I see no way to create a mod or even look inside a cell without a development interface. Within it, you can place pre-canned or NifScope created/edited references, insert sounds and create scripts and cells, then package them all up as a mod file that FNVedit or Wrye Bash can do something with.
The GECK is your actual development interface. * Wrye Bash is a mod load order and condenser tool. I've rarely used FNVedit, but I believe it can unpack BSA's. If NifSkope can open a F4 ref file, you can get a look at things, though first you have to unpack them using another tool. * NifSkope is for creating and editing wireframe references and applying sounds and textures to them, but it doesn't add them to the game. Though I suppose you could use them to delete references (i.e.
* TES5Edit and FNVedit are for 'cleaning' dirty mods and a few other minor things. Unfortunately, you can't use those tools to make mods. He said the new tools will be released in early 2016, so unfortunately, we will have to wait a few months after the game's release to get them.īut fret not! TES5EDIT, NifSkope and I'm sure Wrye Bash will all be updated to work shortly after release, so you can expect mods as soon as those are uploaded. Dave:There was an in depth interview today with Todd Howard.