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pcaquercia

Possessive Corpses No More Lazy Zombies And Shy Nirnroots By Amgepo

4 posts in this topic

Disclaimer: This use of this mod requires a modified console. Neither the author(s) of this mod nor I condone piracy. By downloading and using this work, you agree that you take full responsibility for the use or misuse of these files. The mod author(s) and myself are relieved of any liability associated with how you use or misuse these files.

Disclaimer for the mod author(s). While I may have received permission to repack and rehost these files, the author(s) of this mod has(have) not expressed approval of illegal or unethical activities including but not limited to Breaking EULAs of Microsoft, Sony, or Bethsoft. Therefore the mod author(s) can not be held responsible for any use or misuse of these repacked files.

Note from the mod author(s): These files were designed to be installed on PC. Any and all support for this conversion will be kept here. Do not contact the author or post on the nexus forums, steam website, or bethsoft forums with any problems that arise from using this mod.

This mod requires a JTAG/RGH console. If you don't know what that means then you don't have one. If you want more information on it, use your favorite search engine. If you need help installing converted mods, refer to selyb's tutorial. If you would like to try to convert mods yourself, refer to selyb's other tutorial.

Possessive Corpses no more lazy zombies and shy nirnroots by Amgepo

Quick description:

This mod changes the way some items are saved by the game (weapons dropped by npcs are still part of him, and are removed with him, for example), this diminishes save game growth over time, which reportedly creates slowdowns the longer you play, due to the large amount of itens the game is keeping track of (was especially a big problem for ps3 players)

WHAT THIS MOD DOES:

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1. -Weapons from dead actors are cleaned properly by the game on respawning.

2. -Reanimated actors won't left ash piles. Instead they will fall dead again (you can raise them again). This feature, is optional and no longer necessary. 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).

3. -Nirnroot plants won't generate new glows. Previous ones will be removed. So, you won't need to delete them from the game on your own.

4. -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.

5. -The amount of arrows per cell (not counting the ones in inventories, droped or attached to actors has been reduced from 15 to 5.

This mod, changes the iDeathDropWeaponChance game setting from 100 to 0. 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). 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.

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WHY?:

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When a dead actor drops a weapon, while the actor is removed from game at cell respawning, the weapon is not removed.

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-).

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.

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. 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.

With all of this, I think each weapon dropped weights around 200 bytes (unless object data parts are assigned dynamically, in which case unused ones wouldn't have a reserved space and the file could be as small as 36 bytes, but I found this quite improbable).

Even this way, 5000 weapons must be dropped to increase your savegmage 1 Mb. But again, it's not that simple.

Using myself as an example, in 139 hours my character killed 570 persons, 454 undead and 15 daedra, for a total of 1039 actors that could have dropped weapons. Supposing I wouldn't use sneak attacks and collect weapons, that would mean around 200 Kb. Now considering that I have been using followers and that Sometimes actors kill each other not always in your presence (I suppose this can't happen in a different cell than the one you are in, but the terrain didn't always let you see all happening around you).

So, in my game as an example around 300-500 Kb from my save could be only weapons on the floor. I have been avoiding a lot of combats because of a misunderstanding, so check your own game data in general stats to have a better idea of how this influence your save file size, considering your playing style.

The same is applied to ash piles, other remains and nirnrooth plants glow.

In previous games, cels where only respawned when you visit them again after the spawning time has passed. This may or may not be the case of this game, but despite what you do with the interior cells, you will be passing constantly by many exterior areas and there is where nirnroot plants and fight between NPCs from different factions will left all their remains (along the remains you produce yourself). So, it's wise to have care with those factors.

If you enjoy this mod please go to the original release page and endorse it or express your gratitude in a post.

version 1.8 Confirmed working by me

no optionals included

Download from Google Drive

Edited by pcaquercia
Laet likes this

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Good choice, i had the exactly same problem in my previously skyrim playthrough, my save grow up for 29MB i had to wait about 12 MINUTES(without mods or dlcs) for the game to load and the same time to save.

I had to start a new game...

Nobody can wait 12 minutes for a game save/load lol

Edited by Laet

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USKP handles all these issues IIRC, so if you use USKP, don't use this.

Bah i liked the mod :ohmy: but it's ok, i will follow you advice :sword:

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