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-   -   skyrim 1.5 patch is live (http://www.rpgwatch.com/forums/showthread.php?t=16623)

sakichop March 20th, 2012 21:58

skyrim 1.5 patch is live
 
Patch 1.5 is released and no longer beta.

Just logged into steam and got updated automatically. So anyone that doesn't want it beware.

Here's info.

http://www.cinemablend.com/games/Sky…oon-40638.html

CountChocula March 20th, 2012 22:19

Incidentally it also updates the Creation Kit, which fixes the problem people had with .esp files getting corrupted. So it's safe to resume modding now

BlackHarmo March 21st, 2012 11:14

Quote:

Originally Posted by CountChocula (Post 1061133833)
Incidentally it also updates the Creation Kit, which fixes the problem people had with .esp files getting corrupted. So it's safe to resume modding now

And one of the first things to do would be using the CK to fix the mess brought by this patch on the smithing/exp gain issue… again. sigh.

Zloth March 27th, 2012 04:48

A little patch just went into beta: http://www.bethblog.com/2012/03/20/s…able-on-steam/

sakichop March 27th, 2012 05:00

All these updates are really messing with my skse mods. Looks like no 3d love or shadow fix. I know bethesda are not fans of 3d and it's a very small install base but I was hoping.

@zloth I haven't tried Helix fix for shadows in 3d. Is it easy to install and does it work?

CountChocula March 27th, 2012 06:44

it looks like this new patch fixed the navmesh bug

Thrasher March 27th, 2012 23:00

WTF is the navmesh bug? No posts on the Bethesda forums can describe it English for some reason. All I see are links to 7:30 long videos. No wonder Bethesda has taken so long to fix a problem that the modders can't even succinctly describe in words. :rolleyes:

BlackHarmo March 27th, 2012 23:53

Quote:

Originally Posted by Thrasher (Post 1061135196)
WTF is the navmesh bug? No posts on the Bethesda forums can describe it English for some reason. All I see are links to 7:30 long videos. No wonder Bethesda has taken so long to fix a problem that the modders can't even succinctly describe in words. :rolleyes:

Long story short : it screws NPC's pathfinding in any user created "levels"/dungeons/houses when the player comes back to one of these custom places a second time.

The first time you visit such a place, NPC walks around as they should, and your followers… follow your character obediently. But move out (at least two cells away for Skyrim, if memory serves) and when you return all the NPC just stand there like statues… AND your followers will stop walking pretty soon too.

Not being a native speaker, there's most certainely a more concise and better way to describe it, but that's it, basically.

It's naturally quite a demotivating bug for any modders bent on sharing more interesting stuff than suposedly sexy bikini armors…

Thrasher March 28th, 2012 00:37

Even for a native speaker, that is an excellent concise description. Thanks!

It's too bad that the folks advocating for this fix couldn't describe it as well.

Well this explains why the mods are so shallow. If you can't create a nice living area with NPCs that walk about on their daily or "radiant" or follower behaviors why create new areas? Seems rather fundamental. :S

zahratustra March 28th, 2012 03:47

Navmesh was just one of CK bugs which makes moding a pain Thrasher. There is custom NPC head/body tint mismatch bug and large statics not appearing/disappearing in-game bug and clutter spilling itself all over the place bug and… and…

CountChocula March 28th, 2012 05:36

here is a video that demonstrates the bug:

http://youtu.be/RlNBVOcuW3M

Thrasher March 28th, 2012 08:22

Yeah, I think it's silly to have to watch 7 minutes of video to understand a bug, though.

zahratustra March 28th, 2012 19:30

As BlackHarmo have said: this bug appears only on a second visit to the custom build place. Those YouTube vids were made to disprove Beth's previous claims about fixing navmesh bug. So, I guess, they wanted to be thorough and convincing.

crpgnut March 28th, 2012 20:19

Except for simple mods, I typically play TES games vanilla for the first several months. This gives both Bethesda and the modders time to get all the wrinkles ironed out. I played my 600 hours and shelved it for a while. By now Fallout 3 and FNV should have tons of mods that are stable, so my next Bethesda fix will be a heavily modded version of one of those.

zahratustra March 28th, 2012 20:57

Sounds sensible doesn't it crpg? Trouble is that Skyrim's CK bugs were all inherited from Fallout 3 GECK. Difference is that CK is being SLOWLY updated/fixed and GECK is not…

CountChocula March 28th, 2012 21:39

Quote:

Originally Posted by zahratustra (Post 1061135327)
As BlackHarmo have said: this bug appears only on a second visit to the custom build place. Those YouTube vids were made to disprove Beth's previous claims about fixing navmesh bug. So, I guess, they wanted to be thorough and convincing.

I'm not aware of any claims made by Beth that they fixed the creation kit navmesh bug.

From the beginning, even during the CK beta period, devs have only commented that they are aware of the problem and they've been working on it.

In their internal workflow system, the navmesh bug never came up, because their version of the CK is designed for multiple people to work on the same build of the game.

sakichop March 28th, 2012 22:21

Quote:

Originally Posted by crpgnut (Post 1061135340)
Except for simple mods, I typically play TES games vanilla for the first several months. This gives both Bethesda and the modders time to get all the wrinkles ironed out. I played my 600 hours and shelved it for a while. By now Fallout 3 and FNV should have tons of mods that are stable, so my next Bethesda fix will be a heavily modded version of one of those.

Just 600 hours? What's wrong didn't you like the game?:lol:

I'll probably hit 600 someday i'm at 200 now and the only quest line I've done is thieves guild. I've spent at least 50 hours just running around testing mods. I fear I may never finish modding my game though so many mods and they just keep coming. I have about 40 installed now. Mostly graphic mods.

CountChocula March 28th, 2012 22:38

Quote:

Originally Posted by crpgnut (Post 1061135340)
By now Fallout 3 and FNV should have tons of mods that are stable, so my next Bethesda fix will be a heavily modded version of one of those.

Wishful thinking, but it would be nice if they were to update the GECK to put FO3 and FNV mods on Steam Workshop.

Previously I used the nexus quite a bit; however, the Steam Workshop is so much more convenient.

zahratustra March 28th, 2012 22:43

Quote:

Originally Posted by CountChocula (Post 1061135364)
I'm not aware of any claims made by Beth that they fixed the creation kit navmesh bug.

http://www.youtube.com/all_comments?v=S1mmm9gyJEQ You don't have to watch the video. Just read comments. And notice the date…

CountChocula March 28th, 2012 23:03

Quote:

Originally Posted by zahratustra (Post 1061135382)
http://www.youtube.com/all_comments?v=S1mmm9gyJEQ You don't have to watch the video. Just read comments. And notice the date…

OK, I read them. I don't understand what you are trying to say.

There is a guy on youtube with nickname mephistomac, who says he thinks the patch fixed it three weeks ago. Is that what you are referring to?

The devs never claimed to have fixed it. None of the patch changelogs make this claim, even in this latest 1.5.26 beta patch, which corrected the CTD problem but did not fix the overall navmesh bug issue.

In fact, the developers have posted comments on the bethesda forum repeatedly indicating they are still working on this.


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