Category:Editor Interface

The Creation Kit is the primary tool for creating and editing Mod:Creation Kit/Data Files. Here you can find information about all the windows and dialogs you may encounter while using the toolset.

= Toolbar = The main toolbar includes a set of buttons as shortcuts for commonly used functions from the menus.

= Statusbar = The status bar is located at the bottom of the editor window. The various application status and progress reporting are displayed here.

= Menu Bar = The menu bar is located at the top of the Creation Kit window. Navigating the drop-down menus will reveal many commands, preferences, and settings.

File
This menu is used for managing Mod:Creation Kit/Data Files, checking data validity and managing Mod:Creation Kit/Archive Files. The editor Mod:Creation Kit/Preferences window and import/export data menus data are also here.
 * Data...: Opens the Mod:Creation Kit/Data Window.
 * Save: Saves any changes you've made to the current Active file. If you haven't specified an Active file in the Mod:Creation Kit/Data Window, you will be prompted for a new filename to save your changes to. All changes will be saved to a plugin file (FILENAME.esp) based on the current master file.
 * Note: Plugin files cannot contain any reserved characters, such as "(" or ")", or when attempting to select them the loader will not recognize them as valid plugins. To remove this error, simply rename the plugin to not contain reserved characters.
 * Save and Push Plugin to PC:
 * Version Control...: Opens the Mod:Creation Kit/Version Control Window.
 * Import/Export: Allows you to export data into tab delimited text files. Used for localization during development.
 * Preferences: Allows you to set Mod:Creation Kit/Preferences for various aspects of the editor. These preferences mainly having to do with the Mod:Creation Kit/Render Window.
 * Validate Loaded Data: Validate Loaded Data runs a check through the loaded plugin and master files to check for errors in how the data is set up. This check is also run automatically when the Mod:Creation Kit/Creation Kit finishes loading the data selected; this is just a way to run that check without having to reload the data.
 * Create Archive: Opens up the Mod:Creation Kit/Archive Browser window. The Mod:Creation Kit/Creation Kit includes a rudimentary tool for gathering Mod:Creation Kit/Game Files and bundling them into an Mod:Creation Kit/Archive Files.
 * Upload Plugin and Archive to Bethesda.net: Uploads the mod to Bethesda.net for the selected platform.
 * PC: Selects the PC platform for upload.
 * XB1: Selects the Xbox platform for upload.
 * PS4: Selects the PlayStation platform for upload.
 * Compact Active File Form IDs: Compacts all form IDs in the Active file. This will invalidate any saves made off this file.
 * Convert Active File to Light Master: Converts the Active file to a light master file. This will only work for small files.
 * Login to Bethesda.net...: Opens the Mod:Creation Kit/Bethesda Login Window.
 * Logout: Logs the editor out of any logged in Bethesda.net accounts.
 * Exit: Closes the editor. If you have made any changes since your last save, you will be prompted to save before exiting.

Edit
Undo/Redo, Copy/Paste and other essential functions live here, which we will mostly access via Mod:Creation Kit/Creation Kit Interface Cheat Sheet.


 * Undo Undo : Negates the last action taken in the Mod:Creation Kit/Render Window. For example, an object that had just been moved will be returned to its prior location.
 * Redo: Re-applies an action undone with the Undo action.
 * Cut Render: Removes any selected references from the Mod:Creation Kit/Render Window.
 * Copy Render: Copies any currently selected references in the Mod:Creation Kit/Render Window. Note that relative position and orientation will be maintained.
 * Paste Render: Pastes any previously copied reference, or multiple references, into the Mod:Creation Kit/Render Window at the cursor's current position. All references copied into the window will be selected.
 * Paste in Place: Pastes in any selected reference(s) at the position of the initial location copied from.
 * Duplicate: Create a new version of any currently selected references in the same location as the original. The newly created reference is immediately selected.
 * Search & Replace...: Opens the Mod:Creation Kit/Search & Replace window.
 * Find Text: Opens the Mod:Creation Kit/Text Search window.
 * Render Window Hotkeys: Opens the Mod:Creation Kit/Render Window Hotkeys dialog. Shows a listing of all Mod:Creation Kit/Render Window commands and their associated hotkeys.
 * Render Window Picking Preferences: Allows the user to select what types of objects can be picked in the Mod:Creation Kit/Render Window.

