Excellent, thanks for this. Does this delete weapons you drop or just NPCs? Cause sometimes I like to drop weapons and rearrange them on tables for display.
They remove this cuz the Official 1.6 patch added this fix, this fix its already in the game.
This issue is now fixed as of Official Patch 1.6. Bethesda's changelog does not note this, but it has been confirmed. The workaround in the UFO4P has been removed as a result.
I think the official fix was that npcs will still drop weapons, but they will more likely be cleaned.
Developer response from old Beth forum:
There's a fix for this now though I'm not sure which patch it will be released in. Dropped items know about their dropper and the dropper knows about its dropped items. But if the dropper ends up persistent then he can be cleaned up at a time when his dropped item does not exist so he can't clean it up too. Now when the dropped item loads in and tries to find its dropper, if it cannot or if it finds it but its cleaned up, the dropped item will now clean up itself too. This probably won't do anything to clean up any existing lingering dropped items, but it should prevent the problem from increasing in the future. Player dropped items will not be affected.
There is an easy way to test for this issue. Fast travel to Taffington Boat House, go north to the hospital with all the super mutants. Clear the hospital, do not pick up any of the dropped weapons. Fast travel back to Sanctuary, sleep for 4 days (to make sure the cell resets). Go back to the hospital, and clear it again. Look around for loose weapons, if you are still unsure just keep repeating the loop, of clearing the hospital, and sleeping until you are sure if it is truly fixed. When I originally tested for this issue a very long time ago, the game still had the problem. After about the 5th loop I could not hardly take a step inside the hospital without kicking weapons around.
I just did a ton of test runs across multiple locations, with different types of enemies, and other variables. My conclusion is that this bug isn't fixed, so there's still a good reason to run this mod.
EDIT: Cleaned up this post. I will try to keep it updated with mods I discover that alter this setting.
Normally, I would assume that people reporting that this bug is not fixed have something going on with their mod load that is confusing them. However, from what I understand, DankRafft is an extremely knowledgeable mod developer in the Fallout 4 community. I haven't yet attempted to verify whether or not the bug is fixed, so I have no input on that. Instead, I'd like to put together what I've learned about this issue so that others won't have to spend 2 hours looking this up. Please let me know if I got something wrong.
The Bug: Prior to the official Fallout 4 1.6 update, dropped weapons relied on their corresponding corpse to be be cleaned up / removed. If the corpse got cleaned up before it deleted the corresponding weapon, the weapon would never get cleaned up. This meant that any dropped weapon you didn't pick up would stay there forever.
This problem led to save file bloating and could potentially lead to running out of generated/dynamic form IDs. Save file bloating is when there is a lot of unimportant stuff stored in your save file, increasing the file size and leading to long load times. I've read that running out of dynamic form IDs generally leads to CTDs. I don't know if it's possible to recover a save file if that happens, or if it's even likely to happen in Fallout 4.
The Fix: Pending an official patch from Bethesda, the only way to deal with this problem was to prevent weapons from dropping in the first place. Luckily, there is a game setting to do just that: iDeathDropWeaponChance
The iDeathDropWeaponChance setting makes it so that enemies do not drop their weapon. The weapon will stay stuck to their arm. For a picture of what this looks like, see the 4estGimp - Weapon Death Drop Fix nexus page.
The primary reason there are mods dedicated to adjusting this setting for you is mainly because this is a game setting. This is not something you can adjust in-game or even through ini configuration files. Without a mod to do it for you, you have to open the console every time you start the game and enter "setgs iDeathDropWeaponChance 0". The game will not remember that setting once you close it.
Mods were created to address this issue and the Unofficial Fallout 4 Patch (UFO4P) included this setting in UFO4P versions 1.0.1 through 1.0.3. UFO4P removed this alteration in their 1.0.4 patch because the official Fallout 4 v1.6 patch fixed this bug. As far as I understand it, the official 1.6 update fixed this by making dropped weapons clean themselves up instead of relying on their corresponding corpse to do it for them.
Lastly, we have 4estGimp - Weapon Death Drop Fix which actually does the exact opposite of the other mods by setting 'iDeathDropWeaponChance' back to the default value of 100. This mod may be useful for those who have followed a mod compilation that includes one of the above mods or have a mod they don't want to get rid of that also sets 'iDeathDropWeaponChance=0'
McMagnus ---- 05 January 2024, 11:38PM ... The primary reason there are mods dedicated to adjusting this setting for you is mainly because this is a game setting. This is not something you can adjust in-game or even through ini configuration files. ...
Actually... it can be ran in an INI such as the fallout4.ini like so:[General] sStartingConsoleCommand=setgs iDeathDropWeaponChance 0 and it will continue to re-run every time you load a save. Additionally, you can chain this with other things like the ultra god rays adjustments from Ultra Quality God Rays Performance Fix and more commands like so: [General] sStartingConsoleCommand=cl off;gr grid 12;gr maxcascade 1;gr quality 1;setgs iDeathDropWeaponChance 0;setgs iHoursToClearCorpses 4;setgs iTerminalDisplayRate 1200; Commands used in this format will be ran after any ESP changes, so no worries of it being undone.
