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iShoZza

F&L word for word... CTD's everywhere?!

Question

The title says it all. After having success w/ Skyrim's STEP guide a few months back, I decided to pretty much followed this guide word for word. I have everything setup perfectly fine as far as I can tell, but I can't play for more than five minutes after starting a new game and configuring the mcm's without crashing to the ground. I've moved things around, re-installed a few things etc in the attempt to resolve this issue but I'm not having any luck. I'm unsure how to diagnose the cause of the CTD's and am on the verge of giving up, leaving NV behind for good. I really, really don't want to do that... so as a last resort I came here to cry for help!

 

I'm not sure exactly what you'd want from me in order to help resolve the issue, so tell me what you need and I'll come thru w/ the info.

 

[spoiler=MO Profile - plugins.txt]# This file was automatically generated by Mod Organizer.
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
YUP - Base Game + All DLC.esm
Detect Traps.esm
Inventory Access.esm
Advanced Recon Tech.esm
Interior Lighting Overhaul - Core.esm
JIP Selective-Fire.esm
Ambient Temperature.esm
NVInteriors_Core.esm
New Vegas Redesigned 3.esm
ELECTRO-CITY - CompletedWorkorders.esm
NVInteriors_ComboEdition.esm
Tales from the Burning Sands.esm
Interior Lighting Overhaul - L38PS.esm
FCOMaster.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Rebalance.esp
Caliber.esm
CaliberXhonesthearts.esm
CaliberXgunrunners.esm
ELECTRO-CITY - Highways and Byways.esm
domecity.esm
NVWillow.esp
Sortomatic.esm
The New Bison Steve Hotel.esm
NVInt_ARoomWithAView.esm
Project Nevada - Cyberware.esp
More Perks.esm
Afterschool Special.esm
D.E.I.M.O.S..esm
NevadaSkies.esm
Project Nevada - Extra Options.esm
SomeguySeries.esm
Weapons.of.the.New.Millenia.esm
Advanced Recon Range Finder.esp
FPSWeaponWheel.esp
JIP Companions Command & Control.esp
The Mod Configuration Menu.esp
ArmourRepairKits.esp
JIP Realistic Weapon Overheating.esp
CASM with MCM.esp
Mojave Nights.esp
DYNAVISION 3.esp
DarNifiedUINV.esp
FCO - Sweat.esp
FCO - Willow.esp
Centered 3rd Person Camera.esp
Tales PN.esp
Improved Casinos 2X.esp
Improved-ammoingredientsloot.esp
Jump Fall Fixer.esp
LessIntrusiveKillCam.esp
Mission Mojave - Ultimate Edition.esp
FCO - GlowingOne.esp
Boacombat2glove.esp
Casino Exchange All.esp
DetectTrapsMerged.esp
EVE FNV - ALL DLC.esp
New Vegas Redesigned 3.esp
populatedcasino.esp
The Weapon Mod Menu.esp
Advanced Recon Tech.esp
Project Nevada - Cyberware Additions.esp
Sandbox6Collection.esp
vault22FloralOverhaul.esp
WeaponModsExpanded.esp
TheInheritance.esp
MMUE-CP-NVR3.esp
TrooperOverhaul-Dragbody.esp
Better Burned Man.esp
WMX-DLCMerged.esp
MMUE-CP-WMX.esp
Project Nevada - WMX.esp
Project Nevada - EVE All DLC.esp
NewVegasUncutCollection.esp
Alternative Start.esp
TutKillerMerged.esp
MachienzoMerged.esp
MMUE-CP-Electrocity.esp
EMR-StealthSuitMkII.esp
Nipton Fires Extinguished.esp
MMUE-CP-NVInteriors.esp
Powered Power Armor.esp
NewVegasBounties.esp
NewVegasBountiesII.esp
ILO - Merged Patches.esp
1nivVSLArmors.esp
1nivPNSLPatch.esp
Integration - Couriers Stash+WMX.esp
MMUE POP.esp
WMX-ModernWeapons.esp
Delay DLC - DM + HH + OWB + LR + GRA.esp
GRA - The Right to Bear Arms.esp
Laurens_Bathroom_poetry.esp
CONELRAD 640-1240.esp
MMUE-CP-ILO.esp
Advanced Recon Gear.esp
Advanced Recon Gear - Project Nevada.esp
OWB-Path Lights.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
MMUE-CP-PNALLDLC.esp
Ambient Temperature - PPA.esp
NewVegasKiller.esp
ExtendedDialogueVulpes.esp
NCRTrooperOverhaul.esp
DragonskinTacticalOutfit.esp
Advanced Recon Armor.esp
PortableCampsite.esp
RaestlozFactionArmorEnhancement.esp
NukaCola-Ojo.esp
Safe ShowRaceMenu_Console.esp
GRARG.esp
Holster.esp
Sortomatic_for_House_of_the_Chef.esp
MMUE-CP-EVE.esp
Weapons.of.the.New.Millenia.CaliberX4+.Patch.esp
Weapons.of.the.New.Millenia.Leveled.Lists.esp
christinecos.esp
dD - Enhanced Blood Main NV.esp
mapmarkers.esp
NevadaSkies - Ultimate DLC Edition.esp
Bashed Patch, 0.esp

