You are viewing our Forum Archives. To view or take place in current topics click here.
Skyrim PC mods on Xbox 360 P.O.C
Posted:

Skyrim PC mods on Xbox 360 P.O.CPosted:

Juggahax0r_TTG
  • Challenger
Status: Offline
Joined: Nov 13, 201014Year Member
Posts: 101
Reputation Power: 11
Status: Offline
Joined: Nov 13, 201014Year Member
Posts: 101
Reputation Power: 11
I haven't taken any shots in game yet of the mods , but I have been able to finally get ESP plugins to show in the main menu ... The key just seems to be using the newest title update , and not having a bunch of modded PC saves in your save folder ... Package your mods with Xlast as usual , use TU #5 and your mods from the nexus will work , or be creative and use the Creation Kit to make your own.

I see a lot of you making modded saves , don't get me wrong on day 1 this is how I was modding ... Console commands resigning my saves etc, this is much more flexible and lets anyone who plays the game on the console the mods are installed on take advantage of them. I can build mods which will do the same thing as the game save mods , except they will as I said be much more flexible and easy to use.

Here is a screenshot I took last night when I finally got the add-on menu showing and the mods listing in the game menu... I will get some in game shots later when I get some better mods installed.


[ Register or Signin to view external links. ]


If anyone has trouble with creating mods and wants a specific mod from the Nexus packaged send me a PM we can talk .. It's a very simple process if you already have Xlast.
#2. Posted:
FWD
  • Challenger
Status: Offline
Joined: Oct 13, 201113Year Member
Posts: 126
Reputation Power: 39
Status: Offline
Joined: Oct 13, 201113Year Member
Posts: 126
Reputation Power: 39
How did you do that?


Last edited by FWD ; edited 1 time in total
#3. Posted:
kidcudi
  • V5 Launch
Status: Offline
Joined: Jun 21, 200915Year Member
Posts: 1,429
Reputation Power: 58
Status: Offline
Joined: Jun 21, 200915Year Member
Posts: 1,429
Reputation Power: 58
i play skyrim on pc but i have it on xbox too. i would play it on xbox for this.
#4. Posted:
THEKEEHITTMAN
  • TTG Senior
Status: Offline
Joined: Dec 17, 201113Year Member
Posts: 1,002
Reputation Power: 38
Status: Offline
Joined: Dec 17, 201113Year Member
Posts: 1,002
Reputation Power: 38
how would i do that if i wanted to use pc mods?
#5. Posted:
Juggahax0r_TTG
  • Challenger
Status: Offline
Joined: Nov 13, 201014Year Member
Posts: 101
Reputation Power: 11
Status: Offline
Joined: Nov 13, 201014Year Member
Posts: 101
Reputation Power: 11
There is a video at the bottom of t his post showing you how to convert the PC mods to 360 CON files for in-game content.

Edit : If you run RGLoader you can install the CONS with Xlast, no moving them manually to your HDD ;) .... As long as you have it set as your default XDK.

SDK and Xlast or LeFluffie to build CON packages as in-game content .... I had a thread on here about all my shit , when it got deleted for me bumping it I just took it down .. Since I have it working for Skyrim now , I can make a new CON video but really the process is the same you just change the title ID for the game , other than that it's the same ... Even the names and images you give it in Xlast don't matter as long as the titleID is set for Skyrim it will work with Skyrim.

If you have a bunch of modded gamesaves in your saves folder it will cause you problems. Your game version needs to read 1.6.90.x.x for the add-Ons menu to show up in game .. I have heard rumors but not confirmed them, that even without the add-Ons menu the mods show up in game. For me they did not until I got the add-ons menu to show up. Anything using Textures need more work , it's been known that the 360 uses .ddx textures and normal textures are .dds ... the file extension isn't the problem unless the engine ignores .dds now , the problem is in the textures themselves and not being compatible with the 360, I would explain it as they simply called the ones for the Xbox .ddx to keep them seperate from the PC textures, since they aren't the same ... I am speculating that they do this because A. Every Xbox has the same hardware so there won't be variations in their GPU/CPU capabilities as there are in our PCs (many different HW configs) and B. It allows them to get the best looking texture they possibly can for the 360, which would be completely custom compared to the PC where you have high, med, and low , it would be a hybrid that works on the 360 and looks like a mix between all 3 PC texture levels, because the 360 handles certain aspects different ways ...

