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PrometheusTS

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    http://www.deviantart.com/n-a-i-m-a
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    Naima#3901
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    Morrowind, Uncharted, TotalWar, Crysis, Skyrim, StarCitizen

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  1. To have the maximum visibility for a mod re release, what is it best, to make a new mod with updated content or update adding to the one already published? I ask this because I made a post in the mod section asking for some questions but nobody answered, despite that almoust 1000 people downloaded the mod, so I wonder how would ppl know if the mod is updated? Also how to show to new people the new content too?
  2. I'm mostly editing the color files for posters and paintings. I had been using Bc3 Linear Dxt5, for no real reason except that's what I used to used to Fallout 4. I saved a couple with BC3 SRGB DX10+, and it makes a HUGE difference! Thanks! use intel plugin and save as BC7 .
  3. Whatever the case the game engine is better used for fantasy or classic medieval stuff, but for SCI FI its just too outdated and not up to the level , it doesn't give the right technological background to feel imersed, I mean if you climb a hill on a planet you can see the surrounding borders its justa tiled square, and this is totally immersion breaking.
  4. I love the quests, the artstyle, the classic Bethesda game, but really , planets that are just a random square repeated over and over, with no resulting link to the actual visual appearence of what seen from space, that recycle over and over the same plants with dull and saturated cartoon colors, this game looks better only when on random anonym moons rather than actual biosphere planets. The whole set of planets tech is beyond primitive, I mean even random youtubers can make 64bit coordinate system with space flights from planet to moon and beyond in seamless mode, allowing the player to land where he wants. The top disapointment in exploration is when I had to land 50 times on a planet coast to find out that they are just always over and over the same tile with random spread of the items over and that its borders if I run up a decent height hill I can see the square angle cut, especially visible on coasts , where you clearly can see the square ... I am not sure if we can expect an upgrade of this system in a dlc but I doubt , the whole system was not thought apparently to work seamlessly and I doubt even modders can do anything about it , but at least a respect for the actual map showed in space would have been nice , to know that if "you saw that mountain on the planet , you could go there!"
  5. Can you post me a link ? in meanwhile I add your sugestion thankyou.
  6. I think using other actors voices, even if reproduced with AI should be strictly forbidden , AI tools can generate anonym and non real actors voices as well so better use those instead.
  7. https://forums.nexusmods.com/index.php?/topic/13239216-how-to-save-textures-for-starfield/
  8. I had struggled a bit to find the information for understanding how to make this : https://forums.nexusmods.com/index.php?/topic/13235094-discussing-planetary-improvements/ To do I unpaked the files I wanted to edit with BSA unpacker, its self explanatoruy just launch it . then i created the same folder structure of the texture i wanted to edit in my games folder in Starfield folder ...:\Documents\My Games\Starfield , then I opened the dds color map texture with intel tool for dds , https://www.intel.com/content/www/us/en/developer/articles/tool/intel-texture-works-plugin.html Opened in Photoshop and did what I wanted to do then I resaved. As For color maps set Type : Color Compression : BC7 8bpp Fine (sRGB, DX11+) Mip Maps : Autogenerate For normal maps set Type : Normal Map Compression : BC5 8bpp Fine (Linear 2 Channel tangent map) Mip Maps : Autogenerate Type : Rough Map Compression : BC4 I am not sure how to save yet the rough maps I have no info on settings for alpha channels and texture transparencies If someone has more updated news please share and lets have a tutorial for all to enjoy modding. Thankyou.
  9. Looks like the planet is just cosmetic , and once you land the terrain is generated procedurally according to the type of parameters or biome . The only thing that seems to reflect is the land / ocean difference.
  10. So I had this idea to check how planets are made in SF , and to my disapointment it appears , unless I am wrong that the planets in space are one thing and the planets when you land are a completely different thing, the only link is if its chowed on the starmap if is ocean or land and the type of biome, that said I am not yet sure how the biomes are defined, probably in one of the three maps that identify the planets in the vanilla folder, which are : Color SeaMask SurfaceMask I suppose , but I am not yet certain that the last might indicate the biomes, or the zones where resources are ...but looks mostly like a black and white map with shades and no defined borders, while the seamask too seems pretty blurred but defines what is sea and what is not . If aI am wrong please correct me . I noticed that the planets do lack normal maps, heightmaps, ambient occlusion or other things and just are a flat color map with a weird spherical vertical projection ... That said I tried to rework the surface , so that now I do even have a heightmap made from scratch of the Jemison planet, I tried to loosely follow similar topography of the original that featured massive mountains but no realistic mountain range ased on tectonics but probably generated procedurally with some noises in Houdini, so no rivers, no mountain chains, no proper tectonic ranges and so on. Withthat said the map shape is what it is so I kept the same continents and sea borders and this is the result in the pictures. Do you think its worth making a mod that makes new planets like this but that in the end is just a cosmetic ? Since the surface will be always the same and no real heightmap would be transferred from the new maps to the actual game ... which is disapointing somehow ... So what you think ? https://gemoo.com/tools/upload-video/share/560470952632721408?codeId=vz2grj215Gm7n&card=560470949000445952 The above pics are a test of how it actually looks a modded planet in SF ... This is how it could look if I used more care and attention :
  11. Whats the point of hec editing an esp if you have no control of what is in it without the CK?
  12. What you mean ? Anyway I found it very strange that the Devs had much care to include pronouns and instead forgot about FOV sliders for better accessibility to the game , where is the inclusiveness of people that have illnesses caused by motion sickness or else?
  13. First of all calm down , I can understand your frustration , I am a modder myself, releaed lots of mods and I am mostly into new meshes add ons ... that said I modded long ago skyrim and fallout so now I do not remember much of the new updated stuff... yes bae should work fine for extracting, the textures can and need only to be replaced inside the folder with proper path and the ini file must be created ... starfieldCustom.ini to add the following lines in it. [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= That said this is where I stopped checking how to mod , I made a small test of texture replacement but it took so much time updating the saves from xbox ( where I play ) to pc that I gived up trying for now . I basically only edited the patch of constellation spacesuit as a test. I think we need a modding subsection ( for guides, help and tutorials ) in this Starfield Forum . Not gonna calm down, I have every right to be pissed off. I already understand how to add mods to the game, that's not the issue. Not being able to create mods due to knowledge gatekeeping and authors refusing to share how to create them, and some cases straight up lying, is the issue. You mentioned you've created texture mods for Starfield, but no one, not even you, have explained what the new texture compression is or how to export it in the new format, people are editing nifs and deleting whole sections of the mesh and saving them back as nifs again, people are making ESP mods, AND ABSOLUTELY NO ONE is sharing how they are accomplishing this. There is no new texture compression , just open the dds file of bethesda after having extracted with the BSA extractor and recolor and save.
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