Creation Kit 1.6.91.0 Now Live On Steam

Post » Fri Jun 22, 2012 12:44 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.
Yes, you were right all along, as you can see http://www.gamesas.com/topic/1381788-the-new-unofficial-creation-kit-bug-list/page__view__findpost__p__20985902.
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Rex Help
 
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Post » Thu Jun 21, 2012 1:21 pm

So, they included a newer version of the CK than they should have, right?

P.D: Armor and Race bugs seems fixed, what about vanilla dialogue?
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john page
 
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Post » Fri Jun 22, 2012 2:47 am

This doesn't surprise me (other than the mistake of releasing the incorrect CK - perhaps that is because the 360 build was released at 1.6.91 so there was a little confusion.)
What this means is the BGS team continue to make memory and performance improvements. We'll have to have a lot of due diligence on the SKSE side with the next build, as a bunch of our actor/armor functions may be broken because of the shrinking of the BipedObject class. Well at least we know to keep our eyes out for those changes and not release until a more serious set of tests have been performed.
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Nomee
 
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Post » Thu Jun 21, 2012 9:31 pm

behippo, In your experience,do you think those of us that have saved out a mod in 1.6.91 should (I know we can) be loading it up in 1.6.89, fixing the biped info and saving it back out? I know it WORKS but to what extend unknown damage could have been done is .. well... unknown?

-MM
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Keeley Stevens
 
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Post » Thu Jun 21, 2012 11:07 pm

So, they included a newer version of the CK than they should have, right?

P.D: Armor and Race bugs seems fixed, what about vanilla dialogue?
Armor is fixed? Do we just need to save our esp/esm in the 89 CK or must we manually reassign all the biped slots? (Arthmoor said he tried and it didn't fix it, I think)

And the dialogue broke with the Skyrim 89 patch, not the CK patch, so I doubt a CK patch would fix it... :(
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Sophie Morrell
 
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Post » Thu Jun 21, 2012 7:15 pm

I see a problem with the downgrade. All mods changed by the previous (next?) version of the CK will continue having those bugs. So, no joy for people experiencing them again. Especially since this coulnd mean the needed update 1.6.91 could not happen for some time.
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sam westover
 
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Post » Thu Jun 21, 2012 10:53 pm

I think it would be better to go to a pre-1.6.91 save and work from there. Hopefully everyone still has access to that build. However it should be pretty safe. Think of it this way, the .esp is saved out in its entirety each time. The 1.6.89 CK doesn't know about the new BOD2 storage type, only the BODT storage type. So when it goes to save out the biped model information it saves out BODT and the game is happy.

The danger is that when you loaf the 1.6.91 .esp into CK 1.5.89 it won't find the information in the new field and therefore some of your data will go missing. Who knows what other classes (if any) might have the same issue. So while it would probably work, it would be much safer to go back to a 1.5.26 CK build than to use one from 1.6.91.

Edit: Note that this is reasoned speculation on my part. My day job has similar data migration issues, so I am familiar with the circumstances. But the code is different and I haven't tested this at all.
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Beth Belcher
 
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Post » Thu Jun 21, 2012 7:46 pm

This doesn't surprise me (other than the mistake of releasing the incorrect CK - perhaps that is because the 360 build was released at 1.6.91 so there was a little confusion.)
What this means is the BGS team continue to make memory and performance improvements. We'll have to have a lot of due diligence on the SKSE side with the next build, as a bunch of our actor/armor functions may be broken because of the shrinking of the BipedObject class. Well at least we know to keep our eyes out for those changes and not release until a more serious set of tests have been performed.

What do you mean by "shrinking"?
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Svenja Hedrich
 
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Post » Thu Jun 21, 2012 10:27 pm

So it is suggested that I dig up a pre .91 build and rebuild off that?
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Ryan Lutz
 
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Post » Thu Jun 21, 2012 6:40 pm

What do you mean by "shrinking"?
Sorry, that came from the link Inki gave above regarding the changes. The BipedObject class shrunk in size and the data type saving the slot for the armor/race was changed. A bunch of the changes in Skyrim 1.6 came from this sort of change to reduce the memory overhead of the game and improve performance. Removing 2 or 4 bytes from a class doesn't seem like much, but when there are thousands of instances of that class it makes a big impact. The less memory needed the better the game will perform.
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jennie xhx
 
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Post » Thu Jun 21, 2012 1:35 pm

So it is suggested that I dig up a pre .91 build and rebuild off that?
If you can I would strongly suggest that. If you can't you take the risk of some data being lost and perhaps not knowing it.
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Britney Lopez
 
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Post » Fri Jun 22, 2012 12:37 am

