Unofficial Creation Kit & Modding Bug List #3

Post » Tue Jun 19, 2012 3:02 pm

Second, perhaps it isn't a bug, per se, but the SetRace() function applies to the base actor, rather than the instantiated actor. This makes it unusable and unpredictable in many cases of heavy use.
That's intended - Primary stuff like race, model and texture data are stored in the base form.
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City Swagga
 
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Post » Tue Jun 19, 2012 7:12 pm

Distant object (cliff, mountain, rock) LOD can only use mountainslab02.dds as a HD texture or whichever global texture is selected in the world/world spaces/"custom world" menu. This is not a bug per se but is a small oversight that has profound effects on all custom and even non custom world mods. Basically you cant create mountains, cliffs, rocks of anything other than one texture. Its grey or nothing, snow covered or nothing, desert or nothing.

Fix: Make the HD selector in world/world spaces/"world" address a folder rather than a single texture.
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Queen Bitch
 
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Post » Tue Jun 19, 2012 12:04 pm

I don't think this bug has been mentioned here yet:
http://www.gamesas.com/topic/1362739-grey-screen-on-coc-to-towns/
Teleporting from interiors to non-Tamriel worldspaces cause the gray screen bug or CTD. This seems to be a memory-related issue since keeping the cell object count as low as possible seems to prevent this bug. This is a commonly acknowledged problem, so thought it was worth mentioning.
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Heather beauchamp
 
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Post » Tue Jun 19, 2012 5:00 am

Some stuff to report that I don't remember seeing in the list yet:

1. When a new perk entry is created, if entry point modification is used and the "function" contains actor value, the selected actor value will sometimes reset to the first in the list (AbsorbChance) after pressing "OK" and re-opening the perk entry. I've confirmed that this happens with onehanded and twohanded actor values.
For example, if you make a new entry point perk entry that does "Mod Attack Damage" and make the function "Multiply 1 + Actor Value mult", and select onehanded or twohanded as the actor value and then press OK, it will stick until you open that perk entry again, at which time it will be reset to AbsorbChance.

2. In the region editor, the properties in "Objects (more)" will sometimes reset to the default values (0) after switching to a different object or tab. I'm not sure exactly why this happens, but it happens quite often so it should be easy to reproduce. For example, if you add several different rocks to the generated objects list, and set each of their angle variance, sink variance, sink, size variance, etc. values to something new, when you click on them all again you will probably find that some of the values didn't "stick".

3. The Creation Kit often crahes while using the region editor, especially after deleting objects from the generated objects list or switching between worldspaces.
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Alan Cutler
 
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Post » Tue Jun 19, 2012 1:56 pm

Might be a bit late to this party but....

Custom NPCs are completely broken. Neck and face colour is a zombie-like grey. Modified NPCs will also have the wrong skin tone.
If FaceGen data is exported on modified NPCs, visible seams occur between the hairline and face nifs.

These both appear to have been fixed. So it's not totally bad news all around :P
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Ebou Suso
 
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Post » Tue Jun 19, 2012 7:03 am

Maybe RemoveAddedForm() (FormList) is bugged?

http://www.gamesas.com/topic/1355412-help-removeaddedform-bugged-fails-after-first-use-data-corruption-ensues/
http://www.gamesas.com/topic/1365445-bug-formlist-functions-seem-to-break-under-certain-conditions/page__fromsearch__1
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Carolyne Bolt
 
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Post » Tue Jun 19, 2012 6:23 pm

Game.GetPlayer().RemoveAllItems(HoldingContainer, True, True): After Game.GetPlayer().http://www.creationkit.com/RemoveAllInventoryEventFilters_-_ObjectReference, will not any remaining items move when using the same code?

http://www.gamesas.com/topic/1365685-gamegetplayerremoveallitemsholdingcontainer-true-true/ with proposed RemoveEVERYTHING() function.
.
Thank you JustinOther, but this does not seem to give the abRemoveQuestItems parameter any affect - the quest items are still not removed even when this parameter is set to TRUE. e.g.
.
Spoiler
ScriptName zqzzSlQuestItemDump extends ObjectReference{This script dumps all player quest items to the active quest item drawer}EVENT OnActivate (ObjectReference akActivator)If akActivator == Game.GetPlayer()    Game.GetPlayer().RemoveAllInventoryEventFilters()    Game.GetPlayer().RemoveAllItems(akTransferTo = GetNthLinkedRef(2), abKeepOwnership = TRUE, abRemoveQuestItems = FALSE) ;Remove non-quest items to the holding container    Game.GetPlayer().RemoveAllItems(akTransferTo = GetNthLinkedRef(1), abKeepOwnership = TRUE, abRemoveQuestItems = TRUE) ;Remove remaining quest items to quest item container    GetNthLinkedRef(2).RemoveAllItems(akTransferTo = Game.GetPlayer(), abKeepOwnership = TRUE, abRemoveQuestItems = TRUE) ;Return non-quest items to player from the holding containerEndIf    EndEVENT
.
The above code "should" remove the quest items from the player and leave them in the container - returning everything else to the player - but it doesn't...
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Amanda Leis
 
