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Sectamizer

New Vegas Physics in Slow Motion When Using NVSE and MO

Question

I've got a problem when running NVSE through MO right now. I don't get a crash like most everyone else I read about, but my game goes into a slow-motion state. The physics are extremely slowed down, but nothing else. Walking, jumping, objects falling, etc. are all slowed to a snail's pace, but audio and my look speed aren't affected at all. Some things I've discovered:

 

  • The game runs fine using the default Fallout New Vegas shortcut and .exe file
  • The game runs fine using the nvse_loader.exe in the Fallout New Vegas directory
  • The game runs fine using the default New Vegas .exe THROUGH Mod Organizer
  • The game runs in this slow-motion state when using the NVSE .exe THROUGH Mod Organizer

This all holds consistent whether I have all mods enabled, all mods disabled, or only some enabled. (But of course, I only have mods to enable when running through Mod Organizer). I can supply a video of what's happening if it's required. I can also supply my Load Order, but I don't think it's relevant to this issue. I did tweak .ini files (Fallout.ini and FalloutPrefs.ini in the MO profile) using the instructions in this guide. (https://wiki.step-project.com/User:Adonis_VII/TTW)

 

Other than that, I don't know what other information you might require. If anything, just ask and I'll do my best to help. Thanks for any input. 

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4 answers to this question

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I suggest using BethINI to modify your INI files for optimum performance.

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Never seen anything like that before. Check the main MO for stickied threads about software that may interfere with MO. Perhaps something is interfering with the execution of NVSE, though I highly doubt it.

Aside from that your logs and mo.ini will be useful.

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Not at my home computer, but I will be in an hour or so. I'll post my .ini files when I do, but what logs would I be looking for?

 

I'll also look into BethINI.

Edited by Sectamizer

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UPDATE: I ran BethINI and I am still having the same problem.

 

Here's the Fallout.ini file.

 

 

[Archive]
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
iRetainDirectoryStringTable=1
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
SArchiveList=Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa,  Fallout - Misc.bsa
SInvalidationFile=
 
[Audio]
bEnableAudio=1
bEnableAudioCache=1
bEnableEnviroEffectsOnPC=0
bMultiThreadAudio=0
bUseAudioDebugInformation=1
fASFadeInTime=2.0
fASFadeOutTime=10.0
fAudioDebugDelay=0.0
fCollisionSoundHeavyThreshold=60.0
fDBVoiceAttenuationIn2D=2.0
fDefaultEffectsVolume=1.0000
fDefaultFootVolume=0.5000
fDefaultMasterVolume=1.0000
fDefaultMusicVolume=0.6000
fDefaultRadioVolume=0.5000
fDefaultVoiceVolume=0.6000
fDialogMaxDistance=2000.00
fDialogMinDistance=600.00
fDialogueFadeDecibels=6.0
fDialogueFadeSecondsIn=2.0
fDialogueFadeSecondsOut=1.0
fDialogueHeadPitchExaggeration=2.0
fDialogueHeadRollExaggeration=2.0
fDialogueHeadYawExaggeration=2.0
fEarthLargeMassMin=30.0
fEarthMediumMassMin=5.0
fFilterdBAttenuation=11.5
fFilterDistortionGain=-7.5
fFilterPEQGain=-15.0
fHardLandingDamageThreshold=500.0
fMainMenuMusicVolume=0.6
fMaxFootstepDistance=1100.0000
fMetalLargeMassMin=25.0
fMetalMediumMassMin=8.0
fPlayerFootVolume=0.6500
fRadioDialogMute=0.50
fRegionLoopFadeInTime=5.0
fRegionLoopFadeOutTime=5.0
fSkinLargeMassMin=30.0
fSkinMediumMassMin=5.0
fStoneLargeMassMin=30.0
fStoneMediumMassMin=5.0
fWoodLargeMassMin=15.0
fWoodMediumMassMin=7.0
iAudioCacheSize=2048
iCollisionSoundTimeDelta=150
iMaxImpactSoundCount=32
iMaxSizeForCachedSound=256
iRadioUpdateInterval=250
 
[backgroundLoad]
bBackgroundCellLoads=1
bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bLoadHelmetsInBackground=1
bSelectivePurgeUnusedOnFastTravel=0
bUseBackgroundFileLoader=0
bUseMultiThreadedFaceGen=1
bUseMultiThreadedTrees=1
iAnimationClonePerLoop=5
 
