Sharing Mods
Revision as of 23:45, 27 June 2016 by imported>Qazaaq
Platforms
For XBox:
- Make sure loose assets are available (they're going to be converted and packed)
- Load your plugin in the CK as the active plugin
- Tell the CK to upload for XBox.
- Make sure the list contains everything you want, and nothing you don't.
- Export the list once you perfect it so you don't have to fill it out again later
- Hit OK
- Wait for the CK to convert the files and create the two archives (if necessary)
- Fill out the mod information for Beth.net
- Hit export to save out the data you just filled out
- Click upload
For PS4:
- Make sure loose assets are available (they're going to be converted and packed)
- Load your plugin in the CK as the active plugin
- Tell the CK to upload for PS4
- Import the list you made earlier for your XBox version (you did export a list, right?)
- Hit OK
- Wait for the CK to convert the files and create the archives (for now, because PS4 texture conversion is not supported, no texture archive will be made - attempting to make one yourself will crash the game)
- Import the beth.net information you made earlier (you did export it, right?)
- Click upload.
Notes
- The most common cause of crashes that I've seen before the add files window opens is a bad nif file, due to the CK going through each model referenced in your mod to get a list of textures and materials.
- There is no reason to add INI Fragments to your archive. The CK will automatically detect and upload a correctly-named ini as part of the package uploaded to Bethesda.net.