Noggog Posted February 12, 2011 Share Posted February 12, 2011 So, I'm worried about cloneforms causing memory leaks. How do I delete/unallocate a cloneform? Is there a "delete what this ref points to" command? - or, a less preferable solution: - Will disabling the mod that created it wipe the save clean of them? Link to comment Share on other sites More sharing options...
Skevitj Posted February 12, 2011 Share Posted February 12, 2011 Is DeleteReference what you're after? I'm not entirely sure if the cloned objects count as dynamic for the sake of deleting them, but they should do. On another note memory leaks are completely different to save game bloating. Link to comment Share on other sites More sharing options...
Noggog Posted February 12, 2011 Author Share Posted February 12, 2011 (edited) Yup, that'll do! Dunno what I searched for on the function list that missed that.. 8\ Oh well. Edit: Huh, I guess it wasn't on the function list? http://cs.elderscrolls.com/constwiki/index.php/List_of_Functions Edited February 12, 2011 by Leviathan1753 Link to comment Share on other sites More sharing options...
Skevitj Posted February 12, 2011 Share Posted February 12, 2011 The wiki should be uptodate with the standard functions, but a better bet if your looking for OBSE functions is the OBSE page Link to comment Share on other sites More sharing options...
QQuix Posted February 12, 2011 Share Posted February 12, 2011 Yup, that'll do! . . . Not quite . . . Generalizing a bit, every object in the game has a Base Form (or Base Object) and a Reference Base Form is the blueprint, Reference are the actual objects you see. Base Form contains whatever is common to all objects derived from it, so, the Apple Base Form holds everything common to all Apples in the game, like its name and nif. If you change anything in the base form, it applies to all instances of that object. References (Form) contains the information pertaining that particular instance of the object, like its position, angle and scale. CloneForm creates a new Base Object. There is no script command to remove this Form from the game and it may stay in the savegame forever. Well, actually, RefStuff does add a DestroyClonedForm function, but it is marked as experimental. Maybe some external tool may remove them, I don't know. OBSE's DeleteReference deletes References (typically created with PlaceAtMe), not Base Objects. Link to comment Share on other sites More sharing options...
Skevitj Posted February 13, 2011 Share Posted February 13, 2011 I thought that might be the case. I've never used it, but having it so most actors etc can only be cloned once, I assumed it had the clones in the dynamic area, or something along those lines. It may be worth asking the SE team to try and port TempCloneForm back to OBSE Link to comment Share on other sites More sharing options...
ziitch Posted February 13, 2011 Share Posted February 13, 2011 Oh wow, now that I've seen this, I should update my Rune of Independence to where if you use it on a cloned item you can remove it from the save data! You learn something every day... :P Link to comment Share on other sites More sharing options...
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