The Creation Kit Thread

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#1 Edited by Fattony12000 (7968 posts) -

Giant Bomber Mods

Chavtheworld - Skryim Shrink Ray!

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http://www.creationkit.com/Main_Page / http://steamcommunity.com/workshop / http://store.steampowered.com/app/202485/

And thus spake those dread Lords from upon high, and unto us they delivered a weapon of such glory that the very Gods did tremble and weep.

YO! THE CREATION KIT + HIGH RES TEXTURE PACK IS HERE!

Check in the 'Tools' section of your Steam library and download those sweet 40 megabytes of sweet modding goodness.

Here's the first batch of sexiness! Just hit the green subscribe button and you will automatically download the mod the next time you launch the game (see above). These links can be clicked on in a normal browser as well.

As with all mods, their use is entirely at your own risk and at your discretion. You can not blame anyone else if your save file gets erased or royally screwed up, or if your face melts, or your dog catches fire or you die in messy exploding chunks.

Have fun!

The Modifications

Fall of the Space Core, Vol. 1

To celebrate the opening of the Steam Workshop for Skyrim, Valve and Bethesda have teamed up to bring you the Portal 2 Space Core mod, which will let the aggressively space-centric little robot tag along on your adventures in Tamriel.

Also, since Skyrim was the only major release of 2011 without Nolan North in it, you should consider this mod a patch to fix that problem. You can now feel free to include Skyrim in the "Nolan North" section of your video game library, which is to say, your video game library.

Arrowsmith v3a - Simple Fletching

Arrowsmith allows you to craft arrows in bundles of 50.

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House Map Markers by Smakit

Simply adds map markers to be discovered for the 5 cities where homes can be purchased (Markarth, Riften, Solitude, Windhelm, Whiterun).

Complete Skyforge

This is a little convenience mod that adds a Smelter, Workbench and Tanning Rack to the Skyforge.

Bag of Holding

Adds a Bag of Holding to Skyrim much like Quarn's mod for Oblivion. Favorite the apparel item, equip it, then quickly leave the menu to access your stash.

You'll be given a Bag of Holding apparel item which, when equipped, will allow access to a remote container which you can stow away as much junk as you like. The apparel item can be added as a favorite for easier access.

Mark and Recall

Adds Adept Conjuration spells similar to Morrowind's Mark and Recall. You are able to Recall (teleport) yourself back to where you used Mark.

To prevent glitches those spells only work in places, where fast travel would work. Merchants who sell conjuration spells should have it in stock after you reach 50 in conj (may take a day or so for their inventory to restock).

Midas Magic - Spells for Skyrim

This mod adds 60+ new and unique spell types. It adds beam, spray and projectile attacks and as summonable player house.

Several reactors are spread around Skyrim. These are used to combine ingredients to create the Midas Magic Spells.

Reactor Locations: The Riverwood Trader / The Midden in the College of Winderhold / Hillgrund's Tomb

The vendor version is a bit behind at the moment. Remember to turn off "Save on Travel" when using the Reactor Version.

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Midas Cure Disease

Midas Conjure Pickaxe

Midas Heat Beam

Midas Bug Swarm

Midas Intense Flames

Midas Steam Spray

Midas Force Push (OP)

Midas Frost Beam

Midas Polymorph Hare

Midas Summon Luggage

++

Midas Paralysis Rune (OP)

Midas Meteor

Midas Meteor Storm

Midas Healing Beam

Midas Summon Swarm

++

Midas Nighteye

Midas Entangle

Midas Elemental Bolt

Midas Conjure Dragonling (Animation is Buggy)

Midas Bound Dagger

++

Midas Absorb Health

Midas Avalanche

Midas Transmute Lockpick

Midas Conjure Wispmother

Midas Infernal Blast

++

Midas Soul Syphon

Midas Poison Spray

Midas Summon Shade Warrior

Midas Summon Shade Archer

Midas Summon Shade Lich

Midas Force Pull

Midas Gravity Well

Midas Greater Heat Beam

Midas Greater Frost Beam

Midas Greater Holy Ray

++

Midas Mass Reanimate

Midas Resurrect

Midas Open Lock (5 levels)

