The New Unofficial Creation Kit Bug List

Post » Thu Jun 21, 2012 2:28 pm

To me seems my armors are working fine in the CK , I haven't checked in Game tough ...
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Yonah
 
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Post » Thu Jun 21, 2012 4:44 pm

http://www.gamesas.com/topic/1384273-new-ck-version-fixes-object-mountain-lod/
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courtnay
 
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Post » Thu Jun 21, 2012 3:04 pm

Enchantments don't show up in game on objects?
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jenny goodwin
 
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Post » Thu Jun 21, 2012 6:42 pm

It is great to know that Bethesda has fixed the armour bug so fast! Thanks Bethesda :tops:
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Chloe Yarnall
 
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Post » Fri Jun 22, 2012 1:48 am

It wasn't really a bug though. They just handed us the wrong CK and realized it after we all went nuts :P
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Undisclosed Desires
 
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Post » Thu Jun 21, 2012 10:37 pm

Now that the LOD bug appears to be gone (confirmation?), has anyone tested the statics dissapearing over distance bug? If it's also fixed, that leaves only 2 critical bugs out there...
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Jay Baby
 
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Post » Thu Jun 21, 2012 5:40 pm

http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20303115

Speaking of game-side issues, this is certainly one. It also can't be considered a bug either since the decision to compile those out was deliberate in the wake of Papyrus.
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Chantelle Walker
 
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Post » Thu Jun 21, 2012 10:55 am

Is steam automatically rolling the Creation Kit back to v 1.6.89? or do we have to do that manually some how?
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Ashley Hill
 
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Post » Thu Jun 21, 2012 8:24 pm

Is steam automatically rolling the Creation Kit back to v 1.6.89? or do we have to do that manually some how?

I had to do it manually, tools->ck->validate cache
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Your Mum
 
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Post » Thu Jun 21, 2012 3:05 pm

Hey I saved a mod of mine...unknowingly after a lot of work in version .91... It had some custom armor in it too. I don't mind, you know,
placing all the biped slots back correctly, but I'm more worried about Data corruption or any ninja-esque form related errors.

Is my file totally screwed?

It's a lot of work to lose... =/
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James Shaw
 
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Post » Thu Jun 21, 2012 11:20 am

I advise for you to do it all over again.
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how solid
 
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Post » Thu Jun 21, 2012 4:54 pm

I advise for you to do it all over again.

Fantastic. I love Bethesda.

Alright, now to have fun redoing the custom stats of 300+ weapons! Hooray~
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Kat Lehmann
 
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Post » Thu Jun 21, 2012 8:59 pm

I thought the armor thing was fixed?
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Motionsharp
 
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Post » Fri Jun 22, 2012 1:42 am

It is, but only because they downgraded ck to 1.6.89, work done in 1.6.91 might be corrupt and latter bit you in the ass.
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cutiecute
 
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Post » Thu Jun 21, 2012 5:41 pm

On the theme of "is this really a bug?", is this really a bug (from the "Medium" section):

http://www.gamesas.com/topic/1346664-topic-info-scripts-non-unique-names/

Beyond giving us the ability to set a prefix, as they have, I'm not sure what exactly a "fix" would look like. Forcing users to set a prefix, maybe? Longer filenames with a greater chance of being unique, I suppose is another possibility. But what exactly are we asking for, that we don't have with the prefix functionality?

Edit: also:

"The CK often crashes randomly, usually without reason (for example, while being idle or testing mods ingame)."

Was it ever warranted that we would be able to edit mods in the CK while the game was also running?
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Becky Cox
 
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Post » Thu Jun 21, 2012 2:59 pm

Fantastic. I love Bethesda.

Alright, now to have fun redoing the custom stats of 300+ weapons! Hooray~

You have a pre 1.6.91.0 esp backup?
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matt white
 
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Post » Thu Jun 21, 2012 8:00 pm

Bug list updated. Quite a few bugs have now been fixed and a few have been removed as they were game-side issues rather than actual bugs with the editor.

