Force persistence?

Post » Sun Jun 30, 2013 8:34 am

I get an error saying that one of the refs for a script property is not persistent but should be. Can I force it to become persistent somehow? Via the CK or TES5Edit? (Include detailed instructions if so, please!)

Some of my testers are reporting that they aren't getting quest markers here, but I am, so I think this persistence error may be involved. The ref is a door, if that matters.

Thanks!

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Latino HeaT
 
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Post » Sun Jun 30, 2013 5:23 am

in tesedit, there IS a flag for persistance for refs indeed, i'm just not sure if it actually does anything

(your ref -> record flags -> "persistent reference quest item displays in main menu")

and if all else fails, wouldn't just giving it a linked ref or an enabling parent make it persisent? (i mean they wouldn't actually have to do anything, just be there and linked)

edit: just checked about that persistance flag setting in tes5edit: works.

meaning, in your cell, pick any temp item, under record flags, check persistent, save.

next time you open the mod in tes5edit, the same item will have moved from temp- to persistent-section of cell, which makes me figure that's what it is :-)

so far's what i can confirm :-)

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Jonathan Windmon
 
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Post » Sun Jun 30, 2013 7:30 am

I believe filling a quest alias with the door also makes it persistent...

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Terry
 
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Post » Sat Jun 29, 2013 10:19 pm

Uhhh, these doors refuse to become persistent! I'm checking persistence by opening the ref window and looking for the little P next to the RefID. Plenty of other stuff is persistent, but the door wont be. I've made it an enable parent, activate parent, give it a parent. It refuses to become persistent.

I'm going to try making it an alias in the quest now, that's the only option I see left...

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Brandon Wilson
 
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Post » Sun Jun 30, 2013 8:26 am

Alright looks like making it an alias made the little persistence P finally appear. Hopefully this will solve my issues. Thanks guys!

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Red Sauce
 
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Post » Sun Jun 30, 2013 3:07 am

huh? *headscratch* you wrote in your first post, there was a quest marker to it, so how can it NOT have been in an alias?

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Dalley hussain
 
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Post » Sun Jun 30, 2013 4:58 am

Ah, actually I didn't but it certainly looks that way. I also called it a script properly, which it isn't... Lol, I'm tired. Been working on this non-stop (Other than Tuesday which I took off for some long awaited COH2) since Saturday morning.

The ref in question is used as a condition on a quest marker.

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[ becca ]
 
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Post » Sat Jun 29, 2013 11:02 pm

:-D you know, hallucinating bugs is old, but the way you do it sure is new :-))

(and as for the cow issue, that's probably just tes-bse... ;-)

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Jerry Cox
 
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Post » Sun Jun 30, 2013 6:42 am

what does making something persistent do?

i thought it meant that it wouldn't respawn, but why would you need that for a door? meow

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Kelly James
 
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Post » Sun Jun 30, 2013 4:01 am

I don't know the technical lingo for it, but it marks it as special for the game engine. The engine knows that persistent things are different, so they're handled differently. The game contains almost 900,000 records, but probably only like 20,000 are persistent. That let's the game handle just those 20,000 the unique way.

I used to know. Man, am I getting rusty? :P

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Bambi
 
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Post » Sun Jun 30, 2013 3:30 am

Clearly I have taken the mantle of Mod King from you.

Now bend thouest knee and swearest fealty to your new king!!!

:celebrate: :bunny:

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sas
 
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Post » Sun Jun 30, 2013 3:37 am

Never! We will rebel! :turtle: <- Ulfric Stormturtle

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LuBiE LoU
 
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Post » Sat Jun 29, 2013 11:09 pm

I believe persistent refs are always loaded. This is especially necessary for NPCs that travel long distances, such as that Oculatus member in the Dark Brotherhood questline.

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Kelly Osbourne Kelly
 
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