Jump to content

Uploading custom content to Xbox One?


Recommended Posts

I created a follower mod not too long ago, and I uploaded it to Xbox One. The grey face bug is most likely on peoples consoles. I know how to fix this problem. CTRL + F4, I've done all that, but how do I upload the textures and meshes with the .ESP file? Im very new to modding and I'm terrible at software. I want to fix this bug but I dont know if I just upload the .ESP file and that's it, or I have to upload the textures and meshes too, which I'm not sure how to do. Could someone help me out?

 

Its probably very obvious, and I'm asking a stupid question, but noobs will be noobs

 

Thanks in advance

Link to comment
Share on other sites

If you have any mod that requires textures/meshes/scripts/etc the esp references those, so to properly call them, they would need to be included. I personally don't have any xbox experience, but I can tell you for the mod to work as you intend you'll need the referenced files included with your mod, people often do that on computer by either having the files archived in a BSA file or occasionally loose (however that gets a little sloppy in the Data folder imo).

Link to comment
Share on other sites

There are several resources online that share how to do this, including YouTube.

 

The basic procedure:

 

When you're ready to upload the mod for Xbox

 

Example follower mod name: EXAMPLEMOD.ESP

 

1) Click on File>Archive Plugin to Bethesda.net>XB1

2) A window in the CK will appear that says "Add/Remove Files to Archive", make sure "Xbox One" is selected as it should since you chose XB1 earlier.

3) You need to manually add the Facegen data files for this mod located in the following directories of your PC:

 

Resource: https://www.creationkit.com/index.php?title=Dark_Face_Bug

 

...Skyrim Special Edition\ Data\ meshes\ actors\ character\ FaceGenData\ FaceGeom\ EXAMPLEMOD.ESP\

  • In this directory there will either be a single NIF file (ie. 0000XXXX.nif) or additional ones, I think you only need the newest one but it's safe to upload all of them. Either way, you need to manually drag and drop the NIF file(s) over into the Add/Remove Files to Archive window. Do note that if you're running the CK in Admin mode, I believe this drag n drop procedure doesn't work -- it's happened to me before.

 

...Skyrim Special Edition\ Data\ textures\ actors\ character\ FaceGenData\ FaceTint\ EXAMPLEMOD.ESP\

  • Like the one above, in this directory there will either be a single DDS file (ie. 0000XXXX.dds) or additional ones, I think you only need to upload the newest one but its safe to upload all of them. Either way, you need to manually drag and drop the DDS file(s) over into the Add/Remove Files to Archive window. Do note that if you're running the CK in Admin mode, I believe this drag n drop procedure doesn't work -- it's happened to me before.

If you have no other files, ie. scripts (.PEX files), other textures (.DDS) or meshes (.NIF) that do not involve your follower mod then you should remove them from the file list. Just select each one and click on REMOVE. Only include the files you're intending on adding/uploading.

  • It's not a bad idea to click on EXPORT LIST if you're files to upload is finalized. This will allow you to save a backup of your list so you don't need to re-drag n drag drop next time. This list can then be IMPORTED. But do keep in mind that if you add more stuff to this follower, ie. quests and scripts that you will then need to EXPORT a new backup of this list.

 

4) Ok so now that your facegen data files (the NIF and the DDS) are in the list, just click on the PACK FILES button and you should be good to go.

 

5) Once everything is finished packing, you should see the "Bethesda.net Mod Select" window -- if this is a new mod then click on CREATE NEW MOD below, otherwise click on the mod you're wanting to update and then click on EDIT MOD.

 

6) Open Skyrim SE on Xbox and then go to MODS. You're update should appear, update your mod, set in the appropriate spot in your load order and then fire up your game. In most cases it should work, and if it doesn't then there's a possible conflict somewhere with another mod that involves changing heads or maybe facial textures.

 

I hope this helps!

Edited by justinglen75
Link to comment
Share on other sites

Another thing too -- if you try to update your mod and the CK crashes, then you need to go to the following directory:

 

...Skyrim Special Edition\Data\XB1

 

And delete (or backup by drag n dropping the files somewhere else) your MOD's BSA files (ie. EXAMPLEMOD.bsa and EXAMPLEMOD - Textures.bsa). These are the archive files that were created after Step 4. By deleting these, this means when you need to update your mod again you will need to drag n drop your facegen data files again in Step 3 OR if you exported your list (at the end of Step 3) you can IMPORT your previously saved archive list.