Armor is fixed? Do we just need to save our esp/esm in the 89 CK or must we manually reassign all the biped slots? (Arthmoor said he tried and it didn't fix it, I think)
I haven't tried that, had no reason to. I took a 1.5.24 copy of the USKP and saved it in 1.6.89 and noted the armor and race stuff was working properly. The 1.6.91 copy I touched got tossed out as soon as it was broken.
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Michelle Chau
 
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Post » Thu Jun 21, 2012 6:46 pm

just a double-confirm, using a .91-saved armor test, i loaded it into .89, re-assigned the biped slots and saved

in game, nothing has changed. armor value is still 0, will multi-stack, and is invisible


1.6.91 saves are SOL
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Jessica Phoenix
 
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Post » Thu Jun 21, 2012 10:38 pm

I'm trying my pre-91 save now to see what happens. (Woot for a random backup from the 13th!)
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Ben sutton
 
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Post » Fri Jun 22, 2012 1:42 am

Sorry, that came from the link Inki gave above regarding the changes. The BipedObject class shrunk in size and the data type saving the slot for the armor/race was changed. A bunch of the changes in Skyrim 1.6 came from this sort of change to reduce the memory overhead of the game and improve performance. Removing 2 or 4 bytes from a class doesn't seem like much, but when there are thousands of instances of that class it makes a big impact. The less memory needed the better the game will perform.

So armor slots will not be shrinked? (that's what I feared).
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KIng James
 
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Post » Thu Jun 21, 2012 8:22 pm

Alright my random save from the 13th seems to be okay. Luckily all I lost was a few hours I spent getting some books into the CK. I can just load up my corrupted save, copy+paste into word, then paste back into the CK. :D
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Darlene Delk
 
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Post » Thu Jun 21, 2012 8:32 pm

So armor slots will not be shrinked? (that's what I feared).
I haven't seen the change but no one reported having fewer slots listed in the .91 CK - though perhaps no one looked. So my guess is that the same number of slots are there, they've just compacted the data in the class down to the smallest size that was needed.
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Rude_Bitch_420
 
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Post » Thu Jun 21, 2012 1:55 pm

If you can I would strongly suggest that. If you can't you take the risk of some data being lost and perhaps not knowing it.
I have done a lot of work using the newest CK, and really don't wanna go back to an old backup from before the new version... :(

So I've been trying to understand this discussion.. a mod edited with the highest version CK (which causes armor, custom-skinned creatures, etc go invisible) will keep having those issues until Skyrim the Game is eventually (and hopefully) updated to that same version?
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Sami Blackburn
 
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Post » Thu Jun 21, 2012 11:07 am

Glad I'm not doing a lot of modding at the moment. This is messy.

A mess indeed, but since it's free it's all good, right? ;)

Anyway, I had do re-do everything I did yesterday.......
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Sophie Miller
 
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Post » Thu Jun 21, 2012 11:56 am

So right after I fully finished balancing 98% of the 300+ weapons in my mod yesterday, a ninja update of the CK causes my entire mod to become invalid? Awesome!

I love Bethesda Softworks!
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Mackenzie
 
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Post » Thu Jun 21, 2012 8:04 pm

Anyone said something already about the usage of that 'time of day' tab?

Btw. could anything of what you guys are discussing here cause more frequent ctds?
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David John Hunter
 
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Post » Thu Jun 21, 2012 11:37 pm

I may have missed something crucial, but why is the discussion continuing in this thread, which is named after the erroneously released CK version (1.6.91), that was pulled? Even the thread title is factually incorrect and misleading.

And whatever happened to the thread about the Creation Kit that we actually have (1.6.89)?

Does it mean, that somebody with influence has inside information, that 1.6.91 is really just around the corner for both the game and the Creation Kit?
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Greg Swan
 
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Post » Fri Jun 22, 2012 12:45 am

I suspect a mod erroneously closed the .89 thread, thinking that because .91 has the higher version number it must be the more recent update.

Edit: I have just PM'd a mod about this, asking that the old thread be re-opened.
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Erich Lendermon
 
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Post » Thu Jun 21, 2012 7:22 pm

I see. Well, better not discuss it then. It's all the same to me. Or perhaps I might report this, as it is a bit silly. Or never mind, as you PM'd it.
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Lynette Wilson
 
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Post » Thu Jun 21, 2012 4:53 pm

Yeah, 1.6.89.0 is the newest version, I will sort it out. :smile:

I will close this one in favor of the http://www.gamesas.com/topic/1384048-creation-kit-16890-now-live-on-steam/.
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Chrissie Pillinger
 
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