[bLightAttenuation]
bOutQuadInLin=0
bUseConstant=0
bUseLinear=0
bUseQuadratic=1
fConstantValue=0.0000
fFlickerMovement=8.0000
fLinearRadiusMult=1.0000
fLinearValue=3.0000
fQuadraticRadiusMult=1.0000
fQuadraticValue=16.0000
uLinearMethod=1
uQuadraticMethod=2
 
[blurShader]
bUseBlurShader=1
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.7000
fBlurRadius=0.0300
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fSunlightDimmer=1.0000
iBlendType=2
iBlurTexSize=256
iNumBlurpasses=1
 
[blurShaderHDR]
bDoHighDynamicRange=1
fBlurRadius=7.0000
fBrightClamp=0.2250
fBrightScale=2.2500
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fGrassDimmer=1.5000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fSunlightDimmer=1.5000
fTargetLUM=1.0000
fTreeDimmer=1.0000
fUpperLUMClamp=1.0000
iBlendType=2
iNumBlurpasses=1
 
[blurShaderHDRInterior]
fBlurRadius=7.0000
fBrightClamp=0.2250
fBrightScale=2.2500
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
iNumBlurpasses=1
 
[CameraPath]
iFPS=60
iTake=0
SDirectoryName=TestCameraPath
SNif=Test\CameraPath.nif
 
[Combat]
bForceNPCsUseAmmo=1
 
[Controls]
bAlwaysRunByDefault=1
bBackground Keyboard=1
bBackground Mouse=0
 
[CopyProtectionStrings]
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionMessage2=Insert the Fallout Disc.
SCopyProtectionTitle=CD-ROM Drive Not Found
SCopyProtectionTitle2=Fallout Disc Not Found
 
[Debug]
bDebugFaceGenCriticalSection=0
bDebugFaceGenMultithreading=0
bDebugSaveBuffer=0
 
[Decals]
bDecalOcclusionQuery=1
bDecals=1
bProfileDecals=0
uMaxSkinDecalPerActor=60
uMaxSkinDecals=100
 
[Display]
bActorSelfShadowing=0
bAllow20HairShader=1
bAllow30Shaders=0
bAllowPartialPrecision=1
bAllowScreenShot=1
bAutoViewDistance=0
bDecalsOnSkinnedGeometry=1
bDoActorShadows=1
bDoAmbientPass=1
bDoCanopyShadowPass=1
bDoDiffusePass=1
bDoSpecularPass=1
bDoStaticAndArchShadows=0
bDoTallGrassEffect=1
bDoTexturePass=1
bDrawShadows=0
bDynamicWindowReflections=1
bEnableEyefinity=1
bEquippedTorchesCastShadows=0
bForce1XShaders=0
bForceMultiPass=1
bForcePow2Textures=0
bFull Screen=1
bIgnoreResolutionCheck=0
bImageSpaceEffects=1
bLODNoiseAniso=1
bReportBadTangentSpace=0
bShadowsOnGrass=0
bShowMenuTextureUse=1
bStaticMenuBackground=1
bUse Shaders=1
bUseRefractionShader=1
fDecalLifetime=10.0000
fDefault1stPersonFOV=55.0000
fDefaultFOV=75.0000
fEnvMapLOD1=1500.0000
fEnvMapLOD2=1800.0000
fEyeEnvMapLOD1=500.0000
fEyeEnvMapLOD2=800.0000
fGamma=1.0000
fGammaMax=0.6000
fGammaMin=1.4000
fLandLOFadeSeconds=15.0
fLightLODDefaultStartFade=10240.0
fLightLODMaxStartFade=3900
fLightLODMinStartFade=10240.0
fLightLODRange=3600
fNearDistance=5
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=100.0000
fNoLODFarDistancePct=1.0000
fPipboy1stPersonFOV=47.0
fShadowFadeTime=1.0000
fShadowLODDefaultStartFade=200.0
fShadowLODMaxStartFade=1000.0
fShadowLODMinStartFade=100.0
fShadowLODRange=200.0
fSpecularLODDefaultStartFade=10240.0
fSpecularLODMaxStartFade=10240.0
fSpecularLODMinStartFade=10240.0
fSpecularLODRange=10240.0
iActorShadowCountExt=2
iActorShadowCountInt=2
iAdapter=0
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
iAutoViewMinDistance=2000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=20
iLocation X=5
iLocation Y=5
iMaxAnisotropy=8
iMaxDecalsPerFrame=10
iMultiSample=0
iNPatches=0
iNPatchNOrder=0
iNPatchPOrder=0
iPresentInterval=1
iScreenShotIndex=0
iShadowFilter=0
iShadowMapResolution=256
iTexMipMapMinimum=0
SScreenShotBaseName=ScreenShot
uVideoDeviceIdentifierPart1=0
uVideoDeviceIdentifierPart2=0
uVideoDeviceIdentifierPart3=0
uVideoDeviceIdentifierPart4=0
 
