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Uploading mods to Bethesda for Xbox?


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Posted

To anyone who has tried it before, what has been your experience for uploading a mod to Bethesda for use on Xbox? NO im not trying to upload anything from here to there first off. 

 

Its just that while playin around with the xbox version on Game Pass, I found an clothing mod I liked that while is a bit risque, its not as revealing compared to mods like TAWOBA. I immediately got it but then the mod vanished an hour later from their platform & the mod itself was removed from my game 2 days later. 

 

The uploader said he got permission from the creator to upload it (might've lied who knows) but it dont seem like Bethesda makes their reasons for takedowns known to others besides the uploader probably so if I wanted to upload the same mod with the authors permission, would I be risking a ban or other punishment for just a 1st time upload?

 

Side note: didnt know Bethesda could remove mods from your games, rip all them people who got Flower Girls or AP way back in the day I guess lmao

Another side note: much as Bethesda & Xbox dont want nudity there, love how you can still get away with it thanks to using TAWOBA's single top pieces to reveal asses hehe

Posted

  

3 hours ago, LesboIsBesto said:

To anyone who has tried it before, what has been your experience for uploading a mod to Bethesda for use on Xbox? NO im not trying to upload anything from here to there first off. 

 

Its just that while playin around with the xbox version on Game Pass, I found an clothing mod I liked that while is a bit risque, its not as revealing compared to mods like TAWOBA. I immediately got it but then the mod vanished an hour later from their platform & the mod itself was removed from my game 2 days later. 

 

The uploader said he got permission from the creator to upload it (might've lied who knows) but it dont seem like Bethesda makes their reasons for takedowns known to others besides the uploader probably so if I wanted to upload the same mod with the authors permission, would I be risking a ban or other punishment for just a 1st time upload?

 

Side note: didnt know Bethesda could remove mods from your games, rip all them people who got Flower Girls or AP way back in the day I guess lmao

Another side note: much as Bethesda & Xbox dont want nudity there, love how you can still get away with it thanks to using TAWOBA's single top pieces to reveal asses hehe

 

I have several years of experience dealing with porting mods to Bethesda.net, both for public and personal use. I have to be honest, you shouldn't put up with it for as long as I did, modding on the PC version is just, so, so much better, and easier. But if you, or anyone else that reads this, are adamant on playing the Xbox version -- Having to rely on others to port things really sucks, and makes you feel completely powerless. I would suggest taking matters into your own hands. Simply purchase the PC version on Steam, even if your computer isn't good enough to run it, so you can gain access to the creation kit. Port whatever mods you like, nude mods, flower girls, clothing/armor mods, whatever, just don't publish the mod after it's uploaded. Once you upload it, you can download it from the Mod browser for yourself only. Something I did as an extra step of precaution (Not sure if its actually necessary) was to title all the mods I ported as the same thing, like "Test".

 

And from my experience, no, Bethesda has not removed any of mods that I've personally ported, despite being against their rules. Whilst I no longer play on the xbox version, I can guarantee that I still have all of that stuff on there -- Sex, nudity, and all. Taking matters into your own hands and porting mods for personal use will make modding on the Xbox version slightly more bearable. Despite all the restrictions, I was able to really enjoy Skyrim for quite some time. But as you port more and more mods, you're going to start realizing that a lot of the cool mods that you want to try out just won't work because you can't install their requirements -- SKSE being the biggest one. Then you have to dance around the other limitations of the Xbox -- The 5gb limit, ghost space, sorting your load order by hand, Bethesda.net's shitty servers going down seemingly every other day. Another limitation you may face, and while it may not be as bad as the other annoyances I listed, it's still quite annoying, is the inability to obtain the loose files for what's uploaded onto the site. If someone uploaded, say, a custom skin mod that you really enjoy, but you wish to edit it for your own personal use -- tough luck. "Why not just ask the author for the loose files?" You ask, innocently. Well, let me tell you, many of the major mod porters on the xbox version have very bizarre and archaic rules and customs. Many will just flat out refuse to give you the loose files. "Why?" you ask? Who knows, whether it be rooted in ego, or they're trying to prevent people from finding out their mod uses stolen assets, at the end of the day you're facing a restriction that you wouldn't be experiencing at all if you were on the PC version. Your only options are either to beg the mod author for the loose files, or give up on the matter completely. The inability to access loose files is also an issue if you're a porter that's lost the original files. 

