The Creation Kit allows you to do a lot of things. It won't let you create new models or textures, but if you have custom artwork that you'd like to put in the game, the Creation Kit will allow you to do that.The Creation Kit also allows you to create custom worlds filled with your own characters and quests, or to change the world that comes with the game: you can add towns, dungeons, quests, or even just a shop that sells some custom armor and weapons that you've made. The possibilities are almost limitless, but there are still a lot of things you can't change.You can't, for example, make an entirely new game using the Kit. You can tweak how the original game plays by changing the data associated with things like weapon damage and spell duration, customizing those kinds of things to your liking, but you can't add new skills or make other sweeping changes without a lot of heavy scripting. (And at this point, no one really knows how much we'll be able to do using their new scripting language, Papyrus.)You can also upload your mods to Steam or download mods created by other users through. Bethesda has created a wiki for the Creation Kit that explains how to go about creating many of the most common types of mods, including a tutorial on using their new and improved scripting language: Papyrus.
This is a great resource, so if you're planning on doing any modding, go ahead and bookmark it right now.Bethesda has also started releasing a series of YouTube videos which are a fantastic way to dive in and just start modding.You can also follow updates to the Creation Kit, new video tutorials, etc., by reading the.When all else fails, if you are having problems with the editor or creating a mod, you can get all kinds of helpful assistance on the.The is also a tremendous source of useful information. While the Creation Kit will tell you how to use the editor, the UESP will help you find all of the data you need to understand the game itself.
Honestly the one thing that makes me keep thinking this is an ARG is because of the unnecessary Korean in the twitter update stating Prepare for Unforeseen Consequences. This is an interesting turn of event, the Changelings were secretly involved in the nightmare Moon even and discord got lose. This complicate things a lot, and having the characters I loved the idea that of having the Changelings in the story as it involved a factor that I didn't consider in the story and it is my big surprise that they are in a weird way get a white hat in this story arc. Prepare for unforeseen consequences half life 1. Jan 18, 2009 Make sure to click 'Watch in HD'! The famous GMan speech from Episode 2. Video settings are all set to high! GMan Speech: Doctor Freeman. I realize this moment may not be the most convenient for. Feb 12, 2015 More content available at Kinetic Typography set to the G-Man's uncomfortable speech in Half-Life 2 Episode Two. Dialogue cour.
Remember: knowledge is power!If you're looking for more mods, the is a great place to check out. The Nexus has been providing mods, tutorials, and help forums for the Elder Scrolls community for years, so it's definitely a place you want to check out. Because you know there are going to be a few.:)I've only been able to use the editor for a few hours, but I've already noticed a lot of things that they've fixed that were buggy in their last editor, the G.E.C.K. (Garden of Eden Creation Kit).Some of the annoying bugs still remain: you get lots of warning boxes whenever you start it up or load areas with lots of objects in them (they're harmless, just click 'Yes to All' to skip past them), and there is still a bug that makes edited or custom NPCs use the same pale face color regardless of their body color (apparently that's a know issue that they're working on), but for the most part it seems fairly stable.aside from crashing all the time.:/ Edit: I'm happy to report that the face color 'bug' has been fixed. You just have to export the face textures from the editor by selecting your NPC and pressing Ctrl + F4 and they should work properly.Remember to save early and save often!
