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Author Topic: Putting Pc Mods In Xbox360 Version Of Oblivion  (Read 959 times)

Mallatic

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #120 on: April 16, 2010, 11:52:00 PM »

Yeah last time i messed with oblivion i spent all night..literaly trying new things to get textures and other plain mods to work,i tried unpacking the .bsa files and placing new files in them by overwriting old ones then repacking to see if that would work the game wouldnt load,even when i repacked the original files as they were it wouldnt work,not sure if theres a issue with the date needing to be resigned on it or what also the construction set wont even let me select the oblivion .esm to try and load it it shows up just grayed out,i loved fallout 3 just wished it had been a little more wide open like oblivion was.
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BlueCop

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #121 on: April 20, 2010, 07:30:00 PM »

You can save 1.72GB on storing oblivion with a jtag console with some file copying and ini editing because the 2 data directories have alot of duplicate data used for redundancy between layers on the orginal dvd.

Copy everything from \data2\ into \data\ with out overwriting files.
You can delete then delete the \data2\ directory because it is only duplicate data.

Then make the following edits in the Oblivion.ini

remove all the data2 duplicate references
orginal
CODE
sEssentialFileCacheList=Data\Oblivion.esm|Data2\Oblivion.esm, Data\Music\Special\TES4Title.xma, Data\Misc\Oblivion - Misc.bsa|Data2\Misc\Oblivion - Misc.bsa, Data\Sounds\Oblivion - Sounds.bsa|Data2\Sounds\Oblivion - Sounds.bsa
sUnessentialFileCacheList=Data\Meshes\Oblivion - Meshes.bsa|Data2\Meshes\Oblivion - Meshes.bsa, Data\Textures\Oblivion - Textures.bsa|Data2\Textures\Oblivion - Textures.bsa, Data\Music\Dungeon\*.xma, Data\Music\Battle\*.xma, Data\Music\Explore\*.xma, Data\Music\Public\*.xma, Data\Music\Special\*.xma

replacement
CODE
sEssentialFileCacheList=Data\Oblivion.esm, Data\Music\Special\TES4Title.xma, Data\Misc\Oblivion - Misc.bsa, Data\Sounds\Oblivion - Sounds.bsa
sUnessentialFileCacheList=Data\Meshes\Oblivion - Meshes.bsa, Data\Textures\Oblivion - Textures.bsa, Data\Music\Dungeon\*.xma, Data\Music\Battle\*.xma, Data\Music\Explore\*.xma, Data\Music\Public\*.xma, Data\Music\Special\*.xma

This is just replacing the one data2 with data. I actually made a single Voices directory and changed the paths here.
orginal
CODE
sArchiveList=D:\data\Meshes\Oblivion - Meshes.bsa, D:\data\Textures\Oblivion - Textures.bsa, D:\data\Sounds\Oblivion - Sounds.bsa, D:\data2\Voices Dialogue\Oblivion - Voices Dialogue.bsa, D:\data\Voices NonDialogue\Oblivion - Voices Nondialogue.bsa, D:\data\Misc\Oblivion - Misc.bsa

replacement
CODE
sArchiveList=D:\data\Meshes\Oblivion - Meshes.bsa, D:\data\Textures\Oblivion - Textures.bsa, D:\data\Sounds\Oblivion - Sounds.bsa, D:\data\Voices Dialogue\Oblivion - Voices Dialogue.bsa, D:\data\Voices NonDialogue\Oblivion - Voices Nondialogue.bsa, D:\data\Misc\Oblivion - Misc.bsa


That alone will save you 1.72GB of space storing the game. You can also integrate the DLC content and Title updates into the the game. you save a little more space integrating the Shivering Isle DLC compared to using the original DLC container.

