!!!README!!!

**********REQUIREMENTS********** 
1. The BGS Fallout 4 NIF Export Plugin Toolset only supports 3ds Max 2013 x64.
2. To use this installer, 3ds Max 2013 x64 must be installed in the primary drive's "Program Files" directory, or the plugins will not be copied properly.
**********REQUIREMENTS**********


Installation Steps:
1. Close 3dsMax 2013 if it's open (the installer detects this).
2. Double click "BGS_Fallout4Exporter_1.2.52.0.exe" in this folder.
3. You may need to restart your computer due to an environment variable change.



Additional Setup:
1. Load 3ds Max 2013. If there are any errors regarding MaxPlugin.dle, or any of the other BGS plugins, the installation was not successful. 
	-Make sure you are following the requirements listed above.
2. Select the 'Customize' -> 'Configure User Paths' menu options.
	-Under 'External Files' tab, you need to add the new directory "C:\Program Files\Autodesk\3ds Max 2013\plugins\BGS\Shaders\", or equivalent.
3. Configuring texture remapping -- This allows multiple users to share source/dds files, regardless of the file locations.
	-Open the material editor.
	-Create a BSLightingFX material (select the 'Standard' button and choose it from the material type list).
	-Select the 'Settings' button (will likely be in the center of the UI).
	-Select the 'Data:' button. Navigate to a directory named "Data" you want to use for DDS textures. 
		-NOTE: This directory must have a folder named "Textures" immediately below it. (i.e. "Data\Textures\Clutter\ClutterTexture.dds")
	-Select the 'Source:' button. Navigate to a root directory you want to use to store TGA source files.
		-NOTE: This directory must have a folder named "TGATextures" immediately below it. (i.e. "C:\Source\TGATextures\Clutter\ClutterTexture.tga")


		
Exporting:
1. Select a single scene object, then select File -> Export -> Export Selected to open the export dialog.
	-Only one export root is fully supported at the moment. If you need to export multiple geometries together, create a dummy parent and export that.
2. The "PE Static Art", "PE Skinned Geometry", and "PE Anim" are the most commonly used export scripts.
	-On export, the script name is added to each NIF's header. When creating new NIFs, it may be useful to view a similar existing NIF's header so you can use the same export script.
3. Export scripts are ordered lists of processing plugins with custom processing options. 
	-It is recommended not to modify these scripts, as there are unspecified order requirements for various processes. 
	-If necessary, the scripts can be modified in the export dialog, or in their text files.
		
		
		
Important Notes:
1. There is a LOT of deprecated functionality in the toolset. We don't use most of the gamebryo-specific scripts/plugins anymore, so it is recommended not to use them as they have no function.
2. Due to 3dsMax performance issues, workflow for larger assets or kits preferred use of the 'BSBlinn' material type as opposed to the typical BSLightingFX material.
	-This references either a scene BSLightingFX material or a BGSM (preferred), and will export normally when applied.
3. 3dsMax 2013 does not support DX11 texture formats, so we preferred texture mapping of source TGA. 
	-This path is saved as *.dds so it is important to keep an identical hierarchy between source/dds directories.
4. Fallout 4 now supports the use of BGSM/BGEM files. These are JSON representations of shader/material data. 
	-After nailing down UVs, it is preferred to edit materials using our Material Browser webpage (colored bubbles button in the Creation Kit toolbar).
		-Our custom 3dsMax lighting shaders have visual issues compared to using the Material Browser to edit materials in realtime in the Creation Kit.
	-Any BGSM/BGEM changes can be refreshed in 3dsMax using the material file buttons at the top of our scripted material UIs.
	-Our custom BGSM files also hook into perforce, if you prefer to use it.
		-Select the 'Settings' button, then type in the name of your P4 workspace in the "Workspace" text field.
		
		





