The archive and program do NOT contain any viruses. Any warnings from your browser or anti-virus software are false positives, because they don't like unsigned executables in ZIP files.
Version 1.9.1 is up! - Fixed serialization of environment mapping for FO4 BGEM files.
Version 1.9.0 is up! - Added support for version 22 material files from FO76. - Added handling for new glass properties from version 21 and higher. - Added dropdown for choosing material file version from 1 to 22, depending on the game. - Upgraded from .NET 7 to .NET 8.
This new version is really slow to load (two or three times longer) and has thrown an error or two and crashed on me. I don't have logs for that unfortunately. The old version never caused me any issues (even while editing multiple materials at once) so I'm going back to it, it was solid and perfect :D.Really going to miss the version feature though, that was super cool!
Trying to change the Font/Font size since a little bit is getting cut-off on each line. I found how to do it in the 'Options', but when I change it it says I need to restart the app, and when I do that, it just goes back to the original settings. How do I get my Font changes to stick?
I'll DM one that I know had the problem. It worked at first, then stopped working on that one. I then rebuilt it from one that was working, but that new one started doing it after a few edits.
Is there a way to mass convert bgem files to JSON? I would like to try to edit these programmatically, and JSON is a format I am more used to working with and I see there is an option to save as JSON, I just need to edit enough files that doing it one by one manually is going to be time consuming.
Not with Material Editor. If you can code with C# or know someone who does, you can check out the source code of Material Editor on GitHub and use it to make a program that reads all files in a folder and saves them out to JSON.
Could you have the Material Editor remember paths for Textures and Materials folders separately? So that after you browsed for or saved a material file, it doesn't start out in the materials folder when you then browse for textures to assign, and vice versa. It would save a lot of time!
Any way to edit multiple material files at once? I'm trying to fix a mod in which the BGSM files aren't working. The author used a backslash (\) instead of a slash (/) in the texture paths. Editing each and every material file, one by one, just to change the slash is a real pain.
Does it matter where this is installed? Especially since I intend to use it with the GOG version of the Creation Kit and the mod Creation Kit Platform Extended.
300 comments
Any warnings from your browser or anti-virus software are false positives, because they don't like unsigned executables in ZIP files.
Version 1.9.1 is up!
- Fixed serialization of environment mapping for FO4 BGEM files.
Version 1.9.0 is up!
- Added support for version 22 material files from FO76.
- Added handling for new glass properties from version 21 and higher.
- Added dropdown for choosing material file version from 1 to 22, depending on the game.
- Upgraded from .NET 7 to .NET 8.
Thank You for making this, BTW. Its a great tool!
It will revert settings without saving them.
V.1.9.0
It is happening to a couple BGEM files.
It worked at first, then stopped working on that one. I then rebuilt it from one that was working, but that new one started doing it after a few edits.
Could you have the Material Editor remember paths for Textures and Materials folders separately?
So that after you browsed for or saved a material file, it doesn't start out in the materials folder when you then browse for textures to assign, and vice versa. It would save a lot of time!
Thank you for considering.
(I do appreciate the mod, BTW)!
apologies, misunderstood..
don't think material editor supports batch editing like you wish 🤔