Creation Kit for Skyrim 1.8

Post » Tue Nov 20, 2012 10:31 am

There's also some modified vanilla scripts in the Hearthfire scripts. The most obvious of which are the carriage script and the house purchase script. Lots of modified dialogue ones though too.

Can't say I'm too comfortable with the errors being spewed out about biped slots on the Argonians. Looks like there's some detective work needed to see why the USKP is whining about that since Update.esm by itself doesn't throw them.
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Scott Clemmons
 
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Post » Tue Nov 20, 2012 9:03 am

Were there any new cool changes discovered so far?
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Alkira rose Nankivell
 
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Post » Tue Nov 20, 2012 12:57 am

All plugins saved/created with CK v1.8.151 are updated to *v1.70, it seems. I'd imagine older versions of records will also be retrofitted to 1.70 specifications?

*In their file headers
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Tom
 
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Post » Tue Nov 20, 2012 10:47 am

I'd imagine older versions of records will also be retrofitted to 1.70 specifications?
Hope so, because sorting out a mess like that if it doesn't won't be pretty.
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T. tacks Rims
 
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Post » Tue Nov 20, 2012 9:49 am

Hope so, because sorting out a mess like that if it doesn't won't be pretty.
*crosses fingers* Usually, that's the case. I can't think of *a way to test off the top of my head, but I've still got 1.6.87.0 if anyone can think of a way verify.

*Which form type had the BOD2 update, or what other form types' subrecord data was changed? Might be that mods bearing certain form types will need to be retrofitted.
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Oyuki Manson Lavey
 
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Post » Tue Nov 20, 2012 9:43 am

BOD2 shows up as a subrecord in any race modifications, and armor mods will cascade down from the biped object slots from there. The USKP is currently griping up a storm about the Argonian race data. So it looks like I have a bit of a repair job to do, though I don't know why. The other races are all silent in the warnings file.
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Liv Brown
 
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Post » Tue Nov 20, 2012 1:10 pm

BOD2 shows up as a subrecord in any race modifications, and armor mods will cascade down from the biped object slots from there. The USKP is currently griping up a storm about the Argonian race data. So it looks like I have a bit of a repair job to do, though I don't know why. The other races are all silent in the warnings file.
Do you think there's anything I need to worry about? My mod alters little vanilla content, (Just two spots in the Tamriel worldspace) so will any records get messed up for me or anything? (If you know :P)
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Krystal Wilson
 
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Post » Tue Nov 20, 2012 2:57 pm

The only likely issue is that your mod probably won't have picked up the funky MNAM data that hasn't been deciphered yet. Though I don't know. I haven't tried saving a mod in the new CK yet. I'm still setting up a proper environment for the UHFP now that we have scripts for Hearthfire. You can easily drag that data over using TES5Edit, on the off chance it means something important.
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Phillip Brunyee
 
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Post » Tue Nov 20, 2012 9:13 am

You can easily drag that data over using TES5Edit, on the off chance it means something important.
Alright. I've backed up my pre 1.8CK version, so I'll just keep working. Thanks.
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Breautiful
 
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Post » Tue Nov 20, 2012 5:04 am

@All: Be aware that your CK ini file has been reset with this update. No idea why, but it's best to let it do that and just fix whatever it complains at you about later. For one, it lost all the BSA additions I made, and also lost the setting for multiple master loads.
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Ross
 
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Post » Tue Nov 20, 2012 2:23 am

Mine didn't reset. :F Not sure what that means though...
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Chica Cheve
 
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Post » Tue Nov 20, 2012 10:58 am

Update is here, turn off then turn on the ck again.
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Jade Barnes-Mackey
 
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Post » Tue Nov 20, 2012 7:21 am

Not sure if my ini settings reset either, it feels like mouse acceleration was back on, yet going into the setting it's still set to 0.
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alicia hillier
 
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Post » Tue Nov 20, 2012 5:08 am

Per-worldspace cloud mesh support added (I totally called that, I win!), but the "wall of trees" tree LOD issue is not, unfortunately. :(
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Ells
 
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Post » Tue Nov 20, 2012 8:47 am

Per-worldspace cloud mesh support added (I totally called that, I win!), but the "wall of trees" tree LOD issue is not, unfortunately. :(

You did call it sir
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Claire Mclaughlin
 
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Post » Tue Nov 20, 2012 12:03 am

Per-worldspace cloud mesh support added (I totally called that, I win!), but the "wall of trees" tree LOD issue is not, unfortunately. :(
Oh mah gawwwwd!!!! They added per-worldspace camera controls as well! I was having issues where people with mods that made the camera start super zoomed in, would have the camera facing mountains a lot in my very not-gentle/flat land! Now I can set these myself! :D
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Brentleah Jeffs
 
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Post » Tue Nov 20, 2012 7:29 am

So far, Steam is unresponsive for me. :stare:

Might be downloading updates, but more likely, I probably need to restart the computer. Sometimes Steam just won't work unless I do that. :swear:
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Greg Cavaliere
 
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Post » Tue Nov 20, 2012 3:40 am

Can we get a list of new features going on?
  • General optimization
  • Per-worldspace cloud mesh support
  • Per-worldspace camera controls
  • ??? (verlet physics support dialogue, etc? Maybe?)
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Andrea Pratt
 
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Post » Tue Nov 20, 2012 11:06 am

On the note of Cloud Model's in the WorldSpace, I am having trouble setting my mesh. I set my mesh as the Cloud Model, and have "Use Map Data" unchecked, and when I load my save, it hangs on the loading screen. Is there some other setting I am missing in my esp?

Here is a screenshot of my settings.

http://img24.imageshack.us/img24/3672/95408612.png
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Justin
 
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Post » Tue Nov 20, 2012 2:06 pm

Check: Opening a pre 1.8 CK made plugin with CK v1.8 retrofits the plugin when saving, updating the file's version number and setting the records straight (at least in the below test).

http://i.imgur.com/tHICI.png

The 1.8 variant was just the 1.6 created plugin saved in the new CK.
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Dorian Cozens
 
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Post » Tue Nov 20, 2012 1:03 am

Okay, Steam's working now. There was some message box preventing it from doing anything.
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Cody Banks
 
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Post » Tue Nov 20, 2012 3:02 am

Can we get a list of new features going on?
  • Per-worldspace cloud mesh support
  • Per-worldspace camera controls
  • ??? (verlet physics support dialogue, etc? Maybe?)

My CK seems to load things better and be less prone to 'false freezes' so I guess they've done a wee bit of optimizing to it?
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Josh Dagreat
 
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Post » Tue Nov 20, 2012 11:05 am

BOD2 shows up as a subrecord in any race modifications, and armor mods will cascade down from the biped object slots from there. The USKP is currently griping up a storm about the Argonian race data. So it looks like I have a bit of a repair job to do, though I don't know why. The other races are all silent in the warnings file.
There's funny business going on with race stuff. I had a personal fix that I did for AROP to give the racial abilities to the vampire races, and now it won't work no matter what I do anymore. The vanilla records trump the esp records every time, and there's no reason at all for this to be happening. :swear:

The specific race is Argonian vampire, in case anyone wants to know.
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FITTAS
 
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Post » Tue Nov 20, 2012 2:05 pm

It's odd. I had 3 npcs in a cell: a maid, a fighter and a dog. The maid is still there but the dog and fighter are no where to be seen when I coc to that room.
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Sabrina Schwarz
 
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Post » Tue Nov 20, 2012 12:02 am

I figured out my problem. There was a test esp active that was undoing my personal fix. Deactivating that fixed my problem. :devil:
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Zoe Ratcliffe
 
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