 

I dealt with it all, and now that I've moved on to the PC version, I wish I didn't put up with it for so long. All that time I spent trying to circumvent restrictions and make things work was time I could've spent just enjoying myself and getting the full experience here. Despite that though, feel free to message me if you want any advice or need help in regards to porting for the Xbox. Modding for Xbox is one hell of a bumpy ride, but if I can make it a bit smoother for you guys, I'd be more than happy to. Just ask.

Posted
1 hour ago, Jack of All Trades said:

I have several years of experience dealing with porting mods to Bethesda.net, both for public and personal use. I have to be honest, you shouldn't put up with it for as long as I did, modding on the PC version is just, so, so much better, and easier. But if you, or anyone else that reads this, are adamant on playing the Xbox version -- Having to rely on others to port things really sucks, and makes you feel completely powerless. I would suggest taking matters into your own hands. Simply purchase the PC version on Steam, even if your computer isn't good enough to run it, so you can gain access to the creation kit. Port whatever mods you like, nude mods, flower girls, clothing/armor mods, whatever, just don't publish the mod after it's uploaded. Once you upload it, you can download it from the Mod browser for yourself only. Something I did as an extra step of precaution (Not sure if its actually necessary) was to title all the mods I ported as the same thing, like "Test".

 

And from my experience, no, Bethesda has not removed any of mods that I've personally ported, despite being against their rules. Whilst I no longer play on the xbox version, I can guarantee that I still have all of that stuff on there -- Sex, nudity, and all. Taking matters into your own hands and porting mods for personal use will make modding on the Xbox version slightly more bearable. Despite all the restrictions, I was able to really enjoy Skyrim for quite some time. But as you port more and more mods, you're going to start realizing that a lot of the cool mods that you want to try out just won't work because you can't install their requirements -- SKSE being the biggest one. Then you have to dance around the other limitations of the Xbox -- The 5gb limit, ghost space, sorting your load order by hand, Bethesda.net's shitty servers going down seemingly every other day. I would say the worst of them all is the inability to obtain the loose files for what's uploaded onto the site. If someone uploaded, say, a custom skin mod that you really enjoy, but you wish to edit it for your own personal use -- tough luck. "Why not just ask the author for the loose files?" You ask, innocently. Well, let me tell you, many of the major mod porters on the xbox version have very bizarre and archaic rules and customs. Many will just flat out refuse to give you the loose files. "Why?" you ask? Who knows, whether it be rooted in ego, or they're trying to prevent people from finding out their mod uses stolen assets, at the end of the day you're facing a restriction that you wouldn't be experiencing at all if you were on the PC version. Your only options are either to beg the mod author for the loose files, or give up on the matter completely. The inability to access loose files is also an issue if you're a porter that's lost the original files. 

 

I dealt with it all, and now that I've moved on to the PC version, I wish I didn't put up with it for so long. All that time I spent trying to circumvent restrictions and make things work was time I could've spent just enjoying myself and getting the full experience here. Despite that though, feel free to message me if you want any advice or need help in regards to porting for the Xbox. Modding for Xbox is one hell of a bumpy ride, but if I can make it a bit smoother for you guys, I'd be more than happy to. Just ask.

Damn dood, thats a hell of a read. But how are you able to maintain your mods without publishing them? When that mod I mentioned went down, it disappeared from my game fairly quick so I thought it was necessary to remain on the platform. Does that mean you've done it so when you upload mods, they can remain up as long as you want just by not publishing it?

