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.
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. :)
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...
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.
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.
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.
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...
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....
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.
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.
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.
Most tire piles are part of precombined meshes, so unfortunately it wouldn't work. Not without a plugin and breaking and then regenerating previsibines.
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.
'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.
31 comments
Sorry just wanted to get that in early.
Cool mod :)
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. :)
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.
I wonder if this could be done to get rid of the endless tire piles?
endorsed asap
It's easy to do. Instructions in the spoiler if interested
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
Thank you so much for sharing, as well as the quick reply.
'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.