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This page was last updated on 06 May 2023, 8:26AM
- Changelogs
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Version 0.8.5
- - reward list: dando
- - added 1st instance patch for ss2(gonna be a long one, so feel warned!)
- - added patch for cc horsearmor, tunnel snakes, bfg2000, zetan arsenal, power armor ai, quake thunderbolt gun, captain cosmos, charlestown condo, pintsized slasher and neonflats for all instances of ppda and rewards
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Version 0.8.4
- - you'll need the scrapper perk now to salvage skeletons
- - you will get an extra amount of experience when salvaging skeletons, the higher the scrapper perk, the higher the xp(maximum 3xp with scrapper perk 03)
- - reduced the amount of bones salvaged to 2
- - if you salvage army skeletons wearing helmets, you will get an army helmet now
- - fixed a 3DNPC ppda not correctly added to formlist
- - added missing ppda at mass state house
- - removed duplicate message...how it came to be i don't know...ck doing its thing i guess
- - added perk menu to show interaction contaext on skeletons
- - added placement/burial context to skeletons
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Version 0.8.3
- - added missing condition to check for the device on ashpile removal
- - removing ashpiles has audio and visual fx now
- - ppda list: some missing SM in Natick
- - reward list: dino
- - the feature to salvage skeletons has finally been moved to cuyc
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Version 0.8.2
- - fixed not pre placed dead actors viable to be removed via perk menu since we do not want to delete/disable them! the function will now check on init, or if a cell is loaded, and will add a keyword to the pre placed...this was intentional...being capable of quickly removing combat targets were never meant to be treated that way
- - fixed wrong rotation on all deterrence objects
- - fixed missing function handling for the supermutant deterrence
- - fixed wrong interaction menu on both flower types
- - added option to remove dead bodys under water since you can't pull a weapon out
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Version 0.8.1
- - reward list: gruel
- - ppda: rory rigwell, richard in cambridge newshouse, some missing dead actors around the boston library
- - fixed naming and date on plaque for ppda not properly working
- - you can now remove all variants of piles via perk menu(experimental for now...potentially removed again if it breakes respawn, which it shouldn't because it's a placedAtMe() activator)
- - the Obelisk can now have a name plaque decoration
- - added menu options to lower placed objects and to align their rotation to face the player...make sure to align and lower your "base" object(the graver for example) first, then attach all other decoration elements or you will need to redo everything...notice that aligning the rotation can also fix woobling objects
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Version 0.8.0.1
- - fixed name and date not correctly displaying on plaque
- - fixed property on cone placer not correctly filling
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Version 0.8(hotfixed)
- - fixed transport mode not properly showing when in power armor
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Version 0.8
- - ppda: some missed actors on the initial BoS quest
- - fixed typo on the deterrence placer name
- - added lvlscavenger to perk menu list
- - major improvement of the placement feature as follows:
- - you get to choose between placing detterence(mannequin) or else(traffic cone) right away...this is done because the mannequin doesn`t really work well with flat object types
- - the detterence logic has been improved so that you do not need to double press activate in order to freeze the object, instead you will get a menu option choice
- - it has also been improved in regard to accidentaly activating it, when you want to grab it, so another menu will pop up and give you choice
- - the "traffic cone" placer doesn´t need any of that because it will naturally fall to the floor, so you basically just need to find a somewhat horizontally even ground or make it stand upright...it also has a texture change to show if you front it
- - the choice of burial types has been increased to 5: obelisk, big gravestone, normal(skull) gravestone, small gravestone, fresh grave(heap of earth)
- - the choice of deterrence types has been increased to 2: male/female
- - added menu option to placed activator that is not fresh grave: delete object, exit menu
- - added menu option to placed activator that is fresh grave: delete object, place obelisk, place big gravestone, place normal gravestone, place small gravestone, place cross, exit menu
- - all activator and movable static objects have custom models now to prepare them for workshop compatibility
- - added proper workshop connection points to models
- - additionally to gravestones and/or crosses you can add a second decoration object to the fresh grave, namely a flower...the flower will last three in game days(72.0 hours game time), and then be replaced with a withered version...the whole "second decoration" feature might be extended in future updates, so you can add whatever deko element you want(teddybears, weapons, what ever comes to mind)
- - the mannequin placer has now its own custom model and from this day on shall be named mini mannequin for user convenience
- - gravestones can have an additional deko element attached, namely a "text plaque" which displays the name of the victim and the time it died(in game time)
- - new feature on the device and for ppda menu: "Transport" mode -> you can carry around a single dead actor if you have the strong back perk, or you are inside of power armor...one dead body only for reasons of balance and to prevent corpse stash cheat...i may or may not allow for more than one corpse in feature updates, we´ll see
- - added a third choice for placing a deterrence -> supermutant
- - various typo fixes in regard to deterrence(not detterence...you no good google translate use!)
