PJMail Posted October 20, 2020 Share Posted October 20, 2020 I am adding 10 loot containers to the world (no respawn, just filled from a leveleditem list, nothing special in them).If I make them persistent then they all go under the 18AA2 Cell record and I don't end up with 10 Worldspace Cell records imbedded in my mod (that can cause conflicts with mods that update those same cells/previs etc). This sounds like a very good thing, so what are the drawbacks - if any? I know persistent items use memory and have permanent refid's allocated, but we are only talking about 10 so surely that is not a big issue....Obviously I can say 'put my mod above ones that change these cells' but not everyone bothers/knows how to check, so reducing conflicts is a good thing I think. Link to comment Share on other sites More sharing options...
SKKmods Posted October 20, 2020 Share Posted October 20, 2020 If you publish your solution as an ESP, all placed objects will automatically be persistent. Apparently. Link to comment Share on other sites More sharing options...
PJMail Posted October 20, 2020 Author Share Posted October 20, 2020 I thought that only happened to objects with persistent references.Anyway, my search through my 300 odd installed mods produced not one container defined as persistent. And anytime I try something 'rare' - it ends in tears, so I thought I would ask first.I will go with it as the advantages are numerous - we will see if I find a new 'quirk' of Fallout 4 and regret it... Link to comment Share on other sites More sharing options...
SKKmods Posted October 20, 2020 Share Posted October 20, 2020 Quiz: how do you make a placed object in an ESP non persistent ? Just too many objects in the worldSkyrim has a limit of 1,048,576 persistent + temporary object references loaded in memory, it is assumed Fallout 4 is the same. Permanent references are always loaded in memory, Temporary should only be loaded in the active uGrids around the player, but all references in ESP and ESL mods are apparently always loaded regardless of temporary or persistent. Mods that change, add or create large volumes of object references either static placed or dynamic spawns can cause issues, so count your load order static object references with this xEdit script (it will not detect stuff dynamically spawned in game). Fallout4.esm has 62,700 persistent references, NukaWorld adds 17,000 and the largest SKK mod 4-76 OpenWorld only adds/modifies 155 references (plus up to 2,000 scripted actor spawns when the game runs). Its the overhauls/worldspace mods known to touch, place or spawn 300,000 references to look out for ... Link to comment Share on other sites More sharing options...
Zorkaz Posted October 20, 2020 Share Posted October 20, 2020 Just saw in XEdit the flag "Persistent, Compressed" in a certain cell. Any additional infos on why it's been compressed and is it because I'm looking at the .esm?(Because I can't find the original .esp of it anymore) Link to comment Share on other sites More sharing options...
niston Posted October 20, 2020 Share Posted October 20, 2020 @SKK, according to Ryan the limit is 2 million references in FO4. Link to comment Share on other sites More sharing options...
SKKmods Posted October 20, 2020 Share Posted October 20, 2020 @Niston - Ryan who ? Got an authoritative source ... Fat bloke down the pub recons it could be a billion references, but lacks provenance being in HR. Link to comment Share on other sites More sharing options...
niston Posted October 20, 2020 Share Posted October 20, 2020 Dude who makes Buffout 4 and F4CommonLib. I gather that he's somewhat acquainted with the inner workings of the game executable. Link to comment Share on other sites More sharing options...
Recommended Posts