The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Echobaby Feb 25, 2018 @ 8:40am
Question about the Creation Kit
In the Getting Started section of the WIKI, there's a tutorial that creates a plugin. In the tutorial it has you select the Skyrim.esm and Update.esm files. Would it matter if I copy/pasted those two files over to a different folder and used them instead in the tutorial?
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Showing 1-12 of 12 comments
Brandybuck Feb 25, 2018 @ 9:35am 
???

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.
bLaCkShAd0w Feb 25, 2018 @ 10:30am 
Originally posted by Brandybuck:
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
Last edited by bLaCkShAd0w; Feb 25, 2018 @ 10:31am
Echobaby Feb 25, 2018 @ 11:03am 
Originally posted by Brandybuck:
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.
Echobaby Feb 25, 2018 @ 11:16am 
Just so that you know where I'm coming from. My question about working with copies of the master files might be causing you to scratch your head. Let me explain. At this point in time I don't want to be even capable of changing the content in the master files of the game that I actually play. That's why I asked about working with copies. When I program a new feature into one of my programs, I test it out on a copy of the program, not the actual real deal one. This is pretty easy to do with my own programs, because heck, they're my programs and I have complete control.

Ideally I'd like to have 2 distinct Skyrim SE games on my computer. Is that possible with this game system?

MysticMalevolence Feb 25, 2018 @ 11:32am 
Creation Kit will not allow you to modify an .esm. There's no chance of you irrepairably changing the master's content without SSEedit trickery.

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.
bLaCkShAd0w Feb 25, 2018 @ 12:03pm 
Once you set your original dependencies you only ever have to select your plugin and set it to active, Once you set masters it will remember and load them with your mod every time you open it. So you only have to set yours as active and load it.

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.
Echobaby Feb 25, 2018 @ 1:47pm 
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.

Is there a scenario where keeping backup masters a good thing to have?

Once you set your original dependencies you only ever have to select your plugin and set it to active, Once you set masters it will remember and load them with your mod every time you open it. So you only have to set yours as active and load it.

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.

Can you reset your original dependencies? The tutorial will have be select only the Skyrim.esm and the Update.esm.

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.

Are there tips in the Creation Kit wiki like this?
bLaCkShAd0w Feb 25, 2018 @ 2:31pm 
You can reset dependencies from "xedit" But not with the CK, And it will only work if your mod actually didnt use or modify anything from the masters you are trying to remove.

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.
Last edited by bLaCkShAd0w; Feb 25, 2018 @ 2:55pm
Echobaby Feb 25, 2018 @ 6:31pm 
You can reset dependencies from "xedit" But not with the CK, And it will only work if your mod actually didnt use or modify anything from the masters you are trying to remove.

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?
bLaCkShAd0w Feb 25, 2018 @ 6:40pm 
No you can choose dependencies again the next time you open it for another new file.

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.
Last edited by bLaCkShAd0w; Feb 25, 2018 @ 6:42pm
Echobaby Feb 25, 2018 @ 8:08pm 
No you can choose dependencies again the next time you open it for another new file.

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.
bLaCkShAd0w Feb 25, 2018 @ 8:10pm 
No problem :)
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Date Posted: Feb 25, 2018 @ 8:40am
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