Unofficial Creation Kit Bug List #2

Post » Mon Jun 18, 2012 2:19 pm

I seem to remember that TESCS could do this just fine.
Actually, the CS crashes too. Think I fixed it though.
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Max Van Morrison
 
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Post » Mon Jun 18, 2012 9:22 am

Big one I've just found.

Moving or rotating any marker (x marker, coc marker, roombounds etc) that's been added in the current plugin (i.e. doesn't have a mod index of 00) doesn't cause the Creation Kit to mark the plugin as changed (* tag). Therefore it seems as if it's saved when in reality your changes will be lost on exit. The CK doesn't even notify you if the plugin should be saved, it just closes without any prompts, causing you to lose any changes made.
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Krista Belle Davis
 
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Post » Mon Jun 18, 2012 7:38 am

My guess would be http://www.uesp.net/wiki/Tes5Mod:SkyEdit.
Probably. Seems like you can't edit music in SkyEdit, though. :confused:
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rae.x
 
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Post » Mon Jun 18, 2012 3:19 pm

There's a bug that has to do with dummy items not appearing ingame when configured correctly in the Creation Kit. I haven't been able to isolate this bug.

I have had this issue as well as others. see http://www.gamesas.com/topic/1346621-dummy-items-issue/page__p__20302725__hl__dummy__fromsearch__1#entry20302725
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Quick Draw
 
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Post » Mon Jun 18, 2012 11:39 am

It seems the Creation Kit's problems go far beyond navmeshing and worldspaces.

I can't post links, so go to theengineeringguild.co.uk and go to Giskard's blog. Click on the latest entry "Creation Kit Bugs".

Fallout 3's Garden of Eden Creation Kit contained a serious bug: Spending too much time in the editor with a mod loaded would slowly but surely corrupt it until it is completely unusable. In Fallout New Vegas, this problem was only worsened.

And now, it seems, the Creation Kit has unfortunately inherited this mod-killer. Only this time, it requires as little as 2 hours for it to destroy your work and force you to start again.

Giskard goes on to say it's "Too buggy to be Useful". And I'm afraid he's right. In it's current state, the Creation Kit is too buggy to be able to do any worthwhile modding. The most you can do at this time is weapon and armor mods. We can only hope Bethesda takes notice and prepares a patch.
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TRIsha FEnnesse
 
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Post » Mon Jun 18, 2012 6:11 pm

Actually, the CS crashes too. Think I fixed it though.

Ah... thanks. I think you've got your work cut out for you again. :smile:


I have had this issue as well as others. see http://www.gamesas.com/topic/1346621-dummy-items-issue/page__p__20302725__hl__dummy__fromsearch__1#entry20302725

It can be seen on stock instances of dummy weapons as well. Example: 976BE DummyGreatSword in DeadMensRespite01. It's supposed to be embedded in stone near the corpse but instead can usually be found floating down the hallway.
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Ella Loapaga
 
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Post » Mon Jun 18, 2012 8:08 am

Medium- If you receive a warning with placing a piece in cell: HAVOK: List shape with child container subshape found in, will not be able to resolt support material for character controller collisions properly - the mesh is unusable. It will show up invisible in the rendow winder/cell. Some Caves > Epic pieces are corrupted like this.
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{Richies Mommy}
 
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Post » Mon Jun 18, 2012 9:37 am

Big one I've just found.

Moving or rotating any marker (x marker, coc marker, roombounds etc) that's been added in the current plugin (i.e. doesn't have a mod index of 00) doesn't cause the Creation Kit to mark the plugin as changed (* tag). Therefore it seems as if it's saved when in reality your changes will be lost on exit. The CK doesn't even notify you if the plugin should be saved, it just closes without any prompts, causing you to lose any changes made.

Cant be 100% of the time then... A mod I just released uses markers heavily and I have had no problems with complaints about things not working.
Not calling you a liar, but you may want to double check this.


Nevermind. Misread. "Moving or rotating" - Cant vouch. I move mine via scripts so im fine. Ive still gotten them to move in the CK when I save, so this still may be a particular issue with something else causing it, because I just tested it and it seems to work fine for me.
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des lynam
 
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Post » Mon Jun 18, 2012 5:06 pm

Just a minor bug, nothing breaking but if you have the Update Lighting nad Effects option selected, Run Havok Sim won't work.
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stephanie eastwood
 
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Post » Mon Jun 18, 2012 7:49 pm

Just a minor bug, nothing breaking but if you have the Update Lighting nad Effects option selected, Run Havok Sim won't work.

Yeah I saw that. I dont think that is a bug, I think that is just a failsafe for people with less powerfull computers to save processing power and memory to keep it from crashing.

If you notice, if you turn one on, the other button turns off (Edit: Gets Disabled is what I mean). Seems deliberate to me.
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Kay O'Hara
 
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Post » Mon Jun 18, 2012 3:19 pm

Am I the only one who thinks we got screwed out of the real Skyrim editor and instead all we got was a jerry-rigged Fallout version? This thing even crashes more often than GECK.
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El Khatiri
 
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Post » Mon Jun 18, 2012 6:41 pm

So Ob's CS will be the last functionally stable editor we'll ever use huh?
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Mason Nevitt
 
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Post » Mon Jun 18, 2012 6:53 pm

Am I the only one who thinks we got screwed out of the real Skyrim editor and instead all we got was a jerry-rigged Fallout version? This thing even crashes more often than GECK.

I agree... With these bugs I can't POSSIBLY see them using this to create the game.

