Keelo6969 Posted January 1 Share Posted January 1 Been looking on how to port intereface mod files to be ported to xbox. I know how to upload to Nexus. Edit .swf files, zip, upload zip file. But to upload or port to bethesda.net for xbox, havent been able to find clear instructions on how to. All I can find is to open CK, log in, create and esm and then upload. How would I do that for interface (swf) files. ? Any point in the right direction is appreciated. Cheers! Link to comment Share on other sites More sharing options...
aurreth Posted January 2 Share Posted January 2 Your swf files need to be in a BA2. Link to comment Share on other sites More sharing options...
Keelo6969 Posted January 2 Author Share Posted January 2 Require a lot of work? Link to comment Share on other sites More sharing options...
franebleu Posted January 4 Share Posted January 4 Create an archive, set Xbox format, drag and drop your swf. Will work better for multiple sources if the root containing folders of your files are named 'data' if I remember well. I don't know if a dummy esm associated is mandatory but that would make sense for a basic creation mod manager. Link to comment Share on other sites More sharing options...
Keelo6969 Posted January 5 Author Share Posted January 5 Thanks for the tips. What would be the best program to use to archive? Thx. Cheers! Link to comment Share on other sites More sharing options...
aurreth Posted January 5 Share Posted January 5 10 hours ago, Keelo6969 said: Thanks for the tips. What would be the best program to use to archive? Thx. Cheers! Archive2. It comes with the Creation Kit. 1 Link to comment Share on other sites More sharing options...
Keelo6969 Posted January 10 Author Share Posted January 10 Thx for the info. Link to comment Share on other sites More sharing options...
franebleu Posted January 10 Share Posted January 10 (edited) oops, yes you do it with the dedicated CK function in "file" menu of course Edited January 10 by franebleu Link to comment Share on other sites More sharing options...
aurreth Posted January 11 Share Posted January 11 On 1/4/2025 at 12:55 PM, franebleu said: I don't know if a dummy esm associated is mandatory but that would make sense for a basic creation mod manager. A BA2 will only be loaded if there is an associated ESM, so yes, a dummy is needed. 1 Link to comment Share on other sites More sharing options...
Keelo6969 Posted January 11 Author Share Posted January 11 Thank you all for the info, will try out when baxck from holidays next week. Thx again!. You guys Rock! Cheers! Link to comment Share on other sites More sharing options...
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