luthienanarion Posted December 11, 2016 Share Posted December 11, 2016 SetPersistent simply sets or unsets flag 1024, so you could do that without any NVSE plugins. Link to comment Share on other sites More sharing options...
hexef Posted December 11, 2016 Author Share Posted December 11, 2016 SetPersistent simply sets or unsets flag 1024, so you could do that without any NVSE plugins. I avoided setting flag 1024 because on its description it says 'Quest item / Persistent reference'. I thought that it would also set it as a quest item, meaning you couldn't drop said item and also make it unpickable for NPCs. Fortunately for me, according to NVSE's IsQuestItem function, the flag only makes it persistent/not persistent. I don't know why the author of the article said that it marks it as a quest item. If an item is a quest item, it automatically implies it is persistent, but not the other way around, making that description very confusing for inexperienced modders. Funnily enough, setting flag 1024 to items placed by ESPs will make the game remember the change only on the current session. If you close the game and open it again, the flag is set to the original one set from the editor. This doesn't happen with dynamic refs dropped by the player or via PlaceAtme (all the ones that begin with "FF" basically) and it makes sense according to what you said about the save game, which is like an ESP that is loaded last. References that begin with "FF" already belong to the "save game" ESP, any changes to them persisting on future saves. This is how I see it now, you may correct me if I am wrong, so others who stumble accross this thread get the correct information. Link to comment Share on other sites More sharing options...
luthienanarion Posted December 11, 2016 Share Posted December 11, 2016 Reference flags are actually flags on the reference form, so some of the flags have different effects if the form is a reference. On a regular form, flag 1024 marks a quest item and makes it impossible to drop, not count toward encumbrance etc. On a reference, it marks it as persistent. Most data modifications made by NVSE functions do not persist through game sessions, because the game engine doesn't know that any changes are made and thus doesn't save them. Link to comment Share on other sites More sharing options...
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