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Katar10: The answer :

Greetings!

Thank you for contacting the Bethesda Customer Support Team. My name is Brian and I will be discussing this matter with you today.

I understand that you are inquiring about the Creation Club in the GOG Version of The Anniversary Edition of Skyrim. We at Customer Support do not have any information on when the Creation Club will get added to this version of the Game. We apologize as this is not the answer you were hoping for.

If you would like to provide this matter as feedback to our Development team. You are able to provide feedback for The Elder Scrolls V: Skyrim Anniversary Edition through our support website:
1. Select Skyrim as your product
2. Click Feedback
3. Select the closest matching category of your feedback.
4. Fill in the form and click Submit
Alternatively, you can use our official Discord servers.

If you have anymore questions, please reach back out to us and we will be happy to help.

Thank you,
Brian
Bethesda Customer Support
No the Answer is Modders, just mod what devs do NOT supply.

Stop expecting GOG to do what they have no power to do, and start modding.

avatar
JeniSkunk: With what Katar10 posted, Skyrim belongs in the list of Games that treat GOG customers as second class citizens
Skyrim is released so often, and on every platform it's become a meme
Fact is GOG is not a secondary market, it's dead last (tied with Epic Games),

The Creation Kit is NOT part of the game, and nobody has been treated different.
The Creation Kit was only available on Bethesda.Net until MS (MicroSoft) shut that down.
I can only commend MS for not doing what BS (Bethesda Softworks) did, and posting it on the Windows Store.
Steam was the obvious choice, and primary market, but one fact stops GOG users in their tracks.

The Creation Kit has DRM
GOG can't post CK here DRM free without BS Permission.

Thing is a DRM free solution already exists, but it's a mod.
GOG rightly leaves modding where it belongs in our hands.

Stop moaning about what can't be changed by GOG, and MOD THE CREATION KIT

The method is straight forward if you only have the GOG release. Skip Step 2

1 Shut down Steam
2 Temporarily rename your Steam Game Folder, anything will do, but an easy edit makes sense like
Skyrim Special Edition
3 Start Steam, now you don't have the game installed (Steam's Dumb), and find the Creation Kit on the Skyrim Special Edition Store Page and Install it
4 Find "Skyrim Special Edition" Folder open it, and Archive all the files. name is irrelevant but I choose a useful name
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit v1.6.659.0.8 (Steam).7Z
5 Move that Archive to where you keep modding tools downloads (NOT YOUR GAME YET)
6 Delete the Skyrim Special Edition Folder, and if you have the game on Steam Revert Temp folder Rename
7 Shut down Steam (For good)

Right now you have an offline copy of Steam CK (A Steam Backup), but useless for GOG.
It's Modding Time

You need four mod files from two different mods, and if you've used the CK before, you should be using 3 of them on Steam already.
SSE CreationKit Fixes=20061 @ Skyrim - SE - Nexus - Mods And Community
Here their are two files and we need both of them

CK64Fixes Release 3.2-20061-3-2-1616560054.zip
FaceFXWrapper 0.4-20061-0-4-1631087053.zip


SSE Creation Kit Fixes Update=71371 @ Skyrim - SE - Nexus - Mods And Community
Again their are two files and we need both of them

SSE Creation Kit Fixes Update-71371-33-1658698845.zip
The all important DRM free EXE was removed from Nexus by Bethesda Softworks
While rest of info in this post is accurate, see my reaction to this BS by BS (BullShit by Bethesda Softworks).

How To Use Creation Kit - GOG Forum Post by Uhuru NUru

Damn Decrepit Forum, butchering my Name, in links,
I'm not “Uhuru N’Uru
I'm “Uhuru N’Uru”

Now you have all you need, but I want a backup, of my modded GOG CK
Extract The Steam CK to a WIP folder, I give you my folder names, but only the contents really matter
I'll just keep the archive name I used as folder name, while we mod the Content
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit v1.6.659.0.8 (Steam)

MO Users
You should know the drill same as SkSE, all non Game Data Folder content is always installed by MO.
Best MO practice is make all DLC into MO mods, but for CK just Archive any Data Folder Content, then Delete the Data Folder.
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit – Scripts v1.6.659.0.8 MO Mod – Data Folder Contents.7Z

All Users
Simply extract each of the zip Files, in the EXACT order I listed them (It's NOT optional the second mod updates the first) into your WIP CK Folder Overwriting when asked.

