A collection of modifications, enhancements, and reverse engineered resources for Creation Kit by Bethesda.
The powerful open-source platform makes numerous fixes and improvements to the Creation Kit editor from Bethesda. This is a continuation of two previously archived projects, as I am already confused in the code. The new implementation is based on the principle of modularity, which will allow for better control of development.
The important thing that CKPE adds and fixes:
:white_check_mark: Fast file loading
:white_check_mark: Interception of warning messages in the log
:white_check_mark: Unicode support
:white_check_mark: Multiple UI Fix and etc
:white_check_mark: Dark theme
:white_check_mark: Create master files and open them as plugins
:white_check_mark: Opening plugins as master files if they are in dependencies
:white_check_mark: Filtering by active forms and cell
:white_check_mark: Filtering mods in the Data dialog
:white_check_mark: Many other fixes are also from the author of @Nukem9
This is not a complete list of improvements.
Version | State | Version | State | Version | State |
---|---|---|---|---|---|
Skyrim SE | Fallout 4 | Starfield | |||
1.5.3.0 | Inactive | 1.10.162.0 | Inactive | 1.13.61.0 | Deprecated |
1.5.73.0 | Inactive | 1.10.943.1 | Deprecated | 1.14.70.0 | Active |
1.6.438.0 | Inactive | 1.10.982.3 | Inactive | ||
1.6.1130.0 | Inactive | ||||
Status platform | Status platform | Status platform | |||
Stable, Stopped | Stable, Stopped | Stable |
Marked as deprecated, means that there will be nothing new for these versions, older versions, as an option, are more stable. Attention detailed information is relevant for the current commit.
[!IMPORTANT] CK does not work well with ENB. I wrote ckpe_loader. This is console app, for 15 seconds renames from the known to me .dll files that harm the work of CK this time is enough to load the CK itself. All renames .dll files will be restored name after this time.
[!NOTE] You can remove Steam from the Creation Kit.
You just need to manually replace the stringsteam_api64.dll
onwinhttp.dll
in any HEX editor. Since the new string is four bytes shorter, the remaining bytes are set to0x00
. Or compile the NoSteam Patcher in Lazarus and use it.
For versions1.6.438.0
and1.10.162.0
, you first need to removeSteam DRM
, for example, Steamless.[!NOTE]
ckpe_loader -c address_of_base_fixed
will make the starting address fixed, starting from0x140000000
, changes the .exe header.
To hide errors, create a file CreationKitPlatformExtendedMessagesBlacklist.txt.
IMPORTANT: Errors should be copied from the mod's Log window and one error is one line. The file must be in ANSI encoding.
CreationKitPlatformExtended.ini the main file with the settings and comes with the code, be sure to read.
ONLY SURROGATE
: Support for English and native languages without special characters.
For understanding, the application uses the ancient ANSI
type string representation. The idea is to feed the text already in your native encoding. When loading .esp
, .esl
, .esm
files all strings are translated from UTF-8
to WinCP
, and when saved back. WinCP
is the current encoding in your operating system.
[!IMPORTANT] In
Win10
, in the language settings, there is now an option to work withUTF-8
, you need to turn it off otherwise there will be only?
.
VoltekLib URL https://github.com/Perchik71/VoltekLib.git IN Dependencies/Voltek
mINI URL https://github.com/Perchik71/mINI.git IN Dependencies/mINI
Zydis URL https://github.com/zyantific/zydis.git IN Dependencies/zydis
zipper URL https://github.com/kuba--/zip.git IN Dependencies/zipper
libdeflate URL https://github.com/ebiggers/libdeflate.git IN Dependencies/libdeflate
xbyak URL https://github.com/herumi/xbyak.git IN Dependencies/xbyak
jDialogs URL https://github.com/Perchik71/jDialogs.git IN Dependencies/jDialogs (recursive)
Open a project in Visual Studio 2022
or later. Build the project in Release
mode or Release-Qt
for Starfield
.
Take .dll's from the x64
folder also take all VoltekLib.XXXX.dll
, from the x64/Release
and move it to the folder with the game.
Take the database CreationKitPlatformExtended_<GAME>_1_X_XXXX.database
from the folder Database/<GAME>/1_X_XXXX/
.
You will also need Stuffs/<GAME>/CreationKitPlatformExtendedMessagesBlacklist.txt
and Stuffs/<GAME>/CreationKitPlatformExtended.ini
to the game folder.
Move the dialog package Dialogs/<GAME>/CreationKitPlatformExtended_<GAME>_Dialogs.pak
to the root folder of the game.
Nukem9 (for experimental functions, hash and so on, very useful)
adzm (I really appreciate your work, you have done what I have long wanted to do myself)
GPLv3: https://www.gnu.org/licenses/gpl-3.0.html.
Copyright © 2023-2024 aka perchik71. All rights reserved.
File Stuffs\FO4\CreationKitPlatformExtended_FO4_Resources.pak
contains files are proprietary and not licensed.
Dependencies are under their respective licenses.