Skyrim Special Edition

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RashadDracula

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  1. RashadDracula
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    ("Tips & Solutions")
    Spoiler:  
    Show


    • You can pack the loose files into .bsa using the  Archive tool given in the Game directory: ("SteamLibrary\steamapps\common\Skyrim Special Edition\Tools\Archive")
    • You can use the BAE (Bethesda Archive Exacter) to convert your bsa into loose files and use them instead of .bsa for editing mods.
    • To manually generate facegen in CK select the Actor in the object window and press (Ctrl + f4) for more info you can look here: Guide: Creating FaceGen Data or YouTube Guide.
    • You need to go to the edit tab in CK to enable Picking Preference (Enabling this allows you to pick the type of objects  you have checked while excluding unchecked once)
    • You can work with multiple objects at the same time, for this You need to go to the view tab and select (Reference batch action window) now any object you select will be listed in this window, you can select multiple objects using (Ctrl + Select) and make changes to them in the Reference batch action window. 

    Solution: for NVIDIA - GPU Flickering.
     ("for windows 10 & 11 Users only"):

    • Press the Windows Key, Search for Graphics Settings:
    • (Aditional Step for Win 10) If Graphics Settings Don't Show In win search Just Follow this Guide
      Link: https://www.windowslatest.com/2020/07/07/enable-windows-10-hardware-accelerated-gpu-scheduling/
    • Once you have it open Click on the [Browse] Option under the Add an App
    • Locate and add CreationKit.EXE
    • Once you have done that click on the Creation kit icon that is now listed and click options here select the integrated Graphics instead of Nvidia for Example ("Intel HD High Performance")  then click save.

    Solution: for DPI Scaling Issue.

    • Follow the Guide in the Link And Set your DPi Scalling to 100% / (96)
  2. RashadDracula
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    Some of the Issues with the new version (1.6.1130) of the game  can be fixed with the solutions given in this Feed.

    https://libreddit.app.runonflux.io/r/skyrimmods/comments/18btob5/updated_information_about_the_new_skyrim_update/
  3. Oldhunter12
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    I am just asking but I presume u are not going to update the mod are you?
    1. RashadDracula
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      /i\ All Activities related to modding Is on hold due to real-life Circumstances... & The full time Job of a Manager that takes 12hs of my life everyday...by the time i come home i am too exhausted to even talk.

      When Batheshda released this damend update i was about to update my mod all things had been set, now i have to redo everything from scratch...and all my work for the last few months working on a major update is useless now for that very reason.

      "Some... don't get my sufferings and helpless moans...!, & That is to be Expected of Life...!,  After all life is all about endurance..., You live as long as you endure....!"
    2. RashadDracula
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      I am looking for a way no matter however small that chance is...! as soon as i can i will & believe me i want to... but there is no given date as of yet.

      For now think of this mod as exclusively only for Game version (1.6.640). And GOG version
  4. MadModderJess
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    Possibly helpful here:

    https://www.nexusmods.com/skyrimspecialedition/mods/106299
    https://www.reddit.com/r/skyrimmods/comments/18dokh6/how_do_i_get_16640_compatible_creation_kit/
  5. ArxVallium
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    What online features (if any) does this mod have?
  6. RadoGamer
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    For those of you having the Procedure Entry Point SteamUser error, after the latest game update . 

    I've been using CK Version 2.0 for years and have never had a major issue until now.  I am now getting the same error.

    Back a few years ago that error popped up on the original CK  and it was discovered that the issue was being caused by an out of date or corrupted DLL file. 

    Some where in all of the latest changes that have been made to Skyrim and SKSE and it's components, a DLL file is potentially causing this issue. I can't seem to get anyone to respond to this on the forums. So i thought I'd drop this information here.

    I tried to fix this myself by using a backed up DLL file from the previous Skyrim SE back up, and CK started but the game went wonky so I ran verify file integrity in Steam the game went back to normal but the CK had the same error again.

    The game with a large load of mods, starts and plays fine, the only issue is with the CK. Hopefully someone will see this that has more savvy than I  do, I've tried everything I could think of and nothing has worked.

