Unofficial Creation Kit Bug List #2

Post » Mon Jun 18, 2012 6:05 pm

Ok, but is there any way to get around this?
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Mrs Pooh
 
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Post » Mon Jun 18, 2012 6:46 pm

An annoying process that I use is removing the .pex file of said script that I updated. Errors will still show in the long for the things that save is calling from the script and fuss about things no longer being there but it wont affect your game nor prevent the new script from running.

This is the steps I take:

Delete the .pex file.
Save(re-save in this case) the script so a new .pex is generated.
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Horse gal smithe
 
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Post » Mon Jun 18, 2012 11:28 am

Where are they located?
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Erin S
 
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Post » Mon Jun 18, 2012 6:17 pm

Steam → steamapps → common → skyrim → data → scripts
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Assumptah George
 
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Post » Mon Jun 18, 2012 9:20 am

Bug list updated.
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Guy Pearce
 
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Post » Mon Jun 18, 2012 6:19 pm

Well, three of the top five critical bugs have been recognized officially, so things are looking up for getting fixes for that category. Hopefully, the others in the major bug list have also gotten their attention (I am sure this list has been forwarded to them many a time)
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Nikki Morse
 
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Post » Mon Jun 18, 2012 9:44 am

I've found a bug.
The GetLightLevel function is wildly inconsistent. I can stand inside a pitch black shadow inside a cavern, so dark I can hardly even see my own character, and have it register around ~40. But if I stand out in the open inside a well-lit cabin with torches only several feet away, it will register ~25 (significantly darker).
On the whole it does register darker areas as lower numbers than brighter areas within the same cell, but different cells seem to use different base amounts that are modified by light sources. Rather than the function using a universal standard for light levels on the actor as it should.
More simply, with exactly the same visible level of light on an actor, in two separate cells it'll register as two completely different numbers.

I think this may also be botching up sneaking by making your visibility inconsistent.
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Jessica Colville
 
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Post » Mon Jun 18, 2012 12:14 pm

I believe I found a solution for the first listed minor problem http://www.gamesas.com/topic/1345462-resizing-the-ck-windows-theyre-too-big/ Check my comment there.
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Zach Hunter
 
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Post » Mon Jun 18, 2012 6:21 pm

Minor bug/annoyance: http://www.creationkit.com/UnequipItem_-_Actor plays the unequip-sound regardless of the abSilent flag.
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Vera Maslar
 
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Post » Mon Jun 18, 2012 8:42 pm

Unsure if there are fixes for these (Too sleepy to check :tongue:) but here are a few I've noticed;
  • Race duplication is broken. Body meshes must be extracted for them to work and the Behaviour Graph / alternative Skins are broken
  • Scaling actors below 0.6 (Particularly dragons) can cause issues with bones; (http://i.imgur.com/fIIS4.jpg)
  • While it is neat that we can scale the view port of the actor separate from it's main window, it makes the window look all unpleasant
Not too many, but then I've hardly tinkered with the CK at all :tongue:
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Kortniie Dumont
 
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Post » Mon Jun 18, 2012 7:59 pm

A minor bug with the preview window:
http://i.solidfiles.net/7a051e975d.jpg
The top row is how some models appear in the preview window, the bottom how they appear in the render window. When they appear correct and when they don't seem somewhat random, although they will always be correct if the preview window was closed when they were previewed (as in, you click popup-menu -> Preview instead of just clicking on the item with the window already open).

The items I've found to be affected has only been Flora objects, more specifically (both if no number is specified) HangingRabbit, HangingPheasant, DeadFXSalmon, DeadSalmon (not DeadSalmon0XNoNail). Especially DeadFXSalmon and HangingRabbit02 seem to get garbled for me.

