jallard Posted March 19, 2013 Share Posted March 19, 2013 What is it that breaks the CK? First and foremost, I am speaking in regards to a freshly installed Skyrim and the Creation Kit itself. I was able to recreate the NPCs that I wanted to recreate: However, when in the middle of my game I wanted to recreate another NPC the CK was flawed. [is it the Apachii Sky Hair mod or the fact that you altered the SkyrimEditor.ini file, to allow for multiple master loads?] It is flawed in that when you check the “Head” box and the image appears the forehead of the NPC is rust colored and will show up in the game as well. In addition, when you go to STEAM and “right click” on properties and select “local files” and then “Verify Integrity of Game Cache,” it indicates that 31 files failed and will be reallocated: and, even afterwards the Creation Kit is still flawed with the same problem? I don’t get it? Can someone please explain? Thank you. Link to comment Share on other sites More sharing options...
FiftyTifty Posted March 19, 2013 Share Posted March 19, 2013 Everything. /thread Link to comment Share on other sites More sharing options...
jallard Posted March 19, 2013 Author Share Posted March 19, 2013 Everything. /threadThanks, but I still need to know how to fix the problem: If there is a fix, that is. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 19, 2013 Share Posted March 19, 2013 In addition, when you go to STEAM and “right click” on properties and select “local files” and then “Verify Integrity of Game Cache,” it indicates that 31 files failed and will be reallocated: and, even afterwards the Creation Kit is still flawed with the same problem? I don’t get it? Can someone please explain?Bet you had SKSE installed. SKSE replaces the source files for the files that it touches. When you verify the CK it will restore those files. Then you replace SKSE and the CK will again report that there are files needing to be replaced. It is a never ending cycle. You can avoid that, make a sub-directory in your source folder just for the SKSE source files. You don't need any mod source files to play the game. And you don't need them in order to compile any scripts that use SKSE functions/events. What you need are the PEX files found in the scripts folder which won't be cleared by a CK or game verification. Link to comment Share on other sites More sharing options...
jallard Posted March 19, 2013 Author Share Posted March 19, 2013 In addition, when you go to STEAM and “right click” on properties and select “local files” and then “Verify Integrity of Game Cache,” it indicates that 31 files failed and will be reallocated: and, even afterwards the Creation Kit is still flawed with the same problem? I don’t get it? Can someone please explain?Bet you had SKSE installed. SKSE replaces the source files for the files that it touches. When you verify the CK it will restore those files. Then you replace SKSE and the CK will again report that there are files needing to be replaced. It is a never ending cycle. You can avoid that, make a sub-directory in your source folder just for the SKSE source files. You don't need any mod source files to play the game. And you don't need them in order to compile any scripts that use SKSE functions/events. What you need are the PEX files found in the scripts folder which won't be cleared by a CK or game verification. Thanks for the input. Much appreciated. Link to comment Share on other sites More sharing options...
jallard Posted March 19, 2013 Author Share Posted March 19, 2013 In addition, when you go to STEAM and “right click” on properties and select “local files” and then “Verify Integrity of Game Cache,” it indicates that 31 files failed and will be reallocated: and, even afterwards the Creation Kit is still flawed with the same problem? I don’t get it? Can someone please explain?Bet you had SKSE installed. SKSE replaces the source files for the files that it touches. When you verify the CK it will restore those files. Then you replace SKSE and the CK will again report that there are files needing to be replaced. It is a never ending cycle. You can avoid that, make a sub-directory in your source folder just for the SKSE source files. You don't need any mod source files to play the game. And you don't need them in order to compile any scripts that use SKSE functions/events. What you need are the PEX files found in the scripts folder which won't be cleared by a CK or game verification. Thanks for the input. Much appreciated. Well, I did what you suggested but it failed again. I went back to verify the integrity of the CK files and it came back with one file missing. What it did was replace the SkyrimEditor.ini file that had the following added to it: ________ SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, dragonborn.bsa SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Update.bsa, Dawnguard.bsa, Dragobborn, bsa bAllowMultipleMasterLoads=1________ I guess I will just have to for go any more NPC recreations --unless I want to start from scratch again--uninstalling and reinstalling Skyrim and the CK. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 19, 2013 Share Posted March 19, 2013 add the DLC plugins to SResourceArchiveList2 rather than the other lists Link to comment Share on other sites More sharing options...
jallard Posted March 19, 2013 Author Share Posted March 19, 2013 add the DLC plugins to SResourceArchiveList2 rather than the other listsGot'cha! Link to comment Share on other sites More sharing options...
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