DumpPapyrusPersistenceInfo

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Dumps everything in Papyrus that is keeping the reference persistent to the script log. (Logging must be enabled - logging is turned off by default) You can also pass in a form or input enable layer ID instead to get persistence information on those as well.

Syntax[edit | edit source]

Select the object in the window while the console is down, or PRID the object. Then:

DumpPapyrusPersistenceInfo
DPPI

If you want information on a non-reference:

DumpPapyrusPersistenceInfo form
DPPI form

If you want information on a form that the game doesn't have loaded:

DumpPapyrusPersistenceInfo "RAW:<formID>"
DPPI "RAW:<formID>"

Or if you want information on an input event layer (get the ID from the DIEL command):

DumpPapyrusPersistenceInfo "IEL:<id>"
DPPI "IEL:<id>"

Parameters[edit | edit source]

If called on a reference, no parameters are needed

For non-reference information:

  • Form: The form to get persistence information for (by name or form ID)

For non-loaded forms:

  • FormID: The form ID of the unloaded form to look up

For input event layers:

  • ID: The input event layer ID (see the DIEL command)

Examples[edit | edit source]

PrestonGarveyRef.DPPI

Dumps everything keeping PrestonGarveyRef persistent.

DPPI MQ101

Dumps everything keeping MQ101 persistent (non-refs can't really be persistent, but this will tell you everything pointing at it)

DPPI "RAW:000A1F01"

Dumps everything trying to keep form 000A1F01 persistent. (For cases where something is unloaded because it can't be persisted, like scenes)

DPPI "IEL:0"

Dumps everything keeping input enable layer 0 around.

Notes[edit | edit source]

Other things besides Papyrus can keep references persistent, so this should be used in addition to other console commands to determine why a form is persistent. If Papyrus is keeping a reference persistent, it will be shown in-game as the "PapyrusPersistenceForm".

See Also[edit | edit source]

DumpPapyrusEventRegistrations
DumpInputEnableLayers