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This wiki is meant to document areas of Skyrim modding that have very little documentation (SKSE and some areas of Papyrus and Creation Kit). There are many great resources already available for taking first steps in the Creation Kit. I highly recommend watching all of the Official Video Tutorials.
Skyrim is one of the highest rated of all time, and the support that Bethesda gives to its fans is incredible. The Skyrim Creation Kit is an incredible free gift to the modding community, and with all the help available, it makes Skyrim one of the best environments for modding around.
Below are a few points that most tutorials don't mention.
Disable Creation Kit's Nags
Disable Creation Kit from warning you every time you load a .esp be setting in SkyrimEditor.ini:
bBlockMessageBoxes=1
Unofficial Patches
Pretty much everyone has the unofficial patches installed, and you might consider using them as dependencies for your mod because they fix a massive number of bugs in the game and you don't want your mod to rely on those bugs.
- Install Nexus Mod Manager
- Install patches
- Install LOOT (A replacement for BOSS)
- Run LOOT
- Select the unofficial patches' .esp files when you start Creation Kit.
Using Content from the DLCs / Modding the DLCs
To use content from the DLCs or to mod the DLCs, you'll need to change some Creation Kit settings to prevent it from crashing when it loads the DLCs' content.
- Make sure all the DLCs are installed
- Steam -> Library -> Right click on Skyrim -> Properties -> DLCs
- Set Bethesda DLCs to load in Creation Kit
- In [General] on SkyrmiEditor.ini:
sLanguage=ENGLISH
bAllowMultipleMasterLoads=1
- In [Archive]:
- Append onto
SResoruceArchiveList2
:Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa
- Append onto
SKSE and Creation Kit Installation
When the Creation Kit is installed, it installs all of the .psc and .pex Papyrus scripts into SkyrimDataScripts. It will overwrite any existing files, so if you already had SKSE installed then you will need to reinstall it.
Scripting Functionality
The first place to look for finding if something is possible is to search through the Papyrus Reference. This has nearly all of the vanilla Papyrus functions listed. Next, see if the functionality exists in Creation Kit quests. There are many things that can be done in quests that can't be done in Papyrus. For example, it's possible to add an AI package to an NPC through a quest, but this can't be done through Papyrus. Finally, try SKSE. Some of SKSE's built-in functions are also listed in the Papyrus Reference, but many are not. Even if what you're trying to do isn't built into SKSE, you should consider writing an SKSE plugin yourself to extend what SKSE already does.
- Papyrus
- Quest
- SKSE built-in
- Make SKSE plugin
According to the Bethesda Game Studios official Twitter account, the company will be releasing their Creation Kit for The Elder Scrolls V: Skyrim Special Edition next week.
Attention Modders: We will be releasing the #SkyrimSpecialEdition Creation Kit next week. Stay tuned. pic.twitter.com/sjKGt2HCnc
— BethesdaGameStudios (@BethesdaStudios) October 27, 2016For the uninitiated, Bethesda's Creation Kits are a series of tools that modders can use to create their own custom mods for the game. One of the big selling points for the Skyrim: Special Edition is that Bethesda will be incorporating official mod support into all versions of the game. Previously, mods had been only been officially supported in the PC versions of their games, but after the release of Bethesda's previous title, Fallout 4, mod support came to consoles as well
![Skyrim Skyrim](http://imag.malavida.com/mvimgbig/download-fs/skyrim-creation-kit-11546-2.jpg)
Mods have always been a major part of Bethesda's games on PC, so seeing that official mod support come to the console market makes for a good step forward. It will be interesting to see if any other publishers will follow in Bethesda's footsteps and offer mod support for their console titles.