Creation Kit 1.6.91.0 Now Live On Steam

Post » Thu Jun 21, 2012 11:10 pm

Well that's something anyway. :tongue:

Still has no visibility on ctrl+f4 generated files or voice files and still isn't picking up altered vanilla scripts.
Are you having issues with all ctrl+f4 files? (Facegen) For me like 99% of them works just fine, but one perticular set up people only inherit the facial features, but not the color. It's weird... and random. (The same guys that don't have their armor for no reason)
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Helen Quill
 
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Post » Thu Jun 21, 2012 12:38 pm

So it is best to stay offline and skip this CK version? i need a plain yes or no hehe.
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lolli
 
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Post » Thu Jun 21, 2012 10:44 pm

Are you having issues with all ctrl+f4 files? (Facegen) For me like 99% of them works just fine, but one perticular set up people only inherit the facial features, but not the color. It's weird... and random. (The same guys that don't have their armor for no reason)
If you save with the new CK a file where you edit a NPC race or an armor piece, the armor piece or some parts of the NPCs from the race will become invisible. Beside's in the case of armor pieces, they won't count as being equipped, so you can equip as much as you can and they didn't offer protection.
So it is best to stay offline and skip this CK version? i need a plain yes or no hehe.
Yes.
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Lisa Robb
 
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Post » Thu Jun 21, 2012 2:38 pm

Agreed. Stay offline and save yourself the headache until they work this out. I'm a little concerned on doing any additional edits, even though I went ahead and ignored all my RACE changes and stripped them out. Those are the obvious issues....are there any not so obvious problems? :o
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Silvia Gil
 
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Post » Thu Jun 21, 2012 3:21 pm

EtaYorius, yes that seems to be the best bet at the moment. It's what I'm doing for the time being at least. Working with the navmesh bug seems to be more fees able then all these new bugs on the block. It seems like its one of those situations where your better off with the devil you know then the devil you don't

- Hypno

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lillian luna
 
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Post » Thu Jun 21, 2012 10:57 am

Ok, will do... thanks to all of you.
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Juliet
 
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Post » Thu Jun 21, 2012 10:32 am

Steam just updated Creation Kit again... 1.6.89.0, hopefully this fixes some issues!
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Red Bevinz
 
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Post » Thu Jun 21, 2012 8:10 pm

Mine just went down to 1.6.89 as well, let's hope stuff is fixed now!
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Sam Parker
 
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Post » Thu Jun 21, 2012 4:20 pm

Not going to touch it till someone can confirm the armors are showing again.
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Steve Fallon
 
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Post » Thu Jun 21, 2012 7:16 pm

Yeah, updated here, too. Any tests-reports of what's fixed?
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Queen Bitch
 
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Post » Fri Jun 22, 2012 12:08 am

A dev approachith!
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Jonathan Windmon
 
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Post » Thu Jun 21, 2012 2:36 pm

A dev approachith!

Time to ask for a changelog! Or for a chocolate smoothie....I'd be happy with any of both.
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chirsty aggas
 
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Post » Thu Jun 21, 2012 8:46 pm

Papyrus Source updated with the 1.6.89 downgrade

ActiveMagicEffect.psc
Actor.psc
DA15WabbajackEffectSCRIPT.psc
defaultDeleteSelfOnReset.psc
dunMarkarthWizardMuseumKeyScript.psc
FormList.psc
Game.psc
MineOreScript.psc
ObjectReference.psc
QF_MS06_00026C4D.psc
QF_Patch1_4_UpdateQuest_01000803.psc
Spell.psc
WeaponRackActivateSCRIPT.psc
ClearSkiesEffectScript.psc
CompanionsHousekeepingScript.psc
dunGeirmundsBossBattle.psc
magicSetWeatherScript.psc
NirnrootACTIVATORScript.psc
ReferenceAlias.psc
TIF__0009E009.psc
TIF__0004158E.psc
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i grind hard
 
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Post » Fri Jun 22, 2012 2:44 am

i can confirm after the 1.6.89 downgrade that the armor does not become invisible after doing a quick test
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BrEezy Baby
 
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Post » Thu Jun 21, 2012 1:53 pm

i can confirm after the 1.6.89 downgrade that the armor does not become invisible after a quick test
I think mods saved with .91 are permabroke, but if you save a pre-update mod in .89 do they become broken?
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victoria johnstone
 
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Post » Thu Jun 21, 2012 2:59 pm

i deleted all of my post .91 saved esps

this is using an esp last saved in 1.5
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Grace Francis
 
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Post » Thu Jun 21, 2012 12:22 pm

Well crap. I noticed when loading my esp (Saved in .91) I got a lot of errors saying that the custom armor forms I had made required a biped slot. Maybe just assigning them ones will fix it?
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Cat Haines
 
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Post » Thu Jun 21, 2012 10:48 pm

i'll dig through my backups and pull a .91 backup if i can. i will let you know if i find anything

EDIT: 1.6.91 saved esps seem to be SOL permabroken


i found a test esp that had the same errors as you when i loaded, i went ahead and fixed the biped slots but it is still invisible in game.
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luis dejesus
 
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Post » Thu Jun 21, 2012 7:38 pm

Interesting...I'll test the race bug out and report.

Edit 1: Saving out a mod with race edits in it already seems to be fine. If your race broke under 1.6.91 you'll probably need to fix up the biped for 1st person, but still could be a risk if we don't know what else changed.
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Code Affinity
 
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Post » Fri Jun 22, 2012 2:18 am

Probably not too important, but just in case anybody is interested: The only differences between the CK 1.6.91 and CK 1.6.89 updates are:
- the script sources listed by Arthmoor in post #113 have been added, and
- a different version of CreationKit.exe is included.

Otherwise the updates are identical. Both include identical copies of all the files listed in post #25, apart from CreationKit.exe.
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Tracy Byworth
 
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Post » Fri Jun 22, 2012 12:05 am

Glad I'm not doing a lot of modding at the moment. This is messy.
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Khamaji Taylor
 
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Post » Thu Jun 21, 2012 11:59 am

Well crap. I noticed when loading my esp (Saved in .91) I got a lot of errors saying that the custom armor forms I had made required a biped slot. Maybe just assigning them ones will fix it?

Probably will since the biped slots are what got hosed with races too.

-MM
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Chica Cheve
 
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Post » Fri Jun 22, 2012 1:23 am

Given this pullback and the errors loading the .91 saved files, I think it is safe to say that a change occurred to the BipedObject class (inside Race and Armor) in Skyrim 1.6.91. The CK was saving files with that new schema which 1.6.89 couldn't understand. So we'll clearly need that CK update to 1.6.91 when (if) Skyrim 1.6.91 becomes the official PC patch.
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D LOpez
 
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Post » Thu Jun 21, 2012 5:36 pm

Wonder how 1.6.91 or greater Skyrim will handle pre 1.6.91 mods. That's a scary thought.
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Rachael Williams
 
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Post » Thu Jun 21, 2012 10:32 pm

The 1.6.91 Skyrim will handle pre-1.6.91 mods just fine, I would imagine. Class schema migration will work forward just fine - but doesn't tend to work backwards. So when a pre-1.6.91 mod is loaded there will be code to handle the migration of the data class in memory.
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benjamin corsini
 
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