View
Options here largely control how the Mod:Creation Kit/Render Window behaves, and will be useful during more complex tasks.


 * Toolbar: Toggles the Toolbar at the top of the screen.
 * Statusbar: Toggles the Statusbar at the bottom of the screen.
 * Object Window: Toggles the Mod:Creation Kit/Object Window.
 * Cell View Window: Toggles the Mod:Creation Kit/Cell View Window.
 * Scene Info Window: Toggles the Mod:Creation Kit/Scene Info Window.
 * Open Windows...: Displays the Mod:Creation Kit/Open Windows dialog which is a list of all opened windows in the Mod:Creation Kit/Creation Kit.
 * Preview Window: Displays a window to preview objects selected in tree.
 * Show/Hide Window: Displays a set of checkboxes to toggle elements in the Mod:Creation Kit/Render Window.
 * Reference Batch Action Window: Enables data changes to a collection of Mod:Creation Kit/References.
 * Layers...:
 * Material Palette:
 * Object Window Layouts:
 * Current Cell Only: Displays only the navmesh of the Mod:Creation Kit/Cell in focus. Only functions when editing Mod:Creation Kit/Navmesh.
 * Markers: Toggles markers in the Mod:Creation Kit/Render Window.
 * Light Markers: Toggles the markers used for Mod:Creation Kit/Light sources (typically a light bulb) in the Mod:Creation Kit/Render Window.
 * Sound Markers: Toggles the markers used for Mod:Creation Kit/Sound sources in the Mod:Creation Kit/Render Window.
 * Light Radius: Toggles display of Mod:Creation Kit/Light radius in the Mod:Creation Kit/Render Window.
 * Wireframe: Toggles between Wireframe and normal rendered view in the Mod:Creation Kit/Render Window.
 * Bright Light: Toggles Bright Light view in Mod:Creation Kit/Render Window.
 * Sky: Toggles the sky in the Mod:Creation Kit/Render Window.
 * Grass: Toggles grass on and off in the editor.
 * Fog: Toggles fog on and off in the editor.
 * Collision Geometry: Toggles Collision Geometry display in the Mod:Creation Kit/Render Window.
 * Leaves: Toggles leaves on or off in the Mod:Creation Kit/Render Window.
 * Trees: Toggles trees on or off in the Mod:Creation Kit/Render Window.
 * Occlusion Planes: Toggles display of occlusion surfaces.
 * Isometric: Rotates through three perspective views (top, front, and left) of the selected object in the Mod:Creation Kit/Render Window.
 * Top: Moves the camera to a top view of the selected object in the Mod:Creation Kit/Render Window.
 * Depth Biasing: Forces the depth biasing to function as it would in game. This is a great way to see which objects will Z-Fight in the game, even if they aren't in the editor.
 * Refresh Render Window: Refreshes the Mod:Creation Kit/Render window, this will make all hidden objects visible again as well as update anything that has been changed from outside of the editor, like a new .nif.
 * Warnings: Opens the Mod:Creation Kit/Warnings window.
 * Properties: Opens the Mod:Creation Kit/Properties window.

World
This menu collects many tools for manipulating aspects of the game world.
 * World Spaces...: Opens the Mod:Creation Kit/WorldSpace window.
 * Regions: Opens the Mod:Creation Kit/Region window.
 * Cells: Opens the Mod:Creation Kit/Cell window.
 * World LOD...: Used for generating LOD Mod:Creation Kit/Model Files for Mod:Creation Kit/WorldSpaces.
 * World Testing And Reports: Brings up the World Testing sub-menu.
 * Test Models:
 * Test Icons/Textures:
 * Test All Cells:
 * Test Interior Cells:
 * Output Model Size List:
 * Update Distant LOD Data:
 * Update Model Bounds:
 * Update Model Texture Lists:
 * Update Object Visibility Data:
 * Update Obstacle Cover Data:
 * Analyze Archive Data:
 * Recalc Land Normals:
 * Find equipment with 100% condition rating:
 * View all locks:
 * View leveled actors by encounter zone:
 * Validate water geometry:
 * Output MapMarker Data:
 * Global Loot Preview:
 * View Render Test Failures...:
 * View BetaComment Data...:
 * Run Havok Sim: Toggles Havok physics, lighting, and vfx simulation in the Mod:Creation Kit/Render Window.
 * Update Lighting and Effects: Toggles Havok lighting and vfx simulation only. Unlike Run Havok Sim, objects and Mod:Creation Kit/Actors will not settle while this mode is on.
 * Landscape Editing: Used to edit the local landscape in the Mod:Creation Kit/Render Window.
 * Object Palette Editing:
 * Heightmap Autopaint:
 * Heightmap Import:
 * Create Local Maps: This allows local maps to be exported from the Mod:Creation Kit/Creation Kit. It is not used in creating the local maps seen in game which are automatically generated based on level geometry. This also cannot be used to import a map in place of the generated map.
 * Validate room/portal alignment:
 * Align tangent space ay NIF intersection:
 * Generate LOS:
 * Generate Max Height Data For Current Cell:
 * Generate Max Height Data For World:
 * Generate Max Height Data For ALL Worlds:
 * Generate HiRes Heightfield For Cells:
 * PreCombine Geometry for Current Cell:
 * PreCombine Geometry for Loaded Area:
 * PreCombine Geometry For World:
 * PreCombine Geometry For Interior Cells:
 * Export All Landscape:
 * Force Weather:

