Creation Kit 1.6.89.0 Now Live on Steam

Post » Thu Jun 21, 2012 4:53 pm

Just got the download. No update as far as chages or fixes yet.

Seems they backtracked on the update yesterday. No offical word yet on what was changed.
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SWagg KId
 
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Post » Thu Jun 21, 2012 7:07 pm

It's a downgrade to make it compatible with the current version of the game. Previous patch was breaking things as it was for a next version of Skyrim.
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Marine Arrègle
 
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Post » Thu Jun 21, 2012 8:02 pm

Any word on whether or not this downgrade fixes the disappearing armor issue? Thanks.
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Ilona Neumann
 
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Post » Thu Jun 21, 2012 5:12 pm

Chesko: Yes - but you need to go back to a pre-1.6.91 build of the .esp to be safe. The problem was that 1.6.91 changed how the data was stored, and the 1.6.89 Skyrim doesn't have that change. So saving in 1.6.91 was problematic.
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Facebook me
 
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Post » Thu Jun 21, 2012 10:56 am

Ok. Thank you behippo.

Let this be a reminder; make your backups folks! (Not just your .esps, but your tools as well! Possibly turn off auto-update for the CK in Steam!)
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Hayley O'Gara
 
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Post » Fri Jun 22, 2012 3:16 am

This is good news indeed - something had to give.

Now we can only hope that a new patch for the game will be coming out soon that fixes some of the other things causing headaches (i.e. the dialogue bug). And maybe this time they will take note of the bug reports from the serious beta testers before releasing it? It's a long shot I know, but I live in hope.
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Breanna Van Dijk
 
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Post » Thu Jun 21, 2012 5:20 pm

Argh applying perks via magiceffects is still broken. I'll try a backup, I guess, but if it's permanently broken that's so mindblowingly infuriating.
E: Well, it's not perma-broke but that still costs me a day's work :/. At least it's made me really appreciate how useful the functionality is.
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kevin ball
 
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Post » Thu Jun 21, 2012 10:24 pm

So, is it safe to edit things now like armor?
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Janine Rose
 
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Post » Fri Jun 22, 2012 12:22 am

With a pre 91 version yes everything is fine with armor.
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ladyflames
 
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Post » Thu Jun 21, 2012 6:20 pm

So... should we allow this update on steam? no issues?
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Rudy Paint fingers
 
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Post » Fri Jun 22, 2012 12:04 am

*dodges a bullet on all the OCS Whiterun work he did last night*

Fortunately, not everything is hosed if you did a bunch of stuff in 1.6.91.

Yes, you should allow the update. Just be mindful of this list of updated script files if you've edited them:

ActiveMagicEffect.psc
Actor.psc
DA15WabbajackEffectSCRIPT.psc
defaultDeleteSelfOnReset.psc
dunMarkarthWizardMuseumKeyScript.psc
FormList.psc
Game.psc
MineOreScript.psc
ObjectReference.psc
QF_MS06_00026C4D.psc
QF_Patch1_4_UpdateQuest_01000803.psc
Spell.psc
WeaponRackActivateSCRIPT.psc
ClearSkiesEffectScript.psc
CompanionsHousekeepingScript.psc
dunGeirmundsBossBattle.psc
magicSetWeatherScript.psc
NirnrootACTIVATORScript.psc
ReferenceAlias.psc
TIF__0009E009.psc
TIF__0004158E.psc
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Josee Leach
 
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Post » Thu Jun 21, 2012 4:40 pm

yea i think its only the race and armor/arma records that are SOL if you saved in .91.

i uploaded an update to my amethyst hollows mod last night using the .91 CK and luckily there havent been any reports of anything new gone wrong so far.
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Monika
 
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Post » Thu Jun 21, 2012 7:58 pm

The following scripts will need to be reinstalled if you are using SKSE:

Actor.PSC
Game.PSC
ObjectReference.PSC
Spell.PSC
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A Lo RIkIton'ton
 
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Post » Fri Jun 22, 2012 1:35 am

Im confused, whats the difference between 1.6.91.0 and 1.6.89.0? i havent updated the CK... also, is it safe to update to the Downgrade?
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Emzy Baby!
 
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Post » Thu Jun 21, 2012 2:55 pm

Simply put: CK 1.6.89-saved plugins appear to be compatible with the game, whereas CK.6.91-saved plugins certainly are not. This difference is true and critical for any plugins, that edit armors or races, at least.

