xEdit 4.0.4 has been posted on NexusMods
Added 2021-11-11 05:33:40 +0000 UTCxEdit 4.0.4 has been posted on NexusMods. This is a major bugfix release for the stable version of xEdit.
The downloads can be found here:
I would like to send my heartfelt thanks to all my Patrons and Donors that have made this update and the ongoing development of xEdit 4.1 possible. I couldn't do this without you. Thank you.
What's new in xEdit 4.0.4?
Bugfixes
- GitHub issue 777 - [Skyrim SE/LE] - Unknown Map Marker TNAM value 59
- GitHub issue 788 - For Oblivion Copy as overrides fails for MGEF
- GitHub issue 792 - Flipped indexes in display of blocks and sub-blocks
- GitHub issue 803 - after cleaning, some new worldspaces from DLCs may not load their temporary records correctly
- GitHub issue 813 - Unknown field in Script Fragments decoded by Creation Kit error log
- GitHub issue 823 - FO3: Anchorage.esm & PointLookout.esm need Mark Modified applied during QAC
- GitHub issue 848 - Records with hardcoded FormIDs show as new records instead of overrides/injected
- GitHub issue 853 - FNV - cleaning dead money master erases map geometry
- GitHub issue 855 - After cleaning dlcnukaworld.esm, items in Nuka-Town market vanish
- GitHub issue 860 - tooltip always disappears after a second
- GitHub issue 863 - FO4: DefaultObject forms (DFOB) should override via EditorID
- GitHub issue 871 - Updates for Static Collections [FO4]
- GitHub issue 875 - TES4Edit 4.0.3 not able to copy Magic Effect Records
- GitHub issue 886 - Crash by confirming add of no master
- GitHub issue 880 - Minor problem with double clicking during module selection
- GitHub issue 894 - [Skyrim] Several RACE subrecords are not marked as required
- GitHub issue 909 - xEdit should double apostrophes in generated LOOT masterlist entry names
- GitHub issue 912 - TES4Edit crashes when trying to load Nehrim.esm
- GitHub issue 914 - RNAM subrecord of INFO needs to be treated as case sensitive
- GitHub issue 916 - DR displayed incorrectly in Armor and Armor Addons for F3/NV
- GitHub issue 919 - For REFR, Linked Rooms Count needs to be updated whenever the Linked Rooms are changed
- GitHub issue 926 - [FO4] Load order is being ignored
- GitHub issue 946 - GetNewFormID only allows 0 argument when it needs IwbFile as the input
- GitHub issue 947 - [FO4/F76] NPC_\AIDT - AI Data subrecord 4 Unknown bytes correspond to "No Slow Approach"
- GitHub issue 949 - [TES4] Oblivion.esm shows as edited when using VQSC mode
- GitHub issue 953 - Time passed wrong for long running scripts
- GitHub issue 959 - Quick Auto Clean should force-enable "Remove OFST Data"
- GitHub issue 964 - SLGM and FLOR refs are completely valid for pack data
- GitHub issue 965 - Game master automatically re-added after clean masters removes it (when no masters left)
- GitHub issue 972 - NPC_ 'Geared Up Weapons' should only show 1 byte
- GitHub issue 973 - GetIsID condition with Hazard argument is reported as an error
- GitHub issue 974 - xNVSE inline variable declarations comes up as error in error checking
- (reported on Discord) - .esl extensions don't always force loading as ESL correctly when the module is not ESL flagged
- (reported on Discord) - [TES4] EDID and ESCE incorrectly report "Expected 4 bytes but found 0" when running "Check for Errors" on MGEF
- (reported on Discord) - EnderalSE mode incorrectly performs exact instead of partial matching when loading .bsa for loaded modules
- (reported on Discord) - Long running operations like filters and scripts can't be aborted
- (reported on Discord) - 64 bit version does not handle extended FormID range in FO4 correctly
- (reported on Discord) - saving a file without changes could discard previously queued saves for that file, resulting in data loss
- (reported on Discord) - loading a masterless file alone can crash xEdit if it contains references to hardcoded records
- (found by developer) - Need to force InternalEdit for AfterSet handlers
Minor changes
- GitHub issue 827 - Allow SSEEdit to Minimize during processing
- GitHub issue 901 - "Unhide all..." option in column context menu
- GitHub issue 902 - Option to ignore MHDT conflicts when using Very Quick Show Conflicts (use -IgnoreWorldMHDT parameter)
Enderal Special Edition
Initial support for Enderal Special Edition has been added.
xEdit can be renamed to EnderalSEEdit.exe or started with -enderalse as parameter.