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Post » Tue Jun 19, 2012 10:53 am

That particular error comes up elsewhere though too. That he's getting it while trying to pack a BSA is annoying. That it crashes the CK on him if it's ignored is unfortunate. Someone around here somewhere said that error means there's a corrupt mesh that isn't handling something to do with lighting properly. Since I don't know the details of what that guy is actually doing, it's impossible to know.

All I can tell you is that with your files, the CK is packaging them properly when I make the bsa out of them here. Telling people the whole process is bugged is incorrect. That kind of disinformation is damaging to the community in the long term.

I definetly Can affirm the BSA packer is bugged ... I have tested another problem it is especially relative to the armors ... the game can't pack the _0 morph versions of the armors , it seems forgetting them ... thus leading to missing amror parts on morphed versions ...
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yermom
 
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Post » Tue Jun 19, 2012 6:33 am

Then drag the files it forgets into the BSA. That's a long known issue that it doesn't pick up everything it needs to. I have to drag scripts, sound files, and facegen data into my alt-start mod on every repack for upload. There's a high degree of probability a file might get missed in the process.

The BSA itself works though. You can easily extract what the CK *DOES* grab without issue.
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Sabrina garzotto
 
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Post » Tue Jun 19, 2012 4:40 am

I see then where we didn't catch on understanding , for bug I meant right this ... forgetting files as I created the other BSA manually ... I didn't knw you coul ddrag and drop stuff , actually I don't know how to do with the CK ... because for example the armors AA keep the morph model _1 and not the _0 the engine ingame then knows how to load the _0 and makes the according morphings , but the BSA doesn't remember to load those ...
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Jonny
 
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Post » Tue Jun 19, 2012 3:05 pm

When you have the "pack files" portion of the CK open, switch to your Data folder window. Navigate to the files you want in the package. Drag them into the CK on the taskbar, and without letting go, from there up to the pack files interface. That will pack those files into the BSA for you.

More or less the same way you'd drag new meshes into the world objects windows to make new statics and stuff. Just a different window is all.

So far I've found the CK won't include:

* Voice files for dialogue, even if you used the CK to record them.
* Facegen files generated for NPCs.
* Compiled vanilla scripts your mod has altered, even though it correctly grabs the source code files.

And now you're saying it won't grab part of your armor files, so that's #4 on the list.

Manually dragging these into the interface packs them up fine, though for each category you need to drag the FILES, it won't let you drag whole folders directly.
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MatthewJontully
 
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Post » Tue Jun 19, 2012 5:05 am

Correct me if I'm wrong.


For custom magic effects..Skill Usage Multi doesn't work. Despite using the spell that uses the custom magic effect, its use is not counted towards the school's skill exp.
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james reed
 
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Post » Tue Jun 19, 2012 4:35 am

Might be a bit late to this party but....




These both appear to have been fixed. So it's not totally bad news all around :tongue:
Actually all of my custom NPC's come out broken (ie. the face/body color mismatch remains). So I'd say the bug still exist. There's been no hint from Bethesda that they are fixing these issues and it seems that they don't feel it to be necessary to include any changelog with the CK updates. Therefore I think it is better to accept that these bugs are permanent and we should try live with them or find some third party workarounds.
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Heather Stewart
 
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Post » Tue Jun 19, 2012 4:33 pm

Did you follow the procedure? The only thing you need to do from the original test is to select them from the object window on the left, hit ctrl-f4, and then go from there. Mine were broken too, then I figured I'd try that again after hearing people say it had been fixed. My NPCs are no longer broken.

That there's been no hint from Bethesda that they're fixing or not fixing something is nothing new. They've stealth fixed other things before too, like the calendar sync bug that was causing so much havoc. So no, it's not better to accept them as permanent. Doing that merely encourages them to keep doing what they've done in the past. It's much better to encourage them to keep fixing stuff, even if we have workarounds for it.
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x_JeNnY_x
 
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Post » Tue Jun 19, 2012 10:05 am

Did you follow the procedure? The only thing you need to do from the original test is to select them from the object window on the left, hit ctrl-f4, and then go from there. Mine were broken too, then I figured I'd try that again after hearing people say it had been fixed. My NPCs are no longer broken.
Aah, thanks man :thumbsup: . I'll try that out asap!
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Joe Bonney
 
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Post » Tue Jun 19, 2012 11:56 am

It is completely impossible to export face data for Argonian NPCs, which could possibly be related to the "no face" bug in the head preview. It appears that exporting face data relies entirely on that view, and because there is no face data for Argonians in that view, no data is ever exported. And yes, I came to this conclusion after testing the workaround with one Argonian NPC and one Nord NPC. The Nord NPC had the proper face data, while the Argonain did not.

