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Porting a mod to Xbox - is there a list of do's and don'ts somewhere?


PJMail

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I assume there are some things you can't do/can't include in a mod to go on xbox one, but I can't find anything but a few random snippets like -

 

Archives must use xbox compression

Mod must be built and uploaded to Betheda.net via the CK

F4SE is not available

No FOMOD

 

Ok... My mods are just esp's and Ba2's - no textures, just scripts and an occasional Nif, with F4SE (and DLC's) being optional - so far so good...

But many things unexplained like -

 

How do you test it on your own Xbox before officially uploading it for release?

Are esl (or better esl flagged esp) supported?

Is papyrus limited in some way for xbox?

Is anything in the game different for xbox (worldspace/textures/gameversion/etc)?

Other gotcha's I don't know yet...

 

Surely someone has written a guide/forum post/their experiences - it can't be so simple - this is Bethesda after all...

 

Edit: I am not talking about what content Bethesda accepts etc, but about actually porting my mods.

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Archives must use xbox compression

Mod must be built and uploaded to Betheda.net via the CK
F4SE is not available
No FOMOD

no nude mods

you need permission to port the mod from the author if it isn't your mod

 

 

How do you test it on your own Xbox before officially uploading it for release?

you don't

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As I stated - I am the mod author and I am not talking about Bethesda content rules.

 

And concerning your second point - no mod works first go so I can't believe there isn't a way to test it privately before it is published to the world.

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Afaik, you don't need to do anything special to port to Xbox. Just test the PC version thoroughly before generating the XBox version. Use the CK to upload the mod to Bethesda.net and tick the box that says it is for XBox and it should do all the processing for you.

 

Edit: oh, about scripts, Don't use any Debug script functions, they won't work on XBox. I think that's the only limitation. When you upload, any Papyrus debug functions will get automatically stripped out (such as Debug.Notification() messages).

 

Edit2: oh, one more thing. If any meshes have hidden marker objects in them, remove them. They become visible on XBox, iirc.

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>How do you test it on your own Xbox before officially uploading it for release?

 

You tick the WIP or Work In progress box so it is unlisted.

 

Then you go to the beth.net mod site, list mods authored by you, add it to library, PUBLISH, and if your Xbox logon is the same as your publishing logon the mod will be in your mod library list.

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As I stated - I am the mod author and I am not talking about Bethesda content rules.

 

And concerning your second point - no mod works first go so I can't believe there isn't a way to test it privately before it is published to the world.

I was just covering all the bases I am aware you said that you were the author. If someone else shows up wanting to port another authors stuff and they read this I want to be sure to include everything. You did ask for "what can or cannot be in a mod" so yes that includes beth content rules based on your phrasing.

 

>How do you test it on your own Xbox before officially uploading it for release?[/size]

 

You tick the WIP or Work In progress box so it is unlisted.[/size]

 

Then you go to the beth.net mod site, list mods authored by you, add it to library, PUBLISH, and if your Xbox logon is the same as your publishing logon the mod will be in your mod library list.[/size]

Oh that's still a thing? I thought they removed it because folks were exploiting it.

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