Difference between revisions of "Talk:Disable"

Jump to navigation Jump to search
3,508 bytes added ,  22:21, 15 October 2008
I believe that most of the information I took from the PlaceAtMe page should also be here.
imported>Antares
(→‎Disabling and Respawning ?: My theories Shademe)
imported>Antares
(I believe that most of the information I took from the PlaceAtMe page should also be here.)
Line 1: Line 1:
== PlaceAtMe and Disable==
[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 13:28, 18 July 2006 (EDT): That's a temporary increase though. Disabled objects are unloaded from memory every so often, automatically.
:I heard this rumor a while ago, but I'm still not convinced. "Initially disabled" objects are not removed from the savegame. Objects that exist in an ESP or ESM (persistent or not) are not removed after you disable them, that's a fact that was extensively tested. Objects created by placeatme give you a reference to access them, the game would crash if you do so after the object is removed, and I doubt that Bethsoft made a garbage-collection-routine that just removes disabled objects that were created ingame without storing a reference to them.--[[User:JOG|JOG]] 13:40, 18 July 2006 (EDT)
::[[User:Gamall|Gamall]] 14:17, 18 July 2006 (EDT) :
::@ DragoonWraith : How often ? Did you test this ? Who provided this information ? I do hope the are unloaded from times to times (or when a limit is reached), but I'm not convinced. It is true that savegames seem to lose about 10 Kb every now and then, but nothing proves it is linked to disabled references being cleaned up.
::@ JOG : Try creating a reference with placeatme, use the console to get its reference, see to it that the zone you were in is discharged from memory, save, quit the game, go back to it, go back to the zone, use the reference, it will work. This proves references created with placeatme are saved. That and the significant weight increase in the savegames mentionned earlier.
:::So whether or not objects placed with placeatme and disabled are stored in the savegame is really not the issue anymore. ''They are''. The issue is whether or not saves are cleaned in the way DragoonWraith said, or any other way. They may be, and they may not be ; either way, I think this issue deserves much more attention than has been given to it this far.
[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 15:51, 18 July 2006 (EDT): It was mentioned on this Wiki somewhere by a Beth employee... I think it was Ashileedo or Kkulman, I'll look around.
:[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 15:55, 18 July 2006 (EDT): Found it; according to [[User Talk: Ashileedo#disable|Ashileedo]], disabled items will be removed:<BR>
::'''The danger is summong 50 iron swords at the wrong time and running out of memory. However, if you disable something that you've placeatme'd, I believe it gets thrown out -- I don't think right away, but our memory management code will clear it out when you hit your next load (though we'd have to check the code to be absolutely sure its at your NEXT load. But I am sure it does get cleared away. It most definitely will go away when the cell you summoned the objects in gets unloaded from memory). But the bigger risk here is if you placeatme something that is too expensive -- especially if player does it over and over and over again consecutively.''' --[[User:Ashileedo|Ashileedo]] 15:08, 7 April 2006 (EDT)
== Disable DOES improve performance ==
== Disable DOES improve performance ==


Anonymous user

Navigation menu