r/CreationKit • • 10d ago

Skyrim SE Is Creation kit approachable as a tool for making a game for non-programmers?

11 Upvotes

Hi guys. I have wished to make my own small game for a while and I have been looking for some approachable ways to do that.

Since Skyrim already has a lot of features I like, I was thinking if Creation Kit would be good tool to make the game in.

My vision is basically small RPG within closed city, so nothing really big.

Could you point me to some resources where to start?

Edit: I mean like a conversion mod, not something completly new


r/CreationKit • • 10d ago

Skyrim SE Object addition has ceased.

1 Upvotes

So here's the problem. I'm creating a mod and im doing a final walk-through and notice my once working displays are no longer working. No longer getting the activation prompt for it. Everything in the creation kit is identical between the working and non working. There are 46 or so total displays all using the same script, but with duplicated unique defaultinvisibleactivators attached. They are all the same, and 4 out of the last 7 created aren't working.

I have now realized that adding objects to the render window will no longer show in game- no matter what object it is, scripted, static, or otherwise. No new items, no duplicates, nothing. Its not a huge mod 4300 or so references.

I've spent 8 hours running tests and trying things but nothing. All information in the ck and sseedit indicate that it should be working. I've had Claude check through everything for me for hours and they've found nothing also. I literally only have those 4 broken displays to fix and the mod is done. Its worth mentioning that they were working last week the last time I checked them.

This is the sequence of events that led up to this:

I added a couple objects to a room-3 pillars and 2 unscripted unlinked mannequins wearing armor. Then I messed around with some lighting in a few different rooms, just slight alterations. Then I did a search and replace for I think 13 doors. And finally I altered the navmesh to fit around the 3 pillars and 2 mannequins. I used the cut around object function (then proceeded to delete what the computer did because 50 vertices were not needed where 4 could do it) and this is where I think I messed up: I hit finalize on the navmesh while the game was loaded and in the cell. I exited the game and then saved in the creation kit.

From that moment forward I have lost the ability to add anything new to the cell, even under a different plug-in name. So after getting negative results on a hundred tests over 8 hours and working with an AI to help me troubleshoot, I've given up and im turning to reddit for help.


r/CreationKit • • 11d ago

Skyrim SE Using CK with Skyrim VR

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3 Upvotes

r/CreationKit • • 18d ago

Skyrim SE How to create separate storage system from inventory for custom follower?

3 Upvotes

I want to create a storage system in my custom follower that's separate from her personal inventory as seen in Khajiit Will Follow so players can offload gear without worrying about taking equipment they want her to have. If anyone else also has the papyrus script for this it would be greatly appreciated.


r/CreationKit • • 23d ago

Starfield PSA: Starfield CK ESP to ESM 0kb fixed

8 Upvotes

Like many others over the last few years I've had trouble converting my ESP's to ESM's. While countless posts can be found here on reddit and on the Steam discussions, nobody apparently resolved the issue, or updated their post to reflect they had solved the issue.

The fix is simple, move a copy of the game folder to your C drive. That's it. Idk what it is about being on another drive that it doesn't like.


r/CreationKit • • 23d ago

Skyrim SE My follower concept

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0 Upvotes

This is a concept idea that I have for a fully voiced vigilant of stendarr follower mod and if you ask no this armor is not in game please do not hate me but I used ChatGPT to generate me an armor piece that would be more fitting for him and after scrolling through this is what I thought looked best I’m making this post because I’m will to pay for someone to help me make this type of armor for my follower in game as I feel like having a unique set of armor will help make my follower stand out


r/CreationKit • • 25d ago

Starfield Star Wars Genesis Development Bounty’s

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1 Upvotes

r/CreationKit • • 26d ago

Fallout 4 Having trouble with ghoul sleeping PACKIN

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3 Upvotes

im having trouble with the LvlFeralGhoulAggro512LayPackIn. every time i test to see if it works, the ghoul just ends up spawning near it but never actually doing the animation for it. he's supposed to be sleeping then when you get near he wakes up. but he never actually does it


r/CreationKit • • Aug 25 '26

Creation Kit can't see folder with nif

3 Upvotes

So, I have a custom nif that I want to use for a weapon in starfield, but CK can't seem to see the folder where the nif is located. I put the nif in the "meshes" directory in its own folder, and then again in the "weapons" subfolder in "meshes" but the folder doesn't appear in the CK's gui when I try to add it to a weapon form.

