Skyrim's Newest Beta Patch & The CK

Post » Thu Jun 21, 2012 7:58 am

Has anyone installed the newest beta for Skyrim (ver. 1.6)?

Does anyone know the changes that are in it and if they effect the CK?

What info can you share about this patch?

http://www.bethblog.com/2012/05/24/mounted-combat-arrives-in-latest-skyrim-update/
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Chavala
 
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Post » Thu Jun 21, 2012 12:20 pm

I accidently did like 3 hours of modding yesterday with the beta installed, and nothing appear to explode. I, however, don't use Update.esm as a master. I assume if you don't that you could probably mod with it installed, but no gurentees.
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Gisela Amaya
 
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Post » Thu Jun 21, 2012 2:57 pm

The patch introduced a new subrecord into the main header of Update.esm, which nobody currently knows the purpose of. It could be confined to ESM files, or it could be required in all files. Wrye Bash choked on seeing it but someone quickly offered a fix for that.

It's the hundreds of errors the thing spews with Update.esm added that are bothersome. They could indicate changes in a whole lot more than we know about yet.

As I've advised before, Update.esm SHOULD be included as one of your masters so your mods don't wipe out official patch changes. Why they aren't updating Skyrim.esm is beyond me. It would have simplified things.

If you're not using Update.esm you'll be fine for now. Though expect the CK to get updated before or shortly after Patch 1.6 goes live. That new subrecord requires it.
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Shiarra Curtis
 
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Post » Thu Jun 21, 2012 5:18 pm

I'm pretty sure that update.esm will automatically get included in your mod, as soon as you add someting that is associated with it.

I found this out while working on a mod that was only mastered to Skyrim.esm. At some point along the way, I happened to notice that Update.esm had been added to the Masters box on the selection dialog box. How and when, I've no idea. I did confirm it by loading an earlier backup and checking. Only Skyrim.esm was listed. I then saved and opened it again. Again, only Skyrim.esm was listed. I'm guessing that something I added between that backup and the mod I was working on, required something from Update.esm and the CK added it to the list.
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James Smart
 
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Post » Thu Jun 21, 2012 4:04 pm

I have experienced a weird set of bugs after I installed and uninstalled the patch ... this thread has a picture I took of the errors ...

http://www.gamesas.com/topic/1376439-installing-uninstalling-problems-caused-by-patch-to-ck-and-mods/
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Sweet Blighty
 
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Post » Thu Jun 21, 2012 9:36 pm

With the changes they are making in game I'm expecting to see more customisation available in the CK but I'm not sure if they are somehow hard coding these changes. I've never seen a MOD that gives anything like "combat while mounted" so I assume it's something new to the CK as well?
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Mel E
 
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Post » Thu Jun 21, 2012 2:23 pm

I'm pretty sure that update.esm will automatically get included in your mod, as soon as you add someting that is associated with it.
That should be easy enough to verify, but I don't recall ever hearing this before.
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Kate Schofield
 
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Post » Thu Jun 21, 2012 8:07 pm

According to the http://www.gamesas.com/topic/1372862-wipz-skyrim-script-extender-skse/page__view__findpost__p__20830148, there's now an OnPlayerLoadGame() event. So can we test it out right now, or do we have to wait for a CK update? I'm still downloading 1.6 beta right now.
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Kirsty Wood
 
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Post » Thu Jun 21, 2012 5:36 am

Should be testable right now since that's contained within the game's compiled scripts.
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Jason White
 
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Post » Thu Jun 21, 2012 9:12 pm

So I tested it and found it works for scripts extending ReferenceAlias and ActiveMagicEffect. It doesn't work for scripts extending Quest, which is to be expected if the function is native to the actor script. I've only tested it with a reference alias filled by the player, and with an ability on the player, so I don't know if it'll work with other actors.