The DRM free Exe must be renamed, but I don't like loose exe downloads, so I make download into an Archive, for a Backup.
Rename
SSE Creation Kit-71371-1-6-438-0-1658607602.exe
To
CreationKit.exe

Move to the WIP CK, overwriting the one with DRM.
Archiive your GOG CK, again my names given as example.
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit – DRM Free with Fixes v1.6.438.0 Game Folder Contents (GOG).7Z

Now you have your DRM Free CK ready, and backed up.
You can either extract Archive to game, or as you have those loose files in the WIP folder, this time you can just move the files.

Run CK to make sure "It Just Works". (Thanks Todd), if you followed my guide, it will run.
Getting it to do what you want, Todd told you "It Just Works", I'm sure it will all be fine..
That's the easy bit, now if only you knew how to use it, but that's your next task, other guides exist for that.
Have Fun (Was that an evil laugh I heard, meddling Daedric Princes, you can blame them when it crashes on you, and it will).

Learn the lesson, GOG is a Tertiary niche market, it would be great if we got better support, but we don't.
What Devs don't/won't/can't do, modding does/will/can, it's the entire reason we mod games.
It's just a thought.
Post edited January 16, 2023 by UhuruNUru
avatar
Katar10: The answer :

Greetings!

Thank you for contacting the Bethesda Customer Support Team. My name is Brian and I will be discussing this matter with you today.

I understand that you are inquiring about the Creation Club in the GOG Version of The Anniversary Edition of Skyrim. We at Customer Support do not have any information on when the Creation Club will get added to this version of the Game. We apologize as this is not the answer you were hoping for.

If you would like to provide this matter as feedback to our Development team. You are able to provide feedback for The Elder Scrolls V: Skyrim Anniversary Edition through our support website:
1. Select Skyrim as your product
2. Click Feedback
3. Select the closest matching category of your feedback.
4. Fill in the form and click Submit
Alternatively, you can use our official Discord servers.

If you have anymore questions, please reach back out to us and we will be happy to help.

Thank you,
Brian
Bethesda Customer Support
avatar
UhuruNUru: No the Answer is Modders, just mod what devs do NOT supply.

Stop expecting GOG to do what they have no power to do, and start modding.

avatar
JeniSkunk: With what Katar10 posted, Skyrim belongs in the list of Games that treat GOG customers as second class citizens
avatar
UhuruNUru: Skyrim is released so often, and on every platform it's become a meme
Fact is GOG is not a secondary market, it's dead last (tied with Epic Games),

The Creation Kit is NOT part of the game, and nobody has been treated different.
The Creation Kit was only available on Bethesda.Net until MS (MicroSoft) shut that down.
I can only commend MS for not doing what BS (Bethesda Softworks) did, and posting it on the Windows Store.
Steam was the obvious choice, and primary market, but one fact stops GOG users in their tracks.

The Creation Kit has DRM
GOG can't post CK here DRM free without BS Permission.

Thing is a DRM free solution already exists, but it's a mod.
GOG rightly leaves modding where it belongs in our hands.

Stop moaning about what can't be changed by GOG, and MOD THE CREATION KIT

The method is straight forward if you only have the GOG release. Skip Step 2

1 Shut down Steam
2 Temporarily rename your Steam Game Folder, anything will do, but an easy edit makes sense like
Skyrim Special EditionX
3 Start Steam, now you don't have the game installed (Steam's Dumb), and find the Creation Kit on the Skyrim Special Edition Store Page and Install it
4 Find "Skyrim Special Edition" Folder open it, and Archive all the files. name is irrelevant but I choose a useful name
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit v1.6.659.0.8 (Steam).7Z
5 Move that Archive to where you keep modding tools downloads (NOT YOUR GAME YET)
6 Delete the Skyrim Special Edition Folder, and if you have the game on Steam Revert Temp folder Rename
7 Shut down Steam (For good)

Right now you have an offline copy of Steam CK (A Steam Backup), but useless for GOG.
It's Modding Time

You need four mod files from two different mods, and if you've used the CK before, you should be using 3 of them on Steam already.
SSE CreationKit Fixes=20061 @ Skyrim – SE – Nexus – Mods And Community
Here their are two files and we need both of them

CK64Fixes Release 3.2-20061-3-2-1616560054.zip
FaceFXWrapper 0.4-20061-0-4-1631087053.zip


SSE Creation Kit Fixes Update=71371 @ Skyrim – SE – Nexus – Mods And Community
Again their are two files and we need both of them

