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Creation Kit
The Creation Kit is the official tooling by Bethesda Game Studios for working with Data Files. This editor was the same tool used by Bethesda Game Studios to create Skyrim, Fallout 4, and their respective downloadable content.
Due to the Creation Engine's modular nature, mod authors may take advantage to create their own content. Such content as new Quests, Actors, Weapons, Armors, and everything else a Data File contains.
The Creation Kit is free to anyone with a Bethesda.net account and a PC copy of Skyrim or Fallout 4.
- [About](Creation Kit#about)
- Installation
- Settings
- Directories
These documents will not cover the Creation Kit in depth. Visit CreationKit.com for specific usage documentation.
© 2016 Bethesda Softworks LLC, a ZeniMax Media company. ZeniMax, Bethesda, Bethesda Softworks, Bethesda Game Studios, The Creation Kit, The Creation Engine, The Elder Scrolls, Skyrim, Fallout, Pip-Boy, Vault-Tec, Vault Boy, and related logos are trademarks or registered trademarks of Bethesda Softworks LLC in the U.S. and/or other countries.
ZeniMax and related logos are registered trademarks or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. All Rights Reserved.
- Uses Havok™. © Copyright 1999-2011. Havok.com Inc. (or its licensors). All Rights Reserved. See www.havok.com for details.
- Uses Scaleform GFx ©2009 Scaleform Corporation. All rights reserved.
- Uses Bink Video. Copyright © 1997-2011 by RAD Game Tools, Inc.
- Uses FaceGen from Singular Inversions Inc.
- Uses FaceFX Software used for facial animation. © 2002-2006, OC3 Entertainment, Inc. and its licensors. 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.
- Uses Havok(TM). © Copyright 1999-2011. Havok.com Inc. (or its licensors). All Rights Reserved. See www.havok.com for details.
- Uses Scaleform GFx ©2009 Scaleform Corporation. All rights reserved.
- Uses Bink Video. Copyright ©1997-2016 by RAD Game Tools, Inc.
- Uses FaceGen from Singular Inversions Inc.
- Uses FaceFX Software used for facial animation. ©2002-2006, OC3 Entertainment, Inc. and its licensors. 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.
- 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.
- Uses FaceFX software used for facial animation. ©2002-2016, OC3 Entertainment, Inc. and its licensors. All rights reserved.
- Uses Umbra 3 Visibility Solution. ©2016 by Umbra Software Ltd. www.umbrasoftware.com.
- Uses 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.
The Creation Kit is acquired through the Bethesda.net Launcher. The Bethesda.net Launcher may be downloaded from the official Bethesda.net website.
- To begin the download, locate the launcher download option at the bottom of the website or use the direct link above.
- Once downloaded, locate the file called "BethesdaNetLauncher_Setup" to begin the installation, follow the instructions to install the application.
- Create a Bethesda.net account and log into the launcher.
- Once logged in to the Bethesda Launcher, click on the arrows circled in red. This will expand a list to containing the Creation Kit for Fallout 4. See image below.
- Install the Creation Kit from the launcher.
- Step 1: Click on the game list expander.
- Step 2: Choose the Creation Kit for the intended game.
- Step 3: Select the Install button.
For the most part, the Creation Kit is ready to use after installation. Though depending on the type of mod project, some settings and configurations may need to be changed. For the smoothest experience, consider some configurations such as Enable Loose Files and Enable Debug Logging. Sharing Mods on Xbox and Playstation will require Bethesda Login Window with the Creation Kit.
Uploading mods to Bethesda.net requires a Steam-linked Bethesda.net account. See the developer post for more details.
All application settings for the Creation Kit.
On some computers the "My Documents" path may be ...\Documents\My Games\Skyrim\...
.
...\My Documents\My Games\Skyrim\Skyrim.ini
...\My Documents\My Games\Skyrim\SkyrimPrefs.ini
Used by the Creation Kit
...\steam\steamapps\common\Skyrim\SkyrimEditor.ini
...\steam\steamapps\common\Skyrim\SkyrimEditorPrefs.ini
Changes to automatically created (.ini) files are reverted by Steam when validating the local game cache. User defined (.ini) files can be used to prevent this. Settings defined in a user defined (.ini) file override settings in a regular (.ini) file.
-
...\steam\steamapps\common\Skyrim\SkyrimCustom.ini
overridesSkyrim.ini
Used by the Creation Kit
-
...\steam\steamapps\common\Skyrim\SkyrimEditorCustom.ini
overridesSkyrimEditor.ini
Mods can define (.ini) files to override settings from Skyrim.ini
.
Mod defined (.ini) files should have the same name as the plugin file and are only applied if the plugin is loaded by the game.
Mod defined (.ini) files are automatically uploaded to Steam Workshop.
...\steam\steamapps\common\Skyrim\Data\screenshots.esp
...\steam\steamapps\common\Skyrim\Data\screenshots.ini
[Display]
bAllowScreenshot=1
The Papyrus Manager Window is used for working with Script Files which includes a search filter, compilation, and other useful scripting activities.
The window can be found under the Creation Kit title bar menu, Gameplay -> Papyrus Script Manager
.
-
Search Filter: Searches all script names for the given text. Supports namespaces and wildcard expressions such as
default*onload
andmynamespace:*
. -
Scripts: A collection of script entries that match the given search filter.
- Script Name: The name of this Script File.
- Compiled: Indicates if the Creation Kit can locate the executable for this Script File.
- Has Source: Indicates if the Creation Kit can locate the source for this Script File.
- New...: Creates a new Script File.
- Open in External Editor: Opens the Script File source in the specified Text Editor.
- Copy to Source:
- Compile:
- Rename: Renames this Script File.
- Refresh All:
- Use Info:
- Check Out:
- Check In:
- Undo Check Out:
- Add Perforce:
- Mark for Delete:
- Create New Manager Window: Opens a separate Papyrus Manager Window.
The Papyrus Compile Window is used for batch compilation of Script Files.
The window can be found under the Creation Kit title bar menu, Gameplay -> Compile Papyrus Script...
.
- Script File: The name of the Script File.
- Checkbox: The Script File is selected when checked.
- Check All Checked-Out:
- Check All:
- Uncheck All:
- Compile:
- Cancel:
Extension
Features
- Language Definition
- IntelliSense
- Code Navigation
- Refactoring
- Compilation
-
Debugging
- Debug View
- [Debug Console](Debug Console)
- [Assembly View](Assembly View)
Creation Engine
Language
Help