Skyrim
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Christopher Grabowski

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SamuraiWindu

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60 comments

  1. willky7
    willky7
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    • 2 kudos
    Thank you! Official patch is a biased loser!
    1. Tarva759
      Tarva759
      • member
      • 0 kudos
      They've got such a weird monopoly in Skyrim, compared to other Beth games. No other game on this site do I see commenters post "delete this, use the USP instead"
  2. alphatrax
    alphatrax
    • member
    • 6 kudos
    The mod will remove quest related npcs when disintegrated.
    1. jaggerloco
      jaggerloco
      • member
      • 6 kudos
      Then just pick the 1 week option. You will have plenty of time to grab what you need for that quest.
  3. Darkness4ever
    Darkness4ever
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    • 6 kudos
    The association of anonymous necromancers is grateful for your service.
  4. dallesse
    dallesse
    • account closed
    • 53 kudos
    Just ran the one hour ash removal version of this on a fresh installation of Oldrim (Legendary Edition), Wrye Bash and LOOT. We ran the Skyrim mod list through Wrye Bash and LOOT. LOOT did not call the mod "obsolete." We can confirm that (with the Disintegrate perk enabled in the Destruction tree) enemies with low health (killed by shock magic) left ash piles that DID DISAPPEAR after one hour.

    So there you go folks. The mod still works, at least with the vanilla perk tree. Endorsed!
    Will consider running it with Ordinator, if there's a disintegration feature that carries over.
    1. deleted19098254
      deleted19098254
      • account closed
      • 1 kudos
      I am getting the following message in LOOT (2019-01-09) from the 1 hour version of this mod:

      "Delete. Already included in Unofficial Skyrim Legendary Edition Patch"
    2. delonariel
      delonariel
      • member
      • 0 kudos
      I have USLEP and my ash piles haven't gone anywhere.
    3. BurnTyre
      BurnTyre
      • member
      • 11 kudos
      I have USLEEP - in the latest version - and the Ash Piles remain where they are, they even stack up when enemies get killed in the same position for some reason (I'm playing a stealth character atm, so I usually kill them with an arrow to the knee (that had to be said, hee hee) before any AI package can kick in... I just had to remove 4 stacked up ash piles in Hobs Fall cave (disable and markfordelete - just a little hint, disabled stuff remains in your savegame, markfordelete removes them upon the next save), so I'm giving this mod a try.
  5. ismael29h
    ismael29h
    • member
    • 0 kudos
    Buen mod!
  6. diasflac0g
    diasflac0g
    • member
    • 1 kudos
    Does this mod just do what the "disable" console command does (that basically just hides them but they are still there so your save file will still load them up)? Or does it actually remove the ash piles for good?
    1. Umariltheunfeathered
      Umariltheunfeathered
      • member
      • 6 kudos
      They are gone.
    2. killgore
      killgore
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      • 38 kudos
      thex umaril if they stayed I wouldn't have bothered
  7. KingOfXenon
    KingOfXenon
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    • 9 kudos
    Kudos to you sir!
  8. chubjub
    chubjub
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    • 5 kudos
    Thank you works perfectly
  9. Darkeninjx
    Darkeninjx
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    • 5 kudos
    Thank you, kind sir.
  10. Old Nick
    Old Nick
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    With SamuraiWindu's permission I've ported this to SSE.
    In the process I've added the script to Dragonborn DLC piles (Ash Spawn and Seekers). I suppose I could whip up an Oldrim plugin that also adds the script to the Dragonborn stuff, would that still be of interest to anyone? And if so, what expiration time option would you like?
    1. FatBearCharlie
      FatBearCharlie
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      • 0 kudos
      Oldrim still Bestrim!

      Yes please, when you have the time.
    2. Old Nick
      Old Nick
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      • 215 kudos
      OK I'll make one when I get chance.
      Do you have a preference for the expiration time? I don't want to make any more plugins than necessary
    3. Samira23
      Samira23
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      • 0 kudos
      Are you still planning on making a Dragonborn inclusive version? Cause that would be amazing! I'd also say a day should be enough time to loot them before they delete.
    4. Functioning
      Functioning
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      • 0 kudos
      It's been a while, but I was wondering if you happened to have done this and just not uploaded, or if this is still a plan to complete someday. To keep the length of any background processing short, I was hoping for a 1 hour version of this mod for the Dragonborn expansion creatures that leave piles. Thanks.
    5. Old Nick
      Old Nick
      • premium
      • 215 kudos
      Yeah sorry, haven't done any modding in ages. I uninstalled the Creation Kit in April when I installed Enderal and haven't reinstalled it yet, although I could just make the plugin with TES5Edit so that's not really an excuse

      I do still mean to get around to it though — eventually