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  1. perchik71
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    *** Outdated with v0.4-b840+ Creation Kit versions ***
    CK 1.5.3.0 released on [Fri April 13, 2018] (Removed)
    CK 1.6.438.0 released on [Mon April 25, 2022] (Removed)

    *** Supported Creation Kit versions ***
    CK 1.5.73.0 released on [Wed Mar 13, 2019]
    CK 1.6.1130.0 released on [Tue December 5, 2023]
    CK 1.6.1378.1 released on [Thu November 21, 2024]

    For better performance, it is recommended to use processors with support for SSE4.1 instructions, and with AVX2 it will work even faster. The new version performs the role of winhttp.dll and steam_api.dll. However, to replace Steam, you must use the patch, detailed wiki.

    *** Important information ***
    For everyone with MO2, add CreationKit.exe as an executable and set Overwrite Steam AppID to 1946180.

    *** Build 137 ***
    Everything that happened see change info. Only Win 8.1 or newer.
    Many thanks to Nexus Mods for support, they made this update possible.


    *** Source code ***
    See github.
  2. perchik71
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    All the problems and stuff will be described here (FAQ), as it becomes more difficult to find useful information in the posts.
  3. spacefiddle
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    Uh... maybe remove the "Download with Manager" button from the Files page? I was curious how you got that working to install above Data folder. It does not install above Data folder lmao it just spews the archive all over Data as if it was a standard plugin mod. 

    On your Files management page there will be an option, i think waaay at the bottom, a checkbox for "remove download with manager button" or something like that. Newer people will *definitely* be confused by it and assume, if it's there, it must be a valid option.
    1. perchik71
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      • It doesn't confuse me, I use the update via Vortex.
      • Just a couple of posts below, I answered this.
      • I won't delete anything. 
    2. spacefiddle
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      Indeed. That's interesting info; conversely, it is also true that obscurity of information and documentation does not equate to ignorance on the part of the seeker. I am curious as to how a new user would attain this information about such a function, when the site leads them to believe that all they must do is click the shiny orange button and It Just Works.

      I worked in IT for 25 years, from tech support to sysadmin to management. I met and worked with many talented engineers, who, over the course of their careers and personal lives, amassed a great deal of knowledge and information to very deep levels.

      Unfortunately, many of them came to take their own devotion for granted, and came to expect that anyone and everyone else should be held to the same standard of knowledge, without consideration of the idea that we all start out knowing nothing and must learn, and came to look down on anyone who didn't already know things they had no way of finding out.

      I usually tried to work with these engineers as an opportunity to, instead of mocking others for lack of knowledge, to help educate the inexperienced instead. In this way do we all benefit.

      TL;DR Using the text desc of the File above the download button to say "You can, and should, set this mod type in your manager to Injector, which will ensure it is installed properly" would enlighten many, help people learn something they probably did not know was possible, and more likely than not reduce the number of comments on your page that annoy you.
    3. perchik71
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      Actually, only 2 people in the last year...... may me need to talk to the Nexus administration.
    4. perchik71
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      We need to wait for vortex version 1.14.
  4. spacefiddle
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    Speaking of confused new people...

    CK does not work well with ENB ... Use ckpe_loader.exe.
    Okay. Use it how? After install i double-click it and all i get is a popup about a Steam entry point missing or some nonsense. If there's documentation on what this exe is for and how to use it, I cannot find it.

    Edit:
    after talking with others it seems many people use ckpe_loader always. So perhaps what you meant just didn't come out well, because as written it would mean "if you have ENB, the solution is to run ckpe_loader.exe" but that seems to not be the case.
    1. perchik71
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      • Wiki.
      • I no use, because. Although it is also unknown which you use ones are not original .dll files that replace graphics.
      • "Steam entry point missing" - Read FAQ. You use new CK with old game. The solution is in the wiki.
    2. spacefiddle
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      • I did check the wiki. I am not using old game. I am on the latest version, the so-called AE with all the CC content Todd threw at me.
      • I looked up the exact error I got on the wiki, and it says the problem is with the Steam Deck. I do not own a Steam Deck, nor have I ever used one.
      • Number three should actually have been about the entry point but oh well.
      However in the meantime I have chatted to other folks and gotten advice; before anything else I am going to back up saves, back up mod archives to my NAS, purge all mods in nuclear fire, and use Steam utility to rescue Skyrim from under Program Problems Files directory structure and move it to a simple short directory path, then put it all back together using MO2; after all that is complete, TES VI will be out I will test again and see if Steam stops complaining about not being able to access my user data. 
    3. perchik71
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      "Steam entry point missing" - it means that your steam_api64.dll is not suitable for CK. This .dll only comes with the game, don't have to think much. Steam Deck support in new version.
    4. spacefiddle
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      Aha. I see why we are not understanding each other now. You are taking the error message at its word; that is a risky endeavor in Windows.