Midas Haste

Midas Feather

Midas Imagine Sabercat

++

Midas Blaze of Magnus (For all those KameHameha requesters)

Midas Poison Cloak

Midas Spider Horde

Midas Force Burst

Midas Shapeshift Wolf (Cannot attack while in wolf form)

Midas Conjure Spriggan

++

Midas Summon Starid (Summonable Player House)

Midas Shapeshift Giant (Attacks with 2-handed weapons)

Midas Eldritch Chain

Midas Eldritch Spray

Midas Magma Ball

Midas Force Blast

Midas Force Cloak

Riverwood Smelter

A smelter in Riverwood - right beside your favourite blacksmith!

Ragged Flagon Shortcut

Adds a manhole in Riften leading directly to the Flagon, and a ladder from there leading back out to Riften.

Rich Merchants

This basic mod increases the amount of gold that certain merchants are carrying. It increases the base level of gold for Apothecaries, Blacksmiths (Orc camps not included), Street Vendors, and vendors who sell spells.

Dovahkiin Hideout

This is Dovakiin Hideout, it gives every house in Skyrim a Hideout, the Dovakiin's Hideout. Every house will now include a basement door, look around your house, you will find it. This Hideout is shared between all houses, as long as you have the key for the house.

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SkyUI

This mod requires the Skyrim Script Extender (SKSE). Get it from http://skse.silverlock.org/.

SkyUI is mod that aims to improve Skyrim's User Interface by making it easier to use with mouse and keyboard, less wasteful of screen space and nicer to look at.

Improved Container Names

There are thousands of containers in the game. With this mod you won't need to open them all to discover their contents.

This mod adds the following suffixes • of Produce / • of Reagents / • of Salted Meat / • of Salted Fish / • of Mead

To the following containers • Small Sack / • Sack / • Large Sack / • Barrel

Note that no changes have been made to the contents of containers, only their names have been updated.

#2 Posted by katanalauncher (224 posts) -

It looks awesome, hope more games use Steam workshop for mods.

#3 Posted by Adamsons (877 posts) -

I have the weirdest boner right now.

#4 Posted by mosdl (3388 posts) -

Will the graphics mods (ENB for example) be installable from this?

#5 Posted by thornie_delete (441 posts) -

Does anyone know if you can create terrain and fully fleshed out outdoor areas with this kit? Or is it limited to what is already in the world? It would be awesome if we can create something like Morrowind with all of it's landmarks and scenery laid out.

#6 Posted by N7 (3895 posts) -

Do I have to have Skyrim in order to use this?

#7 Posted by Demoskinos (16422 posts) -

This should be neat. I'll be installing some more mods for sure. I'm not so sure about building anything... not that skilled by any means.

#8 Posted by AhmadMetallic (19303 posts) -

I'm looking forward to this hot shit

#9 Posted by AlisterCat (6206 posts) -

I will likely only build myself my ideal/dream home and maybe a castle in the overworld to connect it but other than that I'll download what I'm sure will be some amazing mods.

#10 Posted by gike987 (1811 posts) -

It looks like he is using notepad++ in that video, that is great. No longer do you have to use the crappy text editor that was part of the old tools. The dialogue views also look much less confusing than their old one (not that I will ever use, I'm terrible at writing stories).

#11 Posted by ShiftyMagician (2167 posts) -

@N7 said:

Do I have to have Skyrim in order to use this?

Likely yes. At the very least, Bethesda's editors load up and read all the plugin files that serve as lists to identify all items that are part of the plugin. Skyrim's core files are also described via a particular kind of plugin file (though one that makes the game always load it as an 'essential' file to load in the game) and would be needed to see any of Skyrim's core contents in the editor in the first place.

