Skyrim Creation Kit Player Home

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The Skyrim Creation Kit is a built-in tool that allows players to create mods for Skyrim. The mods are downloadable in the Steam Workshop on. Norskaar is my first mod I've ever made. This is a mod the adds an all new player home to the game. I made this home using the Skyrim Creation Kit, using a home already in the game as a template, deleting everything inside, then completely refurnishing it. It's my first attempt at a player home, and plan to more in the future. Download Skyrim Creation Kit for Windows to modify Skyrim Special Edition data files. XXX Video Player - HD X Player. Access Bluetooth settings directly from your home screen. Skyrim Creation Kit is a powerful, free and easy to use tool for creating and modifying Skyrim mods. Skyrim is hands down one of the best video games of all time, due in no small part to mods made by users just like you. The problem with mod creation though is it can be hard to go it alone on your own, and that’s where this program comes in. Dec 18, 2016 Page 1 of 2 - Help Creating Player home using NPC's exsistng home. posted in Skyrim Creation Kit and Modders: Hello new here to creation kit, I want to mod and existing npc home in Riften Heartwood mill so I can take it over as my player home. Problem is when I look under the housing tab it shows the npcs as owner and that very same tab is greyed out so I cant change the home to player home.

Skyrim Se Creation Kit

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Creation Kit

The Creation Kit or CK (known in previous TES games as the Construction Set or CS) is a tool that can be used to view and edit the game's data files. The tool was released on 7 February 2012, along with a High Resolution Texture Pack. The Creation Kit is an external program that is run separately from the game of Skyrim. The Creation Kit is available for download through Steam and its current version is v1.9.36.0. It can be located on Steam under Library > Tools > Skyrim Creation Kit. However, the download (approximately 81MB in size) is only visible to users who have already bought the game. Moreover, it is only available on the PC, as console manufacturers do not allow third-party content to run on users' systems. As of 2018, you must get into Library > Tools in Steam, then use the search feature for 'Creation' in that section; the tool is no longer listed otherwise. Instruction for installing the CK version for the Skyrim Special Edition and Creation Club content can be found at the Creation Kit Wiki.

The Creation Kit is a program that can be used to control nearly any aspect of the game or create mods, capable of adding brand new user-created game content, examining the game data and retexturing the game. With the help of third-party engines, it can also change GUI elements such as making a PC-friendly items menu. It also integrates with the Steam Workshop to allow users to share, rate, and download mods.

  • 1Creating Mods
  • 2Steam Workshop

Creating Mods[edit]

Player

Bethesda has created several tutorials for the Creation Kit. They created a new wiki with information about the Creation Kit. Video tutorials have been created too. There is an overview of the tool here on the wiki.

Video tutorials[edit]

Bethesda has created ten video tutorials which demonstrate how to use the Creation Kit. It first starts with how the Creation Kit is installed. Then it takes the viewer along the creation of a dungeon to cover the most important aspects of making an interior space in the Creation Kit. In the final video it is shown how the interior space can be connected to the exterior world.

Other Information[edit]

  • Creation Kit Wiki -- Official wiki for the Creation Kit where you can find details and tutorials for creating mods.
  • Creation Kit EULA -- The end-user license agreement for the software.

Steam Workshop[edit]

Mods can be directly uploaded from the Creation Kit to the Steam Workshop. This allows players to quickly install new mods. Players can directly subscribe to the mods from the Steam Workshop. Every time the Skyrim launcher is started, it will automatically download the latest version of any subscribed mods.

Unsubscribing from a mod can be done in two ways:

  • Go into the Steam client and log into Community. Select Workshop Files under Actions. There is a link called Subscribed items. Selecting Subscribed items will display a list of mods you are subscribed to. There you can unsubscribe from them. The files won't be deleted from the data folder, but updates for the mod aren't downloaded anymore. You have to uncheck it manually in the launcher.
  • Go into the launcher and uncheck the plugin file of the mod you want to unsubscribe from. The Launcher will first ask if you want to delete the files of the mod that has been unchecked. The Launcher will then ask if you want to unsubscribe.