      Yes, if the message were literally true - that the file is literally missing - then it would imply I do not have the right version.
      But never underestimate Windows ability to obscure the real reason.
      It is not literally missing - it simply cannot be accessed. Windows UAC is blocking access, silently and without informing the user.
      However to the exe trying to run all it can do is tell me it cannot see the file it is looking for. 
      It has no way of distinguishing between "the file is not present in the loation" and "i was slapped by Windows for trying to poke my nose into that location."

      That is why i will finally stop being lazy and never let anything install into Program Files again.
      If you search around or ask on Discord you will find that a lot of people "solve" this issue by running Steam as administrator.
      Which, of course, if the file was not there and Steam was wrong version, would have no effect.
      But it lets the CK run, because run as admin tells UAC to STFU.
  5. dafydd99
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    Hi!

    I'm trying to upload a new version of my mod to bethesda (ie just the files <mod>.esp, <mod>_textures.bsa and <mod>.bsa), and at the stage of 'preparting to upload' I keep getting an 'ASSERTION' pop up and a crash out.

    Error is always:
    Exception:
        Code: C0000005
        Address: (00000001420D2456) CreationKit.exe -> 0x020D2456
        Message: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.

    I'm happy to accept that there's a problem in some asset somewhere, but how do I go around tracking down which one and how to fix it? The log doesn't seem to have shown any relevant information. If that's not possible, is there any way of understanding what exactly the creation kit does when it's 'preparing for upload' so I can follow through those stages and perhaps discover the problem this way. (CK version is v1.6.1130 and CKPE v0.5 build 143)

    Many thanks for any help!
    1. perchik71
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      create archive's -> remove loose files -> open ck (v1378.1) (no use old version, ofc beth off. no supported) -> send beth

      "but how do I go around tracking down which one and how to fix it?" - nope, sorting through files to create an archive, you can disabled by the checkbox added by CKPE for PS4.

      There won't be a fix, I'm not sending mod's to beth. I won't make any fix.
    2. dafydd99
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      Thanks perchik71 - your quick response is most appreciated.

      So I... updated to v1378.1, created new archives, removed all files from the data folder except for the files to upload, and those the CK had file handles open on. Attempted upload process - and unfortunately got the same error.

      In all tests (tried with and without removing files) same exception - though a different address to before, presumably as v1378.1 is modified from the older version.

      Exception:
          Code: C0000005
          Address: (0000000142103406) CreationKit.exe -> 0x02103406
          Message: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.

      I don't suppose you had any other thoughts as to what it could be?
    3. perchik71
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      "In all tests (tried with and without removing files) same exception" - yep.
      "I don't suppose you had any other thoughts as to what it could be?" - I can only hint that it has something to do with havok.
      hkpSimpleConstraintContactMgr::Factory
    4. dafydd99
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      Thanks perchik71 - that's still helpful.

      If it's havok related I guess it must be something it doesn't like in one of the .nifs, and this 'preparing for upload' stage does a validation pass on those .nifs that somehow is throwing an Assertion exception.

      I take it the source code for the CK isn't available and you've had to learn it via reverse engineering? Otherwise I might be tempted to dive in and see if I can make sense of it myself.
    5. dafydd99
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      FYI, I finally found a work around to this! Should've considered it before really. I put all my nifs through the cathedral optimiser and it fixed whatever was causing the CTD. Of course, I have no idea which nif or why it caused the error, but at least I can finally upload mods again!

      Thanks again for the help in this!
  6. AaronKid14
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    This was a true lifesaver for me! I was having so many problems without it. It annoys me that there aren't enough modern tutorials for creation kit, let alone ones that mention this.
    1. audiogarden21
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      If you have any questions about the CK, feel free to ask.
  7. gettps
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    I've been using this for ages and it's been a serious godsend!

    Although I'm having an issue with the latest update. I made the mistake of updating the CK to the latest version despite my deep fear of doing so.

    The only issue I'm having is now my NPC preview window is flickering, but only in HEAD view. It simply will not stop.

    I've tried switching to dark mode theme 1 and 0 and it still occurs.
    I've tried running ckpe_loader.exe even though I'm not sure what it does, but it still occurs.

    Render window and Full npc preview windows are just fine, but the lack of head-view is driving me batty.

