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Forums - Gaming - Any tips for Skyrim's Creation Kit?

I'm still fairly new at using the Creation Kit, but I figured others may be interested and want to jump in.  All of what I posted is pretty much covered in the first Creation Kit video released by Bethesda.  I might be able to answer some questions and I'm definitly looking for some help myself.

I'll throw out some to start :D

Shift + Q will allow you to click on an object to set the grid to that object. Makes connecting angled objects easier. Shift + Q then click on the void to reset it.

z + left click will move objects up and down only (along the z axis)

x + left click will move objects left and right only (along the x axis)

y + left click will move objects forward and backward (along the y)

pressing T while an object is selected will center the object with a top down view

P.S. If you know how to create animated water definitly post!



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I wish I had the time to mess around with it and try to create a mod of my own. I've never even opened any CK of Elder Scrolls, but I wander if I would feel like a game developer if I seriously putted effort in it.



The kit definitely makes you feel powerful, but it can be a bit difficult to use. I've watched the vids and read a lot of Bethesda's creation kit site, but I've run into a snag with creating water.

In the kit its animated, but in game its not... I've created a water type profile and applied it to a water object, but just not sure what I'm missing.

My current mod adds a room to Vlindrel Hall with an elevator to a "certain place."



I have a dungeon I am working on off and on. Its tricky at 1st, but the more you use it the easier it gets. Next step after I clutter and add activators to my dungeon I will Navmesh, add encounters, sounds,etc, and then do my own run throughs to makes sure it is balanced and all. I should take a good 45 minutes to run my dungeon, not sure it I want to add another section to it or not.



End of 2009 Predictions (Set, January 1st 2009)

Wii- 72 million   3rd Year Peak, better slate of releases

360- 37 million   Should trend down slightly after 3rd year peak

PS3- 29 million  Sales should pick up next year, 3rd year peak and price cut

So apparently you need to set all three noise levels in order for the water to be animated in game. I'll do a quick breakdown of how to create your own water in the creation kit.

1. duplicate the water object you want (i.e. water512)
2. duplicate or right click new a water type
3. place the object where you want. then right click and edit base object. select your water type
4. edit water type to change color and animation



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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.
  • 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."
  • 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.