Skyrim 1.6 Released. What Are the Biggest CK Changes

Post » Thu Jun 21, 2012 11:20 am

I have a question above all....is it safe to use the current CK version with the 1.6 final version of the game? No garbage of any kind is included in the edited mod? Or it is not, and it's better to wait for a CK update if you want to be sure you'll have a clean .esp?
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Jeff Tingler
 
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Post » Thu Jun 21, 2012 11:32 pm

We have the OnPlayerLoadGame event now--can somebody do up a wiki page for it? I haven't used it myself, yet, and I understand there are or were some oddities with it (like not firing on the initial load?). I would be curious to know if those still exist in 1.6 final.
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jess hughes
 
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Post » Fri Jun 22, 2012 2:03 am

One small thing I'm noticing--can anyone else confirm?--is that some sort of "universal silent voice" system now seems to be in effect: dialogue without audio voice files doesn't just blaze past anymore in-game, but instead each line stays on-screen for 5-10 seconds.
There is an inconsistent display time for each dialogue line. Some stay on screen for 5+ seconds while others for only 1. Is this happening for anyone else?
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sophie
 
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Post » Thu Jun 21, 2012 7:21 pm

Yes. That is the behavior I recognize.

Given that, I don't really believe there was a Silent Voice update. More like Bethesda's coders got sloppy and broke the dialogue. And now here we are, having to make a huge racket about it in order to get Bethesda to fix something they broke. Again.
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Craig Martin
 
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Post » Thu Jun 21, 2012 3:46 pm

There is an inconsistent display time for each dialogue line. Some stay on screen for 5+ seconds while others for only 1. Is this happening for anyone else?

Yup. Although I've only noticed it with dialogue that's been rendered silent (accidentally) by the USKP with 1.6, so I'm not sure if that's part of the problem or not. Some dialogue stays on the screen long enough for it to be readable and to match the (now missing) audio. Other subtitles literally flash by in a second or less, making it completely unreadable.

Haven't noticed it with non-silent dialogue yet, but we'll see.
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Emerald Dreams
 
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Post » Thu Jun 21, 2012 12:29 pm

Err...sorry to insist, but any help with my question?

I have a question above all....is it safe to use the current CK version with the 1.6 final version of the game? No garbage of any kind is included in the edited mod? Or it is not, and it's better to wait for a CK update if you want to be sure you'll have a clean .esp?

I'd use the CK to edit a housemod. Cells and basic stuff only, not dialogues or anything else...
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Kitana Lucas
 
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Post » Thu Jun 21, 2012 10:54 pm

Err...sorry to insist, but any help with my question?



I'd use the CK to edit a housemod. Cells and basic stuff only, not dialogues or anything else...
Ehhh, I've been editing my mod a lot since 1.6 and it doesn't appear to have any negative effects. Back your work up and try it.
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Scared humanity
 
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Post » Thu Jun 21, 2012 10:22 am

Ehhh, I've been editing my mod a lot since 1.6 and it doesn't appear to have any negative effects. Back your work up and try it.

Thanks, I'll do it :)

I always tend to check the mod changes list for dirty edits and stuff. I hope that no garbage is included AND hidden from that...(man, am I not paranoid..:lol:).
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Phillip Hamilton
 
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Post » Fri Jun 22, 2012 2:02 am

Well this was the answer I got with regards to the bug effecting how my mod behaved ???

Hi, Charles


Unfortunately we do not provide support for any mods of such. Please note any fan made mods will cause issues to arise such as random crashes and graphic issues. We are sorry your running into this issue. Please, note any patches that are released are intended to fix the bugs or broken quest in the game, not the saved file itself. If you continue to have problems please try starting a new game to get the best results from the patches. Try removing the mods to see if you continue to experience this issue.


Regards,
Dan G.
Bethesda Tech Support
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Gemma Woods Illustration
 
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Post » Thu Jun 21, 2012 6:30 pm

The dialogue bug? You contacted tech support about that? o.O Yeah that wont get you any answers, how the heck would some tech support guy know what they broke with mods and the patch, lol.

We need to contact someone like Gstaff directly so he can notify the devs.
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Lexy Dick
 
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Post » Thu Jun 21, 2012 5:33 pm

Well this was the answer I got with regards to the bug effecting how my mod behaved ???

