Jump to content

Recommended Posts

This thread will be for the upcoming INI section I would like the do. Currently I have three INI tweaks for the FNV INIs and one for the NVSE INI. There are a few others I've always considered, but just haven't tested, mostly because I've haven't had time, been to drunk, or just been outright lazy.

 

Before I get into the current and upcoming INI tweaks, I'd like to post a comment from Queue, the author of NVAC, about the multithreaded tweaks that are complete garbage.

 

Okay, just going to iterate through those settings and give a little info; they start off fine, but further in the list, there are problems:

- Fullscreen - No problem
- Anisotropic Filtering - No problem
- Antialiasing - No problem, though 8x is ridiculously taxing; traditional MSAA is crazy inefficient and slow
- Shadows - No problem
- Shadow Quality - No problem
- Shadow Filtering - No problem
- Max Shadows in Interiors - No problem
- Full Scene Reflections - Probably fine; I'm not sure which setting this maps to as the Configator made up descriptive names
- Water Reflections Width - No problem, though is Height also set to match?
- Object fade distance - No problem
- Item fade distance - No problem
- Actor fade distance - No problem
- Tree LOD fade - Technically no problem, but as far as I'm aware, vanilla New Vegas doesn't use the Tree LOD system and Tree LOD models are part of Object LOD instead
- Object LOD fade - No problem
- Land Quality - No problem
- Threaded Morpher - Does nothing; the game reads the value but never uses it
- Threaded Blood - Does nothing; the game never even reads this value
- Threaded Particles - Does nothing; the game reads the value but never uses it
- Threaded AI - Possible cause of crashes; use at your own risk
- Models Cloned in Background - Does nothing; the game never even reads this value
- Load Files in Background - Likely safe; however, use at your own risk
- Load lip files in background - Unknown impact; use at your own risk
- Havok Threads - Does nothing; the game never even reads this value
- Grids loaded - LEAVE THIS AT 5. This needs to be an odd value (5, 7, 9, etc.) and the game has code that only works properly when this is at the default of 5. Turning this up drastically increases memory and processor use. Also, this is probably why you're crashing outdoors.
- Pre-Emptively Unload Cells - Possible cause of crashes; use at your own risk
- Unload cells on fast travel - Possible cause of crashes; use at your own risk
- Use hard drive cache - Unknown impact; use at your own risk
- Preload Size Limit - Dumb setting; this is the data buffer for Bink video
 
I would highly recommend resetting your settings to default and using the game's vanilla launcher to adjust settings. Of the settings you listed, the ones that are worthwhile are adjusted to usefully high settings, with the exception of Object LOD fade (fBlockLoadDistanceLow, if I remember correctly which setting that corresponds to, and honestly can be increased by a factor of 10 via manually editing FalloutPrefs.ini) and the grass render distance (fGrassStartFadeDistance, which normally maxes at 7000, but NVAC extends range on by one cell, so increasing this number by maybe double should meaningfully extend grass render range). Also, the vanilla launcher doesn't properly toggle Vsync (it alters iPresentInterval in the wrong INI file).

This was posted as a reply to someone who listed their Configurator settings, but you can get the corresponding lines from the INIs very easy. The point being that many INI tweaks that you may find on the internet about multithreading and increasing performance are nonsense. Fortunately, Queue actually looked through the code and consulted with NVSE devs about the settings so we now have a true explanation of what these settings do. Consider giving him an endorsement, kudos, or donation for everything he doing for FNV.

 

Current INI tweaks for Fallout.ini:

