Creation Kit 1.6.91.0 Now Live On Steam

Post » Thu Jun 21, 2012 9:11 pm

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.

Ack... this sounds serious. I was about to let Steam update my CK, but I shall wait for more bug reports now. Can anyone else confirm this issue?
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Katey Meyer
 
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Post » Fri Jun 22, 2012 2:19 am

I'm having problems with VampireRaces after the update. If I just load my mod from last night (before the update) and hit SAVE, it bloats the mod and busts the vampire races which I've modified. http://www.gamesas.com/topic/1383509-need-help-with-serious-mod-bug-missing-1st-person-view/. I don't think it's specifically related to vampire races, just the fact that my mod has modified a race.

-MM
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Carys
 
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Post » Thu Jun 21, 2012 12:48 pm

Ack... this sounds serious. I was about to let Steam update my CK, but I shall wait for more bug reports now. Can anyone else confirm this issue?
Some of my people who I haven't touched in like a month now don't have clothes, and their facetones don't match the person they are inheriting it from. However some are just fine...
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Allison Sizemore
 
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Post » Thu Jun 21, 2012 8:46 pm

Perhaps Creation Kit 1.6.91 might be most compatible with Skyrim 1.6.91 (which we don't have yet).
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le GraiN
 
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Post » Thu Jun 21, 2012 9:10 pm

Perhaps Creation Kit 1.6.91 might be most compatible with Skyrim 1.6.91 (which we don't have yet).
cue the circus music...
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Isabell Hoffmann
 
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Post » Thu Jun 21, 2012 1:20 pm

Having the same problem any armor that is edited in the ck is not showing and doesnt seem to locate to a slot so multiple boots etc can be worn?????
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Baylea Isaacs
 
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Post » Thu Jun 21, 2012 2:13 pm

I can tell you that all my vampire character models in 1st person are now missing/invisible. I can see weapons and spell art but the entire 1st person character model is missing. The only thing I have to do to get in this state, is load my mod from last night into the CK and hit SAVE. These were races I had modified pre 1.6 CK.
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Jhenna lee Lizama
 
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Post » Thu Jun 21, 2012 2:52 pm

The "Player Activation" box on primitives appears to work correctly now too.
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Amy Smith
 
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Post » Fri Jun 22, 2012 12:28 am

The "Player Activation" box on primitives appears to work correctly now too.
no more wacky decimal value rotations required?
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sophie
 
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Post » Thu Jun 21, 2012 12:09 pm

They seem to have broken Race modification altogether. If I remove the Vampire Race modifications (Just ignore the races on load) and then save the mod, 1st person works. If you then just do something as simple as remove some of the spells from the race and save. That Race's 1st Person view breaks. Can anyone else confirm this behavior?
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Nathan Barker
 
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Post » Thu Jun 21, 2012 7:15 pm

i dont have the CK in front of me at the moment, so icant check this myself but, have you guys tried looking through the esp after it has been saved to see if any of the races have mistakenly changed data in the section where you specify which biped nodes to use (both the 3rd and 1st person)

i'm wondering if the CK will "dirty edit" races data in this section

also i suggest doing a read-only search in tesvsnip to see if there are race edits for those of you having problems with armor-only based invisible glitch
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Oscar Vazquez
 
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Post » Thu Jun 21, 2012 10:44 pm

i dont have the CK in front of me at the moment, so icant check this myself but, have you guys tried looking through the esp after it has been saved to see if any of the races have mistakenly changed data in the section where you specify which biped nodes to use (both the 3rd and 1st person)

i'm wondering if the CK will "dirty edit" races data in this section

also i suggest doing a read-only search in tesvsnip to see if there are race edits for those of you having problems with armor-only based invisible glitch

Good point!!
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liz barnes
 
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Post » Fri Jun 22, 2012 12:55 am

i dont have the CK in front of me at the moment, so icant check this myself but, have you guys tried looking through the esp after it has been saved to see if any of the races have mistakenly changed data in the section where you specify which biped nodes to use (both the 3rd and 1st person)

i'm wondering if the CK will "dirty edit" races data in this section

also i suggest doing a read-only search in tesvsnip to see if there are race edits for those of you having problems with armor-only based invisible glitch

I have compared the unedited races with the edited races in the CK and the Biped Data appears identical. In FirstPerson the following are highlighted:
32 - Body
33 - Hands
34 - Forearm
36 - Ring
39 - Shield
61 - FX01

I haven't check to see whether rings and shields are still visible, but weapons are. Checking those right now.

Edit: Rings don't show up and uh...funny enough, shields won't even show up in my inventory right now so....can't test that.

-MM
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kirsty williams
 
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Post » Thu Jun 21, 2012 5:27 pm

They seem to have broken Race modification altogether. If I remove the Vampire Race modifications (Just ignore the races on load) and then save the mod, 1st person works. If you then just do something as simple as remove some of the spells from the race and save. That Race's 1st Person view breaks. Can anyone else confirm this behavior?

Mofomojo,

I replied in your other thread that I reproduced the problem with a Breton.
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Brιonα Renae
 
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Post » Thu Jun 21, 2012 10:44 am

Thanks Sollar. Got it, and also posted the confirmation in the unofficial CK bug thread. Thank you for testing it! This is going to make anyone's custom race mod a nightmare to work on.
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scorpion972
 
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Post » Thu Jun 21, 2012 5:40 pm

Thanks Sollar. Got it, and also posted the confirmation in the unofficial CK bug thread. Thank you for testing it! This is going to make anyone's custom race mod a nightmare to work on.

nightmare? Seems more like "impossible", without rolling back to the previous version. (Glad I always keep archives of each version.)

