The New Unofficial Creation Kit Bug List

Post » Thu Jun 21, 2012 5:23 pm

..... Are you serious? 0.0

I've experience many problems and created this page:

http://www.creationkit.com/Corrupt_esp_/_mod_/_data_recover

See if it can help you.
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ZANEY82
 
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Post » Thu Jun 21, 2012 3:07 pm

Cheers for that, will check it out. Yeah, the bug was the standard terrain disappears after generating LOD in CK, not usually a problem, just turn on terrain in the show hide window and hit F5 to refresh the view... Only this time I didn't bother just exited without saving changes to the plugin.

problem was on reload I have a pancaked worldmap. Moral is if you cant see your landscape don't quit CK!! my backup isn't that old but I'd just finished navmeshing an interior :S, lols nvm... If someone else can verify that would be ace, though don't risk real work!
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Sami Blackburn
 
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Post » Thu Jun 21, 2012 5:20 pm

Ok, thanks for the heads up.
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Abi Emily
 
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Post » Thu Jun 21, 2012 11:53 am

Here's one from today... generating LOD eliminates your landscape on custom worldspace, even if you don't save then reload the CK it will be gone... tragic. Begs the question can you copy cells over from a backup esp to the current one? If so how...
Only with an esp.

I posted somewhere on here yesterday that LOD generaton is broken when you use an esp file.

What you have to do is copy your esp to another folder and rename it with the esm extension. Load the .esm in the CK and use it to generate the LOD for your world. When done, revert back to your .esp and the LOD detail will be there.

For some reason, the quad around 0,0 gets messed up when using an esp.
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YO MAma
 
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Post » Fri Jun 22, 2012 1:07 am

Cheers for that, Does LOD generate statics or just give you texture size error message and shut down as with the .esp?

Also not sure if its been mentioned but duplicating an interior cell breaks roomspace links...
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Susan Elizabeth
 
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Post » Fri Jun 22, 2012 12:52 am

Here's another huge bug:

http://www.gamesas.com/topic/1384861-yet-another-huge-bug-interior-cell-as-a-static-limit/

I've created a page in the wiki:

http://www.creationkit.com/Bug_list
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lucile
 
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Post » Thu Jun 21, 2012 4:15 pm

Yup, found a great one... if you dupe a cell in my case an interior, it can break puzzles badly, I had a standard 3 pillar nor puzzle, hit the lever now causes CTD. Though all the coffin poppers work, as do the standard triggers and traps, the refs for the flame emitters went null for some reason!

I'm always pleasantly surprised by the ingenuity of each new bug :D
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BaNK.RoLL
 
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Post » Thu Jun 21, 2012 11:21 pm

Thanks, Me too! :)
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Matt Bee
 
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Post » Thu Jun 21, 2012 6:36 pm

Bug list updated. It seems that whenever a bug is fixed, two more take its place.

All of the bugs above have gone straight to the top of the Critical list.
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Niisha
 
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Post » Thu Jun 21, 2012 11:21 am

If I might suggest, if people are going to test for bugs, please stop doing so by using the console off the main menu. That is NOT a normal game state and as far as I'd be concerned, your test was just invalidated. Use a normally generated save somewhere that has no mods attached to it. Set map markers on places you need to get to fast if need be, but using the console to bounce around is not the normal way the game does things so you shouldn't be testing your mod that way either.

If you can confirm a bug using nothing but normal methods, THEN it should be added to this list. Not before. Otherwise, it's just going to end up full of a bunch of uncomfirmable cases of things if someone tries to test it using normal methods and can't reproduce it.

Also - memory management issues in the game are not CK bugs. So why are they being treated as such? If we actually need an unofficial game bugs thread, one should be created on the Mods forum and contain those issues there.
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Jonny
 
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Post » Thu Jun 21, 2012 6:04 pm

If I might suggest, if people are going to test for bugs, please stop doing so by using the console off the main menu. That is NOT a normal game state and as far as I'd be concerned, your test was just invalidated. Use a normally generated save somewhere that has no mods attached to it. Set map markers on places you need to get to fast if need be, but using the console to bounce around is not the normal way the game does things so you shouldn't be testing your mod that way either.

If you can confirm a bug using nothing but normal methods, THEN it should be added to this list. Not before. Otherwise, it's just going to end up full of a bunch of uncomfirmable cases of things if someone tries to test it using normal methods and can't reproduce it.

Also - memory management issues in the game are not CK bugs. So why are they being treated as such? If we actually need an unofficial game bugs thread, one should be created on the Mods forum and contain those issues there.

