Ok.
Bon pour l'histoire des scripts pas moyen... j'ai fait des recherches et j'ai trouvé ceci:
Scripts
Nothing new here, but I'm mentioning it because there are rumors afoot that they will break. They won't. Your scripts can be copied over as-is with no modification. Absolutely no changes to any of Skyrim's 13000+ scripts were made beyond many of the DLC ones getting recompiled with their debug statements commented out. Which the source code had already but the .pex files did not.
When the CK first starts though, all of the vanilla scripts will be incorrectly unpacked to Data\Source\Scripts instead of Data\Scripts\Source. The CK should be able to find them, but if you'd prefer to have them where they belong then you need to make a change to CreationKitCustom.ini and add the following to its Papyrus section:
sScriptSourceFolder = ".\Data\Scripts\Source"
As with the 32 bit CK, the DLC scripts need to be moved directly into the same folder. The CK will be unable to find them at all if you don't. You should move them into the proper folder in the same order the DLCs were released. It would be strongly advised to do the work for this in a seaprate folder, then make an installable package for the base scripts so you can put it in as the first thing in the Wrye Bash installers tab (or NMM too I suppose) so that it will have proper conflict tracking for anything you may edit later on.
CreationKitCustom.ini should be in the same folder as the executable for the CK itself. Any custom changes you do with the CK should go here instead of in the main files so that the changes you want won't be lost when the CK updates.
Donc mes scripts sont bien dans Data\Scripts\Source et j'ai mis cette ligne dans mon CreationKitCustom.ini :
Eh ben non... je lance le Creation Kit et il me dit toujours la même erreur. Je ne sais pas quoi faire... j'ai même pas commencer que j'ai déjà des problèmes...
Pour SSE CreationKit Fixes, je l'ai vu mais j'ai hésité, j'ai vu 10 bugs sur la page du mod, donc tu recommandes tout de même ou pas ?