Unofficial Creation Kit & Modding Bug List #3

Post » Tue Jun 19, 2012 12:49 pm

Well I have no idea what to do my game was working fine it updated to 15.0 and now my mod causes CTD when loading in cells I have been in before on my mod. I turned my mod off it works fine what happened I have no idea.

Tried using a old backup of the mod still getting CTD old backup worked fine in 14.7 but now is broken in 15.0.
Tried removing nav meshes with tesnip still CTD when rentering cell.
Tried redoing nav meshes still CTD when rentering cell.
Tried removing some cells still CTD when rentering cell.
Tried renaming and making plugin into a esm did small test and it did not CTD, but all the stuff I deleted in skyrim world space and landscape I edited are there again and screws everything up.

Dont know how to proceed now on hold until I can get a answer. Please help.


here is my mod

http://skyrim.nexusmods.com/downloads/file.php?id=12792
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Nienna garcia
 
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Post » Tue Jun 19, 2012 9:37 am

Same issue as draco1122.

CTDs when moving through doors between interior cells. CTDs when moving from interior cell to exterior worldspace and back. Whatever they did to esp files has jacked up so much it's not even funny.

I could work with the navmesh bug. I can't even begin to work with this...I'm actually not enjoying using the CK for the first time. So much so that I'm walking away from it for now.

I thought I found the culprit..sort of did, but now save games become corrupted and unusable. Right on!
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Dominic Vaughan
 
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Post » Tue Jun 19, 2012 8:20 pm

So since i was able to fix the issue when I rename / converted the esp to a esm. I tried using tesnip, I remove the tamiel worldspce from esm and left only it in the esp and made the esp master the esm. And CTD again so problem seems to me to lay in the esp tamiel world space but I need the world space to overwrite the skyrim one due to my changes to the landscape and removing of trees. Tried the esm and still fixes it if i just use it as a esm but all the trees are in everything and landscape is reset to normal screwing everything up.
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Tyrel
 
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Post » Tue Jun 19, 2012 7:41 pm

Bug or limit of the CK, I am not sure: MaxHp for a creature can't go higher than 30000-ish. I haven't tested for magicka and stamina values but I think the problem is the same. and the fast travel CTD issue.

EDIT: and of course the Actor Value error when adding a new one.
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Channing
 
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Post » Tue Jun 19, 2012 8:26 am

double post, sorry.
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Verity Hurding
 
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Post » Tue Jun 19, 2012 11:25 am

Great news! This bug:

Adding texture sets to first person models is broken. They appear to be fine however they remove themselves when the plugin is saved.

Is fixed in version 1.5, at least for male clothes! I am going to try it with female clothing but it should work fine, too :clap:

EDITED: I've spoken too soon. It doesn't work yet for female clothing. :shakehead:
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Christina Trayler
 
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Post » Tue Jun 19, 2012 11:26 am

I recently noticed an obscure bug in the keyword deployment. Has anyone noticed that none of the shields have the HeavyArmor/LightArmor keyword attached?
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tannis
 
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Post » Tue Jun 19, 2012 7:28 am

Well, considering shields are governed by the Block skill and not the Heavy/Light Armor skills, I don't really think there is any harm with those keywords not being present. Those Keywords are special ones that tell the game which Armor skill to increase when the armor takes a hit, and since Shields belong to neither Armor skill, no need for those Keywords.
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Ilona Neumann
 
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Post » Tue Jun 19, 2012 8:18 am