It's a issue of bad memory management with .ESPs. If it was an issue with the game itself, then why does it never happen with vanilla interior/exterior cells? Even if it IS an issue with the game itself, it still heavily affects user-made mods, and therefore deserves a place on the list.
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Jonny
 
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Post » Thu Jun 21, 2012 6:44 pm

I think the whole memory limit thing came up because it was a problem that exists with only created levels, people didn't know it was a game bug as similar effects can be caused by navmesh problems.

As for the testing thing, mine broke every way I tried it...
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kitten maciver
 
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Post » Thu Jun 21, 2012 9:40 pm

It's a issue of bad memory management with .ESPs. If it was an issue with the game itself, then why does it never happen with vanilla interior/exterior cells? Even if it IS an issue with the game itself, it still heavily affects user-made mods, and therefore deserves a place on the list.
So why have I never seen it with any mod that contains interior cells? What version of the game are people using? Does it do any good at all to post a bug when we don't know what CK version OR game version someone is using? Why report issues with CK 1.5.24, for example, when that's not the one that's currently available for download? Why report bugs in game version 1.5.26 when that's not the one that's currently available for download?

Yeah, I know, I'm probably being really super pedantic about all this, but taking reports from anyone who is refusing to update is just plain silly. There's no chance in hell Bethesda would ever take a report against an old version of the program seriously, so I don't see why we should either.

So I'd suggest that any report made where the version of the CK *AND* game is not specified should be ignored and left off the list until that information is supplied. I think that alone will cut down on the number of issues being reported. There's too many people right now continuing to report things that later versions of the game and CK are known to have fixed.

The CK clearly doesn't have a problem with you generating a dungeon with however many pieces it takes to trigger this. Only the game has issues with it. So there would be nothing for Bethesda to reproduce on the CK side of things. This isn't like the Navmesh bug which was a hybrid issue when it was first posted to this list. Technically it should have come off at CK 1.5.24 when it became clear the remainder was a game-side issue.
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Amy Melissa
 
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Post » Thu Jun 21, 2012 11:51 am

So why have I never seen it with any mod that contains interior cells? What version of the game are people using? Does it do any good at all to post a bug when we don't know what CK version OR game version someone is using? Why report issues with CK 1.5.24, for example, when that's not the one that's currently available for download? Why report bugs in game version 1.5.26 when that's not the one that's currently available for download?

Yeah, I know, I'm probably being really super pedantic about all this, but taking reports from anyone who is refusing to update is just plain silly. There's no chance in hell Bethesda would ever take a report against an old version of the program seriously, so I don't see why we should either.

So I'd suggest that any report made where the version of the CK *AND* game is not specified should be ignored and left off the list until that information is supplied. I think that alone will cut down on the number of issues being reported. There's too many people right now continuing to report things that later versions of the game and CK are known to have fixed.

The CK clearly doesn't have a problem with you generating a dungeon with however many pieces it takes to trigger this. Only the game has issues with it. So there would be nothing for Bethesda to reproduce on the CK side of things. This isn't like the Navmesh bug which was a hybrid issue when it was first posted to this list. Technically it should have come off at CK 1.5.24 when it became clear the remainder was a game-side issue.

I can see your point. It's hard to take a bug report seriously if it is reported on an outdated version of the game/CK.

I have removed that bug from the list, along with another one.
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Tom
 
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Post » Thu Jun 21, 2012 4:58 pm

And yes, we really could use a thread like this on the game side. :)
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Claire
 
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Post » Thu Jun 21, 2012 9:30 am

Here's another huge bug:

http://www.gamesas.com/topic/1384861-yet-another-huge-bug-interior-cell-as-a-static-limit/

I've created a page in the wiki:

http://www.creationkit.com/Bug_list

Ok guys, I've created a solution for this problem, here's the link:

http://www.creationkit.com/Bug_list
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RObert loVes MOmmy
 
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Post » Fri Jun 22, 2012 12:44 am

SO where can I read a list of fixed bugs and newly introduced ones in the latest patch? I could confirm that the LOD bug for buildings was fixed or so seems to me ...
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Dagan Wilkin
 
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Post » Thu Jun 21, 2012 8:17 pm

If you mean the disappearing statics bug, it's a lot closer to being fixed, but my test plugin still fails to display 2 of the 30 objects I picked at random.
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xemmybx
 
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Post » Fri Jun 22, 2012 12:26 am

I can see your point. It's hard to take a bug report seriously if it is reported on an outdated version of the game/CK.