And don't try anything without saving your mod first, even if you haven't made any changes yet!The heightmap editor also doesn't appear to be working anymore. Apparently Bethesda doesn't use it to make their own games (they import heightmaps from Photoshop) so be prepared for a lot of research and some 3rd party tools to get a custom heightmap into the game (check out the forums I linked to earlier).Alternately, you can do what I'm doing and just make your world by hand. The editor shows grass now when you add it (which is nice) and things like shadows and weather effects (at least, I noticed a breeze) so creating custom world spaces is a lot more fun. The landscape editor seems pretty smooth and the rendering window glitches less (aside from disappearing buildings when you use door markers to travel around inside the CK!) but this game seriously needs a lot more landscape textures! Texture artists: Skyrim mods need you!The good news is that Bethesda seems a lot more interested in fixing bugs this time around than last time, so there is a chance (slim, don't get your hopes up) that many of these issues will be fixed in the near future.All in all, I'm pretty excited about the new editor and I can't wait to get started on my mod. Which is why I'm going to stop talking and start creating! For more information on managing or withdrawing consents and how we handle data, visit our Privacy Policy at: Show Details NecessaryHubPages Device IDThis is used to identify particular browsers or devices when the access the service, and is used for security reasons.LoginThis is necessary to sign in to the HubPages Service.Google RecaptchaThis is used to prevent bots and spam.
AkismetThis is used to detect comment spam. HubPages Google AnalyticsThis is used to provide data on traffic to our website, all personally identifyable data is anonymized.
HubPages Traffic PixelThis is used to collect data on traffic to articles and other pages on our site. Unless you are signed in to a HubPages account, all personally identifiable information is anonymized.Amazon Web ServicesThis is a cloud services platform that we used to host our service. CloudflareThis is a cloud CDN service that we use to efficiently deliver files required for our service to operate such as javascript, cascading style sheets, images, and videos. Google Hosted LibrariesJavascript software libraries such as jQuery are loaded at endpoints on the googleapis.com or gstatic.com domains, for performance and efficiency reasons.
FeaturesGoogle Custom SearchThis is feature allows you to search the site. Google MapsSome articles have Google Maps embedded in them. Google ChartsThis is used to display charts and graphs on articles and the author center. Google AdSense Host APIThis service allows you to sign up for or associate a Google AdSense account with HubPages, so that you can earn money from ads on your articles. No data is shared unless you engage with this feature. Google YouTubeSome articles have YouTube videos embedded in them.
VimeoSome articles have Vimeo videos embedded in them. PaypalThis is used for a registered author who enrolls in the HubPages Earnings program and requests to be paid via PayPal. No data is shared with Paypal unless you engage with this feature.
How To Make Skyrim Mods Without Creation Kit
Facebook LoginYou can use this to streamline signing up for, or signing in to your Hubpages account. No data is shared with Facebook unless you engage with this feature.
MavenThis supports the Maven widget and search functionality. MarketingGoogle AdSenseThis is an ad network.
Google DoubleClickGoogle provides ad serving technology and runs an ad network. Index ExchangeThis is an ad network. SovrnThis is an ad network. Facebook AdsThis is an ad network.
Amazon Unified Ad MarketplaceThis is an ad network. AppNexusThis is an ad network. OpenxThis is an ad network.
Rubicon ProjectThis is an ad network. TripleLiftThis is an ad network. Say MediaWe partner with Say Media to deliver ad campaigns on our sites.
When I first started modding Skyrim SE, I had to bounce around from site to site and piece together the information needed to properly port Oldrim mods. While the information was definitely there to be found, it wasn't always particularly accessible, and much of the time the instructions seemed like they were geared towards people that already knew how to do it. It was frustrating.Now that I know what I'm doing, the process is trivial; I don't even have to think about it. But I know there are people out there that are just as clueless as I was, so I figured I'd write this up. This guide is intended to be super dumbed down, so people that are at the level that I started out at can understand it. If it seems long winded, that's because I wanted to cover all of the bases. The process itself is actually pretty simple though, trust me.
Once you do it a few times, it will become second nature. I have used the following process to successfully port dozens of mods to Skyrim SE without issue. This guide is based on sound information I have gathered while learning how to mod Skyrim SE for myself. I personally have had no issues with the following methods, and if you read and understand this guide fully (including the documentation found in the links I have provided) you shouldn't have any issues either. That being said, I cannot be responsible for user error, acts of God, etc.