Title Update #1 - Version 1.1.511
files
default.xexp
shaderpackage.sdp
update.esp
version.txt

Title Update #2 - Version 1.2
files
default.xexp
DefaultCache.psc
shaderpackage.sdp
TerrainNoise.dds
update.esp
version.txt

Title Update #3 - Version 1.2.1 - can also be found on the second disc of the GOTY edition named title_update.bin
files
default.xexp
DefaultCache.psc
shaderpackage.sdp
TerrainNoise.dds
update.esp
version.txt

I only really use Update 3.
extract the default.xexp and update the default.xex with xextool using this command
xextool -p default.xexp -o patched.xex default.xex
you can rename patched.xex to default.xex and replace the original.

extract DefaultCache.psc to /data/Shaders/Fragments/Cached/ and overwrite the orginal.
extract shaderpackage.sdp to /data/Shaders/ and overwrite the orginal.
create a directory named Effects in /data/Textures/
extract TerrainNoise.dds to /data/Textures/Effects/

copy update.esp to a esp folder and save for later.

To install the Shivering Isles DLC extract the package and you should have the following files.

ContentFileInfo.txt
DLCShiveringIsles.esp - copy to the esp folder and save for later.
Oblivion - ShiveringIsles - Meshes.bsa - copy to \data\Meshes\
Oblivion - ShiveringIsles - Sounds.bsa - copy to \data\Sounds\
Oblivion - ShiveringIsles - Textures.b - copy to \data\Textures\
Oblivion - ShiveringIsles - Voices.bsa - create \data\Voices\ and copy to it.
Oblivion.esm - replace the existing Oblivion.esm in \data\

Add the following files to the sArchiveList= list in the ini file.
D:\data\Meshes\Oblivion - ShiveringIsles - Meshes.bsa, D:\data\Sounds\Oblivion - ShiveringIsles - Sounds.bsa, D:\data\Voices\Oblivion - ShiveringIsles - Voices.bsa, D:\data\Textures\Oblivion - ShiveringIsles - Textures.bsa

This will make Shivering Isle expansion work because DLCShiveringIsles.esp doesn't really do anything.

If you extract all the rest of the DLC containers you will find one bsa, one esp, and a ContentFileInfo.txt

copy all the bsa files to \data\DLC\ (create the directory)
Then add the following files to the sArchiveList= list in the ini file.
D:\data\DLC\Knights.bsa, D:\data\DLC\DLCBattlehornCastle.bsa, D:\data\DLC\DLCFrostcrag.bsa, D:\data\DLC\DLCHorseArmor.bsa, D:\data\DLC\DLCOrrery.bsa, D:\data\DLC\DLCThievesDen.bsa, D:\data\DLC\DLCVileLair.bsa

copy all the esp files to the directory with update.esp and DLCShiveringIsles.esp

You can now make a DLC container to put all the esp files in for Oblivion to load.
It is about a 5MB container with all the esp files.

I think it makes the game load a little faster but I haven't actually tested with a stop watch or anything. It does seem to be a shorter loading time.

You can also make the game load a little quicker by removing the intro movies. If you edit the following lines to skip the intro movies. Oblivion will use a nice loading screen which i prefer personally. I also deleted the referenced movies from \data\Video\ even though it isn't much space.

Change
SMainMenuMovieIntro=Oblivion iv logo.bik
To
SMainMenuMovieIntro=

Change
SIntroSequence=bethesda softworks HD720p.bik,2k games.bik,game studios.bik,Oblivion Legal.bik
to
SIntroSequence=

The final size of the Oblivion directory is 4.98 GB with a 5MB dlc. So you end up saving a good bit of space. The orginal game alone is 5.83GB

can anyone tell me how to integrate the esp files without the dlc package? adding them to the ini doesn't seem to work with a 1.2.1 updated xex

anyway sorry for the long post just thought I would share some of my experiments. I have also installed the Unofficial Oblivion Patches to play with. I have not experimented with many mods yet though.

I forgot to mention you can build a xiso and using iso2god to make a god container out of the moded files if you want. i prefer to have my ini editable though.

