Skyrim Creation Kit (Public) CKPublic
Skyrim Creation Kit (Public) CKPublic
February 7, 2012
ABOUT Skyrim Creation Kit (Public)

A gathering place for veteran and beginning modders

Perhaps you are an experienced TES modder, or brand new to modding. All are welcome.

If you would like some feedback or help with a mod project, feel free to post a comment, start a new discussion thread, or drop by the chatroom.

Some helpful links:

Mod Author Spotlight: ThirteenOranges

Mod Author Spotlight: Chesko

Tip: Adding SkyUI Menu Features to Your Mod

Start a New Discussion - Get Some Help or Share Your Project

Bethesda Creation Kit Tutorials[]

Papyrus Scripting Reference[]

Bethesda Official Creation Kit Forum[]

Creation Kit Video Library

Modeling & Textures Video Library

Team Mod Projects / Help Wanted

Mod Testing Chamber

Cipscis' Skyrim Tutorials[]

How To Ask For Scripting Help[]

TES Alliance Skyrim School[]

TES Alliance Voice Actors Project[]

Skyrim Mods Dev Track Blog - Modding Tutorials[]

Papyrus Debugging[]

TESNexus Skyrim Tutorials[]

Dark Creations Modding Tutorials[]

Blender/Nifskope Tutorial by Jen and 2pac4eva7[]

GECK Video Tutorials[]

Blender3D: Noob to Pro[]
Fallout 4 Launcher Includes Data Files / Load Order Utility

2. Open the Fallout 4 Launcher, and click in the area just below the left eye of the power armor helmet depicted here:

3. This opens the Data Files utility, which looks like this:

Thanks to krongfah[] for sharing this info!

Fallout 4 Script Extender (F4SE) Announced, BA2 Extractor Now Available
The Fallout 4 Script Extender, or F4SE for short, will be a modder's resource that expands the scripting capabilities of Falout 4. It will do so without modifying the executable files on disk, so there will be no permanent side effects.
The xSE team has returned to try our hand at the next great Bethesda game. We have produced the Skyrim Script Extender (SKSE)[], New Vegas Script Extender (NVSE)[], Fallout Script Extender (FOSE)[], and originally the Oblivion Script Extender (OBSE)[]. We can't wait to help produce tools for the best mods for Fallout 4.
Now that Fallout 4 is released in the US we have started our work. We'll keep everyone informed as to our progress.
As a first taste we do have a BA2 Extractor to unpack the new BA2 package format of Fallout 4. Download it at: fallout4_tools_0001.7z[]
It is a command line tool that will extract the contents of a given ba2 to a specified folder.

Skyrim Creation Kit (Public) reviews
"Great games for mod authors."
Here are a few recent reviews by Skyrim Creation Kit (Public)
MatejH7 Apr 2 @ 9:09am 
Hello everyone, can you follow me on Instagram please? I am Bethesda memer:
And you can join my Discord too if you want too:
Have a nice day everyone reading this!
Fatty Zombie Sep 15, 2018 @ 8:55pm 
somebody top kek for me, the game didnt alter the object effect until i equipped a lightning bolt staff and re-equipped jyriks staff, boom the changes are present, somebody needs to slap and clap me
Fatty Zombie Sep 15, 2018 @ 8:50pm 
so it turns out both object effect and magic effect specify 0.0000 cast time, let me guess..


oh i fixed it, turns out the only reason i wasnt seeing the changes is because apparently such things get saved into your save file? maybe im wrong... but either way its fixed.

now to remove the fuck ugly storm call lightning bolt and replace it with the sensical lightning bolt hand cast spell.
Fatty Zombie Sep 15, 2018 @ 8:27pm 
Fixed jyriks staff being instant cast (as cool as it was having a rapid fire staff, im sick of it breaking even when i space my casts every 500millisecs, Editor-ID ShockDamageBoltStormAimed, Name, Lightning Bolt Call Storm, cast time was set to 0, reset like the rest of the staves to 0.5, problem solved..... i wish, the staff still mis-casts (strikes the same spot regardless of aimpoint and orientation) but only in the left hand, when righthanded no problem, trying out applying LeftHand [EQUP:00013F43], EitherHand [EQUP:00013F44] within the ETYP - Equipment Type section, heres to either hand solving the problem for... either hand.
Prince of Darkness Jun 21, 2018 @ 3:54pm 
Howard told interviewer Geoff Keighley that “we love mods and so we are 100% committed to mods,” though mod support will not be offered at launch. Although the game is always-online, Howard explained that the game would still be able to offer mods by allowing players to have their “own private world” which they will then be able to mod. my friend Vivek13 just sent me this. Mentioned she was at E3 and stuff
Prince of Darkness Jun 21, 2018 @ 3:53pm 
Well apairently Screed is trying to start shit. Sorry for ranting everyone. 76 is allready confermed to support mods. And we know nothing about TES 6 yet.
Enter chat room
February 7, 2012