Unofficial Creation Kit & Modding Bug List #3

Post » Tue Jun 19, 2012 8:30 pm

One bug (more or less) I had (well, still have :swear: ) to deal with it that when you copy an entry with a script attached by changing its ID and then change the script properties before you click 'ok' (and get asked whether you want to create a new form) the property settings will be reverted back to the ones from the entry you copied when you create the new form. So always make sure you first copy an entry and hit ok, then open it again and then change the property settings or else all your work will be lost.

Only 40 entries with 4 property settings for each (and I have to look up each of them) to go... :flame:
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Katey Meyer
 
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Post » Tue Jun 19, 2012 8:05 pm

Could you maybe also add a category with bugs that are completely or partial fixed by an user-made hotfix from geniuses of the modding community?

http://www.gamesas.com/topic/1352988-fixing-the-64x64-cell-havok-bug-for-when-you-just-want-a-bigger-world/page__view__findpost__p__20419923

maybe a lighter green or a purple without strikeout could be done.
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Josh Trembly
 
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Post » Tue Jun 19, 2012 1:13 pm

Another bug not listed here is the http://www.gamesas.com/topic/1355251-where-is-iclick-dragi-in-the-render-window/
.
If you use reversed mouse buttons (left for context and right for main click), perhaps because you are left-handed or because you use a trackball, Skyrim simply ignores the Windows Control Panel setting and the Creation Kit fails to facilitate the rotation and displacement of objects using the pointing device in the render window. The alternative is to switch the microswitch cables in the pointing device but it requires proficiency with a soldering iron and a deep lack of respect for manufacturer warranty: - or magically become right-handed: - or use a mouse instead of the trackball one would only have purchased if a mouse was entirely unsatisfactory to begin with...
.
[Edit]========================================================================================================================
Update as of 2012-Mar-05, 11:00 hrs local [EST.AU/]:
.
Logitech's SetPoint software provided the workaround I needed without subjecting the trackball mouse to vivisection and a hot soldering iron. I think the issue of ignored Windows registry settings is still worth looking into but at least there is a workaround for this....
=======================================================================================================================[/EDIT]
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Elisabete Gaspar
 
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Post » Tue Jun 19, 2012 6:21 pm

Can I get confirmations on the following issues from someone?

http://www.gamesas.com/topic/1355027-speech-actor-value-not-working-in-perk-entries/
http://www.gamesas.com/topic/1355335-race-starting-attribute-bug/
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Kristian Perez
 
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Post » Tue Jun 19, 2012 9:30 am

Could you maybe also add a category with bugs that are completely or partial fixed by an user-made hotfix from geniuses of the modding community?

http://www.gamesas.com/topic/1352988-fixing-the-64x64-cell-havok-bug-for-when-you-just-want-a-bigger-world/page__view__findpost__p__20419923

maybe a lighter green or a purple without strikeout could be done.

As Shade_me has kindly done this fix, perhaps Bethesda could look at it and implement it in a patch or at least do something, anything perhaps.
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Naomi Lastname
 
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Post » Tue Jun 19, 2012 2:18 pm

Stuff that got lost in the shuffle:
Bugs [Major]:
  • The 'Preview' dialog will crash if a havok animation is played right after using the 'Reset' button.
  • Start the CK > Create a new cell > Load it from the Cell View window > CTD.
  • The editor leaks window handles as discussed in the other thread.
  • The 'Conditions List' seems to be randomly appearing (at random locations) in the dialog editor subwindows. And it stays there for the rest of the session. (Am yet to find a reliable way to reproduce this one)
  • The dialog editor crashes when one of the following actions are performed:
    • Skyrim.esm is loaded > Filtered Dialog window > Player Dialog tab > Right click on the 'ForceGreet' topic in the topic list.
    • Right click on the 'ALL' branch (or have nothing selected in the branches list) > Move to Quest. Attempting to delete the 'ALL' branch ends up in a CTD as well.
    • Topics list > Right click > Move To Branch (when the selection's empty).
    • Topic info list > Right click > Create Info Stack From Form List > Either close the form list dialog from the dialog frame or click on the OK button with an empty selection in the listview.
Bugs [Minor]:
  • The 'File Details' dialog's list view has trouble displaying strings of delocalized plugins.
  • The 'Grids To Load' value in the Preferences dialog doesn't seem to get save to the INI on closing the editor.
  • The Render window doesn't correctly load the visibility toggles from the INI. For instance, the visibility of markers are always turned on at CK startup.
  • {CS remanent} Each time the cell window's reinitialized (receives the WM_INITDIALOG message), the vertical bounds of its listview controls are reduced by a factor permanently (for that CK session). To test, keep reloading a plugin. Eventually, the cell view window cell/object lists will shrink to nothing. Resizing the dialog will not fix it as the static tagRECT struct used to store the initial bounds (during CK startup) gets updated more than once. {Fix} - Add a guard around the code to prevent it from being updated repeatedly. Somewhere after the the LVM_SETEXTENDEDLISTVIEWSTYLE message is sent to the object listview. (0x00409813)
  • The 'Priority' column in the Filtered Dialog Window (under the 'View Quests' label) displays the name of the quest instead of its priority.
  • The context menu in the 'Actor Values' dialog (form list) displays the 'Move to topic' option.
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Brooks Hardison
 
