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CKPE FAQ
Terminology:
P - Problem
S - Solution
W - Why
P. It doesn't start, there are some memory problems.
S. Stop using outdated hardware released before 2010.
W. The minimum requirements for SSE CK and FO4 CK are 8 GB, for SF CK 32 GB.
CKPE adhere to the same behavior, however, for SSE CK and FO4 CK allow you to run on 2 GB, for SF CK 20 GB (Exclusively free volume at the time of launch). That doesn't mean it's okay. All you can do is rather everything except change the interiors and the world. Specific functions are not available to you at all.
P. Still getting the Load error V:0000065432
when I try to open the CK with MO2.
S. This is a MO2 problem. Configure your startup so that it is via steam. This is only relevant for CK 1.6.438.0, and for CK 1.10.162.0 (Steam).
W. In this version, the steam interface was added directly. All versions of CK have steam, however, others have an extremely short option and do not have DRM. Launching the application directly via steam solves the problem in MO2, removing DRM also solves this problem.
P. I get a fatal error 0x5041524D
.
S. Fix the Data folder. Shorten the path to loose files. You can also create an archive.
W. In CK and in the CKPE itself, paths don't exceeding the threshold of 260 characters are used, where the path ends with a terminal zero. Also, the separator \
takes up two bytes. All your managers that supposedly allow you to store your mods outside the Data folder, CK does not care. CK reads only this folder and no others. All paths start with the game Data.
P. SSE CK
: Why I can't load BSA archives for upload onto XB1?
S. You need to use a new editor (CK 1.6.1130 or newer) to upload XB1, and has been changed in the new game too.
W.
The formatting as changed. You don't put assets inside an XB1 folder. Instead you suffix the BSAs with
_xbox
. i.e.Merlin_xbox.bsa
andMerlin - Textures_xbox.bsa
.
P. Generates faces for a very long time.
S. For fast compression .dds
files, recommended set option bD3D11Patch
to true
in CKPE settings file.
W. Uses GPU.
P. Having an issue where running CK through MO2, does not see MO2 load order. Or no save new plugin.
S.
To get FO4 Creation Kit to see plugins through MO2, for the
override Steam AppID
, you need to use1946160
. Other numbers seem to allow CK to launch, but only this one seems to add the plugins.
— XCABAL
Steam ID: for SSE CK 1946180
, for SF CK 2722710
.
P. The window does not fit completely into the screen.
S. The monitor must be Full HD. And also the Creation Kit is not adapted for DPI exceeding 100 percent
. Return it to normal scaling for CK.
P. FO4 CK
: When opening Creation Kit the Log Windows says of composite failed Error Opening File Shaders
. Render window is black or red, or all objects are broken.
S. This will only happen when using MO2, but ignoring the installation requirements. You have a new version game NG+, and CK is as OG. CKPE needs to be unpacked for this version shaders in Data folder.
P. CK launch error. Can't find an entry point, some function in the Steam API
.
S. You have the CK version for the wrong version of the game. Visit CKPE Loader for patching CK.
P. SSE CK
: Preview Window is flickering or not updating, how can I fix it?
S. Turn on the dark mode, only in this mode it is fixed.
W. Turning on the mode turns on the global hook and intercept all windows of the process, rendering belongs entirely to CKPE, where it forcibly prohibits Windows from updating.
P. SSE CK
: Archives are not loaded.
S.
bAutoloadTESFileArchives
should force this ini setting to0
with CKPE's own archive loader, with it set to1
, BSA's do not load at all.
W. Maybe conflict with CKPE.
P. The long loading of the cell seems to be eternal, how can I fix it? (Read it from reddit).
S. This happens only in version CK 1.6.438. Use the 1.5
version or the newer 1.6
.
All content and source code for this project are subject to the terms of the GPLv3 License, exclude MyFirstPlugin of the MIT License.