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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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SKK

 

I certainly download your mods! I use Fast Start, Fast BOS, VB World Travel, the script lag one, and survival console at least. I did initially use the omod stripper, but the issue with the invisible weapons put me off.

I know what causes it (and you stated the issue) but...

 

Oh, and thanks for the hint on the wip status for xbox mods - that is what I was hoping for,

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Steve40 - does that mean the CK automatically recompiles the scripts and rebuilds the ba2?

That seems a bit dangerous as I find the CK puts stuff I don't want into the ba2 (pipboy maps for one thing, and bits out of the F4SE even if you don't use it's functions).

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Steve40 - does that mean the CK automatically recompiles the scripts and rebuilds the ba2?

That seems a bit dangerous as I find the CK puts stuff I don't want into the ba2 (pipboy maps for one thing, and bits out of the F4SE even if you don't use it's functions).

I don't think the scripts are actually recompiled, per se, but the debug code gets "stripped out" of the pex file (using Bethesda's terminology). IIRC, you either get the opportunity to edit the list of files that goes into the BA2 (you can actually save/load a custom list), or I *think* you might be able to select an already built PC mod and have it converted (it's been several years since I last uploaded to Beth.net, so I might be remembering wrong). However, you do get to control what files get bundled into the BA2 :smile:

 

The archiving process not only changes the scripts, it does other stuff like automatically convert wav sound files to xwm format.

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Yes all scripts are automatically recompiled, and (I believe) texture file formats are modified as part of the publishing process for console compatibility.

 

They are stored in seperate BA2s if you look in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\XB1

 

All 50 SKK mods (well, not the stinky one that depends on F4SE) have been published for XB1 with zero technical issues just presing the publish button.

 

The presentation on bethesda.net, thats a rather diffeent quality story. Oh yes.

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That sounds a bit 'just works' for Bethesda, but I will give it a go! Thanks.

 

Shame there isn't a 'PCOnly' pragma we can use in our code (like the debugonly one) so their recompile will strip out stuff we know only works on PC's (such as F4SE stuff)...

My mods work without F4SE, but work better if they see it installed. Clearly for Xbox I have to actually remove that code, rather than just If() endif it...

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  • 1 month later...

 

Steve40 - does that mean the CK automatically recompiles the scripts and rebuilds the ba2?

That seems a bit dangerous as I find the CK puts stuff I don't want into the ba2 (pipboy maps for one thing, and bits out of the F4SE even if you don't use it's functions).

I don't think the scripts are actually recompiled, per se, but the debug code gets "stripped out" of the pex file (using Bethesda's terminology). IIRC, you either get the opportunity to edit the list of files that goes into the BA2 (you can actually save/load a custom list), or I *think* you might be able to select an already built PC mod and have it converted (it's been several years since I last uploaded to Beth.net, so I might be remembering wrong). However, you do get to control what files get bundled into the BA2 :smile:

 

The archiving process not only changes the scripts, it does other stuff like automatically convert wav sound files to xwm format.

 

This is very good information to know! Thanks for providing it. Now begins the tedious process of converting all debug.notification and debug.messagebox code from my scripts to use message forms and .show() instead. :smile:

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Well, interestingly all porting to Xbox via CK did was build new ba2 file(s) under data/xb1. No recompile - just asked me to verify the files to be included in the ba2 (which it got wrong as usual).

I was then able to actually run the mod on the PC (just zip up that ba2 and the esp and install it via my mod manager). Seems PC's don't care about ba2's flagged as 'xbox compression'. - but then I have no textures in my mod so just a "mod - main.ba2"...

 

Edit: I always build -release for distribution so perhaps it realized no debug in the .pex files so no recompile needed?

Edited by PJMail
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