Creation Kit 1.6.89.0 Now Live on Steam

Post » Thu Jun 21, 2012 5:30 pm

May I also add that the nexus just recently hit 100,000,000 downloads. Now either that's a very small amount of people staying up 24/7 to download everything possible, or the community is pretty active...

On that note, it's kinda sad that the SW is at like... 15 million downloads... :P
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Liv Brown
 
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Post » Thu Jun 21, 2012 4:13 pm

(snip)

Not to mention the CK is slowly getting polished. It seems that the most serious bug it currently has is the vanilla dialogue' one. And a lot of minor ones got fixed as well.
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Benji
 
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Post » Fri Jun 22, 2012 12:35 am

After those two past updates, is understanble the Observe need to say such things. Berating things a little after a stressing experience, can be very relaxing.

GODS, HOW MUCH I HATE THIS GAME!!!!! (not true, but now I feel myself so much better... :P )
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Crystal Clear
 
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Post » Thu Jun 21, 2012 6:59 pm

I never updated to the 1.6.91 update. My mod has a lot of custom dialogue and the main NPC is a custom race (since the existing Dremora race textures aren't intended for female proportions). I won't be adding new spaces, so the navmesh bug fix doesn't really matter to me. Is updating to the 1.6.89 update safe for me, or should I stick to 1.5?
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Misty lt
 
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Post » Thu Jun 21, 2012 7:34 pm

The race is no longer an issue, but you might wish to stick with 1.5 until the dialogue thing has been sorted out.
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Lakyn Ellery
 
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Post » Fri Jun 22, 2012 2:17 am

Not to mention the CK is slowly getting polished. It seems that the most serious bug it currently has is the vanilla dialogue' one. And a lot of minor ones got fixed as well.
I never updated to the 1.6.91 update. My mod has a lot of custom dialogue and the main NPC is a custom race (since the existing Dremora race textures aren't intended for female proportions). I won't be adding new spaces, so the navmesh bug fix doesn't really matter to me. Is updating to the 1.6.89 update safe for me, or should I stick to 1.5?
The dialogue bug is an engine issue and was introduced with the Skyrim update, it has nothing to do with the CK. It will need to be fixed with a patch to the game engine.

The custom race stuff was fixed with the rollback to .89.
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Catharine Krupinski
 
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Post » Thu Jun 21, 2012 11:52 am

The dialogue bug is an engine issue and was introduced with the Skyrim update, it has nothing to do with the CK. It will need to be fixed with a patch to the game engine.

The custom race stuff was fixed with the rollback to .89.

Ah, yes, I never remember it...I meant to say that that engine bug affects editing things with the CK... :)
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alyssa ALYSSA
 
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Post » Thu Jun 21, 2012 5:55 pm

Actually it doesn't affect editing things in the CK at all. It's just the game refusing to cooperate with what you told the CK to edit. The bug affects mods written in any version of the CK, so it's perfectly safe to update to 1.6.89.
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Josh Sabatini
 
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Post » Thu Jun 21, 2012 8:19 pm

I wonder...

If one wants to test one's dialogues in game, one should probably stick to the 1.5 game version to avoid the dialogue bug. I doubt that many people have retained the 1.5 game version and only updated the CK to 1.6. I may be excessively cautious here, but could there be a chance, that the 1.6 CK saves some things in a format not recognized by the 1.5 game?

So, in any case I would recommend having the same version (1.5 or 1.6) for both the game and the CK, just to be on the safe side, in case somebody is thinking about crossing them. Or if you do, your experience might be worth reporting.

On second thought, if there were an issue with CK 1.6 and game 1.5, it probably would have surfaced.
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anna ley
 
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Post » Fri Jun 22, 2012 1:25 am

So do you guys recommend that I turn steam back online? Or should I continue working with navmesh bug? If I leave it at 1.5 on my pc and somebody with 1.6 plays the mod, would they still get the dialogue bug? And would the navmesh bug still be there?

- Hypno
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c.o.s.m.o
 
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Post » Thu Jun 21, 2012 4:41 pm

Yes, they would experience the dialogue bug.
No, they would not experience the navmesh bug.