 

Also I regularly mod PC & enjoy the hell outta it. My interest in Xbox is mainly due to the ease of access through xCloud or just playing through my TV with a gamepad instead of sitting at a PC with a keyboard if im not feeling up to it, that feeling when I dont want to deal with certain things that come with heavily modded games for that day, & just the uniqueness of playing a more limited game, weird as it may sound.

 

I have CK installed too & have fair experience with it. Mainly all Ive done is edit NPCs appearances, genders, etc. when xEdit doesnt let those changes go through.

 

Personally Id love to know how to put lewd mods on my xbox but doing that & even discussing it here is against the rules both here & there so id rather not go down that road. Not trying to get my accounts banned. If you can offer advice on how to convert & upload the clothing mod i mentioned however, that would be neat. 

 

Posted

 

27 minutes ago, LesboIsBesto said:

Damn dood, thats a hell of a read. But how are you able to maintain your mods without publishing them? When that mod I mentioned went down, it disappeared from my game fairly quick so I thought it was necessary to remain on the platform. Does that mean you've done it so when you upload mods, they can remain up as long as you want just by not publishing it?

 

Also I regularly mod PC & enjoy the hell outta it. My interest in Xbox is mainly due to the ease of access through xCloud or just playing through my TV with a gamepad instead of sitting at a PC with a keyboard if im not feeling up to it, that feeling when I dont want to deal with certain things that come with heavily modded games for that day, & just the uniqueness of playing a more limited game, weird as it may sound.

 

I have CK installed too & have fair experience with it. Mainly all Ive done is edit NPCs appearances, genders, etc. when xEdit doesnt let those changes go through.

 

Personally Id love to know how to put lewd mods on my xbox but doing that & even discussing it here is against the rules so id rather not go down that road. If you can offer advice on how to convert & upload the clothing mod i mentioned however, that would be neat. 

 

 

Basically after you get to the upload screen in the Creation Kit, where you give your mod a title, description, and after doing so, you can upload your mod to Bethesda.net. It'll then direct you to the actual Bethesda.net website, where you can further edit the title/description, add pictures, etc. There's a publish button on said page, that's the button you don't want to click. When a mod you've ported is in this state where it's uploaded, but not published, you, and you alone, can still download it. Simply boot up Skyrim on your Xbox, go into the mod browser, scroll down the "My mods" or whatever it was called (the name escapes me at the moment), and you'll see it (Sometimes it can take a little bit for the mod to show, give it some time, or try either updating it from the Creation Kit, or making a random edit on the mod page to force it to show up).  This was most likely done so Mod authors can test their mods without having to release them first, but it enables porters to use mods privately, without having to publish them for all to use, which would go against the sites rules as you need the original mod author's permission to publish mods. It's possible that Bethesda doesn't even both to check mods that aren't published, which is why I was able to get away with it -- That, or it's an automated system that checks the titles for certain words, which I was also able to bypass by naming everything "Test", just a theory though.

 

I can go into detail about porting lewd mods, but if you're not comfortable talking about it here, feel free to leave your Discord ID or something and I can message you about that subject further. As to the clothing mod, that depends on many factors, what the clothing mod is, what body it requires, building it in bodyslide so that it matches your pre-existing body, etc. For Xbox in particular, you want to avoid clothing mods that use HDT-SMP, or any clothing physics that require SKSE, for obvious reasons. If you were to port said mods over, you would get stretching. A lot of clothing mods simply add the armor into the game, but don't place it anywhere within the game, as they expect the player to use either the console to obtain the items, or use a mod called "AddItemMenu", which, again, Xbox can't use. Therefore you have to add the armor in yourself.  What I usually did was get a pre-existing barrel, edit the ID to something new, which would create a new barrel without editing the original, drop all the new stuff inside, and then place it somewhere, like in Whiterun or something. 