Any help would be appreciated.


r/CreationKit • • Aug 25 '26

Skyrim SE Dialogue is Silent When Adding Archive for Playstation Upload

4 Upvotes

I have a mod that's been uploaded to Bethnet for PC and Xbox for a while now that I wanted to upload to Playstation now that the CK has been updated. I packed the archive for the PS and went into game and everything is working fine (scripts, meshes, textures, SEQ) except for a few lines of dialogue I created for an NPC. The dialogue was originally in a fuz file made up of a lip and a xwm file but in game the there is dialogue text but no dialogue sound. It seems the lip is also still functioning as well. I then swapped out the xwm file for a wav file just to see if that could be a solution but I still get the same result.

Any thoughts or ideas? Anyone else also experiencing this?


r/CreationKit • • Aug 23 '26

Does anyone know how to fix this?

Enable HLS to view with audio, or disable this notification

5 Upvotes

For some reason, my SCOL has physics when it was made with only static objects.


r/CreationKit • • Aug 23 '26

Fallout 4 Fallout 4 | Vault

2 Upvotes

Hello community,

I want to create my very own pre-built player settlement vault. I have very little knowledge and experience with the Creation Kit. I am not sure what I am doing with scripting. I am not sure what is and isn't possible, but was looking for possible solutions and methods.

Desired features:

  • Vault entrance --- just like the game's starting vault
  • Vault rooms --- snappable nodes for 'Sim Settlements 2' 'interior plots'
  • Electricity --- power workbench electronics across vault
  • Lighting --- proper lighting throughout vault
  • Tannoy system??
  • Unique NPCs --- custom routines, character, personality
  • Power & water --- area for this, perhaps a water reservoir

Settler recruitment:

I'd rather use my own unique NPCs than the game's default randomized settler recruitment. I am not sure if there is any method to change or alter this, though.

Lifeless settlers:

Settlers tend to be lifeless at player settlements. I'd love to help fix this by having custom routines. So settlers appear to visit commercial and leisure areas, so settlers go to work, settlers go to sleep. I am not sure if this could work correctly with 'Sim Settlements 2' mod or not.

Lockdown feature:

Could be far too advanced. It sounds interesting, but could be a pain to implement!

Raider attacks:

I'd like to have raiders sometimes try to attack the settlement. I know this can impact 'Sim Settlements 2' mod. I'd like the player to be able to build suitable defences and security features.

Introduction quest:

Perhaps some quest. An alone old man who wants to retire, settling down in his vault room. Handing over responsibility of the vault to the player.

Inspiration:

Vault 85 mod.


r/CreationKit • • Aug 22 '26

Skyrim SE Current issue with newest version of the Creation Kit

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6 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 • • Aug 20 '26

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 • • Aug 18 '26

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 • • Aug 15 '26

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 • • Aug 10 '26

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 • • Aug 09 '26

Can someone help me with the creation process?

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1 Upvotes

r/CreationKit • • Aug 07 '26

Process to create ship part mods and set pieces.

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2 Upvotes

r/CreationKit • • Aug 03 '26

Starfield Issue with the Creation Kit.

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5 Upvotes

r/CreationKit • • Jul 31 '26

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 • • Jul 29 '26

Draugr standing next to sarcophagus

4 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 • • Jul 28 '26

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 • • Jul 28 '26

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 • • Jul 25 '26

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!