Fo4edit wiki
Author: u | 2025-04-25
FO4Edit Tutorial: Full Item Conversions, Custom Containers, and Custom Craftable Items - YouTube . FO4Edit/Basic Guide - Fallout 4 Modding Wiki . GitHub - fireundubh/xedit-scripts: A collection of scripts for xEdit by fireundubh . Guide:Plugins Files - S.T.E.P. Project Wiki . Patch creator for Furry Fallout. Furrifies your entire load order, with extensive options. See the wiki for details. Unpack the zip into your FO4Edit Edit Scripts folder and run from FO4Edit.
LOOT and FO4edit not detecting mods - STEP Wiki
All games Fallout 4 Girly Animation Articles Using GA custom animations on custom weapons The followings explain the steps required to add my custom weapon animations for pistol / one-handed melee animations / rifle relax poses on any custom weapons.1) Run CK and open your custom weapon mod and select "MODGirlyAnimation.esp" as one of the plugins to load. 2) Add the keyword "AnimsGripPistolMOD" for pistol or "Anims1hmWeaponMOD" for one-handed melee weapn to your custom weapon and save your mod.Note: For rifle idle relax poses, 3 custom keywords, "AnimsGripRifleAssaultMOD", "AnimsGripRifleStraightMOD" and "AnimsHuntingRifleMOD". Add any one of them to the custom rifle mod that uses any of the default keyword. E.g. if the mod uses "AnimsGripRifleAssault", add "AnimsGripRifleAssaultMOD". Some other custom rifles that do not use any of these keywords may work but it involves studying the animation subgraphs and uses the correct custom keyword. 3) Open your mod, "Fallout.esm", "MODGirlyAnimation.esp" using FO4Edit. Edit the File Header and add "MODGirlyAnimation.esp" as one of the master. You need to do this since CK will not save GA as master. The above steps can also be done using FO4Edit if you choose too. Note: Step 4 & 5 may be optional. Only perform them if the animation does not turn out well (e.g. missing animation, animation speed mess up ,etc). If generating metadata returns nothing, it means they are not needed.4) [Optional] Generate subgraph metadata. Open a command prompt and change directory to Fallout 4 directory.Run the following command:CreationKit.exe -GenerateAnimInfo:xxx.esp .\Data .\Data\Meshes\AnimTextData --speed --stancewhere xxx.esp is the filename of your custom pistol weapon mod. 5) [Optional] You will notice "Meshes" under your Fallout 4\Data\Meshes\AnimTextData. Change directory into it and you will find AnimTextData which contains AnimationFileData, AnimationOffsets, AnimationSpeedInfo, AnimationStanceData, AnimEventInfo, ClipGeneratorData, DynamicIdleData and SyncAnimData directory. Go into these directories and copy those txt files with numbers (19 numbers) as filename into their respective Fallout 4\Data\Meshes\AnimTextData directories.These are metadata needed for the custom animations to function correctly.Generating subgraph metadata is not pretty consistent so check your animation in-game. If your animation stuck in slow motion or any abnormality, regenerate your meta data with different settings, egCreationKit.exe -GenerateAnimInfo:xxx.esp .\Data .\Data\Meshes\AnimTextData --speedFor more info on subgraph, check the wiki pageSubgraphs - Creation Kit Article information Added on 05 October 2017 5:45PM Edited on 25 December 2017 3:35AM Written by How to replace weapons(FO4Edit)By this method, you can download a weapon mod, and use it to replace any weapon from vanilla game.MAKING THE REPLACER1. Download a weapon mod2. Open the mod plugin in FO4Edit. Unfold mod data.3. Check "Weapons". Click on the weapon you want to use. On right pannel, look for "EDID - Editor ID". Right click on the ID of the weapon, and click on "Edit". Replace the ID with de EditorID of the vanilla weapon you are replacing. (For example, if you are replacing vanilla assault rifle, you must write AssaultRifle.) Press OK.4. Right click on the weapon in the left pannel. Click on "Change FormID". Replace the FormID with the FormID of the vanilla weapon you are replacing. (For example, if you are replacing vanilla assault rifle, you must write 0000463F.) Press OK.5. Press Ctrl+S, and close FO4Edit to apply changes.DONE!:)Check it in game.CLEANING THE MODThere are a couple of things you might want to do BEFORE making the replacer:QUESTSYou can remove the leveled lists injection from the mod, to avoid the weapon to spawn "injected", and only let the weapon to spawn replacing the vanilla weapon. This is recommended, because if you change the IDs of the weapon, the game will try to spawn an invalid weapon ID. It shouldn't be a problem, but it is better to clean the mod.In FO4Edit, check "Quests". Look for a quest named "leveled list" or "LL" or something similar. Delete that quest (or quests).Also... you can delete ALLCan't Open FO4Edit in MO2 - STEP Wiki
