icecreamassassin Posted August 6, 2016 Share Posted August 6, 2016 So I have a ton of containers in a cell which is contributing to slow down of access to said containers as well as a slow down in loading the cell (may even be contributing to some potential crashes due to memory issues on some people's systems). What I wanted to know is if I set up quest script that moves these references into a new cell, will the numerous linked activators targeting them and the script properties that attach to it adapt to the new location? I mean if you rename an object or form in the CK, the properties adapt because it refers to the Reference ID, so would this behave the same way? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 6, 2016 Share Posted August 6, 2016 Honestly, I'm not sure. You could try a test and see if moving one causes it to get broken or not. But what if it isn't the location of these containers? Have you double checked, triple checked any associated scripts for efficiency and / or unnecessary work. Link to comment Share on other sites More sharing options...
icecreamassassin Posted August 6, 2016 Author Share Posted August 6, 2016 The reason this theory leads to to believe it will work is because the woodpile and liquor containers used to be in the living space and took FOREVER to open, one so long it pretty much was broken, but as soon as I moved the container into a new cell and re-linked it there, it became accessible instantaneously. Incidentally I did just do a test. Set up a quest that moves the ore storage container into the utility cell and the activators and scripts on my save game in progress work just fine. All things still accessible. Now I am linking all the artificial containers and setting them to be moved and will see if in fact this speeds up load time a bit. As far as script efficiency goes, all these containers are simply accessible using the vanilla activatelinkeddummychest script which is a one line piece of code, so I think it really does have to do with the containers themselves. Link to comment Share on other sites More sharing options...
icecreamassassin Posted August 6, 2016 Author Share Posted August 6, 2016 So what's really interesting is that ACTUALLY moving the reference in the CK and manually hooking it all back up allows the container to be accessed remotely immediately, but moving it via script doesn't actually speed up the container access. It's quite odd. Containers which are ACTUAL containers (i.e. not an activator linked to the container) all open quickly (like 0.5 to 1 sec) Containers placed in other cells and linked to open SUPER fast (like less than 0.5 sec). Linked activators to containers in the same cell take like 2 seconds to open, but moving them by script to another cell which by logic (ha, when have we ever used that with Skyrim) would be that they should then only take less than 0.5 seconds to access right? but no, they still take 2 seconds. It's baffling to me. Oh well ultimately I don't see a massive performance increase in the FPS or load time, so I think I'm gonna leave well enough alone for now. Link to comment Share on other sites More sharing options...
cdcooley Posted August 6, 2016 Share Posted August 6, 2016 Which containers are you using? Hopefully not ones that have animations when you activate them. Remotely activating a container with animations in the same cell still makes the animation play and delays opening the container. If the container is in another cell that's not in loaded memory you don't get the animation delay. And if the container is in the same cell but uses a mesh that doesn't include an animation it will also open more quickly. Link to comment Share on other sites More sharing options...
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