All-in-one toolingfor Creation Kit modding

01

Items

Describe a weapon, armor or ammunition in a short file. esx takes each other value from a vanilla record and makes the records.

  • esx item new weapon 10mm -o items/pistol.toml
  • esx item expand
  • esx build
02

Records

Read a record as paths and values, and change a field from the command line. Turn a plugin from the Creation Kit or xEdit into a project.

  • esx record show Fallout4.esm edid:10mm --compact
  • esx record set MyMod.esp edid:MyGun 'DNAM\Damage - Base' 30
  • esx plugin export-records MyMod.esp -o mymod
03

Behavior

Edit the Havok Behavior graphs that drive character animation by events. Add states, clips and conditions from a short source file.

  • esx behavior explain reload --like Anims44
  • esx behavior clips mygun.bhv --plugin MyGun.esp
  • esx behavior build mygun.bhv --plugin MyGun.esp -o out
04

Game tests

Test the mod in the game with no hand on the keyboard. A plan equips each weapon, reloads it and checks the clip and the ammunition count. On Linux with Proton.

  • esx probe doctor
  • esx probe plan
  • esx probe run build/test-plan.toml
05

Releases

Pack the Main and Textures archives. Then check the plugin, the archives and each asset path in one report.

  • esx archive pack stage -o 'MyMod - Main.ba2'
  • esx archive check 'MyMod - Main.ba2'
  • esx release check MyMod.esp
06

Patches

See what a plugin overrides, clean it and compare two versions. Make a merged patch for a load order.

  • esx plugin conflicts MyMod.esp --only-conflicts
  • esx plugin clean MyMod.esp --apply
  • esx loadorder merged-patch A.esp B.esp -o Patch.esp
07

Bulk edits

Change many records by rule with a Rhai file. Preview first, then save.

  • esx rhai run MyMod.esp edit.rhai --sig WEAP
  • esx rhai run MyMod.esp edit.rhai --apply
08

Agents

JSON output, stable exit codes and a command catalog, so that an AI agent can do each use above.

  • esx commands --format json
  • esx plugin check MyMod.esp | jq .ok
  • esx help-topic output