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Instructions on how to start with the creation kit.

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Creation kit (Start scripting)

To start writing papyrus scripts and compile them you need to have a the corrects scripts in the right folders. If this isn't the case ck will trow errors at you when you try to compile. When with the LE creation kit, make sure all the pex files are in the Data\Scripts folder and that the psc files are in the Data\Scripts\Source folder. For the SE creation kit the pex files have to be in the Data\Scripts folder and the psc files have to be in the Data\Source\Scripts folder. I know this

DarkBlade13

DarkBlade13 in Tech Support

Creation kit (Basic knowledge)

All files are packed as bsa. To unpack these files you need BAE: https://www.nexusmods.com/skyrimspecialedition/mods/974/   Objects are stored as nif files and contain primarely three things. 1) Object shape 2) UV-map (with texture location) 3) Collision data A more detailed explanation can be found at: https://www.loverslab.com/blogs/entry/20368-skyrim-creation-kit-making-an-object/   Textures contain the visual image that objects will have when they

DarkBlade13

DarkBlade13 in Tech Support

Converting mods (LE & SE)

As far as I know the only things that are incopatible between LE and SE mods, are the nif files (meshes). You can convert all these meshes at once with Nif Optimizer. Nif Optimizer is very easy to use. You simply download the program run the program. Select the target version. Browse for you nif file location. Press the convert button and done. Your meshes (and mod) has been converted from LE to SE or vice versa. Yes, it really is that easy! https://www.nexusmods.com/skyrimspecia

DarkBlade13

DarkBlade13 in Tech Support

Skyrim creation kit (Making an object)

Objects   Objects in the game are saved as a nif file (meshes) that contain primarily 3 things. 1) Shape of the object 2) UV map for the texture on the object. (+location of the texture) 3) Collision     1) The shape of an object + texture can be seen in mod/program bodyslide and outfit studio: https://www.nexusmods.com/skyrimspecialedition/mods/201?tab=files I believe most people already have this as it is almost necessary for most armor modding. If

DarkBlade13

DarkBlade13 in Tech Support

Use of creation kit (Basics)

1) Start up creation kit 2) Press "FILE" in the left upper corner, then press "Data", press ok button     This should start loading all these masters. After this the first thing you want to do is press the "FILE" button again and press "save". Now you save the edits you are going to make as an esp plugin file. Do not edit without saving, your edits will be directly changed in the master files if you don't make a plugin. You won't be able to revert changes unless you reins

DarkBlade13

DarkBlade13 in Tech Support

Creation kit (Installation tutorial)

Depending on what skyrim version you want to mod you will need different creation kit versions. I myself use skyrim SE 1.5.97 and I will explain everything for this version. If you do not have this version you can install the most recent one, download skyrim downgrader from nexus and bring it back to version 1.5.97. Link is underneath. https://www.nexusmods.com/skyrimspecialedition/mods/57618   I use this version because it is stable, most mods are based on this version and everyt

DarkBlade13

DarkBlade13 in Tech Support

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