So what exactly this mod does? NPCs hold onto their weapons, but does weapon still lootable via their inventory, etc? Or there will be no lootable weapon with this mod?
it certainly reduces likelyhood of physics related crashes, given less physics enabled objects are moving around during gunfight :D so technically it may be true
Hello I wonder how you have done this, I am working on a Arena mod. The issue i have is that the cleanup works for the NPCs BUT not for the guns is it possible to do it via PY code? Otherwise it will clutter the whole Arena with guns ;( Any ideas you mind helping me out? May I add you? We could work on it together if you're interested!
Thank you for the mod. Regardless if version 1.6 fixed the save bloat issue or not, I never liked the separate weapon drops. I'd rather have everything bundled in one enemy inventory. Good stuff.
Great mod, thank you. I do notice a problem though, now when enemies die, the weapons they drop will look broken, and when you pick them up, they'll look just fine, don't know what might be the cause, could you please offer a little help? Thanks again.
41 comments
[Fallout 4] Known Engine Bugs - Knowledge Base - AFK Mods
This issue is now fixed as of Official Patch 1.6. Bethesda's changelog does not note this, but it has been confirmed. The workaround in the UFO4P has been removed as a result.
Developer response from old Beth forum:
Fast travel to Taffington Boat House, go north to the hospital with all the super mutants. Clear the hospital, do not pick up any of the dropped weapons. Fast travel back to Sanctuary, sleep for 4 days (to make sure the cell resets). Go back to the hospital, and clear it again. Look around for loose weapons, if you are still unsure just keep repeating the loop, of clearing the hospital, and sleeping until you are sure if it is truly fixed.
When I originally tested for this issue a very long time ago, the game still had the problem. After about the 5th loop I could not hardly take a step inside the hospital without kicking weapons around.
Normally, I would assume that people reporting that this bug is not fixed have something going on with their mod load that is confusing them. However, from what I understand, DankRafft is an extremely knowledgeable mod developer in the Fallout 4 community. I haven't yet attempted to verify whether or not the bug is fixed, so I have no input on that. Instead, I'd like to put together what I've learned about this issue so that others won't have to spend 2 hours looking this up. Please let me know if I got something wrong.
The Bug:
Prior to the official Fallout 4 1.6 update, dropped weapons relied on their corresponding corpse to be be cleaned up / removed. If the
corpse got cleaned up before it deleted the corresponding weapon, the weapon would never get cleaned up. This meant that any dropped weapon you didn't pick up would stay there forever.
This problem led to save file bloating and could potentially lead to running out of generated/dynamic form IDs. Save file bloating is when there is a lot of unimportant stuff stored in your save file, increasing the file size and leading to long load times. I've read that running out of dynamic form IDs generally leads to CTDs. I don't know if it's possible to recover a save file if that happens, or if it's even likely to happen in Fallout 4.
The Fix:
Pending an official patch from Bethesda, the only way to deal with this problem was to prevent weapons from dropping in the first place. Luckily, there is a game setting to do just that: iDeathDropWeaponChance
The iDeathDropWeaponChance setting makes it so that enemies do not drop their weapon. The weapon will stay stuck to their arm. For a picture of what this looks like, see the 4estGimp - Weapon Death Drop Fix nexus page.
The primary reason there are mods dedicated to adjusting this setting for you is mainly because this is a game setting. This is not something you can adjust in-game or even through ini configuration files. Without a mod to do it for you, you have to open the console every time you start the game and enter "setgs iDeathDropWeaponChance 0". The game will not remember that setting once you close it.
Mods were created to address this issue and the Unofficial Fallout 4 Patch (UFO4P) included this setting in UFO4P versions 1.0.1 through 1.0.3. UFO4P removed this alteration in their 1.0.4 patch because the official Fallout 4 v1.6 patch fixed this bug. As far as I understand it, the official 1.6 update fixed this by making dropped weapons clean themselves up instead of relying on their corresponding corpse to do it for them.
Mods that set iDeathDropWeaponChance=0:
Lastly, we have 4estGimp - Weapon Death Drop Fix which actually does the exact opposite of the other mods by setting 'iDeathDropWeaponChance' back to the default value of 100. This mod may be useful for those who have followed a mod compilation that includes one of the above mods or have a mod they don't want to get rid of that also sets 'iDeathDropWeaponChance=0'
Useful Links:
[General]
and it will continue to re-run every time you load a save. Additionally, you can chain this with other things like the ultra god rays adjustments from Ultra Quality God Rays Performance Fix and more commands like so:sStartingConsoleCommand=setgs iDeathDropWeaponChance 0
[General]
Commands used in this format will be ran after any ESP changes, so no worries of it being undone.sStartingConsoleCommand=cl off;gr grid 12;gr maxcascade 1;gr quality 1;setgs iDeathDropWeaponChance 0;setgs iHoursToClearCorpses 4;setgs iTerminalDisplayRate 1200;
The issue i have is that the cleanup works for the NPCs BUT not for the guns is it possible to do it via PY code?
Otherwise it will clutter the whole Arena with guns ;(
Any ideas you mind helping me out? May I add you? We could work on it together if you're interested!
EDIT: Nvm I see your reply below. I guess I'll consider switching