zoltan603 Posted November 20, 2015 Share Posted November 20, 2015 I'm unaware of the program people are using, I used to make mods with The Geck for fallout new vegas, but idk what to use for Fallout 4 Link to comment Share on other sites More sharing options...
Dhegonus Posted November 20, 2015 Share Posted November 20, 2015 (edited) There is no Geck for FO4 as of the moment. People are using BAE to extract the files then using either photoshop or gimp to edit or create new textures. When it comes to making .eso's and the like they are either using tesnip or tesvedit. But it generally is not wise making an esp using those programs unless you know everything you are doing as it they can corrupt your game. Edited November 20, 2015 by Dhegonus Link to comment Share on other sites More sharing options...
Hexious Posted November 20, 2015 Share Posted November 20, 2015 Hello! Assuming I'm able to extract the file for editing using BAE, how do I then make something compatible with the NMM? Link to comment Share on other sites More sharing options...
jet4571 Posted November 20, 2015 Share Posted November 20, 2015 Unless the mod has a bunch of options and you plan on using an OMOD installer format for NMM to install the various options you don't really do anything to make it compatible. Just pack the esp, textures, and meshes used by your mod in the proper folder structure as seen in the data file into a .zip, .rar, or .7z. Link to comment Share on other sites More sharing options...
Uzibeatle Posted November 20, 2015 Share Posted November 20, 2015 Just a word of caution when using these early plugin .esps that are being created by the more advanced modders by meanswithout the official toolkit...... Be cautious when using these and cross fingers. So far, I've been okay with the few I have used, I think anyway. No signs of save file or game corruption as of yet for me. But thatsort of thing tends to accumulate and snowball and not become apparent until much later in the save chain. Plus any patchingBethesda does later can cause these mods to perhaps shatter your save games that they were implemented in. I know from early experience in playing FO3 and FONv before the toolkits were out for those games, we did manageto find ESP plugins that seemed to work fine but caused great grief later on resulting in one having to start all overwith a save from before they were implemented by user. That said, even after toolkit is released same issues can happen but at least a talented cautious and diligent mod authorhas far greater control to implement his/her mod properly. So far, I'm using 4 plugin esps without issue. I'm avoiding anything to do with settlement mods that rely on esp pluginand crafting mods and any companion plugins for now. Just cause I'm trying to be extra cautious this time around. I don't want to have save files relying on something premature and blowing up if I later decide to remove a early attemptmod to do something great that is later done far better via a mod created in the proper Toolset. But, thats me. YMMV. YOLO. Link to comment Share on other sites More sharing options...
jet4571 Posted November 21, 2015 Share Posted November 21, 2015 They were asking about making not using lol. Link to comment Share on other sites More sharing options...
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