The New Unofficial Creation Kit Bug List

Post » Thu Jun 21, 2012 4:40 pm

The creator of the last three topics, SomeWelshGuy, has been absent for some time, so it is unlikely that the previous thread will be updated anytime soon. Therefore, I have decided to create a new one. I will check this thread at least once a day for any new reports.

Critical Bugs are defined as bugs that need fixing, right now. Seriously. These are bugs that make user plugins utterly useless, breaking them and causing major errors in game.
Major Bugs are defined as bugs in which functionality is broken in such a way that there is no effective solution, or the solution is far from ideal. Also includes bugs which can affect user plugins and cause errors in game.
Medium Bugs are defined as bugs in which functionality is broken, however where there are workarounds available in order to circumvent the issue. Also includes repeatable crashes and issues which require a restart of the CK.
Minor Bugs are defined as bugs which are more of an annoyance than a hindrance. These include bugs which are easily fixable and don't negatively affect user plugins.

I have also added a new category to the list: Engine Bugs. These are defined as bugs which are on the game-side, but which also affect user-made mods.

Bugs http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/ have more information available about the issue. Clicking on the link will take you to a post or topic where the bug is described in more detail.
Bugs highlighted yellow are issues which have been acknowledged by Bethesda, however which a fix has not been confirmed.
Bugs highlighted orange are issues which have been acknowledged by Bethesda, and have also confirmed to have a fix in the works.
Bugs highlighted green with a strikethrough are issues which have been fixed by Bethesda in a patch.
Bugs highlighted violet with a strikethrough are issues which have not been fixed by Bethesda, however where an unofficial user made fix is available that solves the issue.
Bugs highlighted red are issues which have been acknowledged by Bethesda, however where it has been confirmed that the issue won't be fixed in the foreseeable future.

http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/ denotes a link to the post where the bug has been acknowledged by Bethesda.

There are numerous bug topics all over the Creation Kit forum, and these get lost so quickly amongst all the general questions and advice topics. Like the Unofficial Skyrim Bugs topic, my aim is to have a centralised topic where we can list the bugs in order for the devs to see, and hopefully fix. When posting a bug, categorise it into one of three levels: Major Priority, Medium Priority and Minor Priority. This will make it easy to differentiate between a mod-breaking bug, and one where it's only a minor issue. If the issue is linked, it means there's a topic or post that explains the bug in more detail.

