Skyrim Special Edition

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SOT Team

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tonycubed2

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  1. tonycubed2
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    Please join me for Skyrim videos with all my mods at
  2. tonycubed2
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    Tested it in Skryim Anniversary Edition and it worked fine, here is a video as proof:



    PLEASE watch video for demo of mod before downloading.



    Notes:

    1) The mod will automatically delete all dead bodies when player leaves an area and new cells are loaded. As such this is more of an utility mod than a feature mod.
    2) Mod has an option to only remove bodies of npcs you or your followers kill. Preserves quest and such.
    3) The mod simulates burning a body with a torch. Unfortunately in skyrim you cannot attack with a torch, only block. Thus , I had to compromise. Equip a torch and no weapon or spell. With torch in hand punch dead npc. The dead body will catch fire and be removed.
    4) All magical flame spells will let player remove dead bodies. But this is only for immersion purposes as the dead bodies will be removed when player leaves an area, as stated above.
    5) The logic and scripts to automatically remove dead bodies is original, by me. The part where fire is used to remove dead bodies was used with borrowed code from CrEaToXx. He gave permission to all to do anything, and has no Skyrim Se equivalent of this mod.
    6) Magic effect carefully optimized so it polls only every nine seconds. Brawl bug accounted for.
    7) Tip from Gothpunk4Chriat: you actually can attack with torches. Right click to block while holding a torch then left click, and your character will do a torch "bash." This works to burn the bodies. :)


    **********I made this because of SOT. I am strongly suspecting and believing that the hundred of dead bodies SOT leaves behind as the player advances in the game are responsible for games not loading (usually with a CTD) as well as random CTDS in general************
  3. tonycubed2
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    ***********************************
    ****CHANGE LOG***************
    ***********************************

    4.81 - save to upgrade from 4,8 anytime.  it just has one script edited to stop mod from giving book when loading a save. 

    4.8 - 

    new game required 

    A) Added mcm menu option to let player pick the method of deleting bodies.  Defaults to this command:

    "Victim.SetCriticalStage(Victim.CritStage_DisintegrateEnd)"

    This allows game to respawn actors mean to respawn, or so I am told.  It is supposed to be safer.  I have not gotten solid confirmation on this.  People wit the mini map mod dont like it as dead bodies still show in the mini map.

    The mcm option if set will instead hard delete them with the commands:

    Victim.disable()
    Victim.delete()

    So you decide what method you prefer.

    B) Removed script section that gave the player the menu book.  Was meant for xbox users, but really this is a pc mod and now has a mcm menu.


    4.7 Added as requested toggle to allow dragons to be cleaned and/or burnt away
    4.61 Added an exemption to deleting bodies, exempting those marked as "unique" or "essential".  Should go a long way to preserving named characters and quests.  Should have been 3.61 but oh well.
    3.51 Added a check so that only fire from the player will burn bodies.  Avoids issues from other scripts that do not properly check for none condition.
    3.5 - MCM menu at last!

    3.3 -1)  adds coins of preservation.  give one to a dead body to exempt it from cleaning.  requested feature.
            2) found(!) three records not filled that would screw up ash cleaning!!!  Update for this if not item 1.
    3.2 - Exempts horses, dragons, and current follower from cleaning
    3.1 - Fixed issue where burning a vampire resulted in loot spawning on dead body again, even if just looted.
    3,0 - Added new book menu option to prohibit dead body cleaning until it is looted. Simply looking at the inventory of a dead body qualifies as looted.

    2.5 - Adds a new toggle to only allow fire to get rid of a body if the player is next to body when igniting it. This will allow player to use fire attacks at a distance and not worry about losing loot.

    2.1 - added toggle to stop fire spells from burning bodies. Player requested this as loot disappears with burnt body. He rather use the auto clean function when exiting the area.

    Spoiler:  
    Show

    1.0 - initial release

    1.1 - added feature to also clean up ash piles when leaving area.

    1.2 Added book menu to allow disabling or enabling of auto cleanup feature. For playes who want to clean up dead bodies manually.

