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Unofficial Creation Kit Bug List #2


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#1
SomeWelshGuy

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The original topic encountered a weird database issue which meant any post on the third page couldn't be viewed. If your bug was recently posted in the old topic, and isn't on the list below, feel free to re post it.

Critical Bugs are defined as bugs that need fixing, right now. Seriously. These are bugs that make user plugins utterly useless, breaking them and causing major errors in game.
Major Bugs are defined as bugs in which functionality is broken in such a way that there is no effective solution, or the solution is far from ideal. Also includes bugs which can affect user plugins and cause errors in game.
Medium Bugs are defined as bugs in which functionality is broken, however where there are workarounds available in order to circumvent the issue. Also includes repeatable crashes and issues which require a restart of the CK.
Minor Bugs are defined as bugs which are more of an annoyance than a hindrance. These include bugs which are easily fixable and don't negatively affect user plugins.

Bugs that are linked have more information available about the issue. Clicking on the link will take you to a post or topic where the bug is described in more detail.
Bugs highlighted yellow are issues which have been acknowledged by Bethesda, however which a fix has not been confirmed.
Bugs highlighted orange are issues which have been acknowledged by Bethesda, and have also confirmed to have a fix in the works.
Bugs highlighted green with a strikethrough are issues which have been fixed by Bethesda in a patch.
Bugs highlighted red are issues which have been acknowledged by Bethesda, however where it has been confirmed that the issue won't be fixed in the foreseeable future.

[#] denotes a link to the post where the bug has been acknowledged by Bethesda.

There are numerous bug topics all over the Creation Kit forum, and these get lost so quickly amongst all the general questions and advice topics. Like the Unofficial Skyrim Bugs topic, my aim is to have a centralised topic where we can list the bugs in order for the devs to see, and hopefully fix. When posting a bug, categorise it into one of three levels: Major Priority, Medium Priority and Minor Priority. This will make it easy to differentiate between a mod-breaking bug, and one where it's only a minor issue. If the issue is linked, it means there's a topic or post that explains the bug in more detail.

Critical BugsMajor BugsMedium BugsMinor Bugs

Edited by SomeWelshGuy, 25 February 2012 - 05:42 AM.


#2
Ekscalybur

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Your link in your sig still points to the bugged out thread, fyi.

#3
Terra Nova

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IMO, the navmesh, heightmap, and disappearing objects in game world, are something I wouldn't mind them fixing, over all the others. Especially the navmesh bug.

Nevermind. All of them XD.

Edited by Terra Nova, 12 February 2012 - 05:55 PM.


#4
severed skullz

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A bug on a topic about bugs... Ironic eh? Think the Devs are trying to tell us something?

EDIT: Snip. Missed it. Already there

Edited by severed skullz, 12 February 2012 - 05:54 PM.


#5
Kivan

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A bug on a topic about bugs... Ironic eh? Think the Devs are trying to tell us something?


Ah, wasn't just me then. Rather ironic.

Medium:
Editing an unrendered ref. (ie load the CK and ESMs, single-click any cell on the left, right click a ref., Edit, change a value) results in an assertion error:
Assert:
File C:\_Skyrim\TESV\TES Shared\FileIO\TESDataHandler.cpp
Line: 1663
TESDataHandler::GetFromCellCoord:NULL worldspace.


I seem to remember that TESCS could do this just fine.

Edited by Kivan, 12 February 2012 - 06:57 PM.


#6
Pyntix

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I think my post got lost in the last thread:

Anyhow, the Force Subtitles-option in the Topic Info dialog seems broken. With it checked, subtitles are still not shown when the option is off in-game.

Not sure what category it is, kind of inconvenient for mods without voice acting, but not really game breaking?

#7
SomeWelshGuy

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Added.

Your link in your sig still points to the bugged out thread, fyi.

Fixed ;)

#8
Arthmoor

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I think my post got lost in the last thread:

Not sure what category it is, kind of inconvenient for mods without voice acting, but not really game breaking?

