Creation Kit 1.6.91.0 Now Live On Steam

Post » Thu Jun 21, 2012 10:25 am

My creation kit auto updated as well, any release notes ? :confused:
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Averielle Garcia
 
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Post » Thu Jun 21, 2012 5:55 pm

Oh my god, guys. Last 3 buttons. "Create a Current Sphere/Plane/Cube" Is that like, water current? :D :D :D
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gemma
 
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Post » Thu Jun 21, 2012 7:20 pm

I don't understand the CK very much, but it seems like a hell of a update.

Isn't it? :)
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Rik Douglas
 
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Post » Thu Jun 21, 2012 12:38 pm

I don't see this option, can you explain a bit more?
In the cell view window, when you've selected a worldspace (i.e. anything other than Interiors) then there will be an entry in the cell list called "All Loaded". It doesn't actually load all cells in the worldspace, but it expands the list of objects to show all objects in the worldspace, I suppose. I tried it out with WhiterunWorld.
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StunnaLiike FiiFii
 
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Post » Thu Jun 21, 2012 6:10 pm

Oh my god, guys. Last 3 buttons. "Create a Current Sphere/Plane/Cube" Is that like, water current? :biggrin: :biggrin: :biggrin:

Yep this is water current!
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Kellymarie Heppell
 
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Post » Thu Jun 21, 2012 8:31 pm

I don't see this option, can you explain a bit more?
In the cell window, switch to Tamriel, the very first thing on the list now is "All Loaded". No idea what that does.

Ninja'd :ninja:

Also, something has definitely changed under the hood. Simply resaving my rebuild for Open Cities has grown the file by 300K. The gross sea of errors are also gone, EditorWarnings.txt is nice and short again.
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lauren cleaves
 
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Post » Thu Jun 21, 2012 12:26 pm

Yep this is water current!
Hmm, I wonder how NPC's/navmesh will work with this... I just may have to experiment! :D
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Lisha Boo
 
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Post » Thu Jun 21, 2012 6:32 pm

Here's hoping for a vanilla LOD that works... also wondering if the high chance of CTD generated when you move through load doors from custom interior to custom worldspace is gone.
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Alexis Estrada
 
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Post » Thu Jun 21, 2012 8:33 pm

They have also added fancy arrows when moving things and holding keys down :D

Holding X key while moving something no makes an arrow showing you where its moving for example. VERY helpful.
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stacy hamilton
 
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Post » Thu Jun 21, 2012 11:05 pm

In the cell window, switch to Tamriel, the very first thing on the list now is "All Loaded". No idea what that does.

Ninja'd :ninja:

Also, something has definitely changed under the hood. Simply resaving my rebuild for Open Cities has grown the file by 300K. The gross sea of errors are also gone, EditorWarnings.txt is nice and short again.

And the Vanilla dialogue bug?
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Louise
 
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Post » Thu Jun 21, 2012 10:52 pm

Here's hoping for a vanilla LOD that works... also wondering if the high chance of CTD generated when you move through load doors from custom interior to custom worldspace is gone.
My mod never causes crashing between custom interior and exterior playspaces... >.>

And the Vanilla dialogue bug?
The custom dialogue in my mod is still silent, so I assume that the 'edited vanilla' bug is still present as well. :(
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sarah taylor
 
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Post » Fri Jun 22, 2012 1:15 am


In the cell window, switch to Tamriel, the very first thing on the list now is "All Loaded". No idea what that does.

Ninja'd :ninja:

Also, something has definitely changed under the hood. Simply resaving my rebuild for Open Cities has grown the file by 300K. The gross sea of errors are also gone, EditorWarnings.txt is nice and short again.
Hoo hoo, I've ninja'd arthmoor.

Unique Region Names gains an extra 27kb, which is likely just the junk that the CK piles in on regions with every save. Could it the extra size be related to navmeshes?

By the way, I read 300K as three hundred thousand at first, and thought "OH MY GOD THIS IS TERRIBLE"
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ladyflames
 
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Post » Thu Jun 21, 2012 8:44 pm

My mod never causes crashing between custom interior and exterior playspaces... >.>

do you script the transitions? Some have recommended this as a way to avoid this when moving from one area to another. In my case it may well be navmesh related (it usually is)
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Eilidh Brian
 
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Post » Fri Jun 22, 2012 2:09 am

The water current buttons were there already.

They have also added fancy arrows when moving things and holding keys down :biggrin:

Holding X key while moving something no makes an arrow showing you where its moving for example. VERY helpful.

