Creation Kit 1.6.91.0 Now Live On Steam

Post » Thu Jun 21, 2012 7:32 pm

It's been several days since the 1.6 release of Skyrim came out of beta. Are there any plans to update the Creation Kit for this release (I believe there are a number of new record types that are not accounted for by the current release)?

Just curious, as I'm holding off on my modding activities until this gets updated...
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i grind hard
 
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Post » Thu Jun 21, 2012 6:09 pm

The new record only affects the headder and won't harm your mod even if you check update.esm. That said, it didn't seem they will release a new CK update with this version.
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Amy Masters
 
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Post » Fri Jun 22, 2012 1:12 am

I would also point out the urgent need for modders and unofficial patchers to be able to see the source codes for any script changes (or so I would assume), such as what has happened to the Companions guild maintenance script for example. Those typically accompany a new release of the CK.

I noticed, that amgepo had admirably decompiled the nirnroot fix to make sure that it was truly working and if he needed to modify his mods because of it, but that is something that really cannot be expected to happen widely.
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Saul C
 
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Post » Thu Jun 21, 2012 2:46 pm

There are also new functions added in the patch which are currently unavailable to modders (unless they use SKSE as I re-exposed the functions for those .psc files we modify). i believe that we'll see a new CK in the near future, but I have no inside knowledge.
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Anna Krzyzanowska
 
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Post » Thu Jun 21, 2012 11:34 pm

They can also declare the functions as native in their scripts, though obviously having them declared in the SKSE psc files makes live easier. What really is lacking is an entry in the wiki for those functions (I suppose there are much modeers not even knowing those functions exist). I think they should have added it, but I'm too grateful for the addition of some of them to complain :tongue:
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sam smith
 
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Post » Thu Jun 21, 2012 3:30 pm

[sorry wrong thread]
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ashleigh bryden
 
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Post » Thu Jun 21, 2012 5:20 pm

I have seen bits and pieces of info about new papyrus functions. I have posted several times asking about them, but can someone please get some info up about papyrus specifically so we can get to scriptin'? Is there some list somewhere of these functions and events if they are included in SKSE?


Everyone is yapping about the voice bugs, which will obviously be fixed, I am more interested in what kind of new stuff am I gunna be able to do with Papyrus.
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john page
 
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Post » Thu Jun 21, 2012 10:18 am

I have seen bits and pieces of info about new papyrus functions. I have posted several times asking about them, but can someone please get some info up about papyrus specifically so we can get to scriptin'? Is there some list somewhere of these functions and events if they are included in SKSE?


Everyone is yapping about the voice bugs, which will obviously be fixed, I am more interested in what kind of new stuff am I gunna be able to do with Papyrus.


Here you can find info on them:

http://www.gamesas.com/topic/1372862-wipz-skyrim-script-extender-skse/page__st__150__p__20831719__hl__unequipitemslot__fromsearch__1#entry20831719

http://www.gamesas.com/topic/1376413-skyrims-newest-beta-patch-the-ck/page__p__20831757__hl__getformfromfile__fromsearch__1#entry20831757
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Lauren Dale
 
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Post » Thu Jun 21, 2012 1:53 pm

so I (as a user of SKSE) can use:

OnPlayerLoadGame ?

But...at this time it does not compile (with latest version of SKSE).


There are also new functions added in the patch which are currently unavailable to modders (unless they use SKSE as I re-exposed the functions for those .psc files we modify). i believe that we'll see a new CK in the near future, but I have no inside knowledge.
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JR Cash
 
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Post » Thu Jun 21, 2012 1:59 pm

Actually OnPlayerLoadGame works fine for me with 1.6 even without SKSE. It extends actor and only works on the player actor, so should be attached to a script that extends a ReferenceAlias that is filled by the player.

As has been noted before, it doesn't fire the very first time the mod is loaded, after it is installed. But seems to work thereafter.
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electro_fantics
 
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Post » Fri Jun 22, 2012 2:10 am

My CK was just updated, I checked the version as 1.6.91. Don't remember what the last version # was, anyone else get it?
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Kari Depp
 
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Post » Thu Jun 21, 2012 10:27 am

Mine to, just updated :)
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Cameron Wood
 
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Post » Fri Jun 22, 2012 2:14 am

yep, mine updated as well
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Emily Jones
 
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Post » Thu Jun 21, 2012 12:17 pm

Got it too. Previously it was 1.5.24, now it is 1.6.91
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Brandon Bernardi
 
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Post » Fri Jun 22, 2012 1:17 am

Just started mine up... here comes the update... happy times are back!
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Melung Chan
 
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Post » Fri Jun 22, 2012 2:42 am

My CK was just updated, I checked the version as 1.6.91. Don't remember what the last version # was, anyone else get it?

Mine just updated to 1.6.91 as well - the previous version was 1.5 something or other.

Just to confirm, if I was working on a mod before that added some objects to vanilla cells, I don't need to start over now, right? I should just continue working and save the plugin again?
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Chloe Mayo
 
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Post » Thu Jun 21, 2012 9:04 pm

I would appreciate it if a mod could change the title of this thread to reflect that the update has arrived. Thanks.
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Ally Chimienti
 
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Post » Thu Jun 21, 2012 10:43 pm

Just to confirm, if I was working on a mod before that added some objects to vanilla cells, I don't need to start over now, right? I should just continue working and save the plugin again?

I'm no expert but I believe you're fine. I think the primary concern was working on a mod with the un-updated CK, as that may have caused issues.
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ashleigh bryden
 
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Post » Thu Jun 21, 2012 8:22 pm

Anyone know if we got updated Papyrus source files with this or ?
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Anna S
 
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Post » Thu Jun 21, 2012 1:09 pm

Updating here, too. Now that's great!

Someone can confirm if the vanilla dialogue editing bug (the so-called "new navmesh bug") is fixed by this update?
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Naughty not Nice
 
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Post » Thu Jun 21, 2012 4:37 pm

Anyone know if we got updated Papyrus source files with this or ?
I have 4 psc files in my Scripts/Source folder that were created right when I got the update at noon today. So it appears so?
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Amelia Pritchard
 
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Post » Thu Jun 21, 2012 2:51 pm

So another question: Since there appear to be updates to the scripts, do I need to reinstall SKSE over the top?
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Melissa De Thomasis
 
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Post » Thu Jun 21, 2012 4:58 pm

Two new things I've noticed straight away

1. Time Of Day Slider on the main toolbar
2. An All Loaded cell to select in the Cell Window for worldspaces
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ladyflames
 
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Post » Thu Jun 21, 2012 2:27 pm


2. An All Loaded cell to select in the Cell Window for worldspaces

I don't see this option, can you explain a bit more?
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Lynette Wilson
 
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Post » Fri Jun 22, 2012 2:12 am

It seems, that the changes in Creation Kit 1.6.91 are:

These files were updated:
- CreationKit.exe
- Papyrus Compiler\PapyrusAssembler.exe
- Papyrus Compiler\PapyrusCompiler.exe
- Papyrus Compiler\PCompiler.dll
- Papyrus Compiler\ScriptCompile.bat

These files were added:
- Data\Scripts\Source\CR04BrutePreQuestScript.psc
- Data\Scripts\Source\DLC1_QF_Patch1_6_UpdateQuest_0100097F.psc
- Data\Scripts\Source\QF_Patch1_5_UpdateQuest_0100083F.psc
- Data\Scripts\Source\TextureSet.psc

No udated script sources, only the new ones. Perhaps coming later?

I wonder, if it could mean, that game update 1.6.91 is around the corner.
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Jessica Stokes
 
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