Difference between revisions of "Sharing Mods"

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This pages covers details of uploading user created mods.
==How to upload ESM files==
Rename your esp to esm in Windows. Then open the ESM in the CK without setting any active plugin. Then when you attempt to upload the CK will detect that there is no active plugin and ask if you want to upload a masterfile instead. Pick the ESM from the dropdown and continue as normal.


==Platforms==
==Platforms==
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*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.
*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.
*For multiplatform uploads you can add "[XB1]" or "[PS4]" to the end of your mod name to tell them apart (the import/export process will tack them on for you) and the game will trim off those specific suffixes if it sees them (so users on those platforms just see the normal mod name).
*For multiplatform uploads you can add "[XB1]" or "[PS4]" to the end of your mod name to tell them apart (the import/export process will tack them on for you) and the game will trim off those specific suffixes if it sees them (so users on those platforms just see the normal mod name).
*Once you have a ESM you want to upload to Beth.net, simply load it into the editor normally, without any plugins loaded, and select the upload option like you would for a plugin. The CK will detect no active ESP and ask you if you want to upload a masterfile instead, where it will then let you select which masterfile to upload. Proceed through the upload process as normal.
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