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Creation kit error ....


pepperman35

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More research using the same source material for both PC & Xbox platforms on bethesda.net:



CreationKit.exe 1.10.162.0 will not update an existing 1.10.130.0 (or older) upload mod on bethesda.net


CreationKit.exe 1.10.162.0 will upload a new mod to bethesda.net


CreationKit.exe 1.10.162.0 will update an existing 1.10.162.0 upload mod on bethesda.net


CreationKit32.exe 1.5.307.0 will no longer load against Fallout4.esm 1.10.162.0 to generate LIP files.



It's amateur hour in the backwards compatibility testing department, or a change of policy.


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I'm having a problem with human actors showing up in the CK render window with super mutant face textures after this CK update. These actors look just as they used to in game without any issues. At first I thought it was just the actors in my mod (all nif + texture files generated), but looks like all human actors from vanilla game are affected so far. I don't use any texture/mesh overhaul mods for actors.

 

Anyone else having this problem?

 

I didn't change anything, but I just reopened CK again, and the face texture is fine now. False alert, sorry. :turned:

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  • 2 months later...

The new update expands the allowable formID range for ESL flagged plugins from 800-FFF to 001-FFF (maybe 000-FFF, but new CK starts with 001 apparently), which means fundamental changes were made to the .esm (plugin header version is also 1.0, where it was 0.95 before).

 

So if you updated the game and didn't update the CK, of course it is going to crash. The error message is fairly self explanatory.

 

It isn't Bethesda messing something up, and the CtD when rolling back isn't Bethesda being out to get you like some of the people in the quoted thread said.

 

Also, that thread already has the explanation for the CtD when rolling back and how to fix it, should you decided to roll back instead. Of course, the easiest way to deal with all this is to just disable automatic updates in steam, and only launch from the f4se launcher so it never gets a chance to run the update (make sure the "Allow downloads during gameplay" option is also disabled).

 

If the header version is really for ESL/ESPFE and ESM files, does this mean regular ESP mods (even if they have a lot of records) are safe to edit the header version back?

Edited by nanashi50
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Hi Nanashi - Yes, they are safe to roll back. As long as the player is running game version 138 or earlier.

For the PC, there is also this mod https://www.nexusmods.com/fallout4/mods/42497 which bypasses the version check by the game.

It does require f4se tho. And requires that the game be started by f4se.

Also, esp files are counted by the number of esp files that are active. It's esL files that are counted by the number of their records.

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Hi Nanashi - Yes, they are safe to roll back. As long as the player is running game version 138 or earlier.

For the PC, there is also this mod https://www.nexusmods.com/fallout4/mods/42497 which bypasses the version check by the game.

It does require f4se tho. And requires that the game be started by f4se.

Also, esp files are counted by the number of esp files that are active. It's esL files that are counted by the number of their records.

This is not entirely true. Some mods use functionality that Bethesda added with the 1.10.162 version, such as support for the virtual workshops to have free build mode. E.g. Workshop Plus by kinggath. Changing the file header (or use a mod to bypass the header check) to force the mod to load with an older version of the game may cause issues.
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  • 1 year later...

It means that your version of the Creation Kit can't load the Fallout 4 master file. You need to download the updated Creation kit.

 

Это означает, что ваша версия Creation Kit не может загрузить мастер-файл Fallout 4. Вам необходимо скачать обновленный Creation kit.

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  • 8 months later...
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