Starfield

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Skurkbro

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Skurkbro

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About this mod

Starfields first big Texture Mod which is going to cover most surfaces with higher resolution Photoscanned-Textures.

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SRP Starfield is a Texture mod that replaces vanilla Textures with brand new Photoscanned Textures in higher resolution which will make your game look really crisp and much more detailed. These Textures has been fine tuned in all its Texture & color-maps to slot in perfect and give you the same feeling as the vanilla look. This mod is currently in 4K but I do have plans to downscale them to 2K (eventually..)but this is not a prio for the time being, most vanilla surface Textures are in 2K anyway so downscaling these textures won't give You much of a difference.

No AI Upscaling was used in this mod


WARNING
This mod may be incompatible with certain DLSS-3 / FrameGen mods, and may cause blackscreen / flickering & blurry-Textures issues. I personally can't do anything about this until a fix is made public by another Texture-Mod Author. I don't own a NVIDIA 40 series card, so I can't experiment and bugshoot it.



This mod is currently a work in progress and will be updated overtime. You can check the progress here before You download if You want to know what the mod currently covers. 

Architecture (Towns/Cities)
-New Atlantis (90%)
-Akila (55%)
-Neon (0%)

Architecture (Universal)
-Concrete (90%)
-Wood (90%)
-Metal (0%)

Landscape (Ground)
-Dirt (100%)
-Grass (100%)
-Gravel (100%)
-Moss (100%)
-Sand (100%)
-Snow (100%)
-Rock (100%)
-Manmade (100%)
-Misc (70%)
-Volcanic (40%)
-Ice (5%)

-Currently on a Starfield break-




1. Preparation

You wanna locate the StarfieldCustom.ini which belongs in one of these (not both),

(Vanilla)   "#DRIVE:/Users/#Name/Documents/My Games/Starfield"
(Modded)"#DRIVE:/#Program Files/Steam/Steamapps/Common/Starfield" 
  (the # will be different on each system, so it's almost impossible to predict)

The (Vanilla) is probably where it's located unless You installed a Mod that changes the Mods boot location from Documents to the Games rootfolder. If the file doesn't exists in either folder, simply create a text document and name it StarfieldCustom.ini
Remember to enable file extension in Windows and name it exacly as spelled: "StarfieldCustom.ini"

For Mod Organizer 2 users, Your .ini files is located @ the Jigsaw (highlighted in this screenshot)



You're going to add the following codes into StarfieldCustom.ini

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=



2.a Installing manually
(I highly advice You grab a Mod Manager (Vortex or Mod Organizer 2) and install Your mods that way instead.)


Extract main folder into either:

(Vanilla)   "#DRIVE:\Documents\My Games\Starfield"
(Modded)"#DRIVE:\#Program Files\Steam\steamapps\common\starfield"
  (the # will be different on each system, so it's almost impossible to predict)

Depending on if You have a mod installed that changes the mods boot location.


If You downloaded the loose files, then You've sucessfully installed this mod don't need to read the rest.


3. How to install BA2 archives

Install either manually as described in step 2.a or with a Mod Manager (Vortex or Mod Organizer 2)
Now You need to manually add these BA2 Archives into Your StarfieldCustom.ini file so the game boots them. The .ini file location can be found in step 1. Preparation 

Copy the following code and paste it in your StarfieldCustom.ini 

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
sResourceIndexFileList=Starfield - LODTextures.ba2, Starfield - Textures01.ba2, Starfield - Textures02.ba2, Starfield - Textures03.ba2, Starfield - Textures04.ba2, Starfield - Textures05.ba2, Starfield - Textures06.ba2, Starfield - Textures07.ba2, Starfield - Textures08.ba2, Starfield - Textures09.ba2, Starfield - Textures10.ba2, Starfield - Textures11.ba2, Starfield - TexturesPatch.ba2, SRPSFArchitecture - Textures1.ba2, SRPSFLandscape - Textures1.ba2, SRPSFLandscape - Textures2.ba2, SRPSFLandscape - Textures3.ba2, SRPSFLandscape - Textures4.ba2


You've sucessfully installed a BA2 Archive into Your modlist and don't need to continune this guide unless You need info on conflicts with other mods.

4. Conflicts & Overwrite (Optional for multiple mods)

If You already have a BA2 Archived mod installed, just add these lines at the very end of Your code in StarfieldCustom.ini 

(Look at the very end of these 2 examples, this is how You add more BA2 Achives into your Modlist.)



