Mastiffguy65 Posted October 24, 2023 Share Posted October 24, 2023 So I'm trying to port a mod to xbox but for some reason it's not uploading the ba2 files and I don't know why Link to comment Share on other sites More sharing options...
PJMail Posted October 27, 2023 Share Posted October 27, 2023 The BA2 files usually live in the Xbox directory before upload - is your archives in there? Link to comment Share on other sites More sharing options...
Mastiffguy65 Posted October 28, 2023 Author Share Posted October 28, 2023 (edited) I figured it out I just extracted them to my data folder and then I could pack them in the creation kit I believe I could also manually add them to my xb1 folder Edited October 28, 2023 by Mastiffguy65 Link to comment Share on other sites More sharing options...
PJMail Posted October 28, 2023 Share Posted October 28, 2023 That's what I do as the CK puts a lot of unnecessary files in the BA2, and worse, misses important files. If you create the BA2 yourself just make sure you use Xbox compression for the textures archive Link to comment Share on other sites More sharing options...
Mastiffguy65 Posted October 28, 2023 Author Share Posted October 28, 2023 If you create the BA2 yourself just make sure you use Xbox compression for the textures archiveThat was actually another question I had as I'm not sure how to properly optimize/compress files for porting or what tools I need to do so, I've looked at a couple guides however they don't perfectly translate to what I'm trying to do Link to comment Share on other sites More sharing options...
Mastiffguy65 Posted October 28, 2023 Author Share Posted October 28, 2023 If you create the BA2 yourself just make sure you use Xbox compression for the textures archiveThat was actually another question I had as I'm not sure how to properly optimize/compress files for porting or what tools I need to do so, I've looked at a couple guides however they don't perfectly translate to what I'm trying to do Link to comment Share on other sites More sharing options...
PJMail Posted October 28, 2023 Share Posted October 28, 2023 Archive2.exe comes with the CK and it is what it uses to create the BA2. Under the tools directory. If you let the CK create the archives for your upload, but don't upload straight away, you can open them up with archive2 and see the compression etc in the settings. And more importantly, has it got the right stuff in it. When you go to upload it will say "there is already an archive, do you want to use that?" And you say yes so it uses your adjusted one rather than it recreating a new (possibly broken) one. Link to comment Share on other sites More sharing options...
PJMail Posted October 28, 2023 Share Posted October 28, 2023 Unless you have an extremely clean Dev environment (no other content of any kind), the CK will include any loose files you reference in the mod - even if they are game assets (or worse - bits of F4SE which will break the mod on Xbox). Which is why you need to review your archives before uploading. And the directory is XB1 (not xbox as I thought). It also looks like only the "mod - textures.ba2" needs xbox compression.My "mod - Main.ba2" seems to have no compression, and format "general". Link to comment Share on other sites More sharing options...
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