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Cabola
Posts: 132
Location: Denmark
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Posted: Wed, 27th Oct 2010 11:54 Post subject: |
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sabin1981 wrote: | @Maul
Here's an idea; Why not try the updated ATi version of the fix that JB posted? Backup your INIs first so there's no possibility of losing any custom changes you made.. and give that version of the .DLL a try. | Why would anyone use the dll when the game runs perfectly fine without it?
Friendship is like peeing on yourself; everyone can see it, but only you get the warm feeling that it brings.
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Posted: Wed, 27th Oct 2010 12:03 Post subject: |
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FYI the author of this website has been wrong many times in the past.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Wed, 27th Oct 2010 12:03 Post subject: hello! |
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I have a question the .dll file also fix the shuttering when you encounter many people in some area (NPC, enemies etc.)?
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Posted: Wed, 27th Oct 2010 12:05 Post subject: |
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Wow this game is so ugly. The 3 most detailed buildings in Primm are a blurry mess until I reach the bridge.
I'm not sure if its my system or the engine itself...all LOD settings are on Ultra. And I tried on 2 Windowses, with and without mods, both on Patch 2.
Still looks the same. Is that normal?
Spoiler: | |
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JBeckman
VIP Member
Posts: 34978
Location: Sweden
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Posted: Wed, 27th Oct 2010 12:37 Post subject: |
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Ultra is more or less like the Ultra setting in normal Fallout 3 so pretty much mid-end for most computers now unless you push AA or similar to higher values, tweaks can extend this (I have the low-detail distance set 10x further.) but for the high-detail areas this will see a large performance hit and it's not fully savegame compatible so it's normally not recommended.
(Can't help with the low-detail terrain LOD textures and similar though without texture replacers.)
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JBeckman
VIP Member
Posts: 34978
Location: Sweden
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Posted: Wed, 27th Oct 2010 12:53 Post subject: |
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just finished, loved the ending, and possibilities for different endings ,
having so much content in game is certainly refreshing, arfter 5 hours games we been getting
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Posted: Wed, 27th Oct 2010 13:04 Post subject: |
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is veronica a stronger fellow compared to boone?
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JBeckman
VIP Member
Posts: 34978
Location: Sweden
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Posted: Wed, 27th Oct 2010 13:10 Post subject: |
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Tweakguides has a pretty good guide for Fallout 3 in how to tune the INI to adjust LOD distance and draw distance for specular highlights, shadows and the like so it should be a good start even if it might not be fully up to date but it's sufficiently similar in how to tweak New Vegas so it shouldn't be a issue.
(Also covers the cellgrid setting if you do want to increase the amount of "cells" the game renders in high detail but once adjusted if you save the game with higher settings used it'll crash if you reduce the values back down due to a engine issue.)
EDIT: As with the launcher issue and the like to make it all compatible Fallout_Default.ini, Fallout.ini and Fallout_prefs.ini are all matched and look like this.
Spoiler: |
[General]
SStartingCell=
SCharGenQuest=00102037
SStartingCellY=
SStartingCellX=
SStartingWorld=
STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=FalloutNV.esm
sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices1.bsa|Fallout - Voices1.bsa
sUnessentialFileCacheList=Data\Fallout - Meshes.bsa|Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.bsa, Data\Fallout - Textures2.bsa, Data\Music\Dungeon\*.xma, Data\Music\Base\*.mp3, Data\Music\Battle\*.mp3, Data\Music\Explore\*.mp3, Data\Music\Public\*.mp3, Data\Music\Special\*.mp3
bPreCullActors=1
bTaskletActorSceneGraphUpdates=0
bTaskletActorAnimMovementUpdates=1
bAnimationUseBlendFromPose=1
bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\maintitle.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
bDefaultCOCPlacement=0
uGridDistantCount=40 <- Pushed higher to increase distant detail subtly.
uGridsToLoad=5 <- Left at default as explained above.
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=0 <- Don't force save reload on essentials.
bKeepPluginWhenMerging=0
bCreate Maps Enable=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=6 <- Not necessary but double cell buffer
uExterior Cell Buffer=72 <- As above.
iIntroSequencePriority=3
bPreloadIntroSequence=1
fStaticScreenWaitTime=3.0000
SMainMenuMovieIntro= <- Away with intro sequences and similar.
SIntroSequence= <- As per above, unsure if I actually modified these.
sIntroMovie=Fallout INTRO Vsk.bik <- Keep Vegas intro video
iFPSClamp=0 <- Don't limit framerate, unaltered but can help.
