The New Unofficial Creation Kit Bug List

Post » Thu Jun 21, 2012 9:48 pm

New Bug:

Custom made armor will not show up properly in game. They appear to not be assigned to the correct body slots. I have a mod which had custom Mage robes utilizing vanilla models and textures. These no longer show up in game after I saved the mod using the lastest version of CK. You're character now appears naked even though the items are equipped. you can actually double equip Vanilla armor/robes while wearing my modified robes as they don't seem to be taking up the same inventory/body slot and any effects they have will stack.

Already been reported. This is a pretty serious bug, though, considering how many armor and clothing mods exist out there. At least 2/3s of the mods available for this game (3/4 counting the Edited Dialogue bug) are now completely broken.
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Valerie Marie
 
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Post » Thu Jun 21, 2012 5:30 pm

And as mentioned it's not limited to custom armor either. Edited vanilla armor has the same problem.
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Sheila Esmailka
 
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Post » Thu Jun 21, 2012 4:04 pm

I had a quick scan over the bug lists (<--lazy) didn't see my issue.. little one but still..

Anyone else have the inability to move objects along the y axis, x and z work fine for me but the y axis (pressing the y key on kb) moves my camera position and the the object still moves in x and y directions??
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Shirley BEltran
 
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Post » Thu Jun 21, 2012 5:57 pm

It'd have been better to send the links to this and http://www.gamesas.com/topic/1383060-creation-kit-16910-now-live-on-steam/ posts. Now it's not only the edited dialogue bug what is worrysome, but the armor slot and races' ones as well...

Good lord, a patch that doesn't fix the most critical bug, and that adds two extra ones....it's just ridiculous.

I gave them the link to this thread. Woulda done the other one and mentioned the armour bug, but hey, I only get 140 characters.
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Setal Vara
 
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Post » Thu Jun 21, 2012 3:19 pm

I also sent a PM to GStaff with the 3 big ones. Armor, Races, Dialogue. He's usually pretty good about passing this stuff along. I also asked for updated Papyrus script source, but I wouldn't count on getting that.
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Stephani Silva
 
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Post » Fri Jun 22, 2012 1:12 am

I had a quick scan over the bug lists (<--lazy) didn't see my issue.. little one but still..

Anyone else have the inability to move objects along the y axis, x and z work fine for me but the y axis (pressing the y key on kb) moves my camera position and the the object still moves in x and y directions??
Use C instead - It's the new Y.
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SexyPimpAss
 
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Post » Thu Jun 21, 2012 6:07 pm

Use C instead - It's the new Y.
kool, cheers. nice place for it too
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Cheryl Rice
 
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Post » Fri Jun 22, 2012 1:49 am

Bug list updated.

It just keeps getting worse, doesn't it?
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Trent Theriot
 
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Post » Thu Jun 21, 2012 3:53 pm

It just keeps getting worse, doesn't it?
I just don't understand. Did no-one at Bethesda edit Armor, Races or Dialogue before they released it??? They should have noticed something was wrong if they tested it properly.
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Amy Melissa
 
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Post » Thu Jun 21, 2012 10:42 pm

I just don't understand. Did no-one at Bethesda edit Armor, Races or Dialogue before they released it??? They should have noticed something was wrong if they tested it properly.
In skyrim.esm with their version control, I suppose.
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Cool Man Sam
 
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Post » Thu Jun 21, 2012 10:15 pm

Hi,

did they change the color forms? My "HumanSkinBaseWhite01" (only used by male characters) is now extremly brown... If I preview the body of a male nord (-> NordRace -> Preview), the skin color is more like that from a redguard. And I don't even change something at the color forms.

Edit: Short question. What should a modder do now? Can I modify with the new version of the CK, because they will fix their error soon and all went back to normal? Or is my whole esp just garbage since this morning and I can start from the beginning? They can't do this!
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Ludivine Dupuy
 
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Post » Thu Jun 21, 2012 9:58 pm

I think modders should make a backup copy of their previous esp, if they have it, without the 1.6 bugs, and check: if they'll fix it, it's all good. if not, rollback to the immediately previous version ONCE the fix is released.
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Dan Endacott
 
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Post » Fri Jun 22, 2012 12:24 am

Alright... and if there is no backup file? Can I expect (or even hope), that even with the new version saved esps will work again?
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Dan Stevens
 
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Post » Thu Jun 21, 2012 1:34 pm

Creating activation "on click" primitives is broken. They simply don't work if created from scratch, the checkmark for "Player Activation" un-toggles itself. You are required to copy and paste an existing primitive with the property enabled for it to work.