When the mod is first loaded, the event is not received. I don't know why; maybe because it's received at the same time as OnInit and OnEffectStart, which http://www.creationkit.com/OnInit#Notes. The OnPlayerLoadGame event is received on subsequent game loads.
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JUan Martinez
 
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Post » Thu Jun 21, 2012 7:29 am

So they are updating papyrus as well! Wohoo, hopefully they will update the existing functions like extending AddPerk() to NPC's (prays to all the divines).
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gemma king
 
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Post » Thu Jun 21, 2012 1:45 pm

So I just tried testing the UnequipItemSlot function with this script:

Spoiler
Scriptname fg109TestMEScript extends ActiveMagicEffectActor Playerint IndexEvent OnEffectStart(Actor akTarget, Actor akCaster)	Player = akTarget	Debug.OpenUserLog("fg109Test")	Index = 0	while (Index < 512)		Player.UnequipItemSlot(Index)		Utility.Wait(1)		Index += 1	endwhile	Index = 0	Player.UnequipItemSlot(Index)	Debug.MessageBox("Complete")	Debug.CloseUserLog("fg109Test")EndEventEvent OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)	Debug.TraceUser("fg109Test", "[" + Index + "] [" + akBaseObject.GetName() + "] " + akBaseObject)	Debug.Notification("[" + Index + "] " + akBaseObject.GetName())EndEvent

This is the output:

[05/26/2012 - 07:44:53AM] fg109Test log opened (PC)[05/26/2012 - 07:44:53AM] [1] [Dragonplate Gauntlets] [Form < (00013967)>][05/26/2012 - 07:44:55AM] [3] [Gold Diamond Necklace] [Form < (000877F1)>][05/26/2012 - 07:44:56AM] [4] [Gold Diamond Ring] [Form < (000877C9)>][05/26/2012 - 07:44:58AM] [5] [Dragonplate Boots] [Form < (00013965)>][05/26/2012 - 07:45:00AM] [7] [Dragonplate Shield] [Form < (00013968)>][05/26/2012 - 07:45:03AM] [10] [Dragonplate Helmet] [Form < (00013969)>][05/26/2012 - 07:45:25AM] [32] [Dragonplate Armor] [Form < (00013966)>][05/26/2012 - 07:53:52AM] Log closed

I was not wearing any modded items, so only vanilla items using the regular slots. It does not un-equip weapons or ammo, unless the slot value for those go past 512.

The papyrus log throws out an error when trying a slot value of "0".
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Kay O'Hara
 
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Post » Thu Jun 21, 2012 8:55 pm

I would wait for final release for this patch for who has a localized version like me....
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Kay O'Hara
 
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Post » Thu Jun 21, 2012 7:13 pm

Actor script:

Event OnPlayerBowshot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGazing)
  • afPower returns a number from 0.0 to 1.0
  • abSunGazing returns true only if you are looking almost directly at the sun
DrawWeapon()
  • Draws your weapon
StartSneaking()
  • Toggles sneak mode
Game script:

GetFormFromFile(int aiFormID, string asFilename)
  • aiFormID is the last 6 digits in the hexadecimal string
  • asFilename - remember the".esp" or ".esm"
ShowLimitedRaceMenu()
  • Similar to the regular race menu, except you can't change your name at the end
SetSunGazeImageSpaceModifier(ImageSpaceModifier apImod)
  • Applies the specified ISMod when staring at the sun.
  • Will not re-apply when duration runs out until you stare somewhere else then stare at the sun again.
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JESSE
 
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Post » Thu Jun 21, 2012 8:01 pm

Ontop of functions/events we don't know has been added to other base scripts :3
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Emzy Baby!
 
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Post » Thu Jun 21, 2012 1:05 pm

So I tested it and found it works for scripts extending ReferenceAlias and ActiveMagicEffect. It doesn't work for scripts extending Quest, which is to be expected if the function is native to the actor script. I've only tested it with a reference alias filled by the player, and with an ability on the player, so I don't know if it'll work with other actors.

When the mod is first loaded, the event is not received. I don't know why; maybe because it's received at the same time as OnInit and OnEffectStart, which http://www.creationkit.com/OnInit#Notes. The OnPlayerLoadGame event is received on subsequent game loads.
Cool! A vanilla OnGameLoaded of sorts. Too bad it doesn't fire the first load, but I guess anything that needs to be done initially could be done in an OnInit event.
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Eddie Howe
 
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Post » Thu Jun 21, 2012 5:16 pm

Hopefully that limit on OnGameLoaded is an oversight and be fixed before final.
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{Richies Mommy}
 
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Post » Thu Jun 21, 2012 8:27 pm

With the changes they are making in game I'm expecting to see more customisation available in the CK but I'm not sure if they are somehow hard coding these changes. I've never seen a MOD that gives anything like "combat while mounted" so I assume it's something new to the CK as well?