Before

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
sResourceIndexFileList=Starfield - LODTextures.ba2, Starfield - Textures01.ba2, Starfield - Textures02.ba2, Starfield - Textures03.ba2, Starfield - Textures04.ba2, Starfield - Textures05.ba2, Starfield - Textures06.ba2, Starfield - Textures07.ba2, Starfield - Textures08.ba2, Starfield - Textures09.ba2, Starfield - Textures10.ba2, Starfield - Textures11.ba2, Starfield - TexturesPatch.ba2, Mod1.ba2, Mod2.ba2

After

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
sResourceIndexFileList=Starfield - LODTextures.ba2, Starfield - Textures01.ba2, Starfield - Textures02.ba2, Starfield - Textures03.ba2, Starfield - Textures04.ba2, Starfield - Textures05.ba2, Starfield - Textures06.ba2, Starfield - Textures07.ba2, Starfield - Textures08.ba2, Starfield - Textures09.ba2, Starfield - Textures10.ba2, Starfield - Textures11.ba2, Starfield - TexturesPatch.ba2, Mod1.ba2, Mod2.ba2, SRPSFArchitecture - Textures1.ba2, SRPSFLandscape - Textures1.ba2 <-- not a comma " , " here


It's important that every single BA2 Archive is written in the full name including the file extension. You need to add a comma " , " between each ba2 file You add while the last one should be free and not end with a comma " , "


This line of code respects the conflict / overwrite system, which means that whatever Archive is loaded last will win conflicts (if present). So in the example above, my mod (SRPSF-Architecture.ba2 & SRPSF-Landscape.ba2) will win any conflicts against the vanilla, Mod1 and Mod2 BA2s which means my Textures will be loaded last and overwrite the conflicts.

This method of installing BA2's is only temporary until xedit crew datamines all codes and gives us the ablility to create dummy .esp to boot the achives with instead.




Requirements
Nvidia RTX 2080 or AMD Radeon VII
I do not recommend this mod on a GTX series card, it will not run good.

You probably want atleast 12GB of VRAM and a GPU that's not older than 6 years.
Also recommend a Upscaler like DLSS or FSR2, since 4K hits pretty hard on that generation of GPUs.

Recommended
Nvidia RTX 3080+ or AMD Radeon RX 6800

Preferrebly 24GB of VRAM
This option should handle 4K Textures smoothly without the need of any Upscaler, although I recommend it anyway since it's free 10-20 FPS boost with bare-minimum quality loss.

Alot of people (myself included) reports an increasement in performance (FPS) when using the BA2 Archive version over vanilla Textures, and misc freeze lags and stutters being smoothen out.





If You think this mod is causing bugs or issues, please let me know in either comments or bugs section, I'll reply and try to help / fix the issue asap. If You want help quickly, please provide with a detailed explanation, example: if the Texture is altering / turning black when looking at it from certain angles or times of the day. Take a screenshot and type the relevant Planet and Starsystem. This will save us both time




If You plan to edit these textures with Your Image manipulator of choice (Photoshop, GIMP ect..), there's a few things You should keep in mind when when recompressing the Textures.

Color maps (Albedo, Diffuse ect) can be compressed in either BC1-UNORM-SRGB (Bethedas choice, decent quality) or BC7-SRGB (High Quality, bad for textures with Alpha channels))

Grayscale maps (rough, ao, height, opacity and emissive) should be compressed in BC4-UNORM

Normal maps NEEDS to be compressed in BC5-SNORM which neither Photoshop with Intel Texture plugin or GIMP natively supports, so that means You need to download a software called Compressonator from AMD and use it to compress your Normals. If You compress Normals in wrong format, they will not work properly and You'll end up with some weird visuals, specially during certain lighting conditions like night. The surfaces will have annoying shadow seams and turn pitch black during sunset / sunrise.




For choosing my Mod and supporting my work, it means a lot to me. I appreciate all of You.
I normally don't ask for monetary support since I believe this is a Modding community and that it shouldn't be ran as a business. But if You find yourself with extra cash and don't know where to spend it, please consider subscribing to my patreon, It will 100% go back into my mods and projects to make them better, this is also the case with the Donation Points I earn from downloads. You can also endorse this mod by smashing that thumbs up, and recommend it to your friends.

Make sure to check out my other mods!
I've made Texture mods for both Skyrim and Enderal with nextgen/currentgen Photoscanned textures. 


 
 

And a big Thanks to Unikko for sharing the goat BA2 Upgrader V3.