    The other possibility is that Microsoft-Bethesda is moving towards eliminating the mod community and forcing only sanctioned modding.   With the advent of Creation Club and the newer features towards more of the same on the Bethesda Social site,  that just may be what's inevitably going to happen. Just a thought.
    1. evildarkarchon
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      It's a steam issue, 1.6.1130 and the associated CK update use a new steam API whereas the previous updates use an older one, so you'll have to juggle steam DLLs if you want to "have your cake and eat it too".
    2. RashadDracula
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      No it's actually more complicated then that, Bethesda has included a new abominable plugin called the "_ResourcePack.esl"  basically breaking many mods and made the ".esp" from the older versions of the game no longer work with the new version of the game.

      The new Versions of Creation Kit comes with Terrain and Landscape Editing Buggs making modding a nightmare scenario.

      Basically made the game Less Moddable for the whole community of modders in Nexus and other Modsites.

      Boy...., What a terrible Christmas Gift ...!,  You know Whats worse...? Now they got Santa on their side too...!!!
    3. RadoGamer
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      Thanks for this information Rashad, I appreciate it a great deal. People on Steam are complaining about the same issue with the Steam version of CK.

      I was afraid I may be right but it looks like you hit the nail on the head Microsoft/Bethesda is most likely moving towards disrupting the largest mod community there ever has been around a game they now own. Hopefully someone with enough know how can break through this latest effort to control private modding of our games. I sure would love a fix for this I was about to release a huge player home mod I've been working on for a few years.

      I saw that esl file the other day in Vortex had no idea what it was since I didn't install it.  I wonder if it would break the game if I disabled it, and uninstalled it.
    4. perchik71
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      In the new game, all plugins come with version 1.71, with an expanded set of acceptable indexes, or rather, the initial threshold was removed. The old editor won't open them and the game won't open them either. Use the Nukem9 mod, which will allow old games to open new plugins. The new editor will not work with the old game, because the Steam API of the new version is registered in it. But today this is no longer a problem, there are many solutions to this problem, I have my own one.
    5. RashadDracula
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      Just for confirmation

      Which of the issues from (1.6.1130) update does your patch fix.

      Also any new additions to the Ck's Editing capability...?

      Or

      If you have an explanation pre-made just share the link.

      So i can update myself and others....
    6. perchik71
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      RashadDracula, if my mod is installed, then it is enough to find the string steam_api64.dll in the hex editor to .exe and write winhttp.dll because, the new record is less than 4 bytes - to zero them, any string ends with a terminal 0. After that, all functions will be redirected, and I have them implemented to mod. Both the old and the new API. But I don't see any point in launching a new editor on an old game. The new editor makes new plugins, of course, with the Nukem9 mod, this is no longer a problem.
      This will not work in 1.6.438, you first need to remove Steam DRM. It's not in the new editor.
      Edit: You can write your own patch, you can use a ready-made one, there is only one string for the entire file. 
      Edit2: And finally, everything you need has already moved to the new version. And I didn't stay away either. So I don't quite understand these sufferings and thoughts about the death of modding, and the fact that it became paid. They could be found by a paid subscription before. And corporations want to attract this people to themselves, and it's natural to be in a share.

      Which of the issues from (1.6.1130) update does your patch fix.

      What are you talking about? All the fixes that were previously made have already been made. Of course, it doesn't matter which version.

      Also any new additions to the Ck's Editing capability...?
      It looks like they added support for archives larger than 4GB. At least I found changes in this part that suggest such thoughts. They didn't announce it themselves, and I don't have such a large file. And rather added to the game itself.

      In short, if you want to sit on the old one, install both and this Creation Kit. You can play and install mods, any.
      see and see. And of course, the old SKSE and all its old mods.

      Or

      Sit on the new version and the game. If you have gog, then you only need the first point. Or use what my mod provides. Sit on the old version of the editor and play the new version of the game, or vice versa.
    7. RadoGamer
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      Perchik71 could you be more specific about Nukem9,  I searched the Nexus for it and found nothing also when you refer to version 1.71 what exactly are you talking about?