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Version 0.7.8
- - added missing script support for deadlier deathclaws
- - fixed script support for red shift PA
- - ppda: a raider in salem, some unlisted guards at parsons for the perk menu
- - fixed missing convergence of overlapping references in fiddlers green for UFOP
- - reward list: theodore collins
- - you can now burry the pre palced dead when using the container menu option
- - added lvlviciousdog, and lvlradstag to ppda perk menu list
- - ppda 3D: albino radstag @VanTrapps camp...only perk menu list though
- - the placed objects are now activators, and should be persitent...do not delete them with the console!...this feature is still ALPHA!
- - removed compatibility for "Agony of Fallout" since its functions in regard to brahmin corpse containers have been moved to CUYC
- - attempt to fix the placer getting stuck in floor, if dead actor was to close to floor elements
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Version 0.7.7
- - reward list: virtually any of the BoS when destroying the brotherhood as RR or institute including danse, father aka shaun aka your son not the synth shaun, ahab, mayor mcdonough
- - ppda: a dead synth in robotics during nuclear option for the RR, liam binet in RRHQ, all BoS during the quest pricipes of war(or so) inside the RRHQ tunnnels etc., a family with a cat to the very far southern beyond quincy, another "far southern" settler at the hunting lodge south of murkwater construction site, a trader victim of deathclaw south of fiddlers, a dead mutant hound in natick, a turret in federal stockpile glowing sea
- - added super special operation patch for UFOP...this is not a war...just super special operatje that enables molerats correctly despawning when UFOP is installed
- - fixed auto equipping device in vertibird and thus bugging out
- - added container removal script to missing random encounter brahmin corpse
- - fixed verbosity on auto equipping device
- - added patch for deadlier deathclaws...holy shit @DevilsDen...fantastic addition!
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Version 0.7.6
- - reward list: x4-18
- - ppda: all ppda from the operation ticonderoga quest, sentry and protectron bots during the quest mass fusion
- - ppda 3D: a turret in vault 75 entrance cave
- - added sound and visual fx to perk menu quick removal...the visual is slightly different because, and I quote the CK wiki here: "This function cannot be called on a dead or disabled actor. You will get an error that the actor has no AI process"...good to know that only Skyrim mod creators will get this very vital info...-.-
- - added new removal shader to device removal fx
- - attempt to fix the weapon drop resetting to normal under certain circumstances
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Version 0.7.5
- - ppda: dead trader west of DC, dead brahmin southern glowing sea, sentinel site interior, raiders at libertalia ext during institute quest 301
- - fixed needing to have the device equipped for quick mode, and made it so you only need to have the device in your inventory, as it was originally intented
- - fixed mcm description to reflect the quick mode is actually working for dead actors as well
- - added patch for CC Tesla Canon, scripted ppda and standard support
- - added caroni from tescan to reward list
- - the tescan patch also removes the quest object flag from the instruction holotape, so you can drop it at will...just make sure not to lose it when you still need it
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Version 0.7.4
- - ppda: knight in airport ruins int,
- - ppda 3D: knight casilla and scribe in hideout,
- - reward list: yangtze captain and first mate
- - added patch for red shift power armor...notice this doesn't have perk menu support, because both corpses are found under water...use the oldschool way of accesing container menu twice
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Version 0.7.3
- - ppda leftys: dead raider at harbormaster hotel ext, some settlers and ferals in natick and carpark, a dead molerat in vault81, settler at northeast lake conchituatitutitatititty, dead radstag west of egret tours, mirelurks at hms northern star
- - reward list: parker quinn, brother thomas
- - ppda 3DNPC: south boston police department, sanctuary joe, ppda from the "the house that bruce build" quest
- - reward 3DNPC: father malcolm, brother jacob
- - added patch and scripted support for CC Antimaterial Rifle
- - added silas from CC Antimaterial Rifle to reward list
- - added a check when nailing or placement mode is enabled, the corpse shader doesn't get run
- - added 2nd formlist for ppda's...no more room in my basement...use that one for adding custom ppda's please
