http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/ It has a few bugs on it that either are NOT properly verified or have actually been fixed. The biggest one that's been fixed being the grey-face NPC bug that's still listed as critical and unsolved.
Ok, so let's consider the critical bugs:
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http://www.gamesas.com/topic/1345681-navmesh-bug/ "
If this description is accurate, the obvious workaround would be to create a .esm to hold any nav meshes. In my opinion, .esm files should be used for new content (where load order does not matter), and .esp files should be used for override content (where load order matters). So either the final sentence here is misleading or the problem description is misleading.
And, ok, yes, "Creation Kit cannot create master files". But I think all that you need to do, to address that issue, is have somebody distribute a blank .esm file. Then to create a new esm file you make a copy of the blank one and give it an appropriate name.
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http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20325586 "
If this one is really fixed, why is it still on the list? The last update to that list was 01 March 2012. If this is the list of bugs that Bethesda is supposed to be addressing, basically, you are telling me that Bethesda is being more responsive than the modding community.
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http://www.gamesas.com/topic/1344939-things-disappearing-in-the-world/page__st__30"
This one does not make sense to me. Objects disappear in the distance so that the game can achieve good performance. So this is not a description of a bug, but a description of a design trade off. Probably what needs to happen here is that the modder needs to create LOD meshes so the game can render it properly in the distance. So this might be a description of a documentation problem (how do we make this object appear in the fashion that that object appears?). But calling this a "critical" bug is just silly. It's too ambiguous and self contradictory for me to even imagine how I could test if this bug were "fixed" -- is Bethesda supposed to buy everyone faster machines so that "Full LOD" without LOD meshes is not too slow [or whatever exactly is being described here -- I really cannot tell what is being described here. What does "too slow" even mean when different people have different machines that have different performance characteristics, and when -- hypothetically at least -- the modder can create objects with different mesh structures to be used at different distances? What distances? How much time? What model? How many triangles? HOW CAN I TELL IF I HAVE REPRODUCED THIS ISSUE?]?
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http://www.gamesas.com/topic/1345519-creating-new-worldspaceshow-to-get-around-the-broken-ck-features/and
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http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20321917"
First, what's wrong with reusing the -64..64 range? (For example, stacking world spaces vertically in sky boxes in existing cells.)
Anyways, this pair of bugs looks like a real issue, one that might have a workaround.. But it's also a scope issue -- a request for feature. (The downside of "new engine" is that a new engine will tend to omit features which were in the old engine, even if they share file formats. And, Skyrim was advertised as using a new rendering engine...)
Anyways, if Bethesda fixes this one (and they might), the fix will probably come with the release of some DLC. To me, this kind of issue sounds like it would require some major redesign work. If so, and if they do fix it, ( a ) the fix will take a lot of time and testing before release, and ( b ) it might very well be risky enough of a change that they do not want to promise anything until they have confirmed that they can address all the underlying issues.
http://www.gamesas.com/topic/1352988-fixing-the-64x64-cell-havok-bug-for-when-you-just-want-a-bigger-world/page__st__60__p__20419923#entry20419923 suggests a possible fix, but quite likely the fix will introduce new problems (perhaps in path finding, perhaps in job scheduling, it's not clear why the code that caused the problem exists in the first place, but as a general rule people do not write code simply to cause problems for people -- as a general rule code gets written because it solves some kind of problem. So an issue here is: why is the code that "queues welding tasks" restricting the cell range numbers to -64..64?)
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The problems and inaccuracies that I see here are seem more likely to hurt modders than they are to hurt Bethesda.
And, even if I have made some important mistakes on some of these issues (and I might have -- making mistakes is something I am good at), it still looks to me like there's a lot of improvement in what we are presenting to Bethesda, about what flaws exist in the game that we would like them to be working on.
Seriously, we need to do a better job of creating examples of problems that need to be fixed. But we also need to do a better job of understanding and describing the issues, to ourselves and to other modders.