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Feature #4178

Do not loot on dispose corpse

Added by Randy Davin 6 months ago. Updated 5 months ago.

Status:
New
Priority:
Normal
Assignee:
-
Category:
Game Mechanics
Target version:
Start date:
10/27/2017
% Done:

0%

Severity:
Normal

Description

So we dont have to put all items to the ground to dispose the corpse, without taking all the items from the corpse.

Making the environment cleaner.

Found on this forum post->https://forum.openmw.org/viewtopic.php?f=2&t=3799&p=42470&hilit=dispose+loot#p42470

History

#1 Updated by Alexei Dobrohotov 6 months ago

  • Category set to Game Mechanics
  • Target version set to openmw-future

#2 Updated by Andrei Kortunov 5 months ago

Will this feature be merged if I implement it, or it is strictly a part of the post-1.0 "great de-hardcoding"?

#3 Updated by Randy Davin 5 months ago

MCP adds a key modifier for this feature. You press Ctrl and dispose corpse. But from what I understand, its not a good idea to add a new key modifier to perform certain actions pre 1.0 OpenMW.?

#4 Updated by Andrei Kortunov 5 months ago

IIRC, MCP did not add the key modifier earlier.

#5 Updated by scrawl . 5 months ago

That would instantly destroy any item(s) in there which makes no sense from a RP perspective, and creates potential for accidents/exploits.

If you don't want the item I would leave the corpse there and wait for the game to clean it up. Is this handled any differently in newer Bethesda games? Maybe we can take some inspiration from there.

#6 Updated by Chris Robinson 5 months ago

scrawl . wrote:

If you don't want the item I would leave the corpse there and wait for the game to clean it up. Is this handled any differently in newer Bethesda games?

Later games don't even have a Dispose Corpse option. Corpses were only cleaned up when the cell reset and they were not marked as persistent. I guess the memory used by dead actors wasn't as much of a concern with post-Morrowind-era systems, and you had physics to drag them out of the way if they were blocking something.

#7 Updated by Lone Wolf 5 months ago

scrawl . wrote:

That would instantly destroy any item(s) in there which makes no sense from a RP perspective, and creates potential for accidents/exploits.

Many of my RP characters want to clean up before leaving a battle site :

honor fallen comrades or worthy adversaries by giving them adecent burial,
gather documents to notify loved ones, reduce risk of disease spreading etc

Looting everything they have including their clothes when disposing them feels wrong because of RP reasons.

#8 Updated by Paul McElroy 5 months ago

This will break quests and add potential for destroying unique items.

#9 Updated by Randy Davin 5 months ago

Paul McElroy wrote:

This will break quests and add potential for destroying unique items.

Not unless you add an extra button that performs this action. Or a key modifier that, when pressed, changes the "dispose corpse" button to "do not loot on dispose".

#10 Updated by Chris Robinson 5 months ago

Randy Davin wrote:

Not unless you add an extra button that performs this action. Or a key modifier that, when pressed, changes the "dispose corpse" button to "do not loot on dispose".

That can still break quests and risk destroying unique items. Morrowind doesn't have much in the way of identifying and protecting required items, and doesn't always tell you what is or may be needed for a quest, so even if the user has to actively press something to dispose without looting it's still risking problems that won't be immediately obvious.

#11 Updated by Randy Davin 5 months ago

That can still break quests and risk destroying unique items. Morrowind doesn't have much in the way of identifying and protecting required items, and doesn't always tell you what is or may be needed for a quest, so even if the user has to actively press something to dispose without looting it's still risking problems that won't be immediately obvious.

That would be the players fault for not being attentive. I mean, a new button(or a modifier) that performs another action should not be too confusing. Or if they "accidentally" dispose an item, loading earlier save, or just spawn the item through console.

As far as Im aware, the unofficial morrowind patches changes the corpse persistence of actors that carry quest or unique items, such as staada and sul-senipul.

#12 Updated by Chris Robinson 5 months ago

Randy Davin wrote:

That would be the players fault for not being attentive. I mean, a new button(or a modifier) that performs another action should not be too confusing. Or if they "accidentally" dispose an item, loading earlier save, or just spawn the item through console.

Again, it's not always obvious that something is a quest item, given that they can look just like other similar things. Loading an earlier save isn't a good fix since it means losing progress and having to redo a bunch of stuff (especially if it happened hours before, presuming you even remember). That's doubly true if you only have a vague idea of who or what you needed so you don't know how far back you need to go.

Using a console is a last-ditch effort to fix a broken game, where we should avoid letting the game get into a broken state to start with. It's supposed to be a developer tool, not a gameplay aid. Finding the necessary item ID to use in the console can be difficult as well.

#13 Updated by Randy Davin 5 months ago

Its either taking the quest item(even if you dont know it is) from the corpse or leave it. I think the end result is the same. The corpse will disappear with the item after some time. But many of npcs that carries them have corpse persist flagged + patches from UMP. Also, theres only around 10 npcs that have quest items on them in the entire game. It is also highly unlikely we would miss them, because they have unique names.

Maybe some dont like this feature, but we can keep in touch with this for the future.

#14 Updated by Chris Robinson 5 months ago

Randy Davin wrote:

The corpse will disappear with the item after some time. But many of npcs that carries them have corpse persist flagged + patches from UMP.

I wouldn't be opposed to making it so corpses with quest items are auto-persist while they have the item. Unfortunately I don't believe Morrowind has a flag to mark quest items, so there's no way to know on the engine side. Having such a flag in the item record would open up several opportunities for better dealing with them, though.

Also, theres only around 10 npcs that have quest items on them in the entire game. It is also highly unlikely we would miss them, because they have unique names.

The names unfortunately don't display in the inventory/container window until you mouse over them, so unless it has a really eye-catching icon, you can't assume the player will see the name and recognize it as being unique. The corpse outside of Balmora with the unique Skooma Pipe, for example; the icon and world mesh look identical to the standard Skooma Pipe, and even if you see it has a unique name, there's no indication you can do anything with it.

Maybe some dont like this feature, but we can keep in touch with this for the future.

It's not that I don't like this feature (though I do think the whole Dispose of Corpse thing is a band-aid to a technical problem, and the in-game action of corpse disposal/burial could be redone by mods to be all-around better), but there's underlying issues related to unique and quest items that need to be solved before I think this is viable.

#15 Updated by Lone Wolf 5 months ago

Chris Robinson wrote:

Randy Davin wrote:

The corpse will disappear with the item after some time. But many of npcs that carries them have corpse persist flagged + patches from UMP.

I wouldn't be opposed to making it so corpses with quest items are auto-persist while they have the item. Unfortunately I don't believe Morrowind has a flag to mark quest items, so there's no way to know on the engine side. Having such a flag in the item record would open up several opportunities for better dealing with them, though.

adding a flag for quest items sounds like a good idea.

Maybe some dont like this feature, but we can keep in touch with this for the future.

It's not that I don't like this feature (though I do think the whole Dispose of Corpse thing is a band-aid to a technical problem, and the in-game action of corpse disposal/burial could be redone by mods to be all-around better), but there's underlying issues related to unique and quest items that need to be solved before I think this is viable.

I do agree the underlying issues should be solved, but this seems to be an issue that needs to be solved for all npc / creatures .
Is there something like a generic script that runs when the inventory of any corpse is activated ?

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