Difference between revisions of "Category:Getting Started"

178 bytes removed ,  14:54, 17 April 2014
m
You can't load Skyrim.esm AND Update.esm without modifying your Creation Kit ini data. Only one master file at once can be loaded initially.
imported>Fering Ghost
m
imported>Lyinch
m (You can't load Skyrim.esm AND Update.esm without modifying your Creation Kit ini data. Only one master file at once can be loaded initially.)
Line 14: Line 14:


=Installing the Creation Kit=
=Installing the Creation Kit=
[[Image:SteamCreationKit.jpg|thumb|right|Locating the Creation Kit in Steam Tools]]


Whether you have ambitious mod plans, a simple tweak idea, or just want to fool around, you'll need to install the Creation Kit first.  You can download the Creation Kit directly from [http://store.steampowered.com/about/ Steam], which requires a Steam Account with a [http://store.steampowered.com/app/72850/ copy of Skyrim].
Whether you have ambitious mod plans, a simple tweak idea, or just want to fool around, you'll need to install the Creation Kit first.  You can download the Creation Kit directly from [http://store.steampowered.com/about/ Steam], which requires a Steam Account with a [http://store.steampowered.com/app/72850/ copy of Skyrim].
Line 24: Line 23:
# Locate the entry labeled: "'''Creation Kit'''".   
# Locate the entry labeled: "'''Creation Kit'''".   
# Right-click and choose "'''Install Game...'''"
# Right-click and choose "'''Install Game...'''"
[[File:creation_kit_steam.png|frame|none|link=|Locating the Creation Kit in Steam Tools]]


After installation is complete, return here to launch the Creation Kit. When first launched, the Creation Kit is a blank slate. Let's talk about how to load some data.
After installation is complete, return here to launch the Creation Kit. When first launched, the Creation Kit is a blank slate. Let's talk about how to load some data.
Line 37: Line 38:


=Creating Your First Plugin=
=Creating Your First Plugin=
When the editor starts up for the first time, there will be no data loaded. You'll probably want to use the Skyrim.esm and Update.esm files as your plugin's master files, so you should load them first. (The plugin that you're creating will '''not''' overwrite the master files.) To get started, navigate to '''File>Data''' from the [[Main Toolbar]]. You should see a dialog box similar to Fig. 1, shown below. Double-click the Skyrim.esm master file for loading, then double click the Update.esm master file. They should each have an "X" in the box on the left. Then click '''OK'''. Skyrim.esm will take some time to load. Be patient, as this process can take a minute or two, depending on your hardware.
When the editor starts up for the first time, there will be no data loaded. You'll probably want to use the Skyrim.esm file as your plugin's master file, so you should loadit. (The plugin that you're creating will '''not''' overwrite the master files.) To get started, navigate to '''File > Data''' from the [[Main Toolbar]]. You should see a dialog box similar to that shown below. Double-click the Skyrim.esm master file for loading. They should each have an "X" in the box on the left. Then click '''OK'''. Skyrim.esm will take some time to load. Be patient, as this process can take a minute or two, depending on your hardware.
 
[[File:DataFilesDialog01.jpg|frame|none|link=|Choosing and loading data files. This is what you'll see after you create ''testquest.esp'' when you load both Skyrim.esm and your new plugin. Note that ''testquest.esp'' is labeled "Active File", which means that it's the file to which all changes will be saved.]]


Note that some warnings will appear when loading Skyrim.esm. These are normal and can be ignored. Just select '''Yes to All''' or press Escape to dismiss them.
Note that some warnings will appear when loading Skyrim.esm. These are normal and can be ignored. Just select '''Yes to All''' or press Escape to dismiss them.


Once loading is complete, the very first thing to do is create a "plugin", which is the mod file where your work will be saved. To do this, simply navigate to '''"File>Save"''' from the main toolbar.  Since you have no active plugin (.esp) file specified, the Creation Kit will prompt you to create a new one. For this series of tutorials, save a file called ''testquest.esp.''
Once loading is complete, the very first thing to do is create a "plugin", which is the mod file where your work will be saved. To do this, simply navigate to '''"File > Save"''' from the main toolbar.  Since you have no active plugin (.esp) file specified, the Creation Kit will prompt you to create a new one. For this series of tutorials, save a file called ''testquest.esp.''


{{WarningBox|If you are '''not''' prompted to create a new plugin when saving, you probably already have an active file set, which will be overwritten if you leave it open. Reopen '''File>Data''' to ensure you have no active file selected when loading Skyrim.esm. The Creation Kit has no "save as" feature, and all saves will re-write the active plugin.}}
{{WarningBox|If you are '''not''' prompted to create a new plugin when saving, you probably already have an active file set, which will be overwritten if you leave it open. Reopen '''File > Data''' to ensure you have no active file selected when loading Skyrim.esm. The Creation Kit has no "save as" feature, and all saves will re-write the active plugin.}}


{{InDepth|If you wish to make a backup of your plugin file or install one from another source, you will find the plugins in the Data subfolder of wherever Steam is installed on your hard drive.<br>
{{InDepth|If you wish to make a backup of your plugin file or install one from another source, you will find the plugins in the Data subfolder of wherever Steam is installed on your hard drive.<br>
Line 49: Line 52:
For the more common 32bit system, this will be: <code>C:\Program Files\Steam\SteamApps\common\Skyrim\Data\..</code>
For the more common 32bit system, this will be: <code>C:\Program Files\Steam\SteamApps\common\Skyrim\Data\..</code>
}}
}}
<gallery widths="270px" heights="160px" perrow="3">
image:DataFilesDialog01.jpg|<b>Fig. 1</b>: Choosing and loading data files. This is what you'll see after you create ''testquest.esp'' when you load both Skyrim.esm and your new plugin. Note that ''testquest.esp'' is labeled "Active File", which means that it's the file to which all changes will be saved.
</gallery>


=Loading Your Plugin in the Game=
=Loading Your Plugin in the Game=
Line 78: Line 77:
}}
}}


<gallery widths="270px" heights="160px" perrow="3">
[[File:UsingLauncherToLoadPlugin.jpg|frame|none|link=|The Skyrim Launcher. Plugins can be loaded/unloaded from the '''Data Files''' menu option.]]
Image:UsingLauncherToLoadPlugin.jpg|<b>Fig. 2</b>: The Skyrim Launcher. Plugins can be loaded/unloaded from the '''Data Files''' menu option.
</gallery>


=What Now?=
=What Now?=
Anonymous user