Unofficial Creation Kit Bug List #2

Post » Mon Jun 18, 2012 10:00 am

I've never had this issue with the Creation Kit. I only posted it because I heard about it on Giskard's blog. And, like I said before, I jumped to the conclusion that he was telling the truth, stupid as it may sound, so I posted it here. And you'll see in a later post I suggested Giskard might have confused it with something else.

Gotcha. Well I think that issue is a PEBKAU
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Adam Baumgartner
 
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Post » Mon Jun 18, 2012 8:56 pm

A "Major Bug" quoted straight from the CK Wiki that I do not see listed:
There is currently an issue where created actors do not export their facial data (scars, make-up, tones etc) onto the rendered NPCs in game. This can be temporarily rectified by opening the console and selecting the actor in-game, and typing "setnpcweight x" for the selected NPC. However, this only sets the skin tones to a normalized state, with no facial traits.
I hope they're planning on fixing this soon, or else I may have to resort to other, more complicated and more time-consuming methods just to get simple things like neck color, facepaint and scars to show up on custom NPCs, if it's even possible to do so. :swear:

Okay, part of this is already up there, but I'd like to point out that none of the face part colorations work, none of the facepaints/tattoos work, and none of the scars work. It is completely and thoroughly broken, and I can't understand why. I mean, didn't they use these functions to create their own NPCs? How can it be broken now? Anyway, this needs to be fixed so I can at least create NPCs without being driven crazy by it.
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Ebou Suso
 
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Post » Mon Jun 18, 2012 5:33 pm

Meduim bug: some items I put in the game using CK just dont show up. When I make a new mod all the stuff I put in seems to work put the more stuff I put in the buggier it gets.
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Scott Clemmons
 
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Post » Mon Jun 18, 2012 6:37 am

Meduim bug: some items I put in the game using CK just dont show up. When I make a new mod all the stuff I put in seems to work put the more stuff I put in the buggier it gets.

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.
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Mark Hepworth
 
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Post » Mon Jun 18, 2012 8:34 am

Not a bug, but I think I've found out why the Creation Kit has all of the GECK's bugs.

Load up the CK, but DON'T load up Skyrim.esm. Now, go to Items, and to MiscItem. Notice there are two entries: BobbyPin (0000000A) and Caps001 (0000000F). But that isn't it. Next, go to Miscellaneous, and to Messages. You will find these entries:

HelpHacking (0000017B
HelpPipBoyData (00000182)
HelpPipBoyItems (0000016D)
HelpPipBoyRepair (0000016E)
HelpPipBoyStats (00000181)
HelpTerminal (00000180)
HelpVATSPC (0000017D)
HelpVATSXbox (00000183)

Now, load up Skyrim.esm. Go back to MiscItem. You'll notice that BobbyPin and Caps001 have had a name change: Lockpick and Gold001, respectively. Both with the same EditorIDs.

But go to Messages, and you'll notice none of the above entries have been removed or replaced.

Further evidence of this can be found in BodyPartData, where any entries have a column called "VATS Target", or in Weapon, where all entries have a field called "Base VATS To-Hit Chance". If there is anything else, I have not yet seen it.

The conclusion? Bethesda took the GECK, slapped a few new features in which caused more bugs in the process, deleted everything (or so they thought) to do with Fallout, and gave it a different name. That explains how ALL of the bugs in the GECK seem to have carried over from Fallout 3 and New Vegas.

On a side note, if you watch the Creation Kit Tutorial Series by Bethesda, look up in the top left-hand corner. Notice that the tool they are using is called "The Elder Scrolls Construction Set", NOT the Creation Kit. The CK they've released to us is obviously NOT the tool they used to make the game.

Mate, thats been obvious from the start. You honestly think if they handed us the exact tool they used for the game that it would have taken them a couple of months to do so??
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James Potter
 
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Post » Mon Jun 18, 2012 1:49 pm

Mate, thats been obvious from the start. You honestly think if they handed us the exact tool they used for the game that it would have taken them a couple of months to do so??

