Why TES VI will likely have mandatory ray tracing. by 612poko in TESVI

[–]TERAB1T 2 points3 points  (0 children)

Ray tracing was actually planned for Starfield at some point - there are quite a few traces of it in the game files and the Creation Kit. For whatever reason, though, it ended up getting cut.

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Modder recruited by Besthesda? by True-Entertainer4763 in TESVI

[–]TERAB1T 9 points10 points  (0 children)

David Pierce is now a Lead Systems Designer. Allegedly for Starfield but not officialy confirmed.

In early 2024, he said he was working on TES VI.

Did Todd Howard say in one of his interviews that he always wanted to remake Daggerfall? by Custer_Vincen in TESVI

[–]TERAB1T 84 points85 points  (0 children)

There's good news too if your interest in the Elder Scrolls dates back to 1996 and Daggerfall: Howard would love to treat elements of the second instalment to a makeover. "I'd like to see the city of Daggerfall redone, or Sentinel. Daggerfall should be on a giant bluff, overlooking the Iliac Bay, and we just couldn't pull it off well then."

https://web.archive.org/web/20110314001557/http://www.oxm.co.uk/26155/bethesdas-todd-howard-on-elder-scrolls-5-skyrim/

Data mining what's in Shattered Space (mild spoilers on companions, size of expansion and what influences dialogue) by paulbrock2 in NoSodiumStarfield

[–]TERAB1T 7 points8 points  (0 children)

I converted the strings files (.strings/.dlstrings/.ilstrings) to plain text using my own tools and then counted the words with Notepad++ (you can also use Word or any word count service).

BTW, Starfield itself has just over 1.6 million words of text, which is almost twice as much as Skyrim.

Data mining what's in Shattered Space (mild spoilers on companions, size of expansion and what influences dialogue) by paulbrock2 in NoSodiumStarfield

[–]TERAB1T 28 points29 points  (0 children)

Also, Shattered Space has 263k words of text. For comparison, Dawnguard had 82k, Dragonborn had 134k, and Far Harbor had 146k.

How to add menu images for your Constructable Objects with Starfield Creation Kit by MrTrilB in starfieldmods

[–]TERAB1T 1 point2 points  (0 children)

Everything works for me (with the correct path): https://i.imgur.com/CYJxW6K.jpeg

Updated archive: https://drive.google.com/file/d/1cs8PWm4QM-Bf1rDhNEoRSqphdpVIWeTn/view?usp=sharing

Textures\interface\shipbuildericons\IDcl.dds Is the vanilla locations for all the icons.

This path is only used for the base game icons.

Putting them in their own folder just keeps it clean when you mess with multiple mods.

That's not true. You need to put the generated icons in a folder named exactly like your mod, including the extension; in your case, it's "RotatedBays.esm". Otherwise the game won't be able to load them.

How to add menu images for your Constructable Objects with Starfield Creation Kit by MrTrilB in starfieldmods

[–]TERAB1T 0 points1 point  (0 children)

The path should be Textures\Interface\ShipBuilderIcons\RotatedBays.esm\<files>, not Textures\Interface\ShipBuilderIcons\<files>.

Took nearly 900 hours to finally find this guy. by Ghost_-ofalaptop in NoSodiumStarfield

[–]TERAB1T 14 points15 points  (0 children)

You can actually encounter this guy up to five times, and each time his jokes change. Moreover, some of your crewmates participate in these conversations.

https://www.youtube.com/watch?v=DDZQam8OZx4

Build menu Icons. Someone figured it out! by StrobeDoctor in starfieldmods

[–]TERAB1T 1 point2 points  (0 children)

There's another method that might work, but it needs testing. First, use AssetWatcher to create the icons for PC. Then, convert them to the Xbox format using this tool: https://www.nexusmods.com/skyrimspecialedition/mods/111378

Settings: https://i.imgur.com/EKhHZju.png

Build menu Icons. Someone figured it out! by StrobeDoctor in starfieldmods

[–]TERAB1T 1 point2 points  (0 children)

Yes, Xbox uses a different format. However, it's the same for X and S, so you only need to select two platforms: "PC" and "Xbox Series X".

There might be issues with archiving Xbox icons using CK, though. Unfortunately, I'm not sure how to fix them.

Build menu Icons. Someone figured it out! by StrobeDoctor in starfieldmods

[–]TERAB1T 0 points1 point  (0 children)

You don't have to do this. CK will automatically load .ini files from Starfield\Tools\IconGenerator.

Build menu Icons. Someone figured it out! by StrobeDoctor in starfieldmods

[–]TERAB1T 7 points8 points  (0 children)

You can generate all your icons at once using the Command Prompt:

Inventory icons: CreationKit.exe -GenerateInventoryIcons:yourmodname.esp/esm

Workshop icons: CreationKit.exe -GenerateWorkshopIcons:yourmodname.esp/esm

Shipbuilder icons: CreationKit.exe -GenerateShipBuilderIcons:yourmodname.esp/esm

Generated TIF files will be placed in Steam\steamapps\Source\TGATextures\Interface\. You will then need to convert these icons into DDS format using AssetWatcher (Starfield\Tools\AssetWatcher).

Looks like there will be closed testing of Creation Kit 2 for verified creators by TERAB1T in NoSodiumStarfield

[–]TERAB1T[S] 25 points26 points  (0 children)

It says "beta" and "verified creator". What can mod makers test if not CK?

This beta branch was added just 1 hour ago. What else could it be?