Unofficial Creation Kit Bug List #2

Post » Mon Jun 18, 2012 8:51 pm

CK crashes upon creating a new quest and trying to save. Looks like the Papyrus fragments are screwing it up seeing as the fragment box is greyed out.

Try creating the quest first, and then saving it. Then open it again and add the script.
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sarah taylor
 
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Post » Mon Jun 18, 2012 6:18 pm

Since there's no current topic open for the navmesh bug, a quick update.

It was reported previously that you could work around it on vanilla exteriors by giving the navmesh an editor ID before modifying it. I've been checking around in Whiterun and Markarth with Open Cities, and have found this doesn't actually work. The NPCs are stuck fast at the edges where the original vanilla navmeshes end. None of the added triangles used to extend the navmeshes are acknowledged. I would therefore assume that any work done to a vanilla navmesh will be ignored by the game until the bug gets fixed by the devs.

There is one workaround for small stuff that can block access to triangles that end up under buildings etc. Use a collision cube. Size the cube to fit the building. On it's "primitive" tab, make sure it's collision type is L_NAVCUT. This will tell the game to cut navigation through the bounds of that cube. So it'll be a crude but somewhat passable workaround for village and house mods outside on vanilla land.
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Epul Kedah
 
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Post » Mon Jun 18, 2012 3:33 pm

  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20325586 http://www.gamesas.com/topic/1343692-color-mismatch-facebody/page__view__findpost__p__20260843

An update on this. In yet another session of playing around with the Creation Kit, I created an NPC and added some scars to his face (three, if I remember correctly). I placed him in the world, saved, loaded the game, and went to the cell he's in. The skin tone, as could be expected, was very grey and colorless, but excluding that, the face was exactly as it was in the Creation Kit, and the scars were still there. Whether this is specific to me, I don't know. So you should test it out and see if your NPC still retains all facial traits when seen in-game. If so, you should remove the lines about "Face data", "facepaint", and "scars".

On a side note, in the fifth paragraph of the official post, it still says "When posting a bug, categorise it into one of three levels: Major Priority, Medium Priority and Minor Priority". This should be changed.

EDIT: Oh, and I forgot, SetNPCWeight doesn't have to be 0 to reset the skin tone. It can be any number.
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Nathan Hunter
 
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Post » Mon Jun 18, 2012 3:37 pm

Hey guys, have any of you created some scenes for your quests? I encountered what I consider a bug, PaladinRider also seems to have this problem, that dialogue actions set in scenes do not work in game. You can read about it here: http://www.gamesas.com/topic/1348321-2nd-scene-troubles-dialogue-wont-fire. If anyone has any info about this or some suggestions how to resolve this issue, it would be appreciated. Otherwise I think you should test it and maybe add to the list if it really is a bug.
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Rich O'Brien
 
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Post » Mon Jun 18, 2012 7:00 am

Without a doubt the best thread in the entire Bethesda forums list. Well done indeed.
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mike
 
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Post » Mon Jun 18, 2012 11:52 am

This bug list doesn't even get into the animation problems. Though that's not technically a bug I guess. Bethesda doesn't want to spend the obscene amount of money a silence to distribute the Havok Toolkit they used, so tough luck for us.
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Bethany Short
 
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Post » Mon Jun 18, 2012 9:22 pm

Unsure on this yet (have not finished overall testing myself so can not state yeah or nay) but have sen a couple threads about new actor/creature leveled lists not activating and producing the called for entity. In what tested have placed new 'M' markers for new lists, waited respawn for cell (left and returned .. couple times) and the new lists produce nothing, but when place new creatures in an existing LVLN they will spawn. Have not yet tried starting a new game to see if work ... also saw a thread were this occured on interior cells also. Again have not ck'd wiki completely or finished ingame testing so if this is a head space issue .. no problem.
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Robert Devlin
 
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Post » Mon Jun 18, 2012 7:05 am

Unsure on this yet (have not finished overall testing myself so can not state yeah or nay) but have sen a couple threads about new actor/creature leveled lists not activating and producing the called for entity. In what tested have placed new 'M' markers for new lists, waited respawn for cell (left and returned .. couple times) and the new lists produce nothing, but when place new creatures in an existing LVLN they will spawn. Have not yet tried starting a new game to see if work ... also saw a thread were this occured on interior cells also. Again have not ck'd wiki completely or finished ingame testing so if this is a head space issue .. no problem.

