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Hello everyone, being someone who likes em tall like Super mutant Ladies or Minotaur gals and general weird stuff from the haunting all of which brings custom races I've love to try and make a mod that allows me to get babies from encounters from these races(them taking the 'father' role in reproduction). My first question is does the PDF to create new plugins for egoballistic's work also work on Invictusblade's mod's and extensions ? It would probably be easiest if time consuming if so. This is my first time to attempt modding anything A second question involves cloning, I vaguely know cloning is used in slavery mods mechanically and is used somewhat in Invictusblade's mod, and I'd like to know if it's possible to use this cloning for a FPE equivalent of the custom races violate patch using FO4edit to add in custom races, different slots for male and female kids and when they grow up into adults so they would have gendered settler voices instead of silence with captions. For example: a female minotaur supermutant knocks up my character or a companion, FPE months later out comes out "strange baby" which would grow into "strange boy"/"strange girl"(which could just be a generic child setter) to the next stage where they enter adulthood and become a clone of their 'father' meaning I now have a settler with the shape and stats from the race of Female Super Mutant - Sexy Edition(which is extra helpful for sim settlements 2) It's probably a little immersion breaking when a fairy from the haunting fathers a kid and said kid spontaneously turns into a ball of light on adulthood but I wouldn't known else on how to do it. How out of my depths am I here to even attempt this? Anyone smarter than I would like to take a crack at this?
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AutoVideo View File If you've followed the razorwire videos or other guides to manually create VotW mods, you know that it is time consuming and monotonous. AutoVideo is a program that automatically creates the entire VotW video addon from scratch with esp, textures, sounds and meshes. For novice users up to 10 videos per esp. For intermediate users that know how to use FO4Edit you can have AutoVideo generate a script to go over the 10 videos limit, or just to add new videos to any other VotW esp. Installation: Extract the exe from the zip wherever you want. THIS IS NOT A FALLOUT 4 MOD, THIS IS A STANDALONE EXECUTABLE. IMPORTANT! For this to work you need to have ffmpeg installed: https://www.ffmpeg.org/ For windows 10/11, try installing ffmpeg by typing "winget install ffmpeg" into the command prompt (cmd). If this does not work or you are on an older(??) version of windows, look up on google how to properly install ffmpeg. FOR THE UI VERSION: Fill in all required(*) fields and press start. Hover over fields with your mouse pointer to get more information. FOR THE CLI VERSION: Use "autovideo --help" to get all available options. Is this a virus? It is dangerous to run random executables from random people online. All I can tell you is that this is not a virus and give you this virus scan as proof: https://www.virustotal.com/gui/file/bbce17a4ef6616e70a01c8f53ff22e21d1cfd60b2fd806355fe272ed153702dd/detection My own anti-virus is not bothered by autovideo.exe but yours might be. If your windows SmartScreen or maybe anti-virus gives you a popup that autovideo may be malicious, this is because the executable is unsigned and thus not trusted by windows. Signing an executable costs money and I'm not willing to spend that. Submitter TheDestroyerOfWorlds Submitted 10/29/2024 Category Other Requirements Videos of the Wasteland (not required, only if you want to watch the result)
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Skimpy Armour Keyword Injector View File A FO4Edit script that injects Skimpy Armour Keyword Resource (SAKR) keywords into patched copies of relevant Armour (ARMO) records. This process uses the existing RobCo Patcher .ini infrastructure as the source of keywords, but does not require RobCo Patcher. Key Features Accepts your entire load order (every single loaded plugin) in one go. Creates the patch, adds all required masters, and injects keywords in a single run. Uses your existing RobCo Patcher .ini files. Requires no new tools to run. Creates a tiny, ESL-flagged patch. Typically under 500 KB for a setup with 400 mods. Fuzzy FormID matching. Works regardless of load order, ESL flags, or overrides. Pre-emptively