Unofficial Creation Kit & Modding Bug List #3

Post » Tue Jun 19, 2012 5:06 am

BSA Creation: Try deleting YourMod.bsl? Never had any problems with CK made archives, but wiping the slate clean might help.
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Invasion's
 
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Post » Tue Jun 19, 2012 5:25 pm

I did clean all tried all combos , the only working solution for a 200 MB BSA was use BSAoptimizer program , it creates a perfect BSA , and almoust half the size created by CK ... if this is not a bug for you when CK can't create I do not have other words for you , try to make a mod of over 200 mb of custom content may be and pack all files ...
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Lizzie
 
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Post » Tue Jun 19, 2012 9:44 am

Like the two BSA files for the HD texture pack? Those are pretty darn big, and so are the ones that come with the game. We have no reason to believe Bethesda didn't pack the game's own assets using their own archive tool.

The point here is that you're the ONLY person reporting any sort of a problem with the CK's packaging methods. I've not seen anyone else, anywhere on this forum, complaining about this, nor have you provided anything approaching evidence that others can verify. Scientifically, using the scientific method you tried to wave in my face as some kind of bludgeon.

You might want to consider reinstalling the CK if this has become such an issue in your modding efforts. Corrupted installs are not that uncommon.
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SUck MYdIck
 
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Post » Tue Jun 19, 2012 8:24 pm

I don't care to bludgeon on your face anything , you can try the older pack version that many have tested on the Nexus forum onmy mod , download an older version pack it and see it by yourself or u can get an older pack files , people have checked it and stated that the files where all inside the BSA but didn't show up correctly ingame , I fixed only by remaking the pack files with BSAopt program and I did "CHANGE" nothing in the structure ! so its fault of the BSA packer that didn't work correctly so the fact is that it has bugs that prevent some mods to be packed correctly , probably because of the big size or custom items ... I honestly do not see the point of your ostracism on the aknowledge of a Clear bug that needs to be addressed , the work around so far is using the BSAOpt and it works perfectly tough is more desiderable to have the CK do the work instead than rely always on better performing modder made tools ....
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Charlie Ramsden
 
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Post » Tue Jun 19, 2012 2:18 pm

The point I'm making here is that the CK is working correctly. You are asserting otherwise.

It's also very much worth noting that BSA load ordering was not working properly in versions of the game prior to 1.4.27 when they changed the system to go by the order specified in plugins.txt. Stuff not appearing in the game is far more likely to be caused by users who refuse to update their games. The most directly affected files in cases like this are modified vanilla scripts.

OBMM, FOMM, and a utility I have called BSA Browser can all read the files properly as generated by the CK. The content always appears in game.

Which mod are you referring to as having a problem with this? You have more than one on Nexus.
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sam westover
 
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Post » Tue Jun 19, 2012 5:02 am

You seem to not understand the point , I am not the last of the noobs here and I know what I am doing and when I say it has a BUG it means it DOES have a but because I have tested for long , and in all possible situations , removing folders , puting items in and out , changing load orders , changing files , changing everything possible , what fixed is simply a new BSA made with BSAOpt ... if you cannot accept it I dunno what I can tell you , I really do not understand your point in stating otherwise when there is clearly someone here Writing that is not working properly , and honestly it is starting to sound a bit annoying this behaviour of non believing what I am writing , if it works for you and most of the modders is probably because it wasn't brought up for larger files , mods or new content , I have testified the problem thanks to the users that pointed me out to the BSA solution so is not something I made up out of nothing , there are other people that can testify it as well ...

Now The facts are very simple and I can write again but I can't write any simplier or better I fear ...

with no further editing , no esp changes no mods , removing all custom folders etc ...

THE bsa CK + esp = half loaded items , ( result in armors appearing invisible because of lack of some kind of data )
THE bsa BSAOpt made + ESP = fully loaded items ...

Now you tell me why then it works with the last and not with the first ...
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Pants
 
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Post » Tue Jun 19, 2012 5:41 pm

What about you send your files to Arthmoor and ask him to reproduce it?
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Lexy Dick
 
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Post » Tue Jun 19, 2012 7:26 am

Until you're willing to provide actual evidence (which mod is doing this?) you're not going to convince the rest of us that there's a problem. Invisible armors? That's historically been caused by a missing normal map. Also possibly caused by your mesh including a bad folder path. Something which, if I'm not mistaken, BSAOpt will correct if it's found. Since you stubbornly refuse to provide anything to go on though, you leave no choice in the matter but to conclude you're doing something wrong.

