xEdit 4.0 by ElminsterAU. Updates since 2012 include TES5Edit/SSEEdit/FO4Edit by Hlp, Zilav and

Sharlikran. LOD management by Sheson.

Other xEdit variations:

What's new in xEdit 4.0.0?:

Become a Patreon:

Current Documentation:

Previous Documentation:

Wiki Pages:

Official Forums:

Mods made without the GECK/CS/CK:

Change Log:

FAQ:

xEdit Team Members:

Community members who have contributed in some way:

xEdit can be used to view, detect conflicts, and edit module files of variousBethesda Games. Other members of the xEdit family include TES4Edit EnderalEdit ﻿, SSEEdit 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.ElminsterAU has created a Patreon Page to outline his future xEdit development goals.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.The original Fallout 3 and Fallout NV training manuals are still available for download for offline viewing in PDF format. Fallout3 Training Manual for FO3Edit (applies to all game versions) FNVEdit Training Manual for FNVEdit (applies to all game versions)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. Bethesda Forum and AFK Forum 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. Therefore 4.0 is arequired update and using previous versions will cause irreversibleerrors.The changes have been moved to the What's New document.Q: I have the following errors with one of my plugins what do I do?[00:43] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MODL[00:43] Background Loader: Errors were found in: ShieldofYsgramorDraugrAA [ARMA:01001001][00:43] Background Loader: Contained subrecords: EDID BODT RNAM DNAM MOD2 MO2TMOD3 MO3T MOD4 MO4T MOD5 MO5T SNDD NAM0 NAM1 NAM2 NAM3 MODL MODL MODLMODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODL MODLMODL MODL MODL MODL MODL MODL MODL MODLA: Occurs with plugins made with the ReProccer, NPC Editor or other 3rd party tools. Thesecannot be corrected with xEdit. You can try using the official BethesdaEditor but the official tool may not be able to correct the errors withloss of data.Q: The Font is too small, I have a 4K or Hi-Res monitor. I can't read the text how do I increase the size?A: There is some support for font scaling for Large Size, Hi-Res, or 4Kmonitors. This will help readability but in some situations there is nocontrol for popup boxes that expect input from the user.Listed in alphabetical orderAndalayBay: Without her help getting me in touch with Elminster we would all stillbe waiting for confirmed record definitions, and even longer for aworking TES5Edit.Divstator: for his work on Improved NavMesh Decodingfireundubh: for all his record decoding suggestions for FO4EditJonathan Ostrus: For his significant contributions to the FO76 record definitionsjonwd7: for his work on Improved NavMesh Decodingshad0wshayd3: for his work on Enderal support and a number of UI tweaks