Description
How to install and set-up the new Creation Kit for Skyrim Special EditionFallout 4 creation kit download without launcher. Fallout 4 Creation Club is now live Discussion in 'NMA. Forgive the double post, but they updated the game to 1.10.26 over this Creation Club BS. The Creation Kit - which Bethesda say is 'the same tool that we used to create Fallout 4' - is now available to download via the Bethesda.net launcher. The modding tools have now moved into open beta and you'll need to follow some simple instructions to get them working via Steam.
The new Creation Kit for Skyrim: Special Edition is available directly from Bethesda.net rather than through Steam but is a little trickier.
First download the Bethesda.net Launcher
Run the installer as Administrator. The publisher should be verified and should be Zenimax.
It will prompt you to select your language and the next screen asks you where you want to install it. The default file path is C:Program Files (x86)Bethesda.net Launcher. I typically use C:ProgramsBethesda.net Launcher or D:Bethesda.net Launcher because of the UAC complications you can encounter otherwise.
Once you’ve selected your language and install location it actually installs it.
Once installed it will typically go through an automated update at the same time. Just wait, eventually the application will open depending on how decrepit your computer is feeling.
You'll then be prompted to sign in or create an account. This will be your credentials for their website and for the direct upload functionality to Bethesda.net from the new Creation Kit. Feel free to toggle Remember me
Note* If you cannot download/install and are not in the contiguous United States of America, you may need to use a VPN!
If you are having difficulties logging in (stuck on the spinning square)
- On windows 10 while you have a spinning square, open network and sharing center.
- Click change adapter settings.
- Right click on your active internet connection, select disable.
- Re-enable the connection in a few seconds and hope it works.
Fallout 4 Mod Creation Kit
If you have only a giant grey box
- Check to see if there is a sysinfo.dat file (under 1kb) in the launcher directory. If there is not, create a sysinfo.txt
If your launcher is sliced in half/sideways/summoning Chattur'gha
- Make sure you meet the minimum system requirements
- Update your GPU
- Accept madness
Bethesda considerately adds a large list of favorites to your sidebar, none of which are the actual program you’re looking for. Remove these extraneous icons by clicking the next to each title.
Thankfully the Creation Kit starts with one of the first letters of the alphabet.
Click the big button after selecting Creation Kit: Skyrim
The installation box will pop up and display the default file path ...bethesda.net launchergames. Change the directory to ...bethesda.net launchergamesCreation Kit by selecting Change Location > Make New Folder and naming it Creation Kit. I hope you remembered to install the Launcher not in Program Files or Program Files (x86).
It will also provide a link to read the EULA located at ...Bethesda.net LauncherEULA10CKSSE_EULA.txt. I strongly recommend you read it. There is a lot of very important information regarding your rights and what Bethesda demands from you when you use their software. Failure to read the EULA and determine exactly what those things are places you at significant risk for the industry standard policy of “guilty until proven innocent” when it comes to perceived EULA violations.
Once done with your reading material, clicking install will begin the download. Once completed, it’s installed. You’re not done.
Shut down the Bethesda.net Launcher. Ensure it is not running in your System Tray. The only time you will ever use the Launcher with regards to the Creation Kit is if you have issues and need to update or reinstall the Creation Kit.
If you use the Bethesda.net Launcher of other programs I recommend backing up the Creation Kit folder. Updates may occur without your knowledge and they are rarely beneficial for the end user.
This can be done by simply copying the entire contents of ...Bethesda.net LaunchergamesCreation Kit and pasting it in ...SteamsteamappscommonSkyrim Special Edition. Overwrite when prompted.
Already properly installed? Start here!
I recommend using Notepad++ for the next bit. You’ll want to edit the CreationKit.ini and CreationKitPrefs.ini. Open up the CreationKit.ini to start with. You’re going to be adding a lot of info into this in order to make the Creation Kit usable. Out of the box it doesn’t actually work.
