Difference between revisions of "Sharing Mods"

277 bytes added ,  02:00, 21 February 2023
m
→‎Notes: minor grammar edit
imported>Qazaaq
m (→‎Notes: minor grammar edit)
 
(3 intermediate revisions by 2 users not shown)
Line 32: Line 32:
==Notes==
==Notes==
*The most common cause of crashes 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.
*The most common cause of crashes 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.
*There is no reason to add [[Initialization_File|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).
*If your mod has dependencies, add a 3-4 letter abbreviation of your mod name in brackets "[SMUR]" to the end of your mod name to have the Bethesda.net site automatically add your mod to the drop down list of required mods for your main mod's dependencies.


== See Also ==
== See Also ==
*[[:Category:Game_Files|Game Files Category]]
*[[:Category:Game_Files|Game Files Category]]