"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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If you taught yourself to write with your left hand, I suggest you switch writing hands regularly to preserve the skill. A very long time ago, I could write with either hand and, on the advice of a teacher, I gave up writing with one of my hands. Consequently, I lost the ability to write with both hands. Although, right now, you could say that I am writing this with both hands at once given that I have most of my fingers walking all over the keyboard.
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On a statistical level, which affects entire groups of people, not everyone can get comfortable with a right-handed mouse and a qwerty keyboard. That's why we have w3c standards for websites (so folks using braille pads can read websites too) and not all of us do things the same way - which is why there are sticky-key options and you get to configure your mouse buttons in the Windows settings, and why there are other pointing devices as alternatives to the mouse such as touch-pads, toggles, touch screens and trackballs.
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I was led to believe that the reason we have time to play these games is because the union movement stopped us working 18 hour days sometime in the late nineteenth or early twentieth century. Having said this, I would point out that games are not a waste of time because they relieve stress as a form of recreation - which is a necessary part of life for all human beings. Of course, if the game creates stress instead of relieving it, then it becomes a waste of time - which is why not all people can comprehend the usefulness of all games. It's why we also play Go (Wei Chi), Chess, Backgammon, Trisetta, Bridge, Gin, Poker, football, soccer, cricket, baseball or why we, watch. And, I'm definitely not monkeying around when I say that this very human need for recreation is not something to "get over" or repress. Perhaps I am meagerly squinting through one eye, butI think that people who fail to engage in recreational activities inevitably do themselves great harm.
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Averielle Garcia
 
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Post » Tue Jun 19, 2012 11:14 am

Well, considering shields are governed by the Block skill and not the Heavy/Light Armor skills, I don't really think there is any harm with those keywords not being present. Those Keywords are special ones that tell the game which Armor skill to increase when the armor takes a hit, and since Shields belong to neither Armor skill, no need for those Keywords.
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Well, considering what you've had to say, I'm inclined to agree with you - and that does resolve a bit of a conundrum for me (i.e. to come up with my own, plug-in specific, keyword). So thank you, http://www.gamesas.com/user/581287-thomas-kaira/, for your comment.
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But, does that mean that my character with lousy heavy armor skill and incredible light armor skill will block just as well with a heavy shield as with an equivalent light shield? Could this be an inconsistency in the design? Perhaps more relevant, where does that "Heavy Armor" / "Light Armor" tag come from (top left-hand corner of the description box when selected in inventory)?
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Thanks in advance...
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Sista Sila
 
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Post » Tue Jun 19, 2012 4:41 am

Im just throwing this out there...could just be on my end..

Collision markers do not appear as they should in the render window.
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kirsty joanne hines
 
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Post » Tue Jun 19, 2012 3:10 pm

Clicking the 'Properties' button when editing a phase script in a scene causes a CTD for me every single time. Can anyone else confirm?
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James Hate
 
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Post » Tue Jun 19, 2012 1:21 pm

But, does that mean that my character with lousy heavy armor skill and incredible light armor skill will block just as well with a heavy shield as with an equivalent light shield? Could this be an inconsistency in the design? Perhaps more relevant, where does that "Heavy Armor" / "Light Armor" tag come from (top left-hand corner of the description box when selected in inventory)?
Shields interact with skills and perks in a lot of strange ways. As far as I know:
  • The armor rating from shields does benefit from light and heavy armor skills.
    • They also can give skill increases for the appropriate skill.
  • They benefit from the armor bonus given by Custom Fit/Well Fitted, and both Matching Set perks.
    • Since they don't have the ArmorLight or ArmorHeavy keywords, they won't contribute to enabling those perks, but won't disable them either.
    • However, they don't benefit from Agile Defender or Juggernaut, because they lack those keywords.
  • Unhindered and Conditioning specifically only work for the head, body, hands, and feet slots, even though the description doesn't specify.
  • Block value is derived entirely from your block skill and perks. It doesn't matter what you block with, though some block perks require shields.
There's an unlabeled dropdown in the armor properties that specifies whether a piece of armor is Light, Heavy, or None. This is what controls the tag on the inventory screen, and what skill it interacts with. Keywords control perk interactions.
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Flesh Tunnel
 
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Post » Tue Jun 19, 2012 7:35 pm

Clicking the 'Properties' button when editing a phase script in a scene causes a CTD for me every single time. Can anyone else confirm?