Mods uploaded to the Workshop were originally restricted to a file size of 100MB, although this limit was removed on March 2, 2015. An optional payment model for mods uploaded to the Workshop was briefly in place from April 23-28, 2015, but was removed due to severe community backlash.

The workshop for Skyrim was originally in closed beta to a select few who were part of the Creation Kit developer club, made up of Bethesda employees and dedicated community members.

Links[edit]

  • Steam Workshop -- Contains the mods uploaded by the Creation Kit.
  • Creation Kit Public Group — Official Steam group for Creation Kit that anyone can join
  • Creation Kit Group — Exclusive team group for the beta testers of the Creation Kit and Steam Workshop

Game Data[edit]

Prior to the Creation Kit release, many modders were using third-party tools to indirectly extract and then read the game's files. These tools have been developed based on knowledge of the game data format used in previous Elder Scrolls games, and are known to provide the same type of game information as the Creation Kit. Despite this, the Creation Kit will likely give more information because it was made to create the game originally. So, more game data (e.g., item statistics) can be extracted with these tools, then will be added to UESP articles. This data is likely to be casually described as 'Creation Kit data'.

CK Discrepancies[edit]

The information available in the CK generally provides the most accurate data about the game. Almost every Skyrim article on this site relies extensively on data taken from the CK.

However, there are a limited number of cases where the data visible in the CK is not accurate, i.e., it does not correspond to the values visible in game when using the Console. This generally occurs because the data is overridden by automatically calculated values. For example:

  • The gold values of enchanted items as shown in the CK do not include the value added by the enchantment.
  • Even when the CK does display auto-calculated values, it does not always round those values the same way as is done in-game. For example, on multiple-effect spell costs, the CK floors each individual effect and then sums them, whereas in-game, the full-precision values are summed, and then the total is floored. A consequence of this are cases of one-off errors of potion gold values in the CK compared to in-game values.
  • The CK will use the wrong offset for stats like health, if the race is changed by a template. An example for this is the Unbound Dremora. In game, the offset provided by the race of the template is used, as can be verified via console. In practice however this is no problem for most cases, since either the race stored in the NPC_ form matches the race of the template, or at least the stat offset is the same.

All of these cases have been verified, for example, by examining statistics in game using the Console. The in-game values are used in preference to CK values when there is a discrepancy between the two (see the style guide).

Notes[edit]

  • The SkyrimEditor.ini file, referred to in several of the notes below, can be found in the main Skyrim game folder, usually at C:Program FilesSteamsteamappscommonSkyrim. For the Special Edition, this file is called CreationKit.ini.
  • By default, you can only load either Dawnguard, Hearthfire, or Dragonborn data into the CK, but not all at the same time. To load multiple masters, in SkyrimEditor.ini, add bAllowMultipleMasterLoads=1 under the [General] heading.
  • To set a different language (the GUI will always be in English) you can add sLanguage=<LANGUAGE> under the [General] heading in SkyrimEditor.ini (e.g., sLanguage=ITALIAN).
  • Add-On scripts are not normally displayed. The sources are kept in separate folders: DataScriptsSourceDawnguard, DataScriptsSourceHearthfire, and DataScriptsSourceDragonborn. Using this information, you can do one of the following in order to view them:
    • View them in a text editor.
    • Copy them to DataScriptsSource, though you may want to make a copy of the original scripts first because some of them will get overridden in the process.
    • Set the value for sScriptSourceFolder in SkyrimEditor.ini to the appropriate sub-folder. If you haven't already done so, you will also need to add the add-on's .bsa file to SResourceArchiveList2 in the [Archive] section. For example, SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa. Do not add .bsa files to this list unless all source code is available or the 'Add Script' button may cause the Creation Kit to crash.
  • Setting relationships with new actors may only work with actors that are set to unique.
  • Display of error messages can be suppressed by setting bBlockMessageBoxes=1 in the [MESSAGES] section of SkyrimEditor.ini.
  • Version 1.9.35 will delete all the native game script files from your DataScripts folder. If you have modified the scripts, you should back them up before updating. If you've already updated, there's nothing you can do unless you have a backup. The default versions of the scripts are available in the Data folder in a Scripts.rar file. You will need something capable of extracting RAR files, like WinRAR, in order to extract them into your Scripts folder.
  • Version 1.9.35 also disables version tracking. There is no known workaround short of restoring an older, backed up version of the Creation Kit.

