Wrapien Posted June 15, 2017 Share Posted June 15, 2017 I am asking because when I used the Bethesda.net Launcher, there was no creation kit listed for Skyrim SE, just for Skyrim.... Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted June 15, 2017 Share Posted June 15, 2017 click on the Skyrim CK in the launcher and read that text box under the name Link to comment Share on other sites More sharing options...
thumbincubation Posted June 16, 2017 Share Posted June 16, 2017 As far as I know, the only creation kit available via the launcher is for Skyrim SE, though it may just say Skyrim on it. The CK for what we tend to call "oldrim" is obtained via Steam. Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted June 16, 2017 Share Posted June 16, 2017 As far as I know, the only creation kit available via the launcher is for Skyrim SE, though it may just say Skyrim on it. The CK for what we tend to call "oldrim" is obtained via Steam.You would be correct. In the bethnet launcher it clearly states it is the SE version of the CK. Link to comment Share on other sites More sharing options...
Wrapien Posted June 16, 2017 Author Share Posted June 16, 2017 Good to know. I am finally going to try to create a mod and was not sure I had the right tool. Are there any other tools that I might need? I have experience programming in the older programming languages (Basic, Fortran, Fortran IV, Visual Basic) and some graphical based programming (HP-Vee and LabView) but this looks to be menu based... Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted June 16, 2017 Share Posted June 16, 2017 Depends on what you intend to make honestly Link to comment Share on other sites More sharing options...
RichWebster Posted June 16, 2017 Share Posted June 16, 2017 (edited) Good to know.ÃÃÂ I am finally going to try to create a mod and was not sure I had the right tool.ÃÃÂ Are there any other tools that I might need?ÃÃÂ I have experience programming in the older programming languages (Basic, Fortran, Fortran IV, Visual Basic) and some graphical based programming (HP-Vee and LabView) but this looks to be menu based...If you're coding I'd highly recommend using Sublime Text for writing and compiling. At the very least Notepad++. There's guides on the creation kit wiki on how to set them up for compiling and syntax highlighting :) Papyrus is object oriented programming, similar to C++ or PHP, but no classes. There is a wealth of tutorial on the wiki, as well as tonnes of YouTube videos. Start with the wiki and learn about the syntax and structure. How properties work for example, white space etc. You'll find the usual "Hello World" tutorial. Edited June 16, 2017 by B1gBadDaddy Link to comment Share on other sites More sharing options...
Chiaro22 Posted July 5, 2017 Share Posted July 5, 2017 Which CK does people use these days for modding Skyrim SE? The "oldrim" CK or the new Skyrim SE CK? When I tried the Skyrim SE CK a while back it seemed more CTD-happy and unstable than the "oldrim" CK, and for some reason the render window kept refreshing all the time. It's tempting to use the old CK and just re-save the .esp in the new SE CK. Link to comment Share on other sites More sharing options...
RichWebster Posted July 5, 2017 Share Posted July 5, 2017 Which CK does people use these days for modding Skyrim SE? The "oldrim" CK or the new Skyrim SE CK? When I tried the Skyrim SE CK a while back it seemed more CTD-happy and unstable than the "oldrim" CK, and for some reason the render window kept refreshing all the time. It's tempting to use the old CK and just re-save the .esp in the new SE CK. The refresh thing is annoying. After doing something it refreshes and tree LOD appears. I use the new one, seems to only crash when editing certain things that were created in the old one, like perks. Haven't had any crashes with the majority of old records, or when making new perks. Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted July 5, 2017 Share Posted July 5, 2017 There's some settings you need to change in order to make the CK SE behave like oldrim CK. Audio on its ini file needs to be set to 0 for one thing to prevent random crashes. If working with meshes vanilla ice tiles(or anything with a frost texture), etc, you need to turn on collision geometry or you can't select them in the render window. Changing certain perk fields is bugged unless you duplicate an existing perk and then save it. All the bugs from oldrim CK is present in the CK SE. IMO the only reason to use oldrim CK for SE is if you're converting an oldrim mod over to SE. SE mods are not backwards compatible with oldrim CK. Link to comment Share on other sites More sharing options...
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