But as you can see in the objects placed in the world in previous games, there are other variables that while won't be used in this case are reserved and occupy space. Talking further about the weapons case, in theory, this effect shouldn't be very noticeable, as the only needed data are the weapon base ID, Ref ID, X, Y and Z positions and the angles. The glow of the nirnroot is applied even if you haven't harvest it and when you do harvest the plant only the last applied glow is removed, this way, each time a nirnroot you didn't harvest have a respawn a new non-removable glow bloats the saved game. When a dead actor is reanimated, when the effect fades, it crumble to ashes and those ash piles aren't removed and even create more ash piles (The ash pile from wisp mother though IS removed properly, both types of ghostly remains, ice piles and wisp cores remain in game forever -I'll try solving this in next releases-). When a dead actor drops a weapon, while the actor is removed from game at cell respawning, the weapon is not removed. What you will notice is that you won't have the option to take a just dead actor's weapon from the floor, to do so you'll need to access the actor inventory, activating either the actor or the weapon. This way, actors won't drop their weapons when killed (the weapon may appear separated from them, but they are considered not dropped by the game). This mod, changes the iDeathDropWeaponChance game setting from 100 to 0. The amount of arrows per cell (not counting the ones in inventories, droped or attached to actors has been reduced from 15 to 5. All body remains like ash piles (from creatures and from reanimated actors if you delete the script avoiding this), ice piles, ghostly remains and wisp cores will be correctly deleted from the game once you are far enough from the cell where they have been originated.ĥ. So, you won't need to delete them from the game on your own.Ĥ. Nirnroot plants won't generate new glows.
#Skyrim ash pile mod mod#
As I like it a lot, I'm extending it in the off-spin of possessive corpses Necromancy 101 (you can just overwrite the pex file from this mod with the one from Necromancy 101, it only adds more features).ģ. This feature, is optional and no longer necessary. Instead they will fall dead again (you can raise them again). Weapons from dead actors are cleaned properly by the game on respawning.Ģ. So, weeks could pass between updates (not always).ġ. The idea is to make a complete Necromancy overhaul, with special spells, corpse crafting, lichdoom.
![skyrim ash pile mod skyrim ash pile mod](https://venturebeat.com/wp-content/uploads/2018/06/Screen-Shot-2018-06-21-at-5.04.51-PM.jpg)
This is an spin off of possessive corpses. Besides, that could be a good reason for vampire hunters to use garlic and for common folks to think wrongly a garlic is a valued weapon against vampires (vampires tend to raise each other, so, this could justify histories about a vampire crumbling to ashes for the effect of a garlic. This is to avoid enemy necromancers ruining your day by raising corpses over and over again. If you place a garlic on a corpse inventory and someone (you included) cast a raising spell on it, it will, the very moment it's reanimate process has been completed will die and crumble to ashes. This way you will be able to raise it again. It will fall to the floor instead of crumbling to ashes. Once the effect fades or it's killed again. Each time you add or subtract an apparel or weapon item (except arrows), the corpse will equip the more protecting and damaging equipment in it's inventory. When you raise a corpse, you will have the option to access its inventory activating it.