It is to be understood that use of this guide is at your own risk.Things to keep in mind:1. This process will work for almost any mod, including mods that require SKSE. The only notable exceptions are certain SKSE mods that install a DLL. In some cases, the DLL may have to be modified/recompiled. If the mod you are porting contains a SkyProc Patcher, please read 'Addendum 2.' When you port mods from Oldrim, it is advised that you do so one at a time. That way, if you run into issues, it will be easier to pinpoint the source of your problem.
Running off, porting 20 mods and installing them all at once is a bad idea.3. I recommend first reading the comments section of the mod you want to port. Often, other users will detail any potential issues you may runinto specific to that mod. Much of the time you'll see a post saying something like: 'Just ported this to SE and it works great!' Insituations like that, just follow the process outlined below, and you should be fine. While not a common source of trouble, (pretty rare actually, but it does happen) there are some situations where certain texture files can cause issues. Textures in the A1R5G5B5 and/or the B5G6R5 format in particular can crash SE.
TGA files are incompatible too, but they won't crash your game as SE simply ignores them. I have only ported 2 mods that had these issues, but I feel that it is something you should be cognizant of. Is a command line tool capable of detecting these files and converting them if necessary.
The GuideTools of the Trade:(BAE) - (Standalone executable. No installation necessary, simply unpack to a safe location.) BSA archives packaged by the Oldrim CK are in a format that is incompatible with SE. In order for SE to read them properly, they must be unpacked. BAE is the tool we use to do this.(To make working with BSAs easier, I recommend associating BSA archives with BAE as shown above.)(CK) - (Download 'Bethesda Launcher' at the bottom of page, install, and run.
Install CK from this program. It will detect your SSE installation and configure everything for you.) The CK is required for the following three functions when converting a mod:1) using the Archive.exe tool to repack extracted BSAs in a format that SE can read,2) using the HavokBehaviorPostProcess.exe tool to update Oldrim animations to to be compatible with 64-bit Havok,3) updating plugins (ESPs or ESMs) to form 44. (Plugins saved in the Oldrim CK are in form 43.). (Both HavokBehaviorPostProcess.exe and Archive.exe can both be found in the 'Tools' folder in your Skyrim SE directory.)- (INI file. Download CreationKitCustom.ini and copy it to your Skyrim SE directory.) Allows you to load plugins that have multiple master files.- (Batch file; usage instructions are on the page.) This file, when used in conjunction with the HavokBehaviorPostProcess.exe tool from the CK, will convert any Oldrim animations (.hkx files) to the newer format that SE uses.- (Standalone executable.
No installation necessary, simply unpack to a safe location.) This tool optimizes meshes from Oldrim to make them more compatible with SE. Please make sure to read the documentation before using it, it's especially important for this tool. It may not be necessary to use for the mod you are converting; often, Oldrim meshes work just fine in SE.
Please also keep in mind that it is not infallible, and in some cases has been known to cause issues. (specifically the parts by jonwd7, the maintainer ) goes pretty in depth about its potential pitfalls.Conversely, has said this about it: 'In handling meshes, it's definitely desirable to run them through Nif Optimizer. The new format is more streamlined and performance friendly so that's something most mods will benefit from when ported.' All said—it is a useful tool if used correctly, and so far I personally have not had any issues with it.- (Unpack to your Skyrim SE Directory) If you are converting a mod that contains an ESM, this program is required to convert it to an ESP so the CK will allow you set it as active. It is also a very useful tool to have.(WB) - (Installation instructions are on page.) Not a hard requirement, but it is a powerful tool that every modder should have in their arsenal. Any time you open WB, it will notify you if any plugins need to be converted.
If you are converting a file that has masters that are not flagged as an ESM you will need either WB or SSEEdit to 'Esmify' them, (detailed in 'Addendum 1' below.). Converting The Mod:Section A: Unpack the Archive. Extract the mod you want to convert to a project folder and open it.