SSE Creation Kit Fixes Update-71371-33-1658698845.zip
The all important DRM free EXE
SSE Creation Kit-71371-1-6-438-0-1658607602.exe

Now you have all you need, but I want a backup, of my modded GOG CK
Extract The Steam CK to a WIP folder, I give you my folder names, but only the contents really matter
I'll just keep the archive name I used as folder name, while we mod the Content
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit v1.6.659.0.8 (Steam)

MO Users
You should know the drill same as SkSE, all non Game Data Folder content is always installed by MO.
Best MO practice is make all DLC into MO mods, but for CK just Archive any Data Folder Content, then Delete the Data Folder.
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit – Scripts v1.6.659.0.8 MO Mod – Data Folder Contents.7Z

All Users
Simply extract each of the zip Files, in the EXACT order I listed them (It's NOT optional the second mod updates the first) into your WIP CK Folder Overwriting when asked.

The DRM free Exe must be renamed, but I don't like loose exe downloads, so I make download into an Archive, for a Backup.
Rename
SSE Creation Kit-71371-1-6-438-0-1658607602.exe
To
CreationKit.exe

Move to the WIP CK, overwriting the one with DRM.
Archiive your GOG CK, again my names given as example.
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit – DRM Free with Fixes v1.6.438.0 Game Folder Contents (GOG).7Z

Now you have your DRM Free CK ready, and backed up.
You can either extract Archive to game, or as you have those loose files in the WIP folder, this time you can just move the files.

Run CK to make sure "It Just Works". (Thanks Todd), if you followed my guide, it will run.
Getting it to do what you want, Todd told you "It Just Works", I'm sure it will all be fine..
That's the easy bit, now if only you knew how to use it, but that's your next task, other guides exist for that.
Have Fun (Was that an evil laugh I heard, meddling Daedric Princes, you can blame them when it crashes on you, and it will).

Learn the lesson, GOG is a Tertiary niche market, it would be great if we got better support, but we don't.
What Devs don't/won't/can't do, modding does/will/can, it's the entire reason we mod games.
It's just a thought.
Excellent, thank you very much, it worked in the GOG version.
avatar
UhuruNUru: ...
This seems like it deserves its own thread, to get some attention.
avatar
tfishell: This seems like it deserves its own thread, to get some attention.
Well an earlier post in this thread gave the bare bones, guide I needed, mine's more a step by step instrucions
avatar
TAGma: Yeah, that would be ideal.
I'm afraid that a new version of the Creation Kit for GOG would mean that Creation Kit fixes 3.2/3.3 may won't work on it. CK without CK fixes is... hard to deal with it.

I just noticed that CK fixes 3.3 has an optional drm-free executable, have you tried it? (you may need to rename it to CreationKit.exe).
avatar
zardooloi: This worked for me!! Thank you so much.

Note: you will also need tbb.dll and tbbmalloc.dll from here to get it working:
https://www.nexusmods.com/skyrimspecialedition/mods/20061?tab=files
I own SLE, but bought separately as originally sold
I did own Fallout 4+Season Pass, and got SSE free like all avid fangirls of BGS (Bethesda Games Studios) Modding.

Thing is, I have a No Microtransactions stance, so when the Creation Club was shoehorned into games released years earlier.
The big Mods v2.0 controversy was not my issue, I will not tolerate a MICS (Microtransaction Infested Cash Shop) in any game.

Inserting a MICS into games I already own, is the very worst offence any publisher can do in my book.
That very same day in 2017, I removed both games from my Steam Account, and my BGS fangirl love was dead.

I've still bought all the BGS games on GOG, and hope Skywind will reignite my love, just as Enderal did in 2015.
if Witcher 3 hadn't released that year, Enderal would have been my GOTY in 2015.

I will NOT buy Starfield, until either TES6 releases, or it comes to GOG, as I don't trust Bethesda Softworks now.

I was the main support girl for MO from 2013 to 2016, and know it as good as Tannin.
No I actually know using it much better than Tannin ever will.

He knows the code better than anyone, because he wrote all of it, and their were only ever 5 or 6 Support volunteers like me,l
We dealt with users so Tannin could deal with just the coding.
I just happened to be the one that answered most questions before the others saw them, due to time zone differences.

Modding might change, but Skyrim, Skyrim never changes.