[Fonts];sFontFile_1=TexturesFontsGlow_Monofonto_Large.fntsFontFile_1=TexturesFontsDarN_FranKleinBold_14.fnt;sFontFile_2=TexturesFontsMonofonto_Large.fntsFontFile_2=TexturesFontsDarN_FranKleinBold_16.fntsFontFile_3=TexturesFontsGlow_Monofonto_Medium.fnt;sFontFile_4=TexturesFontsMonofonto_VeryLarge02_Dialogs2.fntsFontFile_4=TexturesFontsDarN_Sui_Generis_Otl_10.fntsFontFile_5=TexturesFontsFixedsys_Comp_uniform_width.fnt;sFontFile_6=TexturesFontsGlow_Monofonto_VL_dialogs.fntsFontFile_6=TexturesFontsDarN_Sui_Generis_Otl_13.fnt;sFontFile_7=TexturesFontsBaked-in_Monofonto_Large.fntsFontFile_7=TexturesFontsDarN_Libel_Suit_Otl_24.fntsFontFile_8=TexturesFontsGlow_Futura_Caps_Large.fntsFontFile_9=TexturesFontsNVFont_Test.fnt

Current INI Tweaks for FalloutPrefs.ini:

[Launcher]bEnableFileSelection = 1[Grass]fGrassStartFadeDistance = 17000[General]bLoadFaceGenHeadEGTFiles = 1

I'll post the upcoming stuff when I have some time to go over everything I want to consider. Post any that you may want to see tested.

Share this post


Link to post
Share on other sites

A rather basic one that's almost a necessity.

 

Fallout.ini

 

[Controls]

fForegroundMouseAccelBase=0

fForegroundMouseAccelTop=0

fForegroundMouseBase=0

fForegroundMouseMult=0

 

 

   

Edited by OrdinaryM
  • Upvote 1

Share this post


Link to post
Share on other sites

A rather basic one that's almost a necessity.

 

Fallout.ini

 

 

 

   

Mouse Acceleration tweaks, that's a good suggestion. Thank you.

Share this post


Link to post
Share on other sites

Aye, I did not see this topic and replied to the guide one. I simply copy-paste here, what i typed there, feel free to delete the one I've made in the guide thread.

 

I am not sure, but since you are looking for INI tweaks and I did not see (probably overlooked) this one in your guide, I thought to mention it here:

 

https://www.nexusmods...as/mods/46302/?

 

Fallout New Vegas Optimized is coming with a bunch of premade, tested INI-files and a very good readme. It was not updated since 2013 but to me it seems a good starting point for tweaks anyway, + the rig the INI-files were tested on would count nowadays as average/midrange but I reckon that is what most uf us average ppl play on.

Share this post


Link to post
Share on other sites

I've looked at that guys readme and I wouldn't put to much stock into the multicore settings. Queue looked at the game code and listed that most of those settings do nothing. The game doesn't even read them as is posted in the OP. Be weary of anyone claiming those settings work. Some of the other stuff may help, but stay away from the iPreLoadSizeLimit, it is the last setting is the OP and is for the intro splash screen and video that plays if you leave the main menu sitting without touching anything.

 

The other stuff is just simple understanding of the AA, AF, resolution, and Vsync. The 4GB loader setting is not needed any longer, especially with MO. Thanks for taking a look though. I think now that I'm actually looking at this stuff I'll be doing some LOD settings testing. There is some stuff in two of the settings I talked to people-in-the-know about.

Share this post


Link to post
Share on other sites

Here are some LOD settings I've been thinking about testing:

fLightLODDefaultStartFade=10240.0fLightLODRange=10240.0fLightLODMinStartFade=10240.0fLightLODMaxStartFade=10240.0fShadowLODDefaultStartFade=200.0fShadowLODRange=200.0fShadowLODMinStartFade=100.0fShadowLODMaxStartFade=1000.0fSpecularLODDefaultStartFade=10240.0fSpecularLODRange=10240.0fSpecularLODMinStartFade=10240.0fSpecularLODMaxStartFade=10240.0 

Apparently, this allows you to see stuff a bit farther away, compared to default:

fLightLODDefaultStartFade = 1000.0fLightLODRange = 500.0fLightLODMinStartFade = 200.0fLightLODMaxStartFade = 3500.0fShadowLODDefaultStartFade = 200.0fShadowLODRange = 200.0fShadowLODMinStartFade = 100.0fShadowLODMaxStartFade = 1000.0fSpecularLODDefaultStartFade = 500.0fSpecularLODRange = 300.0fSpecularLODMinStartFade = 200.0fSpecularLODMaxStartFade = 2000.0

Share this post


Link to post
Share on other sites

Ignore anything in the Memory, Loading & Multi-threading category. See the post in OP about it. Most of that info is from Queue, hlp, or other NVSE devs.