NavMesh
Users familiar with Fallout 3's GECK will remember navmesh, our central tool for AI navigation through an environment. This menu holds our various tools for creating and manipulating this valuable functionality.
 * Generation:
 * Havok-Based Generation:
 * Recast-Based Generation:
 * Advanced:
 * Auto Generate WorldSpace:
 * Check NavMeshes:
 * Finalize Cell NavMeshes:
 * Find Cover Edges:
 * Precut All Scrappables:
 * Link All Scrappables:
 * Create Precuts for Selection:
 * Link Precuts for Selection:
 * Clear Precuts from Selection:
 * Clear All PRecut Links:
 * Move Selection To Separate NavMesh:
 * Navmesh Draw Mode:
 * Draw Cover:
 * Draw Tunnels:
 * Draw Waypoints:
 * Clear Generated Cover:
 * Clear Cover:
 * Remove Cell NavMeshes:
 * Check Worldspace Cells for Finalize:
 * Finalize Loaded Area:
 * Finalize WorldSpace:
 * Force Finalize Full WorldSpace:
 * Finalize All Interiors:
 * Force Finalize All Spaces:
 * Generate Cover For All Spaces:
 * Remove All AutoGen Islands:
 * Generate Cell Waypoints:
 * Set Cell Auto Generated:
 * Clear Cell Auto Generated:
 * Audit Navmesh Report:
 * Normal Pathing Test:
 * Cover Test:
 * Dodge Test:
 * Flee Test:
 * Hide Test:
 * LOS Test:
 * ClosePoint Test:
 * Safe Straight Line Test:
 * Navmesh Test Mode:
 * Draw Path Only:
 * Draw Cost:
 * Draw Heuristic:
 * Draw Fitness:
 * Draw PathSmoother Bounds:
 * Update Obstacle Manager:
 * Select Triangle By Index:
 * Export Navmesh as OBJ:

Visibility

 * Generate Visibility for Current Cell:
 * Generate Visibility for All Loaded Cells:
 * Generate Precombined Visibility for Current Cell:
 * Generate Precombined Visibility for All Loaded Cells:

Character
These tools are mostly for the manipulation of character behavior.
 * Filtered Dialogue...:
 * Export Relationship Data:
 * Export Dialogue:
 * Export Dialogue for Specific Voices:
 * List Neutral Emotion Dialogue:
 * Quest Voice Asset Totals:
 * Update NPC Body Tint Colors:
 * Update FaceBones Model Availability:
 * Edit Player Dialogue:
 * Quest Aliases:
 * Generate Player Address Lip Files:

Gameplay
These advanced settings can have game-wide effects.
 * Settings:
 * Papyrus Script Manager: Opens the Mod:Creation Kit/Papyrus Manager Window.
 * Compile Papyrus Scripts...:
 * Migrate Papyrus Property Data...:
 * Animations:
 * Facial Animation...:
 * Animation Sound Tag Overrides...:
 * Camera Paths:
 * Default Objects...:
 * Validate Forms:

Help
The help menu is used to access this wiki and to confirm the version number of the Mod:Creation Kit/Creation Kit. Simple version information and a link to this wiki!
 * Contents:
 * About: Selecting this function will bring up a window listing the Mod:Creation Kit/Creation Kit's current version number. This can be found at the top of the window, just over the logo.