 

 

[spoiler=MO Profile - archives.txt]Fallout - Meshes.bsa
Fallout - Misc.bsa
Fallout - Sound.bsa
Fallout - Textures.bsa
Fallout - Textures2.bsa
Fallout - Voices1.bsa
Update.bsa
DeadMoney - Main.bsa
DeadMoney - Sounds.bsa
HonestHearts - Main.bsa
HonestHearts - Sounds.bsa
OldWorldBlues - Main.bsa
OldWorldBlues - Sounds.bsa
LonesomeRoad - Main.bsa
LonesomeRoad - Sounds.bsa
GunRunnersArsenal - Main.bsa
GunRunnersArsenal - Sounds.bsa
ClassicPack - Main.bsa
TribalPack - Main.bsa
MercenaryPack - Main.bsa
CaravanPack - Main.bsa
Mission Mojave - Ultimate Edition.bsa
Advanced Recon Gear.bsa
Advanced Recon Tech.bsa
JIP Companions Command & Control - Assets.bsa
NevadaSkies - Main.bsa
NevadaSkies - Sounds.bsa
Interior Lighting Overhaul - Core.bsa
NVWillow.bsa
Better Burned Man - Main.bsa
1nivVSLArmors.bsa
CaliberX.bsa

 

 

[spoiler=MO Profile - fallout.ini][General]
SStartingCell =
SCharGenQuest = 00102037
SStartingCellY =
SStartingCellX =
SStartingWorld =
bRunHighLevelProcess=1
bRunMiddleLowLevelProcess=0
iNumHWThreads=4
bMultiThreadMovement=1
bMTRendering=1
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
fMasterFilePreLoadMB=500.0000
bDecalMultithreaded=1
STestFile10 =
STestFile9 =
STestFile8 =
STestFile7 =
STestFile6 =
STestFile5 =
STestFile4 =
STestFile3 =
STestFile2 =
STestFile1 =
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
iHoursToSleep = 3
bActorLookWithHavok = 0
SMainMenuMusicTrack = special\maintitle.mp3
bUseEyeEnvMapping = 1
bFixFaceNormals = 0
bUseFaceGenHeads = 1
bFaceMipMaps = 1
bFaceGenTexturing = 1
bDefaultCOCPlacement = 0
uGridDistantCount = 20
uGridsToLoad = 5
fGlobalTimeMultiplier = 1.0000
bNewAnimation = 1
bFixAIPackagesOnLoad = 0
bForceReloadOnEssentialCharacterDeath = 1
bKeepPluginWhenMerging = 0
bCreate Maps Enable = 0
SLocalSavePath = Saves\
SLocalMasterPath = Data\
bDisableDuplicateReferenceCheck = 1
bTintMipMaps = 0
uInteriorCellBuffer = 192
uExteriorCellBuffer = 2304
iIntroSequencePriority = 3
bPreloadIntroSequence = 1
fStaticScreenWaitTime = 3.0000
SMainMenuMovieIntro =
SIntroSequence =
sIntroMovie = Fallout INTRO Vsk.bik
iFPSClamp = 0
bRunVTuneTest = 0
bActivateAllQuestScripts = 0
bUseThreadedBlood=1
bUseThreadedMorpher=1
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=1
bUseThreadedAI=1
bUseThreadedMeshes=1
bUseThreadedLOD=1
bUseThreadedTextures=1
bBorderRegionsEnabled=1
bDisableHeadTracking = 0
bTrackAllDeaths = 0
uiFaceGenMaxEGTDataSize = 67108864
uiFaceGenMaxEGMDataSize = 67108864
bPreemptivelyUnloadCells = 0
iNumBitsForFullySeen = 248
iPreloadSizeLimit = 16777216000
bUseHardDriveCache = 0
bEnableBoundingVolumeOcclusion = 1
bDisplayBoundingVolumes = 0
bUseThreadedTempEffects = 1
bUseThreadedParticleSystem = 0
bExternalLODDataFiles = 1
bCheckCellOffsetsOnInit = 0
uGridDistantTreeRange = 5
bCreateShaderPackage = 0
bWarnOnMissingFileEntry = 0
bAllowScriptedAutosave = 0
uGridDistantTreeRangeCity = 4
uGridDistantCountCity = 4
iSaveGameBackupCount = 1
bDisplayMissingContentDialogue = 1
SSaveGameSafeCellID = 2AEEA
bChangeTimeMultSlowly = 1
bCheckPurgedTextureList = 0
bAnimateDoorPhysics = 0
sLanguage = ENGLISH
bLoadFaceGenHeadEGTFiles = 1