I am working on a mod to for the video options menu to see if we can use the enable options and see if they work.
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juggahax0r

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #122 on: April 24, 2010, 02:06:00 PM »

The only thing i get is an error when i try too apply the patch too the xex file , so i have no way of ever getting this too work. It says the default.xexp is not the correct patch file for default.xex. it is the default.xex from my game folder on my HDD from the GOTY version.
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BlueCop

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #123 on: April 28, 2010, 04:38:00 PM »

make sure that you are using the orginal xex. it can't be modified or patched in any way before applying the xex update. I would copy it from the orginal disc or iso.

also the title updates for other language versions are slightly different so these instructions wouldn't apply. I am using the US version. goty edition disc 1 and the orginal oblivion release are also 100% the same for the US release. I can't confirm this for international.
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juggahax0r

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #124 on: April 28, 2010, 06:26:00 PM »

My game disc is uh not useable anymore by me if you know what i mean. I am from the U.S also so i use the U.S version. I actually kinda thought that might be the problem since i had been using that .xex for playing. I tried your idea and it wouldn't even load so it doesn't like the Oblivion.esm and obvioulsy that is because my .xex is not patched. I made a backup to my PC before i proceeded so i still have it working.  I am not too worried about it i have been playing other games , i have been playing that game for 5 years or more so no biggie right now. I have been swapped with Jtag mods and RROD reflows lately.
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juggahax0r

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #125 on: June 21, 2010, 04:12:00 AM »

I have a little video update to share. It seems as though everyone lost all interest in this.

It would be nice if some more people would get into this, I am literally the only person I know of trying this anymore. Well here you go Oblivion Mods Videos on My website

 I also included a video of Oblivion running on my Xenon with no mods at all for comparison. I hope someone actually reads this , I have spent a lot of time getting all this stuff running smoothly.

 Thanks
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Mallatic

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #126 on: June 25, 2010, 05:51:00 AM »

Nice videos man,i took a break for a bit i literaly spent way way to many hours straight working on mods until i was a bit brain drained for a while.
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juggahax0r

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #127 on: June 25, 2010, 11:32:00 AM »

QUOTE(Mallatic @ Jun 25 2010, 07:51 AM) *

Nice videos man,i took a break for a bit i literaly spent way way to many hours straight working on mods until i was a bit brain drained for a while.



 Well if you are interested I have a pretty good list of them working now...I actually wrote Max_tael who made Natural Environment , I haven't heard back sooo I took it upon myself to try and re-create the Natural Weather plugin without replacing textures.  The other elements are just .esp plugins and they already work well.

 I got on the construction wiki and found out what all the settings do for weather and I think I have come up with very good rough start to it. The big thing is not changing the textures. I have also posted a new video with some new land structures.

 All of this is being done on Vanilla only not SI or Knights. I got them running finally , and their were no textures anywhere, so the mods were interacting with SI and I just removed it.  

 I was also drained and busy for a while. I started back up a couple weeks ago and have been making more progress than before.

 Ok so here is a list of what I have working.


 Natural Vegetation
 Natural Habitats
 Brighter Torches
 My version of Natural Weather
 My Imperial City safe house
 Enhanced Water
 Bravil Harbor
 Adenses Better Waterfront
 Phoenix Equipment
 Really Immersive Messages
 New intro Video (Map Loop)
 
 I have also done some minor .INI edits that have really perked up the water reflections and shadows in the game.  The key to making it less frustrating is to add them one at a time , if something crashes the game delete it and mark it off the list , no since beating your head on your desk trying to get something working when we don't have the Construction set for the 360.  

 I also had one called Cyrodil Reborn , it added a ton more trees however alot of them were hovering out in the forest, i wasn't sure if natural vegetation was interacting with it or what but i turned it off because it was also slowing the game way down.

 All that I did to make my Natural Weather was to take screens of the Weather settings in the HDR version of NW and apply it to mine without changing the textures , plus i tweaked them a little bit on my own to add my own effect to it. I still give credit to Max_tael as I did use most of his settings. I want to work on the weather timing next it is horrible if anyone is up to help me with the construction set I can send you my work so far.  I have a little more to my SafeHouse and my mods are pretty damn clean , If i screw something up I quit and go back so I don't have a bunch of random edits all over the place as I hate dirty mods.  