Both are apparently game engine issues when played, unrelated to either your game version or your CK version.

I would suggest, that the answer might depend most on what you personally require for game testing. More specifically, do you prefer the navmesh bug or the dialogue bug?
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gandalf
 
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Post » Fri Jun 22, 2012 3:12 am

Fair enough, I had a feeling this would be the case. I think I'll stay offline for the time being, my mod makes adds a response to the courier quest along with loads of new diologue. I guess when it comes to navmeshing, I'll just have to work with blind faith for a little longer. At least I know that it's actually been fixed

- Hypno
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Ebou Suso
 
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Post » Thu Jun 21, 2012 1:29 pm

That's a question I've been asking myself. Given the various serious problems we've seen with Skyrim modding, and given the disappearing modding community, I really don't see much point doing anything (modding) with this game until some time in the future when things may stabilize.

It's clear to me, that the surprising (to me) lack of activity on this forum, can only be due to a large number of modders who have completely lost interest. It's too bad, because Skyrim seemed to offer so much potential.

Discouragement is such a terrible emotional to feel isn't it?

But not exactly losing interest. More like waiting. As the CK gets better, and more bugs(including engine-level bugs) gets ironed out, more people are coming out of the woodworks. Now that the navmesh bug is fixed, I can start my own project..which has been on hold..since the CK released.
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louise tagg
 
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Post » Thu Jun 21, 2012 8:24 pm

That's a question I've been asking myself. Given the various serious problems we've seen with Skyrim modding, and given the disappearing modding community, I really don't see much point doing anything (modding) with this game until some time in the future when things may stabilize.

It's clear to me, that the surprising (to me) lack of activity on this forum, can only be due to a large number of modders who have completely lost interest. It's too bad, because Skyrim seemed to offer so much potential.
You would wait to mod because people are leaving? (Well, and the issues)

I don't know about you, but I mod because it's fun, and I want a job at Beth. I wouldn't care in there were 10 people left that played mods, I would keep going. You should mod because it's fun.

When a patch throws a curve ball at you, adjust your plans and keep going. Modding should be done because it's fun, and challenging.
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Rich O'Brien
 
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Post » Thu Jun 21, 2012 11:32 am

It seems my CK updated (downdated?) to .89 without me noticing, but I still made some edits using the previous newer version (.91) so I got the issue with my custom creatures being invisible.
Problem is, I made quite some progress which will all be lost if I revert to a pre-91 backup. I will lose about 6 days of work.

Do you think it's safe to continue modding on this save until (hopefully) a new version of Skyrim arrives with Dawnguard? Or must I lose all my work? :(
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Kira! :)))
 
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Post » Thu Jun 21, 2012 11:01 am

It seems my CK updated (downdated?) to .89 without me noticing, but I still made some edits using the previous newer version (.91) so I got the issue with my custom creatures being invisible.
Problem is, I made quite some progress which will all be lost if I revert to a pre-91 backup. I will lose about 6 days of work.

Do you think it's safe to continue modding on this save until (hopefully) a new version of Skyrim arrives with Dawnguard? Or must I lose all my work? :(
There's a chance that the .91 release of Skyrim will fix these issues but we aren't really sure. You can either risk doing more work and having it fixed, or doing more work and if .91 doesn't fix it then you lose the additional work that you do. I recommend reverting back and cutting your losses, instead of risking the loss of even more work.
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herrade
 
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Post » Thu Jun 21, 2012 3:25 pm

There's a chance that the .91 release of Skyrim will fix these issues but we aren't really sure. You can either risk doing more work and having it fixed, or doing more work and if .91 doesn't fix it then you lose the additional work that you do. I recommend reverting back and cutting your losses, instead of risking the loss of even more work.
:cry: :cold:
All right, I will probably have to do this. Off to kill all my recent work :flamethrower:
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Pixie
 
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Post » Thu Jun 21, 2012 1:56 pm

Indeed it seems as stated befoure by Alexander that the Lods are fixed for the objects generation I have not tested for the landscape ....
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flora
 
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Post » Thu Jun 21, 2012 3:40 pm

I don't know if this is a bug with the new CK or if it's just poor memory on my part, but I can't seem to auto-fill reference alias properties.