Critical Bugs
  • Patch 1.6 has introduced a critical bug relating to dialogue. Attempting to modify vanilla dialogue in any way will result in it becoming completely broken, with the audio and lip sync failing to work. It also causes any attached result script to fail to function. This is a very serious issue which affects almost all CK users.
  • http://www.gamesas.com/topic/1345681-navmesh-bug/ http://www.gamesas.com/topic/1345681-navmesh-bug/page__view__findpost__p__20341090
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20325586 http://www.gamesas.com/topic/1343692-color-mismatch-facebody/page__view__findpost__p__20260843 http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20623342
  • http://www.gamesas.com/topic/1344939-things-disappearing-in-the-world/page__st__30 http://www.gamesas.com/topic/1354218-an-open-letter-to-bethesda-regarding-ck/page__view__findpost__p__20414984
  • http://www.gamesas.com/topic/1345519-creating-new-worldspaceshow-to-get-around-the-broken-ck-features/
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20321917 http://www.gamesas.com/topic/1351453-gamebreaking-bug-for-worldspaces-bigger-than-4-quads-in-width-thread-2/page__view__findpost__p__20376830 http://www.gamesas.com/topic/1351453-gamebreaking-bug-for-worldspaces-bigger-than-4-quads-in-width-thread-2/page__view__findpost__p__20385300 http://www.gamesas.com/topic/1352988-fixing-the-64x64-cell-havok-bug-for-when-you-just-want-a-bigger-world/page__view__findpost__p__20419923
Major Bugs
  • http://www.gamesas.com/topic/1348239-creating-new-worldspacesdiscussion-thread-3/
  • http://www.gamesas.com/topic/1351617-4-bug-reports-ctd-game-always-looks-for-music-in-the-last-esm-in-the-loadorder-2-ck-crashes-and-1-assert/
  • http://www.gamesas.com/topic/1352907-just-ran-into-a-serious-issue-packaging-mods-for-sw-hope-im-just-doing-something-wrong/ http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20391946
  • http://www.gamesas.com/topic/1345124-bethesda-can-we-add-actor-values-and-modify-perk-trees/
  • http://www.gamesas.com/topic/1345724-important-bsas-and-you/ http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20416896
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20284802
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20284843 http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20623342
  • http://www.gamesas.com/topic/1348239-creating-new-worldspacesdiscussion-thread-3/
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20283919
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20290500
  • Moving or rotating any marker (x marker, coc marker, roombounds etc) that's been added in the current plugin (i.e. doesn't have a mod index of 00) doesn't cause the Creation Kit to mark the plugin as changed (* tag). Therefore it seems as if it's saved when in reality your changes will be lost on exit. The CK doesn't even notify you if the plugin should be saved, it just closes without any prompts, causing you to lose any changes made.
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20315345
  • http://www.gamesas.com/topic/1348553-deleted-objects-show-up-near-00-in-tamriel-worldspace/
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20329939
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20382957
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1358353-beta-unofficial-skyrim-patch-thread-2/page__p__20484463#entry20484463
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20527273
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20566006
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20567909
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20580914
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20611951 http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20665816
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20642183
  • http://www.creationkit.com/Stats_Tab#Notes
Medium Bugs
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20282169
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20282169
  • Duplicating a cell will mark the original cell as modified, give it a *, adding a dirty record to the active file.
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20282169
  • Havok seems to change speed wildly randomly. This makes it difficult to position things accurately (for example, a dead actor hanging off the top of a wall. He'll fall so fast (less than a second) that you don't have time to adjust him).
  • http://www.gamesas.com/topic/1345089-ck-steamworks-upload-bug-report-bethesda-please/ http://www.gamesas.com/topic/1345089-ck-steamworks-upload-bug-report-bethesda-please/page__view__findpost__p__20273607
  • Statics in random exterior cells become invisible in the CK, but still selectable. The worldspace needs to be re-loaded in order for them to appear again.
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292075
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20291504
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293273
  • http://www.gamesas.com/topic/1346664-topic-info-scripts-non-unique-names/
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20302041
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20302527
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20367809
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20302878
  • http://www.gamesas.com/topic/1346833-how-do-i-make-an-activator/
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292446
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292446
  • http://www.gamesas.com/topic/1346621-dummy-items-issue/
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20306540
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20308842
  • The CK often crashes randomly, usually without reason (for example, while being idle or testing mods ingame).
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20359881 http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20744024
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20368435
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20381609
  • http://www.gamesas.com/topic/1349924-possible-bug-civil-war-guard-crash/
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20399974
  • http://www.gamesas.com/topic/1355335-race-starting-attribute-bug/
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20448583
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20434859
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20535663
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20574040
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20612405
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20612568
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20612617
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20622868
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20622868
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20660715 http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20744746
Minor Bugs
  • http://www.gamesas.com/topic/1345462-resizing-the-ck-windows-theyre-too-big/
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20281388
  • Opening a perk with multiple perk entries will cause the perk entries to change order on edit.
  • http://www.gamesas.com/topic/1345526-removing-grass/ http://www.gamesas.com/topic/1354218-an-open-letter-to-bethesda-regarding-ck/page__view__findpost__p__20414984
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20289422
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20290971
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20291390
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292348
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292446
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292446
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292726
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293082
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293082
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293273
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293299
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293353
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20302234
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20304767
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20316439
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20329138
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20329192
  • Actors who have the "Starts Dead" flag enabled will often have stretched out arms in the CK when the cell is reloaded.
  • As scripts are now handled externally by Papyrus, the "Scripts" tab under Find Text is no longer functional.
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20358935
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20382558
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20382957
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20382957
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20383167
  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20384584
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20421270
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430143
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20430873
  • http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__view__findpost__p__20714887
Engine Bugs
  • http://www.gamesas.com/topic/1384861-yet-another-huge-bug-interior-cell-as-a-static-limit/
User avatar
Star Dunkels Macmillan
 
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Post » Thu Jun 21, 2012 3:12 pm

I thought the Navmesh bug was fixed?
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john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Thu Jun 21, 2012 10:20 pm

I thought the Navmesh bug was fixed?

