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:
✅ Fast file loading
✅ Interception of warning messages in the log
✅ Unicode support
✅ Multiple UI Fix and etc
✅ Dark theme
✅ Create master files and open them as plugins
✅ Opening plugins as master files if they are in dependencies
✅ Filtering by active forms and cell
✅ Filtering mods in the Data dialog
✅ 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 | Active | 1.10.162.0 | Active | 1.13.61.0 | Deprecated |
1.5.73.0 | Active | 1.10.943.1 | Deprecated | 1.14.70.0 | Active |
1.6.438.0 | Active | 1.10.982.3 | Active | ||
1.6.1130.0 | Active | ||||
Status platform | Status platform | Status platform | |||
Stable | Stable | Stable |
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 string steam_api64.dll
on winhttp.dll
in any HEX editor. Since the new string is four bytes shorter, the remaining bytes are set to 0x00
. Or compile the NoSteam Patcher in Lazarus and use it.
For versions 1.6.438.0
and 1.10.162.0
, you first need to remove Steam DRM
, for example, Steamless.
Note
ckpe_loader -c address_of_base_fixed
will make the starting address fixed, starting from 0x140000000
, 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 with UTF-8
, you need to turn it off otherwise there will be only ?
.
VoltekLib by perchik71
(recursive)
mINI by perchik71
and metayeti
Zydis by zyantifi
and other
zipper by kuba--
libdeflate by ebiggers
and other
xbyak by herumi
and other
DirectXTex by microsoft
jDialogs by perchik71
(recursive)
Open a project in Visual Studio 2022
or later. Build the project in Release
mode or Release-Qt
for Starfield
.
You can take compiled ones automatically, they are of decent quality.
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)
yak3d (For the contribution and development of workflow)
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.