DocMoebius Posted May 12, 2020 Share Posted May 12, 2020 I've watched several streams and interviews of other worldspace creators and they mentioned that there is a object reference limit. I've no clue how this works so I wanted to know if anybody has more information on this especially how to get rid of it, since I'm working on my own fairly large worldspace at the moment and I will probably run into the same problem. Link to comment Share on other sites More sharing options...
VIitS Posted May 12, 2020 Share Posted May 12, 2020 The total loaded REFR limit for FO4 is 2^21 (a little over two million). If your mod is flagged as ESM, then only REFRs flagged as persistent and ones in the currently loaded cells will count towards that limit, so you should be fine as long as you make sure to make your mod an ESM. Link to comment Share on other sites More sharing options...
DocMoebius Posted May 12, 2020 Author Share Posted May 12, 2020 The total loaded REFR limit for FO4 is 2^21 (a little over two million). If your mod is flagged as ESM, then only REFRs flagged as persistent and ones in the currently loaded cells will count towards that limit, so you should be fine as long as you make sure to make your mod an ESM. Thanks for the reply. I've read about turning an esp into an esm but I always hesitated to do it, because I wasn't sure if I could break things. I read that you can use wyrebash to convert an esp to an esm or you just open the esp up with xEdit and set the esm flag, is that correct? Can I just turn my worldspace.esp into an esm now without having any sideeffects? Are there any other ways to get rid of the object reference limit? Because I've heard some ppl say that there are different ways with pros and cons. Thing is I already put in so much work into my worldspace and I really don't want to lose it. Link to comment Share on other sites More sharing options...
VIitS Posted May 12, 2020 Share Posted May 12, 2020 You can just use xEdit to flag the plugin as ESM and leave the file extension as .esp if you want, and it is functionally no different from having the file extension. However, if you have any AI packages or scripts that rely on a REFR/ACHR being constantly loaded but that are not properly flagged, those will break as .esp files (without the ESM flag) will always load all REFRs at all times. If you need help, some of the people on the xEdit discord (link in top right of xEdit) have done some work on figuring out what is required/how to figure out what needs to be fixed when converting (make it clear you are the mod author so people don't tell you that the mod author should do it :tongue: ). Though to be clear, the only things that will be affected should always have had the Persistent Location or Persistent reference flags, they only worked without them due to frankly terrible decisions (assuming that it is intentional and not a bug) by Bethesda in regards to how temp REFRs are handled in non-ESM files. And no, there are no other ways to keep your mod from having a potentially massive impact on the object reference limit. Link to comment Share on other sites More sharing options...
markusm1000 Posted May 12, 2020 Share Posted May 12, 2020 you just open the esp up with xEdit and set the esm flag, is that correct?It works. But real™ .esm also has version control activated. Link to comment Share on other sites More sharing options...
DocMoebius Posted May 12, 2020 Author Share Posted May 12, 2020 You can just use xEdit to flag the plugin as ESM and leave the file extension as .esp if you want, and it is functionally no different from having the file extension. However, if you have any AI packages or scripts that rely on a REFR/ACHR being constantly loaded but that are not properly flagged, those will break as .esp files (without the ESM flag) will always load all REFRs at all times. If you need help, some of the people on the xEdit discord (link in top right of xEdit) have done some work on figuring out what is required/how to figure out what needs to be fixed when converting (make it clear you are the mod author so people don't tell you that the mod author should do it :tongue: ). Though to be clear, the only things that will be affected should always have had the Persistent Location or Persistent reference flags, they only worked without them due to frankly terrible decisions (assuming that it is intentional and not a bug) by Bethesda in regards to how temp REFRs are handled in non-ESM files. And no, there are no other ways to keep your mod from having a potentially massive impact on the object reference limit. Luckily I haven't done any scripting, quests or NPCs for my worldspace so far. What I get from what you've said is that later on I need to have certain flags when doing scripting for my worldspace.esm? I think I'll follow your advice and ask the guys on the xEdit discord. Link to comment Share on other sites More sharing options...
DocMoebius Posted May 12, 2020 Author Share Posted May 12, 2020 (edited) Alright. I just renamed the esp. to .esm and set the ESM flag via xEdit after asking on the xEdit discord. It seems that I now need to work with an esp and merge my progress with my .esm every now and then. I really hope that this was it. So far everything is working fine in game. Thanks for the help everybody. Edited May 12, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
1000101 Posted February 7, 2021 Share Posted February 7, 2021 Sorry to necro an old thread, but I am looking for actual proof of these claims. I'm not inclined to believe it "just cuz ya said it." Does anyone have a link to the source of where this all came from? Preferably a snippit from a decompile of the code that actually shows this so it's not just "well, based on some behaviours this is what I think happens." Link to comment Share on other sites More sharing options...
Recommended Posts