Your modding facepalm moments.

Post » Tue Jun 19, 2012 5:52 am

Just curious. I've had several things where I've put my hands over my face and screamed at myself for screwing up so badly. For example, when a script-event fired quest refused to work, because I wasn't allowing disabled objects to fill non-optional aliases.
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Batricia Alele
 
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Joined: Mon Jan 22, 2007 8:12 am

Post » Tue Jun 19, 2012 3:13 pm

I didnt have any facepalm or sreaming at me , but very disappointing results due to the lack of support by the developers , crappy tools , and broken CK ...
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Rudy Paint fingers
 
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Post » Tue Jun 19, 2012 5:39 am

I spent over 12 hours trying to fix region generation for my mod when all I had to do was make it an esm...
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Georgia Fullalove
 
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Joined: Mon Nov 06, 2006 11:48 pm

Post » Tue Jun 19, 2012 3:16 pm

Oh yes, many facepalms.
First when I worked out the differences in the new scripting system (loose files instead of in esp's).
Then when my aliases didn't work because I didn't understand what a persistent reference was ...
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Benjamin Holz
 
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Post » Tue Jun 19, 2012 5:01 am

When I spent 3 hours reading guides and redownloading NifSkope because I couldn't find the purple flower for the texture lines. Then I accidentally hit the scroll bar and bumped the line over. It was hidden by the render window.
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Sarah Knight
 
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Post » Tue Jun 19, 2012 2:41 pm

When I realized you could temporarily hide objects using Num1.
I have lost count of the times those blasted Mist objects got in the way for me before I found out about this :P
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rebecca moody
 
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Post » Tue Jun 19, 2012 8:34 pm

I didnt have any facepalm or sreaming at me , but very disappointing results due to the lack of support by the developers , crappy tools , and broken CK ...

This. However I did facepalm once I knew it was a bug and not my human error that was holding me back.
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Keeley Stevens
 
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Joined: Wed Sep 06, 2006 6:04 pm

Post » Tue Jun 19, 2012 7:07 am

I had a dozen of spells on a FormList added to the player via a Quest every time I loaded a game to do different tests and spent more than 1 hour testing one of them and "fixing" another...As you may guess the stubborn spell kept doing the same...lol
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Charles Weber
 
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Post » Tue Jun 19, 2012 9:01 pm

The crazy moment when I opened my mod city and some of the buildings were missing.

It turns out that the buildings keep on disappearing but are luckly viewable again by pressing '1' three times.

Also the crazy moment when I created my own race and the body wasn't viewable and only the head. There went a few hours trying to figure it out, yet still no luck. :P
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Charleigh Anderson
 
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Joined: Fri Feb 02, 2007 5:17 am

Post » Tue Jun 19, 2012 4:35 pm

Spent last 3 days trying to figure out how to make a certain script and asking for help in several places.
Turns out that 90% of everything I needed to make was done in the PERK and not the script.
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CYCO JO-NATE
 
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Post » Tue Jun 19, 2012 7:40 pm

The crazy moment when I opened my mod city and some of the buildings were missing.

It turns out that the buildings keep on disappearing but are luckly viewable again by pressing '1' three times.
Really?? I always press F5 to reload the entire cell (which takes a huge amount of time in large cells) to have my objects appear again. Must test your method immediately!
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Nathan Barker
 
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Post » Tue Jun 19, 2012 6:06 pm

Really?? I always press F5 to reload the entire cell (which takes a huge amount of time in large cells) to have my objects appear again. Must test your method immediately!

