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CREATION KIT VIDEO


sagittarius22

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Holy crap, now what? I've never modded before and I just downloaded the creation kit and opened it. I see my nexus mods listed and am a bit intimidated. I want to mess around and experiment with it, learn how to start making my own, but I don't want to screw up my game.

 

Don't worry, I'm not posting to whine and beg for help through out this thread, I'm just a bit blown away and don't know where to start. I suppose I'll just lurk around a bit and learn what I can.

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In all my years of modding I never managed to screw up my game... Still, for the purpose of testing mods one should always start with a clean save, especially if testing scripts

 

As for mesh export, that's just export. We already had that with nifskope. What we need is mesh import and custom collision

Edited by mazakala
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Holy crap, now what? I've never modded before and I just downloaded the creation kit and opened it. I see my nexus mods listed and am a bit intimidated. I want to mess around and experiment with it, learn how to start making my own, but I don't want to screw up my game.

 

Don't worry, I'm not posting to whine and beg for help through out this thread, I'm just a bit blown away and don't know where to start. I suppose I'll just lurk around a bit and learn what I can.

You can't alter the main game files with the creation kit, only create/alter plugin files. If you make a plugin file that crashes the game, just fix it /disable it /delete it. Only way to change main game files is to unpack it, change the files inside, and repack it. No modder i've ever seen does that.

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  • 2 weeks later...

I 've been trying for a couple of days now to make a solid Nif for my custom mesh, no luck till now. I can see it and edit it in Creation Kit but it disappears when I load the mod. Bounding sphere, children etc seem ok in Nifscope.

Anyone having the same issue?

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I wouldn't be surprised, if Bethesda.net is also an anti-piracy thing as well. In Fallout 3/NV you could torrent the game, mod it, and even make mods for it. With Skyrim, you have to get the CK through Steam, so while you mod a illegal copy of Skyrim, you couldn't make mods for it (unless there was an no-Steam version of that). Whether Bethesda.net was created as "DRM" or just to integrate into Consoles, I bet with how it links itself to Steam, it's designed to keep pirates from using or creating mods.

 

There cant be anything to this theory as I launch the F4 Creation Kit by only clicking on its shortcut on my Desktop. I do not use the BethNetLauncher. Not only does Steam do not launch but the BethNet Launcher or being looged into BethNet does not seem to be required either to load the CK or use it.

Now I suggest to keep that low profile a bit as I would not be too happy if they change this in final release as it is so convenient to not have to log on to anything.

Edited by Diablos10
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But before you could even download the Creation Kit, you had to log into the Bethesda.net launcher at least once. And when you did that, it asked to link your Bethesda.net account with your Steam account. That is what I am referring to.

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