- - fixed persistent detection sound after loading a game
- - added new sound to detect corpse shader init
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Version 0.7.2
- - reward list: dogs alissa, kate and kyle; marowski and stan slavin
- - ppda leftovers: molerats in vault 88, moonshiner, all ppda at libertalia, somewhere NE of Vault95, a missing turret from reunions quest, a settler south of federal ration stockpile
- - ppda 3DNPC: belchers cave, robot clinic, carlos bunker, castle catacombs, fens super duper market, boxing gym
- - added scripted ppda to 3DNPC patch
- - all features except standard device removal, placement mode, and pre placed dead removal are now locked behind perks...the perk necessary to unlock features are: Harvesting Mode = Scrapper Level 1, Nailing Mode = Bloody Mess Level 1, Reward Mode = Fortune Finder Level 1 and Caps Collector Level 1, XP Reward = Fortune Finder Level 1, Caps from Weapons = Caps Collector Level 1...this is hard coded for the reason it was always planned like that, and future versions will have even more restrictions unlockable via quest etc.
- - adapted perk descriptions to new perk restrictions
- - added a check for active workshop and/or dialogue to turn of any effects if the device is equipped
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Version 0.7.1
- - ppda leftovers: turrets in second railroad quest under slocums bar in lexington aka "switchboard", castle interior, raider camp west of castle ext, dead bear north of jamaica plains
- - added missing "lvlferalghoul" to preplaced list so you can process them via perk menu
- - fixed incorrect mcm version display...again...i'm getting old, I forget things
- - if you remove weapons you will get the amount of caps you'd get when selling to vendors...the formula is: (weapon.value / 10) * (charisma.value / 2), which is about the value you'd get without any of the cap collector perks...this has an mcm toggle if you want to turn it off
- - add patched and scripted support to CC Solarflare
- - updated xp slider description showing wrong info
- - added a slider to lower the caps amount gained by removing weapons
- - updated some MCM descriptions to make instructions more clear
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Version 0.7
- - ppda leftovers: east boston park, blade runner reference, 2 robots at general atomics galeria, cambridge cemetery, mass blood clinic, fiddlers green
- - new feature: having the tool equipped and out will allow you to remove any weapon lying around on the floor
- - started patch for 3DNpc...that is going to be a long one as announced in the description
- - added "quick mode" for perk menu based body and weapon removal...quick mode makes it so you don't have to have the tool drawn, only need to equip it...classical corpse removal and the container menu removal will not make use of this, since they are "immersive" and/or "maximum compatibility" versions of the body removal feature...this will only take pre placed actors and dropped weapons into account
- - more UFOP patching
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Version 0.6.2
- - ppda leftovers: two ghouls south of layton towers, protectron at mass fusion ext
- - added ruby and shug to reward list
- - added a mcm option to mute the looped device sound
- - updated cc merc patch for missing dead actors
- - cc merc: added Hatton to reward list via script
- - fixed all physics and previs references for all DLCs...I forgot to rebuild the previsibines
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Version 0.6.1
- - ppda and ppda list: boston public library ext/int
- - added cc x-02 "hodges" to reward list via script
- - fixed form id catch for actors added via script to pre placed dead actor list...you actually only need the last three diggits for .esls
- - the Hotkey Mod corpse shader feature is now an integral part of CUYC, so HM is no longer needed
- - fixed shader getting applied twice when tool is equipped/combat state ends
- - increased the timer interval for the auto repeat of corpse shader, so it doesn't overlap
- - fixed timer no correctly canceling on uneqipping the removal tool
- - added mcm option to toggle auto shader on/off
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Version 0.6.0.1
- - hot fix for the Hotkey Mod corpse shader firing on all weapons
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Version 0.6
- - ppda: all pre placed dead actors that are identied as such are covered now...aka virtually 99% of all dead covered including all DLCs...there might be some left over corpses that can't be easy identified as such, but will be covered as soon as I, or you(if you let me know), find them...§DNPC also needs coverage, but it's complicated with that one