So though I don't know SSE as well, it's still essentially the same game, now the MICS is removed.
I'm likely not going to get the urge, until Skywind, or Skyblivion releases, BGS isn't enough anymore, and I have no trust of BS
Never stopped modding, I just mod many other games these days.

If there's a need I'll cut and paste this, but you're talking to a girl that RTFM when it was thousands of posts in MO forum (And Posts Tab) By the time I instigated, and organised moving MO support to the STEP Wiki, that thread was over 13,000 posts long, I;d read them all and written a lot of it myself.

Doesn't feel like this is buried to deep, when you had no choice but to navigate that monster thread.
I'll make a new thread, if people can't find this, but it will be a cut & paste job.

It just bugs me when people expect primary market support, on a tertiary market niche site, and do nothing to help themselves.
The CK was never bundled with the game, like TESConstructionSet, and GECK were.

I'm a long winded old school girl, if you haven't noticed yet, so none of that TLDR rubbish, if you don't try to RTFM, you don't get helped.
Saying, I RTFM, and still don't understand is fine though, that's when I get really long winded, and take you through each part, until it clicks.
I just posted the answer i got, there was no reason for you to have an agressive tone.
And if you actually paid attention, the second answer was from bethesda.
Post edited November 04, 2022 by Katar10
Fantastic guide, but I'm unclear on a couple of things:
avatar
UhuruNUru:  
MO Users
You should know the drill same as SkSE, all non Game Data Folder content is always installed by MO.
Best MO practice is make all DLC into MO mods, but for CK just Archive any Data Folder Content, then Delete the Data Folder.
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit – Scripts v1.6.659.0.8 MO Mod – Data Folder Contents.7Z
I use MO2, but I'm not very proficient yet. Can you explain what to do step by step so as to not wreck the MO2 clean base (+SKSE, which I could never figure out how to install except to just dump in there)

Edit: I just dumped it in there for the time being to test. It didn't work any way I tried. See next post.

avatar
UhuruNUru:  
The DRM free Exe must be renamed, but I don't like loose exe downloads, so I make download into an Archive, for a Backup.
Rename
SSE Creation Kit-71371-1-6-438-0-1658607602.exe
To
CreationKit.exe
You lost me. I'm thinking maybe you mean that instead of just copying this file into the operational extracted files, it should be put permanently in a modified archive with all the other files. But I'm unsure
Post edited November 05, 2022 by KnightShadePrime
EDIT: issue solved, see subsequent posts for solution.
---------------------------------------------------------------

In order to get SSE CK working with my GoG installation, I followed the guide posted a bit above, but it's not working for me.

Note: I don't own Skyrim SE on Steam and it has never been installed. I only installed the SSE CK to get the files, as instructed by the tutorial.

First I tried running the DRM free executable from the Nexus (SSE Creation Kit-71371-1-6-438-0-1658607602.exe, renamed CreationKit.exe as instructed) through MO2 as normal. Something happens, but it fails immediately.

Attempting to run it manually/directly from the game install folder just gives an error:

The code execution cannot proceed because steam_api64.dll
was not found. Reinstalling the program may fix this problem.

Putting a steam_api64.dll in doesn't help. At least, not any of the ones I have available. The error message becomes:

The procedure entry point SteamApps could not be located in
the dynamic link library Games\Skyrim Anniversary
Edition\CreationKit.exe.

I have no idea what's wrong.
Shouldn't the replaced executable not need a Steam dll?
I don't know enough to figure this out myself.
Post edited November 05, 2022 by KnightShadePrime
avatar
KnightShadePrime: I have no idea what's wrong.
Shouldn't the replaced executable not need a Steam dll?
I don't know enough to figure this out myself.
I got it working following UhuruNUru's guide, but I don't use MO2, I'm not sure how much that complicates things.
But even with the DRM free exe you still need steam_api64.dll.
I got the one from the free SteamVR Performance Test that TAGma posted. https://store.steampowered.com/app/323910/SteamVR_Performance_Test/
I was able to port a couple of my old LE mods, so it seems to be working.
Post edited November 05, 2022 by olnorton
avatar
KnightShadePrime: I have no idea what's wrong.
Shouldn't the replaced executable not need a Steam dll?
I don't know enough to figure this out myself.
avatar
olnorton: I got it working following UhuruNUru's guide, but I don't use MO2, I'm not sure how much that complicates things.
But even with the DRM free exe you still need steam_api64.dll.
I got the one from the free SteamVR Performance Test that TAGma posted. https://store.steampowered.com/app/323910/SteamVR_Performance_Test/
I was able to port a couple of my old LE mods, so it seems to be working.
Okay, thanks for the help. I got various DLLs, including the one from the free SteamVR Performance Test, and found that file versions from at least 2.37.91.26 to 2.89.45.4 all seem to work okay. You can (usually) see the file version by looking at a file properties, on the details tab. (A few of my steam_api64.dll files had no listed version there, however.)
People my Guide is to install the CreationKit in the GAMES FOLDER