Alt-1 unhides everything thats hidden, pressing 1 will only change the visibility of things you have selected
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Jesus Sanchez
 
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Post » Tue Jun 19, 2012 7:01 am

Every damn time I come to the CK forum. And for reasons that don't involve the company, or anyones inability(including my own) to do certain things. I'll say no more than that.
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Jennie Skeletons
 
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Post » Tue Jun 19, 2012 6:11 am

The very first thing I accomplished with the CK was screw up the existing scripts... more like a :banghead: than a facepalm tho...
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Soku Nyorah
 
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Joined: Tue Oct 17, 2006 1:25 pm

Post » Tue Jun 19, 2012 6:46 am

I'm still having one where I can't get a custom helmet in game. I keep getting either an invalid directory error, or I get the exclamation point marker, and I can't for the life of me figure out why i'm getting it.
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nath
 
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Post » Tue Jun 19, 2012 3:33 pm

I was trying to alter a script for a mod I had just uploaded to the workshop and nothing was changing no matter what I tried to do with my script. Turns out, it was using the archived script I had packaged to upload so nothing I was changing mattered.

Spent a day figuring that one out.
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Prohibited
 
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Post » Tue Jun 19, 2012 7:26 pm

Just one real one, I keep forgetting you cannot use the arrow keys to nudge your viewpoint as with all? the earlier Kits, so of course I often unintentionally move items, Arrrgh He He
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Jamie Moysey
 
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Post » Tue Jun 19, 2012 3:54 pm

Every single time I forget to fill a new property in one of my scripts, that's a serious facepalm.

Forgetting to link magic effects to my new spells is another one (you'd think I'd build the effect first, then the spell, but I don't).
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Kirsty Wood
 
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Post » Tue Jun 19, 2012 7:11 am

Forgot to take persistence into account when replacing some references dynamically via script, which resulted in an endless http://steamcommunity.com/id/cipscis/screenshot/469736071390982347.

Cipscis
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alyssa ALYSSA
 
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Post » Tue Jun 19, 2012 9:16 pm

Forgot to take persistence into account when replacing some references dynamically via script, which resulted in an endless http://steamcommunity.com/id/cipscis/screenshot/469736071390982347.

Cipscis
Ahahahaha! Oh boy. I'm going to need your help when I start learning scripting here in a few weeks... :P
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maria Dwyer
 
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Post » Tue Jun 19, 2012 3:53 pm

Every damn time I come to the CK forum. And for reasons that don't involve the company, or anyones inability(including my own) to do certain things. I'll say no more than that.

the The Creation Kit? :whistling:
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Jessie Rae Brouillette
 
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Post » Tue Jun 19, 2012 1:55 pm

I spent about 2 hair-pulling hours trying to figure out why my mod was putting double the NPCs in some areas. Finally went to check the loaded mods panel to see if I was accidently using an old version...Nope, but I was loading the current and old version at once.
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Sammie LM
 
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Post » Tue Jun 19, 2012 2:43 pm

I spent about 2 hair-pulling hours trying to figure out why my mod was putting double the NPCs in some areas. Finally went to check the loaded mods panel to see if I was accidently using an old version...Nope, but I was loading the current and old version at once.

Oops, He He, sorry not really laughing at you just with you as I can remember doing something very similar.

BTW a big hello to Cipscis not seen much of you since being involved in a certain FO3 mod, Oh I'm living even nearer to you now (I think) moved form the Aussie mainland to Tasmania.
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IM NOT EASY
 
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Post » Tue Jun 19, 2012 7:46 pm

My facepalm moment was realizing that the tooltips on the menu buttons weren't missing. They were just hidden by the object and render windows...

Forgot to take persistence into account when replacing some references dynamically via script, which resulted in an endless http://steamcommunity.com/id/cipscis/screenshot/469736071390982347.
Cipscis
Which would be awesome if it didn't crash the game, eventually. :)
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His Bella
 
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Post » Tue Jun 19, 2012 10:42 am

I was messing around with the AI package of a NPC I created, getting him to behave a certain way in his new house.
I set something like "stay within 50 of specific reference".

When I reloaded two other random NPCs had appeared in the cell. Reloaded - still there. Reloaded a different save - still there. Reloaded yet another save - still there.

Eventually realized that I had changed a generic AI package instead of creating a new one >_<
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Stryke Force
 
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