Would be nice if someone could confirm this though, so it isn't just my files that are screwed up or something.
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Rachel Cafferty
 
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Post » Mon Jun 18, 2012 9:42 pm

One more; trying to preview idle animations when editing Package Idles results in a crash :/
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Jeneene Hunte
 
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Post » Mon Jun 18, 2012 7:34 am

Edit: Ack Wrong thread.
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QuinDINGDONGcey
 
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Post » Mon Jun 18, 2012 11:40 am

I don't know if anyone else has this issue, but I think it's worth noting. When I go to the shaders tab in my preferences and check "# of lights" to make sure an area isn't too bright, and then uncheck it, every single shadow casting light in the game turns into a red bulb and no longer works. The only fix I have found that works is deleting my preferences and regenerating the default ini. So it must be some setting in the ini, but I can't find it. It's not in the general section, I'm thinking it must be under display or something. Can anyone else try doing this to make sure it isn't just me?
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nath
 
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Post » Mon Jun 18, 2012 10:23 pm

A minor bug with the preview window:
http://i.solidfiles.net/7a051e975d.jpg
The top row is how some models appear in the preview window, the bottom how they appear in the render window. When they appear correct and when they don't seem somewhat random, although they will always be correct if the preview window was closed when they were previewed (as in, you click popup-menu -> Preview instead of just clicking on the item with the window already open).

The items I've found to be affected has only been Flora objects, more specifically (both if no number is specified) HangingRabbit, HangingPheasant, DeadFXSalmon, DeadSalmon (not DeadSalmon0XNoNail). Especially DeadFXSalmon and HangingRabbit02 seem to get garbled for me.

Would be nice if someone could confirm this though, so it isn't just my files that are screwed up or something.

I duplicated this corruption in preview. If you preview these with "Run havok sim" pressed in the preview object window, the sim runs (immediately) and the corruption does not happen. If you view the corruption and then run the sim, the corruption also disappears. If you unselect after running the sim, the corruption is still gone.

Hopefully that might help.
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Andrew Lang
 
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Post » Mon Jun 18, 2012 9:14 am

Added a new highlight option "Bug has been awknowleged however it has been confirmed that the issue won't be fixed."

Unfortunately this is true for the 64x64 worldspace bug.
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Fanny Rouyé
 
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Post » Mon Jun 18, 2012 2:19 pm

Added a new highlight option "Bug has been awknowleged however it has been confirmed that the issue won't be fixed."

Unfortunately this is true for the 64x64 worldspace bug.
That's... Extremely disappointing; to say the least.
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NEGRO
 
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Post » Mon Jun 18, 2012 10:46 am

I don't know if anyone else has this issue, but I think it's worth noting. When I go to the shaders tab in my preferences and check "# of lights" to make sure an area isn't too bright, and then uncheck it, every single shadow casting light in the game turns into a red bulb and no longer works. The only fix I have found that works is deleting my preferences and regenerating the default ini. So it must be some setting in the ini, but I can't find it. It's not in the general section, I'm thinking it must be under display or something. Can anyone else try doing this to make sure it isn't just me?
If they are red and weird, I think it turned off shadows. Under one of the tabs in the CK preferences is a checkbox for shadows, make sure that's on. It's my only suggestions. :/

Added a new highlight option "Bug has been awknowleged however it has been confirmed that the issue won't be fixed."

Unfortunately this is true for the 64x64 worldspace bug.
Gstaff simply said a fix isn't currently being worked on, he never said that they will never ever fix it, or that we're on our own forever. I'd make the inclination a bit less negative... This forum could use it. -_-
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CHARLODDE
 
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Post » Mon Jun 18, 2012 3:15 pm

If they are red and weird, I think it turned off shadows. Under one of the tabs in the CK preferences is a checkbox for shadows, make sure that's on. It's my only suggestions. :/
That was it, under the shaders tab is a check for shadows. Turn it off and on and that fixes the issue. Thanks dude :)
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Brandi Norton
 
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Post » Mon Jun 18, 2012 10:32 pm

Gstaff simply said a fix isn't currently being worked on, he never said that they will never ever fix it, or that we're on our own forever. I'd make the inclination a bit less negative... This forum could use it. -_-
Neither have I said they'll never fix it :laugh:

If any more information is given then I'll change it right away, however sure, I'll change it to "won't be fixed in the foreseeable future". I do agree that there is a tad of negative thinking here :P
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StunnaLiike FiiFii
 
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Post » Mon Jun 18, 2012 6:46 am

maybe the negative thinking is justified?
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Stephani Silva
 
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Post » Mon Jun 18, 2012 10:49 am

locked by op request
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danni Marchant
 
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