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Problem with displaying objects


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I am not that familiar with MO2. I know it has undergone some changes since MO1. Thus anything I might say regarding MO2 would merely be conjecture. Do my best to refrain from that.

 

I do not know if there are any limitations to the number of records that can be held by a single plugin. However, there is a limit to the number of records that can be in an ESL file and so I wouldn't rule out the possibility of an upper limit for ESP files as well. It is said that the theoretical limit of records in an ESL is 4096 but the practical limit is 2048 due to the game reserving a certain range of record entries. Logic dictates that if the theoretical limit for an ESL is 4096 and you are running into issues just past that for an ESP then perhaps 4096 is the safe limit for an ESP.

 

 

************************************************

Let's make sure we are on the same page:

You load up all your required parent plugins with your plugin as the active plugin.

You make some changes.

You save your active plugin and exit the Creation Kit.

You start up the game and all your changes are present and accounted for.

You load everything up again in the Creation Kit and all your recent changes are gone.

 

Is this correct?

If this is correct, it would seem that the Creation Kit might be trimming off records due to an inability to load any more. The CK is not very forthcoming with its limitations. There is a character limit in the script editor and the only way to find out is to exceed that limit. Thus it would not surprise me that there is a record limit. But it is weird that it would let you save them and yet not load them.

 

If changes past this point made in SSEEdit load in game and remain in the plugin afterwards, then do all remaining work in SSEEdit. Or consider the need for a separate plugin to continue the work. I know not what you are doing and so cannot make any practical suggestions...

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I am not that familiar with MO2. I know it has undergone some changes since MO1. Thus anything I might say regarding MO2 would merely be conjecture. Do my best to refrain from that.

 

I do not know if there are any limitations to the number of records that can be held by a single plugin. However, there is a limit to the number of records that can be in an ESL file and so I wouldn't rule out the possibility of an upper limit for ESP files as well. It is said that the theoretical limit of records in an ESL is 4096 but the practical limit is 2048 due to the game reserving a certain range of record entries. Logic dictates that if the theoretical limit for an ESL is 4096 and you are running into issues just past that for an ESP then perhaps 4096 is the safe limit for an ESP.

 

 

************************************************

Let's make sure we are on the same page:

You load up all your required parent plugins with your plugin as the active plugin.

You make some changes.

You save your active plugin and exit the Creation Kit.

You start up the game and all your changes are present and accounted for.

You load everything up again in the Creation Kit and all your recent changes are gone.

 

Is this correct?

If this is correct, it would seem that the Creation Kit might be trimming off records due to an inability to load any more. The CK is not very forthcoming with its limitations. There is a character limit in the script editor and the only way to find out is to exceed that limit. Thus it would not surprise me that there is a record limit. But it is weird that it would let you save them and yet not load them.

 

If changes past this point made in SSEEdit load in game and remain in the plugin afterwards, then do all remaining work in SSEEdit. Or consider the need for a separate plugin to continue the work. I know not what you are doing and so cannot make any practical suggestions...

1) The presence of MO2 does not play any role.

2) Do you think ESL masters can shift their limitations to ordinary ESP? (Everything within theories). I’ll write below, but I’ll clarify here: added subsequent entries through SSEedit are saved and work ...

 

3) Yes, everything is as you described.

 

Basically, I edit the position of objects relative to each other from different mods. So that they do not interfere with each other and work together. Somewhere I add new, somewhere I edit the landscape. Therefore, all this I do within the framework of one “patch”.

 

But until a solution to the problem was found, I decided to do this (stupid, but partially works): where possible, load 1-2 mods, make changes, save a new ESP, load it and my “patch” via SSEdit and simply copy changes from the new ESP to the "patch".

This is stupid, but it seems to work.

Edited by MalorAwesome
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