Open Registry In Windows 7Tes5edit Could Not Open Registry Key SecurityXEdit 4.0 by ElminsterAU. Updates since 2012 include TES5Edit/SSEEdit/FO4Edit by Hlp, Zilav andSharlikran. LOD management by Sheson.Other xEdit variations:xEdit can be used to view, detect conflicts, and edit module files of variousBethesda Games. Other members of the xEdit family include, ,What's new in xEdit 4.0.0?:Elminster has made significant changes between 3.2.2 and 4.0. Those changes aredescribed in What's New and a document in rich text format is includedwith xEdit for offline viewing.Become a Patreon:ElminsterAU has created a Patreon Page to outline his future xEdit development goals.Current Documentation:The Fallout 3 training manual was converted by EpFwip in 2013 to HTMLformat. This conversion has been updated as the official and currentdocumentation for all versions of xEdit.Previous Documentation:The original Fallout 3 and Fallout NV training manuals are still available for download for offline viewing in PDF format.for FO3Edit (applies to all game versions)for FNVEdit (applies to all game versions)Wiki Pages:Originally pages were available at the Bethesda CK Wiki. Some pages have alreadybeen depreciated and others will be depreciated once the xEditdocumentation has been updated.Official Forums:andMods made without the GECK/CS/CK:We understand that many authors avoid the Official tools like the GECK,Creation Set, or Creation Kit in favor of xEdit.However mod authorsshould be saving and updating their mods with the official tools asoften as they can tolerate. Not doing so has lead to situations whererecords must be recreated from scratch.Almost all games received some kind of changes to their record decoding for the 4.0 update. Oneexample would be OMOD records for Fallout 4. We discouraged authors frommodifying OMOD in xEdit because it was not decoded properly withoriginal versions of xEdit prior to the release of the Fallout 4 CK.Some records for previous versions prior to 4.0 were still not properlydecoded.Elminster has made corrections in 4.0.What steps will reproduce the problem?1. Clicking TES5Edit.exe, trying to use the program.What is the expected output?I expected the program to run as it always does. (Note, up till this evening,TES5 is the ONLY program I have ever had that.never. screwed itself up. Gofigure, eh?)What do you see instead?On the right side of the screen - Fatal: Could not open registry key:SOFTWAREBethesda SoftworksSkyrimOn the Left side, and for the Form fields at the top of the left side, blank.Clicking Close gives me a choice of closing, ignoring, or trying to continue,but nothing helps anyway.What version of the product are you using?On. FO4Edit Tutorial: Full Item Conversions, Custom Containers, and Custom Craftable Items - YouTube . FO4Edit/Basic Guide - Fallout 4 Modding Wiki . GitHub - fireundubh/xedit-scripts: A collection of scripts for xEdit by fireundubh . Guide:Plugins Files - S.T.E.P. Project Wiki .FO4, Lexington Interiors. FO4Edit - STEP Wiki
About this mod Are you obsessed with firearms? Does it bother you that your favorite weapon mod uses the wrong ammo? Then CALIBER - COMPLEX is for you. CALIBER - COMPLEX is a framework for all the weapons in your load order, including everything from the humble 9x19mm to the obscure .30-378! Now with realistic ballistics included! Requirements Permissions and credits Translations Spanish Mandarin Donations INTRODUCTIONIf you are at all like me then you are a huge nerd when it comes to firearms. One of the main reasons I play Fallout 4 is for the massive variety of quality built weapon mods you can play with. It always bothered me to see a classic AK-74M be chambered in the incorrect 5.56x45mm NATO instead of the funky and interesting 5.45x39mm. So many wonderful weapon mods and they all use the same boring old ammo. CALIBER - COMPLEX was built to solve this problem.SO WHAT IS CALIBER - COMPLEX?CALIBER - COMPLEX is a framework of over 100+ new calibers including everything from the ubiquitous 9x19mm Parabellum to the ultra obscure .30-378 Weatherby Magnum. In short, this mod adds all these new calibers to the levelled lists in a balanced and easy to manipulate way. Through the power of FO4Edit you can customize this mod to anything you want.Don't like a certain ammo type I included? Delete it. Looking for an ammo type I didn't include in this mod? Create it by changing one of the include calibers.This framework is meant to be easy to use and customize out of the box. I organized everything you need in a way that optimizes workflow and makes it faster to work within FO4Edit. To be clear, this mod will not automatically change the ammo types of weapon mods you use, a patch will have to be made for them to be changed. Using FO4Edit to do these changes yourself is very very easy and rewarding. I particularly enjoy changing damage multipliers into caliber conversions. This