*Note: Many of these fixes seem to not have any effect. Using SSE CreationKit Fixes and placing the appropriate lines and sections in the Fixes ini file does.
If you remember the old Creation Kit for Skyrim, setting up this .ini is similar. There's a [General] section, [Archive] section, and [Papyrus] section (among others).
You can tweak this setting in your [General] section if you wish.
This setting already exists and 5 is the default value. You can increase it (recommend not going higher than 7) if you want to load more of an area in the Render Window immediately (performance hit) or decrease it to 1 or anywhere in between to improve cell load times and performance.
Also add the following line anywhere under [General]
Without this you will be unable to edit or create any mods that involve more than vanilla Skyrim including its own update file. But wait, there's more!
There isn't an [Audio] section, so add that line right above the [MAIN] line and underneath the last option in [General].
Your [Audio] Section should look like this.
This stops 99.9% of all crashes in the Creation Kit. Don't ask me why, I don't even care, it works and it's beautiful and you'll love it.
Turns off the annoying (but informative) popups when loading files in the Creation Kit. No more need to click through them all! The worst error messages will be preserved in the Warnings text box and EditorWarnings.txt file which is a new addition with the Special Edition Creation Kit.
Now can we turn on the Creation Kit? Yes! Well, almost. You can, but do one last thing first!
BACKUP YOUR CREATIONKIT.INI OR YOU MAY HAVE TO DO THIS WHOLE RIGAMAROLE OVER AGAIN.
I mean it. Make a backup. I just compress the file in 7z in the same folder the original is in for ease of restoration in the event something bad happens to my CreationKit.ini.
Running as Administrator should be second nature by now. It will pull up a prompt.
Doesn’t matter. Unless you’re planning on actively working on scripts immediately there’s no need. You can always do it later. The Scripts.zip folder will remain in your Data folder whenever you need it.
Once it's done the familiar Creation Kit splash screen will pop up and a blank gray box. After just a few seconds it will disappear and the default layout of the Creation Kit will pop up. No master files or mods are currently loaded. Everything is identical in appearance to the original Creation Kit except for a little 64-bit after the title and some menu changes.
Feel free to adjust the layout of the various menus and boxes and then click the red X to close it.
Optional INI File Tweaks
Now we’re going to work on the CreationKitPrefs.ini file.
This file remembers the window positions, Render Window settings, your account login for uploading, and numerous other important convenience and performance tweaks.
I change all of these to 0 because toggling markers off is the first thing I do when I load a cell in the render window.
Stores your Bethesda.net username in the Creation Kit for easier mod packaging/uploads to their website.
This is the number of mods visible in the upload/edit menu of the CK. It’s default setting is 98 so any mods over that number will no longer be able to be viewed or edited unless you increase the numerical value of this setting.
This sets script fragment prefixes. Any script fragments you generate will have this in front of them to identify them as yours. It may only be 4 characters long and consist of only letters, numbers, and underscores. Now’s a good time to think about what you want your modder prefix to be.
This tells the Creation Kit what to do when you double click on a script in the Creation Kit. 0 (the default) value opens the script in the external editor you have associated with .psc files. 1 value opens the script in the Creation Kit (I do not recommend). 2 value opens the properties of the script in the Creation Kit.
Sets how frequently the Creation Kit will autosave your plugin. The units are measured in minutes. I have personally never used this setting but it could be helpful if you are having an especially difficult time with lost work.
Don't forget to backup the CreationKitCustom.ini if you modify it! It will make for easier restoration if anything happens to the .ini or your settings!
Happy Modding!
Blank .ESP Files and You
If you are packaging a mod that would normally use only loose files and not need an .ESP - in order to make it use a blank .ESP it requires a few additional steps.
- Your .ESP should require Skyrim.esm as a masterfile.
- Once you have loaded your blank .ESP, save it
- Once you have saved your blank .ESP, reload the mod in the Creation Kit
- You may now package your loose files with a blank .ESP and should not encounter any problems for console or other users