Will this cause savegame bloat?

Post » Mon Nov 19, 2012 4:05 am

I need a script to grab about 30 NPCs and place them at XMarkers in a cell. So, for this I'm going to need to reserve a lot of XMarkers as properties of the script. I've heard that doing this can cause bloat. Is that true?
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Loane
 
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Post » Mon Nov 19, 2012 8:04 pm

You could use one XMarker, then place the NPC's in different spots using the X,Y,Z args of MoveTo. You could just plop them all in the same spot and they'll dissipate naturally (like if you move a follower to you with the console).
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ZzZz
 
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Post » Mon Nov 19, 2012 6:30 pm

Thanks. I wound up making a new package template to accomplish this instead, but the information is still very useful.
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xxLindsAffec
 
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Post » Mon Nov 19, 2012 4:57 pm

What about using numerous global variable properties to store values? I will probably need about 25 for my mod.
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jason worrell
 
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Post » Mon Nov 19, 2012 6:31 am

Neither of these cases would cause save game bloat, provided Ducey's NPCs are deleted at some point after their PlaceAtMe'd creations. Globals, assuredly, won't ever cause save game bloat.
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Vickey Martinez
 
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Post » Mon Nov 19, 2012 8:35 am

Please excuse my pedantry, but I just want to point out the technical meaning of "save bloat".

Something causes save bloat if it causes the save file to continue to increase in size. Of course pretty much everything added to the game is going to cause some slight increase, but it's only actually save bloat if this increase continues and is, to some extent, uncapped.

Of course it's certainly worthwhile trying to do the most with the least resources, but I just wanted to make sure these issues aren't being conflated.

Here's an example of actual save bloat - http://www.gamesas.com/topic/1349327-scripting-savegame-bloating/

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Eileen Müller
 
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