Unofficial Creation Kit Bug List #2

Post » Mon Jun 18, 2012 2:05 pm

http://www.gamesas.com/topic/1348833-old-versions-of-mods-conflicting-with-newer-ones/
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Mariana
 
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Post » Mon Jun 18, 2012 11:14 am

The Kit is too broken to be much use to me at the moment. I gave it a go and several days later I shelved the project I wanted to make, until the Kit has been fixed.

It seems they spent most of their time with the pointless workshop integration rather than focusing on releasing a decent product. I am sure some bugs will be fixed in time, but Bethesda do not have a great track record in bug fixing, especially with their construction sets.

Good to see a bug list, lets hope Bethesda take notice and act on the great information provided.
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Roisan Sweeney
 
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Post » Mon Jun 18, 2012 3:22 pm

I think in its current state the CK is useless, i tried to make a mod but none of the npc's looks right, i crashed out of ck for no particular reason every 5 minutes and the CK viewport was kind of terrible overall (big objects become invisible and stay that way, navigating was pretty annoying in oblivion cs but with some odd episodes of super sensitivity in the CK its even worse, there is no way to cycle through objects that are inside or behind other objects and bounding boxes make it impossible to do it via selection)..

I don't believe for a second that this is the tool the developers actually used to make skyrim, you'd have to institutionalize half your team after that kind of torture. How about a date when the real CK will be released? You know.. one that is actually usable.
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Soraya Davy
 
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Post » Mon Jun 18, 2012 2:38 pm

http://www.gamesas.com/topic/1350071-major-bug-music-crash/

More information on the music crash I'm having. I simply cannot save any mod that has a new music track form in it. It simply crashes on saving.
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Celestine Stardust
 
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Post » Mon Jun 18, 2012 8:44 pm

I can't even launch the CK... Upon opening it, I get a bunch of error prompts, and then a CTD...
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Lory Da Costa
 
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Post » Mon Jun 18, 2012 6:55 am

I can't even launch the CK... Upon opening it, I get a bunch of error prompts, and then a CTD...

Didn't you see the option to click "Yes to all"? The CTD might have been because you had to traipse through too many error messages.
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Angus Poole
 
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Post » Mon Jun 18, 2012 10:10 am

Didn't you see the option to click "Yes to all"?
A few times, actually.
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bonita mathews
 
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Post » Mon Jun 18, 2012 11:48 am

A few times, actually.

I was under the impression you didn't notice it, given that you said "a bunch of error prompts", which implied that you simply clicked the "Yes" button over and over. Sorry about that.

As for the CTDs, then, it may be a hardware issue, but I'm not sure. Try re-installing it.
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lauren cleaves
 
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Post » Mon Jun 18, 2012 6:24 am

I've already reinstalled it.
Here's a crude screenshot of each error message. The CTD happens after number 6:
http://img205.imageshack.us/img205/1822/ckctdcause.png
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Lew.p
 
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Post » Mon Jun 18, 2012 10:56 am

I've already reinstalled it.
Here's a crude screenshot of each error message. The CTD happens after number 6:
http://img205.imageshack.us/img205/1822/ckctdcause.png

When I first opened the Creation Kit, I didn't use Yes to All, but I still didn't get those error messages. It sounds to me like your game itself is corrupted. Probably a bad install.
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Silvia Gil
 
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Post » Mon Jun 18, 2012 11:00 am

Guess I'll reinstall Skyrim then... :stare:
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Heather beauchamp
 
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Post » Mon Jun 18, 2012 2:06 pm

what can we do to make sure that bethesda at least hears us when pointing bugs out, and possibly fixes them?
beside filling this thread, of course.
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Katie Pollard
 
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Post » Mon Jun 18, 2012 4:56 pm

what can we do to make sure that bethesda at least hears us when pointing bugs out, and possibly fixes them?
beside filling this thread, of course.
Posting bugs here, giving more information on them and keeping this topic active is really all we can do. The more publicity this gets (like the NavMesh bug), and the more it's on the front page, the more of a chance we have of critical and major bugs being fixed.
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Juanita Hernandez
 
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Post » Mon Jun 18, 2012 6:32 am

"The CK will crash to desktop if a picture is added before a category is selected when uploading to Steam Workshop."

This can get the yellow highlighting... is acknowledged in the linked thread. Great idea...
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Jack
 
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Post » Mon Jun 18, 2012 1:11 pm

Read this.

