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Starfield Creation Kit Error When Packing Files


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20 hours ago, sp0ckrates said:

AinsyLFC found the answer and describes the fix on Redditt: https://www.reddit.com/r/starfieldmods/comments/1ddmqvm/texture_format_for_xbox/

Glad you got the issue fixed. I was a little surprised that the issue was file name related.

Quoting that Reddit post :

Quote

Pack the windows file as normal, it should create a ba2 in your data folder. Use Archive2, located in Starfield/tools folder. Pack the xbox file in there and save as same name as your Windows file with _xbox.ba2 at end. When you load up Creation kit again your xbox file should be recognised in your upload section now.

If you need to determine what format a DDS file uses, the best tool I know of is Microsoft's texdiag utility. It is not the most user friendly tool due to being command line based, but it provides detailed info about DDS files: dimensions, format, number of mip maps, etc.

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From the verified creators forum and my own publishing experience:

1. CreationKit File / Create Archive will not automatically convert DDS textures to Xbox format, you have to do this yourself.

2. Bethesda wil be publishing a method using AssetWatcher on the wiki.

3. I have been using  DDS Texture Converter and swapping Windows/Xbox texture paths by hand.

4. Use Starfield Archive2 to create Windows and Xbox texture archives, formats are:.

*- Textures.BA2 Archive Format DDS Compression Default

* - Textures_xbox.ba2 Archive Format XBoxDDS Compression Xbox.

EDIT: massive shout-out to Jonathan aka BigNFlabby who is a rock star in diagnosing and working around these issues.

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  • 3 weeks later...
On 6/15/2024 at 3:18 AM, SKKmods said:

From the verified creators forum and my own publishing experience:

1. CreationKit File / Create Archive will not automatically convert DDS textures to Xbox format, you have to do this yourself.

2. Bethesda wil be publishing a method using AssetWatcher on the wiki.

3. I have been using  DDS Texture Converter and swapping Windows/Xbox texture paths by hand.

4. Use Starfield Archive2 to create Windows and Xbox texture archives, formats are:.

*- Textures.BA2 Archive Format DDS Compression Default

* - Textures_xbox.ba2 Archive Format XBoxDDS Compression Xbox.

EDIT: massive shout-out to Jonathan aka BigNFlabby who is a rock star in diagnosing and working around these issues.

Thanks for this!  One question for this one:

3. I have been using  DDS Texture Converter and swapping Windows/Xbox texture paths by hand.

What should the texture path be for Xbox?

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Posted (edited)
On 6/15/2024 at 3:18 AM, SKKmods said:

From the verified creators forum and my own publishing experience:

1. CreationKit File / Create Archive will not automatically convert DDS textures to Xbox format, you have to do this yourself.

2. Bethesda wil be publishing a method using AssetWatcher on the wiki.

3. I have been using  DDS Texture Converter and swapping Windows/Xbox texture paths by hand.

4. Use Starfield Archive2 to create Windows and Xbox texture archives, formats are:.

*- Textures.BA2 Archive Format DDS Compression Default

* - Textures_xbox.ba2 Archive Format XBoxDDS Compression Xbox.

EDIT: massive shout-out to Jonathan aka BigNFlabby who is a rock star in diagnosing and working around these issues.

Hi. I'm wondering if you tested this in Xbox. A comment on the DDS Texture Converter page is now saying the Starfield CK recognizes the textures, but they don't display correctly in the console:

"None of the xbox options in this converter will produce files that show up properly in Starfield. Even though the Archive2 tool identifies the files as suitable."

I'm hoping the commenter is mistaken.

Edited by sp0ckrates
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  • 1 month later...
On 7/6/2024 at 12:58 PM, sp0ckrates said:

Hi. I'm wondering if you tested this in Xbox. A comment on the DDS Texture Converter page is now saying the Starfield CK recognizes the textures, but they don't display correctly in the console:

"None of the xbox options in this converter will produce files that show up properly in Starfield. Even though the Archive2 tool identifies the files as suitable."

I'm hoping the commenter is mistaken.

Hi - did you get any further with this? I am also now trying to figure out xbox ports of my Creations content...

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On 6/12/2024 at 8:24 AM, 0xC0000005 said:

 but I would expect the CK to handle the conversion to those formats.

 

CK doesn't do anything with models and textures except use them, those are made in third party programs(Paint.net for textures as an example) and once saved the CK cannot change them. Most textures are not even implemented through the CK but through the models in older games and now through a .mat file... the modern version of a .bgsm that's just a .JSON file that can be made in Notepad unlike .bgsm that wasn't even needed for FO4 or FO76 that uses them as all that could have been done in the .nif like previous games for the same exact results.

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