makes the game much more balanced and realistic. With real guns the only way to do more damage is to get fancier with your ammo. *Generally*I only included calibers that are usable with mods that exist right now. If they be on the Nexus, Discord servers, or weird Russian mod sites. Remember, if these calibers don't fit in your particular playthrough then change them.If you would like to craft the I am trying to make my own mod with FO4edit. I feel alot more comfortable in it than I do CK at the moment, so I guess its kind of "if it cant be done in FO4Edit, oh well for now".. IN probably most cases, I did attempt to find the answer on the CK website, or understand their documentation, but honestly to me- that sucks... my C# is boring as heck but explains stuff better. If I understand, correctly here is what I have found so far. Im attempting to understand it all on a "Explain it like im 5" level, and then an example with. An explosive would show up under a few categories Object effect Explosion Weapon Category 1, Object Effect: The relevant fields appear to be under FULL - Name, ENIT - Effect Data, Effects FULL - Name: What its called in game, be it at a crafting station or vendor Fire and Forget: you throw it, shoot it and walk away as if it didnt happen. location ??? Im not sure how they actually relate to explosions ?? Base Effect: This is sort of "what damage, or how does it modify ___ does it posion, heal, irradiate? Area: The radius which is hit by this effect. Should match _____ Radius from Explosion Category.? Duration: How long does the effect do damage- 10 seconds, 30 seconds???? The relevant fields appear to be under DATA-Data Damage: Does it do 10 points of damage, or 100 points. dependingLOOT and FO4edit not detecting mods - Page 2 - STEP Wiki
Accept a change, just move the selection to another color.4. The face should update all at once with the correct skin color and makeup.5. Back out, exit the Looks Menu, and save your game.Save-to-PluginFor experts and the adventurous.How to make a new face for a NPC:1. PREPARE A PLUGINa. Open FO4Edit, find the record/form of the NPC you'd like to edit.b. Copy this record as an override to a new plugin, name it whatever you like.c. Close FO4Edit saving your new plugin.2. PREPARE A FACE SAVEa. Open the game and load a save or start a new game.b. Edit your face in character creation or using 'slm 14' in console.c. Save your game.d. Find your save file on your pc and rename it to something useful.3. PERFORM THE COPYa. Open Face Ripper.b. Browse for your source save, from section 2.c. Select "Player - 7" from the upper drop down.d. Browse for your target plugin, from section 1.e. Select the ID of the NPC from section 1 in the lower drop down.f. Press Transfer Face, and ok to any message boxes.g. Enable the new plugin, which will have the NPC's ID appended to the name.h. Load your game and see if the process worked.That's the basics. You can also use face presets (which are normal NPC_ records) to get an existing face into the LooksMenu.The Reset ButtonThe Reset Face button will delete the face data from the specified NPC* in your save file (i.e. clear changes made in the LooksMenu). ThisHas anyone made mod groups for Fo4edit. - STEP Wiki
Settlement Keywords Expanded vs Settlement Keywords--------------------Settlement Keywords Expanded is a continuation of Stuyk's framework. SKE is a mod authors resource and provides an alternative to adding items to the Bethesda vanilla menus. With SKE mod authors have more choices for their settlement items. More choices means less clutter in settlement menus.The file provided, SettlementKeywords.esm, will work with some SK mods. This mod doesn't alter any of the vanilla menus so it will not conflict with any DLC. Missing vanilla menus are only caused by outdated menu patches or outdated SK mods that have not been updated. A list of mods that should not be used with SKE is provided below.Requires Fallout 4 patch 1.6.3 or greater!Update Notes:--------------------As of SKE 1.46 I now offer a scripted menu option. Chose either the version that alters the settlement record directly as with previous versions of SKE, or choose the version that adds the SKE menu with a Papyrus script. If you choose the scripted menu option and you plan to uninstall SKE, remember to craft and use the uninstall chem to remove the scripted menu properties from your save game.As of SKE 1.51 the scripted menu option now offers Menu Restore chems. They will add a single SKE menu like previous version offered, and a multi menu option similar to what DOOMBASED offered with SKI. DLC Compatibility--------------------SKE is compatible with all DLC including Nuka-World.Mod Authors--------------------Styuk made a Google Document on how to use this in your mods. Like Stuyk, I also recommend that you do