- - added new way of removing corpses via perk menu for maximum immersion and compatibility...this feature is also working for all DLCs and 3rd party mods that I have provided compatibility for
- - mods that need patching for the new feature are added to formlists via alias script
- - the Hotkey Mod detection shader is now automatically applied if you equip/unequip the tool, and every 10 seconds
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Version 0.5.1
- - added mandy stiles and davies to reward list
- - ppda: uss constitution, camp kendall, fort hagen, area around DC, cambridge coverage: 100%, swans pond, entirety of north eastern boston all the way down to mass bay medical center, croup manor ext/int; all "non" wilderness cells(a-z): barneys bunker ext, big johns salvage, boston airport ext, tech highschool, nakano residence, fairline hill estates, fiddlers green, four leaf fishpack, gibson point, gwinnet brewery, hyde park, jamaica plains, kingsport lighthouse, lake cochicuchicachiOrSo, layton towers, libertalia, listening post bravo, lynn woods, mahkra fish packing, mass fusion disposal, natick banks, neponset park, old north church, all relevant POIs, quincy quarries, quincy ruins, roadside pines motel, robotics pioneer park, salem ext, spectacle island, suffolk school, university point, westing estate, western roxbury station, wreck of the northern star; western relay tower area, "the dig" interior
- - fixed dead actor menu opening, when opening another container or dead actor than the one activated
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Version 0.5
- - ppda: northern fens and an area around northern diamond city, lake quannopatitolalalanobodycanspell,
- prospect hills area, western fens, eastern fens up until trinity plaza/tower and area around the trinity, trinity church interior, trinity tower interior, hardware town interior, area around hardware town ext, western turnpike, coastline from fens to cabbot house, parsons state asylum int/ext and area around it, pickman gallery int/ext, north eastern boston to goodneighbour, goodneighbour world including all interiors, a strip along the rail track from oberland to glowing sea border including interior(like waystation etc.), boston fincancial district, area around fallen sky bridge, kendall hospital int/ext, most of cambridge area covered leaving only eastern cambridge
- - added trish and nelson latimer to reward list
- - attempt to fix dead actors sometimes not properly disintegrating and getting removed
- - added finn to reward list
- - added lorenzo caboot to reward list
- - added a mcm option to auto equip the removal tool after exiting combat state
- - if auto tool is enabled, and hotkey mod is installed, it will also execute the detect corpse shader
- - added patch for immersive teleportation
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Version 0.4.5
- - ppda: west everret estates, a region between finch farm/country crossing and taffington boat house including several exterior and interiors, centering the national guard training ground, some leftovers north of sanctuary, an area in between greentop nursery and malden, closing gaps along the river from taffington towards east, fens street sewer interior...old gullet sinkhole int/ext, listening post bravo int, breakhart banks, saugus iron works, revere beach station int, left overs at jalbert brothers, left over north of corvega on bridge, an area between the slog and dunwich borows, dunwich borers interior
- - added eager ernie to reward list
- - more 3rd party mod patching
- - added patch for CC capital wasteland mercs
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Version 0.4.4
- - ppda: BADTFL interior, malden center exterior, left over at med tek research exterior
- - added "Sparta" to reward list
- - due to reappearing pre placed actors, the removal script will now also check for unique state, and disable/delete() the dead actor if it is not unique...this should effectively fix reappearing actors...knocks on wood though
- - added patch for CC X02
- - various integration tweaks for UFOP and UIL
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Version 0.4.3
- - added all evildoing covenant actors to reward list
- - ppda: area around covenant, and in between covenant and cambridge, poseidon reservoir exterior and interior, some left overs around corvega; all ppd's from covenants "human error" quest caravan; taffington boathouse and adjacent sewer ext/int; medford memorial interior; dead riader north of zimonja
- - fixed rumble on controllers, effectively turning it off...I guess...