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
bUseThreadedBlood=1 <- Enable all threading helpers, usually don't do much.
bUseThreadedMorpher=1 <- As per above
bBorderRegionsEnabled=0 <- Let me wander outside of the game area, not useful.
bDisableHeadTracking=0
bTrackAllDeaths=0
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
bPreemptivelyUnloadCells=0 <- Don't force unload cells, unaltered.
iNumBitsForFullySeen=248
iPreloadSizeLimit=1 <- Kill of the internal cache, I find it more stable like this.
bUseHardDriveCache=1 <- Redundant setting but left enabled, might do something.
bEnableBoundingVolumeOcclusion=1
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=1 <- More threading tweaks.
bUseThreadedParticleSystem=1 <- As above.
bExternalLODDataFiles=1
bCheckCellOffsetsOnInit=0
uGridDistantTreeRange=10 <- Push the draw distance a bit, not much vegetation.
bCreateShaderPackage=0
bWarnOnMissingFileEntry=0
bAllowScriptedAutosave=0
uGridDistantTreeRangeCity=10 <- As per above, not much vegetation to see though.
uGridDistantCountCity=10 <- Similar to the first draw distance up there but for city.
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bUseThreadedAI=1 <- More threading tweaks, this one is somewhat useful.
bChangeTimeMultSlowly=1
bCheckPurgedTextureList=0
bAnimateDoorPhysics=0
sLanguage=ENGLISH
iNumHWThreads=2 <- This is default but a hidden setting normally, left as is.
bLoadFaceGenHeadEGTFiles=1 <- Helps when using the editor but otherwise not much.
[Display]
fDecalLifetime=30.0000 <- Somewhat increased decal lifetime to half a minute.
bEquippedTorchesCastShadows=1 <- Doesn't really do anything but enabled anyway.
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=1 <- Probably does nothing but enabled to test it.
bAllow20HairShader=1
bAllowScreenShot=1
iMultiSample=2 <- Low amount of AA used, I don't need higher.
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bImageSpaceEffects=1
bDoCanopyShadowPass=1
bDrawShadows=1 <- Shouldn't do anything as shadows are some other setting.
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=5
iLocation X=5
bFull Screen=1 <- Full screen used instead of window mode, unaltered
iAdapter=0
iScreenShotIndex=0
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=75.0000 <- FOV unaltered.
fNearDistance=5
fFarDistance=1000.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=20
bShowMenuTextureUse=1
fLightLODDefaultStartFade=1000.0
fLightLODRange=500.0
fLightLODMinStartFade=200.0
fLightLODMaxStartFade=3500.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=500.0
fSpecularLODRange=300.0
fSpecularLODMinStartFade=200.0
fSpecularLODMaxStartFade=2000.0 <- LOD values unaltered but can be increased.
fGamma=1.0000
bAllow30Shaders=1 <- Somewhat redundant but for compatibility it's enabled.
iTexMipMapMinimum=0
bDoStaticAndArchShadows=1 <- Shadows are mostly disabled but I left it enabled.
bDoActorShadows=1 <- Shadows enabled for NPC's and Creatures and the Player.
fNoLODFarDistancePct=1.0000
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=100.0000
fEyeEnvMapLOD2=800.0000
fEyeEnvMapLOD1=500.0000
fEnvMapLOD2=1800.0000
fEnvMapLOD1=1500.0000
fGammaMax=0.6000
fGammaMin=1.4000
iMaxDecalsPerFrame=50 <- Increase amount of blood decals and similar on screen.
iActorShadowCount=8 <- Light increase in number of shadows used.
bIgnoreResolutionCheck=0
fSpecualrStartMax=1000.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=10
iActorShadowIntMin=0 <- Max and min shadows increased somewhat.
iActorShadowExtMax=10
iActorShadowExtMin=0
bDynamicWindowReflections=1
fShadowFadeTime=1.0000
iPresentInterval=0 <- VSync disabled
bDecalsOnSkinnedGeometry=1
uVideoDeviceIdentifierPart4=0
uVideoDeviceIdentifierPart3=0
uVideoDeviceIdentifierPart2=0
uVideoDeviceIdentifierPart1=0
iShadowFilter=2
bAllowPartialPrecision=1
iShadowMapResolution=2048 <- Shadow res increased a bit.
bShadowsOnGrass=1 <- Allow grass shadows, I think it's disabled though.
bActorSelfShadowing=1 <- Self shadowing used, probably not enabled though.
iActorShadowCountInt=10 <- Number of shadows used increased slightly.
