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selyb

Modding
How To Convert Skyrim Mods To Xbox360 Dlc

80 posts in this topic

Hey selyb, noticed you removed this information in the newer version of the tutorial

NOTE: This may not be needed. I got this idea from Nebby85's tutorial but it didn't seem to make any difference in any mods I've converted. Don't go through all this trouble unless you have problems with meshes.

Download Nifscope - http://niftools.sour...t/wiki/NifSkope

First we need to check all the nif meshes. This is the most tedius part of converting these mods.

Open NifSkope

Click Spells > Block > Sort By Name

Do this for each .nif in every folder in C:\mymod\data\meshes

1) Open the nif file

2) In the bottom window, scroll to the bottom

3) Starting from the bottom and working up, look for entries called NiTriShapeData and click the + next to it

4) Look below it for UV Num Sets

5) If the value is 1, change it to 4097

6) keep moving up the list until you have checked all instance of NiTriShapeData

7) Save As -> overwrite original

Note: when you expand the current NiTriShapeData, it moves the list down so that if there are many instances, usually the next one is already under the cursor or very close. Most UV Num Sets are already set to 4097 so this tedius process is shortened by just expanding them bottom to top. You have to move the cursor alot more going top to bottom

But i actually fixed this mod's helmet using that

Before changing the BS UV Num Sets, when loading it in game parts of the meshe didn't show up (as if the helmet had holes), or the texture for other parts didn't appear, so if someone is having this particular problem, try that

Edited by pcaquercia

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If there is a replacement texture mod with no .esp or .esm, do I need to convert skyrim - textures.bsa to not have those textures or can I simply make the replacement textures into a dlc and it will automatically replace the originals?

Edited by DarkxSniperx9

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If there is a replacement texture mod with no .esp or .esm, do I need to convert skyrim - textures.bsa to not have those textures or can I simply make the replacement textures into a dlc and it will automatically replace the originals?

Well i have found some ways of not having to edit the textures.bsa if it is an armor texture just take your .nif and edit it in HeX to have the path to your new texture. (Example) (textures\armor\daedric\DaedricShield.dds to textures\armor\NewDeadric\DaedricShield.dds)

Otherwise you would have to edit the .bsa

Edit:

This wont work with Everything. I found it works with armors and weapons.

Edited by Halotutorial

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Well i have found some ways of not having to edit the textures.bsa if it is an armor texture just take your .nif and edit it in HeX to have the path to your new texture. (Example) (textures\armor\daedric\DaedricShield.dds to textures\armor\NewDeadric\DaedricShield.dds)

Otherwise you would have to edit the .bsa

Edit:

This wont work with Everything. I found it works with armors and weapons.

Thanks! Also, do you know whether I need to rehash and resign the dlc package after I inject the mod files?

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Hey also I just converted a race mod and put it on my xbox but whenever I load skyrim it's telling me some of my addons are corrupt and won't load. The mod I converted is showing up in the list though and it shows up in the character creation menu but when I go over it the guy has no head and there is like a shattered glass effect that is blocking most of the screen. Instead of making it a dlc can I drag the textures/meshes/scripts directly to the data folder of my JTAG rip?

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That shattered glass effect is not going to change. That is what happens with incompatible meshes. No need to resign/rehash for JTAG/RGH.

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Hi.

I've got couple questions about modding.

I'm fresh with modding skyrim and to yesterday i only download finished mods and upload it to xbox.

Now i'm trying to do something with armor mods.

I download this mod http://skyrim.nexusmods.com/mods/16474 and... weapons were alright but with armor there were problems sometimes they were showing forge and sometimes not of course crashing game pretty much always then i tried with this mod http://skyrim.nexusmods.com/mods/25642 same like the previous one.

Weapons in various mods are working without problem so if we tried to resize them it should work

No scripts only meshes textures but i don't know how and with what kind program i can do this.

Would You be so kind and look at it and tell me how resize them proper way.

Thank You in advance.

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Hi.

I've got couple questions about modding.

I'm fresh with modding skyrim and to yesterday i only download finished mods and upload it to xbox.

Now i'm trying to do something with armor mods.

I download this mod http://skyrim.nexusmods.com/mods/16474 and... weapons were alright but with armor there were problems sometimes they were showing forge and sometimes not of course crashing game pretty much always then i tried with this mod http://skyrim.nexusmods.com/mods/25642 same like the previous one.

Weapons in various mods are working without problem so if we tried to resize them it should work

No scripts only meshes textures but i don't know how and with what kind program i can do this.

Would You be so kind and look at it and tell me how resize them proper way.

Thank You in advance.

I use a combination of these two programs. DDSopt and Optimizer Textures. Armor mods won't work if it uses a dynamic mesh, which is like all of them. Unless you can find a good retexture or a genius who can rewrite Nifskope, we'll have to stick with vanilla armors.

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Ok I have found that I prefer to move the mods directly into the data folder instead of making it a dlc. Just one question though, can I also drag the .esp to the data folder and it would work or do I have to make the .esp a dlc for it to work?

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I have not successfully loaded an esp from the data folder but I didn't try really hard either. Google can find you a reference for all the ini file entries and I think you can get up to 9 esps to load from the ini by using the sTestFile entries. From what I remember in my research, you should not change sTestFile0 because that defaults to Skyrim.esm. I'm not saying this will work since I've never tested that. I did try adding esps to the sEssentialCache entry and that didn't work.

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Hi guys..

 

I tried to do this with Climts of Tamriel, I not sure if I did this correctly...

 

There are a lot of package to download, Final edition... final edition - loose files... cinematic ENB... DG Patch... ENB... I was a bit confused which one should I download and I've downloaded the final edition + DG patch. My question is, did I downloaded the correct files?

 

Thx...

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I don't recommend to download any ENB presets because those are meant to be used with ENB postprocessor which is only available on PC.

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Thx!!

 

what about BSAopt... when I open the original BSA, the skyrim - textures. bsa says "BSA corrupt: hash for folder..."  Does it have anything to do when i click on "GAME" only appears Skyrim and not Skyrim (XBOX 360).

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Thx!!

 

what about BSAopt... when I open the original BSA, the skyrim - textures. bsa says "BSA corrupt: hash for folder..."  Does it have anything to do when i click on "GAME" only appears Skyrim and not Skyrim (XBOX 360).

You are correct.

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And how can I change that? Or get another BSAopt... or do I have to use another way to port the mod?

Edited by DrZilch

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Thought I'd downloaded the correct one... it works!! thx selyb.. and sorry for the unnecessary questions.

 

I've followed your steps and with the velocity I've selected the *.bsa first, then the cot-patch.esp, then cot.esp... after that all the rest esp.. is that correct? Then I have to click rehash, correct?

 

What about the sound an textures folders I've unpack from the CoT-final edition-loose files-17802-v2.rar?

 

Thx again for your time and pacience..

Edited by DrZilch

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I'm trying my first ports, so I picked two separate small ones...exploding chickens, and all map markers, both only have one ESP file.

 

I have tried following the tutorial using BSAopt and Velocity, I'm able to create the DLC, but after I put it in the 000002 folder and load up the game I always get "DLC is corrupt" message.

 

I've tried leaving the ESP file out of the data folder, and putting it in the data folder when creating it with BSAopt, same result.

Edited by cbv

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