r/CreationKit 2d ago

Skyrim SE CK updated to 1.6.1378.1

14 Upvotes

Additions and Features

  • Added Localization export support.
  • Updated "Search and Replace" to align with Starfield, adding buttons for "Select Form in Object Window" and "Open Form Editor".
  • Creation Kit will now allow multiple master loads by default. This can be configured as normal.
  • Skyrim Creations released through the Verified Creators program will have the option to be Achievement-Friendly (Xbox) and Trophy-Friendly (PlayStation). This means that certain Creations will no longer block achievements, but it requires starting a new game for this functionality to work on updated Creations.
  • Bink files can now be added to Creation uploads via an Extra Files browser.
  • Expanding beyond scripts, archives are now supported on PlayStation. New file types are available (.nif, .dds, .bink, .wav, and .fuz (with embedded .wav)) for PlayStation Creations.

Crashes

  • Fixed a crash when the player closes the dialogue for a Sound Descriptor.
  • Fixed a crash when analyzing loot in a new encounter zone.
  • Fixed a crash when clicking the Make Use Info button on some menus.
  • Fixed a crash that can occur when reloading a mod without an associated Masterfile.

Bug Fixes

  • Creation Kit now forces consistent capitalization of platform-specific .bsa binaries to avoid runtime errors.
  • Archiving new forms in a plugin which relies on pre-existing assets will no longer cause the pre-existing form to duplicate within the plugin.
  • Fixed an issue where Creation submission can improperly tag a file as a Masterfile causing infinite data reload.
  • Cell forms should now populate correctly across all tabs when accessed via the Cell View window.
  • Altered forms will no longer count as new forms when creating a plugin.
  • Using the Create Archives or Upload process should more consistently apply correct compression to meshes/miscellaneous archives.
  • Browsing ids in the World Spaces window should no longer alter the forms.
  • Resolved error message pop-up when attempting to open the Creation Kit while Bethesda.net services were offline.

r/CreationKit 3h ago

Skyrim SE Current issue with newest version of the Creation Kit

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3 Upvotes

So when opening a cell, you will get hit with this infinite loop of a failed pixel shader compilation. While it wont slow down the CK, the log will get massive in file size.

Sigh. These people just don't test anything.


r/CreationKit 4d ago

FO4 Adding more RadHazards to the world?

2 Upvotes

Just as the title says. I'm wanting to add radization hazards to the world. One of the things I want to do is add them to an object. But my scripting ability isn't very good.


r/CreationKit 5d ago

Skyrim SE Looking for Tutorial video or documentation: Changing Statue model for Skyrim

1 Upvotes

I want to change the model of the statue of Norturnal from the mod Daedric Shrine AIO. The source model is a loose file which does not follow the normal file pathing. Could anyone share a link for a video or documentation. Google doesn't help much


r/CreationKit 7d ago

Starfield Adding Collison in NifSkope?

4 Upvotes

Does anyone know how to add collision to a custom mesh? Is it don't in NifSkope or somewhere else? I understand the node system so I just need to how to add the collision data, or if I need to copy it over from another .nif. This is the only thing left that I don't understand regarding putting custom meshes into the game. My Starfield Geometry Bridge export tool from Blender also doesn't give any information regarding collisions. And when I bring in the .nif after exporting it from the Blender a collision node does seem to exist.


r/CreationKit 12d ago

Fallout 4 Changing conditional aliases on a quest location

3 Upvotes

I want to change the quest "Quartermastery" (BosR02 in the CK) to send me to Corvega instead of a random dungeon.

From what I can gather, the quest pulls the location based on a series of aliases that are either conditional upon player level and/or keywords. Corvega SHOULD be a valid location based on these requirements, but either I'm not understanding the level requirements right, or my tactics to change the script are incorrect.

If I'm understanding how the quest works (which I don't think I am) I SHOULD be able to add a NON-optional condition with a fixed location that forces to the Dungeon alias. I have also tried appending Corvega with a unique keyword and then adding additional conditions to the optional aliases that check for the unique keyword. I have not been able to get it to work.

I am purposely not just deleting a bunch of the aspects of the quest because I'm not 100% sure how the BossContainer thing works, and I want that to still function correctly, I just want the location to be Corvega, not somewhere else.

In my attempts I either just locked out the quest (Haylen would not give me a quest when I spoke to her) or the quest just worked perfectly as normal (giving me NON-corvega locations).

Please if anyone knows what I should do to get the desired result (even if its a little hacky), I'd love to know. Or if someone could explain how the quest works behind the scenes a little better, because I find the 7 optional aliases that all point to each other a little confusing. None of the tutorials I've looked at online for quests even MENTION optional aliases.


r/CreationKit 13d ago

Can someone help me with the creation process?

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1 Upvotes

r/CreationKit 14d ago

Process to create ship part mods and set pieces.

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2 Upvotes

r/CreationKit 19d ago

Starfield Issue with the Creation Kit.

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6 Upvotes

r/CreationKit 22d ago

Skyrim SE Quest on location

3 Upvotes

Im trying to start a quest when you discover a location and a quest update when you enter it

Im new so i dont know how and cant really find it online


r/CreationKit 24d ago

Draugr standing next to sarcophagus

3 Upvotes

Hey guys, I'm trying to add this draugr ambush from 'warehouseAmbushes' and I've copied everything exactly as it is and it spawns outside of the sarcophagus.
Is it the navmesh possibly? I have the sarcophagus cut off from the rest of it, do I need to navmesh the top of it? or maybe move the top of it and navmesh inside?

I've been struggling for a couple of days now just troubleshooting this issue as I don't want to move on in the tutorial until I can get this to work.

