(Make sure to unequip all your stored corpses before updating)
Changelog 1.06: Fixes: -Corpses' names are no longer generic if they are named. -Taking a Dragon and dropping him will no longer give you another soul. -Taking a creature such as a wolf and dropping it will no longer give you extra items.
I'm pretty new to scripting I've been trying to add that a mound of dirt is placed at the body when burying it, to no avail so far, was curious if you'd consider making this an option? I'm going to keep at it but its only for myself personally, just trying to learn what I can of modding and scripting.
Collecting undead NPCs or any NPC that references an undead NPC (such as bandits in mods that randomly assign NPC face models to bandits) with this mod will result in the corpse being resurrected after being taken out of the backpack, and will result in the original NPC's name being altered if it's set to unique. This effect even crosses saves, and it seems to be that the NPC's alias is modified.
Thank you for this mod, as it allows me to actually resurrect NPCs who are flagged as "starts dead"! Unfortunately, NPCs resurrected this way cannot be interacted with. There is no prompt to press a key to talk to the, or even their name. I can add them as a follower, but only if I use a non-dialogue option, like a spell, and I must similarly give all my commands to them via spell. This is both annoying, immersion breaking, and locks me out from a lot of dialogue only commands/options. Is this normal? How can I fix this?!? I need to be able to interact with "starts dead" NPCs! Thank you for reading this plea!
The only way to do this is to remove the starts dead attribute from these NPCs in sseedit, while writing for them what a normal NPC should have. You can just copy the data of other normal NPCs.
I've found where the scripts are and added aliases and their properties which two scripts required. But still I can't carry more than 100 corpses, anything I missed?
I do not remember the code unfortunately but there was a quest with aliases too and probably other places. You can check everything up quickly as I use indexes for all the new stuff added by this mod, simply type "CUC_" and the creation kit should give all the new stuff.
I have been using this mod in my playthroughs and I am surprised that you guys are hitting 100 corpses so quickly :O You'd have to put like 20 corpses in 5 different houses to reach that limit.
I'm also trying to increase the limit. Unfortunately, I'm still getting the "You cannot hold any other corpse." message.
I've created new Reference Aliases under the quest CUC_Aliases with flags Optional and Allow Dead, also created matching MiscItems CUC_CorpseXXX with keywords CUC_Body and VendorNoSale with a value of XXX-1. Went to perk CUC_Perk -> CUC_CollectCorpsePEF script properties, added the aliases in ActorRA property, then the misc items in CorpseObject property. Did the same to the ActorRA property in CUC_PerkBuryCorpse -> CUC_PerkBuryCorpse_02 script properties. And the same to CUC_Aliases -> Quest Aliases -> Player -> CUC_CorpseItem script properties.
And I still get the "You cannot hold any other corpse." message. Anything else I'm missing?
Edit: While debugging the AddCorpse function, it seems like the refAliasLength didn't increase and remained at 100 despite adding more into the ActorRA property. Perhaps this is a case of clean save required?
Edit2: I was able to work around it on an existing save by creating new substitute array properties for the aliases and misc items, replacing every usage of the previous ones in the scripts and then recompiling.
Hi did you manage to enlarge the limit of this mod over 100? Could you please teach me how did you do that? I'm new to CK and stuck at connecting the objects with the perk. Thank you!
You should not need more than 100, by actively playing, I never even reached half. Most of the NPCs will not respawn, this is an utility created for those that do (A random generic bandit, for instance).
I think this is the only way to add up the holding, you can try to rename the mods, like add a number behind it, that will fool the system thinking is a separate mod ,it works.........but sometimes
Is there a way to mark the corpse as unique without first carrying it?
I ask because the nonrefundable linen wrap requirement is pretty annoying, plus all of the corpse's equipment is unequipped and dumped into your inventory when carried - it's a hassle to put back
EDIT: Just found that there are 'old' versions of this mod in the Files tab that don't have the linen requirement (only the Embalming version does). The Embalming version is marked as the main download so some better installation instructions would help avoid this in future.
Sorry very late reply. I did drop this mod into my game and as far as I can tell, it was perfectly fine for me. So take that for what it is, everyone has different mod set ups though. It seems to be a simple mod that doesn't change a great deal, so as long as you don't have any mods which do something similar, it should be fine.
126 comments
Changelog 1.06:
Fixes:
-Corpses' names are no longer generic if they are named.
-Taking a Dragon and dropping him will no longer give you another soul.
-Taking a creature such as a wolf and dropping it will no longer give you extra items.
I have one question though. Is there any way to set a different holding limit like 500?
Thank you.
You can check everything up quickly as I use indexes for all the new stuff added by this mod, simply type "CUC_" and the creation kit should give all the new stuff.
I have been using this mod in my playthroughs and I am surprised that you guys are hitting 100 corpses so quickly :O You'd have to put like 20 corpses in 5 different houses to reach that limit.
I've created new Reference Aliases under the quest CUC_Aliases with flags Optional and Allow Dead,
also created matching MiscItems CUC_CorpseXXX with keywords CUC_Body and VendorNoSale with a value of XXX-1.
Went to perk CUC_Perk -> CUC_CollectCorpsePEF script properties, added the aliases in ActorRA property, then the misc items in CorpseObject property.
Did the same to the ActorRA property in CUC_PerkBuryCorpse -> CUC_PerkBuryCorpse_02 script properties.
And the same to CUC_Aliases -> Quest Aliases -> Player -> CUC_CorpseItem script properties.
And I still get the "You cannot hold any other corpse." message.
Anything else I'm missing?
Edit: While debugging the AddCorpse function, it seems like the refAliasLength didn't increase and remained at 100 despite adding more into the ActorRA property.
Perhaps this is a case of clean save required?
Edit2: I was able to work around it on an existing save by creating new substitute array properties for the aliases and misc items, replacing every usage of the previous ones in the scripts and then recompiling.
did you manage to enlarge the limit of this mod over 100? Could you please teach me how did you do that? I'm new to CK and stuck at connecting the objects with the perk.
Thank you!
Most of the NPCs will not respawn, this is an utility created for those that do (A random generic bandit, for instance).
I ask because the nonrefundable linen wrap requirement is pretty annoying, plus all of the corpse's equipment is unequipped and dumped into your inventory when carried - it's a hassle to put back
EDIT: Just found that there are 'old' versions of this mod in the Files tab that don't have the linen requirement (only the Embalming version does). The Embalming version is marked as the main download so some better installation instructions would help avoid this in future.