[Display]
fDecalLifetime = 720.0000
bEquippedTorchesCastShadows = 0
bReportBadTangentSpace = 0
bStaticMenuBackground = 1
bForcePow2Textures = 0
bForce1XShaders = 0
bHighQuality20Lighting = 1
bAllow20HairShader = 1
bAllowScreenShot = 0
iMultiSample = 1
bDoTallGrassEffect = 1
bForceMultiPass = 1
bDoTexturePass = 1
bDoSpecularPass = 1
bDoDiffusePass = 1
bDoAmbientPass = 1
bImageSpaceEffects = 1
bDoCanopyShadowPass = 1
bDrawShadows = 0
bUseRefractionShader = 1
bUse Shaders = 1
iNPatchNOrder = 0
iNPatchPOrder = 0
iNPatches = 0
iLocation Y = 5
iLocation X = 5
bFull Screen = 0
iAdapter = 0
iScreenShotIndex = 0
SScreenShotBaseName = ScreenShot
iAutoViewMinDistance = 2000
iAutoViewHiFrameRate = 40
iAutoViewLowFrameRate = 20
bAutoViewDistance = 0
fDefaultFOV=90.0000
fDefaultWorldFOV=90.0000
fNearDistance = 5
fFarDistance = 1000.0000
iDebugTextLeftRightOffset = 10
iDebugTextTopBottomOffset = 20
bShowMenuTextureUse = 1
fLightLODDefaultStartFade = 10240.0
fLightLODRange = 10240.0
fLightLODMinStartFade = 10240.0
fLightLODMaxStartFade = 10240.0
fDecalLOD0=155000.0000
fDecalLOD1=155000.0000
fDecalLOD2=155000.0000
fShadowLODDefaultStartFade = 200.0
fShadowLODRange = 200.0
fShadowLODMinStartFade = 100.0
fShadowLODMaxStartFade = 1000.0
fSkinnedDecalLOD0=155000.0000
fSkinnedDecalLOD1=155000.0000
fSkinnedDecalLOD2=155000.0000
fSpecularLODDefaultStartFade = 10240.0
fSpecularLODRange = 10240.0
fSpecularLODMinStartFade = 10240.0
fSpecularLODMaxStartFade = 10240.0
fGamma = 1.0000
bAllow30Shaders = 1
iTexMipMapMinimum = 0
bDoStaticAndArchShadows = 0
bDoActorShadows = 1
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=120
iActorShadowCount = 4
bIgnoreResolutionCheck = 0
fSpecualrStartMax = 1000.0000
fSpecularStartMin = 0.0000
iActorShadowIntMax = 10
iActorShadowIntMin = 0
iActorShadowExtMax = 10
iActorShadowExtMin = 0
bDynamicWindowReflections = 1
fShadowFadeTime = 1.0000
iPresentInterval = 1
bDecalsOnSkinnedGeometry = 1
uVideoDeviceIdentifierPart4 = 0
uVideoDeviceIdentifierPart3 = 0
uVideoDeviceIdentifierPart2 = 0
uVideoDeviceIdentifierPart1 = 0
iShadowFilter = 2
bAllowPartialPrecision = 1
iShadowMapResolution = 1024
bShadowsOnGrass = 0
bActorSelfShadowing = 0
iActorShadowCountInt = 6
iActorShadowCountExt = 6
fPipboy1stPersonFOV = 47.0
fDefault1stPersonFOV = 75.0000
bLODNoiseAniso = 1
iMaxAnisotropy = 0
fLandLOFadeSeconds = 15.0
bEnableEyefinity = 0

[Controls]
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0
bAlwaysRunByDefault = 1
bBackground Mouse = 0
bBackground Keyboard = 1

[Water]
bUseWaterShader = 1
bUseWaterReflections = 1
bUseWaterRefractions = 1
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

[Audio]
fASFadeInTime = 2.0
fASFadeOutTime = 10.0
fRegionLoopFadeInTime = 5.0
fRegionLoopFadeOutTime = 5.0
fAudioDebugDelay = 0.0000
bEnableAudio = 1
bEnableAudioCache = 1
bMultiThreadAudio = 0
bEnableEnviroEffectsOnPC = 0
iAudioCacheSize = 2048
iMaxSizeForCachedSound = 256
bUseAudioDebugInformation = 1
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
bUseObstacleAvoidance = 1
bBackgroundNavmeshUpdate = 1

[MAIN]
bEnableBorderRegion = 1
fLowPerfCombatantVoiceDistance = 1000.0000
iDetectionHighNumPicks = 40
fQuestScriptDelayTime = 5.0000
bCloneModelsInBackground = 1
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 = 1
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
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

[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 = 3.0000
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 = 1
iDetectionPicks = 21

[Fonts]
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
sfontfile_8=textures\fonts\glow_futura_caps_large.fnt
sFontFile_9 = Textures\Fonts\NVFont_Test.fnt

[speedTree]
iTreeClonesAllowed = 1
fCanopyShadowGrassMult = 1.0000
iCanopyShadowScale = 512
fTreeForceMaxBudAngle = -1.0000
fTreeForceMinBudAngle = -1.0000
fTreeForceLeafDimming = -1.0000
fTreeForceBranchDimming = -1.0000
fTreeForceCS = -1.0000
fTreeForceLLA = -1.0000
fTreeLODExponent = 1.0000
bEnableTrees = 1
bForceFullLOD = 0
fLODTreeMipMapLODBias = -0.7500
fLocalTreeMipMapLODBias = -0.2500

[Debug]
bDebugFaceGenCriticalSection = 0
bDebugFaceGenMultithreading = 0
bDebugSaveBuffer = 0