adds required masters to ensure compatibility with other keyword injectors such as Armour and Weapon Keywords Community Resource (AWKCR) and Complex Item Sorter. Creates a new patch file per run to avoid keyword drift. Recommended for consistency when .ini files change. This requirement can be bypassed if the patch is already loaded in FO4Edit. Extensive, configurable logging. Uses dialogue boxes to notify the user of abnormal runs. E.g. No keywords to inject or nothing to patch. Zero performance impact in-game as the patch is generated by FO4Edit beforehand. Why This Exists Skimpy Armour Keyword Resource was designed to work with RobCo Patcher, which adds keywords at runtime. But: The Next-Gen Update (2024) broke RobCo Patcher. Users waited months for the Next-Gen alpha version of the patcher. The Anniversary Edition has an alpha version of the patcher. This script removes RobCo Patcher from the equation entirely while leveraging the existing configuration files. No more waiting. No more runtime overhead. Just SAKR support. Requirements FO4Edit. Tested on 4.1.5f. Skimpy Armour Keyword Resource (SAKR). Required in your load order. Rubber Duck's SAKR Repository, or NGamma's SAKR RobCo Patches or Equivalent. Provides the required keywords to inject. How to Use Install the script under Scripts in your FO4Edit install. (Optional) Install the blank .esp if you use a mod manager. Do NOT load ZZZ_SAKR_Direct_Injection.esp when starting FO4Edit. If loaded, the script will remind you of this requirement and allow you to bypass if desired. In FO4Edit: Press Ctrl+A to select all plugins. Right-click on any mod and Apply Script. A new window will appear. Choose Fallout4 - SAKR Direct Injection vX.X.X and click OK. Wait ~60–90 seconds (tested with 400+ loaded mods and 2.5M records). Save. Let your mod manager (Vortex/MO2) deploy the new patch. Run the game and go try on some outfits! Tip. For testing, select a few clothing mods to speed up script processing. Cleanup After Use A normal run adds several masters to ensure the winning record is copied and injected. It is recommended that you: Save ZZZ_SAKR_Direct_Injection.esp; Right-click on the mod and select, Clean Masters to remove unnecessary masters. While optional, the above keeps the patch tidy and avoids Missing Masters warnings when changing your mod order within a mod manager. Confirmation Tests The screenshots on the download pages outline various scenarios to confirm the patch works. These tests cover ESLs, base-game items, heavily overridden packs (preview patches), and exposure score changes. Shot in Kziitd Fetish Toolset. Result 100 % skimpy because that mod has no .ini in the Rubber Duck repository. Shots in a Vtaw Wardrobe 6 bikini with or without the top. Highlights the changes in exposure levels and scores. Shot in a COCO Bikini Collection showing exposure and scores change, indicating the .ESL was successfully patched. Shot in Summer Shorts with appropriate scores. Showing that base-game clothing items were successfully patched. Shots in various Vtaw Wardrobe 6 clothing with varying scores. Additionally some are blurry as they triggered Exhibitionist Streak from Provocative Perks because the player is not skimpy enough. Frequently Asked Questions Do I need RobCo Patcher installed? No. This script does not require RobCo Patcher to be installed and the patch negates its requirement for use with the Skimpy Armour Keyword Resource once generated. Will this break if I add new outfits later? No. Just re-run the script — the new items will be included in the patch automatically assuming you have associated RobCo Patcher.ini files to inject the keywords. Why does it stop if the patch file is loaded? There is no reliable way for FO4Edit to unload and remove a mod while loaded. To prevent corrupting the patch, the script confirms the patch is unloaded prior to generating a fresh patch. However, you can opt to bypass this check entirely at the risk of introducing keyword drift over an extended period of time. There are legitimate reasons for doing so: You accidentally ran the script against a mod with no clothing items. You prefer to be surgical in your application of the patch and run it for individual mods or collection. You are trying this for the first time and the default patch (empty by default) is loaded. You manually cleaned the patch yourself and want to proceed. For the above, you will simply be given an option to proceed. I hate getting asked if I want to continue when the patch is