Creation Kit 1.6.91.0 Now Live On Steam

Post » Thu Jun 21, 2012 7:17 pm

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

The custom dialogue in my mod is still silent, so I assume that the 'edited vanilla' bug is still present as well. :(

Yep, the edited dialogue bug is alive and well. Which is fantastic, because it means I can't test my mod. Damn courier...
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Kim Bradley
 
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Post » Thu Jun 21, 2012 4:16 pm

Yep, the edited dialogue bug is alive and well. Which is fantastic, because it means I can't test my mod. Damn courier...
Same. I even have a team of testers helping me out, whom have nothing to do until this is fixed... Along with me having to blindly implement all the quests, of course...
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Sammykins
 
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Post » Thu Jun 21, 2012 8:00 pm

Same. I even have a team of testers helping me out, whom have nothing to do until this is fixed... Along with me having to blindly implement all the quests, of course...

Fingers crossed that the 1.7 patch comes out soon!
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Alba Casas
 
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Post » Thu Jun 21, 2012 1:48 pm

The water planes/cubes have always been there, alot of this don't sound gd i hope it doesn't affect me

just opened it up let's see how it goes

Edit: does anyone get the save file lag? i'm guessing it's the size of ur esp cos when i first started it saved instantly, now it takes like 20 seconds & says (not responding) etc
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Sweets Sweets
 
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Post » Thu Jun 21, 2012 10:00 pm

Is there a list of updates to the creation kit? I mean they published a list of the updates to skyrim 1.6 what about Creation Kit?

I've noticed the following:

1) BSA files are being packed differently - now textures for new items that use vanilla textures are not being pathed correctly to the vanilla bsa (I.E. if you create a new set of mage robes that uses vanilla textures your character will appear naked in game because it's not recognizing the path to the textures anymore.)
2) Object Window Search functionality has been altered
3) Publishing mods to Steam Workshop has been altered (from what I can tell Updates don't require description edits... don't know how original posts work now)
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Mandi Norton
 
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Post » Thu Jun 21, 2012 10:31 am

I've noticed the following:

1) BSA files are being packed differently - now textures for new items that use vanilla textures are not being pathed correctly to the vanilla bsa (I.E. if you create a new set of mage robes that uses vanilla textures your character will appear naked in game because it's not recognizing the path to the textures anymore.)

This is also happening if you us your own textures / meshes to create a new armor seems to make all apparel edited invisible. Had a quick look and doesn't seem to have effected weapons.
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Rachel Hall
 
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Post » Thu Jun 21, 2012 11:40 pm

This is also happening if you us your own textures / meshes to create a new armor seems to make all apparel edited invisible. Had a quick look and doesn't seem to have effected weapons.


if that is so, then also behaviours, skeletons etc will also be mismatched in the bsa.. but it still doesn't explain the invisibility of all custom races , (alll of my lovely creatures for the moonpath are now broken).
I have all the skeletons etc in my data folder and stillt they don't show up ingame .

uploaded to steam last night, didn't make a final runthtrough,, and now stuck with a dead mod on the workshop.. not a very happy camper...
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hannaH
 
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Post » Thu Jun 21, 2012 10:56 am

if that is so, then also behaviours, skeletons etc will also be mismatched in the bsa.. but it still doesn't explain the invisibility of all custom races , (alll of my lovely creatures for the moonpath are now broken).
I have all the skeletons etc in my data folder and stillt they don't show up ingame .

uploaded to steam last night, didn't make a final runthtrough,, and now stuck with a dead mod on the workshop.. not a very happy camper...
There is a new bug affecting slots (both for armor and body parts). If you take a working mod and save it in the new CK, all edited slot using items will become invisible and in the case of armor won't count towards the item limit for the slot, so you can acumulate various edited items in the same slot (or maybe in no slot, not sure).
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Susan
 
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Post » Fri Jun 22, 2012 12:56 am

I will try and test if it is only edits brought from 1.5 or a completly new mod will run correctly.
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Jay Baby
 
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Post » Fri Jun 22, 2012 2:16 am

I just noticed that all my retextured creatures/actors have become invisible since starting to use the new CK :o haha
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Lori Joe
 