I have removed that bug from the list, along with another one.

Don't remove the bug I've posted, it's in 1.6.89.0 version of the CK and updated version of the game, it's a CK bug and can be confirmed in normal conditions because it causes ctd on load! It's a HUGE bug! Also, even if it's a game bug it should be there because the ck and the game are connected, ck creates what we use in the game, if it's broken the game will be broken.

Finally, since this bug doesn't occurs in the vanilla game we can safely say it's a CK bug.

See the video if you need proof, thanks!
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Latino HeaT
 
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Post » Thu Jun 21, 2012 8:14 pm

I can see your point. It's hard to take a bug report seriously if it is reported on an outdated version of the game/CK.

I have removed that bug from the list, along with another one.

Hmm... If a bug is just now reported by someone using a 1.5 version of the CK, I think that it might be wise to at least check if that bug exists still in the 1.6 version of the CK rather than dismissing it out of hand... And, there may be conflicts that only exist if using a version of CK with a version of game that is different. Since the CK doesn't automatically get updated just because a new game patch gets released, there could be (are) many people running mis-matched versions of game / CK. Not to mention that creating a mod with the most recent CK, that mod still should be compatible with at least the previous game version. Perfect worlds don't exist. If they did, this whole thread would be pointless. So, in my opinion, when deciding what is a bug or not, err on the side of caution.

Or, be like the devs at Beth., who knew about many of the bugs being reported and apparently put them into the 'too hard' basket. It's too hard to properly track bugs, what with all of the cross-over issues, so why bother at all?
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Dona BlackHeart
 
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Post » Thu Jun 21, 2012 4:03 pm

If you mean the disappearing statics bug, it's a lot closer to being fixed, but my test plugin still fails to display 2 of the 30 objects I picked at random.
No I meant thr bug that caused lods to pick a mountain or ice or someother texture ... It happened tomme for all nord building walls ... I could see now that the generated files in dds have larger images in puxel dimensions including more space ... Generating the lods after the previously generated ones inthe previous patch made now the lods use the right texture .... I can only state for the models I am using .... But I am using a lot of altough limited to nord structures and mountains ... The disappearing bug I haven 't tested...
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Arrogant SId
 
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Post » Thu Jun 21, 2012 5:30 pm

Don't remove the bug I've posted, it's in 1.6.89.0 version of the CK and updated version of the game, it's a CK bug and can be confirmed in normal conditions because it causes ctd on load!
Except it's not a CK bug. If it were, the CK would be the one crashing from the overload, not the game.
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Lizzie
 
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Post » Thu Jun 21, 2012 6:36 pm

Except it's not a CK bug. If it were, the CK would be the one crashing from the overload, not the game.

What? How come it isn't a CK bug if it's made in the CK? It's like the navmesh, ck is creating corrupted data or bad data or whatever, and in vanilla game this doesn't happen. So if the vanilla game doesn't do that how can you say it's a game bug?

CK is the one creating the .esp and not the game, also, the navmesh didn't make the CK to overload or crash or whatever, but the NPCs would not move ingame.

At the very least it's a CK and game bug.
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Dona BlackHeart
 
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Post » Thu Jun 21, 2012 2:58 pm

I'd just like to ascertain - the bug preventing the editing of dialogue does not pertain to adding brand new dialogue, correct?
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Hearts
 
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Post » Thu Jun 21, 2012 8:11 pm

Let's see. If the bug reported by Black Rl happens with the current verisons of both the game and the CK and affects modding I think it deserves to be here. Indeed it's not a question of deserving or not, it's a question of convenience. I think this thread is not an academic one. The purpose is usefulness.

In my humble opinion every bug, oversight or feature that make your mod not work as intended should be here in the relevant seriousness part of the OP despite if it's a CK bug, a game bug, an operating system bug or any other type of inconvenience. Not supporting previous versions is a matter of choice (I sincerelly believe in supporting previous version users as far as I can), but Black RL already said it happens in the current version.

If you preffer, you can change this thread name to "the new unofficial things that can ruin your mod list". But don't forget the purpose of it, that I suppose is not other than help modders to know what they need to avoid and warn Bethesda on what it's broken so they can fix.

The bug:

Here's another huge bug:

http://www.gamesas.com/topic/1384861-yet-another-huge-bug-interior-cell-as-a-static-limit/

I've created a page in the wiki:

http://www.creationkit.com/Bug_list
Ok guys, I've created a solution for this problem, here's the link:

http://www.creationkit.com/Bug_list
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Guy Pearce
 
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