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Skyrim se mod creation kit
Skyrim se mod creation kit




skyrim se mod creation kit skyrim se mod creation kit

Rename the resulting folder CKScripts so you know it's for creation kit. Lets fix it and install it as a mod instead:Įxtract Scripts.zip somewhere else. You could extract it there and deal with it there, but that's not the MO2 way. The first thing you need to do is deal with Scripts.zip in your Data folder. Have been making other changes in those folders (like creating a Mod outside MO2), you may want to clean things up and copy your mod elsewhere first. If you've been mucking around in there and If you've run Creation Kit once already, it may have made the Source folder for you, in whichĬase it's safe to either leave it there or delete it - what we're doing will overwrite it with MO2 in any case. If you're following MO2 best practices, your real Skyrim data folder should be mostly empty - just Skyrim files and maybe an SKSE file or two, andĪ Scripts.zip file, but no Source or Script folders. If you haven't done this yet, the instructions are elsewhere. Have installed the Creation Kit SE from the Bethesda Launcher. We assume you already have Skyrim SE installed, have set it up to use MO2 as a Mod Manager and probably installed SKSE and SkyUI already. The game doesn't care about the source scripts, only theĬompiled scripts, so this doesn't hurt the game at all - but is a real pain for people who want to write mods. The base game fails to compile, and you have no idea why? It's because the Skyrim SE Creation Kit changes the default location of it's script source files,īut all of the mods out there put their sources somewhere else, so Creation Kit can't find them. Note that the new texture pack will be considerably smaller than the original file size, for example my Conan hyborian age file size was over 700 mb in original bsa from skyrim, now its like 300 mb, I checked that unpacking it opens into over 600 mb so seems to be correct.One of the hidden gotchas you might run into with Skyrim SE Creation Kit is that any script you create which references another mod that's not part of Upload for PC, follow the procedure create a mod name and description overwrite files if you created a mod in precedence and you are updating its content. Load the CK again checking that the files are correctly loaded by using simply the bsa of the pc version In the creation kit ini, set under at the line SResourceArchiveList2=Skyrim add the line "Mymod.bsa, Mymod - Textures.bsa" of course renaming to your mod name. Pack the files for xbox, but save those inside the subfolder of data called "XB1" and not simply in the data folder Now create new archive, delete the files in the list and import the archive list exported at point 7






Skyrim se mod creation kit