[DistantLOD]
iDistantLODGroupWidth=8
 
[Fonts]
sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
 
[FootIK]
bFootPlacementOn=1
fAnkleOffset=0.2000
fFootPlantedGain=1.0000
fFootRaisedGain=0.9000
fGroundAscendingGain=0.4
fGroundDescendingGain=0.4
fOnOffGain=0.5
fOriginalGroundHeightMS=-0.11
fPelvisOffsetDamping=0.2
fPelvisUpDownBias=0.75
fRagdollFeedback=0.7
fVertErrorGain=0.5
 
[GamePlay]
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1
bHealthBarShowing=0
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
fHealthBarFadeOutSpeed=1.0000
fHealthBarHeight=4.0000
fHealthBarSpeed=80.0000
fHealthBarWidth=40.0000
iDetectionPicks=21
 
[General]
bActivateAllQuestScripts=0
bActorLookWithHavok=0
bAnimateDoorPhysics=0
bBorderRegionsEnabled=1
bChangeTimeMultSlowly=1
bCheckCellOffsetsOnInit=0
bCheckPurgedTextureList=0
bCreate Maps Enable=0
bCreateShaderPackage=0
bDefaultCOCPlacement=0
bDisableDuplicateReferenceCheck=1
bDisplayBoundingVolumes=0
bDrawSpellContact=0
bEnableBoundingVolumeOcclusion=1
bExternalLODDataFiles=1
bFaceGenTexturing=1
bFaceMipMaps=1
bFixAIPackagesOnLoad=0
bFixFaceNormals=0
bKeepPluginWhenMerging=0
bLoadFaceGenHeadEGTFiles=1
bPreCullActors=1
bPreemptivelyUnloadCells=0
bPreloadIntroSequence=1
bRunMiddleLowLevelProcess=1
bRunVTuneTest=0
bTaskletActorAnimMovementUpdates=1
bTaskletActorSceneGraphUpdates=0
bTintMipMaps=0
bTrackAllDeaths=0
bUseEyeEnvMapping=1
bUseFaceGenHeads=1
bUseHardDriveCache=0
bUseThreadedAI=1
bUseThreadedMorpher=0
bUseThreadedParticleSystem=0
bUseThreadedTempEffects=1
bWarnOnMissingFileEntry=0
iFPSClamp=0
iHoursToSleep=3
iIntroSequencePriority=3
iNumBitsForFullySeen=248
iNumHWThreads=2
iPreloadSizeLimit=26214400
SCharGenQuest=001FFFF8
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
sIntroMovie=
SIntroSequence=
sLanguage=ENGLISH
SLocalMasterPath=Data\
SLocalSavePath=Saves\
SMainMenuMovieIntro=0
SStartingCell=
SStartingCellX=
SStartingCellY=
SStartingWorld=
STestFile1=FalloutNV.esm
STestFile10=
STestFile2=
STestFile3=
STestFile4=
STestFile5=
STestFile6=
STestFile7=
STestFile8=
STestFile9=
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
uExterior Cell Buffer=36
uGridsToLoad=5
uiFaceGenMaxEGMDataSize=67108864
uiFaceGenMaxEGTDataSize=67108864
uInterior Cell Buffer=3
 
[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.
 