iActorShadowCountExt=10
fPipboy1stPersonFOV=47.0 <- PipBoy FoV/Distance left alone.
fDefault1stPersonFOV=55.0000
bLODNoiseAniso=1
iMaxAnisotropy=16 <- AF raised to 16x which is usually max.
fLandLOFadeSeconds=15.0
bEnableEyefinity=0 <- Disabled for compatibility reasons.
sD3DDevice="ATI Radeon HD 4800 Series " <- GPU model detected.
iTexMipMapSkip=0
iWaterMultisamples=4
bTransparencyMultisampling=1
fSpecularLODStartFade=2000.0000
fShadowLODStartFade=1000.0000
fLightLODStartFade=3500.0000
iSize W=1680
iSize H=1050 <- Resolution used.
fDecalLOD2=1500.0000 <- Unaltered but controls particle LOD such as blood and similar.
fDecalLOD1=1000.0000
iShadowMode=3
iMaxSkinDecalsPerFrame=3
[Controls]
bAlwaysRunByDefault=1
bBackground Mouse=0
bBackground Keyboard=1
fXenonVertLookSpeed=1200.0000
fXenonHorizLookSpeed=1500.0000
bGamePadRumble=1
bInvertYValues=0
fMouseSensitivity=0.0020
Forward=0011FF13
Back=001FFF14
Slide Left=001EFF17
Slide Right=0020FF16
Use=00FF0011
Activate=0012FF0A
Block=00380110
Ready Item=0013FF0C
Crouch/Sneak=001DFF08
Run=002AFFFF
Always Run=003AFFFF
Auto Move=0010FFFF
Jump=0039FF0D
Toggle POV=0021020F
Menu Mode=000FFF0B
Rest=0014FF07
Vats=002FFF0E
Hotkey1=0002FFFF
Ammo Swap=0003FF01
Hotkey3=0004FFFF
Hotkey4=0005FFFF
Hotkey5=0006FFFF
Hotkey6=0007FFFF
Hotkey7=0008FFFF
Hotkey8=0009FFFF
QuickSave=003FFFFF
QuickLoad=0043FFFF
Grab=002CFF09
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0
[Water]
bUseWaterShader=1
bUseWaterReflections=1
bUseWaterRefractions=1 <- All water details reflections enabled, disabled though.
bUseWaterDepth=1
bUseWaterHiRes=1
bUseWaterDisplacements=1
bUseWaterLOD=1
bReflectExplosions=1
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1
bForceLowDetailReflections=0
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFPS=12
iWaterReflectWidth=1024
iWaterReflectHeight=1024
bUseWaterReflectionBlur=1
iWaterBlurAmount=4
[Audio]
fASFadeInTime=2.0
fASFadeOutTime=10.0
fRegionLoopFadeInTime=5.0
fRegionLoopFadeOutTime=5.0
fAudioDebugDelay=0.0
bEnableAudio=1
bEnableAudioCache=1
bMultiThreadAudio=0
bEnableEnviroEffectsOnPC=0
; cache sizes in kilobytes
iAudioCacheSize=2048
iMaxSizeForCachedSound=256
bUseAudioDebugInformation=1
fAudioDebugDelay=0.0000
fDefaultMasterVolume=1.0000
fDefaultFootVolume=0.5000
fDefaultMusicVolume=0.6000
fDefaultRadioVolume=0.5000
fDefaultEffectsVolume=1.0000
fDefaultVoiceVolume=0.6000
iMaxImpactSoundCount=32
fMaxFootstepDistance=1100.0000
fPlayerFootVolume=0.6500
iCollisionSoundTimeDelta=150
iRadioUpdateInterval=250
fDialogMinDistance=600.00
fDialogMaxDistance=2000.00
fMainMenuMusicVolume=0.6
fDBVoiceAttenuationIn2D=2.0
fCollisionSoundHeavyThreshold=60.0
fDialogueFadeDecibels=6.0
fDialogueFadeSecondsIn=2.0
fDialogueFadeSecondsOut=1.0
fDialogueHeadPitchExaggeration=2.0
fDialogueHeadRollExaggeration=2.0
fDialogueHeadYawExaggeration=2.0
fHardLandingDamageThreshold=500.0
fWoodMediumMassMin=7.0
fWoodLargeMassMin=15.0
fStoneMediumMassMin=5.0
fStoneLargeMassMin=30.0
fEarthMediumMassMin=5.0
fEarthLargeMassMin=30.0
fSkinMediumMassMin=5.0
fSkinLargeMassMin=30.0
fMetalMediumMassMin=8.0
fMetalLargeMassMin=25.0
fRadioDialogMute=0.50
fFilterDistortionGain=-7.5
fFilterPEQGain=-15.0
fFilterdBAttenuation=11.5
bEnableTextToSpeech=0
fTextToSpeechVolume=0.35
fDialogReverbAttenuation=0.15
[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSmoothPaths=1
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=1 <- More threading tweaks but doesn't do much.
bUseObstacleAvoidance=1
bBackgroundNavmeshUpdate=1
[MAIN]
bEnableBorderRegion=0 <- Border regions disabled here as well.