 I Have Oblivion installed on my PC with absolutely no DLC and no patches , and the version 1.0 of the construction set, and everything so far has been working that i have made. I would like to start adding a ton to the world and also maybe make a new major quest, but I will need some help as I am not very good with construction set , I have never done much more than put in a building with some armor and stuff.

 Ok just a couple more words of advise and i'm out. When you make your content package you have to also put the textures in the Oblivion game folder or you will have yellow diamonds with the exclamation point instead of your texture replacement....Some texture replacements will work it is hit or miss, if it includes an ESP you can get it to work , if archive invalidation is required we still need to figure out how it would work on the 360. If a texture replacement doesn't work just move on. In Natural Weather I did get the textures for the sky to show up for a few hours in game but once i moved a few spaces it was gone. The difference is that on the PC version you have a lot more control and you can force it to change it's settings where on the 360 you cannot.

 I will hopefully have a much more powerful PC soon and will be able to play Oblivion in HD with all the pimp mods and not have to worry about this , although I still like messing around with it.

 I think it is time to take this to a new thread. The original was started in 06' and since we are Jtagged now the title is misleading. Their are a lot of good modding minds out their for Oblivion and we need their help as I am a n00b at using the Construction set and it is clear to me that we are going to have to make a lot of new mods specifically for the 360 version, which to me is half the fun. And when i get a fast PC the CS won't be so annoying to use, my PC can't even play oblivion so the construction set is very touchy I end up fine tuning all my item rotation in the menu for the item instead of onscreen.

 I will start a new thread and call it something about Jtag oblivion mods and post all my most recent videos and I will make a new one with my Natural Weather going for the 360.

Cheers

 One more thing: After you FTP your con Packages to your system, unlock them with Xm360 or they will not work, I found that out in this whole thing too.

This post has been edited by juggahax0r: Jun 25 2010, 07:14 PM
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red_ring_of_box

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #128 on: June 25, 2010, 12:37:00 PM »

Wish I had oblivion because the videos you made of those mods are sick juggahaxor!

Is anyone here interested in converting mods for Fallout 3 as well? Because I'm currently working on a list of all the mods I've converted to the 360 version of Fallout 3 and was wondering if I should post them in the F - Fallout 3 section, I just don't know if anyone is interested in that as well.
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juggahax0r

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #129 on: June 25, 2010, 01:42:00 PM »

QUOTE(red_ring_of_box @ Jun 25 2010, 02:37 PM) *

Wish I had oblivion because the videos you made of those mods are sick juggahaxor!

Is anyone here interested in converting mods for Fallout 3 as well? Because I'm currently working on a list of all the mods I've converted to the 360 version of Fallout 3 and was wondering if I should post them in the F - Fallout 3 section, I just don't know if anyone is interested in that as well.


 I am interested in those as well , get a list of them and I will give it a go I have FO3 also.  Their isn't really much "conversion" you just have to trial and error it , with Oblivion I am using a watered down no patch version and the same with my PC CS i have it setup to be as compatible as possible.

 I am going to start a new thread so look for it later when i get a new video made , I have some work to finish up. I have someone getting an LT switch installed and the drive flashed at 6 so I may have time to get it made before then. I just need to take a minute to eat and stuff haha.

 Edit: I am going to try and go all out this time make short videos and make a longer 1 with windows movie maker to get rid of the load screens and show more content.

This post has been edited by juggahax0r: Jun 25 2010, 08:44 PM
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red_ring_of_box

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #130 on: June 25, 2010, 04:27:00 PM »

So are you going to make the topic for FO3 or do you want me to? If so I will but right now Im trying to test which mods are making my game freeze and which ones will work.
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juggahax0r

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #131 on: June 25, 2010, 07:01:00 PM »

Feel free to make the FO3 thread on your own. I am going to be making a new Oblivion thread. I just feel the title of this one is misleading based on what we now have. I am getting ready to make a video in a few minutes that will try to cover all the mods I have working and I am going to edit it so the load screens are gone.