[backgroundLoad]
bBackgroundPathing = 1
bUseMultiThreadedFaceGen = 1
bBackgroundCellLoads = 1
iAnimaitonClonePerLoop = 5
bUseMultiThreadedTrees = 1
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
bUseBackgroundFileLoader = 1
bBackgroundLoadLipFiles = 1
bLoadBackgroundFaceGen = 1
bLoadHelmetsInBackground = 1
iAnimationClonePerLoop = 5
bSelectivePurgeUnusedOnFastTravel = 0
bCloneModelsInBackground = 1

[LOD]
fLODLandDropAmount = 230.0000
fLodDistance = 500.0000
bUseFaceGenLOD = 0
iLODTextureTiling = 2
iLODTextureSizePow2 = 8
fLODNormalTextureBlend = 0.5000
bDisplayLODLand = 1
bDisplayLODBuildings = 1
bLODPopTrees = 0
bLODPopActors = 0
bLODPopItems = 0
bLODPopObjects = 0
fLODFadeOutMultItems=15.0000
fLODFadeOutMultObjects=15.0000
fLODFadeOutMultActors=15.0000
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
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 = 80
bGrassPointLighting = 0
bDrawShaderGrass = 1
iGrassDensityEvalSize = 2
iMaxGrassTypesPerTexure = 2
fWaveOffsetRange = 1.7500
fGrassWindMagnitudeMax = 125.0000
fGrassWindMagnitudeMin = 5.0000
fTexturePctThreshold = 0.0000
fGrassMinStartFadeDistance = 0.0
fGrassMaxStartFadeDistance = 7000.0
fGrassDefaultStartFadeDistance = 3500.0
fGrassFadeRange = 1000.0

[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 = 1

[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 =Fallout - Invalidation.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
fPulseBrightenIntensity = 0.25
fPulseRadiusIntensity = 0.5
fPulseRate = 0.0006
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]
uMaxDecals=575
uMaxDecalCount=575
uMaxSkinDecals=500
uMaxSkinDecalPerActor=50
bProfileDecals=1
bDecalOcclusionQuery=1

[TerrainManager]
fSplitDistanceMult=1.5000
fBlockMorphDistanceMult=0.70
bUseNewTerrainSystem=1
bUseDistantObjectBlocks=1
fBlockLoadDistance=125000.0
fDefaultBlockLoadDistanceLow=50000.0
fLowBlockLoadDistanceLow=25000.0
fHighBlockLoadDistanceLow=50000.0
fDefaultTreeLoadDistance=25000.0
fLowTreeLoadDistance=10000.0
fHighTreeLoadDistance=40000.0
fTreeLoadDistance=40000.0000
fBlockLoadDistanceLow=50000.0000

[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

 

 

[spoiler=MO Profile - falloutprefs.ini][General]
SStartingCell =
SCharGenQuest = 00102037
SStartingCellY =
SStartingCellX =
SStartingWorld =
bRunHighLevelProcess=1
bRunMiddleLowLevelProcess=0
iNumHWThreads=4
bMultiThreadMovement=1
bMTRendering=1
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
fMasterFilePreLoadMB=500.0000
bDecalMultithreaded=1
STestFile10 =
STestFile9 =
STestFile8 =
STestFile7 =
STestFile6 =
STestFile5 =
STestFile4 =
STestFile3 =
STestFile2 =
STestFile1 =
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
iHoursToSleep = 3
bActorLookWithHavok = 0
SMainMenuMusicTrack = special\maintitle.mp3
bUseEyeEnvMapping = 1
bFixFaceNormals = 0
bUseFaceGenHeads = 1
bFaceMipMaps = 1
bFaceGenTexturing = 1
bDefaultCOCPlacement = 0
uGridDistantCount = 20
uGridsToLoad = 5
fGlobalTimeMultiplier = 1.0000
bNewAnimation = 1
bFixAIPackagesOnLoad = 0
bForceReloadOnEssentialCharacterDeath = 1
bKeepPluginWhenMerging = 0
bCreate Maps Enable = 0
SLocalSavePath = Saves\
SLocalMasterPath = Data\
bDisableDuplicateReferenceCheck = 1
bTintMipMaps = 0
uInteriorCellBuffer = 192
uExteriorCellBuffer = 2304
iIntroSequencePriority = 3
bPreloadIntroSequence = 1
fStaticScreenWaitTime = 3.0000
SMainMenuMovieIntro =
SIntroSequence =
sIntroMovie = Fallout INTRO Vsk.bik
iFPSClamp = 0
bRunVTuneTest = 0
bActivateAllQuestScripts = 0
bUseThreadedBlood=1
bUseThreadedMorpher=1
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=1
bUseThreadedAI=1
bUseThreadedMeshes=1
bUseThreadedLOD=1
bUseThreadedTextures=1
bBorderRegionsEnabled=1
bDisableHeadTracking = 0
bTrackAllDeaths = 0
uiFaceGenMaxEGTDataSize = 67108864
uiFaceGenMaxEGMDataSize = 67108864
bPreemptivelyUnloadCells = 0
iNumBitsForFullySeen = 248
iPreloadSizeLimit = 16777216000
bUseHardDriveCache = 0
bEnableBoundingVolumeOcclusion = 1
bDisplayBoundingVolumes = 0
bUseThreadedTempEffects = 1
bUseThreadedParticleSystem = 0
bExternalLODDataFiles = 1
bCheckCellOffsetsOnInit = 0
uGridDistantTreeRange = 5
bCreateShaderPackage = 0
bWarnOnMissingFileEntry = 0
bAllowScriptedAutosave = 0
uGridDistantTreeRangeCity = 4
uGridDistantCountCity = 4
iSaveGameBackupCount = 1
bDisplayMissingContentDialogue = 1
SSaveGameSafeCellID = 2AEEA
bChangeTimeMultSlowly = 1
bCheckPurgedTextureList = 0
bAnimateDoorPhysics = 0
sLanguage =ENGLISH
bLoadFaceGenHeadEGTFiles = 1

