SE-XBOX without access to the file via ftp, can't I upload new maps/scenarios?

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  • I got just before the 25% discount ends as a test server, only to find that everything like ftp for file-browsing is disabled. :cursing:
    Why would you disable all useful & essential functions? ;(

    For me I need access to savefiles , absolutely necessary to test a scenarios I'm working on.
    These Limitations unworkable even for xbox server, it not like i'm modding game files it just custom map/scenario

    I already tried ftp in using server ip/rcon port with username found in log pad but that's not working.
    If anyone has done it, please let me know?!

  • I suspect something between MS and the vendor. Nitrado provides the hardware. Whatever they allow in the release is made available if possible.

    It not that it is a surprise, but for this game file access is need especially with mods coming. It just the way it's made..
    Mostlikely there are some security concerns, but I don't see how Keen can add those edition to like mods to the game on xbox without attending to them.

    Access to file's with dowload/update permissions + backup support are need even it that a Advanced features for some, but as programmer myself it needed for RP scenario development what can only be done on pc with visual-scripting tool, then upload for testing & optimisation on xbox, it not like it's hosted on xbox it self that's why script only work on dedicated servers. It is somwhat weird to me that mods on xbox SE beta are loading on the xbox and scripts not. But there must be a reason why mod are allowed as I can upload one via mod.io then download locally xbox. Maybe it put in a isolated container?

  • I suspect something between MS and the vendor. Nitrado provides the hardware. Whatever they allow in the release is made available if possible.

    It not that it is a surprise, but for this game file access is need especially with mods coming. It just the way it's made..
    Mostlikely there are some security concerns, but I don't see how Keen can add those edition to like mods to the game on xbox without attending to them.

    Access to file's with dowload/update permissions + backup support are need even it that a Advanced features for some, but as programmer myself it needed for RP scenario development what can only be done on pc with visual-scripting tool, then upload for testing & optimisation on xbox, it not like it's hosted on xbox it self that's why script only work on dedicated servers. It is somwhat weird to me that mods on xbox SE beta are loading on the xbox and scripts not. But there must be a reason why mod are allowed as I can upload one via mod.io then download locally xbox. Maybe it put in a isolated container?

    You can use Visual Studio with intellisense by downloading MDK-SE, and develop the mod/script on your PC, then upload it to mod.io and subscribe to it. Then you can download the script from a programmable block to run it. That worked for me, but now I'm in a restart loop as many others are. :rolleyes:


    Edit: It was easier for me since I own SE on Steam too, so I'm able to test the script locally before pushing it to mod.io, so if you want to do development I'd recommend having it on Steam as well.

  • It not that it is a surprise, but for this game file access is need especially with mods coming. It just the way it's made..
    Mostlikely there are some security concerns, but I don't see how Keen can add those edition to like mods to the game on xbox without attending to them.

    Access to file's with dowload/update permissions + backup support are need even it that a Advanced features for some, but as programmer myself it needed for RP scenario development what can only be done on pc with visual-scripting tool, then upload for testing & optimisation on xbox, it not like it's hosted on xbox it self that's why script only work on dedicated servers. It is somwhat weird to me that mods on xbox SE beta are loading on the xbox and scripts not. But there must be a reason why mod are allowed as I can upload one via mod.io then download locally xbox. Maybe it put in a isolated container?

    You can use Visual Studio with intellisense by downloading MDK-SE, and develop the mod/script on your PC, then upload it to mod.io and subscribe to it. Then you can download the script from a programmable block to run it. That worked for me, but now I'm in a restart loop as many others are. :rolleyes:


    Edit: It was easier for me since I own SE on Steam too, so I'm able to test the script locally before pushing it to mod.io, so if you want to do development I'd recommend having it on Steam as well.

    Me too both platforms, but script don't run locally? Atleast not on xbox se main?
    I have not looked on xbox beta version. But it thus make sens if mods can run locally on the beta so should scripts too. (but have not tested it)
    But yes on dedicated servers scripts work(no mods jet), if I can turn it on that is. Because as right now it's not accepting my server setting and i'm not alone. ;(

  • You can use Visual Studio with intellisense by downloading MDK-SE, and develop the mod/script on your PC, then upload it to mod.io and subscribe to it. Then you can download the script from a programmable block to run it. That worked for me, but now I'm in a restart loop as many others are. :rolleyes:


    Edit: It was easier for me since I own SE on Steam too, so I'm able to test the script locally before pushing it to mod.io, so if you want to do development I'd recommend having it on Steam as well.

    Me too both platforms, but script don't run locally? Atleast not on xbox se main?
    I have not looked on xbox beta version. But it thus make sens if mods can run locally on the beta so should scripts too. (but have not tested it)
    But yes on dedicated servers scripts work(no mods jet), if I can turn it on that is. Because as right now it's not accepting my server setting and i'm not alone. ;(

    I meant I tested my scripts on the PC version locally (deploying with MDK and selecting the script from the file browser) before publishing the script to mod.io to get it on the Xbox server. I've been stuck in a restart loop for a bit now though...so I'm unable to test anything currently lol. I haven't tried the SE beta yet, I'm doing all this on the base retail game since it feels like a beta anyways, especially with all these server issues. (though those are most likely related to Nitrado and not Keen/SE)

  • I only bought the server for xbox testing purposes because of last day of the discount, and I can even do that..

    I find Nitrado xbox server expensive without any discount, ms needs it's 30%.
    So let's try it, I'm somewhat disappointed, you pay more for less and it's not even working properly on basic level ;(

  • I only bought the server for xbox testing purposes because of last day of the discount, and I can even do that..

    I find Nitrado xbox server expensive without any discount, ms needs it's 30%.
    So let's try it, I'm somewhat disappointed, you pay more for less and it's not even working properly on basic level ;(

    Agreed, I should have done more research before buying this server. I knew with everything they're doing (mods, scripting, etc on a console edition) it would be difficult, but I assumed if you could pay for it it would be decently functional.