Posted
2 minutes ago, Jack of All Trades said:

 

 

Basically after you get to the upload screen in the Creation Kit, where you give your mod a title, description, and after doing so, you can upload your mod to Bethesda.net. It'll then direct you to the actual Bethesda.net website, where you can further edit the title/description, add pictures, etc. There's a publish button on said page, that's the button you don't want to click. When a mod you've ported is in this state where it's uploaded, but not publisheded, you, and you alone, can download it. This was most likely done so Mod authors can test their mods without having to release them first, but it enables porters to use mods privately, without having to publish them for all to use, which would go against the sites rules as you need the original mod author's permission to publish mods. It's possible that Bethesda doesn't even both to check mods that aren't published, which is why I was able to get away with it -- That, or it's an automated system that checks the titles for certain words, which I was also able to bypass by naming everything "Test", just a theory though. 

 

I can go into detail about porting lewd mods, but if you're not comfortable talking about it here, feel free to leave your Discord ID or something and I can message you about that subject further. As to the clothing mod, that depends on many factors, what the clothing mod is, what body it requires, building it in bodyslide so that it matches your pre-existing body, etc. For Xbox in particular, you want to avoid clothing mods that use HDT-SMP, or any clothing physics that require SKSE, for obvious reasons. If you were to port said mods over, you would get stretching. A lot of clothing mods simply add the armor into the game, but don't place it anywhere within the game, as they expect the player to use either the console to obtain the items, or use a mod called "AddItemMenu", which, again, Xbox can't use. Therefore you have to add the armor in yourself.  What I usually did was get a pre-existing barrel, edit the ID to something new, which would create a new barrel without editing the original, drop all the new stuff inside, and then place it somewhere, like in Whiterun or something. 

yeah this clothing mod didnt use anything SKSE dependent, it just needed a CBBE body & that XP32 skeleton already on Bethesda. Plus its craftable so gettin it wont be an issue. 

Posted
42 minutes ago, LesboIsBesto said:

yeah this clothing mod didnt use anything SKSE dependent, it just needed a CBBE body & that XP32 skeleton already on Bethesda. Plus its craftable so gettin it wont be an issue. 

 

You should just be able to port it straight over then without any issues at all. I'll list a very easy, fool-proof guide to porting it over:

 

Loose Method:

1. Download the Clothing mod you wish to download

2. Drag only the .esp into your data folder

3. Create a folder named "Data" and place it anywhere on your drive, preferably somewhere easy to access, like in your Documents folder or something, this will act as a virtual data folder.

4. Drag and drop the meshes and textures folder inside of the Data folder you just made

5. Start the Creation Kit, Log in.

6. Toggle the .ESP, set it as the active plugin.

7. Go to File -> Upload Plugin and Archive to Bethesda.net -> Xb1

8. Drag and drop a random .nif file from your meshes folder in your Skyrim's Data folder (Not the one we just made) and a random .dds file from your textures folder in your Skyrim's Data folder (Not the one we just made) into the last when it asks you to manually add in files for the archive.

9. It'll create 2 BSAs, and then show you the upload screen. Minimize the screen.

10. Go to your Skyrim Special Edition folder, then to Tools -> Archive -> Archive.exe

11. For the first BSA, check every box except "Textures" and "Xbox 360 Archive"

12. Drag and drop the meshes folder that you dragged into the Data folder you created

13. Wait for it to complete, when it's done, go to File -> Save as -> then go to Skyrim Special Edition -> Data -> Xbox (I think that's what the folder was called). Inside you'll find the two BSAs that the Creation Kit created. Save as the first BSA (Not the textures bsa.)

14. Return to the Archive.exe, go to File -> New.

15. Check Textures, Compress Archive, Retain Directory Names, Retain File Names, Retain File Name Offsets, Retain Strings During Startup, Embed File Names.

16. Drag and drop your Textures into the Archive, then do what you did before, save and replace the Textures BSA that the Creation kit made in the Xbox folder.