not create new Form Lists, FormIDs, Keywords, or alter the menus.Mod Users--------------------SKE may be required as a resource for the mod you are using. Check the authors description page to see if a patch is needed or available. If no patch is available you will need to create one with FO4Edit. To see how to create patches that resolve and override conflicts you can download the xEdit (meaning all versions) Training Manual here. It says rough draft and it was initially intended for FO3/FNV however, the FO4Edit UI is the same so you can still use it for creating patches. How to resolve conflicts is discussed in Section 4.Installation--------------------SKE doesn't require any DLC content. SKE is a totally independent mod and does not require users to install SK by Stuyk. SKE patches require the original mod to be installed. Download and install the original mod and overwrite the old ESM or ESP file with the one I provide. The original mod will provide all the scripts, meshes, textures and anything else the mod needs. I only provide the replacement plugin files.Uninstallation--------------------If you chose the SKE version that adds the SKE menu with a script be sure to craft. FO4Edit Tutorial: Full Item Conversions, Custom Containers, and Custom Craftable Items - YouTube . FO4Edit/Basic Guide - Fallout 4 Modding Wiki . GitHub - fireundubh/xedit-scripts: A collection of scripts for xEdit by fireundubh . Guide:Plugins Files - S.T.E.P. Project Wiki .FO4Edit/README.md at dev-4.1.5 sri-arjuna/FO4Edit - GitHub
Time user may need to know certain things.So for the readme it lists all the names the exe can have and explains that if you need it to work with Skyrim, which is just that, Skyrim, then its TES5Edit. Since Skyrim Special Edition has a different folder name for everything we can't have the same exe for it but to eliminate the need for different code you just rename the file.So for Skyrim Special Edition you use SSEEdit. For Fallout 4 it is FO4Edit and all that is in the readme that comes with xedit.But there is no forward support. So the download on the nexus may not work with newer games. So we have the official version renamed already.Tes5edit Could Not Open Registry Key SecurityWe do that to eliminate some of the confusion. That way if someone renames the Nexus version to TES6Edit which doesn't exist, it's going to error.Since some people don't update often they could have a version that is simply too old to work a game and need to update. 3.2.1 on the nexus had Skyrim Special Edition support.Comments
All games Fallout 4 Girly Animation Articles Using GA custom animations on custom weapons The followings explain the steps required to add my custom weapon animations for pistol / one-handed melee animations / rifle relax poses on any custom weapons.1) Run CK and open your custom weapon mod and select "MODGirlyAnimation.esp" as one of the plugins to load. 2) Add the keyword "AnimsGripPistolMOD" for pistol or "Anims1hmWeaponMOD" for one-handed melee weapn to your custom weapon and save your mod.Note: For rifle idle relax poses, 3 custom keywords, "AnimsGripRifleAssaultMOD", "AnimsGripRifleStraightMOD" and "AnimsHuntingRifleMOD". Add any one of them to the custom rifle mod that uses any of the default keyword. E.g. if the mod uses "AnimsGripRifleAssault", add "AnimsGripRifleAssaultMOD". Some other custom rifles that do not use any of these keywords may work but it involves studying the animation subgraphs and uses the correct custom keyword. 3) Open your mod, "Fallout.esm", "MODGirlyAnimation.esp" using FO4Edit. Edit the File Header and add "MODGirlyAnimation.esp" as one of the master. You need to do this since CK will not save GA as master. The above steps can also be done using FO4Edit if you choose too. Note: Step 4 & 5 may be optional. Only perform them if the animation does not turn out well (e.g. missing animation, animation speed mess up ,etc). If generating metadata returns nothing, it means they are not needed.4) [Optional] Generate subgraph metadata. Open a command prompt and change directory to Fallout 4 directory.Run the following command:CreationKit.exe -GenerateAnimInfo:xxx.esp .\Data .\Data\Meshes\AnimTextData --speed --stancewhere xxx.esp is the filename of your custom pistol weapon mod. 5) [Optional] You will notice "Meshes" under your Fallout 4\Data\Meshes\AnimTextData. Change directory into it and you will find AnimTextData which contains AnimationFileData, AnimationOffsets, AnimationSpeedInfo, AnimationStanceData, AnimEventInfo, ClipGeneratorData, DynamicIdleData and SyncAnimData directory. Go into these directories and copy those txt files with numbers (19 numbers) as filename into their respective Fallout 4\Data\Meshes\AnimTextData directories.These are metadata needed for the custom animations to function correctly.Generating subgraph metadata is not pretty consistent so check your animation in-game. If your animation stuck in slow motion or any abnormality, regenerate your meta data with different settings, egCreationKit.exe -GenerateAnimInfo:xxx.esp .\Data .\Data\Meshes\AnimTextData --speedFor more info on subgraph, check the wiki pageSubgraphs - Creation Kit Article information Added on 05 October 2017 5:45PM Edited on 25 December 2017 3:35AM Written by
