Asof now, though, I've had no luck. I was hoping I could get away with just placing the ".esp" into the directory containing marketplace downloads for Skyrim, along with the signed ".bsa" file (basically a zipped up file containing any extra content the .esp will need to refer that doesn't exist in the basic game).
This doesn't work, at least not in the ways I've tried, so next I'm going to try install the entire game to my flash drive (if possible) and attempt to traverse through the game's directory (this is probably unlikely).
I'm thinking about buying the PC version of Skyrim to get the Creation Kit (I already own a copy for the Xbox). I have read the faq and scoured plenty of forums to see if there was some way to mod Skyrim for a console (Xbox 360, in particular), but they are generally coming up negative.
I realize the CreationKit is on the PC, but I was wondering if there was a way to set up the '.esp' (hopefully I'm interpreting this correctly) files to be placed on the Xbox 360 file system in a similar manner to how game add-ons are downloaded from the Xbox Live Marketplace.
I believe it is possible to transfer saves between the console and the PC (e.g. google: 'skyrim mod xbox360'), but these are referencing items that already exist in the game (e.g. a console command for maximum carry weight does not require reference to new animations or models).
Any help or insight on the matter would be much appreciated. I would love to work on a project that would make it possible to let console gamers experience and enjoy all the great mods available to the PC community.
The answer is that it is probably possible with a great amount of reverse-engineering effort (but what isn't?). There was an interview with Todd Howard on this topic and he said that identical content could run on PC/Xbox 360/PS3.
The problem is that there isn't a means by which you can get the modded content back onto the console. This has nothing to do with running signed vs unsigned code, this has to do with modifying the data files and stuffing them back into the game. There simply isn't a way to do this on the console.
You could try installing the full game on the 360 hard disk and then grab some linux FUSE drivers for the 360 filesystem ( ). This would at least give you filesystem access, from there caveats are sure to abound.
On a possibly related note, there is an Archive.exe tool located in your Skyrim folder that comes along with the Creation Kit when you download it. It has an option to create an Xbox 360 archive - not sure what the difference is but might provide a way to package up a BSA with new resources correctly.
If you dont have a modded box you have a long road ahead of you. Many of us even with modded boxes are having trouble modding the game with anything more than simple .esp files. This is what I would do. Remove your hard drive if you have one installed. Format a usb pendrive on the xbox. This will allow you to install the game to the pen drive as well as install DLC and a new profile. One this is done bring your pen drive to your computer and use a program called horizon to modify and change your settings. Downlaod and install the latest TU7 on the pen drive. Basicly select inject new file from horizon menu. IT will inject and sign any file you want. Now to install custom mods start with only .esps! Its simpler. Download a .esp file and use a program called Le Fluffie to create a dlc file. This is one area you went wrong the xbox cant handle a .esp file alone it has to be inside a container like. Then follow the same steps as for the title update to inject it into your profile. Now this is a quick and dirty answer. My suggestion is to look up info on Horizon and Le Fluffie as how to use them. My self I have over 40 mods running on mine as well as some custom textures but thats another whole story.
Minecraft Texture mods with latest Tu19
Hello,
since i had many problems doing this, and i saw many people wanting this, i decided to make a tutorial. First of all, there are a lot of Tutorials around on the Internet but they seem all outdatet because everyone is talking about modding the game which isn't working properply with the new Tu.
Note i don't have testet this on retrail Consoles only on Jtag/RGH.
The first Texturepack i portet is Crafteryada.
This is not 100% complete, i skip some Blocks and don't editet Icons jet. There are not all edited Blocks shown on the Screen I'll post the updated Version if I'm finished.
Download modded Minecraft version here: ( )
just extract, copy to usb and launch default.xex. Select natural texturepack and have fun.
So bassically I just had to patch the default.xexp from the TU to the default.xex of the game and copy the new files over to the Minecraft root folder. (I used your pre-modded version to save me some work though )
I think it's nearly impossible to put Texturepacks in DLCs at the moment, they are stored inside of LIVE containers and as far as I know rehashing and resigning those isn't as easy as it is with CON containers.
Normaly there are no optional steps, but maybe there is an easyer way. I didn't rellay know much about xbox and hacks and so on. If just searched hours and hours for custom texturepacks on the internet after tu but didn't find any working tutorial. After using any tutorial and finaly get a working solution i thought i upload this for other that maybe want the same as me.
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