Yes, I crash every time I try to access properties in a fragment in a scene phase.
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Laura Tempel
 
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Post » Tue Jun 19, 2012 5:14 am

Shields interact with skills and perks in a lot of strange ways. As far as I know:
  • The armor rating from shields does benefit from light and heavy armor skills.
    • They also can give skill increases for the appropriate skill.
  • They benefit from the armor bonus given by Custom Fit/Well Fitted, and both Matching Set perks.
    • Since they don't have the ArmorLight or ArmorHeavy keywords, they won't contribute to enabling those perks, but won't disable them either.
    • However, they don't benefit from Agile Defender or Juggernaut, because they lack those keywords.
  • Unhindered and Conditioning specifically only work for the head, body, hands, and feet slots, even though the description doesn't specify.
  • Block value is derived entirely from your block skill and perks. It doesn't matter what you block with, though some block perks require shields.
There's an unlabeled dropdown in the armor properties that specifies whether a piece of armor is Light, Heavy, or None. This is what controls the tag on the inventory screen, and what skill it interacts with. Keywords control perk interactions.
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Thank you. It's a pity Papyrus can't access the attribute specified by that unlabelled dropdown or, does somebody know of a way it can...?
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Claire Jackson
 
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Post » Tue Jun 19, 2012 10:50 am

The CK cannot create properly working BSA packed files , I dunno how it can work for some mods but for mine that is about 200 mb of textures and models made from scratch it has problems and altough it looks in the folder structures as all is nicely packaged then in the game do not work , like not showing up pieces , the BSAOpt works instead fine doing a better job as usual for the modders tools compared to the broken CK tools ...

I hope some programmer from bethesda can take a look at this modder made program and fix the broken CK one .....

Plus I woudl like to signal that I cannot upload anything to Workshop couse it fails every time , dunno for what reason , may be the Workshop cannot handle big mods or stuff like that , but in any case it forbids me to write on cloud or that's what it tells me everytime ...
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JLG
 
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Post » Tue Jun 19, 2012 5:21 pm

Bug: Files from "Data/LODSettings" load from the first-found resource, ignoring any kind of priorization of overrides (date, loose, esp, plugin.txt etc, nothing of it applies). This effectively disables all LOD from mods expanding on the cell-range of vanilla worldspace LODSettings as always the deployed files are found first when the ini isn't edited and a BSA containing the setting is put in front of the vanilla BSAs, or the banilla BSAs are unpacked and removed and the vanilla settings subsequently overwritten.
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Ricky Rayner
 
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Post » Tue Jun 19, 2012 8:40 pm

The CK cannot create properly working BSA packed files
This is wrong. The CK has packed perfectly working BSA files every time I've asked it to do so.

Are you sure your custom assets have proper texture paths in them? As in textures\something\somethingelse instead of c:\games\skyrim\textures\blah\blah ? Accidentally using the full path works for loose files, but will NOT work once packed into a BSA file and I doubt the CK will auto-correct this. Nifskope can though.
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Prisca Lacour
 
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Post » Tue Jun 19, 2012 8:27 pm

This is wrong. The CK has packed perfectly working BSA files every time I've asked it to do so.

Are you sure your custom assets have proper texture paths in them? As in textures\something\somethingelse instead of c:\games\skyrim\textures\blah\blah ? Accidentally using the full path works for loose files, but will NOT work once packed into a BSA file and I doubt the CK will auto-correct this. Nifskope can though.

No your statement is wrong , the CK packs bad BSA files , first of all it makes them larger than should and second it is partially working , probably works for smaller ods but larger ones does "forgets" to pack well some files and they appear as not showing ingame even if they appear in the pack list ...

in my case my mod was around 200 mb unpacked , using the BSAopt program I reduced to 112 .. while with the BSA from Vanilla CK it took like 180 or the like .... and not working , I replaced the BSA with the one done with BSAopt and it worked perfectly instead ... so

The fact is that the CK makes Bugged Pack files and "NEEDS" to be fixed ....


Also there is no way to Upload files larger than 100 mb to Steam workshop and this is an issue stated by Valve so ...

NO mods with larger files than 100 mb can be uploaded to Steamworkshop ....

Edit:

Btw why this thread is not Yet Sticked by a moderator?
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jason worrell
 
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Post » Tue Jun 19, 2012 1:12 pm

Except that it doesn't make bugged BSA files. Either you're doing something wrong, or your installation is corrupted. The CK is operating just fine. Files being "larger than they should be" is a matter of opinion, not fact.