    1.5 a) Added new toggle so that only npcs killed by player or his group are cleaned up (deleted)
    b) changed from using disable / delete to using Target.SetCriticalStage(Target.CritStage_DisintegrateEnd) to preserve spawn points. Thanks to CrEaToXx for tip.
    c) fixed bare hands debug message.

    1.51 a) added missing condition check to monitor script, it was applying burning effect and deleting npcs that were not yet dead. Sorry, got by me.

    1.55 a) This is 1.51 with the hotfix. Fixes issue where live npcs were being deleted on exit. Was missing a isdead() condition. This new feature of only deleting npcs your groups kills has been a pain. working now, please report either way.

    2.0 - Clean up of ash piles working again. And the toggle for only cleaning up npcs you kill is working fine. The Solitude scene where they got upset after execution and attacked player is also fixed. This should be pretty final.

  4. tonycubed2
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  5. IamMortuusiam
    IamMortuusiam
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    This mod has made a world of difference and I have zero complaints. It even removes the defeated gilded in Nurndural from the Clockwork mod even though they typically get back up after some time, so no more fighting the same ones. Endorsed!

    Side Note:
    A head's up for PC players using this mod (allowing it to clean bodies even if they are not looted) and the Tamed Fox stage of the CC quest line Pets of Skyrim is broken because like me, you put this quest off until pretty much every other quest in the game was complete and this mod removed the dead Bosmer with the journal you are supposed to collect to advance the quest, probably because I went to Half Moon Mill to buy lumber or kill a vampire and when I left that cell, POOF! No more dead Bosmer.
    Open your console with whatever key you have bound (default is tilde ~) and enter the following command:

    SetStage ccVSVSSE002_MainQuest 410

    This will advance the quest to the next stage allowing you to feed a sweet roll to Sweet Roll without looting the dead Bosmer for the Thief's Journal.

    Apologies if this has already been covered or commented on but I didn't see anything about it in my cursory search.
  6. saaaaty
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    If I wanna clean the bodies that I looted, should I uncheck "Allow ash pile removal" and "Allow Dead Body Cleanup”?
  7. hoangdai94
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    @tonycubed2 o you ever think you'll make a rework of this mod using newer methods like your Predators Flee If Too Wounded that use Spell Perk Item Distributor (SPID) instead ?
  8. Ekotsu
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    Estou usando a versão de arquivos soltos
  9. Ekotsu
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    It's not working, it removes the bodies of the bad zombies but only them. It worked normally but after a few days of playing it stopped
  10. etgmotley
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    Definitely a love/hate with this mod :). Love how it does a fine job of cleaning. Hate how it will clean a quest dead body before I get the next quest marker. If I click on the clean only looted will the bodies disappear after so many days or never until looted? I get tired of trying to loot so many even with followers but if I don't have that option on it will delete quest bodies as well.
    1. tonycubed2
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      Never until looted unless the game engine itself cleans up. It’s hit and miss with the game engine.
    2. etgmotley
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      Ok, I take back the hate portion. It is working fine. I was thinking it was either system cleanse or your mod but they are working together. Did some testing of just looting some and leaving half the corpse group unlooted. Came back and they were all gone.
      Thank you for this mod.
  11. MeganJoanne
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    So I have a potato pc, does Skyrim pretty okay except when there are too many things on screen and too many aggressive npcs in certain locations, namely the area of Falkreath nearby to Half Moon Mill and around Lake Ilinalta, and the area of the lake near Ivarstead and Nilheim which framerates drop into the single digits at times. Cutting down on the corpses I think would help, only problem is that this mod while it gets rid of corpses doesn't do it fast enough. Need a way to remove dead bodies instantly without having to stop every few seconds to click on them in the console to remove them or having to use fire and waiting for them to burn up or fast travel away and come back just for the bodies to be gone. I keep looking but can't seem to find anything, everything points to this mod but this mod doesn't quite work like that, I have to completely leave the area first and then come back but all the while in the area things are getting choppy with corpses on top of all the live things. I even got a mod to keep skeletons from breaking into pieces but that isn't helping much because they are still there piling up one after another. And I had already cut down on the number of mihail animals in those areas by half, don't even have the farm animals and co, nor the improved fish which I usually do but instead got Alternate Skyrim World Eater, so those two locations are still terrible for their framerate droppage. Any way to instantly remove the dead, automatically, either right away, or like them vanishing just several seconds after being killed? Or maybe I just need to say to heck with all the ducks, geese, pigeons and squirrels and raccoons and whatnot since they are just there to liven up the world, and I am asking a bit much of my pc.
  12. VVK75
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    После установки мода у NPC в Коллегии Винтерхолда появились какие то завихрения вокруг тела, да и у многих магов и животных в мире игры происходит то же самое.
  13. ribbs23
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    Hi Tony, back with another request :) So I noticed in the MCM that this mod is togglable, assuming that we can turn off auto cleaning eg. when out in the open world and then turn it on before entering dungeons is that right?
    Is there any chance you could make a version where auto clean is initially disabled? Like with UDE.
    I ask because I use LAL and can't access the MCM while mods are loading, I assume the scripts are doing their thing while I'm waiting for the MCM to set options, meanwhile for some reason while I'm waiting there is a skirmish somewhere in the abandoned prison (I can hear the fight) and concerned any bodies will be cleaned when I leave the cell.
  14. MasterAskarus
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    May I ask what 'clean only when looted' means exactly?
    Does it count if I loot one item via Quick Loot and not open the regular loot menu?

