Is there any way you can make it so you can dig up buried bodies for later use? Maybe plop down a tombstone after burying a body so a player can interact with it later and dig the body up?
Vigilant Tyranus' corpse seems to be bugged? After I drop his body from the sack. a message says his body is now managed, but I can't find his body on the floor. He just disappears. Go to MCM in Manage section, I see that Tyranus is greyed out in the list. so something must be wrong here.
Greyed out means the actor reference is disabled (or deleted if it's a shade of dark grey). This may be due to a script that forcibly disables him after a quest or whatnot. Try using the Enable action from the Managed MCM.
I guess Vigilant Tyranus is one of special cases that the corpse is meant to be forcefully removed from the game, even if you try some tricks to make the body permanent for Dead Thrall.
No, I tried Enable and it doesn't work too, so in the end I chose not to bother and removed his corpse in Managed MCM.
If you have his refid, you can also try to prid the refid in the console, then resurrect, if it works, just kill command him. Although, I'm not sure how the script is handling him (can't check right now). It could be actively disabling him every time, and in which case the script responsible would need some modification, like the situation with the pilgrim, Karita.
I made a simple script modification "adding fadeout(blackscreen) during Carry" for blocking naked body scene during Docarry and Docarryagain.
And i copied delay time of 7 seconds from Decapitate, Clean Carcass, and Bury. Modded script seems operating okay until now.
I discovered your fadeout's script-pause parameter is set "true". So basically script pause during 7 seconds.( according to AI :) ) Is there a hidden reason for that, like preventing potential bug or glitch?
I can't recall exactly, and I am unable to check at the moment as computer is broken. But I'm guessing maybe? Probably something to do with waiting for functions like UnequipItem or RemoveItem to be done, or just preventing any blind invocations of the script during the fade.
2nd parameter is not "script-pause parameter" but "abBlackFade: Fade color is black if true, white if false" https://ck.uesp.net/wiki/FadeOutGame_-_Game
Hi there! Great mods, I really love it. There is just some question one my end: 1) How do I increase the managed limit? Can I do it? it is possible to turn the managed actor back into corpse inside non-respawning area so they dont despawn and keep under the limit?
2) Is there anyway i can drop a bunch of corpse at a time? I know it is immersion dropping each and every corpse out of the bag but it is already slow enough waiting for the script to scoop up corpses, it just really tedious to open inventory - click the cadaver bag - wait until menu popup - choose a corpse - wait for popup - managed - wait for body to pop up - repeate.
1. I can't guarantee they won't despawn that way. There's a guide on how to increase the 512 limit using the CK some previous posts back. But it requires a new game as array size is baked in the save.
Hello, my dear friend. Thanks again for the mod) I found the problem I described, for the future, if anyone has such problems, it is related to the mod "Next-Gen Decapitations" BY Seb263. Apparently, part of the neck is edited there to avoid crashes during decapitation and therefore there is a conflict. It remains only to understand how to fix it now.
sorry for the spam, there was a bug here that i had to click twice, anyway i found the solution now here's the other problem, i don't see the cadaver sack in the inventory, really weird to me
Well, I really love this mod, so I'm here again to talk about another idea. :P I noticed that the console version of MoveTo can work properply if the target actor is alive. Then I tried Resurrect, MoveTo, and Kill(slight pause between MoveTo and Kill to avoid the corpse flying away out of inertia), and this seemed to solve the problem. Of course, this also makes the corpse to die again. (*_*) I don't know whether this is practicable through Papyrus or not. If it works, this may be added as an optional choice of Send To Player. :D
Excellent work. Now with some other mods, I can "recycle" an enemy to fight for me forever :P. Just one thing, it seems that the Send to Player only works when the corpse is far away. Is that by design? Or maybe I did something wrong. This Really bothers me when the corpse falls off a cliff :(
Understood. I also tried the Disable-MoveTo-Enable method provided by the wiki. This will reset the actor's inventory, but it can get the teleprotation done. Can we make use of this? Or, can we just add a new Carry action in the Managed menu allowing the player to send a managed corpse to the inventory? (I know nothing about scripts. I'm just guessing :P)
Друг ,привет )Просто потрясающий мод ,теперь можно будет с честью хоронить своих погибших братьев и даже знать где их могила )Но у меня есть вопрос!! Скажи пожалуйста, почему когда я отрубаю голову ,она выглядит как голова но с удлиненной шеей ,а не так как голова которая отрублена например как в бою или с помощью мода расчленения? Скриншот покажу позже Я показал скриншот
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Maybe plop down a tombstone after burying a body so a player can interact with it later and dig the body up?
This mod's bury option is just a way to dispose corpses.
This may be due to a script that forcibly disables him after a quest or whatnot.
Try using the Enable action from the Managed MCM.
No, I tried Enable and it doesn't work too, so in the end I chose not to bother and removed his corpse in Managed MCM.
Although, I'm not sure how the script is handling him (can't check right now). It could be actively disabling him every time, and in which case the script responsible would need some modification, like the situation with the pilgrim, Karita.
for blocking naked body scene during Docarry and Docarryagain.
And i copied delay time of 7 seconds from Decapitate, Clean Carcass, and Bury.
Modded script seems operating okay until now.
I discovered your fadeout's script-pause parameter is set "true".
So basically script pause during 7 seconds.( according to AI :) )
Is there a hidden reason for that, like preventing potential bug or glitch?
Probably something to do with waiting for functions like UnequipItem or RemoveItem to be done, or just preventing any blind invocations of the script during the fade.
2nd parameter is
not "script-pause parameter"
but "abBlackFade: Fade color is black if true, white if false"
https://ck.uesp.net/wiki/FadeOutGame_-_Game
but Ai helped me modifing the script anyway..
1) How do I increase the managed limit? Can I do it? it is possible to turn the managed actor back into corpse inside non-respawning area so they dont despawn and keep under the limit?
2) Is there anyway i can drop a bunch of corpse at a time? I know it is immersion dropping each and every corpse out of the bag but it is already slow enough waiting for the script to scoop up corpses, it just really tedious to open inventory - click the cadaver bag - wait until menu popup - choose a corpse - wait for popup - managed - wait for body to pop up - repeate.
There's a guide on how to increase the 512 limit using the CK some previous posts back.
But it requires a new game as array size is baked in the save.
2. Not at the moment. Maybe in a later update.
I found the problem I described, for the future, if anyone has such problems, it is related to the mod "Next-Gen Decapitations" BY Seb263. Apparently, part of the neck is edited there to avoid crashes during decapitation and therefore there is a conflict. It remains only to understand how to fix it now.
I noticed that the console version of MoveTo can work properply if the target actor is alive. Then I tried Resurrect, MoveTo, and Kill(slight pause between MoveTo and Kill to avoid the corpse flying away out of inertia), and this seemed to solve the problem. Of course, this also makes the corpse to die again. (*_*)
I don't know whether this is practicable through Papyrus or not. If it works, this may be added as an optional choice of Send To Player. :D
I also tried the Disable-MoveTo-Enable method provided by the wiki. This will reset the actor's inventory, but it can get the teleprotation done. Can we make use of this?
Or, can we just add a new Carry action in the Managed menu allowing the player to send a managed corpse to the inventory?
(I know nothing about scripts. I'm just guessing :P)
Maybe. I'll put that under consideration.
Скажи пожалуйста, почему когда я отрубаю голову ,она выглядит как голова но с удлиненной шеей ,а не так как голова которая отрублена например как в бою или с помощью мода расчленения? Скриншот покажу позже
Я показал скриншот