Fallout 4
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Aurelianis

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Aurelianis

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31 comments

  1. SAdams8782
    SAdams8782
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    Excellent mod, thank you!
  2. MJWarden
    MJWarden
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    Dear Kate. Would you consider doing the same for loose tires and traffic cones? Next to skeletons, they are annoyong and too plentiful. Regards, Mike.
  3. JBianculli
    JBianculli
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    I just spent way too long looking for the skeleton sounds in Xedit because it's driven me crazy for so long. This works damn well, thank you. They are ugly and make no sense anyway. 
  4. barfcat
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    *writes a manifesto about how bethesda are idiots because bones would turn to dust or something like that*

    Sorry just wanted to get that in early. 

    Cool mod :) 
    1. Aurelianis
      Aurelianis
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      Haha. Beth did some odd things that's for sure. Piles of leaves when all the trees are barren? hmmmm....

      I really don't like the skeletons. There are a few that kind of tell a story, i.e. one skeleton choking another on a safe (think it's in Concord somewhere), but for the most part they are just useless and ugly. :)
    2. niston
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      Not to mention that with loss of connective tissue, tendons and the like, the skeletons would simply fall apart into piles of bones.
    3. Aurelianis
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      Yep, that's very true too. 
    4. streetyson
      streetyson
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      Yes pre-war corpses outdoors would normally be gone within a few years (except teeth and tiny fragments). But you can sometimes have calcination if bone is well burned. Imagine being in an atomic blast, outside the vaporization zone, and not blown to bits but still within the firestorm heat and cooked to, er, perfection. Calcinating preserves bone, potentially thousands of years if protected - turns it into a substance like china (in fact bone china uses it, albeit crushed to reform for pottery). Of course, clothing would be burnt off or melted. As an aside, folk think cremation turns bones to ash but it doesn't, they have to be ground to dust after by a cremulator...
    5. barfcat
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      Holy s#*! I literally summoned the legend himself LOL 
    6. kjg92
      kjg92
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      lol
    7. streetyson
      streetyson
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      Ha! Note I've not actually tried calcinating any skeletons, but imagine it would make them quite brittle - anyone want to volunteer? One idea I've long had for excusing prewar skeletons is they took their last breaths days after the first bombs fell and in the intense rads began to ghoulify inside but died before completing the process. And maybe ghoul bones don't rot so much - but it's a stretch.
    8. barfcat
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      I have a theory that the reason there's still skeletons and fully intact cars and buildings full of loot is because it's a videogame and environmental storytelling and RPG mechanics matter more to game designers than appeasing a handful of gamers on the spectrum. 
    9. streetyson
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      Er, yes, Barfcat, I thought we all already knew why they add them, they're silently evocative props and vignettes, telling stories of the horror, sadness and emptiness etc - and do a far better job than just bits of dust, belt buckles or empty spaces could ever manage.

      But yes after 200yrs many other things would be gone too - eg, any exposed prewar wood should've completely rotted away. And no prewar plywood left even if it weren't exposed as the glue would've long broken down (and no postwar either given the lack of manufacturing and how precious glue is etc). And indeed most of Boston shouldn't be there - a typical heavy strategic "city-killer" ICBM could be 50 megatons (theoretically up tp 100 megatons), and even a regular ICBM could be 1 to 25 megatons. Hiroshima was 15 kilotons. If Boston were hit by a few regular ICBMs of varying sizes, or say just one city killer (that's 3,333 Hiroshimas), the scale of destruction would be off the charts. And unlike Hiroshima there'd be no subsequent help from surrounding regions as most of them would all be similarly hit too. But let's imagine the worst of it miraculously missed Boston, that prewar 2070s timber and other materials have super preservatives etc, etc, ad nauseam. For otherwise we'd have no recognisable game would we? And then we can similarly use a no-more-unlikely excuse for skeletons remaining - or remove them with this mod.
  5. Wyrnox
    Wyrnox
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    Would be cool if Bethesda would just make all skeletons collectable and useable in the workshop or something. I mean there're bunch of human skulls and bones which can be used, but these "whole" ones? Nooo! You just have to stumble over them and hear all these amazing clanking sounds and and... i'll be going now...
    1. Aurelianis
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      lol... I really hate the sound they make when you walk over them. Or miss one in a settlement and put a floor over them and you keep hearing that clanking sound and can't figure out where it's coming from....

    2. Wyrnox
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      Hah! True! There's actually this one particular skeleton in Sanctuary, which annoyed the hell out of me. It's in the house near the big tree, stuck between the refrigerator and cooking stove. On each playthrough i picked a tire and dragged this thing out of the settlement. Guess that was one of the reasons i started to change Sanctuary via mods... Second being holes in the roofs.
  6. shurcabesha
    shurcabesha
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    Good mod. It was always shocking to see complete skeletons on the ground after so many years and with so many hungry dogs in the Commonwealth. Even worse when you see that they are part of the scenery and it is impossible to collect or do anything with them.
  7. Olivier8768
    Olivier8768
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    Voilà le genre de petit mod qui n'a l'air de rien, mais vraiment utile. Approuvé si je pense à revenir. Dommage pour Canigou, ça lui faisait des os et de la moelle à pas cher.
  8. Magickingdom
    Magickingdom
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    YES! Thank You!
    I wonder if this could be done to get rid of the endless tire piles?
    endorsed asap
    1. Aurelianis
      Aurelianis
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      Most tire piles are part of precombined meshes, so unfortunately it wouldn't work. Not without a plugin and breaking and then regenerating previsibines.
    2. Magickingdom
      Magickingdom
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      I understand, though I have precombines disabled, a choice I made because I love building things. And my pc is strong enough to handle it reasonably well.
    3. Aurelianis
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      If you have precombines disabled in your INI then it would work for you without a plugin and just by editing the meshes.

      It's easy to do. Instructions in the spoiler if interested

      Spoiler:  
      Show
      Tire walls are:
      SetDressing\Tires\TireWall01.nif
      SetDressing\Tires\TireWall02.nif
      SetDressing\Tires\TirePile01.nif
      SetDressing\Tires\TirePile02.nif
      SetDressing\Tires\TireStack01.nif

      Open each nif in Releases · niftools/nifskope (github.com)

      Don't touch 0 NiNode, but each branch under that, right click and chose Block > Remove Branch. 


      When you're done, you will just see 0 NiNode
    4. Magickingdom
      Magickingdom
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      Thank you.
  9. GrankNutt4
    GrankNutt4
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    So we won't hear ourselves bonking into them either, right? Are they gone, or just invisible and still "present" in any other way?
    1. Aurelianis
      Aurelianis
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      All collision is gone. You won't see them or hear them or be able to interact with them in any way.
    2. GrankNutt4
      GrankNutt4
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      wow.. so no more clingin' and clangin' (I love Easy-Pete speak :P)

      Thank you so much for sharing, as well as the quick reply.
    3. Aurelianis
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      haha... yep, no more clingin' and clangin' :) 
  10. Weissdorn
    Weissdorn
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    Great... and long overdue...

    'My boy... even your great-grandfather put his bedstead over the deceased instead of burying them, clearing the debris aside, patching the roof, .... etc. etc. It is a tradition in our family to have the house full of skeletons and sleep on them...'

    In parts, Bethesda's design ideas are pretty prepubescent. Thanks for your mod... and endorsed.
    1. Aurelianis
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      Thanks! I appreciate it.