LinuX123 Posted December 15, 2015 Author Share Posted December 15, 2015 (edited) Actually there's a faster way to test plugins without having to restart FO4. You still need to close and reopen FO4Edit as xEdit never overwrites a plugin except on close. On fallout 4 enter "fcf" on the console after loading your save. That closes any open plugins and lets FO4edit write into it. Go to FOedit, make any changes, close it. Go back to FO4 and type "hlp <pluginname>" to load it. Be aware that hot loading plugins can have weird effects :smile:GREAAAAAAAT! I will try out, but it sounds very interesting. I will try out. This would be a great help, if you want to make minor changes to a dds file. But there is a simple way to use FO4Edit without reloading it again and again: is there a disadvantage to save changes in FO4edir with ctrl-s ?Yeah thats it. But there is a simple trick: Just make a copy of your ESP file and edit that instead. When you are finished with your changes press CTRL-S, that makes a new copy of the ESP. This copy you can rename to the target naming and use that in game. I give an example:Original mod is called ModA.ESPMake a copy of it (ModA-Edit.ESP)Edit ModA-Edit.ESP in FO4EditWhen you are done press CTRL-S -> a file ModA-Edit.ESP.xxxxxxxxx will be saved. (FO4Edit dont need to be closed)rename ModA-Edit.ESP.xxxxxxxxx to ModA.ESP and you can do anything with it, it is not locked as the ModA-Edit.ESP, so you can edit it with other tools that change the ESP, like FO4Translator.Sorry my bad english, hope you understand what i mean. Bla©k Widowmaker There is a way to do it even more fast using AutoHotKey. Here the script adapted from here ^b:: SetKeyDelay, 0, 25 Loop, parse, clipboard, `n, `r { Send hlp Send {Space} Send, %A_LoopField% Send, {Enter} Sleep 200 } Return -Run the script with AutoHotKey -Press F2 to rename "ModA-Edit.ESP.xxxxxxxxx", Ctrl+C to copy the name and add ".esp" in the end-Open the console and press Ctrl + B. (the key combo can be changed in script If made correctly, the console will load the .esp The script is only needed because console does not support copy or paste Edited December 15, 2015 by LinuX123 Link to comment Share on other sites More sharing options...
TrueBlackWidowmaker Posted December 16, 2015 Share Posted December 16, 2015 For me to complex. Just make a file that contains only: hlp NameOfYourModWithALongName.esp save the file as M1 without extension and just enter "bat m1" if you want to restart your mod. Why should i use a script for that? Link to comment Share on other sites More sharing options...
xxdeathknight72xx Posted December 22, 2015 Share Posted December 22, 2015 Actually there's a faster way to test plugins without having to restart FO4. You still need to close and reopen FO4Edit as xEdit never overwrites a plugin except on close. On fallout 4 enter "fcf" on the console after loading your save. That closes any open plugins and lets FO4edit write into it. Go to FOedit, make any changes, close it. Go back to FO4 and type "hlp <pluginname>" to load it. Be aware that hot loading plugins can have weird effects :smile:oh man this helps so much Link to comment Share on other sites More sharing options...
zilav Posted January 6, 2016 Share Posted January 6, 2016 The latest version of FO4Edit now can "save plugin as" using F5, so you can edit a copy of plugin and overwrite the original without restarting FO4Edit. Link to comment Share on other sites More sharing options...
Darkangel13 Posted January 7, 2016 Share Posted January 7, 2016 The latest version of FO4Edit now can "save plugin as" using F5, so you can edit a copy of plugin and overwrite the original without restarting FO4Edit.Oh Man NICE thx for the info. Link to comment Share on other sites More sharing options...
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