And, yw.
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KU Fint
 
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Post » Thu Jun 21, 2012 5:37 pm

You know what is crazy? Bethesda releases free stuff, like patches with new functionality to the CK or game content, that gets me more excited than 99% of the DLC that other companies put out there. I am more excited for Dawngaurd (watching the trailer and thinking HOLY CRAP LOOK AT ALL THOSE RESOURCES TO MOD WITH!) than I was for any other game in the past two years other than Skyrim itself.

I [censored] love Bethesda so much... So much exploring to do with the CK now. New bugs may be frustrating, but I can't help but to wet myself with excitement over what I will be able to play with when its all fixed.
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Marquis T
 
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Post » Fri Jun 22, 2012 1:39 am

You know what is crazy? Bethesda releases free stuff, like patches with new functionality to the CK or game content, that gets me more excited than 99% of the DLC that other companies put out there. I am more excited for Dawngaurd (watching the trailer and thinking HOLY CRAP LOOK AT ALL THOSE RESOURCES TO MOD WITH!) than I was for any other game in the past two years other than Skyrim itself.

I [censored] love Bethesda so much... So much exploring to do with the CK now.
That's exactly why I want to work for them. They are one of the few companies out there that doesn't just scam their fans with crap DLC, no patches, or bogus stuff just to get money. They are genuine in their motives and provide us with amazing and unique games for amazing prices. :biggrin:
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Chloe Botham
 
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Post » Thu Jun 21, 2012 6:59 pm

Just a thought - please feel free to disregard or brutally discredit it:

I wonder, if they could have toyed once again with how record compression works. Just came to mind, since I noticed in the USKP thread a comment, that the CK was itself capable of reading data from a newly saved plugin that the game had issues with.
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David John Hunter
 
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Post » Thu Jun 21, 2012 1:37 pm

That's exactly why I want to work for them. They are one of the few companies out there that doesn't just scam their fans with crap DLC, no patches, or bogus stuff just to get money. They are genuine in their motives and provide us with amazing and unique games for amazing prices. :biggrin:

Not only that, but they do quality work. Every game has bugs, and gamesas games might have more than most, but I have never seen a developer that can make one game after another in a series and get it right every single time, bringing everything that any sane-minded consumer loved about the previous title and building on it. Everyone at Bethesda does an excellent job, the art is fantastic, the sound is great, good voice acting, decent scripts and storyline. Bethesda comes as close to perfection as possible with their action-RPGs, and they do it over and over again.

Look at Battlefield 3 to see the opposite of what I am talking about. With all the Operation Metro and Close Quarters DLC, it is obvious they are trying to reel in a broader playerbase but are doing so in such a way that drives away the guys that loved the previous titles.
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Claire Lynham
 
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Post » Thu Jun 21, 2012 11:13 am

I just found perhaps a nice critical bug in the new version, someone please try to replicate:

1. Open up an armor mod esp.
2, Save it with the new CK.
3. Check the forge and see if the armor shows 0 armor rating and loses it's slot (i.e. I can wear it with other items in the same slot). This one just bit me in the butt.

Note that the CK will still show the armor rating but the game will not. I've tried this on three separate esp's with the same result.
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djimi
 
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Post » Thu Jun 21, 2012 4:38 pm

This is what I referred to a couple of posts back. My first thought: compression mismatch?
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Anthony Diaz
 
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Post » Thu Jun 21, 2012 9:21 pm

I just found perhaps a nice critical bug in the new version, someone please try to replicate:

1. Open up an armor mod esp.
2, Save it with the new CK.
3. Check the forge and see if the armor shows 0 armor rating and loses it's slot (i.e. I can wear it with other items in the same slot). This one just bit me in the butt.

Note that the CK will still show the armor rating but the game will not. I've tried this one three separate esp's with the same result.


The same problem has been posted in this thread by Noddles1 (post 48) and confirmed by Enter_77 (post 50), Alexander J. Velicky (post 53) and Chrisbburn (post 56) except for the forge part (I suppose they didn't check it in the forge yet). Also Mofomojo (post 52) is reporting a problem with races that may be related.

So, yes, it's a repeatable problem.
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Bad News Rogers
 
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Post » Thu Jun 21, 2012 8:33 pm

The same problem has been posted in this thread by Noddles1 (post 48) and confirmed by Enter_77 (post 50), Alexander J. Velicky (post 53) and Chrisbburn (post 56) except for the forge part (I suppose they didn't check it in the forge yet). Also Mofomojo (post 52) is reporting a problem with races that may be related.

So, yes, it's a repeatable problem.

Thanks for that, wow I read right over it. Well, thanks for that and add another confirm to the list.
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brenden casey
 
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Post » Thu Jun 21, 2012 12:55 pm

I will take a quick look tonight - but I am actually thinking this is a change in the schema format for the Race class or the BipedObject class, which would affect the armor classes as well. We may need a 1.6.91 update for Skyrim itself for this to work properly. The fact that reopening the mod in the CK shows the edits but the game can't read them makes me suspicious.
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Kat Lehmann
 
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