I'm a pedant, and I don't want there to be many posts that have already been answered. Therefore, here will be the most up-to-date information regarding the problems that were discussed in the posts.
Terminology:
P - Problem
S - Solution
W - Why
P. It doesn't start, there are some memory problems.
W. The minimum requirements for CK are 8 GB. I adhere to the same behavior, however, I allow you to run on 2 GB (Exclusively free volume at the time of launch). That doesn't mean it's okay. All you can do is rather everything except change the interiors and the world. Specific functions are not available to you at all.
P. Still getting the Load error V:0000065432 when I try to open the CK with MO2.
W. There are two steam applications in the root folder of the game. This is unacceptable. In this version, the steam interface was added directly. All versions of CK have steam, however, others have an extremely short option and do not have DRM. Launching the application directly via steam solves the problem in MO2.
P. I get a fatal error 0x5041524D.
W. In CK and in the CKPE itself, paths don't exceeding the threshold of 260 characters are used, where the path ends with a terminal zero. Also, the separator '\' takes up two bytes. All your managers that supposedly allow you to store your mods outside the Data folder, CK does not care. CK reads only this folder and no others. All paths start with the game Data.
P. Why I can't load BSA archives for upload onto XB1?
TateTaylorOH wrote: The formatting as changed. You don't put assets inside an XB1 folder. Instead you suffix the BSAs with _xbox. i.e. Merlin_xbox.bsa and Merlin - Textures_xbox.bsa.
P. Nothing opens for me, an empty Object Window. There is an error in the Log Window: MASTERFILE: File <FileName> is a higher version than this EXE can load. What should I do?
Possible solutions to the problem:
- Delete the game. Download the old version, younger than 1.6.1130. CK is concerned too. In this option, there is a problem with opening plugins of a new format in the game, from others mod authors. If you decide to work with a new format for the old game, you need a mod link.
- Change the bSupportFormat171 option in the CreationKitPlatformExtended.ini file set true. This will allow the old editor to open files of the new format, however, the created mods will also be in the new format.
- Use the new CK 1.6.1130 or newer.
P. Creation Kit launch error. Can't find an entry point, some function in the Steam API.
W. Steam Deck and its new API. You can't cross two different apps with different APIs. But there is a way out.
P. Always crash when I tried to use Dialogue View.
W. Honestly, I'm tired of answering this. And this is the reason why this article was created at all. In flowchartx64.dll there is a bug. He's getting better. Which leads to a correct display. But this makes changes to the .xml files. Vanilla .xml files are not suitable.
P. I get an error BNET_RESOURCE_CONFLICT - 409 conflict.
cyan49 wrote: I believe this is a BethesdaNet issue. In my experience, this happened when I tried to update the mod when the mod page was in the EDITED state, but it succeeds in the PUBLISHED state. (Or this could be a side effect of the auto-numbered high version name that my mod page happens to have. In my case, my mod page was stuck in EDITED state due to another issue.)
P. The window does not fit completely into the screen.
P. Some location (interiors, exteriors) is not loading (CTD).
P. Creation Kit get CTD in the Data window.
W. Failure inside comctrl32.dll antivirus blocking is possible.
P. The ruined landscape, in the editor, I can't properly paint with texture.
W. Bethesda made a mistake in the normalization algorithm. Also made a mistake type conversion.
P. Rotate in Preview Window bound to Right Mouse Button. How this fix?
P. When antialiasing is enabled, the picture is very bad. How this fix?
P. Not all items from location are loaded.
[BudgetCaps]
uLoadedAreaNonActorMemoryBudgetCap=536870912
This is 512 MB. The formula is N * 1024 * 1024.
P. The Preview Window is flickering or not updating, how can I fix it?
W. Turning on the mode turns on the global hook and intercept all windows of the process, rendering belongs entirely to CKPE, where it forcibly prohibits Windows from updating what DirectX is.
P. The long loading of the cell seems to be eternal, how can I fix it? (I read it from reddit)
W. The first trigger is too many meshes or high-quality textures, or simply a large number of refs. In other versions of CK, many elements may not be displayed in this case.