[Display]
fDecalLifetime = 720.0000
bEquippedTorchesCastShadows = 0
bReportBadTangentSpace = 0
bStaticMenuBackground = 1
bForcePow2Textures = 0
bForce1XShaders = 0
bHighQuality20Lighting = 0
bAllow20HairShader = 1
bAllowScreenShot = 0
iMultiSample =0
bDoTallGrassEffect = 1
bForceMultiPass = 1
bDoTexturePass = 1
bDoSpecularPass = 1
bDoDiffusePass = 1
bDoAmbientPass = 1
bImageSpaceEffects = 1
bDoCanopyShadowPass = 1
bDrawShadows =1
bUseRefractionShader = 1
bUse Shaders = 1
iNPatchNOrder = 0
iNPatchPOrder = 0
iNPatches = 0
iLocation Y = 5
iLocation X = 5
bFull Screen =1
iAdapter =0
iScreenShotIndex =8
SScreenShotBaseName = ScreenShot
iAutoViewMinDistance = 2000
iAutoViewHiFrameRate = 40
iAutoViewLowFrameRate = 20
bAutoViewDistance = 0
fDefaultFOV=90.0000
fDefaultWorldFOV=90.0000
fNearDistance = 5
fFarDistance = 1000.0000
iDebugTextLeftRightOffset = 10
iDebugTextTopBottomOffset = 20
bShowMenuTextureUse = 1
fLightLODDefaultStartFade = 10240.0
fLightLODRange = 10240.0
fLightLODMinStartFade = 10240.0
fLightLODMaxStartFade = 10240.0
fDecalLOD0=155000.0000
fDecalLOD1=155000.0000
fDecalLOD2=155000.0000
fShadowLODDefaultStartFade = 200.0
fShadowLODRange = 200.0
fShadowLODMinStartFade = 100.0
fShadowLODMaxStartFade = 1000.0
fSkinnedDecalLOD0=155000.0000
fSkinnedDecalLOD1=155000.0000
fSkinnedDecalLOD2=155000.0000
fSpecularLODDefaultStartFade = 10240.0
fSpecularLODRange = 10240.0
fSpecularLODMinStartFade = 10240.0
fSpecularLODMaxStartFade = 10240.0
fGamma =1.0000
bAllow30Shaders = 1
iTexMipMapMinimum =0
bDoStaticAndArchShadows = 0
bDoActorShadows = 1
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=10
iMaxSkinDecalsPerFrame=20
iActorShadowCount = 4
bIgnoreResolutionCheck = 0
fSpecualrStartMax = 1000.0000
fSpecularStartMin = 0.0000
iActorShadowIntMax = 10
iActorShadowIntMin = 0
iActorShadowExtMax = 10
iActorShadowExtMin = 0
bDynamicWindowReflections = 1
fShadowFadeTime = 1.0000
iPresentInterval =1
bDecalsOnSkinnedGeometry = 1
uVideoDeviceIdentifierPart4 = 0
uVideoDeviceIdentifierPart3 = 0
uVideoDeviceIdentifierPart2 = 0
uVideoDeviceIdentifierPart1 = 0
iShadowFilter =2
bAllowPartialPrecision = 1
iShadowMapResolution =1024
bShadowsOnGrass = 0
bActorSelfShadowing = 0
iActorShadowCountInt =6
iActorShadowCountExt =6
fPipboy1stPersonFOV = 47.0
fDefault1stPersonFOV = 75.0000
bLODNoiseAniso = 1
iMaxAnisotropy =0
fLandLOFadeSeconds = 15.0
bEnableEyefinity =0
sD3DDevice ="NVIDIA GeForce GTX 780 Ti "
iTexMipMapSkip =0
iWaterMultisamples =4
bTransparencyMultisampling =1
fSpecularLODStartFade =2000.0000
fShadowLODStartFade =1000.0000
fLightLODStartFade =3500.0000
iSize W =1920
iSize H =1080
fDecalLOD2 =1500.0000
fDecalLOD1 =1000.0000
iShadowMode =3
iMaxSkinDecalsPerFrame =3

[Controls]
bAlwaysRunByDefault = 1
bBackground Mouse = 0
bBackground Keyboard = 1
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 =0021FF0F
Menu Mode =000F030B
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
fXenonVertLookSpeed =1200.0000
fXenonHorizLookSpeed =1500.0000
bGamePadRumble =1
bInvertYValues =0
fMouseSensitivity =0.0020