This one is fixed. Not sure when it was, but the "player activation" checkbox is not only sticking while in the cell, but after it's been cycled out and loaded back, and even across a CK exit and restart.
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Georgia Fullalove
 
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Post » Thu Jun 21, 2012 9:03 pm

Hi

I have two bugs that appeared when 1.6 was out, problem is I'm not sure if the cause is Tesvsnip or the CK, according to the forum it seems Tesvsnip is causing them. Anyway, here are the videos:

http://www.youtube.com/watch?v=d7PwKZ7Ypo8

http://www.youtube.com/watch?v=WVNyx-uw4ic

If other people have the same problem and only used CK then we can come to the conclusion that CK is causing them, if not, it isn't.

Thanks.
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laila hassan
 
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Post » Thu Jun 21, 2012 10:12 am

Bug list updated. 'Player Activation' primitives will now work correctly, and the problem with new leveled lists sorting themselves in descending order has also been fixed.
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Georgia Fullalove
 
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Post » Thu Jun 21, 2012 9:38 am

so, we got 2 new gamebreaking bugs but also new fixes...
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Brandi Norton
 
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Post » Fri Jun 22, 2012 12:11 am

Love is a game of give and take.
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Stephanie Valentine
 
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Post » Fri Jun 22, 2012 1:17 am

Well going to see if i can upload an old esp and bsa , with the new CK without touching them, to see if it reloads the file. AT least it'll be working..
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Francesca
 
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Post » Thu Jun 21, 2012 7:00 pm

yup that works.. just an old esp with a latest bsa still works (had updated some voices)
as long as you don't press save
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Scott Clemmons
 
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Post » Thu Jun 21, 2012 11:40 am

Oiy, the armor thing must be more than a little embarassing for Bethesda. If not I certainly hope it becomes so very quickly so they can fix one of the most obvious (literally) bugs since the moonwalking-tank dragons.
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Angela Woods
 
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Post » Thu Jun 21, 2012 11:46 pm

I have a very simple noob-level mod, which I examined with TESVSnip 4.3 after having just loaded and saved it in the new CK. This is what I noticed:

For an NPC_ record, TEVSnip shows:
Flags 1: 00040000
(Data is compressed)

For an ARMO record, TEVSnip shows:
Flags 1: 00000004
(Unknown (4))

Also,
- TESVSnip shows a mismatch between the original and newly indicated ARMO record sizes, which are clearly too small, and
- TESVSnip only shows the ARMO record data up to a point, and drops the rest, and
- the compression flag is not originally set for ARMO records saved under CK 1.5.26, and
- after saving with CK 1.6.91 the file size is a bit smaller.

So I would suspect, that what has happened, at least for ARMO records is, that
- they are now compressed under CK 1.6.91, and
- the compression flag is misplaced (or there is a new variety of it).


However, I could also be mistaken.

Someone with a clearly misbehaving armour mod and an aptitude to flipping bits with a hex editor could possibly be able the check this out.
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Angel Torres
 
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Post » Thu Jun 21, 2012 6:34 pm

Inki, Interesting that the mod size is smaller. I have a few race edits in my mod and if I load a pre 1.6.91 mod into the CK and just hit save, it actually grows by about 21K. I don't, however, have any new or modified ARMO records. Is it possible the game is expecting compression in some places and not in others? Is this why we might be having such odd behavior with ARMO and RACE modifications?
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Cesar Gomez
 
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Post » Fri Jun 22, 2012 12:09 am

Could be. I don't have any race edits in my noob mod. It merely re-outfits my housecarls as wenches and barkeepers when off duty, and the size reduction is just 16 bytes, but it is there. The mod only has 1 TES4 header, 4 ARMO records, 2 OTFT records, and 5 NPC_records. (I have previously removed any dirty edits from it.)
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Stephanie Kemp
 
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Post » Thu Jun 21, 2012 12:14 pm

Inki, Interesting that the mod size is smaller. I have a few race edits in my mod and if I load a pre 1.6.91 mod into the CK and just hit save, it actually grows by about 21K. I don't, however, have any new or modified ARMO records. Is it possible the game is expecting compression in some places and not in others? Is this why we might be having such odd behavior with ARMO and RACE modifications?
As I heard, the new CK increases the mods size in about 300 k (or it was 200?) because of the header. As your file only grows in 21 K I would say that your race edits does reduce the size.
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Manny(BAKE)
 
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