

Once it is installed it can be launched through the CreationKit.exe without needing the BethNet launcher. You can find up-to-date information on converting mods in the following links.Ĭonverting mods for SSE (AFKmods) - by Arthmoor SSE wiki page (Reddit) - by Thallassa The CK must be installed through the launcher the first time. It is absolutely essential that you read this information and understand it before duplicating your mod pages over to the SSE Nexus site. If you are using this to convert mods to SSE from the old version of Skyrim please read up on what that entails. If you want to protect your changes from being erased when updating the Creation Kit you can make a new file called CreationKitCustom.ini in your SSE installation folder and add this setting: General bAllowMultipleMasterLoads1 Make sure the CK is installed on the same drive as your Skyrim Special Edition or it wont launch.

You need to set bAllowMultipleMasterLoads1 under the General section in the CreationKit.ini located in the Skyrim Special Edition installation folder.

There are a few things you should note before jumping to the end of this article to grab the code. Pete Hines has shared a code, via Twitter, allowing access to the Creation Kit for Skyrim Special Edition EDIT: The Creation Kit is now live for all users Simply restart the Bethesda Launcher and it should appear.