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
bCloneModelsInBackground=1 <- More threading tweaks and also rather subtle.
iLastHDRSetting=-1
[HAVOK]
bDisablePlayerCollision=0
fJumpAnimDelay=0.7500
bTreeTops=0
iSimType=1
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
fMaxTime=0.016
bHavokDebug=0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800
iResetCounter=5
fMoveLimitMass=95.0000
iUpdateType=0
bHavokPick=0
fCameraCasterSize=10.0000
iHavokSkipFrameCountTEST=0
iNumHavokThreads=4 <- Slightly improved threading but doesn't affect much.
fChaseDeltaMult=0.0500
bAddBipedWhenKeyframed=1
fQuadrupedPitchMult=1.0000
iEntityBatchRemoveRate=100
iMaxPicks=40
[RagdollAnim]
bRagdollFeedback=0
fCameraDist=1000.0
fHierarchyGain=0.17
fVelocityDamping=0.0
fAccelerationGain=1.0
fVelocityGain=0.6
fPositionGain=0.05
fPositionMaxLinearVelocity=14.0
fPositionMaxAngularVelocity=18.0
fSnapGain=0.1
fSnapMaxLinearVelocity=3.0
fSnapMaxAngularVelocity=0.3
fSnapMaxLinearDistance=0.3
fSnapMaxAngularDistance=1.0
[FootIK]
fOnOffGain=0.5
fGroundAscendingGain=0.4
fGroundDescendingGain=0.4
fFootRaisedGain=0.9000
fFootPlantedGain=1.0000
bFootPlacementOn=1
fPelvisUpDownBias=0.75
fPelvisOffsetDamping=0.2
fVertErrorGain=0.5
fOriginalGroundHeightMS=-0.11
fAnkleOffset=0.2000
fRagdollFeedback=0.7
[LookIK]
fLookAtTargetGain=0.3
fLookAtGain=0.045
[Interface]
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fActivatePickSphereRadius=16.0000
fMenuModeAnimBlend=0.0000
iSafeZoneXWide=15
iSafeZoneYWide=15
iSafeZoneX=15
iSafeZoneY=15
bAllowConsole=1 <- Allow game console.
bActivatePickUseGamebryoPick=0
bUseFuzzyPicking=1
fMenuBGBlurRadius=2.0000
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iMaxViewCasterPicksFuzzy=5
fInterfaceTintB=0.8824
fInterfaceTintG=0.9843
fInterfaceTintR=0.6314
bUseImageSpaceMenuFX=0
iSystemColorTerminalRed=33
iSystemColorTerminalGreen=231
iSystemColorTerminalBlue=121
iSystemColorSystemRed=26
iSystemColorSystemGreen=255
iSystemColorSystemBlue=128
iSystemColorMainMenuRed=199
iSystemColorMainMenuGreen=255
iSystemColorMainMenuBlue=165
iSystemColorPipboyRed=26
iSystemColorPipboyGreen=255
iSystemColorPipboyBlue=128
iSystemColorHUDAltRed=255
iSystemColorHUDAltGreen=67
iSystemColorHUDAltBlue=42
iSystemColorHUDMainRed=26
iSystemColorHUDMainGreen=255
iSystemColorHUDMainBlue=128
fRSMFaceSliderDefaultMin=-3.5
fRSMFaceSliderDefaultMax=3.5
fPopUpBackgroundOpacity=0.87
fMenuBackgroundOpacity=0.76
bHideUnavailablePerks=0
bHelpEnabled=1
fHudOpacity=1.0000
uPipboyColor=4294967295
uHUDColor=4294967295
bDisable360Controller=1 <- Disable controller, compatibility change.