Thus explaining why my having checked that box seemed to do nothing. Oh well, at least it wasn't just me :P

#9
PhiniusMaster

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I dunno if it's a bug but the fields for editing bodypart data like damagemult, etc. are grayed out. Locational damage would be cool..

#10
Strider

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There's a bug that has to do with dummy items not appearing ingame when configured correctly in the Creation Kit. I haven't been able to isolate this bug.

#11
severed skullz

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Adding any scripts to the ingredient "deathBell" results in a crash on game startup (Right past the Skyrim Logo appearing in the menu)

[PLEASE CONFIRM first. May just be me, but has happened across re installs, new plugins, etc.]


Edit:
and by any, I literally mean ANY.

Edited by severed skullz, 12 February 2012 - 08:24 PM.


#12
Pyntix

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Looks like the CK instantly crashes if you try to preview idle animations in a package (Package -> Idles -> Use Specific Idles -> New). CTD whenever a character to preview the animation on is selected. Does not seem to be dependant on specific characters or idles (although I only tried a handful combinations).

#13
severed skullz

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CK crashes upon creating a new quest and trying to save. Looks like the Papyrus fragments are screwing it up seeing as the fragment box is greyed out.

#14
Pyntix

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Adding any scripts to the ingredient "deathBell" results in a crash on game startup (Right past the Skyrim Logo appearing in the menu)

[PLEASE CONFIRM first. May just be me, but has happened across re installs, new plugins, etc.]


Edit:
and by any, I literally mean ANY.

Confirmed, tested it with a mod that only added a Debug.Trace("blah")-script to deathbell, instant CTD on startup.

#15
severed skullz

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Confirmed, tested it with a mod that only added a Debug.Trace("blah")-script to deathbell, instant CTD on startup.


Awesome. Not just me. Man that one was a B!TCH to track down what was causing it.

#16
Alexander J. Velicky

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You may want to reword this to "Almost everything with adding custom worldspace is just FUBAR." We are having SO many issues and I really wish Beth would step in and at least say something...

#17
Kivan

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This isn't a Creation Kit bug per se, but it's definitely related, so I'll throw it on the heap for consideration:

Practically all of the debugging console commands/functions were compiled out of TESV.EXE and they still show up in the internal "help" results and do nothing.
Unfortunately, some of the official documentation on the creationkit.com Wiki still indicates to use these console commands/functions even though they (deliberately) don't work.

I can forgive any manner of bugs but to deliberately remove useful utilities makes me :facepalm:.

(For the naysayers: there are still enough commands left to completely bork your game if misused, so I doubt that was the reason.)

#18
SomeWelshGuy

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This isn't a Creation Kit bug per se, but it's definitely related, so I'll throw it on the heap for consideration:

Practically all of the debugging console commands/functions were compiled out of TESV.EXE and they still show up in the internal "help" results and do nothing.
Unfortunately, some of the official documentation on the creationkit.com Wiki still indicates to use these console commands/functions even though they (deliberately) don't work.

I can forgive any manner of bugs but to deliberately remove useful utilities makes me :facepalm:.

(For the naysayers: there are still enough commands left to completely bork your game if misused, so I doubt that was the reason.)

Curiously, could you give some examples? I'm about as amazed as you are if that's true.

Edited by SomeWelshGuy, 12 February 2012 - 09:06 PM.


#19
Kivan

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Curiously, could you give some examples? I'm about as amazed as you are, why they'd remove commands is beyond me.


Here's the one I found (check the talk page.)

That's one in the Wiki like this, but as far as actual commands removed? Just about everything other than the basics. For example do a "help toggle 1" and >90% of the results are garbage.
Edit: SDT/TDT are the two most notice.

Edited by Kivan, 12 February 2012 - 09:14 PM.


#20
SomeWelshGuy

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Here's the one I found (check the talk page.)

That's one in the Wiki like this, but as far as actual commands removed? Just about everything other than the basics. For example do a "help toggle 1" and >90% of the results are garbage.
Edit: SDT/TDT are the two most notice.