Arthmoor has confirmed it is fixed in the 1.6 beta, but that was the beta version. The 1.6 full patch has just been released, though, so I'll be running a test later. If it is indeed fixed, I will update the list accordingly.
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Alberto Aguilera
 
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Joined: Wed Aug 29, 2007 12:42 am

Post » Thu Jun 21, 2012 10:45 am

Once again, I suggest that this thread be moved/ported to the CK wiki. It'd have better visibility there and all wiki users will be able to contribute to it.
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..xX Vin Xx..
 
Posts: 3531
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Post » Fri Jun 22, 2012 1:15 am

Bug list updated. It seems the NavMesh bug is indeed fixed. Also added the PC Level Mult bug.

Once again, I suggest that this thread be moved/ported to the CK wiki. It'd have better visibility there and all wiki users will be able to contribute to it.

That wouldn't do much. These forums likely get hundreds of people visiting every day, but from what I'm seeing, the Creation Kit wiki doesn't get even half that amount. Today, there's only been 4 edits on the CK wiki, all to the Actor Value page. The rest of the Recent Changes entries are just newly created accounts and talk page questions.
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Britta Gronkowski
 
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Post » Thu Jun 21, 2012 8:03 pm

New critical (maybe major, but I say critical) bug introduced by 1.6 patch: if a mod edits vanilla dialogue, the dialogue topic will become broken and the voice acting and lip sync will fail to play.

I call this critical because there are a large number of reasons one might wish to edit vanilla dialogue, and there is no known solution or workaround to this happening. The USKP has fallen victim to this, as well, so now the major bugfixing mod is causing bugs. A lot of them. Through no fault of its own.
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Maria Garcia
 
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Joined: Sat Jul 01, 2006 6:59 am

Post » Thu Jun 21, 2012 10:05 pm

That wouldn't do much. These forums likely get hundreds of people visiting every day, but from what I'm seeing, the Creation Kit wiki doesn't get even half that amount. Today, there's only been 4 edits on the CK wiki, all to the Actor Value page. The rest of the Recent Changes entries are just newly created accounts and talk page questions.
The recent changes list is hardly indicative of the website's activity - Only a small amount of the users actively contribute to the wiki. I'm sure a large majority continue use it as a reference. Also, remember that you don't need an account to browse its contents.
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marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Thu Jun 21, 2012 8:11 pm

New critical (maybe major, but I say critical) bug introduced by 1.6 patch: if a mod edits vanilla dialogue, the dialogue topic will become broken and the voice acting and lip sync will fail to play.

I call this critical because there are a large number of reasons one might wish to edit vanilla dialogue, and there is no known solution or workaround to this happening. The USKP has fallen victim to this, as well, so now the major bugfixing mod is causing bugs. A lot of them. Through no fault of its own.

This doesn't seem to affect me. I did the test on a few dialogue files. I tried adding new conditions, changing the text. Nothing. Both the audio and the lip sync worked fine.

Regardless, I am still going to add it to the list, as quite a few people have reported this. It is possible that it only affects certain computers. Given this, I am going to put it in the Major category for now.

The recent changes list is hardly indicative of the website's activity - Only a small amount of the users actively contribute to the wiki. I'm sure a large majority continue use it as a reference. Also, remember that you don't need an account to browse its contents.

I admit, it was a bit idiotic of me to judge the website based on the recent changes. It's pretty obvious that most of the people who browse the CK forum will visit the website.

With that said, I think it would be a decent idea to add a page documenting these bugs. I remember the Oblivion CS website had an entire troubleshooting category, something which the CK wiki lacks. But regardless, I'm going to keep updating this thread. I don't think the devs browse the CK wiki that often, compared to these forums.
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CHANONE
 
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Post » Thu Jun 21, 2012 11:40 pm

This doesn't seem to affect me. I did the test on a few dialogue files. I tried adding new conditions, changing the text. Nothing. Both the audio and the lip sync worked fine.

Regardless, I am still going to add it to the list, as quite a few people have reported this. It is possible that it only affects certain computers. Given this, I am going to put it in the Major category for now.
It needs to get moved to the top of the critical category. Yes, it's that bad, and yes, it's extremely widely reported across a huge variety of PC builds. If you haven't seen it, you're just the lucky one this time around.

