Athelbras Posted April 9, 2015 Author Share Posted April 9, 2015 (edited) 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 April 9, 2015 by Athelbras Link to comment Share on other sites More sharing options...
Fallout2AM Posted April 9, 2015 Share Posted April 9, 2015 (edited) 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 April 9, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
Athelbras Posted April 9, 2015 Author Share Posted April 9, 2015 (edited) 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 April 9, 2015 by Athelbras Link to comment Share on other sites More sharing options...
Athelbras Posted April 9, 2015 Author Share Posted April 9, 2015 @Fallout2AM Thank you for contributing to the discussion. Otherwise the explanation might have been a long time coming. Link to comment Share on other sites More sharing options...
Fallout2AM Posted April 9, 2015 Share Posted April 9, 2015 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 Link to comment Share on other sites More sharing options...
Athelbras Posted April 9, 2015 Author Share Posted April 9, 2015 (edited) 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 April 9, 2015 by Athelbras Link to comment Share on other sites More sharing options...
Fallout2AM Posted April 10, 2015 Share Posted April 10, 2015 (edited) 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 April 10, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
Athelbras Posted April 10, 2015 Author Share Posted April 10, 2015 (edited) Just grab it from Nexus: Buddy Bot. Edited April 10, 2015 by Athelbras Link to comment Share on other sites More sharing options...
Fallout2AM Posted April 10, 2015 Share Posted April 10, 2015 I took it. How do I exactly reproduce your issue now? how can I flush these disabled refs when I pcb? Link to comment Share on other sites More sharing options...
RoyBatterian Posted April 13, 2015 Share Posted April 13, 2015 A side note, since the wiki is editable by anyone, you could fix it. ;) interesting discussion, carry on. Link to comment Share on other sites More sharing options...
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