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[Suggestion] Move Towards BA2 Archive + Small ESM Plugins for Texture Mods in Starfield


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Hi everyone,

As a modder and collection curator working extensively on Starfield, I want to open an important discussion and make a respectful appeal to fellow mod authors — especially those creating texture and asset-based mods.

One of Starfield’s major technical limitations is how poorly the engine handles loose files. This affects not only load times but also leads to performance degradation such as:

  • Texture pop-in

  • Inconsistent streaming

  • Noticeable FPS drops in dense areas or cities

  • Stuttering when loading into new environments

After extensive testing across hundreds of mods and setups, one clear solution stands out: packing textures and assets into .ba2 archives, along with a small .esm plugin to ensure proper loading and conflict resolution.

✅ Why BA2 + ESM?

  • Vastly improved texture streaming

  • No load order instability due to file structure

  • Performance gains in both urban and planetary environments

  • Compatible with mod managers and easier to maintain long-term

This isn't just theoretical — in my own work on the Gate to Stars project (a 500+ mod collection), switching from loose files to archived formats resolved numerous technical issues and stabilized overall gameplay.

⚠️ A Friendly Request:

If you're releasing a mod with a large number of loose textures or meshes, please consider taking the extra step to pack your assets into .ba2 format and use a lightweight .esm to register them. It makes a huge difference — not just for users, but for the entire modding ecosystem trying to push Starfield to its limits.

Let’s set a standard for performance-focused modding and help make Starfield the game it deserves to be.

Looking forward to hearing your thoughts and feedback.

– Checker90
(Gate to Stars | Starfield Modding Initiative)

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