already loaded. You can disable this check entirely by setting bFORCE_CLEAN_ESP to False in the script. However, this may lead to keyword drift, especially if you are fine-tuning the .ini files to suit your gameplay. Can I keep the old patch and append changes? Yes. See above. Is this safe with 500+ plugins? Yes. Tested with 500+ mods / 3.2 million records. Process took under 180 seconds to generate a clean patch, but the time required varies based on system specifications. Will it work on Anniversary Edition? Yes. While not explicitly tested on Anniversary Edition, FO4Edit 4.1.5f which was used to develop this script fully supports that version. I still want to keep RobCo Patcher for other features (material swaps, slot masking, etc.) This script does not stop you from continuing to use RobCo Patcher. Both can coexist perfectly, but to prevent duplicate keyword injection, simply delete or move the RobCo Patcher .ini files used for SAKR keywords. Bonus side-effects of removing those .ini files: RobCo Patcher has fewer records to process reducing runtime overhead May reduce the chances of RobCo Patcher crashing. Is this compatible with Armour and Weapon Keywords Community Resource (AWKCR) and Complex Item Sorter? Yes. The script will add these as masters and carry forward any modified or injected keywords. However, this patch needs to be lower in your load order override their records. Some of my clothing packs have no .ini file for it. How can I make these? Rubber Duck has made a SAKR RCP Tool that generate the RobCo Patcher files along with extensive documentation. I keep seeing Error Assigning To and Mapping Errors in my logs. Message such as the one below occurs because the script cannot know for certain every mod that it will need to add a master. Error assigning to [ \ [FA] ZZZ_SAKR_Direct_Injection.esp \ [1] GRUP Top "ARMO" \ [77] Armor_Synth_Underarmor "Synth Uniform" [ARMO:0012B91D] \ [19] Object Template \ [2] Combinations \ [34] Combination \ [2] OBTS - Object Mod Template Item \ [8] Keywords \ [0] Keyword #0] from [ \ [A7] Synth_Fem.esp \ [4] GRUP Top "ARMO" \ [2] Armor_Synth_Underarmor "Synth Uniform" [ARMO:0012B91D] \ [19] Object Template \ [1] Combinations \ [34] Combination \ [2] OBTS - Object Mod Template Item \ [8] Keywords \ [0] Keyword #0]: [Exception] Load order FileID [A5] can not be mapped to file FileID for file "ZZZ_SAKR_Direct_Injection.esp In such cases the keywords will not be injected. However the Script naturally takes precautions to avoid this: Preemptively loads any non-ESL flagged ESM/ESP as a Master. This will cut out most of these errors. Provides an ability to add a custom list of masters. Update the sADDMASTERS constant to include a comma delimited list of additional mods you need to load as masters. Between the above, the script should all relevant masters, and inject keywords without fault. Can I modify or fork your code? Yes. The script is released under the two-clause BSD licence which is a permissive free software licence. Configurable Items The following constants may be changed to alter the script's behaviour. You only need to touch these constants if you have a very custom setup. Most users will be able to ignore these options entirely. There are listed in alphabetical order. bADDALLMASTERS Default: True Automatically adds all non-ESL flagged ESP and ESM files with ARMO records as masters. This ensures that injection will occur most of the time. Tip. Clean up the loaded masters in the mod after running the script and saving the contents. sADDMASTERS Default: '' A comma delimited list of mods that need to be mastered beyond those added as part of the standard script processing. This constant becomes critical when disabling sADDALLMASTERS. iDEBUG_LEVEL Default: DEBUG_INFO Adjust the level and verbosity of logs generated. Available levels are: DEBUG_FATAL DEBUG_ERROR DEBUG_WARN DEBUG_INFO DEBUG_VERBOSE DEBUG_PATHING bDRYRUN Default: False Kept for historical reasons. With a patch-file workflow there are no risks to the game and other mods, but it remains useful for pathing. bESLFLAG Default: True By default the ZZZ_SAKR_Direct_Injection.esp will be created as an ESL-flagged ESP. This means that the patch will not tie up a slot on your limited load order at the cost of reduced entries. Set to False if you need to inject keywords into more than 4095 items. bBALLISTIC Default: True Injects Ballistic Weave related keywords to the item in addition to SAKR. This can be useful for certain mods that expect this slot