If it was making bad BSA files, there would be numerous people screaming from the mountain tops about how everything is utterly broken in every mod that's being downloaded.

Your issue of 100MB files is entirely separate and has no bearing on this. Though I do agree 100% that at some point, a 100MB file size limit will prove to be too restrictive.
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phil walsh
 
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Post » Tue Jun 19, 2012 4:28 pm

As of 1.5.26 on the base game, using the Actor value Health in conditions for Spell effects no longer work, I really don't know why, the other attributes of Stamina and Magicka work fine when put in place of health.

I say base game because I'm sure the CK was not updated since the initial 1.5 patch, and prior to said update 1.5.26 using Actor Value Health as a condition for a spell worked just fine.
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Ron
 
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Post » Tue Jun 19, 2012 11:33 am

Except that it doesn't make bugged BSA files. Either you're doing something wrong, or your installation is corrupted. The CK is operating just fine. Files being "larger than they should be" is a matter of opinion, not fact.

If it was making bad BSA files, there would be numerous people screaming from the mountain tops about how everything is utterly broken in every mod that's being downloaded.

Your issue of 100MB files is entirely separate and has no bearing on this. Though I do agree 100% that at some point, a 100MB file size limit will prove to be too restrictive.

Beeing blind about a clear bug is not a good attitude to solve problems , the bug is there the CK cannot create proper working BSA files otherwise then explain me why the same setup works perfectly on BSAopt program and works half and half wth missing items not showing up and larger file size in CK ? when all you need to do is click a button and pack the files ...

so NO it is not working properly , if it works for you and small files then fine for you but you'd better use BSAOpt couse it works better , compresses better and doesn't miss stuff out ... check it out well befoure claiming that it is working perfectly .... because it is not and needs to be fixed.
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e.Double
 
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Post » Tue Jun 19, 2012 3:47 pm

I have checked it out, as have hundreds of other authors publishing to the Workshop. Perhaps you shouldn't be so quick to claim there's a bug when you may well be the one doing something wrong. You should also not be so quick to assume those of us who have no problems are being needlessly ignorant or have some kind of attitude problem.

There are a few files it will miss packing, sure, but that's easily solved by dragging what it left behind (usually voice files) into the interface. Not a single one of my 4 BSAs, of variant sizes, has gone bad. I see mods up on the Workshop of substantially larger size than my own that are working just fine.

You'd need to provide specific examples of what isn't working before most of us are just going to accept it's broken. The CK has issues, but inventing more of them out of the blue hoping that people will pile on without checking into it is just plain irresponsible. One person reporting a bug is a fluke unless that person can provide clear and precise steps to allow others to verify it as well.
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Charlotte X
 
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Post » Tue Jun 19, 2012 8:22 pm

I have checked it out, as have hundreds of other authors publishing to the Workshop. Perhaps you shouldn't be so quick to claim there's a bug when you may well be the one doing something wrong. You should also not be so quick to assume those of us who have no problems are being needlessly ignorant or have some kind of attitude problem.

There are a few files it will miss packing, sure, but that's easily solved by dragging what it left behind (usually voice files) into the interface. Not a single one of my 4 BSAs, of variant sizes, has gone bad. I see mods up on the Workshop of substantially larger size than my own that are working just fine.

You'd need to provide specific examples of what isn't working before most of us are just going to accept it's broken. The CK has issues, but inventing more of them out of the blue hoping that people will pile on without checking into it is just plain irresponsible. One person reporting a bug is a fluke unless that person can provide clear and precise steps to allow others to verify it as well.

Again!

It is bugged because :

by scientific experimental method

under the same circumstances

BSA created by CK IS NOT working ( some files do not appear ingame with the esp )
BSA created by BSAopt IS working ( all the files do appear ngame with the esp )

Files packed are 200 mb of custom made meshes and textures ....


BSA in CK is created by simply pushing a button : "Pack" and there are no setting to manipulate
BSA in BSAopt needs some minor setting but creates a perfect and actually smaller and working BSA file ...
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Shianne Donato
 
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Post » Tue Jun 19, 2012 5:58 am

Fine. Hundreds of people are all wrong and you're right. Have it your way.
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Mandy Muir
 
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