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Skyrim:Creation Kit

10 004 bytes adicionados, 12h55min de 11 de dezembro de 2015
current version is 1.9.36.0
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[[File:SR-cover-Skyrim Creation Kit.jpg|thumb|right|Creation Kit]]
The '''Creation Kit''' (previously known 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 [[Skyrim:High Resolution Texture Pack|High Resolution Texture Pack]]. The Creation Kit is an external program that is run separately from the game of [[Skyrim:Skyrim|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 > 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.

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.

== Creating Mods ==
Bethesda has created several tutorials for the Creation Kit. They created a new [http://www.creationkit.com/ wiki] with information about the Creation Kit. Video tutorials have been created too. There is an overview of the tool [[Tes5Mod:Creation Kit Usage|here]] on the wiki.

=== Video tutorials ===
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 [[Tes5Mod:Developer Mods/Lokir's Tomb|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.
<div style="-moz-column-count:2; -webkit-column-count:2; column-count:2">
:* [http://www.youtube.com/watch?v=gDKivlGmia4 Episode 1: Introduction to the Kit]
:* [http://www.youtube.com/watch?v=SO-OMWk0mQs Episode 2: Basic Layout]
:* [http://www.youtube.com/watch?v=p1Twdld0tLc Episode 3: Basic Layout II]
:* [http://www.youtube.com/watch?v=6RzxXWiqb8M Episode 4: Clutter]
:* [http://www.youtube.com/watch?v=raM9TBZZyQY Episode 5: Navmesh]
:* [http://www.youtube.com/watch?v=TAih_jr233I Episode 6: Basic Encounters]
:* [http://www.youtube.com/watch?v=PN5vCtlxvwk Episode 7: Traps]
:* [http://www.youtube.com/watch?v=acfuZiQh83Y Episode 8: Optimization]
:* [http://www.youtube.com/watch?v=5fZoIpKcJ6I Episode 9: Lighting]
:* [http://www.youtube.com/watch?v=kTSQaUx5eKY Episode 10: World Hookup]
</div>

=== Other Information ===
:* [http://www.creationkit.com/Main_Page Creation Kit Wiki] -- Official wiki for the Creation Kit where you can find details and tutorials for creating mods.

== Steam Workshop ==
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.

=== Links ===
:* [http://steamcommunity.com/workshop/browse?appid=72850 Steam Workshop] -- Contains the mods uploaded by the Creation Kit.

== Game Data ==
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 [[General:Elder Scrolls|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 ==
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 [[Skyrim:Console|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 [[Skyrim:Unbound Dremora|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 [[Skyrim:Console|Console]]. The in-game values are used in preference to CK values when there is a discrepancy between the two (see [[UESPWiki:Style Guide#Accurate and Verifiable|the style guide]]).

== Notes ==
* The <tt>SkyrimEditor.ini</tt> file, referred to in several of the notes below, can be found in the main Skyrim game folder, usually at <tt>C:\Program Files\Steam\steamapps\common\Skyrim</tt>.
* 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 <tt>SkyrimEditor.ini</tt>, add <code>bAllowMultipleMasterLoads=1</code> under the <code>[General]</code> heading.
* To set a different language (the GUI will always be in English) you can add <code>sLanguage=<LANGUAGE></code> under the <code>[General]</code> heading in <tt>SkyrimEditor.ini</tt> (e.g., <code>sLanguage=ITALIAN</code>).
* Add-On scripts are not normally displayed. The sources are kept in separate folders: <tt>Data\Scripts\Source\Dawnguard</tt>, <tt>Data\Scripts\Source\Hearthfire</tt>, and <tt>Data\Scripts\Source\Dragonborn</tt>. Using this information, you can do one of the following in order to view them:
** View them in a text editor.
** Copy them to <tt>Data\Scripts\Source</tt>, 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 <code>sScriptSourceFolder</code> in <tt>SkyrimEditor.ini</tt> to the appropriate sub-folder. If you haven't already done so, you will also need to add the add-on's <tt>.bsa</tt> file to <code>SResourceArchiveList2</code> in the [Archive] section. For example, <code>SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa</code>. Do not add <tt>.bsa</tt> 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 <code>bBlockMessageBoxes=1</code> in the <code>[MESSAGES]</code> section of <tt>SkyrimEditor.ini</tt>.
* Version 1.9.35 will '''delete''' all the native game script files from your Data\Scripts 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 ==
:''See [[Tes5Mod:Creation_Kit Bugs|Bugs]] for more detailed information on critical bugs in the editor.''
{{Bug|Attempting to load Dawnguard, Hearthfire, or Dragonborn crashes the Creation Kit.|confirmed=1}}
** Add the add-on's .bsa file to the SResourceArchiveList2 value, as discussed in the Notes section.
{{Bug|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.|confirmed=1}}
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