The Creation Kit - the official SDK for creating Skyrim and Fallout 4 mods - could only be acquired exclusively through this launcher which would of course be a problem for new modders once the service is taken offline.
Luckily, Bethesda has already made both the Fallout 4 and Skyrim Special Edition versions of the Creation Kit freely available on Steam. You can add them to your library by clicking on the banners below.
I have been able to confirm with Bethesda that both of these Creation Kit builds are compatible with the Steam and Xbox (PC) versions of their respective games. You should not need the Steam version exclusively to use these tools. However, it is unclear whether the CK will work seamlessly with the Virtual Reality versions of the games as modding for Skyrim VR and Fallout 4 VR is not officially supported by Bethesda.
The Fallout 4 Creation Kit appears to be much the same as the version offered by the Bethesda launcher, however, the version for Skyrim SE has been updated from 1.5.73 to 1.6.438.0. The update includes the following changes:
This, unfortunately, means that the new version is no longer compatible with the fantastic SSE CreationKit Fixes by Nukem. I spoke with Nukem earlier today who said he doesn't currently have the time to update CK fixes but is welcoming any assistance from contributors on the project GitHub page.
If you're using this addon, make sure to make a backup of the current Creation Kit files found in your Skyrim game folder (listed below) or use the Creation Kit Downgrade Patcher by Halgari.
- Tools (entire folder)
- Papyrus Compiler (entire folder)
- lex (entire folder)
- Data\Scripts.zip
- CreationKit.exe
- CreationKit.ini
- flowchartx64.dll
- p4com64.dll
Kudos to Otellino for the list.
It's important to keep in mind that this is not an automatic update, so there's no reason to overreact! If you have the version from Bethesda.net you do not need to download the Steam version. However, if you ever need to reinstall Creation Kit, Steam will be the only option from 11 May 2022 onwards.
As a reminder, you will also be able to migrate any games from the Bethesda.net launcher to Steam starting tomorrow (27 April 2022). You can read more about the migration process on Bethesda's website.
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A moderator has closed this comment topic for the time being04/29/2022- I'm runing Skyrim AE. I uninstalled the creation kit, then uninstalled and reinstalled Steam. Then reinstalled the CK. Now I can open the CK with creationkit.exe. I can't open it with the Steam CK launcher or MO2. Steam won't help because the CK is Bethesda software. Bethesda won't help because they succesfully dumped the shitty AE CK on Steam. Still getting the Load error V:0000065432 when I try to open the CK with MO2. The error message popup also says it's a Steam error. The AE creation kit is about as useful as a football bat.
I assume there's probably a similar field in MO2's edit options for external tools, but as I never actually used it, I can't tell you where.
Click on your gears icon in MO2, set up the creation kit tool. There is a line below arguments that says "Overwrite Steam AppID". Tick the box and type in the 1946180 value listed below. This worked for me
I will only add one hopeful request, whomever jumps in to update Nukems tweaks for AE CK, PLEASE take a look at the Fallout4 similar mod, the ck updates mod, it has a darkmode style, and its so wonderful and gentle on the eyes. I bet you could take the style code and move it over with minimal issues being they're so close, and the differences between fo4 SSE CK are not in the underlying GUI style code.
Are memory leaks a joke to ya?
Do people really prefer that companies never update their **** just so there will less work to maintain mods?
Nukeem and I use the same system for replacing the rendering mechanism, but there is a difference in my project with a more complex structure, moreover, it is identified from the color scheme, for this reason you can apply a light theme and any other.
First of all, should be the whole UITheme, which says how to draw and what to draw, it depends on my WUI classes.
So need to refine a lot DarkMode.cpp in the Nukeem project. And without the above modules, it will take another six months of development, for one programmer.
:)
I'll have to see about making a fallout 4 follower one of these sober days.