Unofficial Creation Kit Bug List

Post » Mon Jun 18, 2012 7:51 am

Thanks for this useful list.

Would you consider transferring it to the wiki? That would keep it in one easy-to-find place, under modder control.

I doubt whether this thread will be stickied (given the precedent of the gameplay bug list).
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pinar
 
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Post » Mon Jun 18, 2012 12:11 pm

I don't think the Actor Value editing thing is a bug; I think they just wanted to prevent people from adding new Actor Values (why they would is beyond me though) and simply flagged the important data fields as "display-only". Doing that in any Windows GUI app is as simple as changing a boolean. Seems like a really half-assed way to disable it, but you'll notice all the important fields are disabled.
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Ross Zombie
 
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Post » Mon Jun 18, 2012 9:28 am

Having a lot of problems with the Creation Kit. When loading a file, and when moving between cells, I'm getting load errors, mesh errors, and some other stuff I don't understand. I can't seem to control the camera at all; the camera stays locked to my last object selected, even when deselected. It seems to change movement speed & sensitivity constantly... I have no idea what's going on in general. Are these things intentional, or is there something wrong with my CK? I'm so lost! :ohmy:
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^_^
 
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Post » Mon Jun 18, 2012 12:41 am

Having a lot of problems with the Creation Kit. When loading a file, and when moving between cells, I'm getting load errors, mesh errors, and some other stuff I don't understand. I can't seem to control the camera at all; the camera stays locked to my last object selected, even when deselected. It seems to change movement speed & sensitivity constantly... I have no idea what's going on in general. Are these things intentional, or is there something wrong with my CK? I'm so lost! :ohmy:

Yes I've had that....I put a building in the world then deleted it. If you dont select something else (in my case it was an empty world) you camera flings around terribly until you either select something else to pvoit/zoom on or you restart the CK.
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lucile
 
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Post » Mon Jun 18, 2012 10:09 am

Major bug: The creation kit won't try to keep a backup while writing a file. If it crashes while writing, your plugin will be lost (had this happen in Oblivion and now it's still not fixed...). You don't end up with a corrupted file, but instead no file at all (I guess the actual file is deleted before the new one is written).
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laila hassan
 
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Post » Mon Jun 18, 2012 4:03 am

Don't know if anyone else has (or ever will) experience this bug, but in my custom worldspace, the cell quads* immediately touching the bottom left corner of 0 0 were bugged and thought that the water level was 1024 (approx) units higher than it actually was. This was not a change in the cell's water height (never changed it, and also checked it to verify it was correct). I ended up dragging the land up above this level to 'hide' the extra water height; so far, haven't had any more problems. I don't know if that's just a cell 0 0 bug or a random bug.

* By cell quads, I mean the quads that show up in the 'I' texture viewer: bottom left quad of cell 0 0; bottom right quad of cell -1 0; top right quad of cell -1 -1; and top left quad of cell 0 -1 (counterclockwise from 0 0). In other words: no cell was entirely bugged, only a quarter of each cell touching that point.
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JAY
 
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Post » Mon Jun 18, 2012 12:07 am

Heightmap editor will not allow minor changes to land, it will not save properly and crashes.

LOD will not generate for any non Skyrim worldspace without being painfully slow and crashing before completing.
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Nany Smith
 
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Post » Mon Jun 18, 2012 5:30 am

Minor:

In the Landscape editor, the topmost texture is displayed as filename "NONE" and the default texture is used when you select and use it. This usually affects LBlackreachDirt (sort by filename, select it again and it looks different) unless you try to get your textures on top of the list for easy finding.

I spent almost an hour trying to figure out why the CK didn't accept my texture (which I named AAALandTex01...)
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josie treuberg
 
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Post » Mon Jun 18, 2012 6:40 am

For some reason every time a new cell is loaded, all the columns in the Cell window shrink to a "default" size, resulting in unreadable Editor ID's.

Not sure if this a bug or not, but the CK does not attempt to maximize the main window to fit the screen, but does keep the other windows in similar positions as they were in the previous session. Screen end up looking like a mess.
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Sebrina Johnstone
 
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Post » Mon Jun 18, 2012 6:32 am

When creating a new Nord NPC I get a shader error, looks fine in CK but when game load there are white lines across face. Also getting the brown face but found a work around for that in another thread.
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Hayley O'Gara
 
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Post » Sun Jun 17, 2012 11:51 pm

You left out of your small list that RAW import is broken.
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Alkira rose Nankivell
 
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Post » Mon Jun 18, 2012 12:07 pm

Getting a shader error that puts white lines on NPC face in game. Wrote down the error message from CK . Assertion Assert File: c:\_skyrim\code\tesv\BSLightingShaderProperty.cpp line 806 .
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Brandi Norton
 
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Post » Mon Jun 18, 2012 6:28 am

The disappearing static (with LOD, I presume) meshes is now officially my most-loathed bug. Creating a castle requires me to constantly exit the CK and reload so that I can see what I've already done. It's a monumental pita.
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Michael Korkia
 
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Post » Mon Jun 18, 2012 3:39 pm

The disappearing static (with LOD, I presume) meshes is now officially my most-loathed bug. Creating a castle requires me to constantly exit the CK and reload so that I can see what I've already done. It's a monumental pita.

