No offense, but not really. If you have a form ID to pass to GetExists, it's either dynamically created, invalid, or a member of a cell. In all of the cases other than 'invalid' the form exists. The only way you can get an invalid form ID is to wait for a dynamically created ID to expire, which we can't about tell since dynamic IDs are (eventually) reused, so a previously invalid ID could become valid again. If we're talking about actors, then there are a few things it could be checking for. Actors (at least in Oblivion) have one of four process levels: low, medium low, medium high, and high. I don't know the details about when process levels are switched, but putting it simply, actors you are close to or are specially flagged have higher level processing, letting them do more complex behaviors. Low level processing just updates position based on the current time and the AI packages, high can have combat and tons of other stuff. There's also the 3D model state that can be checked, which is handled by a different system.
To implement something I need a solid definition of "exists" (and probably to rename the function).
Ok, the entire reason I came up with this idea is simple. To combat a savegame state bug that has existed, continues to exist, and will likely always exist. To whit, actors and objects that seem to cease to exist when you reload a savegame. This effects everything from NPCs to trap states and is easily demonstrated by entering a custom interior space with many traps. Often (not always, but very often) on a reload, such as after dying, instead of the traps resetting and/or the npcs resetting and/or the monsters resetting to the positions and state they should be in according to where and when the game was saved...they are all....gone.
So, where did they go? The general gist of what I've been told is that some kind of bug is just making them...gone...period. As in they are not there...at all...As if they had been hit with .disable and .removeme.
All I'm looking for is a command based on combatting this bug that simply lets a savegame startup script figure out if the object or actor in question, which MUST be persistent has somehow been deleted from the game world.
Are these references, in truth, being somehow completely deleted from the game? I have no idea. I don't have the programming knowledge to make that call, but I figured you guys must know about the situation and what it involves and, therefore, could take my idea and run with it somehow.
As to renaming it...I don't know, anything you want to call it is fine. All I want is to know where the heck my traps, npcs, monsters, rocks, and little green apples are wandering off to everytime someone gets killed and reloads the game.
If it's not doable, so be it, I'll just write another letter to Bethesda and ask them to FIX the bug before releasing another game on this engine, not that they will pay attention.