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[Xbox Bethesda.net] porting lighting mods


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Hi everyone,

I have been translating mods for years. Now, I have been porting a few mods, together with translations, on bethesda.net for Xbox. However, I am facing issues like the one that follows at this link https://ibb.co/Tqf89NR

 

As you can see, it looks like there is a missing texture or mesh, right? I've been working on porting translated lighting overhaul mods recently, and this issue currently affects my translated ELFX and Lux ports. However, RLO and relighting skyrim work fine. In order to port the aforementioned mods, I have performed the following steps

- translate esm(if available) and esp

- extract meshes, textures, etc of only one mod inside skyrim data folder.

- use Archive.exe , without any GUI option enabled, and with properly set option to add only meshes, or textures. I've created a modname.bsa for anything but textures, and a modname - Textures.bsa for textures.

- opened CK (together with creation kit SSE fixes mod applied), made the mod esp as active file and let CK load everything.

- logged in

- clicked on "port mod to Xbox"

- created mod page, and uploaded the mod

 

Any idea on why this could happen? If someone has experience with uploading mods on bethesda net, could you tell me

- shall I upload any esm master file as a separate mod?

- is there ANY WAY to actually see the contents of the uploaded mod? Say what files are Available and their size.

 

Note: no data missing in latest version of lux, according to the mod author, yet the issue is still there.

Edited by FatalIllusion
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Found the solution. Editor markers are still present on meshes and rendered on Xbox if not hidden before uploading the mod on bethesda net. This script fixes the issue https://www.nexusmods.com/skyrimspecialedition/mods/49191

 

PLEASE USE THE SCRIPT TO HIDE MARKERS, NOT TO DELETE THEM

Edited by FatalIllusion
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