Skyrim 1.6 Released. What Are the Biggest CK Changes

Post » Thu Jun 21, 2012 10:48 pm

Now that Skyrim version 1.6 has gone live what are the changes for modders?

I've been told the NavMeshBug has been squashed, is that true?

What else can be found?
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Rowena
 
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Post » Thu Jun 21, 2012 10:45 pm

Unfortunately, the Creation Kit has not been updated for compatibility with version 1.6 yet.

But as for the NavMesh bug, yes. It has indeed been fixed.
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Makenna Nomad
 
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Post » Thu Jun 21, 2012 10:34 am

Navmesh bug is fixed, but that code was already in the CK at 1.5, so that doesn't count.

The greatest change to the CK is the fact that there are no changes at all.
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Austin England
 
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Post » Fri Jun 22, 2012 12:40 am

Well, at least the patch broke the roombounds and portals in my dungeon, making the rendering buggy. I've been struggling for a week to make them work perfectly and now this.
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Naomi Lastname
 
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Post » Thu Jun 21, 2012 10:30 pm

There have been no changes to the CK on this patch yet. Which is an issue since the INCC subrecord that appeared with the game update is NOT SUPPORTED yet with what we have.
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Siobhan Thompson
 
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Post » Fri Jun 22, 2012 1:42 am

if you've already downloaded the 1.6 official patch, i would WAIT on doing anything in the CK until it is updated. i learned the hard way when 1.5 went live.
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Patrick Gordon
 
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Post » Fri Jun 22, 2012 12:40 am

Perhaps I play with fire.... but so far the sea of errors thrown by Update.esm aren't an issue with editing stuff.
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Big Homie
 
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Post » Thu Jun 21, 2012 10:27 pm

1.6.89 fixed the problem I was experiencing with 1.6.87 causing references dynamically assigned to a reference alias to stay permanently persistent.
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ZzZz
 
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Post » Thu Jun 21, 2012 8:57 pm

I don't know if this has to do with 1.6 but since Steam updated things to the newest version my ForceGreet characters run around like they're being attacked, instead of running up to the player.

edit
(This is using a fresh game as well)
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Add Meeh
 
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Post » Fri Jun 22, 2012 1:52 am

thats a relief, otherwise we would have been effed with memory residue buildup
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Stay-C
 
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Post » Thu Jun 21, 2012 9:34 am

My game is currently updated to the beta 1.6 and I have been using the CK without any discernable problems since 1.6 beta release. Although I have been working only on a personal mod that may or may not see a release by the end. I didn't dare risk working on my main mod.

But so far, no problems at all and I have put in about 50 hours of work on landscaping, NPCs, navmeshing, AI, new dialog, texturing, interiors etc... As the live 1.6 has no changes from the beta, it should be fine for basic editing....but use at your own risk.
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Manuel rivera
 
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Post » Thu Jun 21, 2012 1:17 pm

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.
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Petr Jordy Zugar
 
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Post » Thu Jun 21, 2012 11:08 am

in the past, there hasn't been this long of a gap between game update and ck update was there?

should i assume there wont be a CK update?
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Ron
 
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Post » Thu Jun 21, 2012 3:29 pm

in the past, there hasn't been this long of a gap between game update and ck update was there?

should i assume there wont be a CK update?
I was thinking the same thing... Usually it's instant, or very quick. They've all gone home which means if there is an update it wont be today... I can't wait any longer to do work, so I'm backing everything up and continuing like normal...
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Nienna garcia
 
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Post » Thu Jun 21, 2012 9:13 pm

in the past, there hasn't been this long of a gap between game update and ck update was there?

should i assume there wont be a CK update?

Since some of the CK changes relate to the DLC, it's possible that there is more that Bethesda need to take out in their version of the CK with this update than in past updates, in order to provide us with our stripped-down version.

Also this update seems very hastily and haphazardly done--there's the serious dialogue glitch, there was no mention of the 1.6 update on bethblog.com, a Twitter update with the news only went out an hour ago, etc. It almost feels like Steam jumped the gun before Bethesda was ready.
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Milad Hajipour
 
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Post » Thu Jun 21, 2012 3:34 pm

Since some of the CK changes relate to the DLC, it's possible that there is more that Bethesda need to take out in their version of the CK with this update than in past updates, in order to provide us with our stripped-down version.

