Not so - That only happens when you create a clean save. The game looks up loaded forms on the save game's form map and checks if it has a valid entry. If it does, it uses that instead.
Not sure I get this : clean save == disable mod and save without it - then the formids of that mod disappear for good (no snap back). I was saying that if it disappears from ess while mod still loaded snaps back. Doesn't seem to disappear easily though, started testing :
Checked with remove all items. Had only oblivion.esm (1.2.0.416), OOO.esm (1.34 RC 5) and my mod active, darnified dark ui, some texture replacers etc - also conScribe
- right out of the sewers, Bendu Olo as high elf
EDIT: scrap this - the item I use (a book) cannot be low level processed - so probably it gets moved and the quest script's variable is not changed - but still using player.moveto I go to the test cell I had the reference originally - when in the test cell the script on the book keeps reporting its conatiner as the aforementioned clams :shrug:
quest script :
ref tomeAppr ;set to a persistent refref container ;set in tomeAppr's object script gameMode block- I think setting it from the quest is not possible (see below);references setprintc "container : %i" container;...IF isFormValid tomeAppr == 0 PRINTC "stopped !" stopquest UDUNconjurationTomeQUESTELSE ;... if conditionMadeTrue ; set container to UDUNTomeApprenticeREF.GetContainer ;doesn't work !!!!!!!!!!! ; set container to tomeAppr.GetContainer ;doesn'T work !!!!!!!!!!!!!!!!!!!!!!!! printc "containerRRRRRRRRRRRRRRR : %i" container if container == 0 ;... else container.removeitemNS UDUNconjurationTomeAPPRENTICE 1 UDUNjourneymanTomeContainerREF.removeallitems container endifENDIF
console (thanks to your nifty utility) :
container : 00000000container : 00000000container : 00000000container : 00000014 ; ref added to playercontainer : 000C08E1 ; player puts it in container ; clams right out of the sewersremoveallitems ; while 000C08E1 selected in consoleGetStage >> 20.00 ; dunno what is this, an OOO thing ? pops up right after removeallitemscontainer : 000C08E1 ; as you see the ref is still thought to be in the container !container : 000C08E1;... reload> ; <> is optionalbat mm ; condition made truecontainer : 000C08E1containerRRRRRRRRRRRRRRR : 000C08E1 ; never isFormValid fails - all the commands for the case container != 0 are executedcontainer : 000C08E1container : 000C08E1container : 000C08E1
So the persistent ref stays in savegame and its container also.
ToDo :
place in chest in interior
resetInterior
set gameday to gameday + 3
make a super clean install of TES4