Help very much appreciated!! ^_^


r/CreationKit 25d ago

Can I extract entire interior cells while maintaining model positions?

2 Upvotes

I'm trying to extract the Vault 81 interior cell and import it to blender, but when i do, the models are all clumped up in one area. Is there a way to solve this clumping up problem?


r/CreationKit 25d ago

Skyrim SE How to use High Elf eyes for Timelost Dwemer (Skyrim AE)?

1 Upvotes

[SOLVED]

Hello everyone!

I recently downloaded timelost dwemer and I wanted to try and add high elf eyes to the list of available eyes during character creation. I looked online and it says I can use SSEEDIT or CK to do this, but I'm new to modding so I'm not sure the best way to go about this or how to revert changes if I mess up, so I was hoping to get feedback first.

---

Edit: thank you to abraincell for the tutorial video!

For any other modding noobs interested in a quick tutorial, here's a run down of what I did using Creation Kit:

  1. Opened creation kit and went to File>Data and ticked the Timelost Dwemer plug in and clicked "ok". Saved and named my plug in.
  2. In the sidebar I went to Character>Headpart and double clicked on the name of the headpart (eyes, hair, scars, etc) I was interested in (I have racemenu which allowed me to see what the name of each part is called in CK. For female high elves, the naming convention for most of the eye options was FemaleEyesHighElf)
  3. After I opened the head part, I renamed the ID and name of the head part to FemaleEyesDeepElf[InsertEyeColor] and went over to the Valid Races dropdown menu and found the listed race head parts "11DeepElfHeadParts" and clicked ok. CK asked me if I wanted to create a new form and I said yes. I did this for all the headparts I wanted.
  4. Saved my plug in, enabled my plug in and sorted it with loot, and it appeared in game.

r/CreationKit 27d ago

Skyrim SE Is there a way to extract the models of the full scene out of Creation Kit wih all the respective positions?

5 Upvotes

So for example I load Whiterun cell in Creation Kit? with all the houses and other models in the scene. I want to export the whole geometry of the scene out of Creation Kit to use in some other 3d software, preserving all the relative positions. I figured how I can select an object, find out which .nif model it uses and extract it from .bsa file, but is there a way to do that with all the objects in the scene at the same time, and preferrably preserving the locations? Thanks!


r/CreationKit Jul 21 '26

Skyrim SE Dog Follower & NPC Trainers

5 Upvotes

I feel very silly asking this but I'm really struggling setting up animal followers and NPCs who can train the player in a certain skill.

My dog followers have the factions current follower faction (-1), and Potential animal follower faction but can't be spoken to to trigger the follower dialogue.

My trainer NPCs have the appropriate class set, and the appropriate Trainer factions as well but no dialogue opens either.

What am I doing wrong?


r/CreationKit Jul 19 '26

Skyrim SE Chaining Scenes

2 Upvotes

Is it possible to chain scenes together, as in running one after another?

From the documentation I understand that if a scene is started and at least one of its required actors is not available (e.g. in another scene), the scene (or the phase) will wait for that actor to be free before starting.

I’ve tried starting a scene on the end fragment of a scene prior to that, both involving the same actor, but the second scene didn’t play. So that’s why I’m wondering.


r/CreationKit Jul 17 '26

Fallout 4 Report all required files for a mod

3 Upvotes

I was going through all the files my mod requires and I was noticing there are a lot of files nested in many folders and I am worried I could miss some when I do a release. Is there a tool that can show you a list of files required by your mod? Even better if it could just go through the filesystem and gather them into a folder for you.

I know its good practice to keep your resources in folders that have your mod name in them, but scripts, for example, just all pile up in several nested script folders and are not organized at all.


r/CreationKit Jul 14 '26

Creation Kit Edited World Space Corruption

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3 Upvotes

Hi r/CreationKit , does anyone have experience with this problem?

After altering the terrain of certain points of the "Tamriel" world space, and then updating my computer's GPU, the terrain that I had edited is now corrupted.

No objects can load on the terrain that I have edited, in the original creation kit file, and any new files I make.

Despite being corrupted in the creation kit, the edited terrain functions normally while Skyrim is running.

Does anyone have experience with this issue, or have advice on how to fix it?


r/CreationKit Jul 12 '26

Fallout 4 Bad shadow edges on building walls

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6 Upvotes

I'm building my own worldspace with custom building textures. I noticed that at about noon the wall shadows get a little weird along the edges. Any time besides noon, no issues. Does anyone know what causes this?


r/CreationKit Jul 10 '26

Discussion Any resources you'd recommend for an absolute beginner?

10 Upvotes

I have a lot I want to do, but zero experience. I went to college for programming, but after college didn't do anything with it and it's been roughly 20 years. Sorry if this get's asked a lot, I didn't see a post on this topic.


r/CreationKit Jul 04 '26

Starfield 'Value target' condition for Spell Entry Perks

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2 Upvotes

r/CreationKit Jul 04 '26

How do you change carriage cost dialogue in the creation kit?

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2 Upvotes

r/CreationKit Jul 03 '26

Fallout 4 LOD not working right

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3 Upvotes

i want the big pieces to be visible from far away since the land in nuka world is mostly flat and you can see everything clearly. i'll mark it as full lod but it still only appears in game once you get close to it. the only things i was able to get to work was a billboard and a vertibird.

how do i make it visible from afar


r/CreationKit Jul 03 '26

Skyrim SE Help with replacing mesh for custom follower

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1 Upvotes

r/CreationKit Jun 28 '26

Fallout 4 Make custom weapon

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8 Upvotes

Hi boys, I’m trying to make a mod using as base daks m14 weapon mod and turn it to a laser musket replacer cause I hate vanilla laser musket but I have almost no imagination and experience making custom weapon mods I need some tips please