2025-04-21How to replace weapons(FO4Edit)By this method, you can download a weapon mod, and use it to replace any weapon from vanilla game.MAKING THE REPLACER1. Download a weapon mod2. Open the mod plugin in FO4Edit. Unfold mod data.3. Check "Weapons". Click on the weapon you want to use. On right pannel, look for "EDID - Editor ID". Right click on the ID of the weapon, and click on "Edit". Replace the ID with de EditorID of the vanilla weapon you are replacing. (For example, if you are replacing vanilla assault rifle, you must write AssaultRifle.) Press OK.4. Right click on the weapon in the left pannel. Click on "Change FormID". Replace the FormID with the FormID of the vanilla weapon you are replacing. (For example, if you are replacing vanilla assault rifle, you must write 0000463F.) Press OK.5. Press Ctrl+S, and close FO4Edit to apply changes.DONE!:)Check it in game.CLEANING THE MODThere are a couple of things you might want to do BEFORE making the replacer:QUESTSYou can remove the leveled lists injection from the mod, to avoid the weapon to spawn "injected", and only let the weapon to spawn replacing the vanilla weapon. This is recommended, because if you change the IDs of the weapon, the game will try to spawn an invalid weapon ID. It shouldn't be a problem, but it is better to clean the mod.In FO4Edit, check "Quests". Look for a quest named "leveled list" or "LL" or something similar. Delete that quest (or quests).Also... you can delete ALL
2025-04-17Open Registry In Windows 7Tes5edit Could Not Open Registry Key SecurityXEdit 4.0 by ElminsterAU. Updates since 2012 include TES5Edit/SSEEdit/FO4Edit by Hlp, Zilav andSharlikran. LOD management by Sheson.Other xEdit variations:xEdit can be used to view, detect conflicts, and edit module files of variousBethesda Games. Other members of the xEdit family include, ,What's new in xEdit 4.0.0?:Elminster has made significant changes between 3.2.2 and 4.0. Those changes aredescribed in What's New and a document in rich text format is includedwith xEdit for offline viewing.Become a Patreon:ElminsterAU has created a Patreon Page to outline his future xEdit development goals.Current Documentation:The Fallout 3 training manual was converted by EpFwip in 2013 to HTMLformat. This conversion has been updated as the official and currentdocumentation for all versions of xEdit.Previous Documentation:The original Fallout 3 and Fallout NV training manuals are still available for download for offline viewing in PDF format.for FO3Edit (applies to all game versions)for FNVEdit (applies to all game versions)Wiki Pages:Originally pages were available at the Bethesda CK Wiki. Some pages have alreadybeen depreciated and others will be depreciated once the xEditdocumentation has been updated.Official Forums:andMods made without the GECK/CS/CK:We understand that many authors avoid the Official tools like the GECK,Creation Set, or Creation Kit in favor of xEdit.However mod authorsshould be saving and updating their mods with the official tools asoften as they can tolerate. Not doing so has lead to situations whererecords must be recreated from scratch.Almost all games received some kind of changes to their record decoding for the 4.0 update. Oneexample would be OMOD records for Fallout 4. We discouraged authors frommodifying OMOD in xEdit because it was not decoded properly withoriginal versions of xEdit prior to the release of the Fallout 4 CK.Some records for previous versions prior to 4.0 were still not properlydecoded.Elminster has made corrections in 4.0.What steps will reproduce the problem?1. Clicking TES5Edit.exe, trying to use the program.What is the expected output?I expected the program to run as it always does. (Note, up till this evening,TES5 is the ONLY program I have ever had that.never. screwed itself up. Gofigure, eh?)What do you see instead?On the right side of the screen - Fatal: Could not open registry key:SOFTWAREBethesda SoftworksSkyrimOn the Left side, and for the Form fields at the top of the left side, blank.Clicking Close gives me a choice of closing, ignoring, or trying to continue,but nothing helps anyway.What version of the product are you using?On