 

It all may sound complicated but once you get the hang of it, it will make better sense. :smile:

Edited by justinglen75
Link to comment
Share on other sites

  • 2 years later...

If you have any mod that requires textures/meshes/scripts/etc the esp references those, so to properly call them, they would need to be included. I personally don't have any xbox experience, but I can tell you for the mod to work as you intend you'll need the referenced files included with your mod, people often do that on computer by either having the files archived in a BSA file or occasionally loose (however that gets a little sloppy in the Data folder imo).

 

 

There are several resources online that share how to do this, including YouTube.

 

The basic procedure:

 

When you're ready to upload the mod for Xbox

 

Example follower mod name: EXAMPLEMOD.ESP

 

1) Click on File>Archive Plugin to Bethesda.net>XB1

2) A window in the CK will appear that says "Add/Remove Files to Archive", make sure "Xbox One" is selected as it should since you chose XB1 earlier.

3) You need to manually add the Facegen data files for this mod located in the following directories of your PC:

 

Resource: https://www.creationkit.com/index.php?title=Dark_Face_Bug

 

...Skyrim Special Edition\ Data\ meshes\ actors\ character\ FaceGenData\ FaceGeom\ EXAMPLEMOD.ESP\

  • In this directory there will either be a single NIF file (ie. 0000XXXX.nif) or additional ones, I think you only need the newest one but it's safe to upload all of them. Either way, you need to manually drag and drop the NIF file(s) over into the Add/Remove Files to Archive window. Do note that if you're running the CK in Admin mode, I believe this drag n drop procedure doesn't work -- it's happened to me before.

 

...Skyrim Special Edition\ Data\ textures\ actors\ character\ FaceGenData\ FaceTint\ EXAMPLEMOD.ESP\

  • Like the one above, in this directory there will either be a single DDS file (ie. 0000XXXX.dds) or additional ones, I think you only need to upload the newest one but its safe to upload all of them. Either way, you need to manually drag and drop the DDS file(s) over into the Add/Remove Files to Archive window. Do note that if you're running the CK in Admin mode, I believe this drag n drop procedure doesn't work -- it's happened to me before.

If you have no other files, ie. scripts (.PEX files), other textures (.DDS) or meshes (.NIF) that do not involve your follower mod then you should remove them from the file list. Just select each one and click on REMOVE. Only include the files you're intending on adding/uploading.

  • It's not a bad idea to click on EXPORT LIST if you're files to upload is finalized. This will allow you to save a backup of your list so you don't need to re-drag n drag drop next time. This list can then be IMPORTED. But do keep in mind that if you add more stuff to this follower, ie. quests and scripts that you will then need to EXPORT a new backup of this list.

 

4) Ok so now that your facegen data files (the NIF and the DDS) are in the list, just click on the PACK FILES button and you should be good to go.

 

5) Once everything is finished packing, you should see the "Bethesda.net Mod Select" window -- if this is a new mod then click on CREATE NEW MOD below, otherwise click on the mod you're wanting to update and then click on EDIT MOD.

 

6) Open Skyrim SE on Xbox and then go to MODS. You're update should appear, update your mod, set in the appropriate spot in your load order and then fire up your game. In most cases it should work, and if it doesn't then there's a possible conflict somewhere with another mod that involves changing heads or maybe facial textures.

 

I hope this helps!

 

 

Another thing too -- if you try to update your mod and the CK crashes, then you need to go to the following directory:

 

...Skyrim Special Edition\Data\XB1

 

And delete (or backup by drag n dropping the files somewhere else) your MOD's BSA files (ie. EXAMPLEMOD.bsa and EXAMPLEMOD - Textures.bsa). These are the archive files that were created after Step 4. By deleting these, this means when you need to update your mod again you will need to drag n drop your facegen data files again in Step 3 OR if you exported your list (at the end of Step 3) you can IMPORT your previously saved archive list.

 

It all may sound complicated but once you get the hang of it, it will make better sense. :smile:

Hi there! I apologise for necro, but I totally forgot to respond, I dont use the forums that much.

 

With both of your advice and instructions I was able to upload the mod correctly with no issues, now I dont struggle with it so much, it seems pretty simple now!

 

So thanks :) Again, I apologise for the necro but I felt obliged since it was very helpful to me, so thanks again. :)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...