Joglee11 Posted January 5, 2017 Share Posted January 5, 2017 I created a mod to overhaul the BoS. New textures, meshes, ECT. I've got it working fine on PC and I swear I've done everything right in the CK to make it work on the Xbox but for some reason half of my textures are not working correctly. Is there any way someone could give it a look over and see where I went wrong? I can't find or think of any reason why the textures aren't showing up properly for Xbox users but they are not. This is the mod.https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/2440847 Link to comment Share on other sites More sharing options...
M48A5 Posted January 5, 2017 Share Posted January 5, 2017 According to the Terms of Service, console modding is not supported by the Nexus. You would be better asking for help on a site that does support console modding. Link to comment Share on other sites More sharing options...
Joglee11 Posted January 5, 2017 Author Share Posted January 5, 2017 According to the Terms of Service, console modding is not supported by the Nexus. Â You would be better asking for help on a site that does support console modding.Thanks. Didn't realize this was the case. Link to comment Share on other sites More sharing options...
Rabbit1251 Posted January 5, 2017 Share Posted January 5, 2017 Try asking here instead: https://bethesda.net/en/dashboard The Rabbit Link to comment Share on other sites More sharing options...
chucksteel Posted January 6, 2017 Share Posted January 6, 2017 I don't see why we can't discuss this topic here, It's a mod issue regardless of platform. Have you used Archive2 to inspect and compare your XB1 BA2 archives? I've had issues while packing both PC and XB1 archives with the Ckit where it will omit some files. For me it's always the same two .bgsm files and I don't see why, I have read about other having issues with scripts not being packed. Make sure all the files have been added to the proper archive and it not try packing them again. When the archive list pops up you do have an option to add files before packing. Hope that helps. Link to comment Share on other sites More sharing options...
steve40 Posted January 9, 2017 Share Posted January 9, 2017 (edited) Now that Beth allows mods for XB1 and PS4, I think Nexus needs to update its terms of service, especially now that the Nexus FO4 mod pages asks MA's to provide the ID numbers for the console versions of the mods :wink: ANSWERED: It'll be amended appropriately. Likely still limited though, since we cannot actually host console mods - no point, since we're not tied into the Bethesda.net upload system, but talking about it for the relevant games is obviously something that's not an issue anymore though. Edited January 9, 2017 by steve40 Link to comment Share on other sites More sharing options...
steve40 Posted January 9, 2017 Share Posted January 9, 2017 I uploaded some mods for XB1 for the first time this weekend (for both Fallout 4 and Skyrim SSE). When the archiver window pops up in the CK, I always delete the listed files and then re-add them manually so that I can be sure all the necessary files have been added (the CK either misses some important files, or adds other files that aren't actually necessary). The only issue I have had so far was is Skyrim SSE, when using meshes that I had edited using Nifskope, containing invisible editor markers: the editor marker becomes visible in-game in the XB1 version of the mod. My solution was to use Nifskope to manually delete the editor markers from the nif. The Fallout 4 mods worked with no issues at all. Three of them were retexture mods. Link to comment Share on other sites More sharing options...
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