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Version 0.4.2
- - pre placed: malden medtek research ext-/interior; all pre placed dead from the initial DLC01 automatron quest; area between tenpines, waste disposal and zimonja; red tractor south of cemetry; gutsy at the bunker near drumlin dinner
- - added an MCM option to make a choice between direct and modified XP application
- - xp enable toggle is now also considered for the pre placed dead removal function
- - added patch for cc manwell rifle
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Version 0.4.1
- - more preplaced covered: huge area around Sunshine Tightings
- - addressed left over and forgotten pre placed in lexington...those bitches hide in the CK I swear!
- - left over preplaced in all lexington interiors
- - pre placed in area around cambridge police department, and a line between lexington and northern cambridge
- - pre placed: area around jalabert car disposal, a line from cambridge PD to ARF jet systems following "call to arms", arc jet interior, college square station interior
- - pre placed dead actors will now also give xp based on level
- - added patch for Creation Club CL75(CL74?) so you can remove the dead lady and dogs
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Version 0.4
- - added whiplash and tweeze to reward list
- - added more preplaced dead actors: walden pond, lexington exteriors, lexington super duper market
- - added missing magic effect conditional check for dead, so fx doesn't get fired on the living etc.
- - added script check for player to prevent issues in rare cases, and if you take any perk affecting area effects
- - dead brahmin containers are now considered and have removal script applied
- - forwarded missing world cell patching/fixing for previous version
- - again fixed wrong mcm version display
- - added patch for "We are the Minutemen"
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Version 0.3.2
- - added more preplaced dead actors: bedford station, the shipping grounds west of abernathy, and most of the area between a line sanctuary to starlight drive in/corvega(corvega interior as well)/bedford/tenpines
- - added Wayne Gorsky to reward list
- - the amount of experience gain will now take the target actors level into account...formula: xp amount(mcm)*actor.level...so a level 12 target wil yield 24xp if you set the mcm modifier to 2
- - in reward mode you will get an extra amount of xp based on the same formula that determines the reward caps...the xp gain is direct, so will not be modified by intelligence and other modifiers
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Version 0.3.1
- - fixed incorrect version number in MCM
- - added more "pre placed" corpses to the list, anything west and north of sanctuary and the robot disposal should be covered now...some areas east of the disposal, and south of Abernathy farm as well
- - processing a corpse will now add a configurable amount of XP
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Version 0.3
- - added Bull and Gouger to reward list
- - placed objects should be persistent now
- - added Douglas, Bilge, and Grun(Far Harbor) to reward list
- - added Shank, Lizzie, William, and Savoy(Nuka Cola) to reward list
- - started adding scripts to initial dead actors for removal...I just started a new character playthrough, so this is going to take a while to adress any single dead actor in the world. for now only the area around Sanctuary and Concord is covered
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Version 0.2.2
- - added all targets of the Silver Shroud quest to the reward list
- - added Kellog to the reward list
- - added eddie winter to the reward list
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Version 0.2.1
- - hotfix for the messed up script logic resulting in Mannequins always getting placed...I'm sorry for any inconvenience
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Version 0.2
- - raider, gunner, and super mutant bosses will yield reward now
- - added new mode: placement -> will allow you to place: gravestone, deterrence, heap of earth
- - fixed reward not correctly showing in device mode menu
- - added trace record for curious script log enablers, so they can make stuff up when they read errors in script log report
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Version 0.1.1
- - fixed reward getting added back to player inventory on sell
- - fixed reward not correctly displaying when using mods like quick trade/inventory
- - reward item is now a quest item and will have its quest flag cleared in barter menu
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Version 0.1
- - initial release
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- Author's activity
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May 2023