[Loading]
sWelcomeScreen1=loading_screen_legal
sWelcomeScreen2=loading_screen_bethsoft
sWelcomeScreen3=loading_screen_BGS
sWelcomeScreen4=loading_screen01
sMainMenuBackground=main_background
sTitleMusic=MainTitle
sInitialSound=fx\ui\loadscreen\initial\ui_loadscreen_initial.wav
iMaxScreens=4
iMaxScreens_MainMenu=20
fLoadingTextUpdateInterval=10.0000
fLoadingBkgdUpdateInterval=10.0000
fMainMenuBkgdUpdateInterval=10.0000
fLoadingInitUpdateInterval=5.0000
iNumLocationSpecificScreens=1
[Menu]
fCreditsScrollSpeed=40.0000
iConsoleTextYPos=940
iConsoleTextXPos=30
iConsoleVisibleLines=15
iConsoleHistorySize=50
rDebugTextColor=255,251,233
iConsoleFont=2
iDebugTextFont=3
[GamePlay]
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=0 <- Allow killing important stuff.
iDetectionPicks=21
bShowQuestMarkers=1
iDifficulty=4
iKillCamera=2
uiRedeemedContent=0
bTrueIronSights=1
bDisableDynamicCrosshair=0
bSaveOnInteriorExteriorSwitch=0
bSaveOnTravel=0
bSaveOnWait=0 <- Disable most autosave functionality, compatibility improvement.
bSaveOnRest=0
bCrossHair=1
bGeneralSubtitles=1
bDialogueSubtitles=1
[Fonts] <- Customized via Darn UI
;sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
;sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
;sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
;sFontFile_4=Textures\Fonts\DarN_FranKleinBold_Otl_12.fnt
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
;sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
;sFontFile_6=Textures\Fonts\DarN_PetitaMedium_Outline_18.fnt
;sFontFile_6=Textures\Fonts\DarN_Forgotten_Futurist_Otl_18.fnt
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
;sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
;sFontFile_7=Textures\Fonts\DarN_Klill_Outline_20.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
sFontFile_9=Textures\Fonts\NVFont_Test.fnt
[SpeedTree]
iTreeClonesAllowed=1 <- Allow tree clone/instancing or something, unaltered.
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=1024 <- Improve vegetation shadowing, likely disabled.
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=1.0000
bEnableTrees=1
bForceFullLOD=1 <- Improve tree level of detail, doesn't do that much though.
fLODTreeMipMapLODBias=-0.7500
fLocalTreeMipMapLODBias=-0.2500
[Debug]
bDebugFaceGenCriticalSection=0
bDebugFaceGenMultithreading=0
bDebugSaveBuffer=0
[BackgroundLoad]
bBackgroundPathing=1 <- Further threading tweaks.
bUseMultiThreadedFaceGen=1 <- More threading tweaks here.
bBackgroundCellLoads=1 <- Even more threading tweaks.
iAnimaitonClonePerLoop=5
bUseMultiThreadedTrees=1 <- Yet more threading stuff.
iExteriorPriority=50
iBackgroundLoadFaceMult=200
fBackgroundLoadingPerLoop=20.0000
fBackgroundLoadClonedPerLoop=5.0000
iBackgroundLoadExtraMaxFPS=20
iBackgroundLoadExtraMinFPS=10
iBackgroundLoadExtraMax=3000
iBackgroundLoadExtraMin=5
iBackgroundLoadExtraMilliseconds=2
iBackgroundLoadTreeMilliseconds=7
iBackgroundLoadMilliseconds=1
iBackgroundLoadLoading=1 <- Still more threading tweaks.
bUseBackgroundFileLoader=0 <- Disabled/unaltered compatibility/stability reasons.
bBackgroundLoadLipFiles=1
bLoadBackgroundFaceGen=1 <- Three more threading tweaks.
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0 <- Unaltered but disabled for stability reasons.
bCloneModelsInBackground=1 <- And more threading tweaks.
[LOD]
fLODLandDropAmount=230.0000
fLodDistance=500.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=0
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fLODFadeOutMultItems=30.0000
fLODFadeOutMultObjects=30.0000
fLODFadeOutMultActors=30.0000
fLODMultLandscape=1.0000
fLODMultTrees=0.5000
fLODMultActors=1.0000
fLODMultItems=1.0000
fLODMultObjects=5
iFadeNodeMinNearDistance=500
fLODFadeOutPercent=0.6000
fFadeOutThreshold=0.3000
fFadeInThreshold=0.7000
fFadeInTimet=2.0
fFadeOutTime=2.0
fDistanceMultiplier=1
fLODBoundRadiusMult=10
fObjectLODMax=15.0
fObjectLODMin=1.0
fObjectLODDefault=5
fItemLODMax=15.0
fItemLODMin=1.0
fItemLODDefault=2
fActorLODMax=15.0
fActorLODMin=2.0
fActorLODDefault=5
fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=0.5000
bLODUseCombinedLandNormalMaps=1
bForceHideLODLand=0
fLODLandVerticalBias=0.0000
fTalkingDistance=1000.0000
iBoneLODForce=-1
fLODQuadMinLoadDistance=65536.0000
bDisplayLODTrees=1
bDisplayLODBuildings=1
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutObjectMultComplex=1.0000
[Weather]
fSunGlareSize=800.0000
fSunBaseSize=750.0000
bPrecipitation=1
fAlphaReduce=1.0000
SBumpFadeColor=255,255,255,255
SLerpCloseColor=255,255,255,255
SEnvReduceColor=255,255,255,255
[Voice]
SFileTypeLTF=ltf
SFileTypeLip=lip
SFileTypeSource=wav
SFileTypeGame=ogg
[Grass]
iMinGrassSize=10 <- Denser grass detail.