17. Return to the Creation Kit, give your mod a title and description, then click up upload.

18. You're done.

 

The reason why we manually create the BSAs is because the Creation Kit can be a bit weird with creating BSAs. Sometimes it doesn't add all the files, sometimes it will flat-out ignore some files. And it doesn't let you drag folders inside of the one Archiver in the Creation Kit, whereas the Archive.exe we open on Step 10, does, which makes it so much easier to ensure everything gets added in. We're basically creating two dummy BSAs and doing a switcharoo with the ones we created, which have all the proper files.

 

 

Posted
12 minutes ago, Jack of All Trades said:

 

You should just be able to port it straight over then without any issues at all. I'll list a very easy, fool-proof guide to porting it over:

 

Loose Method:

1. Download the Clothing mod you wish to download

2. Drag only the .esp into your data folder, extract the Meshes/Textures into a folder

3. Create a folder named "Data" and place it anywhere on your drive, preferably somewhere easy to access, like in your Documents folder or something, this will act as a virtual data folder.

4. Drag and drop the meshes and textures folder inside of the Data folder you just made

5. Start the Creation Kit, Log in.

6. Toggle the .ESP, set it as the active plugin.

7. Go to File -> Upload Plugin and Archive to Bethesda.net -> Xb1

8. Drag and drop a random .nif file from your meshes folder in your Skyrim's Data folder (Not the one we just made) and a random .dds file from your textures folder in your Skyrim's Data folder (Not the one we just made) into the last when it asks you to manually add in files for the archive.

9. It'll create 2 BSAs, and then show you the upload screen. Minimize the screen.

10. Go to your Skyrim Special Edition folder, then to Tools -> Archive -> Archive.exe

11. For the first BSA, check every box except "Textures" and "Xbox 360 Archive"

12. Drag and drop the meshes folder that you dragged into the Data folder you created

13. Wait for it to complete, when it's done, go to File -> Save as -> then go to Skyrim Special Edition -> Data -> Xbox (I think that's what the folder was called). Inside you'll find the two BSAs that the Creation Kit created. Save as the first BSA (Not the textures bsa.)

14. Return to the Archive.exe, go to File -> New.

15. Check Textures, Compress Archive, Retain Directory Names, Retain File Names, Retain File Name Offsets, Retain Strings During Startup, Embed File Names.

16. Drag and drop your Textures into the Archive, then do what you did before, save and replace the Textures BSA that the Creation kit made in the Xbox folder.

17. Return to the Creation Kit, give your mod a title and description, then click up upload.

18. You're done.

 

The reason why we manually create the BSAs is because the Creation Kit can be a bit weird with creating BSAs. Sometimes it doesn't add all the files, sometimes it will flat-out ignore some files. And it doesn't let you drag folders inside of the one Archiver in the Creation Kit, whereas the Archive.exe we open on Step 10, does, which makes it so much easier to ensure everything gets added in. We're basically creating two dummy BSAs and doing a switcharoo with the ones we created, which have all the proper files.

 

 

The mod in question is already being used in my PC Skyrim, will that be an issue with those 1st couple steps?

Posted
13 minutes ago, LesboIsBesto said:

The mod in question is already being used in my PC Skyrim, will that be an issue with those 1st couple steps?

Ah, well, if it's already in your Skyrim Installation, it kind of depends. If you skip to Step 5. and follow along until Step 7, and then when it lists all of the files for the Archive, if they're all there and you're not worried about any of them missing, you can just skip pretty much everything and just go straight to uploading the mod after it makes the BSAs. If the files aren't shown in the list, or you're worried that it may have skipped a few, simply return to Step 3 and follow along. When you get to Step 8, instead of dragging and dropping One nif and one dds file, simply delete everything in the list except for one dds file and one nif file, which pretty much accomplishes the same thing -- to create 2 dummy BSAs. Then follow along the steps normally. 

