The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Lampros Aug 13, 2015 @ 8:56am
Creation Kit and unique item editing
I am not really happy with all the unique item mods I see, and I feel I can do it better myself for my games. So I am wondering if there is a good tutorial for using the Creation Kit to solely change unique item stats and nothing else.

Also, are there anything I should be aware of when changing these stats? I am going to get rid of all mods that change unique item stats or appearance, so there should be no conflict there. But are there other consequences I am not thinking of when I do this? And easy it easy to do this?
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Showing 1-15 of 18 comments
Nazenn Aug 13, 2015 @ 9:00am 
If you just want to change stats, dont use the CK. Its buggy, unstable and leads to way too many errors. Tes5edit is more then capable of stat editing and its much easier to use.
Fadingsignalmods has some youtube tutorials about basic tes5edit knowledge and skills and I'm always around to ask for help about tes5edit specific things as well
Lampros Aug 13, 2015 @ 9:00am 
Originally posted by Nazenn:
If you just want to change stats, dont use the CK. Its buggy, unstable and leads to way too many errors. Tes5edit is more then capable of stat editing and its much easier to use.
Fadingsignalmods has some youtube tutorials about basic tes5edit knowledge and skills and I'm always around to ask for help about tes5edit specific things as well

Ah, ok. Thanks a bunch.
Dexter Aug 13, 2015 @ 9:06am 
I am not sure if there are any tutorials, but since there are tutorials for just about everything I am sure there is.

It is not difficult at all to use the CK only for editing current items. I have done it myself and have changed several items.

TESEdit5 is easier for modifying base stats, but changing enchantments is a little more complex imo.
Last edited by Dexter; Aug 13, 2015 @ 9:07am
Lampros Aug 13, 2015 @ 9:24am 
Originally posted by Dexter:
I am not sure if there are any tutorials, but since there are tutorials for just about everything I am sure there is.

It is not difficult at all to use the CK only for editing current items. I have done it myself and have changed several items.

TESEdit5 is easier for modifying base stats, but changing enchantments is a little more complex imo.

I am having trouble even locating items! ;) Uniques seem to have several versions?
Lampros Aug 13, 2015 @ 9:25am 
Also Tes5edit lets me modify other people's mods, it looks like?
Dexter Aug 13, 2015 @ 9:28am 
Originally posted by Lampros:
I am having trouble even locating items! ;) Uniques seem to have several versions?

Some unique items have leveled stats depending on your characters level. So each version will have to be modified independantly.
Lampros Aug 13, 2015 @ 9:29am 
Originally posted by Dexter:
Originally posted by Lampros:
I am having trouble even locating items! ;) Uniques seem to have several versions?

Some unique items have leveled stats depending on your characters level. So each version will have to be modified independantly.

Jezuz fug.

And it looks like modifying enchantments will be a bish on either Tes5edit or Creation Kit.
Dexter Aug 13, 2015 @ 10:02am 
Originally posted by Lampros:
Originally posted by Dexter:

Some unique items have leveled stats depending on your characters level. So each version will have to be modified independantly.

Jezuz fug.

And it looks like modifying enchantments will be a bish on either Tes5edit or Creation Kit.

Modifying enchantments can be difficult only because of the weird enchantment names. The easiest way is to open the weapon tab, find the weapon or armor you want to change and open it. Check out the name of the enchantment, then open the enchantment tab in the magic section and find that name.

Some enchantment names are unusual and they can be hard to find, that is why sometimes you have to look at the weapon to find the enchantment.
Last edited by Dexter; Aug 13, 2015 @ 10:03am
Lampros Aug 13, 2015 @ 10:07am 
Originally posted by Dexter:
Originally posted by Lampros:

Jezuz fug.

And it looks like modifying enchantments will be a bish on either Tes5edit or Creation Kit.

Modifying enchantments can be difficult only because of the weird enchantment names. The easiest way is to open the weapon tab, find the weapon you want to change and open it. Check out the name of the enchantment, then open the enchantment tab in the magic section and find that name.

Some enchantment names are unusual and they can be hard to find, that is why sometimes you have to look at the weapon to find the enchantment.

I can't edit using either Creation Kit or TESSedit.

Creation Kit is easier as far as editing enchantment goes, but when I try to save, I don't know where to save it, what file name to use, and - most bizarrely - it says I am saving as TES plugin type (with no other file option)? As for TESSedit, it seems more stable, but I have no idea how to change the values at all.
Nazenn Aug 13, 2015 @ 10:10am 
In tes5edit to make a new plugin, right click on a record and hit Copy and Overwrite, then select new plugin, and then you can name your plugin and you should be able to edit it fine.
To edit a value, left click on it and then just start typing, a confirmation box will appear. If you just start typing it will bring up options and lists etc so thats the best way.
Lampros Aug 13, 2015 @ 10:15am 
Originally posted by Nazenn:
In tes5edit to make a new plugin, right click on a record and hit Copy and Overwrite, then select new plugin, and then you can name your plugin and you should be able to edit it fine.
To edit a value, left click on it and then just start typing, a confirmation box will appear. If you just start typing it will bring up options and lists etc so thats the best way.

Would this work:

I edit the stuff on Creation Kit, since it is easier to locate and edit enchants. I then name the file as something like "Gear Mod" and then save as TES plugin files (which is the only option I get now any ways on Creation Kit saves) and then put it in the folder with all the other TES plugin files for mods?
Nazenn Aug 13, 2015 @ 10:17am 
I dont use the Creation Kit all that much so I couldnt say. I would think Tes5edit is easier to get to the enchant though. If you want to edit a specific enchantment and you already know what weapon it is on, just Ctrl click where the enchantment is listed on the weapons record and it will take you to the enchantments record.
Lampros Aug 13, 2015 @ 10:19am 
Originally posted by Nazenn:
I dont use the Creation Kit all that much so I couldnt say. I would think Tes5edit is easier to get to the enchant though. If you want to edit a specific enchantment and you already know what weapon it is on, just Ctrl click where the enchantment is listed on the weapons record and it will take you to the enchantments record.

I will try to see that works then.

One more question: Can I edit other people's mods this way? In particular, I really like Animal Tweaks, but the creator has messed up on mudcrabs by giving it certain melee immunities that breaks the game. (I am apparently not the only one who has stressed this to him.) So I want to delete those immunities, and will that have any consequences - other than having to update when the creator updates Animal Tweaks, and I download the update?
Dexter Aug 13, 2015 @ 10:31am 
Originally posted by Lampros:
Creation Kit is easier as far as editing enchantment goes, but when I try to save, I don't know where to save it, what file name to use, and - most bizarrely - it says I am saving as TES plugin type (with no other file option)?

Make sure you backup the plugin before editing and don't edit master files.

As for saving, all you have to do is click file and save. It just overwrites the same plugin file, but it sounds like you are not setting the plugin as an active file. If you don't then it prompts you to create a new file name.

To edit a current esp, click File, Data and select the plugin. Then set it as an active file by clicking the box that says Set as Active FIle in the bottom left corner. The plugin you selected will say Plugin file until you set it as active and will change to Active File once you set it. Then you can make your edits and save the file to the plugin you are editing.
Lampros Aug 13, 2015 @ 10:41am 
Awesome; I got it to work, so now I don't need to depend on other people's tastes regarding the proper artifact power levels - thanks, guys!

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Date Posted: Aug 13, 2015 @ 8:56am
Posts: 18