To get the CK working with your GOG Game, however you manage mods


The only MO specifc instruction refers to DATA FOLDER content.
For CK this is a single folder, and it's contents. The folder is named
Scripts

That folder AND ONLY THAT FOLDER is recommended to be an MO Mod..
So MO can manage it, and we create an Archive to install that one part with MO.

Even that is just MO best practice, not actually required.
Put simply to MANAGE DATA FOLDER Content you INSTALL THAT content with your chosen MOD MANAGER.
You can put any Data folder content into the Game's Data folder manually, but NO MOD MANAGER can manage what it doesn't install.

The difference is other Managers still put their managed mods in the games Data folder.
MO creates a Virtual Data Folder and NEVER actually puts any mods in the GAMES DATA folder.

For this reason alone, MO users are recommended to keep the Data Folder "Vanilla" or unmodded.
We do this by installing all data folder content as an MO Mod.
Post edited November 05, 2022 by UhuruNUru
First, I want to thank you for providing a functioning workaround for this issue. Thank you.

However, I think my request for the makers and sellers of this game to provide support was entirely reasonable and don't think it wise to chastise us for expecting better behavior from them. I don't think it's entirely reasonable to expect us to figure this out for ourselves. Heck I had no idea someone had already altered the executable to allow it to function without the DRM. I'm glad they did, but it was nonobvious and numerous attempts I made to "fix the problem myself" hadn't worked until now.

So again, thank you for your guide. It's helpful, but it is less so to say we shouldn't have expected any help from the companies involved. They wouldn't even know there's a problem unless we report it after all, so I intend to keep doing so each time things like this come up.
I want to extend that thank you. It was very good information.

But...
I still didn't get it to work.

As a last resort, I found this - Unofficial Creation Kit Patch on Nexus

(sorry, I am not allowed to post a link)

I followed the installation and all the pieces came together.
I have tested various things and it seems to work flawlessly.

Once again, thank you.
Post edited December 01, 2022 by kid1293
What happen to the Creation Kit direct from Bethesda ??? if the steam version is so troublesome, BTW I not played SE off Steam in years and the creation kit 64 was not available on stream at the time only direct from Bethesda I never had an issue, if I was trying to get a creation kit 64 for GOG version of skyrim64 I would not be using the stream version. all I am gonna say... does the Bethesda version still exists?? Or is the blind following the blind???? NO I am not gonna install the Bethesda client installer to check... either. But I know I have an account off Bethesda that has the creation kit 64 on it, unless they removed it ??? Shite I even had a code that gave to me early pre-release, so I know it is was on my game list. Friggin newby open a Bethesda account and see if still available, what have you got to lose ?


Oh I see.... bad luck, just be patience I am sure GOG is working had to create a GOG version.. but it was still available may 11 2022... friggen Microsoft eh??? and you thought Bethesda was bad :devil:
Post edited December 28, 2022 by PeterMartyr
avatar
UhuruNUru: [snip]
Skyrim is released so often, and on every platform it's become a meme
Fact is GOG is not a secondary market, it's dead last (tied with Epic Games),

The Creation Kit is NOT part of the game, and nobody has been treated different.
The Creation Kit was only available on Bethesda.Net until MS (MicroSoft) shut that down.
I can only commend MS for not doing what BS (Bethesda Softworks) did, and posting it on the Windows Store.
Steam was the obvious choice, and primary market, but one fact stops GOG users in their tracks.

The Creation Kit has DRM
GOG can't post CK here DRM free without BS Permission.

Thing is a DRM free solution already exists, but it's a mod.
GOG rightly leaves modding where it belongs in our hands.

