kinggath Posted January 3, 2017 Author Share Posted January 3, 2017 The way to test if it's persistent is to try and do something to it from far away. For example, prid it, and then run "modpos z 100", then go back and you'll see it raised up into the air (won't work on Actors as gravity will pull them back down). Link to comment Share on other sites More sharing options...
kinggath Posted January 3, 2017 Author Share Posted January 3, 2017 Alright, figured it out. In order to make something stick, but NOT persist, and thus act the same way workshop items do you use the Place functions like this: PlaceAtMe(formToPlace, countToPlace, abForcePersist = FALSE, abInitiallyDisabled, abDeleteWhenAble = FALSE) So the answer to my initial question is that Workshop items do NOT persist, and instead are treated like vanilla objects, and the above flag use allows you to replicate this functionality with scripts. Link to comment Share on other sites More sharing options...
kitcat81 Posted January 3, 2017 Share Posted January 3, 2017 The way to test if it's persistent is to try and do something to it from far away. For example, prid it, and then run "modpos z 100", then go back and you'll see it raised up into the air (won't work on Actors as gravity will pull them back down).Interesting. Why for example stairs are flagged [PP] ? If you can prid it, you can run functions on them. I tested some random crops and buildings and I can modpos and summon anything with PP and EP flag from another location. Link to comment Share on other sites More sharing options...
kinggath Posted January 3, 2017 Author Share Posted January 3, 2017 They aren't supposed to be persisted. If they are it's because some script or quest is using them for something. Link to comment Share on other sites More sharing options...
kitcat81 Posted January 4, 2017 Share Posted January 4, 2017 They aren't supposed to be persisted. If they are it's because some script or quest is using them for something.How can it be that all my settlers (more than 170) , crops , defences and lots of other objects are used by quest? I don`t have any quests, completed all quests long ago. Don`t have any mods that add quests or have something to do with settlers, defence, crops and other items. This is just impossible. And why do you think that they are not supposed to be persisted? Link to comment Share on other sites More sharing options...
kinggath Posted January 4, 2017 Author Share Posted January 4, 2017 There are notes and code in the workshop scripts in place to help with preventing persistence. Settlers, defenses, and crops all make sense to be persisted. Turrets and Settlers are considered actors, and actors are location persisted, which is a "lighter" version of persistence. Crops have to be persisted in order to have them make more food over time. The stairs and buildings you mentioned shouldn't be persistent though. It's really nothing to worry about, persistence isn't inherently bad unless it's used excessively as it will use up memory and inflate your save file size. When I started the thread, I thought I was misunderstanding it, but it was actually the PlaceAtMe script command I was confused about. Link to comment Share on other sites More sharing options...
kitcat81 Posted January 5, 2017 Share Posted January 5, 2017 There are notes and code in the workshop scripts in place to help with preventing persistence. Settlers, defenses, and crops all make sense to be persisted. Turrets and Settlers are considered actors, and actors are location persisted, which is a "lighter" version of persistence. Crops have to be persisted in order to have them make more food over time. The stairs and buildings you mentioned shouldn't be persistent though. It's really nothing to worry about, persistence isn't inherently bad unless it's used excessively as it will use up memory and inflate your save file size. When I started the thread, I thought I was misunderstanding it, but it was actually the PlaceAtMe script command I was confused about.Thank you for the information, I was already starting to worry that something is not ok with my settlers :). Well, not all stairs and buildings have this flag. But some that I built ages ago do. Might be some reason for it that I don`t know about. Interesting what is the difference between PP and EP. Link to comment Share on other sites More sharing options...
kinggath Posted January 5, 2017 Author Share Posted January 5, 2017 I believe PP is Papyrus Property. Uncertain what EP is. Link to comment Share on other sites More sharing options...
kitcat81 Posted January 5, 2017 Share Posted January 5, 2017 I believe PP is Papyrus Property. Uncertain what EP is.Might be though it does not explain the settler thing. Settlers from DlC are all marked PP. Other settlers mostly marked EP. I guess there are some things that only devs know. Link to comment Share on other sites More sharing options...
greekrage Posted January 8, 2017 Share Posted January 8, 2017 Can some one clarify or inform me how to REMOVE the persistent values of an object ?? Example : I just released a very big overhaul of sanctuary ..now as you all know this is VERY hard to fix since most of this location is pre-loaded coming out of the vault and even a fresh save cant be trusted.So my problem is stuff like the workshop,several doors and even scraps that Bethesda for some reason made persistent as well.(seriously a broken 25 mile an hour sign persistent??? ) Ive tried using Fo4Edit to mark the Persistent objects as "modified" but that didnt work... So what am i missing ? Link to comment Share on other sites More sharing options...
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