[Water]
bUseWaterShader = 1
bUseWaterReflections =1
bUseWaterRefractions =1
bUseWaterDepth =1
bUseWaterHiRes = 1
bUseWaterDisplacements =0
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 = 0.0000
bEnableAudio = 1
bEnableAudioCache = 1
bMultiThreadAudio = 0
bEnableEnviroEffectsOnPC = 0
iAudioCacheSize = 2048
iMaxSizeForCachedSound = 256
bUseAudioDebugInformation = 1
fDefaultMasterVolume =1.0000
fDefaultFootVolume =0.6000
fDefaultMusicVolume =0.6000
fDefaultRadioVolume =0.8000
fDefaultEffectsVolume =0.8000
fDefaultVoiceVolume =1.0000
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
bUseObstacleAvoidance = 1
bBackgroundNavmeshUpdate = 1

[MAIN]
bEnableBorderRegion = 1
fLowPerfCombatantVoiceDistance = 1000.0000
iDetectionHighNumPicks = 40
fQuestScriptDelayTime = 5.0000
bCloneModelsInBackground = 0
iLastHDRSetting = -1
bSaveOnWait = 0
bSaveOnTravel = 0
bSaveOnRest = 0

[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 = 1
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
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 =785383423
uHUDColor =4290134783
bDisable360Controller =0

[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 = 3.0000
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 = 1
iDetectionPicks = 21
bShowQuestMarkers =1
iDifficulty =3
iKillCamera =2
uiRedeemedContent =0
bTrueIronSights =1
bDisableDynamicCrosshair =0
bSaveOnInteriorExteriorSwitch =1
bSaveOnTravel =0
bSaveOnWait =0
bSaveOnRest =0
bCrossHair =1
bGeneralSubtitles =0
bDialogueSubtitles =1

[Fonts]
sFontFile_1 = Textures\Fonts\DarN_FranKleinBold_14.fnt
sFontFile_2 = Textures\Fonts\DarN_FranKleinBold_16.fnt
sFontFile_3 = Textures\Fonts\Glow_Monofonto_Medium.fnt
sFontFile_4 = Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
sFontFile_5 = Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
sFontFile_6 = Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
sFontFile_7 = Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
sFontFile_8 = Textures\Fonts\Glow_Futura_Caps_Large.fnt
sFontFile_9 = Textures\Fonts\NVFont_Test.fnt

[speedTree]
iTreeClonesAllowed = 1
fCanopyShadowGrassMult = 1.0000
iCanopyShadowScale = 512
fTreeForceMaxBudAngle = -1.0000
fTreeForceMinBudAngle = -1.0000
fTreeForceLeafDimming = -1.0000
fTreeForceBranchDimming = -1.0000
fTreeForceCS = -1.0000
fTreeForceLLA = -1.0000
fTreeLODExponent = 1.0000
bEnableTrees = 1
bForceFullLOD = 0
fLODTreeMipMapLODBias = -0.7500
fLocalTreeMipMapLODBias = -0.2500

[Debug]
bDebugFaceGenCriticalSection = 0
bDebugFaceGenMultithreading = 0
bDebugSaveBuffer = 0

[backgroundLoad]
bBackgroundPathing = 1
bUseMultiThreadedFaceGen = 1
bBackgroundCellLoads = 1
iAnimaitonClonePerLoop = 5
bUseMultiThreadedTrees = 1
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
bUseBackgroundFileLoader = 1
bBackgroundLoadLipFiles = 1
bLoadBackgroundFaceGen = 1
bLoadHelmetsInBackground = 1
iAnimationClonePerLoop = 5
bSelectivePurgeUnusedOnFastTravel = 0
bCloneModelsInBackground = 1

[LOD]
fLODLandDropAmount = 230.0000
fLodDistance = 500.0000
bUseFaceGenLOD = 0
iLODTextureTiling = 2
iLODTextureSizePow2 = 8
fLODNormalTextureBlend = 0.5000
bDisplayLODLand = 1
bDisplayLODBuildings = 1
bLODPopTrees = 0
bLODPopActors = 0
bLODPopItems = 0
bLODPopObjects = 0
fLODFadeOutMultItems =15.0000
fLODFadeOutMultObjects =15.0000
fLODFadeOutMultActors =15.0000
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
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 = 80
bGrassPointLighting = 0
bDrawShaderGrass = 1
iGrassDensityEvalSize = 2
iMaxGrassTypesPerTexure = 2
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 =0
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 = ArchiveInvalidation.txt
iRetainFilenameOffsetTable = 1
iRetainFilenameStringTable = 1
iRetainDirectoryStringTable = 1
bCheckRuntimeCollisions = 0
bInvalidateOlderFiles = 1
bUseArchives = 1
SArchiveList = 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
fPulseBrightenIntensity = 0.25
fPulseRadiusIntensity = 0.5
fPulseRate = 0.0006
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]
uMaxDecals=575
uMaxDecalCount=575
uMaxSkinDecals=500
uMaxSkinDecalPerActor=50
bProfileDecals=1
bDecalOcclusionQuery=1
iDismemberBloodDecalCount=25

[TerrainManager]
fSplitDistanceMult =1.5000
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 =40000.0000
fBlockLoadDistanceLow =50000.0000