Stop moaning about what can't be changed by GOG, and MOD THE CREATION KIT

The method is straight forward if you only have the GOG release. Skip Step 2

1 Shut down Steam
2 Temporarily rename your Steam Game Folder, anything will do, but an easy edit makes sense like
Skyrim Special EditionX
3 Start Steam, now you don't have the game installed (Steam's Dumb), and find the Creation Kit on the Skyrim Special Edition Store Page and Install it
4 Find "Skyrim Special Edition" Folder open it, and Archive all the files. name is irrelevant but I choose a useful name
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit v1.6.659.0.8 (Steam).7Z
5 Move that Archive to where you keep modding tools downloads (NOT YOUR GAME YET)
6 Delete the Skyrim Special Edition Folder, and if you have the game on Steam Revert Temp folder Rename
7 Shut down Steam (For good)

Right now you have an offline copy of Steam CK (A Steam Backup), but useless for GOG.
It's Modding Time

You need four mod files from two different mods, and if you've used the CK before, you should be using 3 of them on Steam already.
SSE CreationKit Fixes=20061 @ Skyrim – SE – Nexus – Mods And Community
Here their are two files and we need both of them

CK64Fixes Release 3.2-20061-3-2-1616560054.zip
FaceFXWrapper 0.4-20061-0-4-1631087053.zip


SSE Creation Kit Fixes Update=71371 @ Skyrim – SE – Nexus – Mods And Community
Again their are two files and we need both of them

SSE Creation Kit Fixes Update-71371-33-1658698845.zip
The all important DRM free EXE
SSE Creation Kit-71371-1-6-438-0-1658607602.exe

Now you have all you need, but I want a backup, of my modded GOG CK
Extract The Steam CK to a WIP folder, I give you my folder names, but only the contents really matter
I'll just keep the archive name I used as folder name, while we mod the Content
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit v1.6.659.0.8 (Steam)

MO Users
You should know the drill same as SkSE, all non Game Data Folder content is always installed by MO.
Best MO practice is make all DLC into MO mods, but for CK just Archive any Data Folder Content, then Delete the Data Folder.
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit – Scripts v1.6.659.0.8 MO Mod – Data Folder Contents.7Z

All Users
Simply extract each of the zip Files, in the EXACT order I listed them (It's NOT optional the second mod updates the first) into your WIP CK Folder Overwriting when asked.

The DRM free Exe must be renamed, but I don't like loose exe downloads, so I make download into an Archive, for a Backup.
Rename
SSE Creation Kit-71371-1-6-438-0-1658607602.exe
To
CreationKit.exe

Move to the WIP CK, overwriting the one with DRM.
Archiive your GOG CK, again my names given as example.
The Elder Scrolls V – Skyrim – Special Edition – Creation Kit – DRM Free with Fixes v1.6.438.0 Game Folder Contents (GOG).7Z

Now you have your DRM Free CK ready, and backed up.
You can either extract Archive to game, or as you have those loose files in the WIP folder, this time you can just move the files.

Run CK to make sure "It Just Works". (Thanks Todd), if you followed my guide, it will run.
Getting it to do what you want, Todd told you "It Just Works", I'm sure it will all be fine..
That's the easy bit, now if only you knew how to use it, but that's your next task, other guides exist for that.
Have Fun (Was that an evil laugh I heard, meddling Daedric Princes, you can blame them when it crashes on you, and it will).

Learn the lesson, GOG is a Tertiary niche market, it would be great if we got better support, but we don't.
What Devs don't/won't/can't do, modding does/will/can, it's the entire reason we mod games.
It's just a thought.
Well this is broken...SSE Creation Kit-71371-1-6-438-0-1658607602.exe is no longer part of
SSE Creation Kit Fixes Update=71371 @ Skyrim – SE – Nexus – Mods And Community

SSE Creation Kit version 1.6.438.0 without Steam and SteamDRM.
Here only .exe file, so download the program itself from the steam store and replace after installing the scripts.
For MO2 users: you can use a normal startup.

No longer available, by the decision of the Bethesda, get out of the situation yourself.
Post edited January 12, 2023 by houseofdexter
high rated
avatar
praetor411: Signed in solely to thank you for this.
While OK, I need no thanks, but if you do want to post please don't quote entire post
I've edited it, so now your quote is giving old info, while appearing newer.

I will repost it, with a link in old post to this post that can be copied instead (Uses the Share Link Post Number

DRM free CK removed from Nexus by Bethesda Softworks

How To Use Creation Kit - GOG Forum Post by Uhuru NUru

Damn Decrepit Forum, butchering my Name, in links,
I'm not “Uhuru N’Uru
I'm “Uhuru N’Uru”
Post edited January 16, 2023 by UhuruNUru