The fact that you're saying *SOME* people report issues and others don't points directly to bad file paths in the meshes. Not everyone puts their game in Program Files. I certainly didn't.

The CK works, period. I don't know how much clearer *I* can make that. Other than a couple of things it doesn't pick up on (altered vanilla scripts, voice files) it hasn't been demonstrated to break things it is including in the file.
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le GraiN
 
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Post » Tue Jun 19, 2012 6:51 am

Whatever you dont believe it ! Fine but do a favour to others to speack for themselves and not state yourself as the voice of eceryone wich is not the case ... The mod is conan outfits , u can find on nexus , but I think I deleted older files I uploaded 4 versions with the ck made bsa that didn' t work buT If uwant to discuss it further lets bring it tO Pms as we are clearly hijacking this thread now...
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Shirley BEltran
 
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Post » Tue Jun 19, 2012 2:32 pm

You're right, I don't believe the claim. That's why evidence is needed. It doesn't really help much that the v5 files, which I assume you're saying are the broken ones, have an upload date older than the CK itself. I'll grab that and v6 though and run them through the paces and see what comes of it.
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Brad Johnson
 
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Post » Tue Jun 19, 2012 5:50 pm

This what you mean?
http://s15.postimage.org/3swigupyi/conan.jpg

In case it helps, the CK throws these errors when going to view where you put the armor:

TEXTURES: BASE data\meshes\prometheus\armors\conan outfits\hyborian\prometheus_hyborian_armor_wolf_go.nif : INV is missing an environment map

TEXTURES: BASE data\meshes\prometheus\armors\conan outfits\pitfight\prometheus_pitfight_circlet_go.nif : F1_GO:0 is missing an environment map

TEXTURES: BASE data\meshes\prometheus\armors\conan outfits\hyborian\prometheus_hyborian_boots_gnd.nif : CohnanBootsGND is missing an environment map
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Lady Shocka
 
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Post » Tue Jun 19, 2012 7:04 am

There is a bug in the Creation Kit. (Major? Minor? I don't know.) If I want to export Faction Rank Names the CK crashes. Version 1.5.24.0 still affected.
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Emily Graham
 
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Post » Tue Jun 19, 2012 5:54 am

This what you mean?
http://s15.postimage.org/3swigupyi/conan.jpg

In case it helps, the CK throws these errors when going to view where you put the armor:

no the problem was like this ...

http://img546.imageshack.us/img546/6025/2012033100002s.jpg
...

why woudl miss an environment map if it has not?

do u know a difference between gnd and go?

the V5 works fine but is a replacer , the V 6 is new standalone version with different file folders, The version 6.0 , 6.1 , 6.2 are the ones I uploaded more times and resulted always in this previously listed image problem , the v 6.3 with BSA fixed solved the issue , to me looks like a bug ?
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Trevor Bostwick
 
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Post » Tue Jun 19, 2012 5:22 pm

No, I'm not up on all the nuances of armor rigging and setting up meshes for them.

When I set your mod up, I unpacked the files loose. Verified that those worked as expected. They do. Then I told the CK to upload to Steam, and stopped after it packed the files. Went back into the game, and snapped that shot. So it certainly seems to be working on my end. Not sure what else could be done with it.
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Leonie Connor
 
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Post » Tue Jun 19, 2012 12:01 pm

I think I may have found a bug with Magic Effects (ME) in the CK. It seems that a ME that modifies an Actor Value (AV) with the Recover property set does not properly apply to the Player Character (PC), only to Non-Player Characters (NPCs), when used as the effect for an ability that is then added to a race's spell list. I've tested this using Peek Value Modifier with both the HealRateMult and StaminaRateMult AVs via abilities. NPCs receive a temporary modifier to the AV from the ability, while the PC receives a permanent modifier to the AV from the ability. This causes the AV to remain altered on the PC, even if the mod is removed and the ability is not present, while NPCs properly revert to their base AV when the mod is gone. The ability needs to be removed with the RemoveSpell() command prior to removing the mod for the affected AVs to return to their normal base values on PC. This is odd as enchantments properly affect the temporary modifier of the AV on the player character.

Can anyone verify this or am I not understanding something properly/doing something wrong?

http://www.gamesas.com/topic/1362993-modified-actor-values-persisting-after-mod-removal/page__fromsearch__1, is a thread with a bit more detailed information from when I first discovered this, of particular note are the 1st and 9th posts.
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Penny Flame
 
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Post » Tue Jun 19, 2012 1:20 pm

There appears to be a problem with using RegisterForSingleUpdate() when the script takes longer than 1 second to execute. I detail the problem in http://www.gamesas.com/topic/1363978-bug-onupdate-event-fires-multiple-times-when-execution-time-exceeds-1-second/. Everything works fine until the execution time exceeds 1 second, at which point the script engine fires off 2 to 5 additional executions of the script's OnUpdate event, which destroys any semblance of timing accuracy I had.