The other problem with textures is not having the ability to force them to load with an ArchiveInvalidation.txt , I haven't tried it myself but I have been told that if you use your PC archiveinvalidation file and just change the extension of the files to .ddx it will Invalidate the ddx files and let you use custom DDS files, but keep in mind they won't display correctly on the 360 without modification , the Xbox 360 SDK has a plugin called the Compresonator which lets you change the color scale and compression of DDS textures , keep in mind the .ddx files are still .dds files just named with a different extension.

I am not a 3d artist nor do I have any knowledge of creating or compressing textures , if anyone does have this sort of knowledge and would like to work on getting some textures converted that will work on the 360 PM me ...


Building CON packages for Bethesda Games :



Last edited by Juggahax0r_TTG ; edited 1 time in total
#6. Posted:
GR33NV3N0M
  • TTG Senior
Status: Offline
Joined: Oct 04, 201014Year Member
Posts: 1,514
Reputation Power: 72
Status: Offline
Joined: Oct 04, 201014Year Member
Posts: 1,514
Reputation Power: 72
do you still require a jtag or RGH for this to work ? or is it possible in some other way ? sorry if thats a nooby question.

edit ** watched the video noticed you do need them
#7. Posted:
Juggahax0r_TTG
  • Challenger
Status: Offline
Joined: Nov 13, 201014Year Member
Posts: 101
Reputation Power: 11
Status: Offline
Joined: Nov 13, 201014Year Member
Posts: 101
Reputation Power: 11
Well if there were a way to get the esp plugins to load from the data folder then yes you would do this with an ISO mod ... Unfortunately they require unsigned CON packages to run .. If texture mods worked those would be able to be done with an ISO however , so if we ever figure out how to get textures properly converted and working , you could do texture replacements with an ISO , but not ESM or ESP mods.
#8. Posted:
EL3V1N
  • Junior Member
Status: Offline
Joined: Nov 26, 201113Year Member
Posts: 67
Reputation Power: 2
Status: Offline
Joined: Nov 26, 201113Year Member
Posts: 67
Reputation Power: 2
Nice job. I am going to do some testing with the main menu as well. Some mods that have already been ported to the xbox can be found here: [ Register or Signin to view external links. ]
#9. Posted:
Juggahax0r_TTG
  • Challenger
Status: Offline
Joined: Nov 13, 201014Year Member
Posts: 101
Reputation Power: 11
Status: Offline
Joined: Nov 13, 201014Year Member
Posts: 101
Reputation Power: 11
I should note that the one that says Plugin Setup is just another mod , it contains a plugins.txt DLClist and something else ... I forget , but it really does't need to be there I can just take it out and haven't yet.

I think they have probably added this in preparation for DawnGaurd being released soon. I wish I would have found something more about ESP mods , I didn't know people were already running them before this , they would never show up in game for me , and I didn't use the subtle mods you wouldn't really notice , I was using house mods etc , things I could clearly see were changed on the PC version.
#10. Posted:
kryptik617
  • Junior Member
Status: Offline
Joined: Feb 13, 201212Year Member
Posts: 71
Reputation Power: 2
Status: Offline
Joined: Feb 13, 201212Year Member
Posts: 71
Reputation Power: 2
juggahax0r wrote I haven't taken any shots in game yet of the mods , but I have been able to finally get ESP plugins to show in the main menu ... The key just seems to be using the newest title update , and not having a bunch of modded PC saves in your save folder ... Package your mods with Xlast as usual , use TU #5 and your mods from the nexus will work , or be creative and use the Creation Kit to make your own.

I see a lot of you making modded saves , don't get me wrong on day 1 this is how I was modding ... Console commands resigning my saves etc, this is much more flexible and lets anyone who plays the game on the console the mods are installed on take advantage of them. I can build mods which will do the same thing as the game save mods , except they will as I said be much more flexible and easy to use.

Here is a screenshot I took last night when I finally got the add-on menu showing and the mods listing in the game menu... I will get some in game shots later when I get some better mods installed.


[ Register or Signin to view external links. ]


If anyone has trouble with creating mods and wants a specific mod from the Nexus packaged send me a PM we can talk .. It's a very simple process if you already have Xlast.
Hey, if you could upload your interface.bsa that would be amazing. I open mine in hex and i get a different code, no "0xff0xff0xff", its lik "0x000c,0xff,0xff". Anyways, interface.bsa would be greatly appreciated.
Jump to:
You are viewing our Forum Archives. To view or take place in current topics click here.