QuickEdit
By starting xEdit with a -quickedit:somefile.esp parameter, only that file (and it's required masters) will be initially selected in the Module Selection Form.
It is possible to list multiple files, e.g. -quickedit:dawnguard.esm dragonborn.esm.
This parameter can be combined with -autoload (see below).
Comments
I've been around since LE release, lol...... yes, old gamer here :) I can't tell you how much I appreciate your work and the work of your team. Keep up your great work here, we all really do appreciate your contribution, for it's one of those thankless jobs that contributes so much and gets so little love.............. except when something goes wrong with our load order and we all come rushing to use the wonderful editor-tool you have created. I'm a retired electrical engineer who still enjoys "tinkering" with things. :) I'm hoping to learn more about xEdit as I have more time on my hands now. :) I wish you well as you continue this effort and I hope our small donations to your work will spur you on to greater heights! John 3:16
Caleb
2025-10-28 09:43:53 +0000 UTCI don't
ElminsterAU
2023-02-25 23:08:15 +0000 UTCWhy do you insist on blocking the use of the application for the first five seconds every time it's opened?
Travis
2023-02-25 17:49:42 +0000 UTCPlease use the xEdit Discord for support questions. Thanks! xEdit will by default always use the path of the game that is being started through Steam.
ElminsterAU
2022-06-10 23:55:47 +0000 UTCIs this possible to set another Skyrim directory in SSEEdit? I have copied my game elsewhere and installed a huge modlist but now SSEEdit only points me to the old game path
Koralina
2022-06-10 18:53:36 +0000 UTCyes thanks, I checked again. Link I had was reading from my C drive
Asherz
2022-02-28 17:51:24 +0000 UTCxEdit is available on GitHub without issue. I just checked that there are no problems downloading the latest version from there.
ElminsterAU
2022-02-28 16:58:04 +0000 UTCA lot of us are refusing to use the Nexus until they provide proof that donation points given by mod authors actually went to the charities the Nexus claims to give to. Will the Github link be available? Maybe server down but I am getting not found when trying to use the github page
Asherz
2022-02-28 16:40:33 +0000 UTCA) I have no idea what you are talking about from your 3 comments B) please use the xEdit Discord for support, your questions are probably quickly resolved with a back and forth conversation.
ElminsterAU
2022-02-12 22:50:48 +0000 UTCQuick Edit worked very well for a time but now I have reloaded the later Scripteditor
Rick Laviolette
2022-02-12 20:39:08 +0000 UTCIt has been working but now it wants Bethesda when it was purchased at Steam
Rick Laviolette
2022-02-12 20:38:21 +0000 UTCI cannot get it to work anymore for fqallout4
Rick Laviolette
2022-02-12 20:37:27 +0000 UTCJust copy the file and rename
ElminsterAU
2022-01-18 10:49:11 +0000 UTChow do you restore a backed up .esp ?
Ardell Manning
2022-01-18 10:48:25 +0000 UTCPlease use the xEdit discord for support questions. (Button in to top right corner of xEdit). Also, I would recommend you use one of the available mod managers instead of modifying plugins.txt by hand.
ElminsterAU
2022-01-16 18:26:33 +0000 UTCI'm new to FO4Edit and using 4.0.4. I am having trouble getting Fallout 4 to load the few test mods I've created. I added my .eps file to the Plugins.txt but they don't load. Does anyone know of a good tutorial for FO4EDIT 4.0.x? I watched one on 3.2, but the menus have changed quite a bit since then so I'm not sure I'm doing the right thing to get my mods into Fallout. Any help is greatly appreciated.
Mark Hodges
2022-01-16 18:20:06 +0000 UTC