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Post » Fri Jun 22, 2012 1:53 am

Also fixed: Scripts attached to aliases are automatically added to BSA archives.
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Georgine Lee
 
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Post » Thu Jun 21, 2012 10:18 am

I just noticed that all my retextured creatures/actors have become invisible since starting to use the new CK :ohmy: haha

Yup same here,, but if its the slots, this means its something buggy in the ck/skyrim patch or something new we need to change in references? to make it work.. this is still unclear to me
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Madison Poo
 
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Post » Thu Jun 21, 2012 4:53 pm

Search and replace is way better now, it only loads objects of the same type :biggrin: Loading it is a lot faster
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Kayleigh Mcneil
 
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Post » Thu Jun 21, 2012 4:58 pm

Also fixed: Scripts attached to aliases are automatically added to BSA archives.
Well that's something anyway. :P

Still has no visibility on ctrl+f4 generated files or voice files and still isn't picking up altered vanilla scripts.
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Kellymarie Heppell
 
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Post » Fri Jun 22, 2012 12:50 am

I've been working on a companion mod - the companion is a "new" race (I couldn't use the existing Dremora race for a female companion since the facial textures are geared for males only) and depends on a lot of custom voiced dialogue and dialogue-attached scripting. With the race and dialogue bugs in the new versions, am I better off continuing to not update either my game or the CK for now? An .esp saved with an older version of the CK will eventually be convertible to the new versions, yes? Beyond the cool new stuff in the game, I'm not seeing a modder's benefit to the updates.
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Antonio Gigliotta
 
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Post » Fri Jun 22, 2012 1:49 am

Never a dull moment eh? :P

Personally, I'm leaving steam in offline mode until the all clear

- Hypno
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Reanan-Marie Olsen
 
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Post » Thu Jun 21, 2012 12:18 pm

Wish I had done that. Cant remeber if therte is a way to roll back the version of a steam update to hopefully try and see if that will quick fix my "everyone is naked" problem.
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Louise Andrew
 
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Post » Thu Jun 21, 2012 1:29 pm

I have encountered a severe problem post 1.6 beta and CK update. I have posted separately on it. Not entirely sure of the causal link, but am reporting just in case others encounter it. I deals with full LOD statics, markers, and linked activators from Externaly modded cells being removed from Exterior cells and showing up in Internal cells (modded interiors / warehouse cells).
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Nienna garcia
 
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Post » Thu Jun 21, 2012 10:47 am

This is just to add my problem and that of several other people on Nexus that saving in the new CK CORUPTS ALL THE CUSTOM ARMOR from that mod!
Does anyone know how to go back to the older CK version?
Or some kind of temporary fix?
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Kerri Lee
 
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Post » Thu Jun 21, 2012 11:26 am

Does anyone know how to go back to the older CK version?
That is simple enough, although it does depend on having had some foresight:

The CK update added 4 files and updated 5, which are all listed in post #25. Just set your Steam client in offline mode, and restore the 5 updated files from a backup copy of the ...\Steam\steamapps\common\skyrim folder, that you have previously made and stored somewhere on your system.
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carley moss
 
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Post » Thu Jun 21, 2012 3:59 pm

if you have windows 7 you can roll back your steam folder to a previous state in windows explorer
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Juan Cerda
 
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Post » Thu Jun 21, 2012 3:16 pm

Does anyone know if this rollback will work? Or are we stuck with broken armor mods etc
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Racheal Robertson
 
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Post » Thu Jun 21, 2012 4:43 pm

Creation Kit 1.6.9.1! Bringing the entire modding community to a grinding halt in one fell swoop!
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barbara belmonte
 
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Post » Thu Jun 21, 2012 7:05 pm

Chrisbburn I feel your pain. I had to reupload a previous version of one of my mods because everyone was running around Nekkid! My big mod project is now officially on hold so I guess it's only gonna be weapon mods for a while lol.
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Czar Kahchi
 
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Post » Thu Jun 21, 2012 2:32 pm

Have u tried applying skin partitions to the nif in niftools?
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Abi Emily
 
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