bGrassPointLighting=1 <- Slightly improved grass lighting and appearance.
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=6 <- More varied grass clusters if possible.
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=125.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.0000
fGrassMinStartFadeDistance=0.0
fGrassMaxStartFadeDistance=7000.0
fGrassDefaultStartFadeDistance=3500.0
fGrassFadeRange=1000.0
b30GrassVS=1 <- Use vertex shader 3.0 for grass shading.
fGrassStartFadeDistance=7000.0000
[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000
fLandFriction=2.5000
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255
SDefaultLandDiffuseTexture=DirtWasteland01.dds
SDefaultLandNormalTexture=DirtWasteland01_N.dds
[bLightAttenuation]
fQuadraticRadiusMult=1.0000
fLinearRadiusMult=1.0000
bOutQuadInLin=0
fConstantValue=0.0000
fQuadraticValue=16.0000
fLinearValue=3.0000
uQuadraticMethod=2
uLinearMethod=1
fFlickerMovement=8.0000
bUseQuadratic=1
bUseLinear=0
bUseConstant=0
[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1
[BlurShaderHDR]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fGrassDimmer=1.5000
fTreeDimmer=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fSunlightDimmer=1.5000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1
iBlendType=2
bDoHighDynamicRange=1
[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.7000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2
bUseBlurShader=0
[GethitShader]
fBlurAmmount=0.5000
fBlockedTexOffset=0.0010
fHitTexOffset=0.0050
[MESSAGES]
bBlockMessageBoxes=0
bSkipProgramFlows=1
bAllowYesToAll=1
bDisableWarning=1
iFileLogging=0
bSkipInitializationFlows=1
bUseWindowsMessageBox=0
[DistantLOD]
bUseLODLandData=0
fFadeDistance=12288.0000
iDistantLODGroupWidth=8
[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
[Archive]
SInvalidationFile=
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=ArchiveInvalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa
[CameraPath]
iTake=0
SDirectoryName=TestCameraPath
iFPS=60
SNif=Test\CameraPath.nif
[Absorb]
fAbsorbGlowColorB=1.0000
fAbsorbGlowColorG=0.6000
fAbsorbGlowColorR=0.0000
fAbsorbCoreColorB=1.0000
fAbsorbCoreColorG=1.0000
fAbsorbCoreColorR=1.0000
iAbsorbNumBolts=1
fAbsorbBoltGrowWidth=0.0000
fAbsorbBoltSmallWidth=7.0000
fAbsorbTortuosityVariance=2.0000
fAbsorbSegmentVariance=7.0000
fAbsorbBoltsRadius=5.0000
[TestAllCells]
bFileShowTextures=1
bFileShowIcons=1
bFileSkipIconChecks=0
bFileTestLoad=0
bFileNeededMessage=1
bFileGoneMessage=1
bFileSkipModelChecks=0
bFileCheckModelCollision=0
[CopyProtectionStrings]
SCopyProtectionMessage2=Insert the Fallout Disc.
