I'm tring to understand a bit more about all of this using Savetool.Īm I right to assume that the two categories " UpdateOffsets1" and " UpdateOffsets2" in Savetool are related to scripts registered for update ? respectively : UpdateOffsets1 is registered for update while UpdateOffsets2 is registered for update game time ?Įdit : That's not a question anymore, just a fact ^_^Īlso, maybe not exactly related to the savegame, but since it seems to be saved in there as well : How many instances of the same script can be safely attached to objects before breaking things ? (even if 95% of them are idle while the few others are running).
Hello ! Some necro, because there is still a lot to do learn all of this imo.
I also do not know if the same can occur with references that were placed via CK/tes5edit. Now, this might be because I am adding these references via scripts that it is possible or because I never actually enabled them yet. This couldn't happen according to your statement as the object references would be stuck in the area that I first created them at via PlaceAtMe(), I also can rotate these movable statics again when necessary, so long as they are disabled when I do so. I then move them in a circle around a center position, give them a rotation, and enable them. I was trying to say that this might only apply to Movable Static objectreferences that were added via CK/Tes5edit and not scripts.Įssentially I have a script that adds a bunch of Movable Static objects to one area, all initially disabled. References to those will bake into their current positions once you've found them in game.
Specifically the ones listed under the "Movable Statics" category in the CK.