[Important] The CK and Beta 1.5

Post » Wed Jun 20, 2012 2:56 pm

I would be happy if the game no longer crashes and I can finally play.
you all can play at least! What is the CK?!

will not get rid of the feeling that skyrim can't handle all 4 core processors.

AMD Phenom II X4 940
HD 5770 1 GB DDR5
Skyrim only uses 1 of the 6 cores I have >_>.
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Undisclosed Desires
 
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Post » Wed Jun 20, 2012 4:13 am

My CK is at V1.4.23, so the beta testing downloads must not automatically update for me. :shrug:
If its something I did, I have no idea what. I can't figure out Steam and still have not figured out how to look at mods people upload to the steam workplace. So I use the Nexus.
That's the issue though. If you opted in to the Skyrim 1.5 beta on Steam, that only updates the game. The CK is still on 1.4.23 and hasn't been updated yet. The versions are out of sync now and corrupted files are the norm when trying to use an old CK on a newer game version.
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Bellismydesi
 
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Post » Wed Jun 20, 2012 3:04 pm

That's the issue though. If you opted in to the Skyrim 1.5 beta on Steam, that only updates the game. The CK is still on 1.4.23 and hasn't been updated yet. The versions are out of sync now and corrupted files are the norm when trying to use an old CK on a newer game version.
I'm still editing, converting and playing my mod... Do you have to edit certain records to get corruption? Also, how do you know when your mod is corrupted? Does it stop being loaded by the game? By the CK?
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Ricky Meehan
 
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Post » Wed Jun 20, 2012 6:20 am

Usually it starts with the CTD count skyrocketing as you try to play/test. If you continue to ignore this, it only gets worse and eventually, yes, you'd be unable to load it into the CK either and would have to resort to the use of TESVSnip to attempt to undo the damage.
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James Hate
 
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Post » Wed Jun 20, 2012 12:18 am

You had to opt in for the 1.5B update? I never did that, I just assumed I got auto-updated per Steam standard, but never checked my actual file version. Maybe I escaped the update and consequently won't be having this compatibility issue at all. That would be sweet.
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kasia
 
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Post » Wed Jun 20, 2012 1:27 pm

You had to opt in for the 1.5B update? I never did that, I just assumed I got auto-updated per Steam standard, but never checked my actual file version. Maybe I escaped the update and consequently won't be having this compatibility issue at all. That would be sweet.

Yeah you have to opt in to the Betas :D
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Colton Idonthavealastna
 
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Post » Wed Jun 20, 2012 12:55 pm

Yeah you have to opt in to the Betas :biggrin:

Thank god, looks like I'm safe then, phew! :banana:
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Facebook me
 
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Post » Wed Jun 20, 2012 3:14 am

It seems to me, that this issue could essentially be related to the new update.esm having more content than the previous one, but being smaller in size.

I have no idea if it really is so, but I would guess, that they have extended data compression to cover a wider range of record types in update.esm, and perhaps the current version of CK (and perhaps also SkyEdit, but not TESVSnip) has hard coded assumptions about which records are compressed.

If you have the 1.5beta, but have also kept a copy of the previous update.esm, it may be enough just to ensure that you are in offline mode, rename the latest update.esm (and update.bsa) into something else, and replace it with the previous one.

Please note, that I take absolutely no responsibility for possible adverse effects from following this suggestion.
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Jessica Raven
 
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Post » Wed Jun 20, 2012 3:03 pm

Not to push the issue but does anyone think it would still be okay to build out interiors with static objects? No coding or activators or dynamic stuff - just static objects. Walls, floors, rock etc etc...
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Yvonne
 
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Post » Wed Jun 20, 2012 12:47 pm

You have "opt in" to the beta's. If you have never done this on your steam account, then you will not get the new beta update. Until you do that or the new patch is released, nothing has changed for you.
ninja'd! :biggrin:
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Makenna Nomad
 
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Post » Wed Jun 20, 2012 4:46 am

Right - so, in your opinion [and anyone else for that matter] do you think it's safe to work on static building?
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Imy Davies
 
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Post » Wed Jun 20, 2012 5:16 am

Right - so, in your opinion [and anyone else for that matter] do you think it's safe to work on static building?
If you're asking about "with the beta installed", I can't say......I am staying away from the beta as I have a large mod in construction and don't want it messed up. If you do not have the beta installed, then you should be okay.
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neil slattery
 
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Post » Wed Jun 20, 2012 12:28 am

Okay well thanks.

Does anyone else think it would still be okay to build out interiors with static objects? No coding or activators or dynamic stuff - just static objects. Walls, floors, rock etc etc...
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Rebecca Dosch
 
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Post » Wed Jun 20, 2012 12:14 pm

You have "opt in" to the beta's. If you have never done this on your steam account, then you will not get the new beta update. Until you do that or the new patch is released, nothing has changed for you.
ninja'd! :biggrin:

Double confirmation is good :thumbsup:
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James Shaw
 
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Post » Wed Jun 20, 2012 12:48 pm

With the beta patch.
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Tyrel
 
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Post » Wed Jun 20, 2012 10:23 am

With the beta patch.
I would guess that:
- If your mod modifies or for any reason has anything to do with a record or cell that is also modified by uddate.esm. there is every chance that if will be borked.
- If your mod does not have any overlaps or other dependencies with anything addressed by update.esm, there is a chance that it might be ok.
- Apart from that, I don't think the nature of the environment or the objects matters much.

The beauty of it is, that with current tools, it is not at all easy to figure out what are all the things that update.esm impacts.

