That combo also got rid of the game-breaking bug I've had since launch where the game would drop by an insane amount of FPS about every other time I went into the inventory or character menu, etc., and sometimes it would go back to normal fps when i left the menu and the other half the time it would stay stuck at extremely low FPS. If i paused (like went to the actual pause screen) it would return my normal higher fps, even when unpausing. The problem would start again the second i went into the inventory menu or any other menu that wasn't the pause menu itself.
Is this fix still needed with the Beta 1.8.83 patch? The Beta 1.8.83 changelog mentions "Addressed a number of materials that could sometimes present an unintended pattern under certain conditions."
I too would like to know if this still works or needs an update to avoid any bugs or breaks later on. It does still seem that upscaling remains broken in the latest update as of typing. The annoying lines on clothing and most of the shimmering goes away when upscaling is turned off on my end when using Nvidia Geforce Experience to Optimize Starfield.
It appears to be fixed on my end. Disabled all of my mods, including this fix. On an AMD 7900XTX, FSR2 at 75% and sharpening at 70% and I don't see the awful moiré anymore. Detail is still there when close in, and smoothly fades out as the camera backs away, just like it should.
I'm assuming its meant to be as its formatted to work 100% with vortex and its an a one button solution. If you use MO2, then i assume many will know that's its less one button work but they know how modding happens.
I have found that just like everything else, with a little tweaking, Vortex can work out alright. The biggest thing is to check file structure in my experience. I have used both, and MO2 is more powerful but a little more involved as a result. Especially while things had been simple with loose files and such, it worked fine. Now, though, things are getting more complicated, so maybe it will be worth switching over just to have quicker access to tools, assign groups or categories to mods easily (there is the load order but there is the make sense of what it is I have loaded "order" too) and I cannot even remember what else . . .
Anyway, I must admit I am surprised that Vortex has improved since last time I was modding. This time I thought I would try it out to see if collections would actually work (not right away--had to tinker). I feel like I have learned that it is hard to judge programs today based on past experience alone. Vortex has actually improved, and unless you have been following along with those improvements, you might think it is no good, but it is not so bad.
True they are working on a replacement. Hmmm. So did MO2 replace MO1? I wonder if MO3 is on the horizon? Hehe. These things always get reworked! Aside from improvements and all that, making revisions gives new coders a way to make their mark and say they did something (they will say it is better even if it is worse). Anyway, rebuilding from the ground up or tweaking, sometimes they keep the name, sometimes they call it something else, but all of that is just just the wrapping on the package. The accurate way to judge something as a user is to see if it works in the here and now, not the past, unless time or difficulty presents an obstacle. Then we can accuracy for efficiency and rely on reputation and stuff. Right now, I can tell you that Vortex seems to be doing alright.
The things I would like to see is an easy mechanism for choosing which individual textures you might want to use from different sources as if they were loose files instead of having to go in and merge files manually. Right now there is one way you can resolve loose file conflicts by looking at a particular texture, vortex will list the mods trying to adjust the file, and you can pick the texture you want. With a little luck, you can find a program that will (when right clicking on vortex), allow you to quickly view the different versions. Then you go back to vortex and just pick the version you liked the best.
Alas, with esm files and ba2 files, it is a lot harder to cherry pick parts of the mods you want. At least, harder for me.
Hey, just started modding Starfield yesterday, and I just wanted to make sure this installed correctly! I used Vortex as instructed, and it sent the files to steamapps>common>Starfield>Data>Textures>common. This is the intended destination, correct? This was not meant to be sent to Documents>My Games>Starfield>Data?
Fixed that and it appears to be working. I also reduced 'sharpening' all the way to 0% and this seems to have reduced a ton of shimmering and flickering.
70% sharpening with Lukes DLSS FrameGen mod will introduce a lot of aliasing to textures that this mod fixes.
I would ensure NIS is enabled in the congif.json file and then only set it max to 30%. 30% is a fine balance between sharpening before it causes aliasing.
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That combo also got rid of the game-breaking bug I've had since launch where the game would drop by an insane amount of FPS about every other time I went into the inventory or character menu, etc., and sometimes it would go back to normal fps when i left the menu and the other half the time it would stay stuck at extremely low FPS. If i paused (like went to the actual pause screen) it would return my normal higher fps, even when unpausing. The problem would start again the second i went into the inventory menu or any other menu that wasn't the pause menu itself.
Anyway, hope that helps!
Thanks again.
C:\Users\ YOUR NAME \Documents\My Games\Starfield
Unucky for you my Nexus is working perfectly with more than 150 mods maybe you're the problem?
Anyway, I must admit I am surprised that Vortex has improved since last time I was modding. This time I thought I would try it out to see if collections would actually work (not right away--had to tinker). I feel like I have learned that it is hard to judge programs today based on past experience alone. Vortex has actually improved, and unless you have been following along with those improvements, you might think it is no good, but it is not so bad.
The things I would like to see is an easy mechanism for choosing which individual textures you might want to use from different sources as if they were loose files instead of having to go in and merge files manually. Right now there is one way you can resolve loose file conflicts by looking at a particular texture, vortex will list the mods trying to adjust the file, and you can pick the texture you want. With a little luck, you can find a program that will (when right clicking on vortex), allow you to quickly view the different versions. Then you go back to vortex and just pick the version you liked the best.
Alas, with esm files and ba2 files, it is a lot harder to cherry pick parts of the mods you want. At least, harder for me.
I'm not seeing any difference after installing this mod. Here's where I have the mod installed.
Documents>My Games>Starfield>Data>Data>Textures>common>textile
I dragged the entire "Data" folder that I extracted to "Documents>My Games>Starfield"
New Atlantis seems to be a problem area, but I am unsure if I have done something incorrectly.
I am using Lukes DLSS(G) mod at 75% of 4K resolution with 70% Sharpening. Motion Blur disabled. I have not altered anything else.
I would ensure NIS is enabled in the congif.json file and then only set it max to 30%. 30% is a fine balance between sharpening before it causes aliasing.