      Thanks
      J
    8. Ian001022
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      The mod is called Backported Extended ESL Support.
  7. SaigooX
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    thanks for the patch, you are a god !
  8. aufisch
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    I can't start CK since the (for me) force update even though I downgraded (Best of both Worlds) again. Unfortunately your link doesn't seem to work anymore. If you would have an updated one that would be splendid.
  9. QueenAcademe
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    I was able to get the new creation kit to launch (using the GOG to prevent the "The procedure entry point SteamUser could not be located in the dynamic link library C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\CreationKit.exe" error) but loading any plugin immediately crashes it. Anyone know why?
    1. RetroDaddy
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      Most prpbably it's the version number placed in the mod.  Old ck version was 1.7.0, the new version is 1.71.  You can use the "xEdit" program to change this value, it may help you.
  10. DarthVedda
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    Is this mod safe to use yet?   My CK is crashing on startup (it starts to load, then seems to jsut give up and crash, and there's no error message to help me figure out what's wrong).    If anyone has any ideas that might help, please do let me know!
  11. Kborg64
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    hopefully the new update wont completely destroy this 🙃
    1. RashadDracula
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      Fingers Crossed
    2. PrincessMely
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      I think it might have as I'm now getting the error:

      The procedure entry point SteamUser could not be located in the dynamic link library C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\CreationKit.exe. 

      Even after running the uninstall UCKP bat the error persists unless I reinstall the creation kit completely. I tried the delete steamapi.dll and restore with verify game files, tho in my case I only have the steam_api64.dll, but it isn't fixing it.
    3. RashadDracula
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      try using the GOG Patch See if it works with the new update.
      Also
      Check The link below, it might help you tackle crashes with the latest update 

      https://libreddit.app.runonflux.io/r/skyrimmods/comments/18btob5/updated_information_about_the_new_skyrim_update/
    4. Kborg64
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      so much for that lol. i forgot to disable auto updating for creation kit (only did it for actual skyrim). fml 
    5. PrincessMely
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      Installing the GOG patch got the creation kit launching with UCKP. But unfortunately, now I get the error that it can't load the .esp because the creation kit exe is too low of a version. Any chance of updating the exe to the latest version?

      I just pasted over the UCKP with the latest creation kit exe to get it working for now
  12. fallingrising
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    In my case, the "no entry point" error was caused by the mismatch between the game version and the CK version. In my case, this was caused because I had blocked steam updates of the game, but not of the CK. Thus when the update was released, my CK updated but my game didn't. Once I got them both to the same version. The CK opened, although I then had to tweak the CK ini, since it was a fresh INI. 

    Error messages about "unknown creation kit version" are a result of the Creation Kit Fixes mod not being updated to the new version., I clicked through them without issue. However, there is a caution regarding this. The newly installed CK will auto-export any facegen files unique to that mod when the mod is saved. THIS CAN OVERWRITE YOUR EXISTING FACEGEN FILES. Creation kit fixes disabled this feature, thus it is not disabled in the new creation kit. 
  13. Sayenah
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    Don't use this mod till the author updates it to work with the new updates. Getting the "no entry point found" error. Deleting/resetting Steam .dll doesn't help as being suggested in some comments. Unpacking scripts and what not wont help.

    Save yourself the headache for now and don't use this. Not working with Skyrim's latest update. If you have made the mistake of installing this, then using the shipped uninstaller won't work. Your only choice is to delete the entire damn folder, reinstall creation kit, and try again.
    1. RashadDracula
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      I see, Better stick to AE 1.6.640.0 then..., at least for those who still have that game version intact....

      Bethesda pissing on the Modding Industry again.....!

