Difference between revisions of "PlaceAtMe"

245 bytes added ,  02:49, 21 May 2009
imported>Scruggs
(remove the part about deleting placeAtMe refs)
imported>Shademe
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Objects created with '''PlaceAtMe''' become part of the savegame file and slightly increase its size. However, those slight increases add up and can become huge when '''PlaceAtMe''' is continuously used. Once the savegame file is around 10 megs problems start to creep up, including extended load times, increased game instability and CTDs, and at extreme levels, considerable performance loss and an inability to load the game.
Objects created with '''PlaceAtMe''' become part of the savegame file and slightly increase its size. However, those slight increases add up and can become huge when '''PlaceAtMe''' is continuously used. Once the savegame file is around 10 megs problems start to creep up, including extended load times, increased game instability and CTDs, and at extreme levels, considerable performance loss and an inability to load the game.
Actor references created using [[PlaceAtMe]], however, are removed upon a cell reset. This happens only to the references that are ''dead'', however [[Talk:Common_Mistakes|recent tests]] seem to show that living references are removed as well.


As a rule of thumb, it's OK to use '''PlaceAtMe''' a finite number of times (i.e., a quest script that runs once and creates 20 '''PlaceAtMe''' objects). It's not OK if your script can potentially use '''PlaceAtMe''' an infinite number of times (i.e., a Summon spell that creates a new creature with '''PlaceAtMe''', an activator/button that creates a new sword).
As a rule of thumb, it's OK to use '''PlaceAtMe''' a finite number of times (i.e., a quest script that runs once and creates 20 '''PlaceAtMe''' objects). It's not OK if your script can potentially use '''PlaceAtMe''' an infinite number of times (i.e., a Summon spell that creates a new creature with '''PlaceAtMe''', an activator/button that creates a new sword).
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