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
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 Bugs
- NavMeshes within ESP files are broken. Upon loading a cell for a second time in one session, NPCs will not move and companions will not follow the player. This is a serious issue that renders almost all mods utterly broken, and has been present since Fallout 3. [#]
- Custom NPCs are completely broken. Neck and face colour is a zombie-like grey. Modified NPCs will also have the wrong skin tone. [#]
- Large statics will disappear in game, despite being visible in the CK. Checking the "Full LOD" box will solve this, but is not a viable solution, as it will cause severe slowdowns.
- Creating new worldspaces is broken. LOD texture files or .lod files cannot be created. Landscapes in new worldspaces are broken. Many additional issues regarding new/duplicated worldspaces that makes creating them almost impossible.
- Havok outside of the -64 and +64 x coordinate in a worldspace is broken. Placing an actor causes their collision to stop working, making them sink through the ground then pop back up again over and over. This renders large, custom worldspaces (or extensions of Tamriel) broken. [#] [#]
- Custom generated LOD is completely broken. In game the LOD tree models do not get removed and LOD meshes incorrectly use overhead projection mapping.
- Only one scene works per quest. Any more and the game refuses to process any dialogue, all characters are mute, and the scene will not play.
- Adding custom music is broken, and causes a whole host of issues regarding load order, new tracks and duplicated existing tracks.
- Adding new Actor Values is broken. Fields are grayed out and saving the plugin will present you with an error. Opening the plugin again will crash the game/CK.
- Argonian faces display as only a mouth and eyes when editing face details in the Actor edit window. This makes editing and creating argonian faces almost impossible.
- When a plugin is removed, any references of scripts added to objects by the plugin will not be removed. This causes scripts to persist in old versions or uninstalled mods.
- If FaceGen data is exported on modified NPCs, visible seams occur between the hairline and face nifs.
- Duplicating existing music tracks or creating your own will cause the CK to crash on save.
- The Cell Data window for interiors won't save settings correctly. Fields such as "Has Water", "Height" and many others reset on exit and are bugged.
- If the Creation Kit crashes whilst saving, the whole plugin gets deleted. No backup is kept.
- The majority of console commands have been complied out of the retail version of TESV.exe. All of these debugging commands are shown in the "help" command list, and the majority are mentioned on the Creation Kit wiki pages, however they simply don't work in our copies. This makes testing mods and troubleshooting extremely difficult.
- 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.
- The full screen blur option within imagespacemodifiers is broken. Increasing the value does nothing.
- Deleted objects from master files don't delete, they simply get moved to (0,0) in the Tamriel worldspace (or to the 0,0 coords in an interior cell).
- The SetPlayerControls function doesn't exist in our copy of the EXE, despite the Creation Kit wiki and vanilla scripts suggesting otherwise.
- Certain ActorBase objects have the Papyrus Scripts section greyed out and disabled, seemingly without reason, and without any method of enabling it.
- Race duplication is broken. Body meshes must be extracted for them to work and the Behaviour Graph and Alternative Skins options are broken.
- Dialogs/windows are still using EndDialog() instead of DestroyWindow() when closed. A long session will therefore prevent windows, applications and folders opening all together until the CK is quit.
- After opening the Cell properties dialog, clicking any cell record on the left side other than the currently open one will set the change flag on it, give it a * and it will then save as a dirty record in the active file.
- Duplicating a cell will mark the original cell as modified, give it a *, adding a dirty record to the active file.
- Some data fields, when edited, will continue to show the old values until the active file is saved and the CK quit and the file reloaded.
- Havok seems to change speed wildly randomly. This makes it difficult to position things accurately (for example, a dead actor hanging off the top of a wall. He'll fall so fast (less than a second) that you don't have time to adjust him).
- The CK will crash to desktop if a picture is added before a category is selected when uploading to Steam Workshop [#]
- Statics in random exterior cells become invisible in the CK, but still selectable. The worldspace needs to be re-loaded in order for them to appear again.
- Duplicating worldspaces can cause the ground and water levels to get changed or reset, resulting in floating objects.
- Editing NPC faces can cause a shader error that creates white lines around the NPCs face in game.
- The CK will not display foreign language characters at all, making translation and other language mods impossible without third party tools.
- Not explicitly setting a user prefix in your Papyrus settings will cause Papyrus fragments to be named randomly without a unique identifier. This can cause conflicts between mods as they can both have the same random fragment name in their plugins.
- Modifying a reference in an unloaded cell via the cell view window causes an assertion error.
- Many fields across the CK, such as DamageMult, are greyed out and disabled.
- Adding scripts to ingredients results in the game crashing on startup.
- The CK will instantly crash if you try to preview idle animations in a package (Package -> Idles -> Use Specific Idles -> New).