 

Posted
18 minutes ago, Jack of All Trades said:

Ah, well, if it's already in your Skyrim Installation, it kind of depends. If you skip to Step 5. and follow along until Step 7, and then when it lists all of the files for the Archive, if they're all there and you're not worried about any of them missing, you can just skip pretty much everything and just go straight to uploading the mod after it makes the BSAs. If the files aren't shown in the list, or you're worried that it may have skipped a few, simply return to Step 3 and follow along. When you get to Step 8, instead of dragging and dropping One nif and one dds file, simply delete everything in the list except for one dds file and one nif file, which pretty much accomplishes the same thing -- to create 2 dummy BSAs. Then follow along the steps normally. 

 

Just realized something important but I need CK for SE dont I? Currently have Oldrim's version installed. Wasnt sure if it mattered since I was converting for xbox anyways.

 

if thats the case, I do not have SE's version of the mod installed so I could follow your original steps anyways. Also my SE is extremely out of date (last version before Creation Club was introduced) so not sure how thatll impact the process

Posted
2 hours ago, Jack of All Trades said:

8. Drag and drop a random .nif file from your meshes folder in your Skyrim's Data folder (Not the one we just made) and a random .dds file from your textures folder in your Skyrim's Data folder (Not the one we just made) into the last when it asks you to manually add in files for the archive.

9. It'll create 2 BSAs, and then show you the upload screen. Minimize the screen.

Am stuck here, I took the nif & dds file (not the one made for the clothing mod's stuff like you said) & dragged them into the data folder, then the archive window & hit the pack files button but that window crashes when I do that. '

 

EDIT: wait something happened. I found another data folder different than the normal skyrim one inside a folder called "ExportArchiveRootXB1" & when I added the 2 files there, it didnt crash & took me to the mod select window (which is empty). Was that what was meant to happen? Imma continue as if it is & restart if you say something up.

 

EDIT 2: Yo it worked, got it up as a draft so how do I access it for myself? Checked & it doesnt appear in my own library of active mods

Posted
1 hour ago, LesboIsBesto said:

Just realized something important but I need CK for SE dont I? Currently have Oldrim's version installed. Wasnt sure if it mattered since I was converting for xbox anyways.

 

if thats the case, I do not have SE's version of the mod installed so I could follow your original steps anyways. Also my SE is extremely out of date (last version before Creation Club was introduced) so not sure how thatll impact the process

I have no experience with Oldrim, so I couldn't say. But I think you would need SE, and have it be completely up-to-date. After doing so, make sure you convert the clothing mod's models with either Cathedral or SSE Nif Optimizer. 

Posted
58 minutes ago, Jack of All Trades said:

I have no experience with Oldrim, so I couldn't say. But I think you would need SE, and have it be completely up-to-date. After doing so, make sure you convert the clothing mod's models with either Cathedral or SSE Nif Optimizer. 

From earlier post in case you didnt see it:

 

EDIT: wait something happened. I found another data folder different than the normal skyrim one inside a folder called "ExportArchiveRootXB1" & when I added the 2 files there, it didnt crash & took me to the mod select window (which is empty). Was that what was meant to happen? Imma continue as if it is & restart if you say something up.

 

EDIT 2: Yo it worked, got it up as a draft so how do I access it for myself? Checked & it doesnt appear in my own library of active mods

 

EDIT 3: O shiz it worked. Found it in the ingame section of the mods & activated the mod. Works as expected, thanks man!

Posted

I uploaded an early version of my Book of UUNP, for Xbox version.

 

Its mostly bikini armors, its still there and been there ever since mods where available for Xbox.

 

From memory, well its a pain in the butt, thats what I remember.

You have a limited file size, limited character entry in the description which for something like Book is a serious problem cause I just could not explain what the mod was in like 300 words, list the permissions, asset sources or anything.

