Starfield

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milkdrinker

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lbpdude6

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101 comments

  1. lbpdude6
    lbpdude6
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    hello everyone thank you for the feedback and comments! i am away from my computer at the moment but i will be fixing the formatting and getting some proper before and after pics up hopefully later today. 

    edit: fixed formatting and added proper before and after pictures. enjoy!
    ps. it brings me much joy to see everyone enjoying the tweaks! Thank you all!
  2. tomomi1922
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    The last update simply force all lights to have bloom.  Even I turned off bloom it is still there.  I mean heavy bloom for light source, very annoying.  
    1. lbpdude6
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      Interesting and thanks for letting me know, I haven't played since the update but when I do I will look into this!
    2. dreamchaserx13
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      I'm experiencing heavy bloom too! Haven't figured out how to solve this
    3. lbpdude6
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      hey y'all so i'm not 100% sure yet, but looks like bethesda has just combined both legacybloom and newbloom into a new, more bloomy bloom just called "bloom".

      so the new line to add to Starfieldcustom.ini under [Display] is
      fbloomamountscale=0

      legacybloom and newbloom lines no longer have any effect so you can remove them.

      enjoy!
  3. NotBasileus
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    Maybe it's something to do with BethINI (I've run it, so my defaults are BethINI Ultra), but a lot of the behaviors described were harmful/opposite when I changed the values in the console and observed the results in realtime:

    fskyocclusionfaderange removes occlusion shadows (and indirect light?) if you set it too high, and creates hard lines in the edges of shadow if you set it to 0, so it appears to be the "falloff" of the range at which sky-cast shadows appear. The distance to the outer edge appears to be fixed (or at least, not controlled by this value), so increasing it doesn't add any additional shadow, just softens the outer edge at which sky-cast shadows start to appear. No reason to change this from 30 (could probably go down if anything).

    fSkyOcclusionFallbackNormalShift values range from -1 to 1. Looks to me like positive values reduce some shadows (1 removing them entirely) and negative values reduce some light (-1 removing it entirely). Also appears to be something like a sigmoid function, where the difference between 0 and -0.1 is almost unnoticable, but the difference between -0.9 and -1 is quite dramatic. 0 appears to be the "neutral" value (neither brightening nor darkening the image from the "real" light and shadows).

    fbrightpassthreshold seems to work somewhat like the gamma scale, perhaps? At the very least, lower is actually brighter (but exactly 0 disables it entirely).

    uCascadesGrassDistance (and presumably uCascadesRocksDistance, just wasn't readily visible in my testing spots) can go up to 3. Looks like Low/Medium/High values, not an On/Off one like bDrawDistantRocksShadows. Then you get those nice chonky, detailed shadows out much farther. You can set them higher but I didn't see a difference beyond 3.
  4. xBrisLicKx
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    It don't work anymore
  5. AtomicFire555
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    Is it normal that light rays cast can look pixelated? Its really noticeable in interiors.
  6. OverSixThousand
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    fSkyOcclusionFallbackIntensity=0.75
    fVolumetricLightingIntensity=1.25

    These settings are the only changes I made personally. The shadows were way too black, blending dark colours into the black losing a lot of detail, but fSkyOcclusionFallbackIntensity=0.75 works great for me. Dark enough to see most details on everything, never pitch black
    1. PontusFryk
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      ty champ
  7. phinix
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    "Bethesda's been hard at work at a new bloom technique. Let's turn it off."

    I lol'd quite hard. :)

    Thanks for all the work testing these! The detailed descriptions were super helpful.
  8. metalburner
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    hello. is there a setting to brighten the stars when youre on a planet? i have hdr and my sky is deep black at night but all these stars appear way too dim
  9. Andronicus
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    Definitely will be using this.
    A couple of questions: does this make it so planets or moons in the sky are the main source of light?
    Also, have you found how to make planets cast shadows on you? (eclipses don't actually work in the game, and a planet doesn't cast a shadow over its rings...)?
    1. rpsbrbrasil
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      for eclipses add
      [Weather]
      uMaxNumShadowCastingCelestialBodies=10
  10. VeloxPatfox
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    Hi lbpdude6 n fellas!

    Ill try that mod but may clear my doubt about cant see eclipses shadows in surface of planet that we are. We see from space and from other planet the big circle shadow but if go there, even looking to sky n star is eclipsing, light on surface get normal day light. Is that effect missing cuz set shadows in low/med or a bug in game? That mod allows see correct effect? Thx!
    1. rpsbrbrasil
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      add
      [Weather]
      uMaxNumShadowCastingCelestialBodies=10

      vanilla is 0.
  11. CzarIvanovich
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    I'd been using these tweaks for months, nuked my install to update and start over, then couldn't find it again. So glad I did! Its incredible what a difference a few configuration settings can make. Good work, man!
  12. casildak
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    These tweaks make an amazing difference. Thanks for searching them out and recommending them.