Creation Kit for Skyrim Special Edition

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If you are a Skyrim mod author and have been waiting patiently for the Creation Kit for Skyrim Special Edition, we have good news.
Pete Hines has shared a code, via Twitter, allowing access to the Creation Kit for Skyrim Special Edition!

EDIT: The Creation Kit is now live for all users! Simply restart the Bethesda Launcher and it should appear.

There are a few things you should note before jumping to the end of this article to grab the code.

  • You need to set bAllowMultipleMasterLoads=1 under the [General] section in the CreationKit.ini located in the Skyrim Special Edition installation folder. 
    If you want to protect your changes from being erased when updating the Creation Kit you can make a new file called CreationKitCustom.ini in your SSE installation folder and add this setting:

[General]
bAllowMultipleMasterLoads=1

  • Make sure the CK is installed on the same drive as your Skyrim Special Edition or it won't launch.
  • If you are using this to convert mods to SSE from the old version of Skyrim please read up on what that entails. It is absolutely essential that you read this information and understand it before duplicating your mod pages over to the SSE Nexus site. Simply duplicating your mod page and uploading the same version without properly updating runs the risk of causing issues for users. Nobody wants that. You can find up-to-date information on converting mods in the following links.

    Converting mods for SSE (AFKmods) - by Arthmoor
    SSE wiki page (Reddit) - by Thallassa

  • The CK must be installed through the Bethesda.net launcher the first time. Once it is installed it can be launched through the CreationKit.exe without needing the BethNet launcher.
  • If you already have the Bethesda.net Launcher running when you redeem this code you must close it and reopen it for the the SSE CK to appear.
 
Code & How To Use

  • Sign into your Bethesda.net account
  • Click your username in the top right corner to access your Account Settings
  • Click “Redeem Code” in the list on the left side of the page.
  • Enter this code: g6h8-ne8h-u3xn-9g8m-g38u
    (make sure it is all in lowercase)

Disclaimer: The original Tweet says “Limited Use” however we’ve yet to hear of it not working for someone. If you try to redeem it and it no longer works, please let us know so we can make that information known. 

EDIT: These steps are no longer needed, as the Creation Kit is now live for everyone!

Best of luck and happy modding!

194 comments

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  1. icycoldname
    icycoldname
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    Personally, I found that Bethesda just presumes you have the latest Visual C++ dlls already enabled; if they provide one with the install it doesn't work.

    For those of you playing at home (on Windows), navigate to https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads and grab it from the official source.

    If you're using Linux... you're probably already savvy enough to know where to look for yourself.
    Macs... I guess the philosophy is that apple does everything for you so ask them?? ( c; )
    1. KageRedux
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      **This is an unnecessary comment, and can be ignored**

      This made me laugh way harder than it should have.
  2. Neema
    Neema
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    I seem to only have the option for downloading the Skyrim (not SE) creation kit. Any clue?
    1. Newboss12
      Newboss12
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      its also for Special Edition install
    2. devil77329
      devil77329
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      you think so but you're wrong
      I got "Version Check"

      Incorrect CreationKit version detected. Patches diabled.
  3. InsanesPage
    InsanesPage
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    NVM, found it.
  4. qeissoneguin
    qeissoneguin
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    someone help me? I downloaded the creation kit but when I start it looks like this: "The program can not be initialized because steam_api64.dll is missing on your computer. try reintaling it to resolve this problem"
    1. EpicSpire001
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      did you ever figure out how to fix, i have same issue.
    2. ViktorReznovv
      ViktorReznovv
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      search and download the dll, and put it in your program files. you can search a tutorial on YT if u want, donwloading Dll its kinda easy.
    3. n11nat
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      You can just copy the dll from another game in your steam directory
    4. squirrelfriend
      squirrelfriend
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      where do i paste the dll? i found it and copied it but idk where to put it.
  5. Celtickitty
    Celtickitty
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    The link above: Converting mods for SSE (AFKmods) - by Arthmoor isn't there, but I found his article elsewhere:http://www.theassimilationlab.com/forums/topic/15852-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/
  6. deleted49057493
    deleted49057493
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    Why Skyrim SSE can't detect Nvidia Graphiccards i has Notebook with GTX 1050 and a workstation with RTX 2080, if i start the launcher they dont see any Graphiccard i just has 3 Menus, on Oldrim i have already 6 Menus :(

    So i still on Oldrim, can anyone help me please?

    Kindly Regards

    Neutrogen131313
  7. acidzebra
    acidzebra
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    In response to post #62910351.