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06 May 2023, 8:26AM | Action by: CrEaToXx
File added
'Clean up your Corpses [version 0.8.5]'
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06 May 2023, 8:23AM | Action by: CrEaToXx
File added
'Patch for SS2 [version 1.0]'
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06 May 2023, 8:22AM | Action by: CrEaToXx
File added
'Patch for CC Nuka Cola Collector Workshop [version 1.0]'
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06 May 2023, 8:21AM | Action by: CrEaToXx
File added
'Patch for CC Charlestown Condo [version 1.0]'
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06 May 2023, 8:20AM | Action by: CrEaToXx
File added
'Patch for CC Tunnel Snakes [version 1.0]'
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06 May 2023, 8:19AM | Action by: CrEaToXx
File added
'Patch for CC Power Armor AI [version 1.0]'
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06 May 2023, 8:19AM | Action by: CrEaToXx
File added
'Patch for CC Pintsized Slasher [version 1.0]'
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06 May 2023, 8:18AM | Action by: CrEaToXx
File added
'Patch for CC Neon Flats [version 1.0]'
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06 May 2023, 8:17AM | Action by: CrEaToXx
File added
'Patch for CC Horse Power Armor [version 1.0]'
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06 May 2023, 8:16AM | Action by: CrEaToXx
File added
'Patch for CC Captain Cosmos [version 1.0]'
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06 May 2023, 8:16AM | Action by: CrEaToXx
File added
'CC Zetan Arsenal Patch [version 1.0]'
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06 May 2023, 8:07AM | Action by: CrEaToXx
Changelog added
'Change log added for version 0.8.5'
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06 May 2023, 8:07AM | Action by: CrEaToXx
Attribute change
'Description changed.
Mod version changed to 0.8.5.'
April 2023
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10 Apr 2023, 7:36AM | Action by: CrEaToXx
File added
'Clean up your Corpses [version 0.8.4]'
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10 Apr 2023, 7:35AM | Action by: CrEaToXx
Changelog added
'Change log added for version 0.8.4'
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10 Apr 2023, 7:35AM | Action by: CrEaToXx
Attribute change
'Mod version changed to 0.8.4.'
March 2023
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24 Mar 2023, 4:52AM | Action by: CrEaToXx
Mod image added
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10 Mar 2023, 5:55AM | Action by: CrEaToXx
File added
'Clean up your Corpses [version 0.8.3]'
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10 Mar 2023, 5:54AM | Action by: CrEaToXx
Changelog added
'Change log added for version 0.8.3'
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10 Mar 2023, 5:54AM | Action by: CrEaToXx
Attribute change
'Description changed.'
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- Mod page activity
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December 2024
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07 Dec 2024, 12:30AM | Action by: DrunkFogster
Tracked
'Clean up your Corpses'
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03 Dec 2024, 12:05AM | Action by: mxmorri
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'Clean up your Corpses'
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29 Nov 2024, 2:28PM | Action by: argatfael
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'Clean up your Corpses'
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11 Oct 2024, 12:15AM | Action by: wickman008
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10 Oct 2024, 6:14AM | Action by: SerusEo
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09 Oct 2024, 3:51PM | Action by: SgtKlink81
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06 Oct 2024, 5:31PM | Action by: johnyboy1978
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05 Oct 2024, 10:22AM | Action by: happykitedragon
Tracked
'Clean up your Corpses'
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04 Oct 2024, 5:03PM | Action by: xXEkChuahXx
Endorsed
'Clean up your Corpses'
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03 Oct 2024, 11:49PM | Action by: carlsjrsagan
Endorsed
'Clean up your Corpses'
September 2024
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19 Sep 2024, 11:25AM | Action by: sk301ak73
Endorsed
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17 Sep 2024, 11:07AM | Action by: cokla
Untracked
'Clean up your Corpses'
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17 Sep 2024, 9:42AM | Action by: SerusEo
Untracked
'Clean up your Corpses'
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