Category talk:Getting Started

From the CreationKit Wiki
Jump to navigation Jump to search

Create save file that following tutorials refer to.[edit source]

Under "Creating Your First Plugin," the following section should be modified:

"To do this, simply navigate to '"File>Save" from the Main Toolbar. Since you have no active file specified, the Creation Kit will prompt you to create a new one."

Following this part, a sentence should be added which reads:

"Save a file called testquest.esp." —The preceding unsigned comment was added by 23:51, 21 January 2012‎ (talkcontribs) IcyDeadPeople

Added. --Catwheezle 05:01, 21 February 2012 (EST)

Update.esm[edit source]

"Double-click to select Skyrim.esm for load - indicated by an "X" in the box on the left - and select "OK"."

This should also include the Update.esm, shouldn't it? —The preceding unsigned comment was added by 21:06, 7 February 2012 (talkcontribs) IONDragonX

If I remember correctly, Update.esm is hard-coded to always be loaded, even if not selected. At least, I'm pretty confident that's true for Skyrim itself. I'd assume it's also true for the Creation Kit
I'd appreciate it if someone else could confirm this, though.
-- Cipscis 22:14, 7 February 2012 (EST)
Consider it confirmed. Joel Burgess 04:10, 8 February 2012 (EST)
Even though Update.esm is always loaded by the game... Should mods have it as a dependency, or just Skyrim.esm? When creating a new mod, wouldn't it be best to check both Skyrim.esm and Update.esm, so that your mod is based on both of them? That way, when editing, you'll be editing based on the updated game, and not the base game? This seems like it might be important, so that you don't accidentally overwrite things that have been fixed in a patch. On the other hand, you're then basing your mod off a moving target, one that will (hopefully) be updated frequently, and this may cause other messiness. Thoughts? -- Jumps-Down-Stairs (Speak) 10:32, 8 February 2012 (EST)
Joel seems to be indicating that Update.esm is magically included when you load Skyrim.esm so no concern should be needed. Indeed if you try to load Update.esm it generates additional errors from what you normally see. I would think however Bethesda should clean all this up so it's more clear and less concerning. Why does the CK feel the core game files are full of errors? Why show the other esm when you don't want people to select it? Why not load the esm files by default and save that step entirely? The operation could be a lot smoother, and the tool could be a lot cleaner, and if there are errors in the core esm, why aren't they being fixed? As I recall the community created tool for Oblivion was much smoother than this, opened each data file in it's own windows (so you could SEE what was in a mod...), would show you the same formid across all open data files, etc. At least the CK has the render window, that's swank.

Plugin folder location[edit source]

Does the plug-in need to be saved to a specific location? When I attempt to save 'test.esp' in any arbitrary location it gives me an error window with "File Error" in the title, and "Invalid Directory" inside the window. Yesurbius 00:16, 8 February 2012 (EST)

It appears that you can only save to data or a subfolder within. Not sure if this is intentional. --Syneris 00:34, 8 February 2012 (EST)
Yes, this is the case. Plugins are expected to live in your .../Skyrim/Data Folder. Joel Burgess 04:10, 8 February 2012 (EST)

This should be added into the document. Under the "Creating Your First Plugin" section, the following sentence should be added to the paragraph:

"Plug-ins are stored in the Skyrim\Data folder."

Yesurbius 19:53, 8 February 2012 (EST)

Added. --Catwheezle 05:01, 21 February 2012 (EST)

Savegame before testing the plugin?[edit source]

I think it might be a good idea somewhere in these tutorials to advice creating/using a savegame from before the plugin is loaded, as saving/loading during creating and testing the plugin will get buggy/wrong and confusing --Nemesis 15:36, 11 February 2012 (EST)

You can coc from the main menu for faster testing. Your character will be level 1 with a set of iron armor, an iron sword, a few potions, and some other basic items. --Syneris 16:27, 11 February 2012 (EST)
Added. --Catwheezle 05:01, 21 February 2012 (EST)

Updating steam to be able to install the creation kit[edit source]

When I went to install it, there WAS no creation kit listed. Apparently you may have to update the steam client itself to a newer version. Which I did, and it was then available. However I did have to google for that, and so I think it would be appropriate to mention it. Lgpmichael 23:20, 11 February 2012 (EST)