I have a quest with a location alias named "Hold" and a reference alias named "Thief01". My quest script has a LocationAlias property named "Alias_Hold" and a ReferenceAlias property named "Alias_Thief01".

When I press the auto-fill all button, the location alias property fills, but the reference alias property doesn't. I'm pretty sure I remember it auto-filling when I did the same thing last week.
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Mark Hepworth
 
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Post » Thu Jun 21, 2012 6:44 pm

I don't know if this is a bug with the new CK or if it's just poor memory on my part, but I can't seem to auto-fill reference alias properties.

I have a quest with a location alias named "Hold" and a reference alias named "Thief01". My quest script has a LocationAlias property named "Alias_Hold" and a ReferenceAlias property named "Alias_Thief01".

When I press the auto-fill all button, the location alias property fills, but the reference alias property doesn't. I'm pretty sure I remember it auto-filling when I did the same thing last week.
I remember this happening to me since 1.1. Maybe they fixed in the previous patch. Keep in mind that the current version is a downgrade.
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Damned_Queen
 
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Post » Fri Jun 22, 2012 3:11 am

My paranoia is coming on hard. I can't help thinking that they added the dialogue bug to slow down the big content mods until Dawnguards PC release. Especially now that the navmesh bug is no longer an issue.
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Marquis deVille
 
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Post » Thu Jun 21, 2012 8:43 pm

My paranoia is coming on hard. I can't help thinking that they added the dialogue bug to slow down the big content mods until Dawnguards PC release. Especially now that the navmesh bug is no longer an issue.

Paranoia or not thats what I believe, they don't want DLC that competes with theirs, and I accept and I understand that, but I would much prefer something like this:

"Hi all, heightmap, LOD, worldspace creation/duplication and a bunch of other stuff will be available after our DLCs, in the meanwhile keep doing your works!"

Yeah, keep dreaming Black!
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Laura Mclean
 
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Post » Thu Jun 21, 2012 11:36 pm

My paranoia is coming on hard. I can't help thinking that they added the dialogue bug to slow down the big content mods until Dawnguards PC release. Especially now that the navmesh bug is no longer an issue.
I would agree except that they just fixed some huge LOD issues and other problems plaguing new lands mods.

Not to mention that none of them will be done for like 6 months, so there are no huge mods to compete with Dawnguard.

Not to mention that since mods are free, very few people would make a 'choice' between a huge mod and the DLC. I would just play the huge mod, and still spend my $20 on Dawnguard.

I believe you are just experiencing paranoia.

Or maybe I'm a robot.

Who knows.
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Kayleigh Williams
 
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Post » Thu Jun 21, 2012 6:21 pm

My paranoia is coming on hard. I can't help thinking that they added the dialogue bug to slow down the big content mods until Dawnguards PC release. Especially now that the navmesh bug is no longer an issue.
I think it's more that now that they are working on a pluggin they found big issues (not only bugs, but also features not working as they expect) and fix them, breaking other stuff in the process.
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Ruben Bernal
 
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Post » Fri Jun 22, 2012 3:00 am

My paranoia is coming on hard. I can't help thinking that they added the dialogue bug to slow down the big content mods until Dawnguards PC release. Especially now that the navmesh bug is no longer an issue.
Oh the scathing shame, for Bethesda Softworks to be routinely implicated of such heinous acts.

I doubt that even they think that any expansion-sized mods are coming out within the next months. Then again, Moonpath to Elsweyr might count as one, but I don't know of any others that are right around the corner.

And not being able to edit vanilla dialogue isn't really an issue for mods that take place in new lands with new NPCs. In fact, the dialogue bug cripples things like the Unofficial Patch, even though Bethesda 'left bugs in the game' so they could 'leave fixing the game to the modding community', as is often said around here. On the other hand, leaving the navmesh bug in with no forseeable fix would've effectively stifled any significant project, keeping their illuminati voodoo deal with Microsoft safe.
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naomi
 
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