    Did you consider making this time based instead of when exiting a cell?
    It'll probably be a lot of scripting I guess.
    What I am thinking of is something like this:
    - Add each corpse to a list
    - At midnight check the list
    - Delete corpses older than 1 day.

    That would not immediately delete corpses when the player teleports or leaves a cell otherwise and returns back.
    I can totally understand if that is a lot more complicated and unstable, so just asking if that was ever considdered out of curiosity.

    Anyways, I never liked how some corpses stayed there pretty much forever (or way too long).
    So this is great either way :)
    1. tonycubed2
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      May I ask what 'clean only when looted' means exactly?
      wont dissapear body until you loot it

      Does it count if I loot one item via Quick Loot and not open the regular loot menu?
      no clue

      Did you consider making this time based instead of when exiting a cell?
      It'll probably be a lot of scripting I guess.
      yes i did.  madness lies that way.  a lot more records to track and can lead to stuck scripts 

      What I am thinking of is something like this:
      - Add each corpse to a list
      - At midnight check the list
      - Delete corpses older than 1 day.
      nope


      That would not immediately delete corpses when the player teleports or leaves a cell otherwise and returns back.
      I can totally understand if that is a lot more complicated and unstable, so just asking if that was ever considdered out of curiosity.
      i did. adds too much Un instability


      Anyways, I never liked how some corpses stayed there pretty much forever (or way too long).
      So this is great either way :)
      if you dont loo them and have mcm set they will be around forever or until game engine decides otherwise
    2. MasterAskarus
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      Thanks a lot for the clarification.
  15. DaburaKing
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    should i or should i not use with populated skyrim hell edition?
    1. tonycubed2
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      With all mods that produce added enemies 
    2. DaburaKing
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      my bad i thought i posted this with ultimate deadly encounters. would Populated hell/ultimate deadly/gensis be a fun experience to use?
    3. tonycubed2
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      I use ALL my encounter mods together.  ALL.  I have tons of fun.  But.  It is really hard to get skyrim stable with many new dynamically added spawns.  Game does not like it. Tends to CTD.  So you have to optimize the game like hell, using all game fixes for your exe version, and using 1k textures instead of 4x.  You need to carefully set mcm settings as where, using reasonable cooldowns.  The more toon mods you add, the more challenging making the game stable.
    4. DaburaKing
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      right now im aadding this to nolvus but my setup is a 4090/5800x3d and it seems fine so far. the mod list is pretty stable unless you got other suggestions or ideas to optimize. but i usually run nolvus max in 4k at 120fps