SCopyProtectionTitle2=Fallout Disc Not Found
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionTitle=CD-ROM Drive Not Found
[Pipboy]
fBlurRadiusPipboy=3.5
fBlurIntensityPipboy=0.25
fScanlineScalePipboy=50
bEnableFlickerPipboy=1
bUsePipboyMode=1
[InterfaceFX]
fDefaultBurstDuration=200
fDefaultBurstIntensity=2
fMiniBurstDuration=200
fMiniBurstIntensity=1.5
;pulse effect
fPulseBrightenIntensity=0.25
fPulseRadiusIntensity=0.5
fPulseRate=0.0006
;pipboy menu transitions
fVertHoldChance=0.08
fShudderChance=0.20
fScanlineScaleMenus=50.0000
bEnableFlickerMenus=1
bEnableScanlinesMenus=1
bEnableScanlinesPipboy=1
fBlurRadiusMenus=0.3000
fBrightenMenus=1.7000
fBrightenPipboy=1.3000
bUseImageSpaceMenuFX=1
fBlurIntensityHUD=1.2000
fBlurRadiusHUD=2.0000
fScanlineFrequencyHUD=0.0000
fScreenLightBaseIntensity=0.6
fScreenLightRadius=6
[RenderedTerminal]
bUseRenderedTerminals=1
fRenderedTerminalFOV=0.15
fRenderedTerminalZoom=36
bDoRenderedTerminalScanlines=1
fRenderedTerminalScanlineScale=130.000000
fRenderedTerminalHPos=0.0
fRenderedTerminalVPos=0.38
fScreenLightBaseIntensity=1.2
fScreenLightRadius=80
fScreenLightColorR=0.68
fScreenLightColorG=0.74
fScreenLightColorB=0.62
fRaceSexMenuHPos=0.0
fRaceSexMenuVPos=-0.6
fRaceSexMenuZoom=70.0
fRaceSexMenuScale=0.5
[Decals]
uMaxDecalCount=100 <- Render somewhat more decals at once.
bProfileDecals=0
bDecalOcclusionQuery=1
uMaxDecals=100
[TerrainManager]
fSplitDistanceMult=3.0000 <- Improve terrain LOD slightly, some performance hit.
fBlockMorphDistanceMult=0.70
bUseNewTerrainSystem=1
bUseDistantObjectBlocks=1
fBlockLoadDistance=125000.0000
fDefaultBlockLoadDistanceLow=50000.0
fLowBlockLoadDistanceLow=25000.0
fHighBlockLoadDistanceLow=50000.0
fDefaultTreeLoadDistance=25000.0
fLowTreeLoadDistance=10000.0
fHighTreeLoadDistance=40000.0
fTreeLoadDistance=400000.0000 <- Improve low-detail lod 10x, light perf. hit.
fBlockLoadDistanceLow=500000.0000 <- As above vegetation and statics.
[VATS]
fVATSLightLevelMin=20.0
fVATSLightLevelMax=65.0
fVATSLightAngle=0.0
fVATSLightDistance=100.0
fVATSLightElevation=100.0
fVatsLightColorR=0.35
fVatsLightColorG=0.35
fVatsLightColorB=0.35
[ScreenSplatter]
bScreenSplatterEnabled=1
[Imagespace]
iRadialBlurLevel=2
bDoDepthOfField=1
[Launcher]
bShowAllResolutions=1
uLastAspectRatio=4
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Last edited by JBeckman on Wed, 27th Oct 2010 13:35; edited 3 times in total
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Posted: Wed, 27th Oct 2010 13:14 Post subject: |
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I only want the game to load the med/high detail landscapes/buildings earlier. Is that the cellgrid setting?
Hm on second though I better not make saves incompatible, this could bite me in the ass one day and as I put all my time in only one character I better not fuck around with it.
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JBeckman
VIP Member
Posts: 34978
Location: Sweden
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Posted: Wed, 27th Oct 2010 13:14 Post subject: |
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I'm still updating the INI I posted in that spoiler and use but shouldn't take too long to explain what I modified and what I use but it's a bit rough and basic.
EDIT: Should be finished.
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Posted: Wed, 27th Oct 2010 14:15 Post subject: |
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Ok thank you. First I changed all the grid settings (except uGridsToLoad), the grass settings and applied your changes under the [TerrainManager] tab. The vegetation was extremely dense now, looked nice but I got quite a performance hit. The buildings in Primm were still as blurry as before.
Then I changed uGridsToLoad from 5 to 9 and suddenly it worked! See screenshot comparison:
Spoiler: |
uGridsToLoad=9
uGridsToLoad=5
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Now I'm gonna revert the vegetation changes, check performance and see if the savegame is gonna crash.
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JBeckman
VIP Member
Posts: 34978
Location: Sweden
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Posted: Wed, 27th Oct 2010 14:27 Post subject: |
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Ok I reverted the vegetation to 80 and performance got back to normal (and I miss the additional grass already).
The increased uGridsToLoad caused only a minimal performance loss but it was in the Desert and in Primm, don't know yet how it affects the large city areas.
Then I made a savegame and used the default settings and indeed it did crash on loading and this might be a problem.
Could that in any way make my savegame incompatible with future patches, mods and DLC or is it only a problem with performance?