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Post » Tue Jun 19, 2012 8:23 am

This is currently a suspicion by me and would like a bit of confirmation:

Using a single catch-all script to manipulate too many individual objects can cause the game to crash on startup.
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Enny Labinjo
 
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Post » Tue Jun 19, 2012 8:07 am

Lights added via a magic effect don't animate.
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amhain
 
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Post » Tue Jun 19, 2012 9:06 am

Wow.. this thread's on page 11. Er.. not anymore. ;)

Edited vanilla scripts in BSA files won't work consistently, replacing the vanilla scripts for some but not for others. [#]


The reason that it wasn't bad for everyone is that some of use were on the beta. It was actually broken for everyone before this so it would be more accurate to simply say "Edited vanilla scripts in BSA files won't work"
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hannah sillery
 
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Post » Tue Jun 19, 2012 11:38 am

has there been any word about a CK updatE?
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Anne marie
 
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Post » Tue Jun 19, 2012 6:43 pm

Another one to add as it's bitten me twice: http://www.gamesas.com/topic/1358353-beta-unofficial-skyrim-patch-thread-2/page__view__findpost__p__20484463. The first time I edited the gold pickup sound object, and noticed it started appearing when opening containers, loading a save or other seeming random times (it was probably being used in place of an ambient.) The second time, I've edited the ambient sound effect for a shout which is only ever supposed to be used when the shout is active, yet the sound now appears after fast-traveling.
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Lauren Denman
 
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Post » Tue Jun 19, 2012 4:58 pm

All conspiracy theories aside, it sounds like the CK itself doesn't wont us to do a damn thing.

Let's be honest here, it didn't like Beth using it either.
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Eilidh Brian
 
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Post » Tue Jun 19, 2012 8:45 pm

The second time, I've edited the ambient sound effect for a shout which is only ever supposed to be used when the shout is active, yet the sound now appears after fast-traveling.
Not just after fast traveling either. After pretty much anything involving a load screen, aka load doors etc too. It was hugely annoying. It even invaded my alt-start prison cell.
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Katie Samuel
 
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Post » Tue Jun 19, 2012 5:36 pm

Hey! Kivan pointed me here.

Following Problem. I'm the author of:

