Before you try to use this guide, please read this: 
 The mod you prolly try to convert to LS 2011, has to be LS2009 Gold ready. 
 Also the mod name is only allowed to have those letters/numbers: "-",numbers from "0-9", letters from "a - z" and "_". 
 This can be a reason if your mod does not appear in the store after converting it. 
 Open your mods .xml (For example 1455XL.xml) 
 And change this: 
 <?xml version="1.0" encoding="iso-8859-1" standalone="no" ?> 
 Into this: 
 <?xml version="1.0" encoding="utf-8" standalone="no" ?> 
 Vehicle Types 
 Code: 
 <type name="masseyfergussonmf99999xxx" className="Vehicle" filename="$dataS/scripts/vehicles/Vehicle.lua"> 
 It's a tractor, so you need to change it's type from masseyfergusson999999xxxx, into tractor. 
 <type name="claaslexion79999" className="Vehicle" filename="$dataS/scripts/vehicles/Vehicle.lua"> 
 It's a combine, change it into combine. 
 <type name="kronecomprimaxx" className="Vehicle" filename="$dataS/scripts/vehicles/Vehicle.lua"> 
 It's a baler, change it into baler. 
 <type name="halfpipefliegl" className="Vehicle" filename="dataS/scripts/vehicles/Vehicle.lua"> 
 It's a trailer, change it into trailer. 
 and so on. you basically replace if you got a plough it's name with plough. example: plough1000x23, it needs to be changed into plough. 
 Sound part: 
 As theres no fendt in this game, (many modders used some of the fendt sounds back in ls 2009.) 
 We have to edit this part. 
 Code: 
 Before: 
 <attachSound file="$data/vehicles/steerable/fendt/attach.wav" pitchOffset="1" /> 
 <motorStopSound file="$data/vehicles/steerable/fendt/fendt716out.wav" pitchOffset="1" /> 
 <compressedAirSound file="$data/vehicles/steerable/fendt/compressedAir.wav" pitchOffset="1" volume="1.0"/> 
 <compressionSound file="$data/vehicles/steerable/fendt/compressorWork.wav" pitchOffset="1" volume="1.5"/> 
 <aiMotorSound file="$data/vehicles/steerable/fendt/fendt716idleAI.wav" pitchOffset="1" radius="25" innerRadius="4" volume="1.0" /> 
 After: 
 <attachSound file="data/vehicles/steerable/deutz/attach.wav" pitchOffset="1" /> 
 <motorStopSound file="$data/vehicles/steerable/deutz/agro620_out.wav" pitchOffset="1" /> 
 <compressedAirSound file="$data/vehicles/steerable/deutz/compressedAir.wav" pitchOffset="1" volume="1.0"/> 
 <compressionSound file="$data/vehicles/steerable/deutz/compressorWork.wav" pitchOffset="1" volume="1.5"/> 
 <aiMotorSound file="$data/vehicles/steerable/deutz/agro620_idleAI.wav" pitchOffset="1" radius="25" innerRadius="4" volume="1.0" /> 
 If theres no steerable/fendt/ in your .xmls sound part then don't edit it. 
 modDesc: 
 First of all change this: 
 <?xml version="1.0" encoding="iso-8859-1" standalone="no" ?> 
 <modDesc descVersion="1"> 
 into this: 
 <?xml version="1.0" encoding="utf-8" standalone="no" ?> 
 <modDesc descVersion="4"> 
 And add this: 
 Code: 
 <title> 
 <en>Sample mod</en> 
 <de>Beispiel mod</de> 
 </title> 
 You have to add few things here,put <iconFilename> below <description> (iconFilename => store.png of your tractor,description is a example.) 
 <description> 
 <en>Converted 1455XL</en> 
 <de>Converted 1455XL</de> 
 </description> 
 <iconFilename>Case.png</iconFilename> 
 Also add this one below <iconFilename> 
 <multiplayer supported="true"/> 
 Should look like this now: 
 Code: 
 <description> 
 <en>Converted</en> 
 <de>Converted</de> 
 </description> 
 <iconFilename>store.png</iconFilename> 
 <multiplayer supported="true"/> 
 Final ModDesc: 
 Code: 
 <?xml version="1.0" encoding="iso-8859-1" standalone="no" ?> 
 into 
 <?xml version="1.0" encoding="utf-8" standalone="no" ?> 
 <modDesc descVersion="1"> 
 into 
 <modDesc descVersion="4"> 
 Add this: 
 <version>1.0</version> 
 And add this: 
 <multiplayer supported="true"/> 
 Also add this: 
 <iconFilename>Storepictureofthemod.png</iconFilename> 
 And add the title of your mod 
 <title> 
 <en>Modname here</en> 
 <de>Modname hier</de> 
 </title> 
 Script Converting 
 
Code
Seek this in your .Lua file, for example: Maxxum.lua. 
 InputBinding.getButtonKeyName 
 And replace it with this: 
 InputBinding.getKeyNamesOfDigitalAction
   
Code
Old: 
 acceleration = -InputBinding.getAnalogInputAxis(InputBinding.AXIS_FORWARD); 
 if InputBinding.isAxisZero(acceleration) then 
    acceleration = -InputBinding.getDigitalInputAxis(InputBinding.AXIS_FORWARD); 
 end; 
 New: 
 acceleration = -InputBinding.getAnalogInputAxis(InputBinding.AXIS_MOVE_FORWARD_VEHICLE); 
 if InputBinding.isAxisZero(acceleration) then 
 acceleration = -InputBinding.getDigitalInputAxis(InputBinding.AXIS_MOVE_FORWARD_VEHICLE); 
 end;