vizex1 Posted October 7, 2019 Share Posted October 7, 2019 I was wondering if the length of a script matters at all.I have copied my entire script and pasted them in 3 different states, then I edited the states so that it will do it's thing but for different object depending on the state. I'm gonna guess it doesn't really matter, cause I'm guessing papyrus will completely ignore the inactive states. But now the page of script is longer. Does that matter in terms of like optimal performance? Or is the length of the script insignificant? Copying the whole script into 3 states was just the easiest for me and the least hassle, instead of figuring a way to rewrite the script to use states, since I originally wrote it without having any knowledge of states. Thanks. Link to comment Share on other sites More sharing options...
SKKmods Posted October 7, 2019 Share Posted October 7, 2019 The base game has some scripts like WorkshopParent that are several thousand lines long, hard limits are the malloc for variables. The issue is more around code maintenance. If you find an error it has to be remediated multiple times, which is an overhead or changes may be missed in the states or events that are not in that defect symptom. If you are duplicating code, tun it into a function and call that. Link to comment Share on other sites More sharing options...
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