http://skyrim.nexusmods.com/downloads/file.php?id=7554 and

http://skyrim.nexusmods.com/downloads/file.php?id=6335

My loadorder:
Spoiler
Skyrim.esm
Update.esm
Deus Mons.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
Shadow Striping Fix.esp
SpellFix.esp
Unofficial Skyrim Patch.esp
HighResTexturePackFix.esp
SoS - The Dungeons.esp
SoS - The Wilds.esp
Warmer Magic Lights v2 - Big.esp
Real Lights - Cities.esp
dragonborn with lute.esp
83Willows_101BUGs_HighRes.esp
Cowardly Essential Horses.esp
dD - Enhanced Blood Main.esp
PilgrimsDelight.esp
RabbitsPlus.esp
StaticMeshImprovementMod.esp
Valdacil's Item Sorting - Clutter.esp
Dragonbone Weapons.esp
Smithing Perks Overhaul - Balanced.esp
Weapons and Armor fixes.esp
Weapons and Armor fixes - Hacks.esp
Complete Crafting Overhaul.esp
Deus Mons.esp
Better Dynamic Snow.esp
Mannequin.esp
moveitLWT.esp
RealisticWaterTextures.esp
RemoveAmbientInteriorFog.esp
RevampedExteriorFog.esp
Distant Detail.esp
Soul Gems Differ - E.esp
Spells Cast Light.esp
UnreadBooksGlow.esp
Better Villages.esp
Beautiful Cities.esp
dD - Realistic Ragdoll Force - Realistic.esp
AdvancedWerewolf.esp
tSSSSS.esp
BetterMagic_FULL.esp
DeadlySpellImpacts.esp
DeadlySpellImpacts - Two Fire.esp
Duel - Combat Realism.esp
AskFollowerSkills.esp
Better Followers - SBP.esp
Better Followers - Dialogue.esp
Better NPC - Faction Pack.esp
Better NPC - Marriage Pack.esp
FollowerWander2.esp
Follower Limit Increased.esp
Height Adjusted Races with True Giants.esp
Bashed Patch, 0.esp

My problem: USP overwrites textures and meshes provided by my mods, although in USP.BSA these textures and meshes don't exist.
Or how Kivan put it:
we have a totally different issue here as it appears that changes in a later-loaded ESP are being overridden by an earlier-loaded ESP if the earlier one has a BSA and the later one doesn't.


Possible Diagnosis: It seems that any changes via USP - regardless if USP provides textures, meshes, etc. for the changes - will overwrite textures, meshes, scripts from modders, IF they didn't add a bsa and made sure it's loaded after USP.
Ergo: I could only solve this issue, by making a bsa.


Cheers.
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Annika Marziniak
 
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Post » Tue Jun 19, 2012 5:17 am

@Utopolyst: I tried to recreate the issue as I understood it, and was unable to.
As you described, changes to Lydia's base form in the USKP were not being overridden by the later-loading ESP from your Lydia mod because the USKP has a BSA. This wasn't to do with loose files vs. BSAs; this is already understood.

So what I did was create two tiny test ESPs.
In the first, I renamed Lydia to Lydia Loads-Later and called it Lydia Loads-Later.esp.
In the second, I renamed Lydia to Lydia Loads-Earlier and called it Lydia Loads-Earlier.esp; also made a change to an object pointing it to a new mesh in a new folder, and made a BSA with that mesh folder with the same name Lydia Loads-Earlier.bsa, so it would force the BSA to load.

The error did not occur. With Lydia Loads-Earlier.esp loading first, Lydia's name correctly showed as "Lydia Loads-Later". The ESP with a BSA was not jumping the load order over the ESP without a BSA. If I used the launcher to move Lydia Loads-Earlier.esp down so it loaded after Lydia Loads-Later.esp, then Lydia's name showed as "Lydia Loads-Earlier". Again, 100% correct.

So, you may be right that there's a bug with the overriding, but I'm unable to determine it. Kinda happy about this as I need to change hundreds of NPCs. :tongue:
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Joe Alvarado
 
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Post » Tue Jun 19, 2012 7:05 pm

Yeah, just came back to edit. First it worked - I was happy because of the easy solution - then I did an area transition and everything back to "USKP" overwrites regardless of an BSA existing.... Maybe something with the savegame getting updated... (??? -> no clue).

But I'm happy if you're happy. :D

If you need help - and if I know what you need and how to do it - pm me on Nexus. Same name. ;)
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michael flanigan
 
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Post » Tue Jun 19, 2012 5:04 am

I solved the problem with USKP and meshes/textures

According to this:

Well, how does it work then? Kinda silly, and not helpful at all for modding. BSAs (only the ones associated with active plugins), are loaded in alpha-numeric, case-insensitive order! What!? Why!? Well, if you know about filesystems, it makes sense: when a program asks the filesystem for a list of files in a specific directory, the usual response is a list of files in alpha-numeric order. On Windows (read: the filesystems that Windows uses), filenames are case-insensitive as well. So Skyrim will ALWAYS load hd_skyrimmap.bsa AFTER dummy.bsa, meaning I can never get my dummy ESP's BSA to override and win. Well, I could rename it to zDummy.bsa and zDummy.esp (in fact, I did, for testing). That makes my dummy textures load, and they're used in game.

