moveto player, is it save?

Post » Tue May 08, 2012 1:20 pm

Greetings. I've an easy one for you.

I find myself needing to relocate a mod-added object (stationary animal in this case) to correct an early release glitch. I destinctly recall that "PlaceAtMe" is frowned upon due to save-game bloat. However, I believe "moveto player" is perfectly save. I just wanna make sure I'm right before executing it. The glitch itself is in no way game-breaking. I can live with it as is if need be.

Thanks in advance!

-Decrepit-

PS: Sorry about the heading typo.
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Mason Nevitt
 
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Post » Tue May 08, 2012 4:52 pm

IIRC, MoveTo actually moves the object, PlaceAtMe creates a new object (hence the bloat).

And I'm pretty sure that using PlaceAtMe once won't make a huge difference in the size of your savegame regardless.
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Czar Kahchi
 
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Post » Tue May 08, 2012 5:42 pm

I've experienced some problems with moveto after reloading savegames. Objects just disappeared, most likely caused by loading new cells. Placeatme with setpos worked fine though.
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Laura Hicks
 
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Post » Tue May 08, 2012 12:31 pm

"Bloat" is an imprecise and entirely relative term. If you place one copy of an object, it's one more object in your save file; but that's not bloat, that's valid game state data.

A proper example of bloat would be placing an invisible activator to generate some effect every time a certain condition is met, such that thousands of copies might be placed over the course of the game. Before the problem was identified, some early mods did exactly this. For such operations, you should have a persistent reference (or set of them) which you move as needed. But it's an entirely different application than what you're describing.
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MarilĂș
 
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