As I state in the thread, I don't mind breaking the script up into smaller pieces so that they individually run efficiently; what I want to know is why isn't RegisterForSingleUpdate() doing its job and disallowing additional OnUpdate events until the current one is completed and I register for a new SingleUpdate?

Edit: Problem has been resolved and involved more than one script being tied to the same object with RegisterForUpdate used on each one. They were receiving each other's updates.
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Connie Thomas
 
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Post » Tue Jun 19, 2012 4:54 am

Have they acknowledged the Worldspace problem yet?
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Lovingly
 
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Post » Tue Jun 19, 2012 2:06 pm

If you mean the 64x64 bug, yes. First post, it's a Havok problem. One they aren't planning to fix at this time.
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Astargoth Rockin' Design
 
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Post » Tue Jun 19, 2012 4:32 pm

No, I'm not up on all the nuances of armor rigging and setting up meshes for them.

When I set your mod up, I unpacked the files loose. Verified that those worked as expected. They do. Then I told the CK to upload to Steam, and stopped after it packed the files. Went back into the game, and snapped that shot. So it certainly seems to be working on my end. Not sure what else could be done with it.

Here another guy is having similar issues I had when packing the BSA files with the CK ...

so another file for you to look at ....

http://forums.nexusmods.com/index.php?/topic/641886-ck-error-when-attempting-bsa-pack-then-crashes/
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K J S
 
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Post » Tue Jun 19, 2012 10:41 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.
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Leonie Connor
 
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Post » Tue Jun 19, 2012 2:03 pm

Possible bug with:

Game.GetPlayer().RemoveAllItems(HoldingContainer, True, True)

After calling this in a test script, Gold and Usual Gems were still left in inventory. Another http://www.gamesas.com/topic/1365043-possible-bugaboo-abremovequestitems-parameter-ignored/ about this.
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Sunny Under
 
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Post » Tue Jun 19, 2012 4:20 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.
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Steven Hardman
 
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Post » Tue Jun 19, 2012 1:50 pm

I'd like to report oddities in SetRace() papyrus function in Actor scripts.

First off, if SetRace() is called on an actor wielding a bound weapon, then their bound weapon will be bugged after the switch, usually leading to them brandishing an invisible version. Removing the bound weapon beforehand, waiting, switching races, and readding it afterwards routes around the issue.

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.

This was made quite apparent in my earlier versions of Automatic Variants.
This mod would create several race "Variants" to pick from, each with different artwork. A creature would then spawn and call SetRace() on a random race on the list to achieve different textures for the same NPC in-game.

This worked fine when NPCs were spawned one by one this way.

But, because the function was changing the base race the scripts "broke" if several NPCs were spawned at once (such as changing a cell).
For example:
All would initially spawn and have Race 1.
The first would change its race to, say, Race 7.
The second would have its base actor race now set to 7, but its current in-game instantiation race was Race 1. This would make it impossible for this NPC to pick Race 7 as Bethesdas script would bug out and think that it was already 7 (even though the instantiation was actually 1).

Third, I had reports that races were being improperly switched, such as chickens receiving giant races, and vice versa. This may have been happening when cells were changed and chickens and giants had their setRace() scripts running, and Bethesda's protocols accidentally swapped the races around. I didn't confirm that personally, however.
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April D. F
 
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Post » Tue Jun 19, 2012 6:05 am

I'm not sure if these have been mentioned already, so excuse me if I'm posting bugs that have already been listed.

1. When you try to delete a dialogue topic, the CK doesn't actually remove the topic. It just adds a DELETED prefix to the editor ID. It does disappear from the editor ID list until you reload the esp.

2. MineOreGold02 has no collision, and is unaffected by the attached script. (You can't mine it)

3. When an activator's Z rotation is 0, the activator can not be activated. (With the exception of weapon racks)
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James Rhead
 
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Post » Tue Jun 19, 2012 9:07 am

There have been several reports of a http://www.gamesas.com/topic/1362739-grey-screen-on-coc-to-towns with MoveTo (or coc) to towns from some custom interiors.

The bug can be reproduced by adding large numbers of bookshelves / weapon racks / mannequins to an interior, but some interiors which don't have many activators suffer from the same problem.

I'd classify this as a medium bug, since a workaround is documented in the thread mentioned above.
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Justin Hankins
 
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