Wolfstorm Posted May 21 Share Posted May 21 If a npc works in a location, and sleeps in another location, and have a boss locreftype, where should his persistence be set? If his initial area in the CK is where he sleeps, and his persistence is set where he works, the location where he sleeps will be used by the location where he works. Would this cause a problem with radiant quests? Because the quest would be looking for the location where the locreftype is set, but he will be working in another location, and will only be found there at night, after he locks the door to sleep. Someone could say to use a location of a higher tier, but what if I divide a city in different districts? Link to comment Share on other sites More sharing options...
PeterMartyr Posted May 21 Share Posted May 21 what..../? most pointless question ever, or maybe something close to nothing.. but you can find that "persistence" location in the CK editor or in xEdit, it cannot be changed in game and it is: (dum roll) in a cell next to bed FYI it is the same as THE default Editor location BTW I have a question, have you been doing bullsthite edits in xEdit that the xEdits authors say you should NOT do, and just use friggen KIT instead? xEdit was not made for that..... \ AND you are way over thinking it KISS keep it simple St****d, the game will look for the ObjectRefence current location, not their default location.... Link to comment Share on other sites More sharing options...
PeterMartyr Posted May 21 Share Posted May 21 but yeah, in editors edits are made to the npc default location, if that does your head in no one can help you. however the game dynamic, not static. Link to comment Share on other sites More sharing options...
csbx Posted May 22 Share Posted May 22 @PeterMartyr Wolfstorm came here because he was confused about something and asked a question. It obviously wasn't pointless, because it garnered a response from one of the more knowledgeable members of the community Link to comment Share on other sites More sharing options...
PeterMartyr Posted May 24 Share Posted May 24 @csbx I got just feeling they were editing the persistence in xEdit, else it is alway the same as the default location, which is why I was sour... hhehhehe i know you understand, but I will repeat and extend @GUYs xEdit is not replacement for the Creation Kit, and just because you can doesn't mean you should, over the years functionally which I am not going to name has been removed with over abuse by the community, me included, HEE-HEEE, cos it caused more harm than good, even tho it was a great short cut, and I missed them when they got removed I but I always open the plugin in the kit to santised it and alway had backup before being stupid... yeah on more than one occasion I needed that backup, come on we 've all being there.. so if your disorganised don't, if your slightly organised with a back up, give a go, you learn by your mistakes Edit Oh I forgot I also compared the backup to the current version to see the changes visible in xEdit while being aware xEdit was oblivious to potential harm cause. Bottom line play with fired you will get burned. I am stopping you from using xEdit that way, hell no, am I warning you to be be careful with a backup and not ask for help in abusing it, HELL YEAH.. no one gonna give advise that could potentially break your mod.. except make a backup before doing it.. Link to comment Share on other sites More sharing options...
Evangela Posted May 30 Share Posted May 30 On 5/21/2024 at 1:34 PM, Wolfstorm said: If a npc works in a location, and sleeps in another location, and have a boss locreftype, where should his persistence be set? As far as I'm aware, actors are always persistent. Link to comment Share on other sites More sharing options...
xkkmEl Posted May 30 Share Posted May 30 9 hours ago, Rasikko said: As far as I'm aware, actors are always persistent. My experience is that some actors do disappear from memory when in distant unattached cells. I've had to place selected actors in an array to prevent this from happening in critical circumstances. My understanding is that when you refer to an actor, or other ref, through a locRefType, the game engine will force it back in memory if it wasn't already there. If you visit the actor's CK home cell, it will temporarily be loaded into memory, but it might disappear soon after if its current location is far and unattached. Similarly, if you visit its current location, it will be temporarily loaded, but might be pushes away if there is not enough memory for its assets, and once away it could get unloaded. If you need the actor to be persistent, my advice would be to put it in a script variable, an array, or an alias. Others may have more clarity than I on this and have fuller answers. Link to comment Share on other sites More sharing options...
Wolfstorm Posted June 4 Author Share Posted June 4 On 5/30/2024 at 9:01 AM, Rasikko said: As far as I'm aware, actors are always persistent. They aren't. You have to set their persistence in the CK. Guards and other levelled npcs dont need persistence. Unique actors do. You put a vendor in a corner of a city, he uses the location of that corner for persistence. If he have a boss LocRefType, it would point to his persistence location, in theory. However, if you place him at his home, and his home is in another corner of the city, the location of his home will be used by the one where he works, according to the CK. My question was if this would affect placement of quests (for instance, courier quests), in case he is not to be found at his working place, when you pick up the quest. Link to comment Share on other sites More sharing options...
PeterMartyr Posted June 4 Share Posted June 4 2 hours ago, Wolfstorm said: My question was if this would affect placement of quests (for instance, courier quests), in case he is not to be found at his working place, when you pick up the quest. NO, I would say persistence is more about saving the unique actor current state in the game save, mainly current inventory, current location etc, but OFC other things too... maybe, never looked deeply into it the tool kit location matters NOT, the Game Saving will override the plugin data anyway, except for default location Your over thinking it, from reading this thread, yes you require the NPC to persist, the tool kit location of that persistence matters not... it is getting overwritten anyway, by their current location... EDIT the reason I never deeply looked into it is, I just ask myself do I require persistence, Yes or NO.. and move on Link to comment Share on other sites More sharing options...
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