Bugs[edit]

See Bugs for more detailed information on critical bugs in the editor.
  • Attempting to load Dawnguard, Hearthfire, or Dragonborn crashes the Creation Kit.
    • Add the add-on's .bsa file to the SResourceArchiveList2 value, as discussed in the Notes section.
  • For Actors, the Character Gen Morphs page doesn't lock when 'Use Traits' is selected in the Template Data section, however changes made will not save unless 'Use Traits' is unchecked.
Retrieved from 'https://en.uesp.net/w/index.php?title=Skyrim:Creation_Kit&oldid=2093297'

Description

This tutorial describes how to make a bookshelf that the player can interact with, putting books in and removing books from it. The whole process looks more complicated that it is actually and I put twenty-seven images to help you!

I - What makes a bookshelf

Bookshelves in Skyrim are made of:

- PlayerBookShelfContainer, one per shelf your bookshelf contains. PlayerBookShelfContainers are containers like any other except that they are invisible and empty by default. These containers are remotely activated.
- a shelf you can choose among any piece of furniture that has shelves on which books can sit. In this tutorial, I'll use the CommonShelf03.
- PlayerBookShelfTrigger, one per shelf your bookshelf contains. PlayerBookShelfTriggers are activators that will be remotely activated.
- DefaultBookShelfBookMarker, as many as each shelf your bookshelf contains; the larger available shelves can contain up to 18 DefaultBookShelfBookMarkers. DefaultBookShelfBookMarkers are invisible and empty books that act as place holders for the books the player will put in the bookshelf.
- PlayerBookShelfClickTrigger, one per shelf your bookshelf contains. PlayerBookShelfClickTriggers are the activators the player interact with in order to add or remove books from the bookshelf.
- CollisionMarker, on each side of the bookshelf except the back. Frankly, I have no idea what these CollisionMarkers are for but each bookshelf I have seen in the game has them, so...


II - Preparation

Bethesda Creation Kit

For practical reasons, it is better that you create your bookshelf in a separate cell. Once you have loaded your plugin, click on World in the menu bar and then select 'Cells'.

In the window that opens, right click anywhere in the list and select 'new'. A dialogue box will open that requires you to give a name to your new cell. Name it 'aaaabookshelf', so that it's the first cell in the Cell View window list.

It's in this cell that you'll test your bookshelf, so load it and put some floor and light in it. I'll use NorRmSmMidFloorOnly01 in mine. On this floor put a COCMarkerHeading on one side, the shelf you want on the other side and a light source in the middle. (Important: do not rotate the bookshelf when you place it in your cell, otherwise you may have problems following further instructions. )


III - Making the bookshelf

Now, the serious (and mildly tedious) work can begin:

1) Behind the shelf, put one PlayerBookShelfContainer; place it at the level of the lower book case.


2) On the lower shelf place one DefaultBookShelfBookMarker and orient it (for some reason, they come flat by default):

  • rotation x: 90.0000,
  • rotation y: 90.0000.

Make sure that there is some room left between the book and the wood.

3) Once the first book has been placed, duplicate it as many times as needed (maximum books 18, important).

4) After all the books have been placed, go to the PlayerBookShelfContainer that you put behind the shelf and double click on it: Move the PlayerBookShelfContainer reference window so that it's not hidden by the Render View Window and rotate the camera so that you face and see all the books. In the PlayerBookShelfContainer reference window, go to the 'linked ref' tab:

5) Double click in the 'linked ref' tab, in the 'choose reference' dialogue box click on the 'Select Reference' button, double click on the first book on the left; in the 'Keyword' drop down menu select 'BookshelfBook01' and click on OK.

