The New Unofficial Creation Kit Bug List #2

Post » Thu Jun 21, 2012 2:42 pm

  • http://www.gamesas.com/topic/1345462-resizing-the-ck-windows-theyre-too-big/

Workaround for this issue: http://code.google.com/p/altdrag/ It will allow you to drag windows using the Alt key, enabling you to get at those parts of the window you were previously unable to reach.
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Pixie
 
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Post » Thu Jun 21, 2012 3:23 pm

Workaround for this issue: http://code.google.com/p/altdrag/ It will allow you to drag windows using the Alt key, enabling you to get at those parts of the window you were previously unable to reach.

That's good news. I've added the workaround to the list.
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Luis Longoria
 
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Post » Thu Jun 21, 2012 11:07 pm

Either I read over it, or it wasn't mentioned yet. A recent silent update to the Creation Kit breaks any new armour you create, and any existing armour you edit. The values are read by the Creation Kit, but not by Skyrim or any other editing tool, resulting in any new and edited armour to have a rating of 0 and being impossible to equip.
That was the 1.6.91 update which was rescinded the next day. You should be sure you're using 1.6.89 instead.

Yes I think that's the problem, that's what my debugging is saying to me yes. Any time I see a blue screen I get the creeps because of the bug, glad it's not another one.

Better this way! ^^

Heads up for everybody: don't try to disintegrate the player
It's the player getting disabled that's actually the problem. The game was never designed to account for that possibility, and the engine has always crashed when someone does this. Hell, I used to use it as a quick exit out of Oblivion until we had figured out that deleted records were causing the excessively long exit times and crashing associated with it.
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Matthew Warren
 
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Post » Thu Jun 21, 2012 1:17 pm

It's the player getting disabled that's actually the problem. The game was never designed to account for that possibility, and the engine has always crashed when someone does this. Hell, I used to use it as a quick exit out of Oblivion until we had figured out that deleted records were causing the excessively long exit times and crashing associated with it.

I see, but what is causing some confusion in my head is the question "isn't the player disable when he dies?", apparently he is not.
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Alisia Lisha
 
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Post » Fri Jun 22, 2012 3:58 am

When the player dies, I think the game just continues to run long enough for you to enjoy the visuals of your demise then it reloads the most recent save. I don't think it ever disables the player. Disabling an object causes it to disappear and I have never seen the player character disappear.
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Nichola Haynes
 
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Post » Thu Jun 21, 2012 12:31 pm

Correct. Death doesn't disable the player, for the same reason. It can't. You still exist as a dead body and are only really there long enough for the auto-reload to kick in.
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Catharine Krupinski
 
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Post » Thu Jun 21, 2012 6:46 pm

So user-made interiors connected to vanilla worldspaces are safe from the bug? That's something, at least.

I will update the entry about the bug to reflect that detail.

not entirely. sometimes it works if the worldspace is tamriel. it will not work if the worldspace is a child of tamriel (like whiterun, resulting in a blank screen, not always a CTD)


the bug only happens if your project is an esp. it is unaffected by projects entirely on an esm, so it is not at all related to just worldspaces. the bug is related to improper handling of memory on esp vs esm when transitioning from an interior to a worldspace.

the vanilla ones are "unaffected" because skyrim.esm is an esm not an esp, and not because the worldspace is tamreil (i hope that makes sense). i'm being as specific as possible.
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oliver klosoff
 
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