#12 Posted by Arjuna (918 posts) -

How do I download and install these mods? I received the update. I thought there would be some kinda button i could click in Steam or in the Skyrim launcher, but I can't seem to find anything... Can anyone tell me please? :) I'm a bit of a newb to this.

#13 Edited by Mikemcn (7498 posts) -

So is Bethesda just going to sell the mods that do best after X amount of time? Skyrim is the most expensive game they've made and the first to have true mod tools (I think), what are they getting out of all the work and additional money they've used to create the tools, documentation and to get steam to let them use their stuff? Any mods would also devalue future DLC.

Online
#14 Posted by thornie_delete (441 posts) -

@Arjuna said:

How do I download and install these mods? I received the update. I thought there would be some kinda button i could click in Steam or in the Skyrim launcher, but I can't seem to find anything... Can anyone tell me please? :) I'm a bit of a newb to this.

The creation kit has not been released yet, thus no "official" steam mods yet. If you want to mod your game the old fashioned way w/o the steam integration and official tools you can google SKYRIM NEXUS.

#15 Edited by Zelyre (1403 posts) -

@Mikemcn said:

So is Bethesda just going to sell the mods that do best after X amount of time? Skyrim is the most expensive game they've made and the first to have true mod tools (I think), what are they getting out of all the work and additional money they've used to create the tools, documentation and to get steam to let them use their stuff? Any mods would also devalue future DLC.

Nope. If they did sell other people's mods, people would just stop uploading it to Steam and go back to the Nexus exclusively.

First game to have true mod tools? Nope. First Elder Scrolls game to have mod tools? Nope.

The only difference here is that they've made changes, streamlined, and made friendlier the tools that have essentially been the same over Oblivion, FO3, and New Vegas.

What are they getting out of this? A long ass tail for their game. More community ideas that they can put in their future games.

Mods never devalued previous Bethesda titles. In fact, I'd argue quite the opposite. When a new DLC comes out, the first thing you see are people modifying resources for that mod. If you want to use a certain mod that uses those resources, you'll need the DLC. The only DLC mods devalue are trash DLC like horse armor.

#16 Posted by Storms (364 posts) -
@Mikemcn: Bethesda would never sell fan-made mods. Unless you count using them as inspiration for their next game, like they did by integrating popular user-made mods -- like stronger bows -- from Oblivion into Skyrim (one of the reasons they have a devoted fanbase, to the confusion of many -- after all, B-B-BUGS!) 
 
As Zelyre said, one of BethSoft stchicks has been releasing great mod tools with their games since at least Morrowind. It's what they're known for, aside from making the biggest, most open, most time-sucking games.
 
What do they get out of it? It's part of the package they sold. They got 60 dollars and more people who are guaranteed to buy their next game because of the experience they had with this one. And, as previously mentioned, the most popular mods show what the users want for the next game.
#17 Posted by MrKlorox (11142 posts) -
@thornie said:

Does anyone know if you can create terrain and fully fleshed out outdoor areas with this kit? Or is it limited to what is already in the world? It would be awesome if we can create something like Morrowind with all of it's landmarks and scenery laid out.

I'm almost certain you can. If it's like the past ES Construction Sets, it's basically the very set of tools Bethesda used to make the game, except with a more public-friendly user interface. It's essentially like Cryengine Sandbox, except for Skyrim.
#18 Posted by theodacourt (588 posts) -

@Adamsons said:

I have the weirdest boner right now.

What, like inwards?

#19 Posted by Storms (364 posts) -
@MrKlorox said:
@thornie said:

Does anyone know if you can create terrain and fully fleshed out outdoor areas with this kit? Or is it limited to what is already in the world? It would be awesome if we can create something like Morrowind with all of it's landmarks and scenery laid out.

