Fallout: New Vegas

Fallout: New Vegas

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RGrant32 Sep 27, 2014 @ 12:58am
Vanishing Corpses !!! (Fallout New Vegas Ultimate Edition)
All right, 20 hours into the game (Fallout New Vegas Ultimate Edition) and so far no bugs but ... it was bound to happen ... go figure.

Whenever I would down an enemy and loot the corpse, if I would reach just a tad near my max carry load, I would fast travel to a nearby vendor and sell my un-wants, or perhaps travel to my home away from home at the Prospectors Den and store my extras (even sleep a tad to heal up if needed), then travel back to the enemy corpses and pick up whatever remaining loot I left behind. This system worked fine until I entered Prim.

Now that I've entered Prim, every enemy I down (no matter who or what it is and no matter where in Mojave I go, if I leave a corpse behind for "any" length of time so as to lighten my carry load, the corpses all vanish and are no longer there when I get back to them !?!

Anyone else have this problem? Anyone perhaps know how to fix this?

I've even tried restarting the game and entering Prim right after leaving the Doc's Office where you begin, rather than running off for a 20 hour exploration of the Mojave, and I still get the same results. Whatever I kill "before" entering Prim remains. Whatever I kill "after" entering Prim vanishes, along with all its loot.

Thank you for all your help.
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talgaby Sep 27, 2014 @ 1:25am 
The game saves a lot of data, which includes lots of stuff regarding actors. Actors in this case being everything in the game world, from terrain bumps to invisible light sources to NPCs. Dead NPCs are therefore regularly cleared out completely, especially in areas that have lots of other things in it (so mostly settlements or larger caves).
In Primm usually the convicts on the streets remain for a longer time, but it can change. There is a possibility that the game uses too much memory and clears itself out.

The other explanation is the universal cell purge, which happens every 72 ingame hours (configurable, but only by a few mods), where every non-permanent and non-persistent actor is removed. This in practise usually means that randomly spawned critters and enemies disappear and a new batch takes their place, and all dead things are permanently removed. This feature is there so the old engine can live a little longer, plus lots of actors in a single cell can seriously slow down any system, even if it's a NSA supercomputer running Windows for some unknown reason.
On a side note: the cell purge only happens to cells you are not in. Fast travelling removes you from all cells for a split second, so that is one of the most used ways of forcing global cell purge when something not good happens in the game world.
Last edited by talgaby; Sep 27, 2014 @ 1:26am
Lucas Sep 27, 2014 @ 6:33am 

aliens
Loot your bodies as soon as you can, even if overburdened, and put the stuff in a container. As long as you do so fairly rapidly, you can come back and get it.

Bodies de-spawn. Containers may re-spawn contents (losing your stuff) but do so far more slowly, and some never do ans so are safe to use as storage.

The real problem is when there are no containers around. :D
Also, most containers can hold almost infinite stuff
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