[GethitShader]
fBlockedTexOffset=0.0010
fBlurAmmount=0.5000
fHitTexOffset=0.0050
 
[Grass]
bDrawShaderGrass=1
bGrassPointLighting=0
fGrassDefaultStartFadeDistance=3500.0
fGrassFadeRange=5700
fGrassMaxStartFadeDistance=5900
fGrassMinStartFadeDistance=0
fGrassWindMagnitudeMax=125
fGrassWindMagnitudeMin=5
fTexturePctThreshold=0.0000
fWaveOffsetRange=1.7500
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=2
iMinGrassSize=80
 
[HAVOK]
bAddBipedWhenKeyframed=1
bDisablePlayerCollision=0
bHavokDebug=0
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
bTreeTops=0
fCameraCasterSize=10.0000
fChaseDeltaMult=0.0500
fJumpAnimDelay=0.7500
fMaxTime=0.016
fMoveLimitMass=95.0000
fOD=0.9000
fQuadrupedPitchMult=1.0000
fRF=1000.0000
fSD=0.9800
fSE=0.3000
iEntityBatchRemoveRate=100
iHavokSkipFrameCountTEST=0
iSimType=1
iUpdateType=0
 
[interface]
bActivatePickUseGamebryoPick=0
bAllowConsole=1
bHideUnavailablePerks=0
bUseFuzzyPicking=1
fActivatePickSphereRadius=16.0000
fInterfaceTintB=0.8824
fInterfaceTintG=0.9843
fInterfaceTintR=0.6314
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fMenuBackgroundOpacity=0.76
fMenuBGBlurRadius=2.0000
fMenuModeAnimBlend=0.0000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fPopUpBackgroundOpacity=0.87
fRSMFaceSliderDefaultMax=3.5
fRSMFaceSliderDefaultMin=-3.5
iMaxViewCasterPicksFuzzy=5
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iSafeZoneX=15
iSafeZoneXWide=15
iSafeZoneY=15
iSafeZoneYWide=15
 
[interfaceFX]
bUseImageSpaceMenuFX=1
fBlurIntensityHUD=1.2000
fBlurRadiusHUD=2.0000
fBlurRadiusMenus=0.3000
fDefaultBurstDuration=200
fDefaultBurstIntensity=2
fMiniBurstDuration=200
fMiniBurstIntensity=1.5
fPulseBrightenIntensity=0.25
fPulseRadiusIntensity=0.5
fPulseRate=0.0006
fScanlineFrequencyHUD=0.0000
fScreenLightBaseIntensity=0.6
fScreenLightRadius=6
fShudderChance=0.20
fVertHoldChance=0.08
 
[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandFriction=2.5000
fLandTextureTilingMult=2.0000
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
SDefaultLandDiffuseTexture=DirtWasteland01.dds
SDefaultLandNormalTexture=DirtWasteland01_N.dds
 
[Loading]
fLoadingBkgdUpdateInterval=10.0000
fLoadingInitUpdateInterval=3.0000
fLoadingTextUpdateInterval=10.0000
fMainMenuBkgdUpdateInterval=10.0000
iMaxScreens=4
iMaxScreens_MainMenu=20
iNumLocationSpecificScreens=1
sInitialSound=fx\ui\loadscreen\initial\ui_loadscreen_initial.wav
sMainMenuBackground=main_background
sTitleMusic=MainTitle
sWelcomeScreen1=loading_screen_legal
sWelcomeScreen2=loading_screen_bethsoft
sWelcomeScreen3=loading_screen_BGS
sWelcomeScreen4=loading_screen01
 
[LOD]
bDisplayLODLand=1
bUseFaceGenLOD=0
fActorLODDefault=5
fActorLODMax=15.0
fActorLODMin=2.0
fDistanceMultiplier=1.20
fFadeInThreshold=0.7000
fFadeOutThreshold=0.3000
fFadeOutTime=2.0
fItemLODDefault=2
fItemLODMax=15.0
fItemLODMin=1.0
fLODBoundRadiusMult=10
fLodDistance=500.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutMultActors=15
fLODFadeOutMultItems=15
fLODFadeOutMultObjects=15
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutObjectMultComplex=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutPercent=0.6000
fLODLandDropAmount=230.0000
fLODLandVerticalBias=0.0000
fLODMultTrees=0.5000
fObjectLODDefault=5
fObjectLODMax=15.0
fObjectLODMin=1.0
fTalkingDistance=1000.0000
iFadeNodeMinNearDistance=500
 
[LookIK]
 
[MAIN]
fLowPerfCombatantVoiceDistance=1000.0000
fQuestScriptDelayTime=5.0000
iDetectionHighNumPicks=40
iLastHDRSetting=-1
 
[Menu]
fCreditsScrollSpeed=40.0000
iConsoleFont=2
iConsoleHistorySize=50
iConsoleTextXPos=30
iConsoleTextYPos=940
iConsoleVisibleLines=15
iDebugTextFont=3
rDebugTextColor=255,251,233
 
