Skyrim - PlayStation 4

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Created by

loganmelott211

Uploaded by

backporter

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About this mod

This are the tools that you use to convert the mods to work on the PS4

Permissions and credits
This page and Wiki are yet to be done. Please consult the Discord server here for help using this tool.

External Tools and Credits

There are several tools that are used to get things done.
  • Eboot.bin.Patcher.exe Was developed and created by me (Kernel Panic)
  • SSE-Fallout 4 Animation Converter.exe Was developed and created by me (Kernel Panic)
  • SSE-Fallout 4 Sound-Music Converter.exe Was developed and created by me (Kernel Panic)
  • SSE-Fallout 4 Texture Converter.exe Was developed and created by me (Kernel Panic)
  • SSE-Fallout 4 Voice Dialog Converter.exe Was developed and created by me (Kernel Panic)
  • SSE-Fallout-4-Automatic Was developed and created by me (Kernel Panic)
  • Archive2 (from this toolkit)Was developed and created by me (Kernel Panic)
    Archive2-Muti-Chunk Was developed and created by me (Kernel Panic)

There are other tools are needed and that you must find yourself. These tools are:

  • orbis-image2gnf.exe is in the PS4 SDK if installed (C:\Program Files (x86)\SCE\ORBIS SDKs\4.500\host_tools\bin) else (InstallFiles\[33])
    This is used to convert dds/tga to gnf
  • libSceGnm.dll is in the PS4 SDK if installed (C:\Program Files (x86)\SCE\ORBIS SDKs\4.500\host_tools\bin) else (InstallFiles\[2])
    This is required by orbis-image2gnf.exe
  • libSceGpuAddress.dll is in the PS4 SDK if installed (C:\Program Files (x86)\SCE\ORBIS SDKs\4.500\host_tools\bin) else (InstallFiles\[2])
    This is required by orbis-image2gnf.exe
  • at9tool.exe is in the PS4 SDK if installed (C:\Program Files (x86)\SCE\ORBIS SDKs\4.500\host_tools\bin) else (InstallFiles\[55])
    Is used to convert the audio to ATRAC9(AT9)
  • fuz_extractor.exe was created by Agnahim and can be found at https://www.nexusmods.com/skyrim/mods/950/?
    This is used to by my tool to extract the voice dialogue
  • xWMAEncode.exe was created by Microsoft and can be found in the DirectX SDK https://www.microsoft.com/en-us/download/details.aspx?id=6812
    This is used to by my tool to convert the XWM to WAV
  • HavocBehaviourPostProcess.exe is available from the Creation Kit.
    This is used to convert 32-Bit skyrim HKX to 64-Bit PS4 HKX
  • Archive.exe is available from the Creation Kit.
    This is used to pack game files(textures, sounds, meshes, etc) into a BSA

  • Download XP32 Maximum Skeleton - XPMS From the PS4 Nexus
  • To generate Behavior files, IE FNIS, you need to convert the given xml to hkx. xml files generated from FNIS can be found in "tools\GenerateFNIS_for_Users\temporary_logs", put them in the Animation Converter and it should generate the proper Behavior files
  • Regenerate 64-bit FNIS Behavior by using the "Generate FNIS for Modders" found in the 32-Bit FNIS on the oldrim FNIS page
  • Adding the ESP will cause the BSA's with said ESP name to load
  • to make the data folder cleaner pack all converted mods into a BSA if no esp is present create a "dummy" ESP and that will cause the BSA's to load

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------all source code can be found on my github https://github.com/Backporter

    -------------------------------------Change Log-------------------------------------
1.4: added mutithreading to 5/5 tools, added auto-detection of looping audio, compiled for 64-Bit systems.