arcoolka Posted October 2, 2009 Share Posted October 2, 2009 I discovered that using of PlaceAtMe function for any vanillas tree Form ID (static object) with official Fo3 patch 1.5 and higher installed causes CTD. It is weird beacuse CTD doesnt appear for other static objects placed via this function. Any idea what is the reason and if it can be fixed? PS: (CTD doesnt appear if patch 1.4 is installed) Link to comment Share on other sites More sharing options...
Skree000 Posted October 2, 2009 Share Posted October 2, 2009 what is that object 00000000f some objects cannot be placed in the world since they are references only, (ie. non geometric, non visual entities) Link to comment Share on other sites More sharing options...
gsmanners Posted October 2, 2009 Share Posted October 2, 2009 I use placeatme all the time in my mods, although admittedly not with static objects. It's entirely possible that you need to limit yourself to non-static or movable static objects with 1.5 or later. Link to comment Share on other sites More sharing options...
arcoolka Posted October 2, 2009 Author Share Posted October 2, 2009 other static objects work fine, also some trees (static objects), weird 0000000f ID for caps :) Link to comment Share on other sites More sharing options...
Skree000 Posted October 3, 2009 Share Posted October 3, 2009 placeatme corrupts savegames, better to use player.additem Link to comment Share on other sites More sharing options...
Cipscis Posted October 3, 2009 Share Posted October 3, 2009 PlaceAtMe is only going to cause save game bloat if it's used in a way that might result in it being called any number of times. For example, a script like this could cause bloat:Begin OnActivate PlaceAtMe <Item> EndHowever, a script like this will not cause bloat:int bDoOnce Begin OnActivate if bDoOnce else set bDoOnce to 1 PlaceAtMe <Item> endif EndLikewise, calling PlaceAtMe in the console isn't going to cause any noticeable amount of savegame bloat. Some types of references, like explosions, are automatically cleaned up by the engine anyway. I'm not sure what might be causing that CTD, but if you need to get around it try using Enable to enable a disabled tree, or moving a tree from a remote position to a marker. Cipscis Link to comment Share on other sites More sharing options...
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