Fallout 4: Creation Kit

Fallout 4: Creation Kit

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Creation Kit: Fallout 4
By K G X
Everything you need to know about CK.
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ATTENTION
I DO NOT OWN THE RIGHTS FOR THE IMAGES OR INFORMATION. I SIMPLY TRANSFERRED THE INFO TO THIS STEAM GUIDE. I JUST ADDED A FEW TIPS ON MOD UPLOADS

Original Website
https://www.creationkit.com/fallout4/index.php?title=Creation_Kit

Notes
  • EXPECT CHANGES, THIS GUIDE IS A WORK IN PROGRESS.
  • FEEL FREE TO COMMENT AND HELP WITH THIS GUIDE'S ACCURACY OR ANY QUESTIONS REGARDING CREATION KIT.

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Landing Page

New CK Updates
4/25/24
  • Removed non-functional “Hot Load” button. Removed non-functional “Material Editor” button.
  • Editor IDs longer than 99 characters will no longer crash the editor.
  • Resolved crash that could occur while viewing a quest’s Objectives tab.
  • Resolved hang that could occur while adding a reference to a layer.

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Welcome Survivor!
New? Start here! The tutorials area will give you a solid footing if you're getting started with the Creation Kit, whether you're an experienced modder or just starting out.
https://www.creationkit.com/index.php?title=Category:Tutorials

Game Systems
Curious about working with specific game systems, or just want a look under the hood? Explore these articles to get an understanding of topics such as quests, AI behaviors, and more.
https://www.creationkit.com/index.php?title=Category:Game_Systems

Editor Reference
What's this button do? The Creation Kit reference section is your handbook for understanding the various functions and tools for working main editing interface.
https://www.creationkit.com/index.php?title=Category:Editor_Reference

Scripting Reference
The Creation Kit ships with our all-new scripting language, Papyrus. Papyrus is a powerful and complex tool. Get started with our tutorials, then use this area to look up the various functions and events you'll need to author the most robust experiences you can imagine.
https://www.creationkit.com/index.php?title=Category:Papyrus

Key Mapping
Unlike previous tool kits, the Creation Kit does not allow user-defined hotkey mapping. The option to do so in the window no longer exists.
  • The Creation Kit Keyboard Mapping is used when working in the Render Window.

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Setting up CK
Loading Your Creation Kit
When you first start up CK, You need to load the Game Data. to do this (shown below), Click the Data tab under File.

NOTE - If CK does not start up, try running as administrator.


Then you need to Check Fallout4.esm This is the Main files for the game. CK will not work unless you check this on. (shown below)
(If you are creating a Plugin that involves DLC, Then you need to do the same)


The other stuff you see are my current mods. Sorry I didn't remove to make it easier to see. Im lazy.

When you are editing a Plugin, Don't forget to set your Plugin as (Active File) If you don't do this then your Plugin wont load up with the rest of the Data.

Warnings Window
This is your Warnings/Debug window. When you Load, Re-load or save your Plugin, This window will pop up first. It's important that you skim through this window if you are editing your current Plugin. What this window tells you is that something is Clipping in the ground or objects, Missing parameters etc.



It's very common for CK to show a lot of random warnings when you first load up the Data even if you haven't started editing yet. I wouldn't worry about it to much. So you can just go ahead and clear your Warnings.

Preferences
This Window is very essential. It's technically your Setting for your Render Window, Scripts, Camera Movement etc. This Window is located on the Top-left of your screen under your Navigation tabs.
Looks like this.. < next to this <


When you hover over a Selection, It will tell you the name of the Parameter. Unfortunately I don't know what all of these do and how to use them. Google it. :/


You can also open Prefrences by Right-clicking on your Render Window. (Shown below)



Another tip..
If your Testing your mods, Always save your progress constantly. CK is still buggy and you don't want to lose hours of work. Trust me, it sucks.. To do this, Press CTRL+S to quick save your Plugin. I recommend that you "Save and Push to plugin PC" as shown below.

This will push your save to your ESP Plugin file so you don't have to keep Uploading and Overwriting your mod over & over again, causing your mod to have a bunch of Versions.
and it just saves time.