to exist for their own use and increase available clothing items. bFORCE_CLEAN_ESP Default: True Deletes and recreates the patch every run. Prevents drift when .ini files change. Set False if you prefer incremental patching on selected mods. sLOGFILE Default: '' Set the path of an external file that the log will be written to. iMERGE Default: False By default the script will drop any conflicting keyword injection. This prevents situations where a competing .ini has conflicting keyword injections to make. Any such conflicts will be logged at the end of the process to identify and sort out conflicts. If set to `True` the script will merge the conflicts together into one line. However, there are potential risks. A perfect example of this is Eli's Armour Compendium and Classy Chassis Outfits - Eli's Armour Replacer. The former includes lore friendly and non-lewd clothing items, whereas the latter will spice things up. They both use Eli_Armour_Compendium.esp and a matching identifier leading to the following situation where an item now has keywords for: 0000081A. Top Full 0000081E. Tank Top 00000821. Top Tight 0000080E. Pants Long 0000080F. Pants Shorts The above contains clearly contains keywords that are at odds with each other and should not co-exist. The resulting score will be wildly off from expected behaviour. Hence merge mode is provided for advanced users who understand the risks. When set to False the script generates a report at the end of the run. This permits you to find and correct these conflicts to ensure the desired outcome. sPATCH_ESP Default: ZZZ_SAKR_Direct_Injection.esp Name of the generated patch. ZZZ prefix keeps it at the bottom of the load order. iRECURSION Default: 5 Maximum directory depth when scanning for .ini files to prevent infinite loops. sROBCOPATH Default: F4SE\Plugins\RobCo_Patcher\armor\ Default location of RobCo armour .ini files (overridden by sSCANPATH if used). bSAKRSTATIC Default: False Use static keyword list (True) or read directly from SAKR.esm (False). False is the default as it adjusts to future releases of the mod. sSCANPATH Default: '' Hardcoded location for the RobCo Patcher .ini files. Use '' to use game defaults. sSAKR_ESP / sGAME_ESP / sPATCH_AUTHOR Self-explanatory and should never need changing. License * * Copyright (c) 2025, M.S.M. Foster * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * Submitter msmfoster Submitted 11/28/25 Category Modders Resources Requirements FO4Edit. Tested on 4.1.5f. Skimpy Armor Keyword Resource (SAKR). Required in your load order.
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Version 1.1.0
2414 downloads
A FO4Edit script that injects Skimpy Armor Keyword Resource (SAKR) keywords into patched copies of relevant Armour (ARMO) records. This process uses the existing RobCo Patcher .ini infrastructure and does not require RobCo Patcher. Key Features Accepts your entire load order (every single loaded plugin) in one go. Creates the patch, adds all required masters, and injects keywords in a single run. Uses your existing RobCo Patcher .ini files. Requires no new tools to run. Creates a tiny, ESL-flagged patch. Typically under 500 KB. Fuzzy FormID matching. Works regardless of load order, ESL flags, or overrides. Creates a new patch file per run to avoid keyword drift. Extensive, configurable logging. Zero performance impact in-game as the patch is generated by FO4Edit beforehand. Why This Exists Skimpy Armor Keyword Resource was designed to work with RobCo Patcher, which adds keywords at runtime. But: The Next-Gen Update (2024) broke RobCo Patcher. Users waited over six months for the Next-Gen alpha version of the patcher. The Anniversary Edition has no patch available. This script removes RobCo Patcher from the equation entirely while leveraging the existing configuration files. No more waiting. No more runtime overhead. Just SAKR support. Requirements FO4Edit. Tested on 4.1.5f. Skimpy Armor Keyword Resource (SAKR). Required in your load order. How to Use Install the script under Scripts in your FO4Edit install. (Optional) Install the blank .esp if you use a mod manager. Do NOT load ZZZ_SAKR_Direct_Injection.esp when starting FO4Edit. If loaded, the script will politely stop and remind you of this requirement. In FO4Edit: Press Ctrl+A to select all plugins. Right-click on any mod and Apply Script. A new window will appear. Choose SAKR Direct Injection and click OK. Wait ~60–90 seconds (tested with 400+ loaded mods and 2.5M records). Save. Let your mod manager (Vortex/MO2) deploy the new patch. Run the game and go try on some outfits! Tip. For testing, select a few clothing mods to speed up the process. Confirmation Tests The screenshots outline various scenarios to confirm the patch works. Shot in Kziitd Fetish Toolset. Result 100 % skimpy because that mod has no .ini in the Rubber Duck repository. Shots in a Vtaw Wardrobe 6 bikini with or without the top. Highlights the changes in exposure levels and scores. Shot in a COCO Bikini Collection showing exposure and scores change, indicating the .ESL was successfully patched. Shot in Summer Shorts with appropriate scores. Showing that base-game clothing items were successfully patched. Shots in various Vtaw Wardrobe 6 clothing with varying scores. Additionally some are blurry as they triggered Exhibitionist Streak from Provocative Perks because the player is not skimpy enough. Frequently Asked Questions Do I need RobCo Patcher installed? No. This script does not require RobCo Patcher to be installed and the patch will negate its requirement for use of the Skimpy Armor Keyword Resource once generated. Will this break if I add new outfits later? No. Just re-run the script — the new items will be included in the patch automatically assuming you have associated .ini files to inject the keywords. Why does it stop if the patch file is loaded? There appears to be no reliable way for FO4Edit to unload and remove a mod. To prevent corrupting the patch, the script confirms the patch is unloaded prior to running the rest of the code. Can I keep the old patch and append changes? Yes. Set `bFORCE_CLEAN_ESP` to `False`. However, this can lead to keyword drift, especially if you are fine-tuning the .ini files to suit your gameplay. Is this safe with 500+ plugins? Yes. Tested with 400+ mods / 2.5 million records. Process took under ~90 seconds to generate a clean patch. Will it work on Anniversary Edition? Yes. While not explicitly tested on Anniversary Edition, FO4Edit 4.1.5f which was used to develop this script fully supports that version. Some of my clothing packs have no .ini file for it. How can I make these? Rubber Duck has made a SAKR RCP Tool that can create these files along with extensive documentation. Can I modify or fork your code? Yes. The script is released under the two-clause BSD licence which is a permissive free software licence. Configurable Items The following constants can be changed to alter the script's behaviour. iDEBUG_LEVEL Default: DEBUG_INFO Adjusts the level and verbosity of logs generated. Available levels are: DEBUG_FATAL DEBUG_ERROR DEBUG_WARN DEBUG_INFO DEBUG_VERBOSE DEBUG_PATHING sLOGFILE Default: '' Set the path of an external file that the log will be written to. sSCANPATH Default: '' Hardcoded location for the RobCo Patcher .ini files. Use '' to keep game defaults. bDRYRUN Default: False Kept for historical reasons. No longer needed with patch-file workflow as there are no risks to the game and other mods, but useful for dry-testing. bSAKRSTATIC Default: False Use static keyword list (True) or read directly from SAKR.esm (False). False = future-proof. bFORCE_CLEAN_ESP Default: True Deletes and recreates the patch every run. Prevents drift when .ini files change. Set False if you prefer incremental patching on selected mods. sPATCH_ESP Default: ZZZ_SAKR_Direct_Injection.esp Name of the generated patch. ZZZ prefix keeps it at the bottom of the load order. iRECURSION Default: 5 Maximum directory depth when scanning for .ini files. Prevents infinite loops. sROBCOPATH Default: F4SE\Plugins\RobCo_Patcher\armor\ Default location of RobCo armour .ini files (overridden by sSCANPATH if used). sSAKR_ESP / sGAME_ESP / sPATCH_AUTHOR Self-explanatory and should never need changing. License * * Copyright (c) 2025, M.S.M. Foster * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * -
Okay, so I made my own NPC Replacers. I used mods like hair mods, freckles mods, skin color mods, blush, hair color, etc. I saved all the presets for all the NPCs I will replace. Opened FO4Edit Find and overrode each NPC to a new .esp (the top new empty esp in FO4Edit) Opened Face-Ripper Transferred my Looksmenu Presets (.json) to each NPC's ESP file Success! Here's the catch; When I checked in-game, their hair and their eyes reverted back to default (Nora's default hair and default dark brown eyes) is there a way to fix this? like all that time making those NPCs beautiful but lore friendly-ish shite is going nowhere if they would all just have the same hairstyle lol.
