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Not sure what you're asking. When you start a new mod (which is a plugin), you select one of the existing master files to load. That's usually Update.esm. You don't need to select Skyrim.esm, because it will automatically be loaded along with Update.esm.
There is no need to copy anything, because when you make changes and save, Creation Kit will prompt you for a file name for the new mod. You will not be overwriting existing master files. So it's safe. The next time, you just load the plugin you created as normal.
Once you have created your own plugin, You will want to reload and select your plugin and set it as the active file, Like this:
https://imgur.com/a/DGtOA
In your photo you also had the .esm master files selected. In this plugin that I'll create (via the tutorial), when I subsequently open it up (say a day or two after I created it), I'll be able to select only it and not the .esm files?
Sorry for these nickel dime questions, I'm just trying to prep myself before actually doing the tutorial.
Ideally I'd like to have 2 distinct Skyrim SE games on my computer. Is that possible with this game system?
Creation Kit also won't load masters from a location other than the data folder, so the most you could do is keep backup masters in a different location and swap them out.
I have all the DLC because I am using parts from each, like the room in the background is dawnguard buildset for example. You do not need to have those as masters if you are only using vanilla assets.
All of the changes you make in the creation kit will be saved to your mods .esp. So no worries about overwriting as Dylan said above. If something goes wrong simply disable your mods.esp and back to normal.
Some tips for you:
Don't edit base records, This will force changes across all records in the game, If you are ever unsure about something, Best to open the record you want to modify, And rename it. It will ask you to make a new record, Say yes. This way if you mess anything up you can simply delete your duplicate and all is good.
Also records you delete will not actually delete until the next time you load.
Sometimes you will edit base objects with the intent to inherit the changes across the entire game. But you need to be exactly sure what you are doing and have a good reason to do so. This will create conflicts, Use wisely.
Is there a scenario where keeping backup masters a good thing to have?
Can you reset your original dependencies? The tutorial will have be select only the Skyrim.esm and the Update.esm.
Are there tips in the Creation Kit wiki like this?
As for tips, Don't really know, There are the nexus and bethesds forums other than the CK wiki. That was just some general things ive seen happen over my 12 years since I first used a bethesda kit, "Construction Set", They used to call it.
Feel free to ask if you ever need help or advice on things. I have done plenty in the CK over the years and would be glad to share any info, I know first hand how frustrating it can be sometimes.
Edit: Also you can lookup DarkFox127 on youtube, He has a ton of video tutorials and lots of good tips and tricks.
What I was getting at with the dependencies may not have made much sense. I'm not familiar with the programming structure of the CK or the terminology. Is the Creation Kit analogous to a programming IDE like Microsoft's Visual Studio? In Visual Studio, I can create a project (a euphemism for a computer program or app, instantiate classes, fill them with functions and variables, compile it into an executable program. I can then exit out of Visual Studio. And the next time I run Visual Studio, and I can create an entirely different program, not related at all to the earlier program I wrote. I'm not sure if I can do that with the CK. For example, when I do the CK tutorial and create a plugin, it's only telling me to select skyrim.esm, and update.esm. Suppose I do that. Then at another time can I reopen the CK and create an entirely new plugin, going through the dependency selection all over again? Or will I be stuck with the original dependencies I selected during the tutorial?
Once you save they will be set for the plugins you create, But you will be able to switch back and forth working on whatever, Dependencies will be tied to whatever you are trying to load.
Thanks. That clears that up for me.