Mounted Combat has nothing to do with updates to the CK and has always been possible all that was ever required were the Behavior Files and Animations that defined the states and transitions needed for MC to be allowed to start -> from there you use the CK to conditionalize Behavior Events to ingame Actions.

From this setup nearly anything is possible New Weapon classes to new Idles, Walking, Running, Attacks and even Puzzle specific Animations in all of these categories.
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Cagla Cali
 
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Post » Thu Jun 21, 2012 4:30 pm

Surely there are still restrictions due to the limitations of Papyrus, I myself have pulled my hair out many a long weary night after hours of testing and then realising function X, Y & Z don't work with (or don't exist) in instance A, B or C. Especially as there are 3rd party programs such as SKSE.
Also, if there is mounted combat now can you cast from your mount?
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Marine x
 
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Post » Thu Jun 21, 2012 3:36 pm

Surely there are still restrictions due to the limitations of Papyrus, I myself have pulled my hair out many a long weary night after hours of testing and then realising function X, Y & Z don't work with (or don't exist) in instance A, B or C. Especially as there are 3rd party programs such as SKSE.
Also, if there is mounted combat now can you cast from your mount?

I can, but then again I know how to edit the Behavior Files to allow it -> I can also Fight Underwater and have 1handed Spears, XBows, Throwing Portions and I have Dragon Mounts along with several puzzle based Mounts I have a Large Rock that you mount and have to push it around into specific locations. I have also added Creature/Character Kill animations(creatures killing the player/npc's).

It's all available using Behavior, Papyrus has nothing to do with this.
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Enny Labinjo
 
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Post » Thu Jun 21, 2012 7:02 am

I can, but then again I know how to edit the Behavior Files to allow it -> I can also Fight Underwater and have 1handed Spears, XBows, Throwing Portions and I have Dragon Mounts along with several puzzle based Mounts I have a Large Rock that you mount and have to push it around into specific locations. I have also added Creature/Character Kill animations(creatures killing the player/npc's).

It's all available using Behavior, Papyrus has nothing to do with this.

Is anything stopping you from releasing that kind of cool stuff to the public? :P
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Kira! :)))
 
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Post » Thu Jun 21, 2012 2:24 pm

Nevermind, not gonna bother.
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Christina Trayler
 
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Post » Thu Jun 21, 2012 5:06 am

Is anything stopping you from releasing that kind of cool stuff to the public? :tongue:

Other then my mod being 1-2 years away from being even remotely complete.

The Puzzle Mounts are worthless without the World, Dungeons, Scripting and Quests that drive the reason they even exist.

The Weapons and Creature Mounts are specific to my mod while I May release something later I have never had any intention of breaking these off into their own separate mods.

The Underwater Combat while working still needs some Behavior Tweaking and some new animations, I have yet to even start making.

And then there is the Moving Target of Bethesda's Base Behavior Files that anything I do needs to be constantly updated into which is a very tedious activity ATM.
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Stephy Beck
 
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Post » Thu Jun 21, 2012 5:30 pm

Other then my mod being 1-2 years away from being even remotely complete.

The Puzzle Mounts are worthless without the World, Dungeons, Scripting and Quests that drive the reason they even exist.

The Weapons and Creature Mounts are specific to my mod while I May release something later I have never had any intention of breaking these off into their own separate mods.

The Underwater Combat while working still needs some Behavior Tweaking and some new animations, I have yet to even start making.

And then there is the Moving Target of Bethesda's Base Behavior Files that anything I do needs to be constantly updated into which is a very tedious activity ATM.

You can place some of them into my world m dungeons , scripting and quest platform if you want ...

http://forums.nexusmods.com/index.php?/topic/617901-issgard/page__p__4878520__fromsearch__1#entry4878520
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Harinder Ghag
 
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Post » Thu Jun 21, 2012 5:54 am

You can place some of them into my world m dungeons , scripting and quest platform if you want ... http://forums.nexusmods.com/index.php?/topic/617901-issgard/page__p__4878520__fromsearch__1#entry4878520

Just viewed your video, screenshot's, etc. Very Nice, your world looks awesome, especially the boats/sails.
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Barbequtie
 
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