Custom dialogue option style V1.2
[Reprinted by N Network] 23-09-08: V1.2
About this mod Machine translation
[Reprinted by N Network] 23-09-08: V1.2
- **Installation**: Copy the files in the Interface to the game directory Data\Interface;
[If it does not take effect]:
Please make sure that the following is added to the C:\Users\Documents\My Games\Starfield\StarfieldCustom.ini file:
```
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
```
[Chinese display box problem]: Please delete or comment out the ";" comment in the configuration file (add ";" comment in front)
`;sEntryFontFamily = NB Grotesk R Semibold`
- **Configuration**: (Path: Starfield\Data\Interface\Enhanced Dialogue Interface.ini)
(Check the comments in the configuration file and customize the configuration to your liking)
```
[General];Control the text size of dialogue items.
fEntryTextSize = 90.0; Determines the text alignment of the entry.
sEntryTextAlign = right; Options: left, center, right; Indicates whether the entry's background should cover the entire width.
bEntryBackgroundFullWidth = 1; Options: 0=No (fit text width), 1=Yes (full width); Controls the corner radius of the entry background.
fEntryBackgroundBorderRadius = -1.0; Options: -1=fully rounded corners, 0=no rounded corners, any other value sets the corner radius. ; Set vertical padding around the item's background content.
fEntryBackgroundVerticalPadding = 8.0; Sets the vertical padding around the entry background content.
fEntryBackgroundHorizontalPadding = 16.0;Adjusts the vertical spacing between dialog entries.
fEntryVerticalSpacing = 7; Determines whether to display entry numbers in conversation entries (0 means no, 1 means yes).
bEntryShowItemNumber = 0; Set the font of the dialog entry. ;sEntryFontFamily = NB Grotesk R Semibold; Options: NBGroteskRSemibold, NBArchitektLight, NBArchitekt, Handwritten_Institute, Consolas, Arial
[DialogueEntry];Sets the text color of dialogue entries.
sTextColor = #999999;Adjust the opacity of the conversation entry text.
fTextOpacity = 100.0; Determines whether the text in the dialog entry is italicized (0 means no, 1 means yes).
bTextItalic = 0; Set the shadow color of the dialogue text.
sShadowColor = #000000;Adjust the opacity of the shadow behind the dialogue text.
fShadowOpacity = 75.0;Specifies the horizontal distance of the dialogue text shadow.
fShadowDistanceX = 2.0;Specifies the vertical distance of the dialogue text shadow.
fShadowDistanceY = 2.0;Sets the background color of dialog entries.
sBackgroundColor = #FFFFFF;Adjust the opacity of the background after the dialogue text.
fBackgroundOpacity = 0.0
[DialogueEntryHover];Sets the text color of dialogue entries when hovering.
sTextColor = #999999;Adjust the text opacity of conversation items on hover.
fTextOpacity = 100.0; Determines whether the text of a conversation entry is italicized on hover (0 means no, 1 means yes).
bTextItalic = 0; Set the shadow color of the dialogue text on hover.
sShadowColor = #000000;Adjusts the opacity of the shadow behind the dialogue text on hover.
fShadowOpacity = 75.0;Specifies the horizontal distance of the dialogue text shadow when hovering.
fShadowDistanceX = 2.0;Specifies the vertical distance of the dialogue text shadow when hovering.
fShadowDistanceY = 2.0; Sets the background color of the dialog entry on hover.
sBackgroundColor = #FFFFFF;Adjust the opacity of the background behind the dialogue text on hover.
fBackgroundOpacity = 0.0
[DialogueEntryInvalid];Sets the text color of invalid dialogue entries.
sTextColor = #FFFFFF;Adjust the opacity of invalid dialogue entry text.
fTextOpacity = 100.0; Determines whether text in invalid dialogue entries is italicized (0 means no, 1 means yes).
bTextItalic = 0; Sets the shadow color of text in invalid dialog entries.
sShadowColor = #000000;Adjusts the opacity of the shadow behind text in invalid dialogue entries.
fShadowOpacity = 75.0;Specifies the horizontal distance of text shadow in invalid dialogue entries.
fShadowDistanceX = 2.0;Specifies the vertical distance of text shadow in invalid dialogue entr …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.