There will be zero possibility anyone can fix this without a CK update either, and it's basically going to become the new navmesh bug if it's allowed to fester long enough.
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Stacey Mason
 
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Joined: Wed Nov 08, 2006 6:18 am

Post » Fri Jun 22, 2012 12:03 am

It needs to get moved to the top of the critical category. Yes, it's that bad, and yes, it's extremely widely reported across a huge variety of PC builds. If you haven't seen it, you're just the lucky one this time around.

There will be zero possibility anyone can fix this without a CK update either, and it's basically going to become the new navmesh bug if it's allowed to fester long enough.

Done. I've also sent a PM to Gstaff about this issue. Let's hope Bethesda see this and fix it as soon as possible.
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Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Fri Jun 22, 2012 12:11 am

New critical (maybe major, but I say critical) bug introduced by 1.6 patch: if a mod edits vanilla dialogue, the dialogue topic will become broken and the voice acting and lip sync will fail to play.

I call this critical because there are a large number of reasons one might wish to edit vanilla dialogue, and there is no known solution or workaround to this happening. The USKP has fallen victim to this, as well, so now the major bugfixing mod is causing bugs. A lot of them. Through no fault of its own.

I hope it is an issue caused by the non-updated version of the CK, and that it gets fixed with the new version of it...
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Justin Hankins
 
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Joined: Fri Oct 26, 2007 12:36 pm

Post » Thu Jun 21, 2012 7:13 pm

It has also been reported that the Edited Dialogue Bug causes any Result Scripts attached to the affected topics to fail to execute, as well.

So yes, a very well deserved #1 slot in the Critical Bugs section.

http://www.gamesas.com/topic/1376513-wiprelz-unofficial-skyrim-patch-thread-7/page__view__findpost__p__20947271
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suniti
 
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Joined: Mon Sep 25, 2006 4:22 pm

Post » Thu Jun 21, 2012 4:10 pm

Comparatively minor, but if you change the quest on a package (not from 0->quest, but from a quest with 1 set of aliases to a quest with another) then Target:Single Ref entries for it will no longer let you select an Alias as a target. Which is annoying, and means you need to completely rebuild the package from scratch. Nope, I was wrong, it turns out that you just can't set aliases on Templates, but you can set them on straight-up Packages.
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Steve Smith
 
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Post » Thu Jun 21, 2012 4:43 pm

http://www.gamesas.com/topic/1348321-2nd-scene-troubles-dialogue-wont-fire/

This is not true, as has been stated in the previous thread.

You can have dozens of scene in a quest (I have around 20 in the same quest in the mod I'm working on).
What you must make sure is that there is a voice-file attached to every single dialog entry in your scenes, else they won't work (silent voice-files will of course do)


...and the new dialog bug sounds ghastly :(
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Alex Blacke
 
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Post » Thu Jun 21, 2012 9:47 am

This is not true, as has been stated in the previous thread.

You can have dozens of scene in a quest (I have around 20 in the same quest in the mod I'm working on).
What you must make sure is that there is a voice-file attached to every single dialog entry in your scenes, else they won't work (silent voice-files will of course do)


...and the new dialog bug sounds ghastly :(

Removed it. I remember I heard about that a while ago. Thanks for the notice.
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Brandi Norton
 
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Post » Thu Jun 21, 2012 11:19 am

http://www.gamesas.com/topic/1348833-old-versions-of-mods-conflicting-with-newer-ones/
This really doesn't belong on a list of CK bugs. This is a game-side issue. I'm sure there's others on this list that are as well and really shouldn't be here.

The CK side of things updates cleanly when you're doing what that guy did.

Maybe we ought to be running a thread like this on the game-side forum :P
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Milagros Osorio
 
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Post » Thu Jun 21, 2012 2:03 pm

This really doesn't belong on a list of CK bugs. This is a game-side issue. I'm sure there's others on this list that are as well and really shouldn't be here.

The CK side of things updates cleanly when you're doing what that guy did.

Maybe we ought to be running a thread like this on the game-side forum :tongue:

I've removed it. And I don't think it can even be called an issue. It's just that Papyrus instead saves scripts in file form, instead of in the plugin itself like in Oblivion and Morrowind.
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Greg Swan
 
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Post » Thu Jun 21, 2012 11:28 pm

That's part of it, sure, but even if one were to completely delete the script, the save will still go looking for it. I do wish they'd stuck with the embedded script code despite how nifty it is to be able to use an external script in more than one mod.