[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]
bEnableFileSelection = 1
bShowAllResolutions =1
uLastAspectRatio =3

 

 

[spoiler=PC Specs]GPU - GTX 780 Ti (JETSTREAM)
CPU - i7-4930k
RAM - 4x8GB 2.1kMHz
SSD - ASUS RAIDR PCIe (where FNV is located)

 

 

Any and all help will be appreciated, I don't want the eight or so hours I spent modding this game to go to waste. I'm also using the latest Enhanced Shaders ENB (Nevada Skies ver) and have step the enblocal.ini to suit my system. I can't think of any other information that might help, other than a small mention that initially many textures weren't working correctly but I found a simple fix that is to disbale and re-enable the two texture and one mesh vanilla bsa's in MO. Every time I add a new mod I have to repeat the steps otherwise I'll get **** like missing road textures but the signs will be fine etc. I'm not sure if that has anything to do w/ the CTD's though. Thank you in advanced for your time!

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https://forum.step-project.com/topic/5279-fl-ini-tweaks/

At first glance, it looks like you have a lot of the "Threaded=1" tweaks in your ini files.  I would back up your .inis and revert to default.  A lot of those threaded tweaks are Bull$#1T.  Quote from EssArrBee ^Link: "Threaded AI - Possible cause of crashes; use at your own risk".

 

So start there.  Revert to default and just add the F&L ini Tweaks and see if you still have CTDs.

Edited by AyleidRuin
  • Upvote 1

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Welcome to STEP iShoZza.

 

 

I'd go along with @AyleidRuin's point and examine your INI files. There seem to be a lot of 'tweaks' that are said to be for improving graphics and such, but I would question their worth. Just revert to default and add little by little if you must 'tweak'.

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Do you get any specific error messages like "Out of memory..." when the game crashes or it just a straight black screen to desktop? One last thing you could post would be your enblocal.ini. I see that you set it to your system specs but I would still like to see it; just to rule out any possible causes.

 

And AyleidRuin is right. The majority of the "Multi-Core" tweaks don't do anything. I see you have your uInteriorCellBuffer uExteriorCellBuffer set extremely high. From what I have gathered from people who are much better than me when it comes to understanding game engines, those have to do with uGridsToLoad and generally should not be touched. Especially if you have your uGridsToLoad still at 5. 

 

I agree with what was said above that you should revert your .ini files back to the original ones that come with the game. Once you do that, test again and if you still get crashes constantly then we can rule that out. Don't worry iShoZza, we will get this sorted out. :)

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Thank you for the responses & welcome, it's amazing how helpful this community is!

 

I was re-tracing my steps after I posted this and came across something I missed in the guide. In the bashed patch section, it says to specifically un-check the fallout esm in the 'names' tab, this was something I didn't do initially. I'm not sure why this would be game-breaking but upon rebuilding the bashed patch I'm no longer crashing.

 

As for my INI files, I got them from the author of COBALT/ RUST ENB due to his amazing screenshots and similar specs I thought they'd be ideal. I've been using them fine for awhile before I followed the STEP guide, but I'll go through, retrieve the LODs and revert anyway just to be safe.

 

I do however have another, smaller issue that is bugging me. Gopher's oHUD, in the MCM, the iHUD options aren't there. I see them in the menu, but when I click on them no settings appear... but the defaults are in play which means it's hiding extra HUD and the sneak meter being the two options I'd want to change. In the MO left pane, it goes; mcm, weapon mod menu, darnified, one hud, flashlight, uio. Below is an updated list of my load order as I changed a few things around.

 