I just changed the name of USKP to "AAA Unoffical Skyrim Patch" (bsa, bsl and esp). Now ALL MY TEXTURES AND MESHES LOAD - even with area transition and without BSA. You just need to change the NAME.

Please give it a try, to confirm.
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Daddy Cool!
 
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Post » Tue Jun 19, 2012 12:17 pm

It's already well established by numerous people that version 1.4.27 of the game loads the BSA files in the order specified by the plugins.txt file. This did not change with the 1.5.24 beta. Your scenario DOES NOT behave the way you're saying unless you're still using version 1.4.21 or lower of the game.
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Bigze Stacks
 
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Post » Tue Jun 19, 2012 6:25 pm

Isn't this one fixed?:

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

You just export the FaceGen data and you're good to go. If you look in the BSA's, Skyrim has thousands of FaceGen data files. It's simply no longer stored in the esp/esm file anymore.
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Shannon Lockwood
 
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Post » Tue Jun 19, 2012 8:18 pm

Nope. Exporting that data for a .esp file doesn't work. The procedure you're talking about DOES work if you're face editing a vanilla NPC.
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StunnaLiike FiiFii
 
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Post » Tue Jun 19, 2012 8:42 pm

http://www.gamesas.com/topic/1358688-navimesh-bugs-2/page__view__findpost__p__20514254

If the fast travel CTD aspect that's been introduced with 1.5 can get dealt with, this beast will finally be slain.
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Spooky Angel
 
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Post » Tue Jun 19, 2012 4:37 am

Nope. Exporting that data for a .esp file doesn't work. The procedure you're talking about DOES work if you're face editing a vanilla NPC.
I have like 10 custom NPC's and I see their faces ingame after using the above method just fine... (Though my mod is an esm when I actually play it)
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Emma-Jane Merrin
 
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Post » Tue Jun 19, 2012 9:24 am

Since 1.5 trying to hit the 'Add script' button just seems to freeze the CK...am I the only one?

EDIT : Solved after completely reinstalling it.
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Marquis deVille
 
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Post » Tue Jun 19, 2012 7:20 pm

bug: when trying to edit values like "Fire Resist" in the Magic Effect window, the button that allows editing highlights but nothing happens when clicking on it. I doubt it's not a bug, it seems to implausible not to be able to edit those values.
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Samantha hulme
 
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Post » Tue Jun 19, 2012 6:02 pm

Another bug not listed here is the http://www.gamesas.com/topic/1355251-where-is-iclick-dragi-in-the-render-window/ . If you use reversed mouse buttons (left for context and right for main click), perhaps because you are left-handed or because you use a trackball, Skyrim simply ignores the Windows Control Panel setting and the Creation Kit fails to facilitate the rotation and displacement of objects using the pointing device in the render window. The alternative is to switch the microswitch cables in the pointing device but it requires proficiency with a soldering iron and a deep lack of respect for manufacturer warranty: - or magically become right-handed: - or use a mouse instead of the trackball one would only have purchased if a mouse was entirely unsatisfactory to begin with... . [Edit]======================================================================================================================== Update as of 2012-Mar-05, 11:00 hrs local [EST.AU/]: . Logitech's SetPoint software provided the workaround I needed without subjecting the trackball mouse to vivisection and a hot soldering iron. I think the issue of ignored Windows registry settings is still worth looking into but at least there is a workaround for this.... =======================================================================================================================[/EDIT]

"or magically become right-handed"

I had a nose picker cast on my right arm for 11 months and successfully completed Diablo I left handed with a right handed mouse. Where there's a will ... There's a lot of things that you can pick up with the opposite hand -- but this was Diablo1 -- that's like 500 years ago computer technology time. I thought programs were supposed to save time, not cost time. Repetitive calculations, etc. I think I will write a program that won't work. Spend 50 times the cost of programming for marketing, and then give it to a marketing company, like Steam, for another 50x. Aw *?*&%, now, I don't have the money or integrity to pay to fix the program, haha. Of course the reason we have the time to play these games is because of the time technology has saved for us to waste -- makes you think doesn't it?
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Crystal Clear
 
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