Share this post


Link to post
Share on other sites

Thank You EssArrBee for posting that the Multicore/Memory/Havok tweaks are junk :cool:

 

I did, however, add the resolution change to the F&L guide.  MO Default was set to: iSize W=1152 iSize H=648.  

I worded it to say "change to Your Own Resolution", along with the falloutprefs.ini 1920/1080 variables.

Still thought it best to add it in, in case anyone trips over it.  Like I did  ::D:

Edited by AyleidRuin

Share this post


Link to post
Share on other sites

Instead of making a new thread, I figured I would ask here, as I have no idea about FNV inis.

 

I'm in the process of installing Fear and loathing, and at the ini tweaks section there is an instruction for fGrassStartFadeDistance = 17000.

I have no such setting but instead 3, "fGrassMinStartFadeDistance=0.0","fGrassDeaultStartFadeDistance3500.0" and "fGrassMaxStartFadeDistance=7000.0". Should I add a third line or modify one of the existing ones?

 

 

The reason I'm asking is that there is mention of  fGrassStartFadeDistance = 7000 in the OP and in my case that's fGrassMaxStartFadeDistance.

Edited by Marthenil

Share this post


Link to post
Share on other sites

Just add the line if it's not their. That value only works with NVAC anyways, so it was probably hidden from view, since they forced the grass to stop at 3x3 cells.

Share this post


Link to post
Share on other sites

Just add the line if it's not their. That value only works with NVAC anyways, so it was probably hidden from view, since they forced the grass to stop at 3x3 cells.

Alright, thanks :D

Share this post


Link to post
Share on other sites

Interesting ini tweak I just found out about to the fallout.ini.  This will remove the majority of the intro splash screens from startup.  For me it ends up saving about 4 seconds factoring in the fact that when the splash screens are not deactivated I can click the "enter" key to skip part of it anyway.  If I don't click to skip, it saves a lot more time.  The good thing about it is that now I don't have to click anything to have it get to the main menu efficiently - it does it on its own.

 

SMainMenuMovieIntro=0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By Reize12
      Hello,
      I am currently modding New Vegas and using the current STEP NV guide (not fear and loathing). I've installed almost everything exactly as specified in the guide with a few deviations mainly involving armor and body mods (I'm using Type4 instead or Type3) and I installed New Vegas Redesigned 3 Revised over FCO and did not install it's attendant mods (last few edits, bug fixes).
      The issue I am experiencing is with the Altitude weather mod. With the mod installed the New Vegas strip looks like for lack of a better word, a super nova. From the outside and inside it is so bright it is almost white. If i disable Altitude it looks normal. I not sure what settings or conflicting mods could be causing this. I am not using an ENB or any kind of visual effects except what the guide has in it. The mod page on the nexus has a sticky telling people to enable full dynamic range and calibrate their monitors if they have brightness issues. I have done both and it has not made any difference I can see. Any advice you have would be greatly appreciated, otherwise I may have to ditch the mod which would be a shame as it looks fantastic everywhere else in game.
      Thank you for taking the time to read this post.
      Here are some screenshots for reference
      https://ibb.co/L14t1vQ  With Altitude
      https://ibb.co/K6ygkCt  Without Altitude
    • By Mkchief34
      I recently installed the latest Wyre Bash update, 310 Beta 1. I installed it because whenever I would try to save my Bashed Patch esp for Fallout: New Vegas, I would get this particular error message, and the patch itself does not save.
      "< not supported between instances of 'nonetype' and 'int'".
      It would also not register the masters for the patch in the screen section  beside the load order. I have reinstalled Wyre Bash, I have also deleted the previous patch (Which also had the same error), and I don't know what else to do in this case. U have some coding knowledge, but I think it won't help here.
      What should I do? I have attached a screenshot below of the error messsage itself and how no masters show up in the section for them in the GUI.

    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 93 - based on 4.1.4b
      Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game or any mod manager folders.
      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 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.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.