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Skyrim save cleaner object reference
Skyrim save cleaner object reference





skyrim save cleaner object reference

#SKYRIM SAVE CLEANER OBJECT REFERENCE MOD#

The other aspect of modding which must be kept in mind when editing your already released mod for an update is Persistent VS Temporary references. This way you can easily reassign what that script is connecting to.

skyrim save cleaner object reference

This way the Game script will use it’s function to get the player for the remove item function and if you decide later that instead it should be attached to another character, you can easily make it into a property to point to the other character.Īnother handy alternative to a property is to use GetLinkedRef() and link the scripted object to the intended other object so as to avoid having to fill the property reference. Instead use: Game.GetPlayer().RemoveItem(IronWarAxer, 1) if removing from the player for instance. Properties are faster to access than functions which acquire the same object, but sometimes it’s smarter to acquire the object especially if you might update a script later down the road.ĮX: Character.RemoveItem(IronWarAxe, 1) will remove one iron war axe from the character, but Character must be established as a property, which means you can never redefine Character to be something else once it’s been filled and loaded to a new game. Rule #2: Use less properties when possible for simple scripts that may be updated in the future. So cleaning up stack errors from your mod is critical. The risk here is that often times, it can’t recover quickly enough and the game crashes to desktop. This is because the system is halting momentarily while it purges the memory cache holding these bad stack errors and then will recover. You may notice this in the form of random dips in FPS or lag that has no logical cause. These stack errors will cause a problem in the long run because when they happen, the game basically keeps the failed function in memory until it can clear it up (which is usually never in the case of a reassigned or deleted property), and if enough of these stacks pile up, it causes a memory dump or stack overflow error. So ONLY update your mod once you are certain that the properties you are creating in a script are the correct ones.įurthermore, if you delete a property that has been previously established, the game will start to generate errors in the form of Stack Errors. Properties are one of those annoying elements that are saved to your save game, and once they are, there is no changing them, your save game will henceforth forever refer to said property as the saved target element, even if you change it and update your mod. Rule #1: You can always add new properties to a script but you cannot change or remove them. This little guide will give you a few useful hints to keep in mind when writing and updating scripts and other elements in general so that you can maintain a mod that can be upgraded mid play-through as much as possible and not have to require your players to start a fresh game in order to get recent changes to take effect. The term “Baked into your save” comes up often when issues arise after a player has updated their copy of a mod to a newer version. It does so in such a way that said data is always accessible but is not alterable once it has been initialized. The most infuriating aspect of Skyrim is the way that it saves data into a save game file.







Skyrim save cleaner object reference