2025-04-12About this mod Are you obsessed with firearms? Does it bother you that your favorite weapon mod uses the wrong ammo? Then CALIBER - COMPLEX is for you. CALIBER - COMPLEX is a framework for all the weapons in your load order, including everything from the humble 9x19mm to the obscure .30-378! Now with realistic ballistics included! Requirements Permissions and credits Translations Spanish Mandarin Donations INTRODUCTIONIf you are at all like me then you are a huge nerd when it comes to firearms. One of the main reasons I play Fallout 4 is for the massive variety of quality built weapon mods you can play with. It always bothered me to see a classic AK-74M be chambered in the incorrect 5.56x45mm NATO instead of the funky and interesting 5.45x39mm. So many wonderful weapon mods and they all use the same boring old ammo. CALIBER - COMPLEX was built to solve this problem.SO WHAT IS CALIBER - COMPLEX?CALIBER - COMPLEX is a framework of over 100+ new calibers including everything from the ubiquitous 9x19mm Parabellum to the ultra obscure .30-378 Weatherby Magnum. In short, this mod adds all these new calibers to the levelled lists in a balanced and easy to manipulate way. Through the power of FO4Edit you can customize this mod to anything you want.Don't like a certain ammo type I included? Delete it. Looking for an ammo type I didn't include in this mod? Create it by changing one of the include calibers.This framework is meant to be easy to use and customize out of the box. I organized everything you need in a way that optimizes workflow and makes it faster to work within FO4Edit. To be clear, this mod will not automatically change the ammo types of weapon mods you use, a patch will have to be made for them to be changed. Using FO4Edit to do these changes yourself is very very easy and rewarding. I particularly enjoy changing damage multipliers into caliber conversions. This makes the game much more balanced and realistic. With real guns the only way to do more damage is to get fancier with your ammo. *Generally*I only included calibers that are usable with mods that exist right now. If they be on the Nexus, Discord servers, or weird Russian mod sites. Remember, if these calibers don't fit in your particular playthrough then change them.If you would like to craft the
2025-04-01I am trying to make my own mod with FO4edit. I feel alot more comfortable in it than I do CK at the moment, so I guess its kind of "if it cant be done in FO4Edit, oh well for now".. IN probably most cases, I did attempt to find the answer on the CK website, or understand their documentation, but honestly to me- that sucks... my C# is boring as heck but explains stuff better. If I understand, correctly here is what I have found so far. Im attempting to understand it all on a "Explain it like im 5" level, and then an example with. An explosive would show up under a few categories Object effect Explosion Weapon Category 1, Object Effect: The relevant fields appear to be under FULL - Name, ENIT - Effect Data, Effects FULL - Name: What its called in game, be it at a crafting station or vendor Fire and Forget: you throw it, shoot it and walk away as if it didnt happen. location ??? Im not sure how they actually relate to explosions ?? Base Effect: This is sort of "what damage, or how does it modify ___ does it posion, heal, irradiate? Area: The radius which is hit by this effect. Should match _____ Radius from Explosion Category.? Duration: How long does the effect do damage- 10 seconds, 30 seconds???? The relevant fields appear to be under DATA-Data Damage: Does it do 10 points of damage, or 100 points. depending
2025-03-27Accept a change, just move the selection to another color.4. The face should update all at once with the correct skin color and makeup.5. Back out, exit the Looks Menu, and save your game.Save-to-PluginFor experts and the adventurous.How to make a new face for a NPC:1. PREPARE A PLUGINa. Open FO4Edit, find the record/form of the NPC you'd like to edit.b. Copy this record as an override to a new plugin, name it whatever you like.c. Close FO4Edit saving your new plugin.2. PREPARE A FACE SAVEa. Open the game and load a save or start a new game.b. Edit your face in character creation or using 'slm 14' in console.c. Save your game.d. Find your save file on your pc and rename it to something useful.3. PERFORM THE COPYa. Open Face Ripper.b. Browse for your source save, from section 2.c. Select "Player - 7" from the upper drop down.d. Browse for your target plugin, from section 1.e. Select the ID of the NPC from section 1 in the lower drop down.f. Press Transfer Face, and ok to any message boxes.g. Enable the new plugin, which will have the NPC's ID appended to the name.h. Load your game and see if the process worked.That's the basics. You can also use face presets (which are normal NPC_ records) to get an existing face into the LooksMenu.The Reset ButtonThe Reset Face button will delete the face data from the specified NPC* in your save file (i.e. clear changes made in the LooksMenu). This
2025-04-25