DFX2K9 Posted November 1, 2016 Share Posted November 1, 2016 In response to post #43846695. bon2x03 wrote: That's great. But where can we find resources? I mean are the basic steps on creating mods will be the same as before? Can we still reference the previous creation kit page?yep, it's basically identical, sans a few very technical things mostly around custom animations (which they provided tools ton convert), and not using TGA textures. Link to comment Share on other sites More sharing options...
DFX2K9 Posted November 1, 2016 Share Posted November 1, 2016 In response to post #43815505. row14 wrote: if only i knew how to make mods ...T.T cant wait to see all the new amazing modsim talking about inigo of coursenah, if you have both versions, have one be the 'learn to mod' version, and have at it.I can do basic quests and scripting, and I've only been at it for a few weeks, it's not too painful.(cept navmenshing, that sucks) Link to comment Share on other sites More sharing options...
dirtfoot84 Posted November 2, 2016 Share Posted November 2, 2016 In response to post #43868385. ThePaladinOf wrote: Is anyone else having this issue, or insight on it? I've loaded in an ESP that I made in the Creation Kit for Skyrim into the Creation Kit for SE. My issue is that it seems that the bounding boxes on almost all objects are huge. For example, I can't even click on a weapon on the ground because the tree that is ~6ft away from it is overriding it. Is there a setting to ignore bounding boxes or what? Yeah press 1 a couple times and the object youve selected will disappear. If you want to make all objects visible again press ALT+1.Doing this just makes it invisible in the render window, the object still exists. But it's a great way to select an object behind another one. Link to comment Share on other sites More sharing options...
Tiokaro Posted November 2, 2016 Share Posted November 2, 2016 I need help. When I launch the Bethesda .net launcher I get nothing but a blank screen. Link to comment Share on other sites More sharing options...
TheOutlander Posted November 2, 2016 Share Posted November 2, 2016 Anyone know where in the CK this bit from the linked wiki is referring to? "nifs still need to be converted to the new format individually; while it can be done in the CK there is no batch function for it" Link to comment Share on other sites More sharing options...
ginkarasu Posted November 2, 2016 Share Posted November 2, 2016 (edited) In response to post #43855830. #43872595, #43873225, #43873565 are all replies on the same post.IXWIND wrote: Do someone have new ck without crashes? Can you send me your .ini files, i am stuck in warnings and errors. I did everything (made creationkitcustom.ini, set options creationkit.ini) but still got a lot of warnings and crashes...ginkarasu wrote: I'm no expert, So I can't help you with those crashes. But about those you can safely disable them by simply changing the line "bBlockMessageBoxes=1" to "bBlockMessageBoxes=0" You can find this line in the SkyrimEditor.ini under [MESSAGES]You can find the .ini in your SkyrimSE root folderIXWIND wrote: U mean CreationKit.ini right, the skyrim editior.ini was from old ck steam version IXWIND wrote: The line does not exist, when i try to add line bBlockMessageBoxes=0 under messages warning but still get these warnings - here u can get couple screenshttps://forums.nexusmods.com/index.php?/topic/5006465-creation-kit-crashes/Yes you're totally right, I apologize. Must have suffered from a massive brain fart. And you're also right about adding that line, it doesn't do Jack S###. >.<Anyway, about those message I always click "yes to all" (though in my native language is I have to choose "cancel"?!? Also loading in just Skyrim.esm and my esp. I had to click yes to all 2 times, not 50 as you stated in your forum post.tbh, I didn't have any crashes ...yet. *knock on wood* Edited November 2, 2016 by ginkarasu Link to comment Share on other sites More sharing options...
jsanfo Posted November 2, 2016 Share Posted November 2, 2016 (edited) What do you mean by "Restart the Bethesda launcher"? I close it and re open it and only Fallout 4 CK shows up EDIT:Never mind, it just took forever to realize it had to update Edited November 2, 2016 by jsanfo Link to comment Share on other sites More sharing options...
ghostwalkr Posted November 2, 2016 Share Posted November 2, 2016 In response to post #43864470. #43873875 is also a reply to the same post.ghostwalkr wrote: So in order to get the SE CK, you have to install their launcher?Do we know if they'll release it to Steam, because I really don't need or want another game manager.DFX2K9 wrote: it is on steam. It's similar to launchers from other games on steam as I understand.Checked both my library and tools, unfortunately I'm not seeing the CK listed. :( Link to comment Share on other sites More sharing options...
bon2x03 Posted November 2, 2016 Share Posted November 2, 2016 In response to post #43846695. #43873980 is also a reply to the same post.bon2x03 wrote: That's great. But where can we find resources? I mean are the basic steps on creating mods will be the same as before? Can we still reference the previous creation kit page?DFX2K9 wrote: yep, it's basically identical, sans a few very technical things mostly around custom animations (which they provided tools ton convert), and not using TGA textures.That's great, at least there are a lot of tuts that won't go to the trash can. Link to comment Share on other sites More sharing options...
Jonas801 Posted November 2, 2016 Share Posted November 2, 2016 sweet! i hope there are gonna be many (good) mods. Link to comment Share on other sites More sharing options...
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