In the case of Wearable Lanterns, the contents are two folders (readmes and SKSE,) an ESP, and a BSA. (If your mod does not contain a BSA, skip to step 4.). If your mod contains a BSA, the first thing you need to do is extract it. If you have already associated BSA files with BAE like I recommended above, all you have to do is double click it and it will open in BAE.
Otherwise, you can open BAE and simply drag the BSA into the BAE window. Click the extract button, and direct the contents of the BSA back into the project folder. You can now delete the BSA, as we are done with it. If the mod contains any animations, now is the time to convert them. Take 'ConverttoSkyrimSE.bat' and 'HavokBehaviorPostProcess.exe' and copy them both to your project folder.
Double click on 'ConverttoSkyrimSE.bat.' After the automated process finishes, delete 'ConverttoSkyrimSE.bat' and 'HavokBehaviorPostProcess.exe.' . Optional and/or Potentially Unnecessary: (see notes on NIF Optimizer above) To optimize/fix problem meshes, drag NIF Optimizer.exe into the project folder and run it. Unless the mod you are converting has head parts (i.e. Eyes, face meshes, etc.) you won't need to change any settings. If it does have face parts, then you will want to separate those files and selectively optimize those meshes with the 'Head Parts Only' box checked.
Wearable Lanterns does not have face parts, so just click the 'Optimize' button and let it run. When it finishes, you can close out of NIF optimizer and delete both 'SSE NIF Optimizer.exe' and 'SSE NIF Optimizer.txt.' Section B: Repack the ArchiveNote: Repacking the loose files into a BSA is not technically necessary, but I recommend doing it for a number of reasons, a few of which are: A) This is how the SSE engine was designed to function, B) SSE reads BSAs faster than loose files, C) BSAs reduce disk usage, D) BSAs load in the same priority as their plugin, reducing unforeseen conflicts (i.e. Mods that change NPC appearance causing the 'Black Face Bug') E) BSAs keep the files neat and tidy. Here is a post that goes into further detail: If you choose not to repackage the mod as a BSA, you can skip to step B-6. Create a folder named 'Data' and drop the files from the mod into it.
(SKSE/MCM files, readmes/documentation, and screenshots should be excluded.)(This step is important because Archive.exe will not pack the BSA correctly if the root directory of the folders you are packing is not 'DATA.' ). Open Archive.exe and drag all of the contents of the data folder into the Archive.exe window. Make sure that the Root Directory is 'Data'. (blue outline, see below). Click 'Edit' and select 'Check All Items.' .
Compressing the BSA (red outline) is entirely optional. Unless the BSA you are packing has sounds or voices, you can usually compress it with no problems.
If it does have sounds or voices then you must leave the 'Compress Archive' (red outline, see below) box unchecked. When in doubt, don't be afraid to play it safe and leave it uncompressed.
The only downside to not compressing the archive is a larger file size. It might be a good idea to leave 'Shaders' uncompressed as well.
Note: according to , since the CK does not flag any archive stats when packing BSAs, it is best to leave these boxes (green outline, see below) unchecked for optimal compatibility. Click 'File'- 'Save As' and then name the BSA. You will want to give it it's original name so that it matches the ESP, in this case: 'CheskoWearableLantern.bsa.'
Save it to your project folder. It will take a few seconds to a few minutes to complete. (If it is a big mod it will take longer and it may seem to hang; just wait for it to complete.) When it finishes, close Archive.exe and you can delete the folders/files that you just packed as well as the BSL file that was generated as we are finished with them. If you did everything right, your project folder should look exactly like it did when you started: (readmes and SKSE, an ESP, and a BSA.).NOTE: I mentioned this before, but it bears repeating.
How To Create Armor Mods For Skyrim
Make sure you do not pack the SKSE or MCM folders into the BSA—leave them as loose files. Your mod will not work properly if you pack SKSE or MCM into the BSA.
