Unofficial Creation Kit Bug List

Post » Mon Jun 18, 2012 5:10 am

http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/

There are numerous bug topics all over the Creation Kit forum, and these get lost so quickly amongst all the general questions and advice topics. Like the Unofficial Skyrim Bugs topic, my aim is to have a centralised topic where we can list the bugs in order for the devs to see, and hopefully fix. When posting a bug, categorise it into one of three levels: Major Priority, Medium Priority and Minor Priority. This will make it easy to differentiate between a mod-breaking bug, and one where it's only a minor issue. If the issue is linked, it means there's a topic or post that explains the bug in more detail.

Major Bugs
  • http://www.gamesas.com/topic/1345681-navmesh-bug/
  • http://www.gamesas.com/topic/1345124-bethesda-can-we-add-actor-values-and-modify-perk-trees/
  • http://www.gamesas.com/topic/1345519-creating-new-worldspaceshow-to-get-around-the-broken-ck-features/
  • http://www.gamesas.com/topic/1344939-things-disappearing-in-the-world/page__st__30
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20284802
  • http://www.gamesas.com/topic/1343692-color-mismatch-facebody/
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20284843
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20283919
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20290500
Medium Bugs
  • The CK often crashes randomly, usually without reason (for example, while being idle).
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20282169
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20282169
  • Duplicating a cell will mark the original cell as modified, give it a *, adding a dirty record to the active file.
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20282169.
  • Havok seems to change speed wildly randomly. This makes it difficult to position things accurately (for example, a dead actor hanging off the top of a wall. He'll fall so fast (less than a second) that you don't have time to adjust him).
  • http://www.gamesas.com/topic/1345089-ck-steamworks-upload-bug-report-bethesda-please/
  • Statics in random exterior cells become invisible, but still selectable. The worldspace needs to be re-loaded in order for them to appear again.
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292075
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20291504
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293273
  • http://www.gamesas.com/topic/1346664-topic-info-scripts-non-unique-names/
Minor Bugs
  • http://www.gamesas.com/topic/1345462-resizing-the-ck-windows-theyre-too-big/
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20281388
  • Opening a perk with multiple perk entries will cause the perk entries to change order on edit.
  • http://www.gamesas.com/topic/1345526-removing-grass/
  • Skyrim.esm is full of errors. While these are harmless, it can make genuine errors from your own plugins difficult to spot.
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20289422
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20290971
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20291390
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292348
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292446
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292446
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292446
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292446
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20292726
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293082
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293082
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293273
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293299
  • http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__view__findpost__p__20293353
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Annika Marziniak
 
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Post » Mon Jun 18, 2012 6:42 am

The editor executable's already flagged as LAA.
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Yvonne Gruening
 
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Post » Mon Jun 18, 2012 2:37 am

Things disappearing in the game. "Major" Link to thread with examples: http://www.gamesas.com/topic/1344939-things-disappearing-in-the-world/
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Penny Courture
 
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Post » Mon Jun 18, 2012 2:27 am

Minor-
When wanting to delete objects in bulk via hold left click and drag in the cell view window, not all are selected. A workaround is do this in the render window(recommended when you're duplicating a cell and want to delete everything in it).
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Rachel Hall
 
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Post » Mon Jun 18, 2012 10:57 am

Cheers guys, added :)
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jessica breen
 
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Post » Mon Jun 18, 2012 8:20 am

Medium:
Dialogs/windows still using EndDialog() instead of DestroyWindow() when closed (thanks for verifying this, shadeMe :smile: ) This means that after a long editing session the CK will exhaust Windows' supply of window handles. This will actually prevent being able to launch other applications or open folder windows, as well as dialogs/windows in the CK, until the CK is quit. Bug was present in TESCS.

After opening the Cell properties dialog, clicking in any cell record on the left side other than the currently open one will set the change flag on it, give it a * and it will then save as a dirty record in the active file. This bug may also have been present in TESCS.
[Edit: I see there's a similar one already in the list... I think this is the same, but it's actually worse than indicated above as the cell needn't even be edited.]

Some data fields, when edited, will continue to show the old values until the active file is saved and the CK quit and the file reloaded. One example is the alternate sound field of any sound object.
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Benjamin Holz
 
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Post » Mon Jun 18, 2012 12:40 pm

1) Open a Perk that has multiple Perk Entries (PlayerWerewolfFeed for example).
2) Add a new Perk Entry, or edit one of the existing entries.

This causes the Perk Entries to change their order for no apparent reason. Not a game breaking bug by any means, but pretty annoying when there are multiple identical entries in the list. This is a bug, right? I can't see any sense in this.
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Elizabeth Lysons
 
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Post » Mon Jun 18, 2012 3:37 pm

Added guys :smile:
Also if there are any pre-existing bug topics, feel free to link to them so I can add the bugs here.
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Far'ed K.G.h.m
 
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Post » Mon Jun 18, 2012 1:34 pm

Just thought I'd mention it here as well.

The LOD generator is less buggy then first thought (it still seems buggy though) The biggest problem is that it is completely undocumented, we have no idea what all the buttons are supposed to do, nor how to get things working correctly. For example, I got textures to generate once, but I couldn't repeat the process again. Basically...we need more info!
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Cayal
 
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Post » Mon Jun 18, 2012 1:09 pm

Major/medium: http://www.gamesas.com/topic/1345089-ck-steamworks-upload-bug-report-bethesda-please/
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Kelli Wolfe
 
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Post » Mon Jun 18, 2012 2:08 am

As far as I can tell, the CK is a bug-ridden mess. Thanks for this bug reports. It explains a lot to me with what I've seen thus far. :confused: Is the Nav mesh a bug as well, or is that a step I'm missing in creating a new cell? Characters don't move or attack properly when placing them into a newly created cell.
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Alexander Horton
 
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Post » Mon Jun 18, 2012 3:23 am

Added, thanks guys.

