** Official** Starfield - Mods and Tweaks

Apparently the DLSS mod isn't working correctly on some systems IF you use SFSE (Starfield Script Extender)

Instructions:
  • Create a Plugins folder in your games root directory eg. Starfield\Plugins and place FSRBridge.asi and nvngx_dlss.dll inside
  • Ignore winmm.dll and winmm.ini, as these are NOT needed
  • Create a SFSE Plugins folder, Starfield\Data\SFSE\Plugins and place SFSEASILoader.dll inside (ASI Loader)
  • Place sfse_loader.exe and sfse_1_7_23.dll in the root Starfield folder next to Starfield.exe (SFSE)
This will allow this DLSS mod, along with any other SFSE plugins to be loaded correctly.

 

Has anyone got ReShade working with - Starfield Frame Generation - Replacing FSR2 with DLSS-G?​


Ive followed the instructonos to no avail.

If you want to use ReShade and are having trouble with it, here are some troubleshooting steps you can try:
- IMPORTANT: Make sure to completely remove all other DLSS mods and ReShades you have installed.
- Install the latest version of this mod.
- Install ReShade 5.9.2 (the newest version) from the official ReShade website.
- During the installation, browse to your Starfield folder and select the following:
- Steam users: Starfield.exe
- Xbox users: gamelaunchhelper.exe
-
Now you can install your desired ReShade presets or shaders.
- Turn off NIS sharpening in the config of this mod and enable Contrast Adaptive Sharpening in the ReShade effects.

If that did not fix the issue, you have two options (Steam only for now):
a) Open winmm.ini and replace the 0 with a 1.
b) Remove winmm.ini and winmm.dll and install SFSE ASI Loader instead.
Note: If you decide to use the Data or Plugins folder with the loader, you need to move all files from this mod into that folder as well. (FSR2Streamline.asi and the 'streamline' folder)
 
Anyone tried this yet?


If so what settings are people using?

@mrk

Simply doing the ini file line instead under [Display] (fMipBiasOffset=-0.5) because profile inspector changes not needed if using the line:

fMipBiasOffset=-0.5 OFF
02UAmRy.jpg


fMipBiasOffset=-0.5 ON
bgyK5Uk.jpg



IMGSli comparison: https://i.imgur.com/bgyK5Uk.jpg

It's subtle, but the bia set to 0.5 does appear a bit sharper in some areas. Keep in mind I am using the HD texture packs all updated so the default texture LOD etc won't apply to my comparison I guess as am already loading HD textures.

Weapon FOV Setter (good for Ultrawide)

I've had this UWA fov since day 1 by simply adding the ini line for custom FOV.

HGEphaw.jpg


Simply add:

[Camera]
fFPWorldFOV=100
fTPWorldFOV=100

My custom ini file looks like this for ref:

Code:
[Camera]
fFPWorldFOV=100
fTPWorldFOV=100
fFarCameraDistanceOffset=4.0

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

[General]
SIntroSequence=0
uMainMenuDelayBeforeAllowSkip=0

[Display]
fMipBiasOffset=-0.5
fSpaceGlowBackgroundScale=0.0
fStarIntensity=2500.0
fStarSystemFarViewDistance=10000000000.0
fStarfieldBackgroundScale=35.0
fStarfieldStarBrightnessScale=10.0
fStarfieldStarCoordScale=10.0
fSunScale=1.0

[Starmap]
fResourceVeinOpenDuration=0.01
fResourceVeinCloseDuration=0.01
 
Last edited:
I appear to have 'lost' a mission. At New Atlantis there's a Diplomat who's being denied entry by UC Security. I agreed to speak to someone at the Embassy for him to sort it out but he's still there and I don't have the mission on my list? :confused:
 
My custom ini file looks like this for ref:

Code:
[Camera]
fFPWorldFOV=100
fTPWorldFOV=100
fFarCameraDistanceOffset=4.0

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

[General]
SIntroSequence=0
uMainMenuDelayBeforeAllowSkip=0

[Display]
fMipBiasOffset=-0.5
fSpaceGlowBackgroundScale=0.0
fStarIntensity=2500.0
fStarSystemFarViewDistance=10000000000.0
fStarfieldBackgroundScale=35.0
fStarfieldStarBrightnessScale=10.0
fStarfieldStarCoordScale=10.0
fSunScale=1.0

[Starmap]
fResourceVeinOpenDuration=0.01
fResourceVeinCloseDuration=0.01
Try adding these:
Code:
[Display]
fNewBloomAmountScale=0.14

[Dialogue]
bEnableDialogueLight=0

Bloom reduction from 0.28 and the dialogue light turned off stops the direct lighting effect when talking to npc's, so the lighting is consistent with the local environment. Not you shining a light in their face.
 
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