Difference between revisions of "Talk:PlaceAtMe"

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imported>Gamall
imported>Gamall
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-- I noticed something bad about the couple PlaceAtMe / Disable, often used in mods for spell effects. Once the references are placed, there is no way to get rid of them. Although disabled, they are saved with your saved games. In MW there was a way around this, but the command disappeared with TESIV.  All I can say is that, unless there ''is'' a way around this, modders should strive to avoid use of PlaceAtMe at all cost, and use MoveTo instead on a finite number of references. [[User:Gamall|Gamall]] 12:23, 18 July 2006 (EDT)
-- I noticed something bad about the couple PlaceAtMe / Disable, often used in mods for spell effects. Once the references are placed, there is no way to get rid of them. Although disabled, they are saved with your saved games. In MW there was a way around this, but the command disappeared with TESIV.  All I can say is that, unless there ''is'' a way around this, modders should strive to avoid use of PlaceAtMe at all cost, and use MoveTo instead on a finite number of references. [[User:Gamall|Gamall]] 12:23, 18 July 2006 (EDT)
: test : 500 references = 76 KB increase of the savegame. [[User:Gamall|Gamall]] 12:41, 18 July 2006 (EDT)

Revision as of 11:41, 18 July 2006

Using PlaceAtMe to return a reference to a created object does not appear to work...

ref refCreatedObject to refCreatingObject.PlaceAtMe ObjectToCreate, 1, 0, 0

Seems to do nothing. ObjectToCreate is never created, as far as I can determine. Conversely, the following creates ObjectToCreate perfectly fine:

refCreatingObject.PlaceAtMe ObjectToCreate, 1, 0, 0

Some more detail in how this is supposed to be used would be good, maybe? Or this is a bug I guess...

--X-Bahamut 23:34, 8 April 2006 (EDT)

You can't declare and set a variable in the same line. I'll add a section to the article explaining how to use the returned reference. Mrflippy 20:03, 8 April 2006 (EDT)

--Tegid 22:41, 12 April 2006 (EDT) Does PlaceAtMe only succeed at creating a reference if it is called by a Persistent Object or an Actor? More importantly if I have a Foo object can I create another Foo object by calling?

set FooRef2 to FooRef1.PlaceAtMe Foo, 1, 0, 0

--Tegid 09:14, 20 April 2006 (EDT): It turns out the answer to my questions are no, you don't need a persistent reference, and yes, one object can create another of the same type.


-- I noticed something bad about the couple PlaceAtMe / Disable, often used in mods for spell effects. Once the references are placed, there is no way to get rid of them. Although disabled, they are saved with your saved games. In MW there was a way around this, but the command disappeared with TESIV. All I can say is that, unless there is a way around this, modders should strive to avoid use of PlaceAtMe at all cost, and use MoveTo instead on a finite number of references. Gamall 12:23, 18 July 2006 (EDT)

test : 500 references = 76 KB increase of the savegame. Gamall 12:41, 18 July 2006 (EDT)