The only risk in allowing the update is, that it also provides updated source codes for 21 scripts (see Arthmoors post #11 above), and if you would happen to have edited one of those so, that your edited version is currently in the Data folder, it will get replaced, unless you first tuck it nicely away in some safe backup location.
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Maya Maya
 
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Post » Thu Jun 21, 2012 11:50 pm

1.6.91.0 is the version of the CK compatible with the next patch version of Skyrim. As in, the patch they've yet to release.
1.6.89.0 is the version of the CK compatible with the current version of Skyrim.
They updated the CK before updating Skyrim, then reverted it.
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sara OMAR
 
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Post » Thu Jun 21, 2012 6:26 pm

The following scripts will need to be reinstalled if you are using SKSE:

Actor.PSC
Game.PSC
ObjectReference.PSC
Spell.PSC
Note that probably the best short-term solution is to take these .psc files in skse_1_05_09/src/skse/scripts/modified and append the functions listed there to the existing .psc files from the update. Remove the few functions added for compatibility (marked accordingly) and recompile those 4 .psc files. That is just in case there are some additional changes we had missed. This is more or less what I am going to be doing with the SKSE update coming in the next day or so.
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Juan Suarez
 
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Post » Fri Jun 22, 2012 2:43 am

Double ARGH MagicEffects made with the reverted CK don't apply perks, even though files resaved via it with existing magiceffect applying perks don't break. I assume something they've done to the magiceffect form to add the extra options like Vampire Lord has buggered it up with the current version of Skyrim. That's kind of put the brakes on my current efforts until the patch comes out :/.
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Chenae Butler
 
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Post » Thu Jun 21, 2012 4:10 pm

Ok but whats the point in working on a downgraded ck if the game after dawnguard to work needs that update?
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Adam Porter
 
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Post » Thu Jun 21, 2012 2:35 pm

Ok but whats the point in working on a downgraded ck if the game after dawnguard to work needs that update?
Assuming previous informations were true, you won't see dawnguard untill a month has passed since Xbox release. So, this CK version should be enough for us untill Xbox release plus a month.
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Sarah Knight
 
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Post » Thu Jun 21, 2012 9:34 pm

Ok but whats the point in working on a downgraded ck if the game after dawnguard to work needs that update?
Unless you use 1.6.89, you won't be able to test any edited armor or race in the current game. Besides. it is likely to be most compatible with any changes that might be in store in the future.
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ZANEY82
 
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Post » Thu Jun 21, 2012 12:11 pm

Ok but whats the point in working on a downgraded ck if the game after dawnguard to work needs that update?
Dawnguard wont be out for us until at least the end of July, so I don't think sitting here for 6+ weeks not doing anything is a good use of our time...
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Jade MacSpade
 
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Post » Fri Jun 22, 2012 1:40 am

Ok but whats the point in working on a downgraded ck if the game after dawnguard to work needs that update?
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.
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Beulah Bell
 
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Post » Thu Jun 21, 2012 2:04 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.

I really don't understand why you enjoy so hard to speak ill on untrue facts? You can suggest as much as you want that this place has less activity, but this is simply not true. Did the game treated you bad? Do you have something to pay back?

Fact is, uploaded mods on Nexus are higher then for every other Beth title at the same period of time. Fact is, this forum has more activity, specially in the creation kit section, then ever before. Fact is a lot of people turned their back on modding Skyrim, but fact is also that for every guy that leaves modding Skyrim, three new arise. Fact is that no game since Morrowind was even remotely as playable from the very first beginning as Skyrim, not to speak about the capability of modding it. Did you even experienced the mess that Morrowind was in the beginning? Or Oblivion, crash fest anyone, even without mods? Fallout 3, New Vegas? In fact New Vegas was so fudged up the ****, you could not even stay longer then 10 minutes logged in with a heavily modded game.

This community has always adapted to difficultys related to Beth titles, and I assume they will continue to do so. Some will be sreened out, others will reach new heights they weren't even aware of. That's natural, that's life... :biggrin:
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Lavender Brown
 
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Post » Thu Jun 21, 2012 3:46 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.

Problems? If you mean the NavMesh bug, that has been fixed. Or if you mean the Dialogue bug, that is being fixed.

Disappearing modding community? Allow me to provide some statistics:

- 15,000+ file pages with over 60,000 downloadable files

- 100,000+ file images

- 6,800+ file authors who have uploaded files

- 400,000,000+ file page views

- 870,000 + endorsemants

- 1,200,000+ tracked files

That is just from Skyrim Nexus. I would hardly call that "disappearing."

And the "surprising lack of activity on this forum" is also highly untrue. We see the same amount of activity in the Creation Kit forum now that we saw in the Oblivion Mods forum before Skyrim's release.

Stop spreading false rumors. The modding community for this game has exploded and will not die off for a long time.
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JeSsy ArEllano
 
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