[MESSAGES]
bAllowYesToAll=1
bBlockMessageBoxes=0
bSkipInitializationFlows=1
bSkipProgramFlows=1
bUseWindowsMessageBox=0
iFileLogging=0
 
[Pathfinding]
bBackgroundNavmeshUpdate=1
bBackgroundPathing=1
bUseObstacleAvoidance=1
 
[Pipboy]
bEnableFlickerPipboy=1
bUsePipboyMode=1
fBlurIntensityPipboy=0.25
fBlurRadiusPipboy=3.5
 
[RagdollAnim]
bRagdollFeedback=0
fAccelerationGain=1.0
fCameraDist=1000.0
fHierarchyGain=0.17
fPositionGain=0.05
fPositionMaxAngularVelocity=18.0
fPositionMaxLinearVelocity=14.0
fSnapGain=0.1
fSnapMaxAngularDistance=1.0
fSnapMaxAngularVelocity=0.3
fSnapMaxLinearDistance=0.3
fSnapMaxLinearVelocity=3.0
fVelocityDamping=0.0
fVelocityGain=0.6
 
[RenderedTerminal]
bUseRenderedTerminals=1
fRaceSexMenuHPos=0.0
fRaceSexMenuScale=0.5
fRaceSexMenuVPos=-0.6
fRaceSexMenuZoom=70.0
fRenderedTerminalFOV=0.15
fRenderedTerminalHPos=0.0
fRenderedTerminalScanlineScale=130.000000
fRenderedTerminalVPos=0.38
fRenderedTerminalZoom=36
fScreenLightBaseIntensity=1.2
fScreenLightColorB=0.62
fScreenLightColorG=0.74
fScreenLightColorR=0.68
fScreenLightRadius=80
 
[screenSplatter]
 
[speedTree]
bEnableTrees=1
bForceFullLOD=0
fCanopyShadowGrassMult=1.0000
fLocalTreeMipMapLODBias=-0.2500
fLODTreeMipMapLODBias=-0.7500
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceLLA=-1.0000
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeLODExponent=1.0000
iCanopyShadowScale=512
 
[TerrainManager]
bUseDistantObjectBlocks=1
bUseNewTerrainSystem=1
fBlockLoadDistance=125000.0
fDefaultBlockLoadDistanceLow=50000.0
fDefaultTreeLoadDistance=25000.0
fHighBlockLoadDistanceLow=50000.0
fHighTreeLoadDistance=40000.0
fLowBlockLoadDistanceLow=25000.0
fLowTreeLoadDistance=10000.0
fSplitDistanceMult=0.75
 
[TestAllCells]
bFileCheckModelCollision=0
bFileGoneMessage=1
bFileNeededMessage=1
bFileShowIcons=1
bFileShowTextures=1
bFileSkipIconChecks=0
bFileSkipModelChecks=0
bFileTestLoad=0
 
[VATS]
fVATSLightAngle=0.0
fVatsLightColorB=0.35
fVatsLightColorG=0.35
fVatsLightColorR=0.35
fVATSLightDistance=100.0
fVATSLightElevation=100.0
fVATSLightLevelMax=65.0
fVATSLightLevelMin=20.0
 
[Voice]
SFileTypeGame=ogg
SFileTypeLip=lip
SFileTypeLTF=ltf
SFileTypeSource=wav
 
[Water]
bAutoWaterSilhouetteReflections=1
bForceHighDetailReflections=0
bForceLowDetailReflections=0
bReflectExplosions=0
bUseWaterDepth=1
bUseWaterDisplacements=1
bUseWaterHiRes=0
bUseWaterLOD=1
bUseWaterReflections=1
bUseWaterRefractions=1
bUseWaterShader=1
fNearWaterIndoorTolerance=512.0000
fNearWaterOutdoorTolerance=1024.0000
fNearWaterUnderwaterFreq=0.3000
fNearWaterUnderwaterVolume=0.9000
fSurfaceTileSize=2048.0000
fTileTextureDivisor=4.7500
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFPS=12
 
[Weather]
bPrecipitation=1
fAlphaReduce=1.0000
fSunBaseSize=750.0000
fSunGlareSize=800.0000
SBumpFadeColor=255,255,255,255
SEnvReduceColor=255,255,255,255
SLerpCloseColor=255,255,255,255

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      Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition and VRAM is not of concern use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
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