Skyrim Patch 1.6 Beta now out...

Post » Mon May 28, 2012 6:35 am

This update will get me back into playing Skyrim, and also devoting more time to modding. Wonderful. Can't believe the Navmesh bug is fixed; Open Cities here I come!
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Vahpie
 
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Post » Mon May 28, 2012 3:58 am

Any news on fixes for Lods and navmeshes?
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Nymph
 
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Post » Sun May 27, 2012 11:49 pm

Ooh, getting serious Mount and Blade vibes. Urge to make horse archer rising!
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Ray
 
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Post » Mon May 28, 2012 2:47 am

Considering there are so many mods out there which have new meshes, new animations etc I'm wondering what issues are their that prevents modders to create crossbows, spears etc themselves. Please do not consider this a flame or anything, just wondering what kind of technical issues/problems exist what has prevented crossbow/spears mods. Also wondering how is havok support in the CK.
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Chrissie Pillinger
 
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Post » Mon May 28, 2012 7:10 am

That's just sinister.

Trust you to make an off-handed remark.
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Jessica White
 
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Post » Sun May 27, 2012 6:41 pm



Trust you to make an off-handed remark.

This is a thread about the patch, all these puns are way out of left field.
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how solid
 
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Post » Mon May 28, 2012 12:29 am

This is a thread about the patch, all these puns are way out of left field.
Don't be so gauche.
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Zosia Cetnar
 
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Post » Mon May 28, 2012 2:27 am

Considering there are so many mods out there which have new meshes, new animations etc I'm wondering what issues are their that prevents modders to create crossbows, spears etc themselves. Please do not consider this a flame or anything, just wondering what kind of technical issues/problems exist what has prevented crossbow/spears mods. Also wondering how is havok support in the CK.

Because it's impossible to add new Anims for weapons moves, to be played with the Attack key. In Oblivion mods, spears had just swords/axes ect anims, and crossbows, well, were working with Player.PickIdle if i remember correctly.
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lillian luna
 
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Post » Sun May 27, 2012 9:07 pm

Any news on fixes for Lods and navmeshes?
No clue about Lods but the navmesh bug seems fixed (knock on wood).
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Yama Pi
 
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Post » Sun May 27, 2012 5:38 pm

I suspect that Bethesda didn't want to heavily promote the navmesh fix after the issues they had last time when they said they'd fixed it.

It's down to us now to heavily playtest and report back!

What evidence do we have so far that it's fixed? Arthmoor reported Open Cities seems to work fine now, and Enter77 mentioned an (unnamed) quest mod. Anyone else have any reports?

I don't use horses myself, but appreciate that mounted combat has been put in - and I feel that it does work well in the world of Skyrim.

I must admit I'm very pleasantly surprised at the new patch - I thought that they might be waiting until Dawnguard, and releasing the next patches for users of the the DLC only...so a huge thanks to Bethesda for all the post-release support!
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Amysaurusrex
 
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Post » Sun May 27, 2012 9:15 pm

Ooh, getting serious Mount and Blade vibes. Urge to make horse archer rising!
Horse capes :laugh:

:D
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Eilidh Brian
 
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Post » Mon May 28, 2012 1:31 am

Ooh, getting serious Mount and Blade vibes. Urge to make horse archer rising!
I wish it were that cool. We'd need lances and really enemies on horseback whose lances we learn to fear to really make it that way.

I still can't get over the manner in which horses are animated with this game. They look like clumsy floppy puppies to me.

But this is a huge step forward in combat for this game.
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OTTO
 
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Post » Sun May 27, 2012 9:57 pm

No clue about Lods but the navmesh bug seems fixed (knock on wood).
I've had tentative success testing my LOD tester plugin as well. All 8 of the objects are visible up close, where prior to 1.6, 5 of them would go missing, leaving the 3 smaller ones behind. I haven't tried testing a wider variety of stuff yet so I'm not calling that one fixed.

Assuming of course that's the LOD's that were being mentioned. I'm talking about the bug where you have to use the "is full LOD" box to make stuff show up when you shouldn't have to do that.
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sally R
 
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Post » Sun May 27, 2012 10:18 pm

Mounted Combat = fast food for dragons?

without magic and shouts, what use is it for most of us?

But hey, if it fixes more bugz than it causes, rock on Beth. I won't be downloading the patch until SD is updated for it though.
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Samantha Wood
 
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Post » Mon May 28, 2012 1:38 am

Personally, I'm hoping to see that seasonal weather stuff next. That would be the absolute best thing I could ask for now that the navmesh bug is fixed.

That would be phenominal. All the cities, villages and houses would be so different as the seasons change. The crafting would be more useful as you roleplay gathering and preparing wood and stocks of food for winter....I would just love that.

From the game jam, I would also like the ability to adopt children and of course spears and the monster crab.
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Chloé
 
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Post » Sun May 27, 2012 7:02 pm

Mounted Combat = fast food for dragons?

without magic and shouts, what use is it for most of us?

But hey, if it fixes more bugz than it causes, rock on Beth. I won't be downloading the patch until SD is updated for it though.
LOL!!
that needs to be your sig, NOW! lol
you win the internet today...all of it :D
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Haley Cooper
 
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Post » Sun May 27, 2012 9:46 pm

without magic and shouts, what use is it for most of us?
?
Well how about all the people who use blades and arrows and maces...
(And we aren't even one of them).
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louise tagg
 
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Post » Mon May 28, 2012 1:36 am

Just some Friday pre beer'o'clock banter :wink:

Of all the things I could preface with "I wish Besthesda would...." NEVER has anything to do with riding (horses anyway :wink: ) crossed my mind. The old Morrowind levitation spells, that's a different matter.
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Marcus Jordan
 
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Post » Sun May 27, 2012 6:51 pm

mmmm
beer-o-clock...
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Kaley X
 
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Post » Sun May 27, 2012 9:50 pm

mmmm
beer-o-clock...
Personally I don't count 12pm as beer o'clock, but each to their own (timezone) :P
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steve brewin
 
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Post » Sun May 27, 2012 10:25 pm

It must be 4:20 somewhere though ;)

(4 hours until beer'o'clock here, gotta compensate somehow!)

But a serious question...

Has that bug where you klik on a dialogue option and something else is played been sorted yet?
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Ludivine Dupuy
 
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Post » Sun May 27, 2012 4:22 pm

Any news on fixes for Lods and navmeshes?
Umm, have you read either the change list or this thread?
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Setal Vara
 
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Post » Sun May 27, 2012 8:47 pm

I did some benchmarks with fraps on some specific areas and it seems that this patch does slightly improve FPS. Average FPS in my 60sec whiterun and riverwood benchmark improved by 3-4, tested about 5 times. Not to shabby :smile:

I've always looked forward to that 'General performance and stability improvements' line in the changelog :biggrin:
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Umpyre Records
 
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Post » Mon May 28, 2012 1:44 am

Can anyone tell me if the patch makes NPCs able to fight while mounted as well?
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Kayla Bee
 
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Post » Sun May 27, 2012 6:46 pm

Can anyone tell me if the patch makes NPCs able to fight while mounted as well?

Haven't seen one yet. But anything the player character is able to do, NPCs should be able to do too, technically (the way the game engine works). So even if there aren't fight-capable mounted NPCs yet, I imagine it would be easy to make a mod that adds them.
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Nick Jase Mason
 
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