Behaviour Graph Studio is a standalone desktop editor for Fallout 4 Havok behaviour files (.hkx).
It runs outside the game and lets you inspect, edit, validate, compare, and preview behaviour graphs
and animations.
Download a release from Nexus Mods, extract it
anywhere on your computer, and run BehaviourGraphStudio or BehaviourGraphStudio.exe.
There is no installer and nothing needs to be added to your Fallout 4 folder.
For step-by-step help, see the public Behaviour Graph Studio guide.
- Open Fallout 4 behaviour, character, project, skeleton, and animation
.hkxfiles. - Browse a file in a tree or graph view and inspect each object's editable fields.
- Open vanilla files directly from a Bethesda
.ba2archive without extracting the archive first. - Edit supported values, names, symbols, bindings, states, transitions, generators, and arrays.
- Preview animation playback on a skeleton or skinned mesh.
- Check a graph or an entire project for broken references and missing animation files.
- Compare two behaviour files to find added, removed, and changed objects.
- Undo and redo changes before saving.
Supported edits are written through the native save pipeline. The original file is backed up as
.bak; if an edit cannot be written safely, the application refuses to save and leaves the source
file unchanged.
- Download and extract a release.
- Start Behaviour Graph Studio.
- Use Open to select an extracted
.hkxfile, or From archive... to browse a.ba2. - Select an object in the tree or graph to inspect it.
- Make an edit, run Check graph, then save when the result is valid.
Files opened from a .ba2 are read-only copies. Copy one to a folder you control before editing it.
BGS is conservative about unsupported formats and edits. Areas that are not fully reduced or validated are read-only, refused, or clearly marked in the application:
- Skeleton-mapper serialization/write-back and chain-mapper authoring are not complete. Shipped Fallout 4 files do contain chain and unmapped-bone data; automatic bone pairing is not proven.
- Reciprocal mapper generation is a construction tool based on the measured human fixture. It does not claim that every shipped mapper pair is symmetrical.
- Ragdoll and physics tools are primarily inspection and engineering previews. Drop/Recover is a constrained preview, not a full Havok solver; body-to-body collision simulation and full ragdoll authoring are not implemented.
- Some physics and cloth systems remain inspection-only. Havok 2018 support is incomplete; current Fallout 76 evidence covers Havok 2015.1.0, not a completed Havok 2018 implementation.
- Unsupported Havok layouts, classes, and conversion paths fail closed. BGS does not write guessed data; an unsupported operation leaves the source unchanged and reports why.
These boundaries are intentional for 1.1.0. See RELEASE-NOTES.md and the
specialist notes under docs/ for the measured scope of the experimental tools.
Behaviour Graph Studio can also scan a whole load order without opening the window — to vet a mod or gate a build in CI:
BehaviourGraphStudio.exe --scan-archives "D:\Mods\MyAnimationMod"
BehaviourGraphStudio.exe --scan-clips "C:\MO2\Instances\Fallout 4"--scan-archives finds corrupt behaviour files, --scan-modlist finds missing declared
animations, and --scan-clips finds clips whose animation is absent from the merged load order.
These are static findings rather than a reproduction of the game's runtime load path. Each mode
returns an exit code (0/1/2) and takes --json for a
machine-readable report. See the Headless scanning guide.
- Windows 64-bit or Linux x64.
- A Fallout 4 installation is useful for opening game files, but it is not required to run the tool.
- No separate Havok tools, Java runtime, game SDK, or installation into the game directory is needed.
Building requires the .NET 8 SDK.
dotnet run --project app/BehaviourStudio.csproj
dotnet test tools/tests/BehaviourGraph.Tests.csproj
dotnet publish app/BehaviourStudio.csproj -c Release -r linux-x64 -o outFor the pinned SDK, locked restores, the full three-part test surface, CI-parity commands, and both Windows/Linux publish flows, see CONTRIBUTING.md.
- Read the public guide.
- Read CONTRIBUTING.md before changing or packaging BGS.
- Report reproducible problems through GitHub Issues.