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- face ripper
- fo4edit
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Apologies in advance, am completely new to FO4Edit and tbh modding in general I'm unsure if this is possible, but I want to change all the appearances for the ghoul race to the Nanakochan bodies/textures and whatnot. Is this possible to do? How would one go about doing it?
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- nanakochan race
- ghoul
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I'm trying to change the race of 26 NPCs to a custom race. I was able to do it with FO4Edit, changing RNAM and WNAM manually, which wasn't too much of an effort. But there are at least 10 head parts I'd have to replace and doing that for all 26 NPCs isn't gonna be fun. I tried TES5Edit Automation Scripts but it seems to work for anything other than head parts. So the question is, is there a way to bulk edit head parts for all the NPCs or is there a way around? Thanks
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Hey all, I am currently using the mod Commonwealth Captives and I am trying to set the NPC's you free to be non-essential. I also have Better Settlers, Unique Settlers, and Zombie walkers installed. I set my settler NPC's to mortal using a optional patch in the Better Settlers mod and I have also enabled the Zombie Walkers mod to allow "zombies" (ghouls) to be able to kill protected/essential NPC's. Here is my problem; every settler I rescued via the Commonwealth Captive mod is essential. They can't die and always go into bleedout. There is something stopping the ghouls from finishing them off. The mod Unique Settlers has NPC's in FO4Edit labled as protected but they can still die, while NPC's from CC dont die. I am not sure what's allowing these rescued settlers to be essential and I have already gone into FO4Edit to remove the protected flags from all the mentioned CC NPC's. What else am I missing and can I make the NPC's from Commonwealth Captives get killed via FO4Edit? I would really appreciate some guidance.
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Version 1.5.5
1309 downloads
If you've followed the razorwire videos or other guides to manually create VotW mods, you know that it is time consuming and monotonous. AutoVideo is a program that automatically creates the entire VotW video addon from scratch with esp, textures, sounds and meshes. For novice users up to 10 videos per esp. For intermediate users that know how to use FO4Edit you can have AutoVideo generate a script to go over the 10 videos limit, or just to add new videos to any other VotW esp. Installation: Extract the exe from the zip wherever you want. THIS IS NOT A FALLOUT 4 MOD, THIS IS A STANDALONE EXECUTABLE. IMPORTANT! For this to work you need to have ffmpeg installed: https://www.ffmpeg.org/ For windows 10/11, try installing ffmpeg by typing "winget install ffmpeg" into the command prompt (cmd). If this does not work or you are on an older(??) version of windows, look up on google how to properly install ffmpeg. FOR THE UI VERSION: Fill in all required(*) fields and press start. Hover over fields with your mouse pointer to get more information. FOR THE CLI VERSION: Use "autovideo --help" to get all available options. Is this a virus? It is dangerous to run random executables from random people online. All I can tell you is that this is not a virus and give you this virus scan as proof: https://www.virustotal.com/gui/file/bbce17a4ef6616e70a01c8f53ff22e21d1cfd60b2fd806355fe272ed153702dd/detection My own anti-virus is not bothered by autovideo.exe but yours might be. If your windows SmartScreen or maybe anti-virus gives you a popup that autovideo may be malicious, this is because the executable is unsigned and thus not trusted by windows. Signing an executable costs money and I'm not willing to spend that.