Also this update seems very hastily and haphazardly done--there's the serious dialogue glitch, there was no mention of the 1.6 update on bethblog.com, a Twitter update with the news only went out an hour ago, etc. It almost feels like Steam jumped the gun before Bethesda was ready.
Eh not really. The DLC changes would be either engine based or esm based. The engine based ones would be patched in, since we either cannot access them or they are free to all (i.e. mounted combat), and the esm based ones would be contained in the DLC's ESM that you obviously only get if you purchase the DLC.

I agree that it seems like something shifty happened here. Like Xbox getting the update out of the blue, then us getting it kind of half assed randomly, and I don't think there is any word on Ps3 yet?

There is either some serious communication issues, or someone has gone bonkers. :tongue:
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Janette Segura
 
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Post » Thu Jun 21, 2012 12:52 pm

I'm more inclined to think everyone thought they were in a mad rush and needed this to go live for PC immediately when it could have stood another weeks's pounding on it. I just wish they'd push CK betas out with the game betas when it's dead obvious new records are involved.

Also, no, I haven't noticed any sort of "silent voice" effect. Then again, I've generated blank sound files for all the lines I've written.
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Terry
 
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Post » Thu Jun 21, 2012 2:41 pm

I can confirm a silent voice effect on my mod (no sound files generated).
That's neat!

Now need to wait an updated version of the CK...
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Louise Lowe
 
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Post » Thu Jun 21, 2012 9:53 pm

I can confirm a silent voice effect on my mod (no sound files generated).
That's neat!

That just made my day!
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Isabell Hoffmann
 
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Post » Thu Jun 21, 2012 11:56 pm

I know this is in another thread somewhere, but they....fixed... the waterwalking actorvalue so that it behaves like Oblivion/Morrowind whereas you literally walk on water now as opposed to being able to "skip" across water but still sink. I know this is an engine change, but some modders (me included) had gone ahead and used the original implementation, giving up hope that it would be fixed, and actually grew fond of it. This has, unfortunately, caused unintended consequences for our mod users that have upgraded to 1.6.89.

-MM
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Skrapp Stephens
 
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Post » Thu Jun 21, 2012 9:09 pm

I have not updated yet, I'm cheekily leaving steam in offline mode until there are a few "all clear" posts in the forum :P

That is good news about the built in silent voice. I'm going to go into my mod now and remove the silent audio files. This will make the overall file size much more acceptable now it's not filled with all these unnecessary wavs.

- Hypno
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Jesus Lopez
 
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Post » Thu Jun 21, 2012 4:31 pm

AddForm() for LeveledItem now sticks across saves.
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Albert Wesker
 
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Post » Thu Jun 21, 2012 11:55 pm

AddForm() for LeveledItem now sticks across saves.

Have you done any testing with Revert--does it revert to the list as defined in the .esp, or to the list as it was in the last loaded save? (I can test this myself, of course, but not until tonight, so am wondering if anyone else has tested already.)
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Nana Samboy
 
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Post » Thu Jun 21, 2012 5:21 pm

Yes I have posted this else where. It may be a known issue but in the Mod I was working on I had added a condition to the WIcourier quest Dialog area so that the courier would deliver my quest start. It was working fine until I upgraded to the Beta. Then the Whole WIcourier quest seem broken. After troubleshooting I found that if I edit one of the Dialog's, say add a condition afterwards that is the only Dialog that the game see's in that topic and it will not use the others... It also breaks the voice from playing and does subtitles instead.
If I edit all the Dialog under the same topic then the whole quest dialog works ok but with no sound only subtitles. This applies to the scripts on the dialog as well meaning if I change only one of the dialog entries and the other five I leave alone yet one of them has a script that script wont run....
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Brandon Wilson
 
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Post » Thu Jun 21, 2012 11:37 am

I have not updated yet, I'm cheekily leaving steam in offline mode until there are a few "all clear" posts in the forum :tongue:

That is good news about the built in silent voice. I'm going to go into my mod now and remove the silent audio files. This will make the overall file size much more acceptable now it's not filled with all these unnecessary wavs.

- Hypno
I can confirm a silent voice effect on my mod (no sound files generated).
That's neat!

Now need to wait an updated version of the CK...
That just made my day!

Voice in my mod is silent as well. Vanilla voices work, but my mod ones dont. I'm playing an esm from before the patch, so it's something wonky in the new EXE or something. Hopefully this will be fixed soon... -_-
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W E I R D
 
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