Of course not. If they created the game with those tools, then they were already finished. There was no need for a 3 month waiting session, very closely bordering on 4. And you should know it's not just the GECK. For example, the Oblivion Construction Set was based off the Morrowind Construction Set, the Fallout 3 GECK off the Oblivion Construction Set, Fallout NV GECK of the Fallout 3 GECK (even if there were very minimal changes), etc. However, I was criticizing the fact that a lot of data from the GECK seems to have just been left there in the CK. What little functions were carried over are probably redundant and obsolete due to the new engine.
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Peter lopez
 
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Post » Mon Jun 18, 2012 7:38 pm

Of course not. If they created the game with those tools, then they were already finished. There was no need for a 3 month waiting session, very closely bordering on 4. And you should know it's not just the GECK. For example, the Oblivion Construction Set was based off the Morrowind Construction Set, the Fallout 3 GECK off the Oblivion Construction Set, Fallout NV GECK of the Fallout 3 GECK (even if there were very minimal changes), etc. However, I was criticizing the fact that a lot of data from the GECK seems to have just been left there in the CK. What little functions were carried over are probably redundant and obsolete due to the new engine.
I'd blame the delay on the workshop. If you look at the tutorials, the Creation Kit they're using (internally called Construction Set) is ours, just less aesthetically polished (title bar, icons that don't work etc). However the date on the taskbar is in Novemember, before the game was even released. I don't doubt that the final game (i.e. after the engine was done, graphics were done, meshes and textures created, everything written etc) was made in the CK. A hell of a lot of these errors are plugin related, and as Beth only work on plugins on a version control system that then get merged into the ESP, they won't get any of the issues we have.
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Ymani Hood
 
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Post » Mon Jun 18, 2012 10:03 am

Minor.

The voice type you select for a new NPC that matches the race you select will reset to NONE when you switch tabs. For anyone flying through NPC/Follower creation, this can be easily missed,since voice types are likely the first thing they change.

Therefore, setting voice types should be the last thing you do when making an NPC. This has been tested just to make sure.

Further example; If you choose DarkElfRace, the voice type is automatically chosen. Switching tabs will reset this.

I've never had this issue with the Creation Kit. I only posted it because I heard about it on Giskard's blog. And, like I said before, I jumped to the conclusion that he was telling the truth, stupid as it may sound, so I posted it here. And you'll see in a later post I suggested Giskard might have confused it with something else.
And let us just leave his name right here and move on along. As much as I'd like to explain to you why, it's better I don't. Talks about him are touchy and threads never end well when his name pops up and the discussion continues.
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Blackdrak
 
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Post » Mon Jun 18, 2012 7:54 pm

It is the same for some flags like Essential and for the NPC Class, the selection is reseted when you switch to the Stats tab. Sometimes. Not always.

I'm not sure if it's a bug, but it is ... boring ? Yeah.
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carrie roche
 
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Post » Mon Jun 18, 2012 12:14 pm

Don't know if this would count as a bug, oversight, miscommunication, whatever it might be.

It would seem that the http://www.creationkit.com/SetPlayerControls_-_Actor function doesn't exist, despite being listed in their wiki and being referenced in an obscure script.

Considering it is in their wiki I would assume it should work. Or I would hope so, since I really could make use of this function in my script ):
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Mylizards Dot com
 
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Post » Mon Jun 18, 2012 6:33 am

Updated.
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Emmanuel Morales
 
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Post » Mon Jun 18, 2012 4:45 pm

I've got an update on the skin tone problem.

it turns out you don't have to set the NPC weight to 0. You can set it to any number and it will fix it. Also, I've noticed that if the affected NPC switches cells, the bug seems to reset itself.
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Sammygirl
 
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Post » Mon Jun 18, 2012 2:04 pm

Going to mention the "Floating Grass" again here.. since NO ONE has had a official response .. and no... using the nograss or dirt option does not fix it.
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Scarlet Devil
 
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Post » Mon Jun 18, 2012 9:38 am

Minor Bug: Duplicating a sarcophagus ambush in the same cell using ctrl+d will cause the duplicate draugr to not be lootable in-game.
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glot
 
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Post » Mon Jun 18, 2012 9:46 pm

Added a new "Critical Bugs" section. These are bugs that need to be fixed. Now.
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Agnieszka Bak
 
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Post » Mon Jun 18, 2012 6:59 pm

Minor.

