Scripting optimization question (in cells with tons of scrip

Post » Tue Jan 29, 2013 11:06 am

So I have a cell where over a hundred unique items are set to dsiable/enable on a quest trigger. In the old version of my mod, these all had scripts (all the same script on each item). I found out pretty quick using Cellchanged as a trigger in these intances does not work so I removed it (the player shouldn't see them disable/enable anyway) and the script is as short as possible. However, I'm wondering what method is more reliable:

1. Script every item. Let them fire off in turn after the player is in the cell.

2. Make all objects persistent. Stick an activator in the cell with one script huge to target all them all and disable/enable them.

Which method is is easier on a person's CPU?
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