Mod authors, and those soon to be... the wait is finally over. The Fallout 4 Creation Kit has been released in open beta! This means that everyone can finally get their hands on the software used to create the game. These tools will allow us much greater power and flexibility with which we can continue to expand the Fallout 4 universe.
There’s mention of mods being available for console players soon as well. I’d say more but I’m just as excited to get into the mix as you are. So here’s the info:
https://bethesda.net/#en/events/game/fallout-4-creation-kit/2016/04/26/114
For those of you that have been participating the Fallout 4 Survival beta (not to be confused with the Creation Kit beta), you will need to once again update your Nexus Mod Manager (0.61.20) as the game’s method of managing plugins has changed again behind the scenes.
Download the latest version of NMM at with the following link:
http://nmm.nexusmods.com/Releases/4.5/Nexus%20Mod%20Manager-0.61.20.exe
Please note that due to some remaining issues we are having during the migration to HTTPS, the download from the "Install NMM" link will not deliver this latest version. So for the time being, use the link above until we can fix this. Thank you for your patience.
After updating and ensuring your plugins are enabled in the interface, you should be good to go.
If you aren’t using NMM or Bethesda.net and still wish to enable mods manually, please note that the usage of the plugins.txt file has changed. Though it's still located in your %appdata% directory (i.e., something like c:\users\sirsalami\appdata\local\fallout4), it no longer contains references to core files / dlc plugins. Also, you MUST add an asterisk (*) before the entry for each modded plugin. For instance, a properly enabled plugins.txt file will now look something like this:
# This file is used by Fallout4 to keep track of your downloaded content.
# Please do not modify this file.
*Unofficial Fallout 4 Patch.esp
*LongerDeathReloadTime.esp
*DarkerNights.esp
*DarkerNightsDetection.esp
*Campsite.esp
*CMPA +150.esp
*SOS_SleepOrSave.esp
We’ll be updating the wiki to reflect these changes, accordingly.
It’s important to note that while the Creation Kit supports uploading your work directly to Bethesda.net, which seems to be very heavily geared toward end users and console enabled mods, authors will be in no way restricted from distributing their work elsewhere in the same manner they always have. Your creations will always have a home here.
So, this is what we’ve all be waiting for folks. Go get the kit and get your hands dirty! Though I have a few ideas of my own, I absolutely cannot wait to see the creations you come up with. It’s like a great vault has been opened, or something. ;)
Good luck, and happy modding!
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A moderator has closed this comment topic for the time beingCreation kit 2.0 has stopped working
and it just stops, no error code or anything... anyone else have this problem?
they do update regularly... but no it's not you... its' the software
and it tends to crash when I try to edit dialogue with an npc and the player
What are your specs?
ya basically that's it. expect I go thru the quest and try and add my dialogue and it crashes.
I have advice but not an answer
This tool is tempremental. It does not like unexpected actions.
so if you make a mistake or do not know what you are doing it can crash easily
it expects you to know everything about creation kit which is frustrating because
there are few resources available..
I follow youtube videos to the t and still get crashes.
It seems almost unusable at this point to me...
If anyone is NOT having any crashes I'd be interested to hear
your specs and also if you have mods installed.
Vanilla installation might make it more stable? i have no clue.