Reposting since it hasn't been noticed yet, and is quite serious.

http://www.gamesas.com/topic/1350071-major-bug-music-crash/

Re-using vanilla tracks or making new ones will cause the game to crash on saving. I tried three times in a row, and every time it crashed.
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John N
 
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Post » Mon Jun 18, 2012 9:29 am

Reposting:

A minor bug (I think it is minor as there is a workaround duplicating nif files and setting the textures in the nifs, as had to be done in Oblivion): Texture sets are not saved in the 1st person models of armor addons. It works of the 3rd person models of the same armour addonsm though

The process is:
* First create the texture sets
* Then set the 1st person model for the Armor Addon by clicking on the Select button (the one encircled in the picture): http://i34.photobucket.com/albums/d122/AsharaStark/Armoraddon.jpg
* Then select the texture set for each node of the mesh in the "New texture" column (as shown in the picture): http://i34.photobucket.com/albums/d122/AsharaStark/Newtexture.jpg

That works for the 3rd person model. The problem with the 1st person model is that is looks as if it worked but those asigned texture sets dissapear when saving the esp file, and therefore they are not shown in game. :ermm:

there is a workaround for this but it requires tessnip or any other hex editor


delete the MO4T and MO5T.

change MO4S and MO5S to a value of 00.

you will have to do this for every armor entry that has a texture set.

this will render all your textures correctly in 1st person (it just uses the 3rd person data for both mesh and texture which is no different visually from the dedicated 1st person models). the problem is if you ever go back into the CK to edit the plugin, these values will reset back to their broken values. so do this as a final step before you publish your mod
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Trevor Bostwick
 
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Post » Mon Jun 18, 2012 12:20 pm

Not bug, only my fault :)
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Matt Fletcher
 
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Post » Mon Jun 18, 2012 3:30 pm

Well I was in the process of converting Weapons and Armor Fixes to a CK-based version, 'cause you know, I didn't want to make a non-standard .esp file, as SkyEdit is prone to do.

What a mistake that was.

First, it crashes every 15 minutes. I would update one weapon, then another, then another, then... nothing. If you try to edit an item, the item window doesn't come up. Only thing to do is to restart the CK. Very frustrating, I have no idea how Bethesda game coders managed to not jump of a bridge. I've only used it for 3-4 days now and I'm going already going nuts.

But the worse is by far that the CK does not even make standard .esp files. If I save a weapon (possibly through a template), several fields get corrupted or just don't make any sense. Weapon type, which TESVSnip reveals to have completely ridiculous values such as '9591554' instead of '2' (for Daggers). Other fields like 'On Death' take equally ridiculous values, such as '9558785' instead of the correct '-255'. I mean what the crap?

I'll agree with whoever said this was too buggy to be useful was dead on the money. I'll stick to low-level editors that will actually produce the correct output instead of buggy software.
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FirDaus LOVe farhana
 
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Post » Mon Jun 18, 2012 10:05 am

When adding stuff and testing it as you go, this often happens. Start a new game and test it. 95% of the time it will show correctly.

I guess i'm in the 5 percent :swear:
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Kahli St Dennis
 
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Post » Mon Jun 18, 2012 4:03 pm

occupy 1370 Piccard Drive :banana:
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naome duncan
 
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Post » Mon Jun 18, 2012 3:33 pm

Bug list updated.
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Helen Quill
 
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Post » Mon Jun 18, 2012 9:14 pm

Guess I'll reinstall Skyrim then... :stare:
Confirmed... Removal of meshes and textures added from mods fixed the problem.
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Glu Glu
 
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Post » Mon Jun 18, 2012 11:46 am

The Kit is too broken to be much use to me at the moment. I gave it a go and several days later I shelved the project I wanted to make, until the Kit has been fixed.

It seems they spent most of their time with the pointless workshop integration rather than focusing on releasing a decent product. I am sure some bugs will be fixed in time, but Bethesda do not have a great track record in bug fixing, especially with their construction sets.

Good to see a bug list, lets hope Bethesda take notice and act on the great information provided.

What you said. No big worlds, no outside-of-Skyrim-borders stuff, navmesh problems (which are being fixed, thankfully. ^^), messed up music dialogues that cause crashing on reopen of CK ... yeah, pretty much everything I was hoping to do with the CK is bugged beyond usability at this point. Bleargh.
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Amelia Pritchard
 
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Post » Mon Jun 18, 2012 9:47 am

hey! Another critical bug has been officially noted by a Bethesda Game Studios dev. So that is two noted with one fix confirmed. So progress is being made. If those top five get fixed, that will be huge step in the right direction!
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Rhiannon Jones
 
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Post » Mon Jun 18, 2012 6:41 am

If the Construction Kit only had two bugs then that would be great news Nuvendil, unfortunately it has a lot more, even if they did the top five that still leaves the Kit very broken.

I hope they pull their head out of the sand and take notice of this topic. Even with the sheer quantity of mods being produced many aspiring mod makers can not make what they want until this issues are addressed.
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(G-yen)
 
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