They will need to fix this debacle. Here's to hoping they will.
And my suggestion wouldn't fix it because....?
They will need to fix this debacle. Here's to hoping they will.
And my suggestion wouldn't fix it because....?
Edited by thekarithian, 17 February 2012 - 12:15 PM.
They will need to fix this debacle. Here's to hoping they will.
We are currently working on updates for the Creation Kit. More details will be posted when available, but we're paying attention to the community and implementing whatever fixes we can, as well as ongoing fixes for both the dev team and modders.
They never fixed the A Bomb bug in Oblivion. Or the same NavMesh bug for Fallout.They will. This problem and all the others are simply too serious for Bethesda to ignore. They've taken notice already. This statement was posted three days ago by Joel Burgess in the thread"@ admins: Are Bethesda intending to patch the CK or is this it?":
Edited by SomeWelshGuy, 17 February 2012 - 12:52 PM.
They never fixed the A Bomb bug in Oblivion. Or the same NavMesh bug for Fallout.
I'm not putting anything down because I do believe they will fix it. But it's easy to see how others don't believe that.
But I thought it was a new engine?The Navmesh bug was ignored for Fallout 3, and the fact that it's STILL present in Skyrim is really worrying.
Edited by Zanderat, 17 February 2012 - 02:26 PM.
Giving vanilla navmeshes an editor ID before you start modifying them seems to help for those locations you can do that in. My NPCs have been able to walk up to the edge of where those give way to newly generated ones that are still borked.So will giving vanilla NavMeshes editor IDs, and converting the plugin to either a bona-fide ESM or a false flag ESP fix all issues? Or are some still present?
Wow.Giving vanilla navmeshes an editor ID before you start modifying them seems to help for those locations you can do that in. My NPCs have been able to walk up to the edge of where those give way to newly generated ones that are still borked.
False-flag .esp file doesn't work. You end up with exactly the opposite problem. Your newly generated stuff will work, but *ALL* of your modified vanilla forms will fail to register. Not just the navmeshes. No way to know if a bona-fide .esm file works because it most likely requires ONAM records we can't generate yet. Having to go this route (MasterUpdate method in Fallout 3) is *NOT* an acceptable solution because it destroys load order separation between master files and plugins.
But I thought it was a new engine?
The "new engine" part is just a lie. Not even bending the truth, a flat out lie. We've just got to cross our fingers and hope Bethesda are a some-what decent company, and will fix the CK. If they ignore us completely, they're as bad as Activision in my book.I think new engine only applies to the game itself, and not exactly the editor. The editor obviously uses the same codes as all the previous. I mean honestly, I don't see a point in them lying about something like that, so evidently, "new engine" is applied elsewhere.
Actually - it's two bugs. The same one left over from FO3/FNV - in which setting the esm bit in the plugin 'fixed' the problem. If that one doesn't get fixed, people should still be able to make their mods work. It's the new bug with the CK, that is marking as 'deleted' modified vanilla navmeshes, that will really put a damper on things if it isn't fixed.Except, this is an engine bug left over from FO3............
They will need to fix this debacle. Here's to hoping they will.
They didn't fix it for 3 releases over almost 5 years now. Why are people expecting a fix?
Anyway, this bug as well as the other high profile ones have completely killed any desire I had to mod. Upsetting to learn about this negligence from Bethesda after putting numerous hours into learning the CK. Oh well.
Let's all lay down and die, eh.
No.
Let's all give up on Bethesda and help out the SKSE, Script Dragon, Oscape, TESAnnwyn and so on teams and people with ideas, bug reports and code. At least they get [censored] done.
We are currently working on updates for the Creation Kit. More details will be posted when available, but we're paying attention to the community and implementing whatever fixes we can, as well as ongoing fixes for both the dev team and modders.
They didn't fix it for 3 releases over almost 5 years now. Why are people expecting a fix?
Anyway, this bug as well as the other high profile ones have completely killed any desire I had to mod. Upsetting to learn about this negligence from Bethesda after putting numerous hours into learning the CK. Oh well.
All respect to those folks who make such tools, but no. Modders should not be responsible for fixing Bethesda's stuff for them. These bugs need to be fixed by the company, and I don't see any reason why they won't considering it has a deeply negative impact on the Steam Workshop and the target audience who uses it.No.
Let's all give up on Bethesda and help out the SKSE, Script Dragon, Oscape, TESAnnwyn and so on teams and people with ideas, bug reports and code. At least they get [censored] done.
When did you start learning the CK? The reason I ask is because I put a note on the Wiki's navemesh page at the bottom, pointing out the issue. I also put it in the Wiki's video tutorial list, And on the list I maintain at the top of the forum. And I posted a comment about it in the video tutorial's comments. So if you are just now learning about the issue, it is not because you were not told. It is because you did not read it.
A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.
Thank you! ^^A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.
A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.
A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.
A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.
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