This is a devtool that will allow you to visualize certain aspects of the game, previously only available in the Geck or Nifskope. It has an Item, Nif, and File Browser all packages into a simple and easy to use UI. Features are still being added. Let me know what you'd like to see added next.
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Big thanks to Demorome, and Tomminfinite for being awesome, and making functions where I needed them.
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version v1.85
A lot of low level UI Framework stuff I can't remember.
Version v1.6
Made the default scrolling feel more like an iPhone.
Added gizmo to show what nodes you have selected in the nif editor.
You can now right click in the object window. Allowing for you to open Weapon Forms, Weapon Mod Forms, Leveled lists, Forms List, and probably more that I can't remember rn.
Version v1
Fixes some console errors
Implemented an event handling system for buttons for devkit. You can now run scripts directly in XML files using "_OnClick" trait. Example: <_OnClick>Call MyUDFScript<_OnClick>
Version 0.96
Added txt files to enabler folders to keep Vortex from deleting them.
Version 0.9
Option to run scripts in the object window.
Added an object window script that allows you to generate Weapon Smith config files from your existing load order.
Version 0.01
Fixed Control Type not having a default value.
Fixed issue where you could open the weapon smith while dev mode was on.
As the name implies, this is part of the NVWO project and can be used to develop content for Frameworks such as the Akimbo Framework, Weapons Smith, and Home Designer.
Looking for people with various skill sets (Animation, Modeling, C++, Scripting, XML, Lvl Design and Writing). If you want to help further develop NVWO, whether it be testing, new features, or if you just have some questions. You can reach out to me on discord
Getting started: Hit the \ to enter dev mode. You can check the MCM for hotkeys.
Object Window:
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This behaves like the object window in the geck, it will allow you to browse every object in the game. Filter by esp, and text using the filters bar. When double clicking on an object will get different results depending on the type of object.
Item: Adds the item to your inventory. NPCs: Will place a copy of that NPC at your reticle. References: Will teleport you to the reference Sound/Music: Plays sound or music. Cell: Moves you to that cell.
XML Browser:
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The XML browser will allow you to explore UI Tiles and inspect their traits.
File Browser:
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The File browser will allow you to explore the game files of the current instance of your game. -Useful for mod organizer users.
Nif Browser:
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Nif Browser will allow you to explore all the blocks in the currently highlighted object. If no object is highlighted, it will explore the players nif. -Useful for troubleshooting issues with AttachModel Functions.
View Window:
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Allows you to toggle on and off certain debug views, such as wireframe.
AI Window:
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Allows you to toggle certain AI related debug functions, along with the ability to freeze time. If an NPC is highlighted, toggles will only effect that NPC.
If the Akimbo Framework is installed, you can hit the assigned hotkey(N by default) to adjust it sight nodes of your currently equipped akimbo weapon, and save them to the txt. Hotkey to save is the Y key.