Difference between revisions of "Bug list"

2,944 bytes removed ,  02:56, 30 April 2014
m
Updating link to bug list in official forum
imported>Black RL
imported>Stratyos
m (Updating link to bug list in official forum)
 
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== '''Version 1.6.89.0''' ==  
== '''Version 1.6.89.0''' ==  


{{WarningBox|You can check the discussion in the official forum [http://forums.bethsoft.com/topic/1381788-the-new-unofficial-creation-kit-bug-list/ here]}}
{{WarningBox|You can check the discussion in the official forum [http://forums.bethsoft.com/topic/1421042-the-new-unofficial-creation-kit-bug-list-3/ here]}}


*'''Interior cell has a static rm limit'''
*'''Interior cell has a static rm limit'''
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**[http://www.youtube.com/watch?v=eJqSxZsc_pA&feature=youtu.be Video showcasing the bug]
**[http://www.youtube.com/watch?v=eJqSxZsc_pA&feature=youtu.be Video showcasing the bug]
**[http://forums.bethsoft.com/topic/1384861-yet-another-huge-bug-interior-cell-as-a-static-limit/ Forum discussion]
**[http://forums.bethsoft.com/topic/1384861-yet-another-huge-bug-interior-cell-as-a-static-limit/ Forum discussion]
**'''''Solution for this problem:'''''
**'''''One of the solutions for this problem:'''''
Create a new global variable (Object window -> global), see picture:


[[File:CKTUTLoadBug01.jpg]]
Go to C:\My Documents\My Games\Skyrim and search for this file Skyrim.ini open with notepad, under [General] add iLargeIntRefCount=999999


Create a new small cell (duplicate interior cell), this is important, make it small and put a bucket in the middle, that's right, a bucket! Name the bucket SafeObject
There may be other solutions, check the forums for them!


[[File:CKTUTLoadBug02.jpg]]
*'''Dialog bug'''
**New dialog won't start
**[http://www.youtube.com/watch?v=m2_T9NlIwIo Video showcasing the bug]
**[http://forums.bethsoft.com/topic/1403919-dialogue-no-longer-works-thread-2-quest-bug-dialogue-scenes-etc/ Forum discussion]
**[http://forums.bethsoft.com/topic/1417941-dialoguequest-bug-solution/ SOLUTION]


Put the load doors as you normally do but don't check the teleport flag, put a XMarkerHeading in front of the doors (object window -> static), name one XMarkerHeading Objective001 and the other one Objective001A (that way you know that they are connected). Another set of load doors should be called for example Objective002 and Objective002A. See pictures:
== '''Version 1.8.151.0''' ==
 
*'''Actor'''
[[File:CKTUTLoadBug03.jpg]]
**Opening a '''Relations box''' via '''Actor''' dialog window, then close the '''Actor''' window before the '''Relations''' box will cause a CTD when you close the '''Relations''' window.
 
[[File:CKTUTLoadBug04.jpg]]
 
Put the following script into the doors, edit properties (NOT in the script, in CK), safe object is the bucket (you can auto-fill if you name it like I said), one door has to have 1 in TravelTo and the other has to have 2:
<source lang="papyrus">
Scriptname ACHSafeLoadScript extends ObjectReference
 
;Written by Black RL, I'm no expert so don't bash
;Works with script ACHSafeLoadCHILDScript
;TravelTo defines objective and writes into the global, you can expand to suite your needs
;Objective001 is the first objective for the load door, Objective001A it's the way back so you keep track of things
;You can expand objective to suite your needs
 
GlobalVariable Property SafeLoadGlobal Auto
{The global that controls travel objective}
Float Property TravelTo Auto
{1 = Objective001, 2 = Objective001A, 3 = Objective002, 4 = Objective002A, etc....}
ImageSpaceModifier Property ImageSpaceToApply Auto
{Use FAdeToBlackBackImod}
ObjectReference Property SafeObject Auto
{Our object in the safe cell, I use a bucket}
 
Event OnActivate(ObjectReference akActionRef)
  Debug.Notification("Activated by " + akActionRef)
  SafeLoadGlobal.SetValue(TravelTo)
  ImageSpaceToApply.Apply()
  akActionRef.MoveTo(SafeObject)
EndEvent
</source>
Put this script in our awesome bucket, edit properties, select the the global, then press auto fill, it will fill all your objectives if you name them like I said:
<source lang="papyrus">
Scriptname ACHSafeLoadCHILDScript extends ObjectReference
 
;Written by Black RL, I'm no expert so don't bash
;Called it CHILD but it isn't a real child, works with script ACHSafeLoadScript
 
ObjectReference PlaceToGo
Float GlobalValue
GlobalVariable Property SafeLoadGlobal Auto
{The global that controls travel objective}
ObjectReference Property Objective001 Auto
{Our objective, you can extend this}
ObjectReference Property Objective001A Auto
ObjectReference Property Objective002 Auto
ObjectReference Property Objective002A Auto
Actor ClosestActor
 
Event OnLoad()
debug.Notification("I'm loaded!")
TravelTo()
ClosestActor = Game.FindClosestActorFromRef(Self, 300.0)
ClosestActor.MoveTo(PlaceToGo)
EndEvent
 
Function TravelTo()
GlobalValue = SafeLoadGlobal.GetValue()
If GlobalValue == 1
PlaceToGo = Objective001
ElseIf GlobalValue == 2
PlaceToGo = Objective001A
ElseIf GlobalValue == 3
PlaceToGo = Objective002
ElseIf GlobalValue == 4
PlaceToGo = Objective002A
;ElseIf
;Extend here
EndIf
EndFunction
</source>
 
Done! Go test ingame! ^^
 
You can extend the scripts for how many doors you need, you just have to do this in the second script:
 
Add objectives for your loads (2 for load) and extend the ElseIf (2 for load)
<source lang="papyrus">
ObjectReference Property Objective003 Auto
ObjectReference Property Objective003A Auto
 
 
ElseIf GlobalValue == 5
PlaceToGo = Objective00
ElseIf GlobalValue == 6
PlaceToGo = Objective003A
</source>
Don't forget to edit properties of the bucket and press auto-fill so he recognizes the new loads.
Anonymous user