Incondite on 28 February 2012
I'm not sure if anyone follows this anymore, but hey, you never know. So, I realized that it might be good to give some good start up tips.
Once you have the creation kit installed and open:
- First thing you must do is add the files to your project.
- File -> Data; then check the box next to "Skyrim.esm"; then click "ok"
- While this loads you may receive error messages. Just say "yes to all." It will NOT impact you.
- File -> Data; then check the box next to "Skyrim.esm"; then click "ok"
- You now have access to all objects in Skyrim; time to decide what you want to make.
- If you want to edit an existing level, click on the window labeled "Cell View" and find the map and double click
- Don't worry about messing up existing levels. You can not change the original Skyrim files, you only edit the files relative to your mod.
- If you want to create a new level, just start finding object to put in. Its best to start with walls (more on this later)
- Its important to note that when creating a new level it is easy to build your world away from the origin of the map. To prevent this, after you add your first object, right click on it, select edit, then change all the position values to 0. This will move that object to the origin of the map.
- Also, if you ever get lost, in the "Cell View" window you will see a list of all objects in your world. Click on one to select it and press "t" to move to the object with a top down view. (very handy!)
- Creating a new character? In the window labeled "Object Window" select actor, then actor again. Right click in the right list and select "New."
- If you want to edit an existing level, click on the window labeled "Cell View" and find the map and double click
- Once you've made some progress be sure to click on save. Make sure you create a unique save name as well as something easy to remember and well defines your project.
- In the future after you load up the creation kit, you will need to check the box next to the name of your mod and press the "Set as Active File" as well as checking the box next to "Skyrim.esm."
- This gives you access to all the Skyrim objects as well as indicating that any changes made to Skyrim will be assigned to your mod.
- Note that, even though you set your mod as the active file, you will not start up immediately on your mod. You will need to find it and open it.
- In the future after you load up the creation kit, you will need to check the box next to the name of your mod and press the "Set as Active File" as well as checking the box next to "Skyrim.esm."