More information coming soon.
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Uploading Your Creation/Mod
To upload and share a Fallout 4 mod to Bethesda.net, follow the process below:

1. Open the Fallout 4 Creation Kit.

2. Click File and select Login to Bethesda.

3. Log in using your account information.

4. Click File again and select Upload Plugin and Archives.

5. Select Create New Mod and enter the title, description, category and platform.

6. The upload will now begin!

Once the upload completes, you can click on the pop-up to see your mod’s preview page.
Watch this Tutorial for more detailed information.
https://www.youtube.com/watch?v=f3eQGuNk814

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Keybinds
SHIFT+F
Anchors camera based on current selection.

D
Clears current selection (deselect).

CTRL+C
Copies current selection.

CTRL+B
Creates a multi-bound box encasing the currently selected object.

CTRL+X
Cuts current selection (CTRL+V pastes what was cut).

Y
Cycles through the different camera views.

1
Cycles the currently selected object between normal, transparent, hidden.

2
Toggles the Scale Gizmo on/off.

3
Freezes camera and shows view frustrum.

4
Toggles debug geometry mode on/off (useful for checking Room Markers and Portals.

5
Toggles shadows on/off.

6
Toggles Sky on/off.

7
Toggles wireframe on/off.

8
Toggles grass on/off.

DELETE
Deletes current selection.

ALT+Z
Drops the camera to the bottom of the currently selected object.

F
Drops current selection to nearest collision. (floor)

CTRL+D
Duplicates selection and automatically selects the duplication.

H
Opens the landscaping editor.

CTRL+E
Toggles Navmesh editing mode on/off.

W
Toggles the Rotation Gizmo on/off.

R
Hides all currently visible Gizmos.

E
Toggles the Translation Gizmo on/off.

F2
Exports the currently selected object(s) in the render window to an FBX file.

ALT+L
Links/Breaks Link between two Occlusion Planes or two Room Markers.

CTRL+L
Centers on the currently selected object and force loads its cell.

CTRL+M
Moves current selection, does not create a copy or duplication (same FormID).

SHIFT+O
Opens Object Palette window.

CTRL+V
Pastes clipboard contents.

CTRL+SHIFT+V
Pastes clipboard contents in place.

Forward Slash - /
Opens the Picking Preferences dialog.

T
Top-down view of selection.

ALT+G
Raises selection 3 units (on the z axis).

CTRL+Y
Redo last action.

F5
Reloads the current cell.

CTRL+K
Resets current selection rotation to 0,0,0.

SHIFT+K
Snaps current selection to current grid snap reference.

CTRL+S
Saves plugin (mod).

CTRL+ALT+S
Dragging will increase/decrease a light's area of effect or the intensity (brightness) of a light.

ALT+B
Dragging will increase/decrease a shadow light's depth bias.

S
Hold down "S" and move mouse to scale reference.

CTRL+F
Opens the Search and Replace window.

B
Toggle exterior cell boundaries on/off.

F10
Opens Scene Graph window.

CTRL+W Not supported.
Swap editor water.

Dash/Hyphen
Opens the Batch Dialog window.

A
Toggles lights on/off.

ALT+A
Toggles whether new exterior cells will automatically load whilst changing cell.

F4
Toggles collision geometry on/off.

CTRL+5
Toggles fog on/off.

G
Toggles gizmo orientation between world and local.

Equals/= - Not Supported
Toggle grid.

ALT+H
Toggles havok simulation on/off.

SHIFT+L
Toggles Land Culling on/off.

CTRL+I
Toggles light markers on/off.

L
Toggles light markers radii on/off.

Q
Toggles Grid Snap on/off.

M
Toggles markers on/off.

SHIFT+C
Hides all references (useful to check Room Markers and Portals).

U
Toggles Occlusion Planes on/off.

0 (zero)
Toggles Orthographic Perspective on/off.

CTRL+T
Toggles picking trees on/off (useful when working in areas with a lot of trees).

CTRL+P
Toggles Portal Mode on/off (when on, only portals can be selected).

SHIFT+Q
Brings up a crosshair and when a reference is selected, all other references will snap to that reference's orientation.

CTRL+Q
Toggles Grid Rotate Snap on/off.

CTRL+SHIFT+C
Hides/Unhides current selection.

CTRL+N
Toggles Sound Markers on/off.

ALT+T
Toggles Trees on/off.