    Spoiler:  
    Show

    qeissoneguin wrote: someone help me? I downloaded the creation kit but when I start it looks like this: "The program can not be initialized because steam_api64.dll is missing on your computer. try reintaling it to resolve this problem"


    did you ever figure out how to fix, i have same issue.
     


     
     
    As the name suggests it's part of Steam. Is your Steam software operating correctly? Try reinstalling it. Also, are you downloading the correct version for whatever version of skyrim you are using?
  8. Iladryel
    Iladryel
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    Hi, I got a serious problem.
    Launching Bethesda launcher is completely impossible. And I need it to access CK.
    I've tried running it as adinistrator, in compatibility, uninstalling and reinstalling it, nothing worked. Can someone help me ?
    Thx.
  9. TheUnbroken1
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    I just created my account for nexxusmods and, I don't know where to post this at, but how do I aquire credits? Would I need to get a PlayStation Network card for credits? Any help would be greatly appreciated. Thanks.
  10. Ewookie1
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    Here's my problem. I installed Skyrim SE and a small number of mods. A few that I'd like to port (for personal use) as well as perhaps creating one or two of my own. So I finally found the correct CK on Bethesda.net's launcher and installed it. It worked fine for a while. But then I found this SE CK fix mod on Nexus and some of the fixes sounded like things that would really help with problems I'd had. Only, once I installed it, it started telling me I didn't have the proper "virtualfile' handle or something like that, in the kernel32.dll. Well, a day or two later, they fixed that and I installed the update. Now, when I try to launch CK in MO2, it can't seem to find my mod list anymore. I've tried to find the instructions I had followed to install the CK into MO2, but can't seem to find them again! Does ANYONE know what I seem to be missing. MO2 Automatically recognizes CK and has created a tool for it, but when I run it, it doesn't find the MO2 mod list.
    Is their some sort of argument I need to put into MO2's settings for it? I tried changing the default start folder to "D:\Games\MO2_SSE\Mods" which is where my mods are listed.

    At the very least, could someone redirect me to one of those tutorials for installing CK in MO2?

    Anyway, if there is 'any' help out there for me (other than those guys with the funny white coats with all those shiny buckles), I'd be REAL grateful.
    Thanks guys.
    1. DuchessOfKvetch
      DuchessOfKvetch
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      In response to post #63910366.


      Spoiler:  
      Show

      Ewookie1 wrote: Here's my problem. I installed Skyrim SE and a small number of mods. A few that I'd like to port (for personal use) as well as perhaps creating one or two of my own. So I finally found the correct CK on Bethesda.net's launcher and installed it. It worked fine for a while. But then I found this SE CK fix mod on Nexus and some of the fixes sounded like things that would really help with problems I'd had. Only, once I installed it, it started telling me I didn't have the proper "virtualfile' handle or something like that, in the kernel32.dll. Well, a day or two later, they fixed that and I installed the update. Now, when I try to launch CK in MO2, it can't seem to find my mod list anymore. I've tried to find the instructions I had followed to install the CK into MO2, but can't seem to find them again! Does ANYONE know what I seem to be missing. MO2 Automatically recognizes CK and has created a tool for it, but when I run it, it doesn't find the MO2 mod list.
      Is their some sort of argument I need to put into MO2's settings for it? I tried changing the default start folder to "D:\Games\MO2_SSE\Mods" which is where my mods are listed.

      At the very least, could someone redirect me to one of those tutorials for installing CK in MO2?

      Anyway, if there is 'any' help out there for me (other than those guys with the funny white coats with all those shiny buckles), I'd be REAL grateful.
      Thanks guys.


      Guess it's my turn to deal with this gigantic pain in the arse.

      Any advice you can give as to WHERE Bethesda is hiding this application would be appreciated. I got the Launcher running, and it's not anywhere within this that I can find (Bethesda really really doesn't want us playing Skyrim anymore, not when we could be playing ESO and Fallout 76...). They don't even have TES 5 anywhere in their menus anymore.

      OK, found it. The CK is under "Creation Kit" if you expand the menus on the left of the launcher now (for late 2018, the UI changes sometimes). I would've thought it would be filed under "The Elder Scrolls" or "Skyrim", where their other TES links are usually sorted.

      This is as much fun as trying to get games registered via the Ubisoft Launcher.

      And am I correct in stating, if all you want is the Creation Kit (and you are in your right mind), you will never ever run this stupid Launcher ever again?