So, do you feel lucky, modder? :)
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Claire Mclaughlin
 
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Post » Tue Jun 19, 2012 11:20 pm

Constructible and Tempering sound like they are related to this from the patch notes: "Smithing skill increases now factor in the created item's value", whatever that means.

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Aliish Sheldonn
 
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Post » Wed Jun 20, 2012 6:09 am

So, do you feel lucky, modder? :smile:

I do! I do! (;

It just takes so much time building out complicated cave systems and I had earmarked this week to rough out these interiors. I had issues in another interior but only with the http://www.gamesas.com/topic/1359531-water-and-mining-issues/- not sure if mining is related but maybe it is... Either way, I'm going to stick with just static objects - walls, rocks, floors etc and leave everything else, triggers, lights, assorted activators etc for after the patch is final and CK is updated. Then cross my fingers.
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Sarah Bishop
 
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Post » Wed Jun 20, 2012 10:29 am

If it's something with the Update.esm, then would I be safe if my mod doesn't use that? Because, again, since getting the beta patch on Thursday I've put at least 20 hours into the CK and my mod doesn't CTD or fail to load or get any issues anywhere.
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Bethany Watkin
 
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Post » Wed Jun 20, 2012 2:12 pm

If it's something with the Update.esm, then would I be safe if my mod doesn't use that? Because, again, since getting the beta patch on Thursday I've put at least 20 hours into the CK and my mod doesn't CTD or fail to load or get any issues anywhere.
I am not an expert on this, but:

If "my mod doesn't use that" means, that when you created your mod, you did not have update.esm checked in the CK, in which case it would also not be a required master file for your mod, my guess would be, that you might be ok. Or you might just be lucky, I really don't know.

However, update.esm contains Bethesda's fixes, and if that is not included as a master when creating your mod, and your mod modifies a record that has also been modified by update.esm, then your mod will be based on the purest vanilla game version, and will not contain whatever fix Bethesda did to that record. If update.esm is checked as a master, then your mod will be created as a further modification of the record in question, starting from how it was in update.esm, and Bethesda's fix will also be included in your mod. So, as a side effect, you may lose some fixes made by Bethesda. Still, update.esm has not had very many fixes in it so far, so that loss may not be significant.

(However, any early mods, even if they have been created with update.esm as a master, I think, are likely to miss out on later Bethesda fixes, if those are made to the same records that are contained in the mod and therefore "frozen in time" so to speak. It will be interesting to see how that will turn out.)

(Also, if a Bethesda fix makes complementary changes in two different records, and a user mod contains only one of those records in the form that it was before Bethesda's fix, the outcome could become interesting. :smile: Personally, I would hesitate to even consider making a large mod at this point in time, unless it mostly consists of totally new records, that are guaranteed not to overlap with anything in update.esm.)
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Marguerite Dabrin
 
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Post » Tue Jun 19, 2012 11:34 pm

Well, you can probably guess whether mine's dependent on update.esm or not. :P It suffices that I'm dreading 1.5.24.

I'll just have to wait until the new CK is out and hope I can salvage most of it.
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Carlos Rojas
 
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Post » Wed Jun 20, 2012 10:06 am

Yeah, I actually had USKP in mind. Creating it this time around must be logistically much more demanding than previously, and earns a lot of respect.
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Sami Blackburn
 
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Post » Wed Jun 20, 2012 12:55 am

Yeah, I actually had USKP in mind. Creating it this time around must be logistically much more demanding than previously, and earns a lot of respect.

Thanks. :) Yes, it's much more difficult this time around, but the worst thing is having to scrap and start over, or lose any work at at all. I hope it doesn't come to that.
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Chris Guerin
 
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Post » Wed Jun 20, 2012 1:06 pm

I am not an expert on this, but:

If "my mod doesn't use that" means, that when you created your mod, you did not have update.esm checked in the CK, in which case it would also not be a required master file for your mod, my guess would be, that you might be ok. Or you might just be lucky, I really don't know.

However, update.esm contains Bethesda's fixes, and if that is not included as a master when creating your mod, and your mod modifies a record that has also been modified by update.esm, then your mod will be based on the purest vanilla game version, and will not contain whatever fix Bethesda did to that record. If update.esm is checked as a master, then your mod will be created as a further modification of the record in question, starting from how it was in update.esm, and Bethesda's fix will also be included in your mod. So, as a side effect, you may lose some fixes made by Bethesda. Still, update.esm has not had very many fixes in it so far, so that loss may not be significant.
That's what I hope.

And I'll certainly be factoring the Update.esm into the mix before release. I just haven't yet, and it appears that's a good thing!
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Danii Brown
 
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Post » Wed Jun 20, 2012 11:17 am

And I'll certainly be factoring the Update.esm into the mix before release. I just haven't yet, and it appears that's a good thing!
Yeah, that makes sense. The one complication I think there might be, is that I don't think the CK itself is useful at all for afterwards adding update.esm to the mix. The impression that I have is, that you always end up with a snapshot of what update.esm contained in a specific record at the moment when you first included that record in your own mod, and only if update.esm was loaded into the CK at the time by having it checked as a master file. (Well, I guess you knew that anyway from previous modding, but for the benefit of others...)

The best tool for including later Bethesda fixes in a mod (TESVEdit) does not exist yet, but hopefully it will eventually. It will be absolutely crucial for all modders who wish to maintain their mods while Bethesda keeps adding stuff to update.esm. (Frankly, I don't see how Kivan can currently manage developing USKP without it.)
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Flesh Tunnel
 
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