Installing Skyrim mods on Xbox360 requires a JTAG/RGH console. If you don't know what that means then you don't have one. If you want more information on it, use your favorite search engine. If you need help installing converted mods, refer to my tutorial.
Do not make requests here. To request mod conversions, make a thread in the request forum
IMPORTANT
If this mod contains meshes that scale (change size) then do not expect this mod to work correctly or at all on the 360. This means any body armor, gauntlets/gloves or custom animals and they often come in a pair like body_0.nif and body_1.nif.
If the dds textures in this mod are too detailed (HD textures like 1024x1024 or bigger) then the Xbox360 may or may not be able to handle them. YMMV and only trial and error can tell you how well they will work. If it is known that the hi-res textures give poor performance on lower end machines, then you probably want to resize them using one of the image editors mentioned above to 1/2 or 1/4 original size (e.g. 1024x1024 -> 256x256)
It is important to know if the mod is supposed to replace original files in the data folder. If this is the case then we need to extract the files from the original and repack. This can get complicated if you have Skyrim installed as GOD. (Check the More Info section of this tutorial)
Tools Needed:
BSAopt v2 or higher - Link
Velocity - link or Friday DLC Maker
PREP
For the sake of this tutorial, we will make a new folder for the mod's files -> C:\mymod
Extract mod files here
Also make a new folder C:\mymod\data
If the mod contains folders that are supposed to be "dropped into the skyrim data folder" then move those folders to C:\mymod\data
At this point, the only things in the mymod folder should be any .esm,.esp, and .bsa files and the data folder, remove anything else
CREATING A BSA ARCHIVE
1) Open BSAOpt. If you get an error about missing msvcp110.dll, then you need to install the vcredist from the link provided in the download.
2) Click Game > Skyrim (Xbox 360)
3) Click Compression > 0 (Off)
4) Click the bottom browse button and choose a destination (e.g. C:\mymod\mymod.bsa)
5) Click the top browse button and choose the original bsa or if there were loose files, browse to the data folder and hit 'Use Folder'
6) Click Convert/Pack
MAKE THE DLC
For Velocity
1) Click File > Create Package
2) Choose Retail, hit next
3) Choose Live, hit next
4) Choose Market Place Content, hit next
5) For display name, enter the name of this mod the way you want it to display in dashboard memory management
6) For Title Name, put Skyrim
7) For Title ID, put 425307e6, hit next
8) Choose any 64x64 png for the thumbnails. This is one that I jacked from one of Nebby85's ports or something like that. Here is one that I made from a google image search.
Hit next
9) Choose the destination file for the DLC container, hit next
10) Right click in the blank bottom window, Inject Here. Choose the bsa file. Do the same for the esp file. If this mod has more than one esp file you can add those as well.
11) When done adding files, close this window. You are done.
For Friday DLC Maker
1) Choose the input folder. This folder must contain all files that will go into the DLC, no more, no less. Friday DLC Maker has no interface to add or exclude individual files. If xlast hangs then kill the process xlast.exe and try renaming any mod files with long names or if any contain a _
2) Choose a title for your mod. This is what you will see in the Memory section of retail dash or under Addons in the Skyrim main menu.
3) The titleid is 425307E6
4) Skyrim for game name.
5) Choose any 64x64 png for the package icon. This is one that I jacked from one of Nebby85's ports or something like that. Here is one that I made from a google image search.
6) I always leave Description empty
7) Content type is 00000002
8) Output filename should be obvious.
9) I leave all bottom options unchecked unless the process hangs. In that case, I try again with the first two checked and see if I can tell what went wrong.
FINISHED!
Now transfer to your content folder
MORE INFO
Extracting .bsa files
Use BSAOpt v1.6.3 or higher. It is the only extractor I have found that will extract the Xbox 360 version of Skyrim - Textures.bsa correctly.
For FOMM, drag the .bsa onto FOMM.exe. Don't double click on fomm.exe because it will ask where you have Fallout installed and won't go any further. When you drag the bsa onto fomm.exe, just choose one game and hit next, it doesn't matter. Then extract all to a folder (e.g. C:\mymod\data)
If you need to extract Skyrim - Textures.bsa, open BSAOpt. Click Settings > Skip Hash-Check. At the bottom, hit browse, go to the extract folder (e.g. C:\mymod\data) and hit use folder. Then at the top, hit browse and choose Skyrim - Textures.bsa. Hit unpack. Close when finished.
TESArchive flags used on official Xbox360 bsa's
These cannot be manually set using BSAOpt. BSAOpt sets the flags automatically depending on the files you are packing.
Skyrim - Animations.bsa: Compress Archive, Xbox 360 Archive
Skyrim - Interface.bsa: Xbox 360 Archive
Skyrim - Meshes.bsa: Meshes, Compress Archive, Retain Strings During Startup, Xbox 360 Archive
Skyrim - Misc.bsa: Retain File Names, Xbox 360 Archive
Skyrim - Shaders.bsa: Xbox 360 Archive
Skyrim - Sounds.bsa: Sounds, Voices, Retain File Names, Xbox 360 Archive
Skyrim - Textures.bsa: Textures, Xbox 360 Archive, Embed File Names
Skyrim - Voices.bsa: Voices, Xbox 360 Archive
Skyrim - Voices2.bsa: Voices, Xbox 360 Archive
Skyrim - VoicesExtra.bsa: Voices, Xbox 360 Archive
Update.bsa: Retain File Names, Xbox 360 Archive
Update2.bsa: Retain File Names, Xbox 360 Archive
Dawnguard.bsa: Meshes, Textures, Sounds, Voices, Retain File Names, Retain Strings During Startup, Xbox 360 Archive