The Object Window allows us to browse the various base objects that we can work with to create the game. It would, however, still be visible in the Render Window.
Or, as another example, if I have three objects in my list: "CaveGHall01", "CaveGFloor", and "TrollFrost", entering "Cave" in the filter box would cause the "TrollFrost" reference to no longer appear. For example, I may only care about items associated with the DA10 quest, and entering DA10 will only show those items. Filter Box Entering text in this box will cause the Reference List to only display items containing that string.You can access references either through this list, or by physically interacting with them via the Render Window. Reference List This list, which is probably empty for you right now, will populate with all the references that exist within the loaded cell.Only one cell is considered "loaded" at each time, although multiple exterior cells may be visibly rendered in some cases. Cell List These are the cells that make up the world space you've specified.This is irrelevant when working with interiors and will be grayed out except when an exterior worldspace has been chosen. X/Y When working with an exterior, you can manually load a cell via coordinates.Leave this setting alone for now, as we will be working with an interior at first. Interiors are considered a special world space. World Space This drop-down dictates which cells appear in the list below it.The cell view has five major components to be aware of. They can be interior cells separated by load doors, which we'll be working with in this tutorial, or exterior cells, which stream in seamlessly during gameplay. "Cells" are physical areas of the game that the Creation Kit can load. Right now it is an empty pane, but once we load a cell, this is where the 3D visuals of the space will appear and can be worked with. The Render Window is the main way we'll be interfacing with the game for this tutorial. When you do this, the checkbox next to it will become checked, which indicates that it will be loaded. From the 'File' menu, choose 'Data.', then double click 'skyrim.esm'.
Those interested can read detailed descriptions of the various menus and buttons in the Main Toolbar article.īefore you can start, you first have to load the data.
They are too numerous and complex to get into here, and various features will be explained as they are needed. The Main Toolbar is where the majority of Creation Kit features can be launched from, either via menus or the various buttons. That's okay, but remember to come back and check this page if you get stuck. You may be tempted to jump ahead and learn your way around by exploring, especially if you're familiar with any previous Bethesda Game Studios tools. Let's break down each element of the editor and begin to make sense of it all. Once you have the editor up and running, it can be overwhelming at first to understand what's in front of you.
IS THE BETHESDA CREATION KIT SAFE HOW TO
IS THE BETHESDA CREATION KIT SAFE SERIES
This chapter of the official tutorial series will guide new users through their first experience with the Creation Kit, and give experienced modders a refresher on the interface.