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PlaceAtMe question


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Posted

I think I need to use the PlaceAtMe function in one of my New Vegas scripts. However after reading the GECK wiki I have become concerned about creating save game bloat. Can someone help me understand what happens in the following scenario:

 

1) Some script creates an item on the ground with PlaceAtMe.

2) Player picks up the item. So it is now off the ground, and in the player inventory.

3) Some other script "removes" the item with the player.RemoveItem function.

 

I hope the above sequence really deletes the placed item from the game and leaves no extra references, but I'm worried that there may be one or two references left over.

 

Do I need to do something with Disable and MarkForDelete, or are the above three steps good enough?

 

Thanks for your help!

Posted

The Geck wiki addresses this:

 

Misc. items, weapons, armor, and possibly other playable items created using this function are also unloaded/destroyed if picked up.

 

The dynamic reference for a placed item is gone after the player picks it up.

 

Edit: perhaps an example will fully explain this. In game, I opened the console and used placeatme to spawn a fresh apple. I checked the reference ID for the apple and it was "ff00210a." I then picked up the apple and used placeatme to spawn a fresh pear. I checked the reference ID for the pear and it was "ff00210a." When I picked up the apple, its reference ID was gone so the game reused it for the pear. I dropped the fresh apple from my inventory and saw that its reference ID was now "ff02114."

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