Xeno929 Posted August 16, 2016 Share Posted August 16, 2016 Ok, so I started my first mod and tried uploading it to Nexus and was given the wrong file type error. Did some googling and found out it needs to be .7z or one of those file types. Makes sense, i've manually installed mods plenty of times to see that. My question is, what exactly do I put into this archive? And how? Do I just archive the .esp? Do i include the textures.ba2 that was created with my mod? (For clarification, my mod is a body texture mod, I made it using tutorials online.) The files related to it that I have are a .nif, a .dds, a .esp, and a .ba2. Any help would be appreciated! Oh and I've tested it so I know it works in the game :P Link to comment Share on other sites More sharing options...
Xeno929 Posted August 16, 2016 Author Share Posted August 16, 2016 I thiiiiink I fixed it, not fully sure. I made a new folder, inside I included the esp, dds (all the way from the texture folder and all the subfolders leading to the file), and ba2. Then I right-clicked to 'add to [Folder Name].rar, and tada it was a .7z that I could upload to the site! I moved all the files in the folder out of my own data folder for my game, downloaded my mod from the nexus using NMM, and it worked! I'm not sure how i was supposed to do it for the xbox version and I can't test it, nor can I upload it to bethesda.net but I asked if anyone could for me on the nexus page so if they do then i'll test it that way I guess. I included the dds from the Xb1 folder that leads to the texture and etc, the esp, and the ba2 in the .7z. Hopefully it works! (Just typing this just in case anyone is in my position) Link to comment Share on other sites More sharing options...
chucksteel Posted August 16, 2016 Share Posted August 16, 2016 To Upload a XB1 version to Bethesda .net you just open your mod with the Ckit, log into Bethesda.net in the Ckit choose upload file (XB1) The Ckit will pack new XB1 archives and upload when you have filled out the mod description and whatnot. You don't need to pack files for XBox it's all done through the Ckit and it mostly knows what files your mod needs. (You do have to be a bit careful about loose files if your working on a mod that touches a lot of stuff but in this case it sounds like you wouldn't have that issue.) Link to comment Share on other sites More sharing options...
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