable and wouldn't work 9 out of 10 times, so I was just going with the frozen state. Maybe at one point in the future I get to learn how to trick those corpses.
No, it wasn't a stupid question, and no, it wouldn't "bloat" save games in that regard. It would just be a very unreasonable thing to do, force filling an alias for every corpse you'd nail to a wall, only to not have it respawn.
Disabling corpse removal for unique actors could totally be a thing.
Also, I Iike that whole "let's put them on a cross along the Via Appia" a lot. Clean up your corpses allowed you to place tombstones. I guess something similar could be done, but instead placing crosses.
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The author has locked this comment topic for the time beingCan`n nail body to wall in moving mode because when I press attack button (mouse 1) the body is starting to rotate. How to solve it and nail body to wall?
Faciamus Reip. ad Via Appia. Ave Licinius Crassus CrEaToXxus!
It's more of a cheesy fun feature. I would often use it, if an adversary had me bite out my nails trying to beat him, whenever simple gore isn't enough.
I was fiddling around with putting a nail into his body, which he can dangle on with enabled AI. But that is very unreliable and wouldn't work 9 out of 10 times, so I was just going with the frozen state. Maybe at one point in the future I get to learn how to trick those corpses.
Disabling corpse removal for unique actors could totally be a thing.
Also, I Iike that whole "let's put them on a cross along the Via Appia" a lot. Clean up your corpses allowed you to place tombstones. I guess something similar could be done, but instead placing crosses.
Since you were looking for ideas, one thing you could do is add the ability to turn these bodies into lures post mortem and post nailem.
Console commands that can turn an actor into a lure (minutemen version -- attracts baddies):
addtofaction 0001c21c 1 ; player faction
addtofaction 00068043 1 ; minutemen
setav 2BC 2 ; aggressive
;/ not sure if matters, intentionally making the lure weak --- setlevel 1
setav 2D4 50 ; health
setav 2D5 50 ; Action Points /;
These properties actually persist across saves and travels.
There's also a way to turn it into a universal lure that anyone will attack on sight:
cf "ObjectReference.SetAttackActorOnSight" 1