Did you follow the procedure? The only thing you need to do from the original test is to select them from the object window on the left, hit ctrl-f4, and then go from there. Mine were broken too, then I figured I'd try that again after hearing people say it had been fixed. My NPCs are no longer broken.

That there's been no hint from Bethesda that they're fixing or not fixing something is nothing new. They've stealth fixed other things before too, like the calendar sync bug that was causing so much havoc. So no, it's not better to accept them as permanent. Doing that merely encourages them to keep doing what they've done in the past. It's much better to encourage them to keep fixing stuff, even if we have workarounds for it.
Like I mentioned earlier in the post, it still seems to be impossible to export face data for Argonians. This is a very big problem if you're working on a mod that requires the use of that race. Seems to work for just about every other race, however.
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Gavin boyce
 
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Post » Tue Jun 19, 2012 6:50 pm

Like I mentioned earlier in the post, it still seems to be impossible to export face data for Argonians. This is a very big problem if you're working on a mod that requires the use of that race. Seems to work for just about every other race, however.
I'll give it a test run with some Argonian NPCs then. I haven't had cause to use one yet.
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Sammi Jones
 
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Post » Tue Jun 19, 2012 4:46 pm

As reported http://www.gamesas.com/topic/1365685-gamegetplayerremoveallitemsholdingcontainer-true-true/page__p__20646627__hl__removeallitems__fromsearch__1#entry20646627, in the RemoveAllItems function, the abRemoveQuestItems parameter doesn't work.
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James Baldwin
 
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Post » Tue Jun 19, 2012 7:09 am

Were is the Full Lod Box? I cant find it anywhere
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scorpion972
 
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Post » Tue Jun 19, 2012 7:38 pm

Were is the Full Lod Box? I cant find it anywhere
At the bottom of the reference window along with others like, 'Ignored by Sandbox', 'Initially Disabled', etc.
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Kerri Lee
 
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Post » Tue Jun 19, 2012 11:46 am

Oh, Argonian NPCs have proper face data if you export it. Tested multiple times, trust me. However, they still won't show up properly in the face menu.

Perhaps tied with an interesting observation -- can't export face data if the mod's just been created (well, it says it's doing it, but it doesn't create any files). Have to close the CK, load it again, and now it always works, even if you create a new actor willy-nilly.
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Gavin boyce
 
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Post » Tue Jun 19, 2012 9:07 am

Oh, Argonian NPCs have proper face data if you export it. Tested multiple times, trust me. However, they still won't show up properly in the face menu.

Perhaps tied with an interesting observation -- can't export face data if the mod's just been created (well, it says it's doing it, but it doesn't create any files). Have to close the CK, load it again, and now it always works, even if you create a new actor willy-nilly..
Yep agree Argonian face show up ok in Game, the problem is you can not really shape them properly in the creation kit through the face gen menu. In fact you can only see teeth and eyes within that menu. That is very irritatiing. Is Bethesda aware of this? I can't believe they use the same tool to developp the game...
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Pawel Platek
 
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Post » Tue Jun 19, 2012 12:09 pm

CTD can occur when a quest reference alias name is changed to an existing name.

On closing the alias window, a warning is displayed.

There is also a window for entering a different alias name, but it's not on top, so it's easily missed.

The quest window now shows two aliases with the same name. If you close it, then enter a new alias name in the window provided, a CTD results.
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lacy lake
 
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Post » Tue Jun 19, 2012 1:50 pm

As reported http://www.gamesas.com/topic/1365685-gamegetplayerremoveallitemsholdingcontainer-true-true/page__p__20646627__hl__removeallitems__fromsearch__1#entry20646627, in the RemoveAllItems function, the abRemoveQuestItems parameter doesn't work.
See http://www.creationkit.com/Talk:RemoveAllItems_-_ObjectReference.
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Milad Hajipour
 
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Post » Tue Jun 19, 2012 9:36 am

Oh, Argonian NPCs have proper face data if you export it. Tested multiple times, trust me. However, they still won't show up properly in the face menu.

Perhaps tied with an interesting observation -- can't export face data if the mod's just been created (well, it says it's doing it, but it doesn't create any files). Have to close the CK, load it again, and now it always works, even if you create a new actor willy-nilly.
Alright, the issue is updated. Argonian face data does not export properly on initial creation of the esp file. Seems to work fine other than that.
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joseluis perez
 
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