Hi, Charles


Unfortunately we do not provide support for any mods of such. Please note any fan made mods will cause issues to arise such as random crashes and graphic issues. We are sorry your running into this issue. Please, note any patches that are released are intended to fix the bugs or broken quest in the game, not the saved file itself. If you continue to have problems please try starting a new game to get the best results from the patches. Try removing the mods to see if you continue to experience this issue.


Regards,
Dan G.
Bethesda Tech Support
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john page
 
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Post » Thu Jun 21, 2012 10:46 pm

Concerning the dialogue bug, a downright silly idea came to mind, but I thought I'd mention it anyway:

Could it be possible, that the game engine now works in such a way, that if a mod touches a dialogue topic, it expects to find the related voice recordings within a folder named after the mod in question?

(I haven't updated my rather rudimentary modding skills from Oblivion to Skyrim yet, so I wouldn't trust myself to test it.)
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Jessica White
 
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Post » Thu Jun 21, 2012 4:07 pm

Concerning the dialogue bug, a downright silly idea came to mind, but I thought I'd mention it anyway:

Could it be possible, that the game engine now works in such a way, that if a mod touches a dialogue topic, it expects to find the related voice recordings within a folder named after the mod in question?

(I haven't updated my rather rudimentary modding skills from Oblivion to Skyrim yet, so I wouldn't trust myself to test it.)
The bug affects mods that add brand new dialogue too... Like I've said, mine adds over 1500 lines and I can't get my NPC's to say a single one of them...
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Jordan Fletcher
 
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Post » Thu Jun 21, 2012 10:39 am

Ok. Obviously I have not been paying full attention. :)
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Ash
 
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Post » Thu Jun 21, 2012 5:53 pm

Curate

"Concerning the dialogue bug, a downright silly idea came to mind, but I thought I'd mention it anyway:

Could it be possible, that the game engine now works in such a way, that if a mod touches a dialogue topic, it expects to find the related voice recordings within a folder named after the mod in question?

(I haven't updated my rather rudimentary modding skills from Oblivion to Skyrim yet, so I wouldn't trust myself to test it.) "



Yes this is True... I know this from experimenting but the problem also effects what you do not touch, for example if a script exists like in WICourier that delivers the letter to the player and you only change the topic line before it but not the topic line with the script then the script line wont be used....
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Benito Martinez
 
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Post » Thu Jun 21, 2012 8:57 pm

What about papyrus functionality? New functions or events? Changes to existing functions or events?
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Paula Rose
 
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Post » Thu Jun 21, 2012 8:02 pm

Could it be possible, that the game engine now works in such a way, that if a mod touches a dialogue topic, it expects to find the related voice recordings within a folder named after the mod in question?
Even if that were somehow the case I doubt Bethesda would appreciate it if we all began mass-shipping their dialogue in extra folders :P
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Justin Hankins
 
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Post » Thu Jun 21, 2012 6:59 pm

Any one have any incline as to when a version of CK will be released that sorta, kinda, matches the messed up version of the game ? :) Sarcastic
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J.P loves
 
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Post » Thu Jun 21, 2012 7:33 pm

Dunno, but I created a new topic on this to get Bethesda's attention. I must be an eternal optimist....
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KU Fint
 
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Post » Thu Jun 21, 2012 11:07 am

Adept: Do you have a link to the new Topic?
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Emilie M
 
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Post » Thu Jun 21, 2012 10:09 pm

http://www.gamesas.com/topic/1383060-creation-kit-update-for-16/
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Roy Harris
 
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Post » Fri Jun 22, 2012 1:29 am

Is the 1.6 only for english or also other localized versions?
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Laura
 
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Post » Fri Jun 22, 2012 12:34 am

i dont have much else to contribute to this topic, but i just want to place a pre-order on a prediction: mod-conflict-CTDs en mass, once 1.6 starts trickling in bigger numbers. possibly to even rival the first 1.5 patch. but this time i think the tesvsnip related "multi-esm" issues will magnify even worse than it was before.

of course this is all based on tin-foil hat theory at the moment, and take it with a grain of salt, but i just have that sinking feeling again...
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Taylah Haines
 
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Post » Fri Jun 22, 2012 12:41 am

Already suffering from that. I've gone ahead and started a new game, so I'll see how it goes...
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dean Cutler
 
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Post » Thu Jun 21, 2012 9:39 pm

the worst part is when 1.5 hit i launched a major content update on my other mod and everyone crucified me at the stake for breaking their game.

looks like I'm batting 2 for 2, having released a new mod just days before the broken 1.6

i have awesome luck
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Tracey Duncan
 
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