Either way, that's still game-side logic, and according to everything Bethesda put in the wiki about it, functioning intentionally as designed.
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Unstoppable Judge
 
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Post » Thu Jun 21, 2012 12:24 pm

This is my take on the new dialogue bug introduced in patch 1.6.

Another user mentioned that Bethesda seemed to have implemented a new silent voice system to the dialogue. I tested this and confirmed it. Dialogue no longer flashes by, but instead stays on screen for 5-10 seconds, long enough for the player to read. I think that this would be an excellent mechanic, especially for modders who prefer not to used voiced dialogue or simply do not have voice actors to do so. But unfortunately, I think this new system has a lot in common with this new bug.

Think about it. This silent voice system is introduced, and then suddenly we get a game-breaking dialogue bug. It's just too much of a coincidence. Maybe the new system thinks that edited dialogue is instead new dialogue altogether, and thus searches for the audio and lip sync in the wrong place. Or maybe the silent voice system simply takes priority over any user dialogue, whether edited or created. We can't know for certain until Bethesda recognizes this.

That's my theory about this bug. Whether or not those are the reasons this bug happens, I definitely think that the bug has something to do with this new silent voice system.
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Wanda Maximoff
 
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Post » Thu Jun 21, 2012 11:58 am

This is my take on the new dialogue bug introduced in patch 1.6.

Another user mentioned that Bethesda seemed to have implemented a new silent voice system to the dialogue. I tested this and confirmed it. Dialogue no longer flashes by, but instead stays on screen for 5-10 seconds, long enough for the player to read. I think that this would be an excellent mechanic, especially for modders who prefer not to used voiced dialogue or simply do not have voice actors to do so. But unfortunately, I think this new system has a lot in common with this new bug.

Think about it. This silent voice system is introduced, and then suddenly we get a game-breaking dialogue bug. It's just too much of a coincidence. Maybe the new system thinks that edited dialogue is instead new dialogue altogether, and thus searches for the audio and lip sync in the wrong place. Or maybe the silent voice system simply takes priority over any user dialogue, whether edited or created. We can't know for certain until Bethesda recognizes this.

That's my theory about this bug. Whether or not those are the reasons this bug happens, I definitely think that the bug has something to do with this new silent voice system.
An interesting theory. That wouldn't explain the resulting scripts not working, but that didn't meant your assumption is wrong.
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Ebony Lawson
 
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Post » Thu Jun 21, 2012 10:05 am

Bug list updated. The PC Level Mult problem has been fixed as of patch 1.6.
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jeremey wisor
 
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Post » Thu Jun 21, 2012 2:28 pm

Bug list updated. The PC Level Mult problem has been fixed as of patch 1.6.
so followers level up now? without the need to use the wabbajack?
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Inol Wakhid
 
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Post » Thu Jun 21, 2012 9:44 am

I have posted this else where but I want to draw attention to it as I know there is a quirk here.

I know it is not the best practice to modify an existing quest in the game but I had successfully accomplished this with a small change to the WICourier Quest
I had added one condition to one of the Dialog topics that had the courier see my note in the container and deliver it. It worked fine....
Then I updated to beta and the Courier was not behaving at all correct.
I checked the Quest and everything was the same. After troubleshooting I discovered that if I add one thing to the Dialog that the quest will only use that one thing I had changed... If I edit all the Dialog and then put it back so that my mod has all the dialog stored then the mod works as does the game WIQuest. So it would appear that there is some quirk now that should I change a quest dialog that is in the main update file that I need to change at least to save it all of the dialog.

I discovered this and perhaps it is a known bug ? But It took me a while to figure out that the actor was not carrying out any dialog in the section or topic I had added to unless I included all the topic area.



Comments Welcome...
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Alexis Acevedo
 
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Post » Thu Jun 21, 2012 6:08 pm

can someone explain better this new bug, who apparently can be as serious as navmesh?
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George PUluse
 
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Post » Thu Jun 21, 2012 9:38 am

can someone explain better this new bug, who apparently can be as serious as navmesh?

Make a plugin, find a dialogue topic, and make an edit. Any edit, you could simply add a punctuation mark to one of the Response strings or change a condition's flag from AND to OR.

Then go in game and have an NPC say the topic. The NPC's voice acting for that line will not play, and any scripts that are meant to execute during or after the NPC saying that line will fail (so if the line is meant to start a quest, the quest won't start).
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Rudy Paint fingers
 
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