zep_torchspawn is famous CEP crap script that is running on most CEP light placeables (like candles etc.) every 6 seconds. The easiest way to get rid of it is to track this script in CEP haks and delete it on server side. Its not 100%, it still drains some resources but at least something.
Don't know that second one, but I would follow the same process.
Lol now you tell me kalbaern. I found zep_torchspawn and erased it.Let me ask you guys this...is there supposed to be any scripts firing if noone is on server except maybe loadmodule.I have no heartbeat scripts in place..all NPC spawn.Thanks for your help guys.
Anything attached to your OnModuleLoad Event will fire as will any Heartbeats will run. CEP lighting placeables and demi liche bone piles will run their heartbeats along with some Bioware gargoyles and other possible things (zombie corpses I believe).
What I've done in the past year for a few modules is to rename the "cep2_add_sb_v1" hak into an erf and import it it instead. Then editted the offending placeables and updated them modulewide. I also then mass deleted most unused scripts and blueprints after that. Since the modules used very few unmodified versions of either standard or CEP resources anyhow, this cut out a lot of waste (though did inflate them until the weeding was done).
I still use placeables that have heartbeat scripts. I just spawn them in when a PC enters the area or gets close to them on a map. Then my area cleaners will gobble them up later if left still. I also do this with many visual effect placeables (fog, smoke, summoning circles, etc...)