![]() ![]() You know you can sometimes come across a mine that is buried so you cant see it (whether intentional or mistaken placing is not relevant here), do a save just before the area a few steps away. So just quit and reload another save, can carry over some game statesĬDCooley once described a scenario in Fallout 4. I may be wrong here, but with these games they all also have a problem still if you dont quit to desktop and clear all game related memory. Thanks for whatever answer you might came up with not the formID though, I guess it have to do with the save not being f*cked up by changes in the load order ? so yeah, it's actually storing the formID it's supposed to look for as an 8 hex number. Or is it completely dynamic ?Įdit: Nervermind, mineorefurniturescript = 1752 instances with all DLCs >_<Īnd last : Are GlobalVariables properties flagged as constant saved as well ? Despite being "constant" and thus impossibles to change ? What about AutoReadOnly properties ? I'm not sure I completely understand the 1st item on the OP list :/įinally understood, there was still a pane in savetool I didn't know what it was about. I'm tring to understand a bit more about all of this using Savetool.Īm I right to assume that the two categories " UpdateOffsets1" and " UpdateOffsets2" in Savetool are related to scripts registered for update ? respectively : UpdateOffsets1 is registered for update while UpdateOffsets2 is registered for update game time ?Įdit : That's not a question anymore, just a fact ^_^Īlso, maybe not exactly related to the savegame, but since it seems to be saved in there as well : How many instances of the same script can be safely attached to objects before breaking things ? (even if 95% of them are idle while the few others are running). Hello ! Some necro, because there is still a lot to do learn all of this imo. I also do not know if the same can occur with references that were placed via CK/tes5edit. Now, this might be because I am adding these references via scripts that it is possible or because I never actually enabled them yet. This couldn't happen according to your statement as the object references would be stuck in the area that I first created them at via PlaceAtMe(), I also can rotate these movable statics again when necessary, so long as they are disabled when I do so. I then move them in a circle around a center position, give them a rotation, and enable them. I was trying to say that this might only apply to Movable Static objectreferences that were added via CK/Tes5edit and not scripts.Įssentially I have a script that adds a bunch of Movable Static objects to one area, all initially disabled. References to those will bake into their current positions once you've found them in game. Specifically the ones listed under the "Movable Statics" category in the CK. ![]()
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