Difference between revisions of "Bug list"

1,473 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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**'''''One of the solutions for this problem:'''''
**'''''One of the solutions for this problem:'''''


Create a new small cell (duplicate interior cell), this is important, make it small and put a XMarkerHeading in the middle, name it SafeXMarkerHeading, see picture:
Go to C:\My Documents\My Games\Skyrim and search for this file Skyrim.ini open with notepad, under [General] add iLargeIntRefCount=999999


[[File:CKTUTLoadBug07.jpg]]
There may be other solutions, check the forums for them!


Put 2 load doors in your interior cell and 2 load doors in your worldspace. Let's consider the front door the one that we can see the door texture, the other is the back door. Link your back door from the interior cell with the back door of your worldspace with teleport, don't flag the teleport marker of your front doors. Don't forget to put your teleport markers in front of the front door, final work should look like this:
*'''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]


[[File:CKTUTLoadBug08.jpg]]
== '''Version 1.8.151.0''' ==
 
*'''Actor'''
Now you just have to put this script in the front door of your interior cell, no need to put it in the worldspace front door, just in the interior cell one, edit properties in the ck, DoorRef it's the interior cell back door (this is important, the script is inside the front door but DoorRef property is the back door), press auto-fill for the SafeXMarkerHeading if you name it right it should appear, use FadeToBlack in the ImageSpaceToApply, see script and image:
**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.
<source lang="papyrus">
Scriptname ACHDCVR_AH_PurgeExitScript extends ObjectReference 
 
;Script author Amethyst Deceiver
;Black RL added imagespace to mask moveto
 
ObjectReference Property SafeXMarkerHeading  Auto
ObjectReference Property DoorRef  Auto
ImageSpaceModifier Property ImageSpaceToApply Auto
{Use FAdeToBlackBackImod}
 
Event OnCellAttach()
If (GetOpenState() == 1)
GoToState("Busy")
Activate(Self)
EndIf
GoToState("Idle")
EndEvent
 
State Idle
Event OnActivate(ObjectReference akActionRef)
  Actor Player = Game.GetPlayer()
If (akActionRef == Player)
GoToState("Busy")
Utility.Wait(0.8)
ImageSpaceToApply.Apply()
Player.MoveTo(SafeXMarkerHeading)
DoorRef.Activate(Player)
  EndIf
EndEvent
EndState
 
State Busy
EndState
</source>
 
[[File:CKTUTLoadBug09.jpg]]
 
Don't forget to finalize navmesh in your interior cell and worldspace or else it won't work for the NPC's! Final should look something like this:
 
[[File:CKTUTLoadBug10.jpg]]
 
Done! Go test ingame! ^^
 
For other load doors you just have to repeat this process. There may be other solutions, check the forums for them!
Anonymous user