Trying to get into modding this new thing but not sure what the current tools are to do so. Anyone know?
Trying to get into modding this new thing but not sure what the current tools are to do so. Anyone know?
CK is not out.
There's a BSA extractor, xEdit for .esp's, material editor for the .bgsm's, nifskope for the .nif's, Champollion, Caprica, and PexInspector for the scripts. You need to cobble together your own tools, for now, but quite a lot can be done.
as far as i know only fo4edit http://www.nexusmods.com/fallout4/mods/2737/?%C2%A0butits pre alpha ( at your own risk ) kind of thing. Creation kit no date probably between february / end of march is the best guess.
At least xcom 2 will be out next month. Should make waiting for the kit easier.
None of the tools - as in NONE of the tools currently available should be considered reliable.
Fo4Edit has probably the most development time, and the daily changes going in are still basic. Lots of binary decoding still left.
I would say all the tools are in really great shape for when the CK comes out. Then there will be a flurry of activity, figuring out the remaining missing pieces.
NIF format might actually be the hardest to pin down. All the game binary fields can be extracted by using the CK.
Things should really be looking good, maybe a month after the CK release.
Not yet, we gotta wait for Bethesda to finish counting that mony.
There actually isn't much left to be decoded.
We're primarily waiting for the toolset to determine all of the flags possibilities and what the unknowns should be called.
There are some byte arrays remaining, but that's deliberate. We suspect many to be flags fields.
Everyone who makes mods - and everyone who uses mods - owes you tool guys a lot.
The pleasure we get from Bethesda games is as much due to you as to Bethesda.
Yeah I've always said that tools are the lifeblood of modding. Without toolmakers nothing is possible. They're the most unappreciated but pivotally important parts of the modding process.