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Others are actual .esp or .esm plugins, and the list goes on.
Just follow the instructions in the mods you want to use, check for prerequisites for those mods and download/install those as well.
Example StarfieldCustom.ini:
Example optraderon.txt:
And because those tools have not yet been released I'm not modding my game and I don't advise others to do so either. I know many are but even the mod authors that are releasing mods are announcing the risk involved.
I do use pure model and texture mods currently. Pure meaning they do not have any plugins. They are simple nif and dds files.
But yes even with only using models and textures I had to make a custom ini file.
Also; just about every single mod page has the information on how that Custom ini should be setup.
I'll also add that it's always recommended to play the game vanilla first. Obviously that's not a requirement but it is something I always do so while waiting on the Official Tools I'm playing what is basically an unmodded game as far as plugins are concerned.
https://www.nexusmods.com/starfield/mods/658
https://www.nexusmods.com/starfield/mods/1402
I use the second one because it still works after an update the first one is more popular but breaks due to SFSE.
Here are the top 6 mods you need to Mods Starfield
https://www.nexusmods.com/starfield/mods/106
https://www.nexusmods.com/starfield/mods/3256
https://www.nexusmods.com/starfield/mods/4157
https://www.nexusmods.com/starfield/mods/1599
https://www.nexusmods.com/starfield/mods/2740
https://www.nexusmods.com/starfield/mods/1
I wouldn't mod the game until the official tools come out but that's your choice. But if you do mod and accept the beta patch then the only mods you can not use are the Script Extender and any mod that depends on it.
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal= ''
Oh you do want to put the custom.txt in the same folder as the game's exe tho; that's where the game's console commands will look by default to run any bat command and that bat command just executes each console command you put in the custom.txt
But you need to make a plugins.txt with wordpad in
C:\Users\YourPCname\AppData\Local\Starfield (same folder as piple.cache)
in the file you need the lines
# This file is used by Starfield to keep track of your downloaded content. (You HAVE to keep a # on the first line here)
*StarfieldCommunityPatch.esm
*all other mods names here .esp/.esm etc
*etc
Mods get added to the main steam Starfield Data file mostly.
and if you want to install it with vortex it says:
''Finally, delete the "...\Documents\My Games\Starfield\Data\" folder.''
But that data folder is 122gb, it's the whole game. That makes me think that author designed that mod to be used with ''Baka disable my games folder'' mod... right?
The mod seems straight forward
To install manually, extract the contents of the zip file directly into the "Documents\My Games\Starfield" folder. Even if it is not where files typically go for modding in other games, they must go there for this mod to work by default. The loose DDS files should end up in the following directory:
Ignore this
"...\Documents\My Games\Starfield\Data\Textures\effects\luts"
And put them in
..:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Textures\effects\luts
This seems important though in
StarfieldCustom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
You may already have a line like this in your "Starfield.ini" file:
sResourceDataDirsFinal=STRINGS\
If so, simply replace it with the one above.
That mod was before Baka was made.