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The Hazards of Zan's AutoPurge (Unexpected Purging of Disabled Things)


Athelbras

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Here we go ... this is the explanation. With regard to PlaceAtMe: "Actor references created using this function that are not set to respawn are removed upon cell reset."

 

Would be nice if there were caveats and cross-referencing within the wiki's Disable and MarkForDelete descriptions.

 

So the "problem" is/was merely an oversight on my part.

Edited by Athelbras
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So maybe that's the answer. PlaceAtMe generates a dinamic ref FFxxxxxx which shouldn't be persistent. This could be the explanation why it's deleted.

EDIT: oh I didn't see your previous message. By the way, don't take the wiky as a Bible. It's a very good resource full of wondrous documentation and absolutely my main source of infos. But it's made by modders, and modders make wrong assumptions sometimes.

Edited by Fallout2AM
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Note that even if the Respawn flag is set (as per the wiki), the NPC is still flushed upon cell reset; quite possibly because the exception only applies to statically placed entities - which of course makes sense (I was hoping it would apply regardless and thus provide a workaround).

Edited by Athelbras
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I did the last try.

 

I generated a dynamic ref with placeatme.

 

The behaviour was exactly like for static refs:

- PCB didn't erase it when I disabled it

- the script was starting its run only if the ref was enabled

- the script was continuing is running when the ref was disabled, until the cache was purged.

 

I unfortunately didn't see any unexpected behaviours, everything was working as intended

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Okay, no idea why your tests do not work, but my actual instances within a mod assuredly do.

 

Are you perhaps scripting with NVSE extensions? I am not; my mods do not require NVSE so I don't use NVSE extensions hooked in with the GECK. If you are, that might be the reason for the differing results.

 

Be sure that you are in a different cell than the NPC when issuing PCB, otherwise it does not force a cell reset.

 

Also, do not give the NPC a persistent location within the Worldspace via ACRE or ACHR. Merely place an XMarker for where you move the NPC to once created.

Edited by Athelbras
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I PlaceAtMe via console, I'm not using MoveTo since I'm only interested in the dinamic reference itself. MoveTo has other kinds of issues so I don't want to mix up thigs.

I'm using NVSE 5, I'll ask if it could create differencies in memory allocation compared to vanilla

 

EDIT: if you want, you could provide me your ESP so tomorrow I'll be able to easily reproduce the issue

Edited by Fallout2AM
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