Jump to content

Starfield: modding compatibility?


Recommended Posts

Posted

Hi there, before I buy the game, can someone tell me which version of starfield'd be modding friendly? (I mean, steam version, etc...) I want to be sure to be able to use the fantastic work shared here ^^ .

Thanks for all the work doing here!!!

Posted
Vor 13 Minuten sagte Yvell:

Hallo, bevor ich das Spiel kaufe, kann mir jemand sagen, welche Version von Starfield moddingfreundlich wäre? (Ich meine, Steam-Version usw.) Ich möchte sicher sein, dass ich die fantastische Arbeit, die hier geteilt wird, nutzen kann ^^ .

Vielen Dank für die ganze Arbeit, die hier geleistet wird!!!

 

Who is supposed to give a SERIOUS answer to this at this point in time?

Posted
54 minutes ago, Yvell said:

I want to be sure to be able to use the fantastic work shared here ^^ .

I'm not aware of anything being shared here for Starfield.
But since it's still like the Creation Engine, I think there will also be a Creation Kit and therefore mods.

Well, at least my hope. Because even before Fallout 4 was released, it was more than questionable whether Bethesda would release it for modding.

This was due to certain mods that existed for Skyrim.
But the construction of settlements was also controversial for Fallout 4. And lo and behold, both are there today and for many people are the reason why they bought and play FO4.

 

And if Bethesda isn't completely dumb, there will of course be modding.?

Posted (edited)

What normally happens it that peeps will look at the record format of the new game, (esm/esp etc.), use a version of a previous CK for general manipulation and then use xEdit to fondle the differences into the new record structure until the actual tools are released, (which has basically been the same technique since Oblivion). From a graphics side probably a fondled nif scope and whatever base 3D modelling tool is flavour of the month will suffice. 

Edited by spoonsinger
Fish!
Posted

There WILL be a construction set, Bethesda said that modders'll be able to create compleat planets if they want.

 

So I think it'll be script extender too (soon), but I remember of incompatibility (for some mods) when I was playing Oblivion,

and some modders had to specify "steam version", or "not steam version" for some of their work.

 

I'm wondering if buying the game on steam'll not be a problem later, when installing mods... (as I don't want to buy it 2 times because of that ? )

Posted
Vor 40 Minuten sagte Yvell:

Es WIRD einen Baukasten geben, Bethesda sagte, dass Modder in der Lage sein werden, komplette Planeten zu erstellen, wenn sie wollen.

 

Ich denke also, dass es (bald) auch ein Script-Extender sein wird, aber ich erinnere mich an Inkompatibilität (bei einigen Mods), als ich Oblivion spielte.

und einige Modder mussten für einige ihrer Arbeiten „Steam-Version“ oder „Nicht-Steam-Version“ angeben.

 

Ich frage mich, ob der Kauf des Spiels auf Steam später bei der Installation von Mods kein Problem sein wird ... (da ich es deswegen nicht zweimal kaufen möchte ? )

 

What should one answer to such a text?


When the game "Oblivion" came out 20 years ago ... the "steam" platform didn't exist and games from Bugdesta weren't hosted there.


I still have the original game from back then ... but also the GOG version ... which came out 10 years later.


The "StarField" from the computer shop is the same version as in the "steam" shop ... what else!


---

the script extender ... this is NOT a work of "bugdesta" but of volunteer programmers - who do this UNCOMPENSATION!


and with every change the shitty company makes ... they have to do it again

they were really "looking forward" to the AE-version - there are several SKSE in the meantime

?

Posted

So... in a variety of ways this looks like a classic new Bethesda game. The file formats seem similar to past file formats, but there's significant differences.

 

Waiting for official tools will help a *lot* of course.

 

But, also, all the existing tools which have needed updates across many games will also need updates. Nifskope, for example. xEdit, for example.

 

And this brings up people issues -- the people who put these together are probably the best candidates for updates. But as these tools get bigger and bigger, and the people who work on them get involved in so many different things, other tools, other people and other approaches (often with different limitations) can.... sometimes be better for some things.

 

Also, at this stage, it's becoming incredibly difficult to even find adequate file format documentation. And that slows down (or stops) everything else.

 

Stuff's complicated.

Posted

Already using a Reshade, really helps with removing that classic washed out look, putting some vibrancy into the color palette.

 

FPS from what I have read could be better, I have a really good PC so have not noticed the problem personally.

CPU's on high end modern are really important for FPS right now, and FPS favors AMD gpu right now.

I hear there will be an update, no idea if that will fix the issue or not on sept 6th.

 

Modders have put up a DLSS mod, this is supposed to really help and DLSS 3.5 actually helps all the RTX gpu's not just 40 series, really interesting stuff.

Posted

Even if SFSE needs the Steam version, my guess is that it will take some time until mods that actually need to be created.
Unless there are a lot of engine fixes needed. My game has been fine so far. *knocks on wood*

 

No tools like xEdit yet, so only asset edits like texture, INI tweaks and console commands for now.

Since you can set commands to run on start with the INI, a lot of mods are using this to tweak game settings like difficulty etc.

 

I tried hex editing a very simple Skyrim mod, it did not work but also did not crash, so I think the ESP did not get loaded at all...

 

Another possible asset edit is menu files it seems, quite a few mods that move or hide stuff, also smooth UI mods for 60 and 120 fps.

Advanced assets like models probably need updated tools, especially for stuff like animations.

Posted
2 hours ago, GOodTimes said:

Ousnius BodySlide and Outfit Studio

Youtube interview

"I usually don't make long term plans. Hopefully I'll still be around for Starfield and TES 6"

There are updated news from Ousnius:

image.png.70aea95e58c6a1edc2b5a4e7de7333e6.png

Posted

No, not compatible, no suiting tools. For a game which offers a technique, which is 10 or more years behind with little physics on body and clothing-with a handful of changes, which would all not be necessary for the perform of it´s content, this is very questionable to become modded again. Bethesda gamebryo/havok chicane, part IV.

Posted

Answering the original post durr sorry op,

 

The answ3r which game version is best for modding on is the steam version of the game.  The script extender crew will not make it work for gamepass versions. Yes there will be modding for other versions but script extender will only support steam version and that means a lot of framework mods will be gated to that version of steam.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...