 I will probably just use my MAC to do the video editing since my camera outputs to quicktime video , so it may be tomorrow when I actually get it up.
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p4r0l3

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #132 on: August 10, 2010, 08:58:00 AM »

So currently no texture mods are possible to this game (or Fallout3) on a jtag?
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juggahax0r

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Putting Pc Mods In Xbox360 Version Of Oblivion
« Reply #133 on: September 02, 2010, 12:24:00 AM »

My YouTube Page

 If you want to know how to and get some of the mods i have working get back to me in this post.

 Use BlueCops method to reduce your folder size and get DLC working. If you can get that far I can help with getting the mods working.

 I am messing with textures to get them to display correctly on the 360, but i defintelyt have a ton of texture mods working just fine. A few of them just don't show up correctly. I have some tools for converting textures into 360 compatible formats, but so far i haven't had much luck with converting them.

 I don't have a list compiled of what is working for me so far but i have about 20-30 different mods running a few i have made myself with the construction set.  I can make a short list off the top of my head. Most of them can be found on TESnexus and Fallout3nexus. I won't list the Fallout 3 stuff here i can't remember most of what i have running for that. But with Fallout 3 more stuff works.

 Short List:

 My weather Overhaul
 Juggahaxor's Pirate ship
 Imperial City safehouse (Juggahaxor)
 Natural Habitats (no sound)
 Enhanced Water HD
 Unigue Landscapes
 Summon-able Mount's (Dragons)
 Sheogorath's Other staff (Cancerous1) Requires Shivering Isles.
 KnightStone Castle (all textures work, And border region disabling)
 Imperial City Mansion
 Animation Change. 3rd person animations in 1st person view
 Bravil Docks
 Real lights. (part of All Natural)
 Phoenix Equipment.
 Imperial City Palace in the sky.
 Waterfront Light tower. (adds a flame to the tower in the Waterfront)
 Brighter Torches. (from Natural Weather)
 Natural Vegetation By Max Tael
 Imperial City Bridges.
 Checkshire Village (may be the wrong name)
 Teleportation system ( I forget the name)
 

 That is all i can remember off the top of my head but as you can see i have ALOT running. Some BSAs need to be extracted into their folder/files instead of being added to the ini. I put most of my ESP files into one large CON file and i keep all my data in the game folder.  dds files are just fine for the 360 you just need to get them in the correct color format for them to display right on the 360. So far most texture mods that i edit the textures on show up as purple , or just gray.

 I am Focusing on learning to use the G.E.C.K because Fallout: New Vegas is due out in October and I plan on being able to make some mods for that since it will be fresh and new.  The possibilty to mod on a Jtag modded system is basically as far as your mind can think, and how much time you are willing to put in to get them working.

 I would work more on this if more people were interested. For now i have basically put modding Oblivion on Hiatus. Mostly because i have all the mods i want running. The game is rather old now.

 Hope that helps. I will provide you with some of the files but you really need to download the mods and learn how to build the containers for it. If someone is interested I can make up a mod package and put it on MU with all the texture files and my Oblivion.ini file. I also have gotten alot of graphical changes just editing the INI. Such as non-fading grass, you can see all grass in your field of view.

 My Weather mod is a culmination of 20+ hours of editing and tweaking by me and is really my major contribution to 360 Oblivion modding. My pirate ship and Imperial City safehouse are not all that spectacular. The biggest hurdle is getting the game running in such a way that the mods all work, patching the Xex manually is the only way i have gotten everything running correctly.

 Expect some "homebrew" DLC for Fallout : New Vegas, Including community made mods, the only difference is the 360 is normally locked down. PC gamers are allowed to mod the game at will so i am sure the community mod scene will be big enough to give us a lot of new stuff on the 360 version, with a Jtag modded system.

 Sorry for the long post I needed to get a little caught up on where i am with it.
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