- Creating activation "on click" primitives is broken. They simply don't work if created from scratch, the checkmark for "Player Activation" un-toggles itself. You are required to copy and paste an existing primitive with the property enabled for it to work.
- Trying to delete multiple objects which require confirmation (parent objects, linked objects etc) can cause the editor to give endlessly looping error messages. "Yes to All" will not fix it, the CK must be closed.
- Changing multiple values of the same object (for example, changing both the editor ID and model path at once) can cause the CK to hang indefinitely, requiring a restart.
- Dummy items sometimes refuse to show up or show up in random places in game, despite the fact they seem fine in the CK.
- Certain meshes (vanilla and custom) can cause Havok error messages in the CK, and will be completely invisible.
- Adding texture sets to first person models is broken. They appear to be fine however they remove themselves when the plugin is saved.
- The CK often crashes randomly, usually without reason (for example, while being idle or testing mods ingame).
- Editing the level of an existing leveled list with a custom leveled list too many times in one session will corrupt it.
- Accidentally putting an item in a chest with a null value (0 count) will cause the game to crash on startup.
- GetLightLevel function doesn't work consistently, often returning invalid or inconsistent values.
- If the user has a lower resolution, various windows are too large to fit on screen and cannot be edited.
- Selecting all objects in the cell window and deleting them will not remove all the objects selected. Some will be left behind.
- Opening a perk with multiple perk entries will cause the perk entries to change order on edit.
- Occasionally grass will stick to the camera window at certain coordinates. They remain even if you toggle grass off or change cell (for example, there will still be grass in interior cells, despite no landscape being present).
- Skyrim.esm is full of errors. While these are harmless, it can make genuine errors from your own plugins difficult to spot.
- If the selected object in the render window is deleted, then the camera will pan and rotate wildly until another object is selected.
- The topmost texture in the landscape editor window will always display as "NONE" and will cause the default texture to be used when painted. This means that the topmost texture (depending on sorting) is always unavailable to use, as it is always replaced by the default "NONE" texture.
- Column width in the cell view window is reset with every new cell, which can cause issues with name and ID visibility.
- The markers option in the Show/Hide menu will often become inversed, showing the incorrect value (showing as visible when invisible and vice versa). This will fix itself and break itself multiple times in one session. This also occurs with the lighting and grass toggle buttons.
- Re-loading the Skyrim ESM/another ESP file in the same session will result in the cell list in the cell view window to shrink by one record. Repeated loading will cause the cell view window to become unreadable.
- Selecting an object in the render window and then rotating/moving that object will result in the camera rotating around the current location of the cursor instead, until another object is selected.
- The render window can become bugged in that it stays a shade of grey despite the fact a cell is loaded. A restart is required to fix it.
- The CKs windows often forget their size and position on launch, and often decide to minimise themselves when switching back from another window.
- Creating a new sound descriptor and adding a new sound to the list causes the CK to add a "/" to the start of the file path, preventing the sound from playing. Using a 3rd party program is required in order to remove the forward slash and enable the sound to work correctly. This also occurs with new music paths.
- Loading the CK with a non English version of the game will cause localization errors involving special characters to appear.
- If your plugin is marked as modified (has the * mark on the title bar), opening the Data window will clear the modified mark despite nothing being changed or saved.
- Creating a new or duplicating a current levelled list will cause the list to order itself in descending order, and the preview tool will not function on any level apart from the max level. A full restart and reload of the CK is required in order for the list to sort in ascending order and for the preview tool to work correctly.
- The "force subtitles" option in the dialogue editor is broken.
- Portals and room markers show/hide correctly until a few cells are loaded, to which they always appear regardless of the marker show/hide setting.
- Setting dialogue for an NPC when they are first activated means that the subtitles will not show, regardless of the player's in game setting or if there's a voice file.
- The dialogue editor causes paths to become joined together and difficult to see unless each one is selected individually.
- The voice type for a new NPC that matches the selected race will reset to NONE when changing tabs. As this is on the first tab, it is often mistakenly reset to NONE, causing issues.
- Data on the Stats tab of NPCs seems to have a hard time retaining its settings on occasions, often resetting things such as the class and essential status.
- Actors who have the "Starts Dead" flag enabled will often have stretched out arms in the CK when the cell is reloaded.
- As scripts are now handled externally by Papyrus, the "Scripts" tab under Find Text is no longer functional.
- If an interior does not inherit it's near fog value from a template, then the value will reset to 0 when the window is closed.
- UnequipItem plays the unequip sound sound regardless of the abSilent flag.
- The viewport window can often resize to become visually unappealing.
- Scaling actors too small causes Havok issues.
- The preview window shows some models as corrupted (i.e. stretched or wrongly morphed), when they work perfectly fine ingame.
- Loading the light count shader in the Shaders tab can disable and break the display of shadow lights in the CK.
Edited by SomeWelshGuy, 25 February 2012 - 05:42 AM.
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