The MERP team has already placed custom made LC's and they spawned just fine. Make sure you inherit all data from the Template on the Actor that you use for placement of the LC, or else nothing spawns.
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u gone see
 
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Post » Mon Jun 18, 2012 11:22 am

Yet another minor bug: looks like the Near value for fog (Edit cell -> Lighting tab) resets to 0 every time the dialog is closed (regardless of whether or not you click Apply first) if it doesn't inherit its value from a Lighting Template.
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Anna S
 
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Post » Mon Jun 18, 2012 9:13 am

@Maegfaer .. why thanx i'll have to reck this as thought had done it so i probably missed something again .. any input on this would be kindly accepted and sorry for taking up this forum on this item ....
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sarah taylor
 
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Post » Mon Jun 18, 2012 3:04 pm

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

By crashing on save, I meant crashing when you try to save the plugin in the Creation Kit.
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Melissa De Thomasis
 
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Post » Mon Jun 18, 2012 12:49 pm

Editing the level of an existing Leveled List with a custom Leveled list "too many times" will sometimes make the leveled lists stop working properly or showing up the proper preview calculation results. You have to reset the CK at that point. After resetting the CK, it will complain that the owner of the leveled list: 00000000 is unavailable (something like that). Saving after making one change stuffs the error but it will keep popping up as you mess with LL's.
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stevie trent
 
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Post » Mon Jun 18, 2012 6:20 am

Large statics will disappear in game, despite being visible in the CK. Checking the "Full LOD" box will solve this, but is not a viable solution, as it will cause severe slowdowns.

Can someone else run a check on this with the new beta patch up on Steam? Every instance where I could reproduce this has suddenly started working properly once the full LOD setting is unchecked.
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Britta Gronkowski
 
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Post » Mon Jun 18, 2012 5:46 pm

So the Statics bug may be fixed already? Has someone else tested this?
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Brandon Bernardi
 
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Post » Mon Jun 18, 2012 1:50 pm

I'm too busy to test the game right now, if more people could confirm Arthmoor's findings and test this out then that would be great.
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Eire Charlotta
 
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Post » Mon Jun 18, 2012 3:51 pm

It's not entirely fixed. The ones in my alt-start mod sure seem to be, but I've still got random chunks of Open Cities Skyrim that need the flag. No idea what the logic behind it is now either, other than the still-affected pieces being > 1024 in size. Partial is better than none, but it still needs confirmation.
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Penny Courture
 
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Post » Mon Jun 18, 2012 11:47 am

The pillar that I stuck a door on for my underground tunnel that leads just outside of the dragonreach castle entrance is still invisible..
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Johanna Van Drunick
 
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Post » Mon Jun 18, 2012 9:26 am

4 bug reports (all regarding custom music) at:

http://www.gamesas.com/topic/1351617-4-bug-reports-ctd-game-always-looks-for-music-in-the-last-esm-in-the-loadorder-2-ck-crashes-and-1-assert/
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NeverStopThe
 
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Post » Mon Jun 18, 2012 7:24 pm

Dunno if this is listed but when I import a raw fle 1024 map in heightmap editor the CK crashes ...
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Jessica Raven
 
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Post » Mon Jun 18, 2012 8:34 am

  • http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20302876

You can add Snowberries to the list here, too.

In fact, because of the random nature, I would just put a blanket statement here: adding scripts to ingredients can cause the game to CTD on startup.
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Emmi Coolahan
 
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Post » Mon Jun 18, 2012 5:09 pm

I noticed this one tonight, gave me a real good scare. If you put an item into a chest but forget to change the value from 0, it will cause loading the .esp file to prevent Skyrim from even launching at all.
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Emilie Joseph
 
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Post » Mon Jun 18, 2012 2:58 pm

As expansive as skyrim is it just doesn't keep my interest without a functional CK. If they wait around too long the fanbase will have lost too much momentum to care...
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Taylah Illies
 
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Post » Mon Jun 18, 2012 8:02 am

Bump. This thread must continue.
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Tanya Parra
 
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Post » Mon Jun 18, 2012 10:11 pm

http://www.gamesas.com/topic/1348833-old-versions-of-mods-conflicting-with-newer-ones/

My problem may be related to this one. Maybe it's not a bug but an oversight (or I'm a total idiot, which is likely).


So, I was working under the assumption that the Skyrim.esm was un-editable except by making new esps. Is that not supposed to be the case? Am I totally going crazy?

I made a mod that edits a vanilla script and later decide to go back to Skyrim.esm to make a copy of the original script. I KNOW. My big mistake, which I won't do again, believe me. But still, all previous Elder Scrolls esm's were locked and protected from changes like these. Weren't they???? I modded Morrowind and Oblivion...

I attempted to load the Skyrim.esm alone in the CK, closed/reopened and loaded Skyrim.esm, and I rebooted and loaded Skyrim.esm. Every time, the script was the one that I modded using an esp. It appears my script overwrote the script in Skyrim.esm. Additionally, reinstalling the game didn't seem to help. I've loaded the Skyrim.esm alone in CK, and my script overwrites are still there.
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neen
 
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Post » Mon Jun 18, 2012 11:11 am

Skyrim.esm is uneditable. It is the saves that are being affected by the scripts(more specifically the .pex files). Scripts are saved "client side"(for lack of better term). Skyrim.esm is the "server side".
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Amelia Pritchard
 
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