I'm almost certain you can. If it's like the past ES Construction Sets, it's basically the very set of tools Bethesda used to make the game, except with a more public-friendly user interface. It's essentially like Cryengine Sandbox, except for Skyrim.
Yes. You could technically erase and replace everything in the game, so that when you load up "Skyrim", a game of your own making -- "Blarzgretz", for example -- would start playing. I remember a project to do this in Morrowind that never came to fruition and a successful attempt to do it with Oblivion.
#20 Posted by Arjuna (918 posts) -

@thornie said:

@Arjuna said:

How do I download and install these mods? I received the update. I thought there would be some kinda button i could click in Steam or in the Skyrim launcher, but I can't seem to find anything... Can anyone tell me please? :) I'm a bit of a newb to this.

The creation kit has not been released yet, thus no "official" steam mods yet. If you want to mod your game the old fashioned way w/o the steam integration and official tools you can google SKYRIM NEXUS.

Oh! I see! I wasn't reading the press release closely enough. I thought it was released, but they're just previewing it! Thanks for clearing that up! :)

#21 Posted by Ulain (329 posts) -

@MrKlorox said:

@thornie said:

Does anyone know if you can create terrain and fully fleshed out outdoor areas with this kit? Or is it limited to what is already in the world? It would be awesome if we can create something like Morrowind with all of it's landmarks and scenery laid out.

I'm almost certain you can. If it's like the past ES Construction Sets, it's basically the very set of tools Bethesda used to make the game, except with a more public-friendly user interface. It's essentially like Cryengine Sandbox, except for Skyrim.

If for some reason the game world is "full", you could likely still at least make interior cells, and with things like the Spriggan groves, they could still essentially look to be "outside".

First order of business when it releases: Change as many number values as humanly possible. Oh, and spells. Lots of spells.

#22 Posted by MrKlorox (11142 posts) -
@Ulain said:

Oh, and spells. Lots of spells.

Dude yes! Where the hell is my Slow Fall already?
#23 Posted by Mikemcn (7498 posts) -

@Storms said:

@Mikemcn: Bethesda would never sell fan-made mods. Unless you count using them as inspiration for their next game, like they did by integrating popular user-made mods -- like stronger bows -- from Oblivion into Skyrim (one of the reasons they have a devoted fanbase, to the confusion of many -- after all, B-B-BUGS!) As Zelyre said, one of BethSoft stchicks has been releasing great mod tools with their games since at least Morrowind. It's what they're known for, aside from making the biggest, most open, most time-sucking games. What do they get out of it? It's part of the package they sold. They got 60 dollars and more people who are guaranteed to buy their next game because of the experience they had with this one. And, as previously mentioned, the most popular mods show what the users want for the next game.

Yea, i forgot they released the Geck and some other mod tools previously, don't get me wrong, i'm excited abput the Mod stuff, i just get a little nervous when big devs start throwing things at us.

Online
#24 Posted by project343 (2880 posts) -

@Adamsons said:

I have the weirdest boner right now.

You mean 'best,' right? The best boner. Because that's what I've got.

#25 Posted by sfighter21 (837 posts) -

Yo, so n00b mod question. I think I heard somewhere that when the first patch of skyrim rolled out, it kind of "messed with" or didn't "communicate" properly with the modded files (like files downloaded from the nexus). Is this true? Like, I have avoided downloading mods because I thought they would interfere with future patches and even the creation kit. Can anybody confirm or deny this? Thanks.

#26 Posted by CL60 (17120 posts) -

@thornie said:

Does anyone know if you can create terrain and fully fleshed out outdoor areas with this kit? Or is it limited to what is already in the world? It would be awesome if we can create something like Morrowind with all of it's landmarks and scenery laid out.

Yes. Oblivion has mods that add Morrowind and Elswyr.

#27 Posted by ShiftyMagician (2167 posts) -

@sfighter21 said:

Yo, so n00b mod question. I think I heard somewhere that when the first patch of skyrim rolled out, it kind of "messed with" or didn't "communicate" properly with the modded files (like files downloaded from the nexus). Is this true? Like, I have avoided downloading mods because I thought they would interfere with future patches and even the creation kit. Can anybody confirm or deny this? Thanks.