Wow, pretty unbelievable.

I'll add this as a major I think. As these commands are mentioned in the wiki, it's functionality that's been taken from us, intentional or not.

#21
Drelagh Khan

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Any idea what the third party program might be? Seems like the bug also affects adding new music.

#22
Pyntix

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Any idea what the third party program might be? Seems like the bug also affects adding new music.

My guess would be SkyEdit.

#23
Kivan

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Wow, pretty unbelievable.
I'll add this as a major I think. As these commands are mentioned in the wiki, it's functionality that's been taken from us, intentional or not.


Thanks. :smile:
it would be nice if installing the CK also installed a "developer build" of TESV.EXE with no deprecation of the console goodies... I know.... but I can dream, can't I? :wink:

Also I would say that it's only some commands not most that are in the Wiki. That was the first I ran into. Still shouldn't be any, of course!

 

Minor:
Check Portals and Rooms in View->Show/Hide Window and they show if markers are shown. Turn marker display off and they don't show. So far, so good...
However, load a cell or two and portal and room markers start showing again, even though no other markers do and Markers is still off. Marker display has to be turned on and then off again to make them go away.

Edited by Kivan, 13 February 2012 - 12:50 AM.


#24
tsolterbeck

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Don't know if this is just something I'm doing wrong, or something wrong with the CK, but when I delete objects from the render window by selecting them and hitting the 'delete' key, they don't actually get deleted. They get centered in a big pile on what I can only assume is the grid center of the cell. The weirdest part of this is, they are no longer in the editor at all, they're only in a pile in-game.

#25
AStro88

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If nobody has reported this yet, creating a plugin or modifying something in CK (in my case music data) if i try to close the program CK ask me correctly if i will save the changes before exit, but pressing "yes" button doesn't do anything more than closing the pop up window, if i try to exit, same story.. if i try to change data add another plugin, same story, saving and then trying to close CK result in that too.. Simply modifying just one thing makes sure that the CK do not allow me to exit anymore without giving in to save data before closing, and checking data details of the plugin there is nothing, it doesn't appear any voice to be modified

#26
shadeMe

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I seem to remember that TESCS could do this just fine.

Actually, the CS crashes too. Think I fixed it though.

#27
SomeWelshGuy

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Big one I've just found.

Moving or rotating any marker (x marker, coc marker, roombounds etc) that's been added in the current plugin (i.e. doesn't have a mod index of 00) doesn't cause the Creation Kit to mark the plugin as changed (* tag). Therefore it seems as if it's saved when in reality your changes will be lost on exit. The CK doesn't even notify you if the plugin should be saved, it just closes without any prompts, causing you to lose any changes made.

Edited by SomeWelshGuy, 13 February 2012 - 06:59 AM.


#28
Drelagh Khan

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My guess would be SkyEdit.

Probably. Seems like you can't edit music in SkyEdit, though. :confused:

#29
donatoqueen

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There's a bug that has to do with dummy items not appearing ingame when configured correctly in the Creation Kit. I haven't been able to isolate this bug.


I have had this issue as well as others. see http://forums.bethso...1#entry20302725

#30
TheGameStarr

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It seems the Creation Kit's problems go far beyond navmeshing and worldspaces.

I can't post links, so go to theengineeringguild.co.uk and go to Giskard's blog. Click on the latest entry "Creation Kit Bugs".

Fallout 3's Garden of Eden Creation Kit contained a serious bug: Spending too much time in the editor with a mod loaded would slowly but surely corrupt it until it is completely unusable. In Fallout New Vegas, this problem was only worsened.

And now, it seems, the Creation Kit has unfortunately inherited this mod-killer. Only this time, it requires as little as 2 hours for it to destroy your work and force you to start again.

Giskard goes on to say it's "Too buggy to be Useful". And I'm afraid he's right. In it's current state, the Creation Kit is too buggy to be able to do any worthwhile modding. The most you can do at this time is weapon and armor mods. We can only hope Bethesda takes notice and prepares a patch.


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