Edit:
However, Still am happy to use this, despite the horrible state. They didnt HAVE to give this to us at all. So I'm grateful.
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Noely Ulloa
 
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Post » Mon Jun 18, 2012 4:28 pm

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:
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Tyler F
 
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Post » Mon Jun 18, 2012 7:48 am

Just to clarify a couple of the problems with LOD generation for people who don't want to wade through the threads:

Generated http://www.truancyfactory.com/images/misc/treeLODbug.jpg does not clear when you get close to the trees in-game.

Generated http://www.truancyfactory.com/images/misc/objectLODbug.png textures are not correctly UV mapped to objects. Look at the castle: the near tower is not LOD and looks fine, the rest of the castle looks like it uses overhead projection mapping: it's all stripes instead of texture. [Edit: found a better picture.]

Also, generating LOD using an .esp will flatten (destroy) your landscape. To generate LOD, you need to convert your .esp to an .esm...which, from what I gather, Steam doesn't support; ie. no world mods via Steamworks.
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Liii BLATES
 
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Post » Mon Jun 18, 2012 4:38 pm

So Ob's CS will be the last functionally stable editor we'll ever use huh?
I sure hope not. I've got my fingers crossed that they'll at least release a patch to fix some of the major bugs.
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SHAWNNA-KAY
 
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Post » Mon Jun 18, 2012 5:28 pm

is anyone else having issues with the values of game.getplayer().getactorvalue("carryweight") and game.getplayer().getactorvalue("inventoryweight") ?

i was trying to determine in a script if the player was encumbered by more then a certain amount in an if statement but no matter what the players weight was, it always performed the same actions

if game.getplayer().getactorvalue("carryweight") <= game.getplayer().getactorvalue("inventoryweight")game.getplayer().removeitem(gold001,50)endif
whether the character was encumbered or unencumbered the script still ran and removed the 50 gold
even after a complete deletion of the script files from the esp and the data/script folder and rewriting the script it would still continue to remove the gold
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JD FROM HELL
 
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Post » Mon Jun 18, 2012 1:19 pm

Your if statement is asking if the carry weight is less that or equal to the inventory weight. That seems like both of those would be the same value, yes? (note: I haven't looked into it)
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Monika Fiolek
 
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Post » Mon Jun 18, 2012 1:21 pm

Your if statement is asking if the carry weight is less that or equal to the inventory weight. That seems like both of those would be the same value, yes? (note: I haven't looked into it)
carry weight is suppose to be your maximum carry weight, inventoryweight is suppose to be how much weight your character is carrying
and i've tried it as just < and >
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steve brewin
 
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Post » Mon Jun 18, 2012 8:43 pm

Bug time.

When setting up dialogue an NPC is to speak when first activated, the text will not display even if the game's dialogue subtitles are turned on and there is a blank .wav file for the dialogue to use. Not really a CK bug but it will become noticeable by modders in short order when their NPCs refuse to display their greeting text.
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Farrah Barry
 
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Post » Mon Jun 18, 2012 5:45 pm

is anyone else having issues with the values of game.getplayer().getactorvalue("carryweight") and game.getplayer().getactorvalue("inventoryweight") ?

i was trying to determine in a script if the player was encumbered by more then a certain amount in an if statement but no matter what the players weight was, it always performed the same actions

if game.getplayer().getactorvalue("carryweight") <= game.getplayer().getactorvalue("inventoryweight")game.getplayer().removeitem(gold001,50)endif
whether the character was encumbered or unencumbered the script still ran and removed the 50 gold
even after a complete deletion of the script files from the esp and the data/script folder and rewriting the script it would still continue to remove the gold

Try putting those two variables to be displayed in a message box or something so you can look at what is getting returned. If everything displays fine, then yes somethigns up... otherwise, you may be mistyping those variables, or they dont exist.

I wouldnt know though I havent done stuff like that yet... but check the values first and go from there.
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Greg Swan
 
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Post » Mon Jun 18, 2012 11:29 am

I'll flag a major bug that I and another user found separately:

The full screen blur option for any and all imagespacemodifiers seems to be broken or non-existent. Increasing this value does nothing, even with console commands and INI tweaks. Other changes to the IMAD are saved and shown successfully, but for full screen blur - nothing.
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Laura-Lee Gerwing
 
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Post » Mon Jun 18, 2012 1:06 pm

Am I the only one who thinks we got screwed out of the real Skyrim editor and instead all we got was a jerry-rigged Fallout version? This thing even crashes more often than GECK.

No, you aren't alone. There is no way in hell Bethesda created Skyrim with this construction kit. None. This is most definitely not the Construction Kit they used for that GameJam video.

The state this CK is in, and the fact that its 3 months late, and was supposedly beta tested, is just simply embarrassing. I also think odds are likely that none of this will be fixed.
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Jenna Fields
 
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Post » Mon Jun 18, 2012 10:01 am

Another bug, whenever a character NPC or creature is placed outside of the 64x64 cell worldspace, it drops through the ground then springs up again as if collision works intermitently.

I placed two horses in a custom world at about -164,-90 or something similar, cant remember exactly, the horses were there when I loaded the esm and plugin, my character walks on the ground perfectly well, but as I got within sight of the horses they kept sinking into the ground, then popping back up to the ground level, then sinking again. I climbed on one of the horses and tried to ride it, it kept sinking into the ground then bucking as if it had fallen and hit the ground.
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Erika Ellsworth
 
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Post » Mon Jun 18, 2012 1:25 pm

I just hope the devs check this out.
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x a million...
 
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