Zorkaz Posted July 25, 2020 Share Posted July 25, 2020 So how do I make an object persistent? Some people say that anything script-linked as an object reference does get persistent. But F04Edit does say something else. So is the only reliable way to make it a quest object? Link to comment Share on other sites More sharing options...
SKKmods Posted July 25, 2020 Share Posted July 25, 2020 Many and varied ways depending if the ObjectReference is static placed or spawned; Any: Make a script property (persistent until cleared). Any: Assign to a script level variable (persistent until cleared). Any: Add to a form list either static in CK/xEdit or AddForm in spawn script. YES FORM LISTS CAN HOLD OBJECT REFERENCES, but do not add anything that may be deleted by something else like sh1t mods that delete things they did not create. Any: Add it to a quest ref/collection alias (persistent while quest is running/until cleared). Spawned object (not actor): PlaceAtMe abForcePersist = true, abDeleteWhenAble = false Spawned actor: I do not know if PlaceActorAtMe always places persistent actors as there are no options, but any actors an SKK mod spawns are always assigned to an alias so it can clean up its own messes. Spawned: Quest Create Reference fill uncheck the TEMP box. Probably similar to PlaceAtMe with actor uncertainty. Probably more, I have used and validated all of those methods. If a script is static linked to an object as a property in the ESP you will see it in xEdit. If an Object is not assigned to a script variable until runtime of course xEdit can not show that as its not hardcoded in the ESP. Regards "some people" Link to comment Share on other sites More sharing options...
Evangela Posted July 27, 2020 Share Posted July 27, 2020 I believe PlaceActorAtMe was meant for leveled actors, which by nature are not persistent. Link to comment Share on other sites More sharing options...
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