Pack the project folder up into an archive using your compression tool of choice. Make sure you give it a descriptive name. (I'd name it something like 'Wearable Lanterns 4.0.2 - Oldrim - SE Converted'.)7. Install the newly packaged mod with your mod manager of choice.Section C: Convert Plugin to form 44Converting ESPs: (This section must be done individually for every ESP that you are converting.). (Please see 'Addendum 1' if the ESP you are porting has ESPs as masters, as there are a couple of extra steps you will need to follow. If you are unsure of whether or not the ESP you are porting has ESPs as masters, then read 'Addendum 1.)'.
Open Creation Kit, and when it is done loading, click 'File'-'Data.' In the window that opens, double click on the plugin you wish to convert, click 'Set as Active File' and then click 'OK.' . It will take a while to load up, and it will spit out numerous errors. You can ignore those. When it is finished loading, simply click 'File'-'Save' and close CK. Your ESP is now saved in form 44.
At this point, the mod is fully installed and converted.Make sure you copy the new form 44 ESP from your data folder back into the mod archive, replacing the old ESP.Converting ESMs: (This section must be done individually for every ESM that you are converting.). Open the ESM(s) in SSEEdit. Click on the + to expand the tree, and then click on 'File Header.' .
Right click on the field next to 'Record Flags', select 'Edit', and uncheck the 'ESM' checkbox in the list that appears. Close SSEEdit, making sure to save the plugin. Open your data folder, navigate to the plugin, and change the file extension from 'ESM' to 'ESP.'
. Open Creation Kit, and when it is done loading, click 'File'-'Data.'
In the window that opens, double click on the plugin you wish to convert,click 'Set as Active File' and then click 'OK.' .
It will take a while to load up, and it will spit out numerous errors. You can ignore those. When it is finished loading, simply click'File'-'Save' and close CK.
Your ESP is now saved in form 44. Go back to your Data folder, change the file extension back to ESM, then reopen SSEEdit and revert the changes you made in step 2.
Exit SSEEdit and save the plugin. At this point, the mod is fully installed and converted. You're done, that's all there is to it; you've just ported a mod!ADDENDUM 1: (From step C-1) Please note that ALL masters of the mod you are porting must be flagged as ESM files. If the mod you are converting lists an ESP that is not flagged as a ESM as master, you must 'ESMify' that file prior to opening the the mod in the CK. (Master files are plugins that are required by an mod in order it to function.
ESPs can still be flagged as ESMs, so don't be misled by the file extension; it is irrelevant.)Here is the process for 'emsifying' a master. Take note of this picture as an example: . Open Wrye Bash, click on the mods tab, locate the ESP you are converting, and select it.
In this case, I am using 'Dual Sheath Redux Patch' (red outline) as an example. Look in the 'Masters' pane (green outline.) 'Dual Sheath Redux Patch.esp' has 5 masters: Skyrim.esm, Dawnguard.esm, Hearthfires.esm, Dragonborn, and Dual Sheath Redux.esp. Plugins that are flagged as masters will be listed in blue text. If all of the masters names in this pane are in blue text, then you are good to go- you may continue to step C-1 above. If they are not all blue, proceed to the next step. In our case, 'Dual Sheath Redux.esp' is not in blue.
To change this, right-click 'Dual Sheath Redux.esp' (blue outline) and select 'Emsify Self.' Read the warning and click OK. You can now go back to step C-1 and continue the guide. ADDENDUM 2: If the mod you are porting has a SkyProc Patcher, such as Dual Sheath Redux or Requiem, you will need to update it to work with SSE. Has posted an article explaining just how to do that on the Nexus right He explains exactly what you need to do in a simple, detailed, and well-written manner. It is the same process I used to convert Dual Sheath Redux when I did it. Here is a screenshot of the instructions.
The Elder Scrolls V: Skyrim remains a milestone game more than five years after its initial release. And since it doesn’t look like we’re getting another entry in Bethesda’s RPG series for a while longer (no, Elder Scrolls Online doesn’t count), even the most dedicated Skyrim player might be looking for ways to get some new life out of the original game.Fortunately, modders have been making vanilla Skyrim better since the game came out. And we’re not just talking about improving the graphics, either (though graphics mods are awesome).