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Posted: Wed, 27th Oct 2010 14:33 Post subject: |
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I have ED E allong as a compagnon, but he attacks everything, even if I don't want to, so sometimes he gets left behind and I have to find him again. I want to do his quest but damn, I hate compagnons. How can I speed his quest up... I got one message after getting to the scrap yard and talking to old lady.
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Posted: Wed, 27th Oct 2010 14:35 Post subject: |
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His quest takes the longest, unless you cheat there's no real way to speed it up; just have him along all the time so when you speak to right people it'll trigger ED-E's responses.
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ixigia
[Moderator] Consigliere
Posts: 65079
Location: Italy
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Posted: Wed, 27th Oct 2010 15:25 Post subject: |
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Here's my RendererInfo.txt
With Fix:
Spoiler: | Code: | Renderer Device Information:
NVIDIA GeForce 7900 GS
nv4_disp.dll
RenderPath : BSSM_SV_2_A
PSversion : 300
VSversion : 300
VStarget : vs_2_0
PStarget : ps_2_a
PS2xtarget : ps_2_a
maxPS20inst : 512
3.0 Support : yes
3.0 Lighting : yes
Nonpowerof2textures : yes
FP16ARGB blending : yes
FP16ARGB filtering : yes
High dynamic range : yes
Bloom lighting : no
Refraction : yes
2.0 hairw : yes
SLI mode : no
Water shader : yes
Water reflections : yes
Water displacement : yes
Water high res : no
Multisample Type : 1
Transparency MS : no
Shader Package : 13
HW Thread Count : 4 |
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No Fix:
Spoiler: | Code: | Renderer Device Information:
NVIDIA GeForce 9800 GTX/9800 GTX+
nvd3dum.dll
RenderPath : BSSM_SV_2_A
PSversion : 300
VSversion : 300
VStarget : vs_2_0
PStarget : ps_2_a
PS2xtarget : ps_2_a
maxPS20inst : 512
3.0 Support : yes
3.0 Lighting : yes
Nonpowerof2textures : yes
FP16ARGB blending : yes
FP16ARGB filtering : yes
High dynamic range : yes
Bloom lighting : no
Refraction : yes
2.0 hairw : yes
SLI mode : no
Water shader : yes
Water reflections : yes
Water displacement : yes
Water high res : no
Multisample Type : 1
Transparency MS : no
Shader Package : 13
HW Thread Count : 4 |
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Last edited by Overlord123 on Wed, 27th Oct 2010 15:30; edited 1 time in total
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Posted: Wed, 27th Oct 2010 15:30 Post subject: |
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Ah! I know why, it adjusts the shader package based on what settings you choose in the launcher. I run Ultra, so it loads Shader Package 17. If I turn OFF "screen effects", for example, it loads Shader Package 7. I presume the same would go for different settings, ie Water and Shadows, in what Vertex/Pixel Shader packages it uses.
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Posted: Wed, 27th Oct 2010 15:30 Post subject: |
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I'm on ultra too, I only disabled AA.
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Posted: Wed, 27th Oct 2010 15:39 Post subject: |
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Then there is absolutely NO reason (period.) for a 9800GTX+ to be running in such a low mode. Same way there's no reason for FONV to be using 2.0a SAFETY shaders on your card.
Shenanigans.
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Posted: Wed, 27th Oct 2010 15:47 Post subject: |
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Is this URWL thing working correctly? The guys seems to be fixing his fixes in a very fast pace.
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JBeckman
VIP Member
Posts: 34978
Location: Sweden
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tonizito
VIP Member
Posts: 51402
Location: Portugal, the shithole of Europe.
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Posted: Wed, 27th Oct 2010 15:59 Post subject: |
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peter980 wrote: | I lost respect when they stopped releasing new guides and closed their forums. | Yup, TG is pretty much useless now.
Especially since JBeckman made the "transition" from those forums to join us here in the hump... 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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Posted: Wed, 27th Oct 2010 16:01 Post subject: |
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How do you get FNV Enhanced Shaders working with the d3d9 fix? Since it includes it's own .dll file.
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JBeckman
VIP Member
Posts: 34978
Location: Sweden
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Posted: Wed, 27th Oct 2010 16:05 Post subject: |
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You can't, you need one or the other so if you are affected by the performance issue you'll lose that advantage by using this modified file if you also want the ENB effects, unfortunately.
(EDIT: Had to move somewhere to discuss gaming and computers, this looked like a good place if a bit rough, very independent community and unbiased as well, sort of.)
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