CTRL+1 (one)
Toggles culling of the selected reference's enable state children.

SHIFT+1 (one)
Toggles culling of the selected reference's enable state opposite children.

ALT+1
Unhides all hidden references.

SHIFT+W
Toggles water on/off.

CTRL+Z
Undo last action.

Key Source
https://www.creationkit.com/index.php?title=Creation_Kit_Keyboard_Mapping

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Copyrights
  • Uses Havok (TM): ©1999-2016. Havok.com, Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details. All rights reserved
  • Uses Bink Video. Copyright 2007-2016 by RAD Game Tools, Inc.
  • Uses Autodesk® Scaleform® copyright ©2011, Autodesk, Inc. All rights reserved.
  • FaceFX software used for facial animation. ©2002-2016, OC3 Entertainment, Inc. and its licensors. All rights reserved.
  • NVIDIA GameWorks (TM) Technology provided under license from NVIDIA Corporation. Copyright ©2002-2016 NVIDIA Corporation. All Rights Reserved.
  • Uses the Sentry Spelling-Checker Engine. Copyright ©1994-2003 Wintertree Software Inc.
  • Uses ANTLR 3. Copyright ©2010 Terence Parr. All Rights Reserved.
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Need help?
Visit the Discussion Page.
https://www.creationkit.com/index.php?title=Talk:Main_Page
or drop a Comment, I'll see that your helped. :)

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That's it for now!
If you have any tips or if you can help me build this Guide, I can add you as an Contributor. We can make Steam and Bethesda Modding Community better

I'll be doing Skyrim and all the other Bethesda games that have Kits. Any questions let me know.

Safe travels survivor! Thanks for stopping by.


11 Comments
Nefilol Seflll Oct 27, 2024 @ 3:26am 
Are you able to make/use mods and just stuff them in the data folder like the previous games, or is upload mandatory?

Asking because the service seems to have problems if not outright is gone now, but i could be wrong and probably am.. plus i really don't like the thought of having to log in to something to use my own mod, among other things.
GIROLD THE GRATE Jun 2, 2024 @ 9:50am 
i cant get in to it do i need the game?
Juunås42 May 9, 2024 @ 11:25am 
The official CreationKitWiki is in the maintenance mode and I don't know if/when it will come back online. :sad_creep:

But luckily there is a mirror of the CreationKit wiki on UESP Wiki ! [falloutck.uesp.net] BTW, If you are interested in FO3 and FO:NV, there is also a another wiki [geckwiki.com] maintained by the community.

I also highly recommend that you search for video tutorials on YouTube. Also, I highly recommend that you clean your own mods with xEdit (aka FO4edit). Use the Quick Auto Clean method. This is important because Creation Kit may mistakenly add edits to vanilla content if you just select an object (read about Wild Edits and ITM Records ). Finally, if you need to delete something from vanilla game, do not actually "delete" it. Instead, disable it because it will prevent crashes and incompatibilities with other mods.

Happy modding!
K G X  [author] Mar 29, 2024 @ 10:37am 
I'm not sure.. Iv'e never had that bug before. Try configuring the render settings.
automaticnostatic Mar 29, 2024 @ 7:46am 
Do you or anybody know why when I load up the CK then activate Fallout.esm as active file, I choose a location and the render screen is blank?
Pablo May 26, 2023 @ 9:48pm 
You need Fallout 4 on Steam. The reason it is such small MBs is because it is not the full game with built in creation kit features, it is an add-on of sorts that allows you to utilize the creation kit features and create stuff in the game.
Maxxy May 12, 2023 @ 1:31pm 
do you need to have fallout 4 on steam for it to work or is it just crap
Blair Jan 29, 2023 @ 4:02am 
creation kit wont even start
shadowcasterstudios Dec 4, 2022 @ 7:55am 
Ive been using CK for years, as soon as Steam Hijacks it it no longer works.. Stop breaking our Software!!!!!!!
Mrod Nov 19, 2022 @ 9:45am 
I have the latest Creation Kit for Fallout 4 and I'm trying to modify a mod plugin. Even after installing the booleans and archive resources indicated in all the guides, I still can't load multiple masters. Did the rules change? The kit revision is 1.10.162 and my game revision is 1.10.163. Must I roll back the game to use the kit? Gee I hope not :-0