At this point, there are mods that add new characters, questlines, enemies, spells, and even new areas to explore. If Skyrim was starting to feel a little dull after five years, these mods will make it feel fresh again.
What You’ll NeedThis guide is for the original PC version of Skyrim, not the Special Edition. The original game has the best selection of mods. Some might be available for the Special Edition too (and a few are also on the Xbox One and PS4 versions), but the original PC game is still the way to go if you want to customize your experience.RELATED:In addition, some of the more advanced mods can’t be found on the, which is the de facto repository (and the easiest to use for beginners). For more complex fare, you’ll want to upgrade to the third-party, which. You might want to start with (SKSE), a prerequisite for many advanced game mods. Lots of them need the as well. A Better User InterfaceThe user interface in Skyrim is designed to be usable with both a mouse and keyboard and a standard console controller.
Regrettably, that means it’s not particularly good at either of them, including a lot of tedious scrolling and no real options for organization. With this installed you can search your inventory by text, organize items by weight when you’re over encumbered, colored icons for item types, and integration across all shop and lootable menus, too. New FollowersThe follower system is a staple of Bethesda RPGs.
But most of the companions you can recruit in Skyrim are either fairly limited characters designed to be battle companions, or tied to specific quests and unavailable for the longer game. There are a wide variety of add-on followers available as game mods that insert new characters specifically designed to be interesting or useful. Some of the best examples include custom-recorded voice lines from the community, full backstories and quests that flesh out the character, and unique equipment to make them stand out from the polygonal crowd.
And are good places to start. Better DragonsThe massive dragon battles in Skyrim differentiate it from the rest of The Elder Scrolls, and they were a huge selling point before the game’s release. But after a few dozen hours, dragons cease to be any particular challenge, and there are only a handful of different types. To add some spice to Tamriel’s skies, try the, an omnibus mod that combines custom dragons from a bunch of different creators. These souped-up beasts come with custom attacks and creature models, special effects, and lots of combat modifiers that can make them a real challenge. Speaking of which, if all you want is more epic dragon fights, you can try (which can be combined with Diverse Dragons Collection). If you want even more motivation to become a legendary dragon slayer, which lets you trade a leveled amount of dragon souls for skill improvements instead of the standard dragon shouts.
More Magic and Tougher CombatSkyrim’s magic and combat aren’t its best features—games like Dark Souls and Shadow of Mordor have it beaten dead to rights when it comes to the sheer mechanical joy of fighting. Modders, thankfully, have expanded both of these areas. Makes combat more deadly, making it more important to dodge attacks and find the right time to strike rather than simply tanking or blocking all damage. You’ll have to use actual tactics in each and every fight something most Skyrim players probably haven’t done since they maxed out their Smithing score. There’s not much that can be done for Skyrim’s magic system except expand the spells and effects, but several mods do that to a spectacular degree, including. Explore New LandsEasily the most ambitious Skyrim mods are the ones that add entirely new areas to the game, or transform existing ones with a ton of new content. Is surely the biggest of the big, adding a whole new island to the land of Skyrim brimming with new characters, new quests, and a new storyline to follow.
It’s full of dozens of custom voiced characters, new equipment, spells, and books, and even custom-made music. There’s also, a total conversion that essentially creates an original fantasy RPG using Skyrim as its backbone. With a completely customized continent and dozens of hours’ worth of quests and gameplay, you can think of this as a community-made companion game (that just happens to be free). A few other examples include,. Or Just Change the WallpaperThere are innumerable mods out there that are made and installed just for fun, like the one that or adds a custom “IKEA-born” race. But for a bit of fun that doesn’t actually change Skyrim‘s core gameplay, I recommend.
This mod replaces the flavor text that appears whenever you go to a new area with sarcastic and goofy alternative descriptions. It’s a great way to get a quick chuckle without messing up the balance of the rest of the game.