Bugs fixed:

Major
  • Custom generated LOD is completely broken. In game the LOD tree models do not get removed and LOD meshes incorrectly use overhead projection mapping.
Medium
  • Editing a scripts properties whilst modifying a phase script in a scene causes a CTD.
Minor
  • If the selected object in the render window is deleted, then the camera will pan and rotate wildly until another object is selected.
  • The topmost texture in the landscape editor window will always display as "NONE" and will cause the default texture to be used when painted. This means that the topmost texture (depending on sorting) is always unavailable to use, as it is always replaced by the default "NONE" texture.
  • Column width in the cell view window is reset with every new cell, which can cause issues with name and ID visibility.
  • The context menu in the 'Actor Values' dialog (form list) displays the 'Move to topic' option.
On the theme of "is this really a bug?", is this really a bug (from the "Medium" section):

http://www.gamesas.com/topic/1346664-topic-info-scripts-non-unique-names/

Beyond giving us the ability to set a prefix, as they have, I'm not sure what exactly a "fix" would look like. Forcing users to set a prefix, maybe? Longer filenames with a greater chance of being unique, I suppose is another possibility. But what exactly are we asking for, that we don't have with the prefix functionality?

Edit: also:

"The CK often crashes randomly, usually without reason (for example, while being idle or testing mods ingame)."

Was it ever warranted that we would be able to edit mods in the CK while the game was also running?

I've removed the Papyrus prefix bug from the list. You're right; It really doesn't count as a bug.

To answer your other question, in the Bethesda CK tutorial videos Joel Burgess left the Creation Kit running while testing the mod in-game. I doubt he would've done that if it could cause instability and crashes.
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Austin Suggs
 
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Post » Thu Jun 21, 2012 9:37 pm

To answer your other question, in the Bethesda CK tutorial videos Joel Burgess left the Creation Kit running while testing the mod in-game. I doubt he would've done that if it could cause instability and crashes.

Okay, that makes sense. Thanks for your work keeping the list up-to-date!
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Alexx Peace
 
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Post » Thu Jun 21, 2012 10:53 pm

You have a pre 1.6.91.0 esp backup?

Nooope I got totally Ninja'd. My last personal backup was two weeks ago. I'm probably gonna take a break from modding for now.

Reaaaaally not interested in doing 300+ edits again right now.
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Hilm Music
 
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Post » Thu Jun 21, 2012 6:24 pm

To answer your other question, in the Bethesda CK tutorial videos Joel Burgess left the Creation Kit running while testing the mod in-game. I doubt he would've done that if it could cause instability and crashes.

Not just him, I do it all the time, too. Never had the CK crash on me once while doing game testing, either.

If that one has not been removed, I'd say do so. Random crashes without rhyme or reason is not really a satisfactory bug report. Programs crash for seemingly no reason all the time, that the CK does too is nothing special and does not warrant an entry on a bug list.
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ezra
 
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Post » Thu Jun 21, 2012 11:48 am

http://www.gamesas.com/topic/1346664-topic-info-scripts-non-unique-names/
This one needs to get reinstated. It isn't so much about the user supplied prefix as it is about the fact that topic info scripts DO NOT get a unique identifier for the quest they belong to attached to them like they should, the way every other script of any kind does. That's what leads to it causing the potential for a filename clash, however slim the chance might be of that happening.
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Kelli Wolfe
 
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Post » Thu Jun 21, 2012 1:07 pm

Bug list updated. The crash caused by previewing idle animations in a package has been fixed.

This one needs to get reinstated. It isn't so much about the user supplied prefix as it is about the fact that topic info scripts DO NOT get a unique identifier for the quest they belong to attached to them like they should, the way every other script of any kind does. That's what leads to it causing the potential for a filename clash, however slim the chance might be of that happening.

I've re-added it to the list. I overlooked that detail when I decided to remove it. Thanks for the notice.
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alicia hillier
 
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Post » Thu Jun 21, 2012 3:56 pm

Bug list updated. The CK crash caused by duplicating vanilla music tracks or creating new ones has been fixed.
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lolli
 
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Post » Thu Jun 21, 2012 8:23 pm

Preferences - in the render window tab, constant update of water doesn't save correctly
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Donald Richards
 
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Post » Thu Jun 21, 2012 9:20 pm

Here's one from today... generating LOD eliminates your landscape on custom worldspace, even if you don't save then reload the CK it will be gone... tragic. Begs the question can you copy cells over from a backup esp to the current one? If so how...
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CHANONE
 
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