Added. --Catwheezle 05:01, 21 February 2012 (EST)

Could someone apply the box templates to this page?[edit source]

I created four templates, Template:NewFeature, Template:InDepth, Template:ProTip, and Template:WarningBox, which replace the inline code for their respective boxes. If someone with admin access could apply them, that would be nice. Category:Tutorials has examples of all four being used - hopefully, people will find this a lot easier! --Catwheezle 02:18, 17 February 2012 (EST)

I applied the templates and unlocked the page to allow further editing by other users.
--Qazaaq 12:25, 18 February 2012 (EST)

Dvd and Steam installations[edit source]

This information is false. Digital or dvd, all installations are steam installations and will always be ..\Steam\SteamApps\common\Skyrim\

By default this location is C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\ on 64bit systems and C:\Program Files\Steam\SteamApps\common\Skyrim\ on 32bit systems.

Good catch - that was a bad assumption on my part, I'm afraid. Even that "will always be" section is a little negotiable: "common" can be your username, so as an example, my own is installed to D:\games\steam\SteamApps\catwheezle\Skyrim. But I think giving the defaults is fair: anyone who changed them would know what they were doing anyway. --Catwheezle 00:00, 17 April 2012 (EDT)

Help![edit source]

I do not know what the custom or protocol is for being stuck in the tutorial. I am a complete newbie to the Creation Kit and this Wiki, but being a retired teacher I can say that students being stuck is a motivation for improving instruction. So here goes.

I followed the steps as written to "save a file called testquest.esp" but that is not what shows up in the folder at ... \common\Skyrim\Data\ Instead it is called testquest.tes

However, the Main Toolbar in its title bar shows: Creation Kit - [testquest.esp] but the Data dialog box does not list testquest.esp at all (let alone as the active file.)

Consequently, when I try the section Loading Your Plugin in the Game (which would be an "empty plugin" I presume) the main game launcher under "Data Files" does not show the testquest plugin. Please, what am I missing here? Do I manually change the file type from .tes to .esp ? Kalevala 12:40, 18 June 2012 (EDT)


Resolved: Copied and pasted the .tes file, then changed its file type to .esp. This seems to work, but also seems a little clunky to have to do it this way. Kalevala 20:00, 18 June 2012 (EDT)

Changing a link[edit source]

Is there any possibility to change the link of Return to Tutorial Hub from ":Category:Tutorials" to ":Category:Tutorials/de"? (On the translated page, of course)

Fering Ghost 08:47, 20 June 2012 (EDT)

Help! No Preview :([edit source]

I can't preview anything. Comes up with an error.

Assertion

Assert

File: C:\_Skyrim\Code\TESV\BBShader\BSLightingShaderProperty.cpp

Line:806

Can anyone help? I want to create characters, but that's kind of hard when I can't preview them :(

Yet Another ENB Workaround[edit source]

REM Copy this into a .bat file and copy it to the main Skyrim Directory.

@ECHO OFF ECHO. ECHO Don't close this window - close the Construction Kit to exit. ECHO. ECHO.

REM check if d3d9.dll.null is in the same directory as the rename will fail and CK will crash

IF EXIST "d3d9.dll.null" del "d3d9.dll.null" /Q


REM check if d3d9.dll is in the same directory as this batch file is run from REM if it is then Rename it otherwise skip to running CK IF NOT EXIST "d3d9.dll" GOTO StartCK

ECHO Renaming Directx library... ECHO. REN "d3d9.dll" "d3d9.dll.null"

StartCK

ECHO Starting CreationKit... ECHO. START steam://rungameid/202480 -notimeout

ECHO Waiting for exit...

LOOP

timeout /t 1 /nobreak > nul tasklist /fi "IMAGENAME eq CreationKit.exe" | find /i "CreationKit.exe" > nul if errorlevel 1 goto END if errorlevel 0 goto LOOP

REM check if our renamed file is present, if it is rename it back REM otherwise just skip to exiting

END

IF NOT EXIST "d3d9.dll.null" GOTO Finish

REN "d3d9.dll.null" "d3d9.dll"

Finish

@ECHO ON REM --Lmstearn (talk) 2014-10-30T09:57:47 (EDT)