Gersidi76 Posted August 6, 2016 Share Posted August 6, 2016 Like the title says, my mod is almost complete. Anyone have any advice on the steps I should take to prepare it for publish? Hints, tips, lesser known necessities, etc. Thanks! Link to comment Share on other sites More sharing options...
Chiaro22 Posted August 6, 2016 Share Posted August 6, 2016 If you haven't done it already, cleaning it with FO4Edit is always an idea. Link to comment Share on other sites More sharing options...
SydneyB Posted August 6, 2016 Share Posted August 6, 2016 First of all, test it in game :) Link to comment Share on other sites More sharing options...
Chiaro22 Posted August 6, 2016 Share Posted August 6, 2016 You can also create the mod page on the Nexus (and/or Bethesda.net) and start filling in info, descriptions and add images before you actually publish the file. All that takes some time. Link to comment Share on other sites More sharing options...
Gersidi76 Posted August 6, 2016 Author Share Posted August 6, 2016 Heh. Thanks guys done all that. Just wondering if there was anything like attaching masters or packing archives and the such I should know about. Link to comment Share on other sites More sharing options...
damanding Posted August 7, 2016 Share Posted August 7, 2016 It's a tad outdated and for Skyrim, but for the most part it's still a quite useful guide to the actual upload process on Nexus. https://sites.google.com/site/ttrcreations/skyrim/mod-publishing-tutorial Since I just published my first mod a short time ago myself I can tell you that whatever ESM or ESP files such as the Fallout4.esm you had also checked in the CK when opening your ESP as the active file will automatically be counted as masters. As for packing the file for nexus, assuming you don't have an overly complex mod that needs archive packing you basically treat your zip file as the Data folder in the directory structure of necessary files. So if you only have an ESP, that goes in your zip file. If you had any custom meshes, textures, etc. those need to be in the appropriate directory structure inside your zip file. For example if you have Data>meshes>mymesh.nif, then your zip file will have the esp and a folder called meshes with your mesh nif inside it. Same goes for other file types. Just remember that the zip file is considered the same file level as Data. Finally you can use FO4Edit not only to clean your ESP but to also list yourself as author. Link to comment Share on other sites More sharing options...
Gersidi76 Posted August 7, 2016 Author Share Posted August 7, 2016 It's a tad outdated and for Skyrim, but for the most part it's still a quite useful guide to the actual upload process on Nexus. https://sites.google.com/site/ttrcreations/skyrim/mod-publishing-tutorial Since I just published my first mod a short time ago myself I can tell you that whatever ESM or ESP files such as the Fallout4.esm you had also checked in the CK when opening your ESP as the active file will automatically be counted as masters. As for packing the file for nexus, assuming you don't have an overly complex mod that needs archive packing you basically treat your zip file as the Data folder in the directory structure of necessary files. So if you only have an ESP, that goes in your zip file. If you had any custom meshes, textures, etc. those need to be in the appropriate directory structure inside your zip file. For example if you have Data>meshes>mymesh.nif, then your zip file will have the esp and a folder called meshes with your mesh nif inside it. Same goes for other file types. Just remember that the zip file is considered the same file level as Data. Finally you can use FO4Edit not only to clean your ESP but to also list yourself as author.Good tips, thank-you. Link to comment Share on other sites More sharing options...
Recommended Posts