Extenders like SKSE or ScriptDragon only work with the versions of Skyrim they were compiled in didn't work for newer versions, so any mods that were using extenders to add extra functionality to the game like SkyUI didn't work properly because of updates. However this is quickly fixed by getting the latest version of said extenders that got compiled to support the new version of Skyrim. Most mods that don't use extenders (basically any normal mod that adds stuff like armours, weapons, items, texture mods etc) are unaffected by the updates.

#28 Posted by sfighter21 (837 posts) -

@ShiftyMagician: Ok, thanks. So, like texture packs are cool, right?

#29 Posted by ShiftyMagician (2167 posts) -

@sfighter21 said:

@ShiftyMagician: Ok, thanks. So, like texture packs are cool, right?

Definitely. Since texture packs are basically files that have no programming or functionality whatsoever other than just to replace existing textures, you can safely give them a go.

#30 Posted by Ulain (329 posts) -

@MrKlorox said:

@Ulain said:

Oh, and spells. Lots of spells.

Dude yes! Where the hell is my Slow Fall already?

You just gave me the idea to remake levitate and some Boots of Blinding Speed, or whatever super-dangerous-but-I-can-use-magic-to-bypass-the-bad-part-effect-Boots of Speed.

Is there a set date for the kit release yet? Haven't played the game since December, and I figure I won't bother until this comes out anyway.

#31 Posted by david3cm (677 posts) -

Has anyone used the earlier Bethesda mod tools. I would be interested in giving this a shot since I love user made content, but I have zero experience using modding tools in the past and am wondering if I would be able to actually create anything. So any Oblivion/Morrowind/Fallout modding veterans out there?

#32 Posted by Fattony12000 (7968 posts) -

It's heeeeeeeeeeeeeere!

#33 Posted by Panpipe (483 posts) -

They're going to make me re-buy this game on the PC... DAMNIT.

I've never gotten in to a Bethesda game before (not having played Oblivion or Morrowind) and not really liking FO3.

I never thought the lack of mods on the 360 would come back to haunt me.

#34 Posted by Bollard (6517 posts) -

@Fattony12000: Awesome thread! Hope you keep it up to date with new up and coming mods!

I wonder what/if many mods from Skyrim Nexus will move over... Also, do these mods patch themselves automatically like the whole game? It's a pain in the arse to download the new SKSE every time there's a Skyrim patch, and then open up Nexus Mod Manager and try and redownload everything which has a new version... But I need my SkyUI and Quality World Map!

#35 Posted by Fattony12000 (7968 posts) -

@Chavtheworld said:

@Fattony12000: Awesome thread! Hope you keep it up to date with new up and coming mods!

Also, do these mods patch themselves automatically like the whole game?

That's the plan!

From the first post:

Here's the first batch of sexiness! Just hit the green subscribe button and you will automatically download the mod the next time you launch the game (see above). These links can be clicked on in a normal browser as well.

#36 Posted by mosdl (3388 posts) -

@Chavtheworld said:

@Fattony12000: Awesome thread! Hope you keep it up to date with new up and coming mods!

I wonder what/if many mods from Skyrim Nexus will move over... Also, do these mods patch themselves automatically like the whole game? It's a pain in the arse to download the new SKSE every time there's a Skyrim patch, and then open up Nexus Mod Manager and try and redownload everything which has a new version... But I need my SkyUI and Quality World Map!

I believe the updating is automatic - Skyrim checks for new ones/updates when you run it.

#37 Posted by Rohok (579 posts) -

It's amazing how uninformed people are about such a simple phenomenon as Bethesda video game mod tools. It's amazing the kind of knowledge you take for granted because you've been playing their games and using their programs for so long.

#38 Posted by AhmadMetallic (19303 posts) -

Sexy thread is sexy.

#39 Posted by Bollard (6517 posts) -

@Fattony12000: Sorry man it seems I can't read today :(

@mosdl: Thankssss!