Seems the "Has Water" and "Water Level" options in interior cells are broken too. Can anyone confirm this?
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Liv Brown
 
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Post » Mon Jun 18, 2012 10:17 am

Seems the "Has Water" and "Water Level" options in interior cells are broken too. Can anyone confirm this?

I didn't do enough testing on it, but it looks like most of the options in there don't save properly. I need to determine if it's another display error or they really don't save.
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Mandy Muir
 
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Post » Mon Jun 18, 2012 11:16 am

Why didn't Beth have a thread stickied like this in the first place.....
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Crystal Clarke
 
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Post » Mon Jun 18, 2012 1:58 pm

Why didn't Beth have a thread stickied like this in the first place.....
Very good question...
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Floor Punch
 
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Post » Mon Jun 18, 2012 1:08 pm

Not sure how well known it is, but editing Argonian face details seems impossible in the face only view. You can only see their eyes and mouth. No other textures, this has made createing new argonian NPCs nearly impossible.
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sally coker
 
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Post » Mon Jun 18, 2012 4:26 am

Major/Minor: http://www.gamesas.com/topic/1345866-major-bug-ingredient-positions/

Ingredients and other items do not update their positions when dropped from inventory. Placed items in the Editor seems to be OK.
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BlackaneseB
 
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Post » Mon Jun 18, 2012 12:08 am

Another I found is editing certain NPC's will result in a visible seam between the hairline nif and face nif, when exporting facegen data for the said npc, but the face tones will match. If you don't export the facegen data the face and body skin tone will not match, but you wont get the seam.
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GPMG
 
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Post » Mon Jun 18, 2012 8:03 am

Major/Minor: http://www.gamesas.com/topic/1345866-major-bug-ingredient-positions/

Ingredients and other items do not update their positions when dropped from inventory. Placed items in the Editor seems to be OK.
I'm not sure if that's more of an engine issue to be honest. The engine's always been a bit dodgy with updating 3D data coordinates.

Added the bugs listed. Keep 'em coming guys! :)
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Mandi Norton
 
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Post » Mon Jun 18, 2012 7:47 am

New one: http://www.gamesas.com/topic/1345740-creation-kit-bug-with-sound-descriptors/
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Irmacuba
 
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Post » Mon Jun 18, 2012 5:38 am

A crash bug that is relatively easy to avoid: Using '%' signs in editor IDs can result in the CK crashing when the record's tooltip is displayed. Whether it crashes or not depends on the character after the '%' sign. For example, an editor ID simply being a "%" character results in crashes 100% while an editor ID of "%d" usually just results in a bad tooltip display. Its pretty obvious this is due to using one of the printf() C functions on a raw editor ID string.
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Marlo Stanfield
 
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Post » Mon Jun 18, 2012 1:33 pm

Another update on the LOD Texture generation tool.

After two days of mucking with it, I finally worked out when it will work, and what the bug is. Full post about it is here:
http://www.gamesas.com/topic/1345519-creating-new-worldspaceshow-to-get-around-the-broken-ck-features/page__st__30__p__20288670#entry20288670

The basics, the CK only lets you generate LOD texture once, that's once per worldspace per mod forever. Once it has been run once on the worldspace, it will then forever say that the textures already exists and refuses to run again, even if the textures are deleted from the folders. This is obviously a bug, as the mesh generator throws this error when LOD files exist, but once you delete them it is happy to make them again.

For more information one what I was doing, things I tried and the exact problem, see the post I link to.
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matt white
 
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Post » Mon Jun 18, 2012 4:35 am

Sometimes the in the NPC actor window, the NPC's inventory will vanish, the Default Outfit pulldown menu will be completely blank, and the NPC will no longer render in the preview window. This has been noted when you add a spell such as FlamesLeftHand to the NPC's spell list, and could possibly be caused if the NPC also has a weapon in his/her inventory.

Also, scars do not appear in the preview head window, either. For example, when you add a scar to an NPC, the scar will not render in the preview window, even if it's been "refreshed" without having to reload the entire esp. Not sure if reloading the entire esp works or not, or whether adding scars requires a certain process I am not aware of.
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Hayley Bristow
 
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Post » Mon Jun 18, 2012 11:07 am

Thank you so much for this list hopefully the Actor Value bug will be fixed

Minor bug (there is workaround)
I may have found a bug as well Involving first person textures not saving correctly for female models
Apply the texture to the model with the ck and save reload the plugin with the ck acts like you didn't set the texture.

My Thread

http://www.gamesas.com/topic/1345639-ck-not-saving-first-person-textures/page__fromsearch__1
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RaeAnne
 
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Post » Mon Jun 18, 2012 5:24 am

Medium:
Dialogs/windows still using EndDialog() instead of DestroyWindow() when closed (thanks for verifying this, shadeMe :smile: ) This means that after a long editing session the CK will exhaust Windows' supply of window handles. This will actually prevent being able to launch other applications or open folder windows, as well as dialogs/windows in the CK, until the CK is quit. Bug was present in TESCS.

I ran right into that limit when I tried to use automation tools to do mass edits to property sheets directly (AHK) but then after about 100-200 interactions it would either stop opening dialogs and crash or give strange warnings about tabs failing to generate. If the startup time was better it wouldn't be as bad but waiting for CK to load is painful (Even with an SSD it is single threaded for the loading process so it processor limited)
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Timara White
 
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