Go into Gameplay > Settings. When you right-click it will seem as though you are supposed to be able to add, duplicate, or delete game settings, but the options are grayed out, and thus it is impossible to do so.
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Alexx Peace
 
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Post » Mon Jun 18, 2012 6:18 pm

I don't know if it qualifies as a bug, but there is an absolutely sick number of deprecated Gameplay Settings. There are ones left over from Oblivion, ones left over from Fallout 3, and even ones left over from older builds of Skyrim.
At least half of the Gameplay Settings in the CK do literally nothing. I'm not exaggerating that number, either.
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Brooks Hardison
 
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Post » Mon Jun 18, 2012 12:16 pm

I don't know if it qualifies as a bug, but there is an absolutely sick number of deprecated Gameplay Settings. There are ones left over from Oblivion, ones left over from Fallout 3, and even ones left over from older builds of Skyrim.
At least 50% of the Gameplay Settings in the CK do literally nothing.

Indeed, feels like CK is a half done ported tool, sadly. Depressing seeing all these bugs!!
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Nana Samboy
 
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Post » Mon Jun 18, 2012 2:24 pm

I wouldn't call stuff like deprecated settings a bug. They just don't have any use for Skyrim. Keep in mind, it's entirely possible Bethesda uses one version of the kit, and one version only, that has modes that can be used to edit specific titles. Something we'd obviously not be given.
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Gisela Amaya
 
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Post » Mon Jun 18, 2012 7:59 am

I wouldn't call stuff like deprecated settings a bug. They just don't have any use for Skyrim. Keep in mind, it's entirely possible Bethesda uses one version of the kit, and one version only, that has modes that can be used to edit specific titles. Something we'd obviously not be given.

I agree. Unused settings are of no concern, and not a bug. But showing the options to add, duplicate, or delete game settings, yet leaving them grayed out sounds like a bug to me. If they didn't want us to do that, they'd have removed the option completely.
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neen
 
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Post » Mon Jun 18, 2012 10:22 pm

I'm unable to upload my mod to steam. When I try to upload just an .esp to the workshop, i dont get a prompt to choose whether to archive or not, it automatically goes to the archiver then I get an error, archive process failed. I cant get to the dialogue to upload to appear.
The creation kit does not upload like it says it does in the tutorial. Many people are unable to upload their mods. What have we heard from the devs about this.... *crickets*
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Elle H
 
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Post » Mon Jun 18, 2012 10:48 pm

Can the entry of this bug be changed please:


Havok outside of a 64x64 worldspace is broken. Placing an actor causes their collision to stop working, making them sink through the ground then pop back up again over and over. This renders large, custom worldspaces (or extensions of Tamriel) broken.


Because it's not 64x64, it's in all cells less than X coordinate -64 or cells more than X coordinate 64.

64x64 implies that the Y axis is affected as well, which is not the case. Imagine Bethesda testing at cell (30, 80) for example, they wouldn't find the bug and mark it as a false alarm or "cannot be reproduced".
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natalie mccormick
 
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Post » Mon Jun 18, 2012 9:21 am

Major

Given the horrific bugs, I tend to just play around with the Creation Kit for fun. I loaded it up and decided to create an NPC, duplicate three vanilla music tracks and add new conditions to ensure they play when fighting him. However, when I attempted to save, the CK crashed.

Given that I have made the same NPC with the same data before, I believe the music is the issue.

EDIT: I remember that I forgot to add the duplicated tracks to my duplicated music type. At first, I thought this was the issue, so I loaded up the CK again, and decided to just redo the music only, with all the conditions and music tracks the same, and this time remembered to add in the music to the duplicated music type. But even then, it still crashed on saving.
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Hazel Sian ogden
 
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Post » Mon Jun 18, 2012 11:27 am

Unfortunately the whole Actor Values issue points to being hard-coded, yet again. The Actor Values are loaded in the CK regardless of if Skyrim.esm is loaded or not, which points to the whole thing being hard-coded, despite the fact that the names, descriptions, skill types and perk trees aren't. And Bethesda added a skill tree to the GameJam thing seemingly without any major issue. Really disappointing to be honest.
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kevin ball
 
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Post » Mon Jun 18, 2012 11:52 am

UPDATE: The NavMesh bug has been acknowledged by Bethesda, and it has been confirmed a fix is being worked on: http://www.gamesas.com/topic/1345681-navmesh-bug/page__view__findpost__p__20341090
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asako
 
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