Difference between revisions of "Modding Terminology"

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As mentioned previously, '''dynamic items''' are not permanently associated with references, instead they have ''no'' reference while in inventory and are dynamically assigned a new record every time they are dropped into the world. Again, this is in contrast to non-dynamic items -- i.e., items that begin their existence by being placed directly into the world by a mod. Non-dynamic items will always be represented by their original, mod-defined reference, regardless of their movement between inventories, containers and cells.
As mentioned previously, '''dynamic items''' are not permanently associated with references, instead they have ''no'' reference while in inventory and are dynamically assigned a new record every time they are dropped into the world. Again, this is in contrast to non-dynamic items -- i.e., items that begin their existence by being placed directly into the world by a mod. Non-dynamic items will always be represented by their original, mod-defined reference, regardless of their movement between inventories, containers and cells.


So what happens to the temporary reference of an dynamic item after you pick it up? Under most circumstances, it's immediately deleted from the save game. And in fact (after the recent 1.2.0416 patch), the formid for that dynamic reference is recycled. So if you're in an isolated cell, drop and iron dagger check its formid, pick it up and then drop an iron shield, the dynamic reference for iron shield will likely be assigned the same formid that was just freed by picking up the iron dagger.
So what happens to the temporary reference of an dynamic item after you pick it up? Under most circumstances, it's immediately deleted from the save game. And in fact (after the recent 1.2.0416 patch), the formid for that dynamic reference is recycled. So if you're in an isolated cell, drop an iron dagger check its formid, pick it up and then drop an iron shield, the dynamic reference for iron shield will likely be assigned the same formid that was just freed by picking up the iron dagger.


However, under some circumstances the reference will ''not'' be removed from the save game. (Non-removal seems to be associated with having script record variables either attached to the reference and/or pointing at the reference.) In these cases, the reference continues to exist as data in the savegame, but is not visible in the game world, and is no longer associated with the item that's now in inventory. If the item is dropped again, it will not be reattached to this old reference, but instead be given a new dynamic reference -- which will likely suffer the same problem. It appears that these left over references are ''not'' cleared from the save game by the normal three day respawn/garbage collection process. As a result, if there are lot (1000's) of these references they can have a significant affect on savegame size. Accordingly, these are called '''bloat references'''.
However, under some circumstances the reference will ''not'' be removed from the save game. (Non-removal seems to be associated with having script record variables either attached to the reference and/or pointing at the reference.) In these cases, the reference continues to exist as data in the savegame, but is not visible in the game world, and is no longer associated with the item that's now in inventory. If the item is dropped again, it will not be reattached to this old reference, but instead be given a new dynamic reference -- which will likely suffer the same problem. It appears that these left over references are ''not'' cleared from the save game by the normal three day respawn/garbage collection process. As a result, if there are lot (1000's) of these references they can have a significant affect on savegame size. Accordingly, these are called '''bloat references'''.
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