Double click again in the 'linked ref' tab, choose the second book, select 'BookshelfBook02' in the 'Keyword' drop down menu and click on ok.

Repeat the process for each book; make sure you don't overlook one. Click on OK in the PlayerBookShelfContainer reference window when done. Don't forget to save your mod too!

6) Select the bookshelf, go to the icons menu bar and click on the icon that has the shape of a cube with a 'T' inside. A 'Select Form' window will open, in the filter enter 'PlayerBookShelfTrigger' without the quotes, select PlayerBookShelfTrigger in the results and click on OK. Your bookshelf is now surrounded by a nice trigger box. Use the handles to reduce it so that it surrounds the books on the lower shelf:

7) Get rid of the gizmo by pressing numpad key 2 and rotate the camera so that you can see both the trigger and the PlayerBookShelfContainer behind the shelf. Double click on the PlayerBookShelfTrigger you just created and

- go the the 'primitive' tab and in the 'collision layer' drop down menu, choose 'L_TRIGGER',

- go to the 'linked ref' tab. Double click in the linked ref tab, in the Choose Reference window, click on the 'Select Reference' button and double click on the PlayerBookShelfContainer that is behind the shelf. Click on Ok and save.

8) Do not move the camera. Double click on the PlayerBookShelfContainer that is behind the shelf, go to the 'linked ref' tab. Double click in the linked ref tab, in the 'Choose Reference' window, click on the 'Select Reference' button and double click on the PlayerBookShelfTrigger that is around the books. In the Keyword drop down menu select 'BookshelfTrigger01'. Click on Ok and save.

9) Click on the PlayerBookShelfTrigger that is around the books, go to the icons menu bar and click on the icon that has the shape of a cube with a 'T' inside. A 'Select Form' window will open, in the filter enter 'PlayerBookShelfClickTrigger' without the quotes, select PlayerBookShelfClickTrigger in the results and click on OK.

Use the handles to move and resize the PlayerBookShelfClickTrigger.

Once moved and resized get rid of the gizmo by pushing the numpad 2 and double click on it. Then:

- go to the 3D Data tab and set Rotation Z to 180.0000 (for some reason the trigger comes with the wrong orientation making the trigger impossible to be reached by the player),

- go to the 'Primitive' tab and check the 'Player activator' box,

- go to the 'Linked Ref' tab, double click in it, in the 'Choose Reference' window, click on the 'Select Reference' button and double click on the PlayerBookShelfContainer. In the 'Keyword' drop down menu, select 'BookshelfContainer', click on OK and save.

IV - Testing the bookshelf and finalising it

That's it for now; time to test your bookshelf. If your bookshelf doesn't work, try first resetting the PlayerBookShelfClickTrigger rotation to 0.0000. If it still doesn't work put the PlayerBookShelfClickTrigger rotation back to 180.000 and review everything you've done; you have probably overlooked something. Be patient with yourself.

All right, now that you've made one row of the bookshelf, you must make the other if needed. This can be done easily by duplicating the elements already existing and raising the duplicates to the second shelf.

Now that your bookshelf is finished, it remains to add the collision markers around it. Select the bookshelf and go to the icon menu, click on the 'create collision cube' icon and press it:

Your bookshelf is now surrounded by a collision cube. Use the handles to resize it and place it on the left. Duplicate the collision box and move it to the right of the bookshelf.

Skyrim creation kit player home audio

Create other collision cubes and resize them using the same methods and place them:

Without

- over the books and under the lower shelf, make sure they don't clip with the books,

- in front of the bookshelf, make sure the collision box doesn't clip with the books and doesn't cover the PlayerBookShelfClickTriggers:

There you are, you have made a bookshelf! To use it, select the entire bookshelf, copy and paste it wherever you want in your cells.

Be good!

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