Press F5 to reload the cell. Setting Grids to Load in Preferences/Misc to 9 helps a lot as well.
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JUDY FIGHTS
 
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Post » Mon Jun 18, 2012 3:44 am

I created a duplicate of Sovrngard and the landscape in the copied world space is about 1000 Meters below the original area and the objects are floating. The landscape is also broken apart, the edges do not pair up anymore. I am not sure if anyone else had this problem, but figured I would post it.
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Josh Dagreat
 
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Post » Mon Jun 18, 2012 12:59 am

I don't think the Actor Value editing thing is a bug; I think they just wanted to prevent people from adding new Actor Values (why they would is beyond me though) and simply flagged the important data fields as "display-only". Doing that in any Windows GUI app is as simple as changing a boolean. Seems like a really half-assed way to disable it, but you'll notice all the important fields are disabled.
While that's true, I seriously doubt it's deliberate. There's absolutely no reason to disable it at all, and even if they wanted to they would have done it in a more elegant way (i.e. one that doesn't permanently break your current plugin).
The disappearing static (with LOD, I presume) meshes is now officially my most-loathed bug. Creating a castle requires me to constantly exit the CK and reload so that I can see what I've already done. It's a monumental pita.
I agree. It's seriously annoying. It also happens when LOD view is turned off however.

Any bugs regarding the Heightmap Editor I'm probably not going to include as Bethesda have stated that it's not officially supported in the CK.

Keep the bugs coming guys!
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Jaylene Brower
 
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Post » Mon Jun 18, 2012 10:03 am

One I forgot earlier...

Minor:
View menu->Markers will often "invert" and have a checkmark when markers are not shown and vice versa, and will also sometimes reverse itself in the same CK session so that it becomes correct (checked=shown, unchecked=hidden.)
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stevie trent
 
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Post » Mon Jun 18, 2012 1:26 am

Some bugs I have seen often in the last few days:
  • [Sometimes] Clicking the Statics category in the Object list will make the Object list window disappear for a second or two, causing it to lose focus when it comes back. Clicking in the list doesn't fix it, only clicking the title bar. This also happens when clicking other categories with a lot of objects in them, or anytime my machine is otherwise busy enough to make the load time similarly long.
  • [Most of the time] Even if I maximize the main CK window and then exit normally with no crashing, only on occasion does the CK launch maximized how I left it last. Editing the shortcut properties to have it run maximized has no effect. This only bothers me because it means I have to move or resize the Rend window to find the now-small main CK window hiding behind it.
  • [Most of the time] Leftover from the Oblivion CS: Often, but not always, changing the EditorID of an object as well as some other property (like model path or light radius) in one go, and WITHOUT creating a new form, causes the CK to crash. Except now it just eternally hangs without an error message.
  • [100%] Deleting references from the reference list in the Cell View window doesn't work.
  • [100%] If you try to delete multiple references at once from the Cell View list, and any of them require confirmation (such as due to being a parent object), the confirmation dialog box will get caught in an endless loop (presumably because the thing isn't getting deleted). "Yes to All" does not fix it, the only option is to quit the CK.
  • [100%] Load up a master and/or plugin. Now load something else or even the same stuff without quitting the CK first. The whitespace at the bottom of the Cell View window has gotten taller, and thus the cell list itself shorter. Rinse/repeat until your cell list is too small to be usable. :tongue:
  • [100%] Select a reference. Move or rotate it. Now try to rotate your camera - you will find the rotation is centered on the cursor rather than the selected reference, until you click on it again or just select a different reference.
Edit: wooo list tags!
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naana
 
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Post » Mon Jun 18, 2012 2:35 am

One I forgot earlier...

Minor:
View menu->Markers will often "invert" and have a checkmark when markers are not shown and vice versa, and will also sometimes reverse itself in the same CK session so that it becomes correct (checked=shown, unchecked=hidden.)

That happens to almost every button on the Toolbar for me... Mainly the Lighting button
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JD FROM HELL
 
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Post » Mon Jun 18, 2012 8:34 am

Just had, I guess it would be a minor issue. The render window randomly blanked out as though I have no cell selected. Trying to select a new cell, or reselecting my mod cell does nothing. The render window stays the same light, default, grey. Not the darker grey of a blank cell backdrop, so I know I'm not just out in space. Reopening the CK fixed the issue.
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Andrew Perry
 
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Post » Mon Jun 18, 2012 12:30 am

Not sure how this isn't in the list.

MAJOR: http://www.gamesas.com/topic/1345681-navmesh-bug/
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Tracey Duncan
 
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Post » Mon Jun 18, 2012 8:40 am

2 minor bugs :

1) the windows in the interface move down each time you launch the game and come back to the editor

2) when you want to create a new sound descriptor, adding a new sound in the list will add a path to the sound file with a "/" at its begining that will prevent the sound to play, I removed the "/" with a 3rd party editor and the sound is playing well.
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Shianne Donato
 
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Post » Mon Jun 18, 2012 4:38 am

Not sure how this isn't in the list.

MAJOR: http://www.gamesas.com/topic/1345681-navmesh-bug/

I'd say that is a game engine bug not an editor bug as the cell and thus the navmesh is working on first load, and reloads in the meshed cell. Problem is that the navmesh is being lost by the engine going two cells away and back (ie that it's being reloaded.) I'd wager going one cell away and PCBing would cause it too.
Didn't know about this one though as I never modded FO3 or NV so I'm glad I don't make my own cells. :P
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Laura Ellaby
 
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Post » Mon Jun 18, 2012 5:41 am

No, it's an editor bug because if you don't use a cheap workaround (giving the vanilla navmesh an editor ID) the CK will fubar and assign it a formID from your mod rather than mark it as an edit of the vanilla one. While at the same time, the vanilla navmesh gets deleted. The in-game result is what it causes, but the root issue lies within the CK because you can see this happen in your cell's form list without ever going into the game.
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Jose ordaz
 
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Post » Mon Jun 18, 2012 3:40 am

True, but it does load properly that first time...
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Eibe Novy
 
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