 

Main reason why I uploaded the book was too pre-empt any attempts of anyone else to take the work an upload it there.  Simple as that, I did not want to have multiple copies floating around that I had no control over.  For years I still got messages of people wanting to upload it to Xbox1 even though it was there, just to give you an idea of how prevalent mod uploads are there.  

 

It is a pain in the butt, and big mods cost the end-user a lot of their allotted hardrive memory about 5 GIGs total I think.

So my Book of UUNP costs them 1/5 of their modding realistate >< which sucks.

 

Now I hear about it from family members that play Skyrim, mostly they want me to port specific outfits from Book of UUNP like the male versions of sorc robe armor I made.  I might get around to that one day but mostly been playing an modding my own game at the moment, which is largely how mods get uploaded at all btw.

 

 

  • 6 months later...
Posted
On 3/11/2021 at 1:24 PM, Jack of All Trades said:

  

 

I have several years of experience dealing with porting mods to Bethesda.net, both for public and personal use. I have to be honest, you shouldn't put up with it for as long as I did, modding on the PC version is just, so, so much better, and easier. But if you, or anyone else that reads this, are adamant on playing the Xbox version -- Having to rely on others to port things really sucks, and makes you feel completely powerless. I would suggest taking matters into your own hands. Simply purchase the PC version on Steam, even if your computer isn't good enough to run it, so you can gain access to the creation kit. Port whatever mods you like, nude mods, flower girls, clothing/armor mods, whatever, just don't publish the mod after it's uploaded. Once you upload it, you can download it from the Mod browser for yourself only. Something I did as an extra step of precaution (Not sure if its actually necessary) was to title all the mods I ported as the same thing, like "Test".

 

And from my experience, no, Bethesda has not removed any of mods that I've personally ported, despite being against their rules. Whilst I no longer play on the xbox version, I can guarantee that I still have all of that stuff on there -- Sex, nudity, and all. Taking matters into your own hands and porting mods for personal use will make modding on the Xbox version slightly more bearable. Despite all the restrictions, I was able to really enjoy Skyrim for quite some time. But as you port more and more mods, you're going to start realizing that a lot of the cool mods that you want to try out just won't work because you can't install their requirements -- SKSE being the biggest one. Then you have to dance around the other limitations of the Xbox -- The 5gb limit, ghost space, sorting your load order by hand, Bethesda.net's shitty servers going down seemingly every other day. Another limitation you may face, and while it may not be as bad as the other annoyances I listed, it's still quite annoying, is the inability to obtain the loose files for what's uploaded onto the site. If someone uploaded, say, a custom skin mod that you really enjoy, but you wish to edit it for your own personal use -- tough luck. "Why not just ask the author for the loose files?" You ask, innocently. Well, let me tell you, many of the major mod porters on the xbox version have very bizarre and archaic rules and customs. Many will just flat out refuse to give you the loose files. "Why?" you ask? Who knows, whether it be rooted in ego, or they're trying to prevent people from finding out their mod uses stolen assets, at the end of the day you're facing a restriction that you wouldn't be experiencing at all if you were on the PC version. Your only options are either to beg the mod author for the loose files, or give up on the matter completely. The inability to access loose files is also an issue if you're a porter that's lost the original files. 

 

I dealt with it all, and now that I've moved on to the PC version, I wish I didn't put up with it for so long. All that time I spent trying to circumvent restrictions and make things work was time I could've spent just enjoying myself and getting the full experience here. Despite that though, feel free to message me if you want any advice or need help in regards to porting for the Xbox. Modding for Xbox is one hell of a bumpy ride, but if I can make it a bit smoother for you guys, I'd be more than happy to. Just ask.

Where are these sex/nudity mods you speak off, i have such a hard time finding any real nudity, the closest I can get on xbox is a few of morriganhellsing mods like some of the bikiniarmors show a little nipple or don't have underwear but thats as close as I can get sadly

  • 3 years later...

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