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What Modding Tools are Being Used for FO4?


doomknightofchaos

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Don't worry about Purr4me outlandish behavior, he's just on his period.

Not gonna, they bite the hand that feeds them so, it's every ones loss.

do it with out me, I'm done, I just applied for a refund for this game...if you really think it's really Skyrim in sheeps clothing? then I bought a brownie covered in snow...yellow snow.

I have no need for two copies of the same screwed up code nor waste any more time with it.

 

Too bad, I am watching my friends stream me their fun on steam.

as far as badgering me, trying to convince me of something? i draw your attention to the OP thread. The purpose was to teach.

 

there apparently is no room here AT ALL left even for that.

 

Kitty Black.

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Telling the OP how Bethesda progresses from game to game is teaching. He can read tutorials for the older games and learn how those games advanced to the newer ones to get an idea on How Bethesda works. That will give him a leg up when the CK is released because he has an understanding of what came before. He will know the basics and be able to apply what is still relevant far faster than getting FO4's GECK and learning it with no background. If someone tells him incorrect information is no0t not the right thing to do to correct that person? I should hope so because to not correct will be to do the opposite of teach.

 

Anyway it's no big deal what game it was built off of because that's a chain. Oblivion was built off Morrowind, Fallout 3 off Oblivion (FNV was an updated FO3 and a mod to boot), Skyrim was built off of FO3/FNV, Fallout 4 was built off of Skyrim, the next game will be built off of Fallout 4. That's the way Bethesda works, they take the previous game and make updates to make a new game off of it. FO4 is no more a reskinned Skyrim than Skyrim was a reskinned FO3 or FO3 was a reskinned Oblivion. What is important is what game will most have the most relevant tutorials so he can browse those last.

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Anyway, back on topic, if TesVEdit/FO3Edit throws errors when trying to load the Fallout4.esm, does that mean you cannot make changes (and thus no esp files) or does it mean it causes errors to be created in the esp files created, that may corrupt a save game?

 

To be blunt Purr4me, you haven't exactly been all that helpful. All you've basically done is speak in riddles and beat around the bush. If you actually want to teach me, you need to provide useful information that can be acted upon. Thus far you've provided the bare minimum and are getting angry because I want to know more...? I would love it if you would teach me, but what you've given thus far is insufficient to get me anywhere.

Edited by doomknightofchaos
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You cannot mod from the Fallout4.esm. You need an empty.esm file that's named Fallout4.esm to be able to set the master file. You open the original .esm to compare what's reused. If you have Fallout 3 and Skyrim put Skyrim.esm and Fallout4.esm into the Fallout 3 data folder and aopen Fallout3.esm, Fallout4.esm, and Skyrim.esm in FO3Edit then start seeing what in FO4 was also used and the same in the 2 previous games as well as find out if what you are planning to change is one of them. Then you use the empty Fallout4.esm and either Skyrim.esm or Fallout3.esm, whichever has the data you want to change. then once it is changed make the Fallout4.esm the only master in your .esp.

 

Helpful tutorial includes the empty fallout4.esm:

http://www.nexusmods.com/fallout4/mods/277/

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