#40 Posted by Stahlbrand (889 posts) -

So glad to have the CK now. I'll have to build myself a simple cabin in the woods to get my 'sea legs' again with modding, but I'm looking forward to all the new stuff that will start flooding out in the next week or so.

#41 Posted by InfamousBIG (3296 posts) -

@david3cm said:

Has anyone used the earlier Bethesda mod tools. I would be interested in giving this a shot since I love user made content, but I have zero experience using modding tools in the past and am wondering if I would be able to actually create anything. So any Oblivion/Morrowind/Fallout modding veterans out there?

Check out the Creation Kit Wiki: http://www.creationkit.com/Main_Page

They've got a bunch of tutorials on basic stuff already, more sure to come soon. Unless you have experience with modeling/texturing, you're gonna have to make do with vanilla resources, but that's still plenty to play around with.

@Fattony12000: Maybe you can link to that on your OP so new modders can check it out.

#42 Posted by mosdl (3388 posts) -

@Panpipe said:

They're going to make me re-buy this game on the PC... DAMNIT.

I've never gotten in to a Bethesda game before (not having played Oblivion or Morrowind) and not really liking FO3.

I never thought the lack of mods on the 360 would come back to haunt me.

It is 33% off right now, though I bet sales will continue all year long.

#43 Posted by Leptok (982 posts) -

They left charging for mods a grey area, but I don't have a problem with modders getting a bit of money. Didn't some contributors to Tf2 get a good bit of money for the first round of items? It wouldn't be bethesda selling, it would be Valve.

#44 Posted by Fattony12000 (7968 posts) -

@InfamousBIG said:

@Fattony12000: Maybe you can link to that on your OP so new modders can check it out.

Done and done, I've also added a couple more mods to the first post. I'll be sure to add more today when I get back from work.

#45 Posted by AiurFlux (934 posts) -

I'd care about the Steam Workshop stuff, except for the fact that I've already downloaded a pile of mods on Nexus, have their installer, am well versed in using their installer, and don't really care enough to switch. Granted I'll probably have to eventually switch for ease of use and updates, but as of right now the only thing I kind of want is Space Core just because it's so fucking stupid. I already have Midas Magic, texture packs, environment packs, a couple of weapon mods, SkyUI (which is an absolute must), Macho Dragons, Zoidberg Mudcrabs, and the mod that adds roads to the in game map (another absolute must). Unless something major comes out on Steam but not Nexus I don't have much reason to migrate over.

Unless of course it's all automated and I just subscribe to the updates themselves instead of uninstalling, re-downloading, and updating everything else. And more importantly making sure it's all compatible. If Steam does that I might consider it right away, otherwise no real reason for me. Nexus works perfectly fine.

#46 Edited by Grimluck343 (1177 posts) -

@AiurFlux said:

Unless of course it's all automated and I just subscribe to the updates themselves instead of uninstalling, re-downloading, and updating everything else. And more importantly making sure it's all compatible. If Steam does that I might consider it right away, otherwise no real reason for me. Nexus works perfectly fine.

Steam does exactly that.

#47 Posted by Talis12 (522 posts) -

installed the creation kit yesterday and instantly started working with it.. will be making my own version of the Hideout mod from Nexus but bigger, better and prettier :) its a long time since ive done any game stuff but its coming along nicely so far

#48 Posted by Swoxx (3019 posts) -

My body is ready, that's what the kids say right?

#49 Posted by Krakn3Dfx (2705 posts) -

@Swoxx said:

My body is ready, that's what the kids say right?

Which kids, and why are you wanting kids to talk about their bodies?

Are you Kevin Bacon?

#50 Posted by Swoxx (3019 posts) -

@Krakn3Dfx said:

@Swoxx said:

My body is ready, that's what the kids say right?

Which kids, and why are you wanting kids to talk about their bodies?

Are you Kevin Bacon?

Guess it's time to pack my things and find a new board to stalk. Damn you.

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