    Does anyone know of a workaround?
  8. MotivatedPower
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    After switching to a new PC, I can finally see the performance difference, as author mentioned - having a good CPU with latest AVX/SSE reduces loading time/searching through forms (work in general).

    Using default CK with a good hardware feels like it's still bottlenecked, I checked on purpose the default CK before installing CKPE. 
  9. worm82075
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    Unless you are going to include a fomod instruction to force install to the game folder instead of the Data folder like SKSE does, then you should probably disable this file's ability to be downloaded with Vortex.
    1. perchik71
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      Sets type mod -> Engine Injector. Ignorance of the Vortex program does not mean that someone has to remove something.
      SKSE installed as Engine Injector default, so decided Nexus developers.
  10. AzEx1t
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    I'm sorry I have a question that might be very stupid.
    It doesn't seem to work well for me with CK 1.6.1378. When I run CreationKit.exe or ckpe_loader.exe through MO2, the program will closes after a few seconds without any message.I try to launch CreationKit.exe or ckpe_loader.exe without MO2, the same problem happens.
    I tried reinstalled the Microsoft Visual C++ Redistributable and restarted my PC, but got the same issue. After I uninstalled the CKPE, the CK can worked fine alone.

    My game version is 1.6.1170, the CK's version is 1.6.1378.1. The Operating System is win11, system Languages is Chinese. Using the latest version of CKPE. Placed all files in D:\Steam\steamapps\common\Skyrim Special Edition.

    Here is the content in CreationKitPlatformExtended.log
    Open the config ini file: CreationKitPlatformExtended.ini
    Current time: Sunday 04 May 2025 02:05:49 PM 中国标准时间
    CRC32 executable file: 0x9CA7A04B
    [WARNING] CRC32 does not match any of the known ones, running a version check by signature
    Current CK version: Skyrim Special Edition [v1.6.1378.1]
    CKPE Runtime: Initialize (Version: 0.5.0.143, OS: 10.0 Build 26100)
    The processor has a number of threads: 12
    The processor has a number of logical cores: 12
    The processor has a number of physical cores: 6
    The processor implements hyper-threads technology: true
    The processor supports the SSE 4.1 instruction set: true
    The processor supports the AVX 2 instruction set: true
    Reading an option in the configuration: CreationKit:bUIClassicTheme
    The option is disabled in the configuration: CreationKit:bUIClassicTheme
    Reading an option in the configuration: CreationKit:bUIDarkTheme
    Module "UI Dark Theme" initializing success
    Messages Blacklist: 150
    Number of messages whose hash has already been added: 21
    Module base: 0000000140000000
    Section range ".text": (base: 0000000140001000, end: 0000000142F23200)
    Section range ".rdata": (base: 0000000142F24000, end: 00000001437B93C9)
    Section range ".data": (base: 00000001437BA000, end: 00000001457B47F1)
    Total patches: 121


    Total signatures: 438
    DIALOG: Open archive "CreationKitPlatformExtended_SSE_Dialogs.pak"
    [FATALERROR] DIALOG: Failed read file "122.json"

    Sorry for taking up your time.
    1. perchik71
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      Installation error, although I doubt it, there is an error reading the zip file into a temporary folder, perhaps there is not an English language in the folder path.
    2. AzEx1t
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      After I reinstalled the system, this problem was solved inexplicably. Anyway, thank you very much for your reply. :)
  11. EverhartMods
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    Hey, thank you so much for your great work making this. Something which has always really bugged me about the creation kit is that when I use the filter search bar in the the object window, when I stop typing for even a second it immediately starts searching, freezing the program until every object on the list is shown. I would much prefer if the object window only starts searching when I press the enter key, that way I don't have to type my filter all in one go, and am not waiting every time I don't type fast enough. Let me know if my request is something you are interested in implementing. 
    1. dafydd99
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      I very much agree with this! If you pause after typing 'e', you're there for the day! Some alternative improvements that had occurred that might ease the UI problem - a longer delay after the first character being entered before searching, or only start searching after two (or 'n') characters are entered. Or of course ideally, not freezing the text entry box during a search, and immediately cancelling and restarting the search everytime a change is made to that text - this would presumably require the search to be spun off as a separate thread.

      Also loosely connected to this, opening an explosion window seems to take a very long time - seems to be all the drop-down lists have to fill with all their options before you can start editing anything else. Is there a way each list could be filled only when opened, or perhaps cached? This is obviously also true for many other windows that require large or many drop-down lists.
  12. HunterOmen44
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    What a game changer this is. Brand new to modding and the normal Creation Kit was killing me slowly but ever since ive downloaded this, it is so much easier, quicker and better! Thank you for making this