[Important] The CK and Beta 1.5

Post » Wed Jun 20, 2012 12:11 pm

Should be the case. If you have plugins made with previous CK versions, you can most likely update/retrofit them by merely opening and saving them with v1.5.24.0 (chunk size error warnings and such should not happen upon consecutive loads). ONAM, although officially in now, is not generated by CK...

Why wouldn't previous mods work with the new CK and Patch? That would make no sense whatsoever if that was the case. So you'd basically have to scrap whatever you were working on every time there's an update? I can't believe that would be the case.
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Nicola
 
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Post » Wed Jun 20, 2012 12:03 pm

Why wouldn't previous mods work with the new CK and Patch? That would make no sense whatsoever if that was the case. So you'd basically have to scrap whatever you were working on every time there's an update? I can't believe that would be the case.
It would appear some record definitions have changed, but it's likely that opening such a plugin as active and saving it with the most recent editor will retrofit it, clearing the errors reported by updating the records if needed. By the same token, one could retrofit/update a Fallout 3 plugin for Fallout New Vegas by doing so with the NV GECK.

[you shouldn't have to "scrap" anything *knock on wood*]
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Jason Wolf
 
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Post » Wed Jun 20, 2012 12:19 am

It would appear some record definitions have changed, but it's likely that opening such a plugin as active and saving it with the most recent editor will retrofit it, clearing the errors reported by updating the records if needed. By the same token, one could retrofit/update a Fallout 3 plugin for Fallout New Vegas by doing so with the NV GECK.

[you shouldn't have to "scrap" anything *knock on wood*]
My mod still seems fine. I went from 1.4, to the 1.5 beta, back to 1.4, and now to 1.5 and the mod still loads and seems fine. Then again, like I said, I don't use Update.esm (yet) so that may be sparing me this trouble.

Either way, opening your mod and saving it should certainly fix any issues and bring it up to date. It would have to or modding would be damn near impossible!
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TRIsha FEnnesse
 
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Post » Wed Jun 20, 2012 12:44 pm

Not sure (other than CAMS) which, if any, of the record types have been changed. Only some plugins will need retrofitting.
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Bethany Short
 
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Post » Wed Jun 20, 2012 1:56 pm

My apologies about resurrecting an "old" thread but I have a simple house mod that I would like to start working on again. The problem is that I worked on it back in March when I was in the 1.5 beta and before the 1.5 CK was released, and I also had the update.esm set as one of the masters so the previously mentioned errors got saved into the esp. In the 1.6 CK would it be fine to duplicate the unique interior cells and save them into a 1.6 CK esp or do I have to start from scratch?
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John N
 
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Post » Wed Jun 20, 2012 12:02 am

I guess I'll give this one bump in hope of an answer.
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adame
 
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