      What in Oblivion is this... By sithis I am gonna murder somebody at this point.
    2. perchik71
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      If you want to modding, then the whole game should be old version and CK too.
    3. perchik71
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      RashadDracula, Since the DM is not working, I'll write here. The new version of CK uses the new steam_api.dll The file itself comes with the game, so people have problems. Also, the new version does not have a steam overlay, as well as the DRM itself. But there is an untreated problem with the landscape, if you are going to do an update, take this fact into account. And I almost forgot, they deleted the warning related to FlowChartX.dll therefore, it is better to register this library immediately, otherwise the scenes will not work.
      Edit: All early steam removal methods do not work, as there is no steam. But for some reason, its functionality is used in the Creation Kit.
    4. RashadDracula
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      But there is an untreated problem with the landscapeWhat is this landscape problem you speak of, do you have any source or links explaining this, can you plz share with me...?
      Most of these threads are a few years old.
      The new version of CK uses the new steam_api.dll This can be fixed If we get a hold of that new .dll, but a more important problem is backwards compatibility with older versions of the game,
      Seriously no one wants to update their game version anymore...! at least not me until i am sure that its stable and functional
    5. perchik71
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      Any change in the landscape leads to distortion of the affected piece. see. About the rest, I have not heard or seen.
      This can be fixed If we get a hold of that new .dll, but a more important problem is backwards compatibility with older versions of the game,
      Seriously no one wants to update their game version anymore...! at least not me until i am sure that its stable and functional
      As far as I have tried, there is no backward compatibility, there are no those functions that were previously available.. so these are two different APIs and they are not compatible. The new version comes with the game.

      For understanding, the new one does not have something SteamUser, and the old one lacks SteamInternal_CreateInterface
    6. RashadDracula
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      Any change in the landscape leads to distortion of the affected piece
      there are no those functions that were previously available

      Smells like a missing piece of the puzzle stuck in an old toaster oven, now we fools are looking under the mat, but a mat ain't no toaster oven.

      In other words it looks like a conflict between two different edits that the engine can "no longer" solve on its own.

      But what is Missing...?
    7. RashadDracula
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      I have heard Nukem has released an SKSE plugin DLL that will allow 0x0-0x7FF and v1.71 plugins to be loaded on older exes: Backported Extended ESL Support.

      So that solves the problem of Backward compatibility between the new ESL and older versions of the game.

      But it does not solve the problem Bethesda shipped with the v1.6.1130 update the  "_ResourcePack.esl" 

      This plugin uses form IDs in the 0x0-0x7FF range. So if you try to load this "_ResourcePack.esl" file from a downgraded (or GOG, VR) exe, your game will immediately crash. You can work around this for now by deleting this file: no mods currently use it. but when you need to make massive changes to the game most of the shipped "Master Files" are used in order to make a consistent patch.
      I am almost certain that's what the USSEP team has done...,  or any other massive patches will do in the future

      And Deleting the "_ResourcePack.esl" is not a Viable option as its gonna Break the game in one way or the other since it was shipped together with the game it may be used by one of the existing DLC, ".esl" or at least update.esm .
    8. perchik71
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      Version 1.5 generates true correct VTXT data, 1.6 does with garbage. Therefore, I highly recommend using 1.5 if you are changing landscape, I could not fix it. However, now it forces to use the old version of the game, I've already decided that. But this requires editing the .exe itself. You just need to redirect to the new version of CKFixes, however, it will be released only in the new year.
  14. netbadass
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    ok can someone please help with update instructions for 1130. i cant seem to get it working. it pops up with unknown creation kit version. since no one else is seeming to have this issue its me im sure.
    uninstalled ck complete
    reinstalled
    added ck fixes and overwrite with update
    added UCKP ran pathcer .. broken
    tried api.dll delete not expected to fix my issue
    tried disabling achivements in toml
    re-enabled them.
    then if i run the patcher it breaks CK were it wont load at all... without it it just shows unkown version
    i know everyone is updaing so i expect things to go sideways this isnt my first rodeo lol
    1. RashadDracula
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      What instruction ...??

      A working CK update for 1130 has not come yet, the latest update is Broken. 

      Read this..., it will bring you some piece of mind, so you can rest in peace when you are long gone...

      https://steamcommunity.com/app/1946180/discussions/0/4027970229987801642/


      Consider this that last nail on the coffin of a dying game, that had been persistently kept alive by modders. 
    2. netbadass
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      yukk i see lol thnx fer the link.