Bethesda gave us access to the creation kit, the modding community has provided various tools to make our mods work but there is little documentation out there to explain how to get things done / in game / just work.
Below are links to various notes I've put together for myself and the SS team. They aren't perfect, there are probably better or more efficient ways of working, but these should provide a starting point for anybody looking to just get something into the game.
These are written specifically for Sim Settlements so may reference tools released by the team, I'd recommend looking at the City Planners Toolkit for more info and links to the tools mentioned
Below are links to various notes I've put together for myself and the SS team. They aren't perfect, there are probably better or more efficient ways of working, but these should provide a starting point for anybody looking to just get something into the game.
These are written specifically for Sim Settlements so may reference tools released by the team, I'd recommend looking at the City Planners Toolkit for more info and links to the tools mentioned
A quick note to anybody who is looking to mod FO4, especially if you are releasing to the public:
1) Do not change any vanilla forms, when creating or changing anything in the CK make sure you are using a duplicated form or item so that your user can safely remove the mod if desired.
2) I'd recommend using a naming convention to make things easier for yourself (i.e. any new item or form in CK should be prefixed with your mod identifier).
3) Where possible use a unique folder structure rather than putting loose files in the data folders. This makes sure that anybody can remove or update your mod without having left over files in their game folders.
1) Do not change any vanilla forms, when creating or changing anything in the CK make sure you are using a duplicated form or item so that your user can safely remove the mod if desired.
2) I'd recommend using a naming convention to make things easier for yourself (i.e. any new item or form in CK should be prefixed with your mod identifier).
3) Where possible use a unique folder structure rather than putting loose files in the data folders. This makes sure that anybody can remove or update your mod without having left over files in their game folders.
Making Explosions
Conqueror introduced a way to make things explode - this document explains how to take any vanilla asset and make it explode in game.
Conqueror introduced a way to make things explode - this document explains how to take any vanilla asset and make it explode in game.

how_to_make_explosion_pieces.pdf | |
File Size: | 9032 kb |
File Type: |
Bringing unique armor in game
This shows the skinning (cheat!!), exporting and set up in CK to bring an existing piece of unique armor into FO4. This assumes that you know how to model, texture and set up materials ready for use in game.
This shows the skinning (cheat!!), exporting and set up in CK to bring an existing piece of unique armor into FO4. This assumes that you know how to model, texture and set up materials ready for use in game.

armor_creation.pdf | |
File Size: | 3882 kb |
File Type: |