This along with the "local gizmo orientation" button are great! I'm not sure if you could change the orientation before but at least it's now simple and fast.
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OnlyDumazzapplyhere
 
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Post » Thu Jun 21, 2012 11:52 am

And the Vanilla dialogue bug?
Unknown just yet, but I was about to do a resave on the USKP and give it a shot. It may well end up being a game-side bug that we can't fix.
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Lexy Dick
 
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Post » Thu Jun 21, 2012 3:02 pm

do you script the transitions? Some have recommended this as a way to avoid this when moving from one area to another. In my case it may well be navmesh related (it usually is)
No. I just use normal old load doors or AutoLoad portals... Nothing else, no tricks.


It should also be noted that the functionality of 'C' and 'Y' has been swapped. You now hold 'C' to lock the item you are dragging into the Y axis, and 'Y' now cycles through the camera positions. :biggrin:
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Isaac Saetern
 
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Post » Thu Jun 21, 2012 6:19 pm

No. I just use normal old load doors or AutoLoad portals... Nothing else, no tricks.

lols, I wish that worked for me, mine is fairly sporadic. Seems to be ok going into my dungeons from my world, but going out into the world is a whole different ball game! I think I'll finish the navmeshes inside properly and hope...
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Susan Elizabeth
 
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Post » Thu Jun 21, 2012 10:01 pm

They have also added fancy arrows when moving things and holding keys down :biggrin:

Holding X key while moving something no makes an arrow showing you where its moving for example. VERY helpful.
I just updated the CK, and I don't see any fancy arrows :(

Also, did they switch the places of the "c" and "y" button?? It seems that way!
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NAtIVe GOddess
 
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Post » Fri Jun 22, 2012 1:32 am

I just updated the CK, and I don't see any fancy arrows :(

Also, did they switch the places of the "c" and "y" button?? It seems that way!
It's possible that you need to turn them on somewhere before you can see them.

And yes they did swap C and Y.
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Tikarma Vodicka-McPherson
 
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Post » Thu Jun 21, 2012 2:20 pm

It's possible that you need to turn them on somewhere before you can see them.
That's what I thought too, but I couldn't find anything.. I guess I'll have to keep on looking ^^
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Lauren Denman
 
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Post » Thu Jun 21, 2012 8:10 pm

The update is great, but now I am getting noticeable performance issues when moving multiple items, like Bookshelves. Trying to move a bookshelf to another part of a room has resulted in a CTD twice now, and when it doesn't CTD it takes roughly 10-30 seconds longer for the CK to catch up to what I have done /:

My system is also fairly beefy...
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Tina Tupou
 
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Post » Fri Jun 22, 2012 2:16 am

My mod never causes crashing between custom interior and exterior playspaces... >.>

it only happens on esp's after you exceed the memory threshold for a single interior cell (which is actually kind of low, unfortunately)

since you are using an esm you wont ever have this problem
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Marina Leigh
 
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Post » Thu Jun 21, 2012 10:12 am

Oh dear. Totally confuzzled by this one. Was CKing happily earlier today, throwing in new cloaks and testing them out in-game. All normal, all peachy.

However, have just come back to carry on this evening, post-CK update, and added a couple of new cloaks to the esp. Again, fired up Skyrim to test them out and yikes, every single cloak from the Cloaks of Skyrim mod is no longer showing when equipped. Not just new ones, but cloaks from previous versions too. 'Tis also possible to equip, well, all of them at once, though none show in-game, all show as equipped in the menu simultaneously. The Winter is Coming cloaks are still showing fine, so possibly not a slot-related issue (46), as they use the same one. Unless those cloaks would suffer the same fate if their .esp was also updated. No folders have moved, no nifs tweaked. Everything is as it was a few hours ago before the CK update.

Edit: Update. Just tested nivea's Winter is Coming in the CK too, made a small tweak to a name, saved and checked it out in-game. All equipment from that esp also disappears, including the hoods. So not necessarily something iffy with the CK in regards to the extra slots - it is possibly affecting any added items?

Edit: Short version: Seems to be an issue with the new update leading to added equipment being invisible.

Head-scratchy.
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Lori Joe
 
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Post » Thu Jun 21, 2012 5:51 pm

Alright - I will be working on an update to SKSE that hopefully won't need our edits to add the new papyrus functions from 1.6. Not sure when I'll have it out. We are close to a few new features that I wanted in this release.
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herrade
 
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Post » Fri Jun 22, 2012 2:04 am

Having similar issues. New race's body meshes are not working and added clothes/armor, even if they are copies of vanilla objects, aren't visible.
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Naomi Lastname
 
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