FO4Edit
Screenshots 5 screenshots
About this mod Machine translation
xEdit 4.0 is provided by ElminsterAU. Updates since 2012 include Hlp, Zilav and Sharlikran's TES5Edit/SSEEdit/FO4Edit. Sheson's LOD management.
Other xEdit variants:
xEdit can be used to view, detect conflicts, and edit various Bethesda Games’ module files. Other members of the xEdit family include TES4Edit, FO3Edit, FNVEdit, TES5Edit, SSEEdit, FO4Edit, FO76Edit
What's new in xEdit 4.0.0? :
what's new
Elminster made significant changes between 3.2.2 and 4.0. These changes are described in "What's New" Rich text format documents are included in xEdit for offline viewing.
Become a Patreon:
ElminsterAU's Patreon
ElminsterAU created a Patreon page to outline his goals for future xEdit development.
Current documentation:
Fallout 3 training manual was converted to HTML format by EpFwip in 2013. This conversion has been updated with official and current documentation for all xEdit versions.
Part of XEdit
Previous documentation:
The original Fallout 3 and Fallout NV training manuals are still available for download for offline viewing in PDF format.
Fallout3 FO3Edit Training Manual (for all game versions)
FNVEdit FNVEdit Training Manual (available for all game versions)
Wiki page:
The original page can be found on the Bethesda CK Wiki. Some pages have already been depreciated, other pages will be depreciated after the xEdit documentation is updated.
TES5Edit
Official forum:
Bethesda Forum and AFK Forum
Mods without GECK/CS/CK:
We know that many authors avoid using official tools like GECK, Creation Set or Creation Kit to support xEdit. However, mod authors should use official tools to save and update their mods as often as possible. Failure to do so results in a situation where the record must be re-created from scratch.
Almost all games have some kind of change to record decoding with the 4.0 update. One example is Fallout 4’s OMOD records. We discourage authors from modifying OMOD in xEdit as it was not decoded correctly with the original version of xEdit before Fallout 4 CK was released. Some records from versions prior to 4.0 are still not decoded correctly. Elminster has been fixed in 4.0. Therefore, 4.0 is a required update and using previous versions will cause irreversible errors.
Change log:
Changes have been moved to the What's New document.
Frequently Asked Questions:
Q: My plugin has the following error what should I do?
[00:43] Background Loader: Error: Record ARMA contains unexpected (or out-of-order) sub-record MODL
[00:43] Background Loader: Error found in: ShieldofYsgramorDraugrAA [ARMA:01001001]
[00:43] Background loader: Contains subrecords: EDID BODT RNAM DNAM MOD2 MO2T MOD3 MO3T MOD4 MO4T MOD5 MO5T SNDD NAM0 NAM1 NAM2 NAM3 MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL
A: It happens with plugins made using ReProccer, NPC Editor or other third-party tools. These problems cannot be corrected using xEdit. You can try using the official Bethesda editor, but the official tool may not be able to correct errors in case of data loss.
Q: The font is too small and I have a 4K or high resolution monitor. I can't read the text. How can I increase the size?
A: There is some support for font scaling for large, high-resolution or 4K displays. This will help with readability, but in some cases it won't be possible to control the popup that expects user input.
xEdit team members:
ElminsterAU
HLP
Zilav
Sharlikran
Community members who contributed in some way:
Listed alphabetically
AndalayBay: Without her help in getting me to contact Elminster, we would still be waiting for confirmed record definitions, and even longer to use TES5Edit.
Divstator: his work on improving NavMesh decoding
fireundubh: All record decoding suggestions for FO4Edit
Jonathan Ostrus: His important contribution to the definition of the FO76 record
jonwd7: For his work on improving NavMesh decoding
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.