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What Modding Tools are Being Used for FO4?


doomknightofchaos

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I've been noticing several .esp files for various mods for Fallout 4, despite there being no confirmed tools yet.

 

So my question is...:

 

How are people making .esp mods without official tools? Are there some modder tools that I don't know of? I've done a lot of modding for Oblivion and Skyrim with official tools only, and thus I'm unfamiliar with other tools, but am a quick learner. If I knew what those tools were...

 

Any assistance would be appreciated.

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I've been noticing several .esp files for various mods for Fallout 4, despite there being no confirmed tools yet.

 

So my question is...:

 

How are people making .esp mods without official tools? Are there some modder tools that I don't know of? I've done a lot of modding for Oblivion and Skyrim with official tools only, and thus I'm unfamiliar with other tools, but am a quick learner. If I knew what those tools were...

 

Any assistance would be appreciated.

http://www.nexusmods.com/fallout4/mods/searchresults/?src_cat=38

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How? I tried loading up Tes5Edit and it only allows me to touch my skyrim files...

My guess is you what to see proof? I can provide that...if you want, but know this, the header in any FO3 plugin needs to be written in Fo4 version control, that means you must change it's version ID #..and be sure your right because once changed and saved, you can't reload it.

 

give the word and I'll provide a sample only.

 

[00:23] Background Loader: [Fo4Sample.esp] Adding master "Fallout4.esm"

[00:23] Background Loader: [Fo4Sample.esp] Header processed. Expecting 6 records

[00:23] Background Loader:

[00:23] Background Loader:

[00:23] Background Loader:

[00:23] Background Loader: Warning: Record [sTAT:000679F2] in file Fallout4.esm is being overridden by record [GMST:000679F2] in file Fo4Sample.esp.

[00:23] Background Loader: Warning: Record [REFR:000C84DE] in file Fallout4.esm is being overridden by record [GMST:000C84DE] in file Fo4Sample.esp.

[00:23] Background Loader: [Fo4Sample.esp] GRUP Top "GMST" processed

 

That's to let you know it's working as intended with this game. i can also show this as an esm file too.

 

 

Something to play with:

(http://www.2shared.com/file/SUnvHTLx/Fallout4Samples.html)

 

test it and let me know how it works....basically it deals with weapon handling.

Edited by Purr4me
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The CSharp Patcher by unforbidable is working well for a handful of Form types. http://www.nexusmods.com/fallout4/mods/16/

 

It will generate a plugin from user made xml rules. An example.

<rules>
    <rule>
        <name>Change Base Kill Cam Chance</name>
        <from>GMST</from>
        <where>Source.EditorId == "fKillCamBaseOdds"</where>
        <update>
            Target.Value = 5;
        </update>
    </rule>
</rules>
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So how would I setup Tes5Edit to edit Fallout 4 files then?

You don't...you sit fallout 3 side by side and use fallout 3's data base that directly matches fallout 4's older code..

 

There would have been a great deal more to offer...if other authors were allowed to share their findings.

 

I tried..no more shall I try. I shall Do. The software works only one way.

 

here's the Only hint I will offer any one, the only things required in "xedit / TESEDIT" are enabling the new record types...that's it, I seen this with my own eye's they sure as heck can do that...so you ask them why they have not done so? "yet?"

 

Google code was once available , the only thing not available was the source code.

 

but, common sense does not exist here. any way, I'm getting upset speaking about this so you have some info to help you get going.

The topic here is / was "what modding tools are being used for fallout4? "

you have fun and be nice.

 

kitty

Edited by Purr4me
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