[spoiler=MO Profile - plugins.txt]# This file was automatically generated by Mod Organizer.
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
YUP - Base Game + All DLC.esm
oHUD.esm
Detect Traps.esm
Inventory Access.esm
Advanced Recon Tech.esm
Interior Lighting Overhaul - Core.esm
JIP Selective-Fire.esm
Ambient Temperature.esm
NVInteriors_Core.esm
New Vegas Redesigned 3.esm
ELECTRO-CITY - CompletedWorkorders.esm
NVInteriors_ComboEdition.esm
Tales from the Burning Sands.esm
Interior Lighting Overhaul - L38PS.esm
FCOMaster.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Rebalance.esp
Caliber.esm
CaliberXhonesthearts.esm
CaliberXgunrunners.esm
ELECTRO-CITY - Highways and Byways.esm
domecity.esm
NVWillow.esp
Sortomatic.esm
The New Bison Steve Hotel.esm
NVInt_ARoomWithAView.esm
Project Nevada - Cyberware.esp
More Perks.esm
Afterschool Special.esm
D.E.I.M.O.S..esm
NevadaSkies.esm
Project Nevada - Extra Options.esm
SomeguySeries.esm
Weapons.of.the.New.Millenia.esm
Advanced Recon Range Finder.esp
FPSWeaponWheel.esp
The Mod Configuration Menu.esp
ArmourRepairKits.esp
JIP Realistic Weapon Overheating.esp
CASM with MCM.esp
Mojave Nights.esp
DarNifiedUINV.esp
FCO - Sweat.esp
FCO - Willow.esp
Centered 3rd Person Camera.esp
Tales PN.esp
Jump Fall Fixer.esp
Improved Casinos 2X.esp
Improved-ammoingredientsloot.esp
LessIntrusiveKillCam.esp
Mission Mojave - Ultimate Edition.esp
FCO - GlowingOne.esp
Boacombat2glove.esp
Casino Exchange All.esp
DetectTrapsMerged.esp
EVE FNV - ALL DLC.esp
FlashlightNVSE.esp
New Vegas Redesigned 3.esp
populatedcasino.esp
The Weapon Mod Menu.esp
Advanced Recon Tech.esp
JIP Companions Command & Control.esp
Project Nevada - Cyberware Additions.esp
Sandbox6Collection.esp
Primm Reborn.esp
Novac Reborn.esp
vault22FloralOverhaul.esp
WeaponModsExpanded.esp
MMUE-CP-NVR3.esp
TrooperOverhaul-Dragbody.esp
Better Burned Man.esp
WMX-DLCMerged.esp
MMUE-CP-WMX.esp
Integration - Couriers Stash+WMX.esp
WMX-ModernWeapons.esp
Goodsprings Reborn.esp
TheInheritance.esp
NewVegasUncutCollection.esp
Alternative Start.esp
TutKillerMerged.esp
EMR-StealthSuitMkII.esp
OWB-Path Lights.esp
MachienzoMerged.esp
MMUE-CP-Electrocity.esp
Nipton Fires Extinguished.esp
MMUE-CP-NVInteriors.esp
Powered Power Armor.esp
Ambient Temperature - PPA.esp
NewVegasBounties.esp
NewVegasBountiesII.esp
ILO - Merged Patches.esp
1nivVSLArmors.esp
Novac Reborn - Electro-City Fix Patch.esp
Delay DLC - DM + HH + OWB + LR + GRA.esp
GRA - The Right to Bear Arms.esp
Laurens_Bathroom_poetry.esp
MMUE-CP-ILO.esp
Advanced Recon Gear.esp
Advanced Recon Gear - Project Nevada.esp
CONELRAD 640-1240.esp
Project Nevada - Rebalance Complete.esp
1nivPNSLPatch.esp
NewVegasKiller.esp
NCRTrooperOverhaul.esp
DragonskinTacticalOutfit.esp
Advanced Recon Armor.esp
RaestlozFactionArmorEnhancement.esp
Project Nevada - WMX.esp
Project Nevada - EVE All DLC.esp
Project Nevada - All DLC.esp
ExtendedDialogueVulpes.esp
PortableCampsite.esp
NukaCola-Ojo.esp
Safe ShowRaceMenu_Console.esp
GRARG.esp
Holster.esp
Sortomatic_for_House_of_the_Chef.esp
Weapons.of.the.New.Millenia.CaliberX4+.Patch.esp
Weapons.of.the.New.Millenia.Leveled.Lists.esp
christinecos.esp
dD - Enhanced Blood Main NV.esp
mapmarkers.esp
NevadaSkies - Ultimate DLC Edition.esp
Bashed Patch, 0.esp

 

 

Any suggestions?

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Ah, don't you love modding? I re-applied the Darnified UI patch and it's golden, the iHUD settings have appeared. The smallest things can be overlooked an become a pain in your ass so darn easy. Thank you again, for the quick responses. From looking at other threads randomly it seems like this community is nothing but helpful and EVEN troll free (for the most part, probably) which is almost impossible these days. My savage hunger for Fallout 4 has now been tamed!

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Yeah it's often the devil hiding in the small details that does you over in the end. Good to see you're OK and going.

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I was playing for an hour or so, everything was fine, then objects all around me were suddenly see-through. Just when I thought FNV was going to engulf me for hours on end. Well, I tired starting a new save and everything straight from the start is broken. The UI often has a fit and flashes like crazy, objects and world space alike is transparent. I tried removing a mod as I was on the 135 mark, rebuilding the bashed patch, removing it entirely, validated FNV on steam, removed the ENB, reverted back to the messy INI's, refreshed archive validation etc. NOTHING has worked. I'm now at a complete loss.

Edited by iShoZza

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Googleing shows that ENB may be the culprit.  Seems like a lot of fixes in these links but enblocal.ini->Quote: 

"I know it sounds counterproductive but what fixed it for me (in fallout 3) was changing the

FixTransparencyBugs=true
to
FixTransparencyBugs=false

 

In the [FIX] section of enbseries.ini and enblocal.ini (I'm not sure which takes precedence and since the section is in both files I always change both).

"

https://forums.nexusmods.com/index.php?/topic/2506179-transparent-walls-in-some-building-with-enb/

https://www.loverslab.com/topic/25350-enb-transparent-surroundings-help/

 

No help? Disable ENB all together and see how you make out.

Edited by AyleidRuin
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I had to remove it entirely, but the culprit was the ENB unfortunately. Is there a work around for this? I noticed on the guide it says some people have issues with the 4GB Loader & ENB, perhaps I'll try the injector version. I don't suppose anyone has the files of E ENB, as the author was banned from the Nexus?

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 I don't suppose anyone has the files of E ENB, as the author was banned from the Nexus?

This would go against STEP policy of mod redistribution.

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I tried the injector version and no luck, same problem. I don't understand though, it was working fine and now I can't use an ENB w/o things messing up! I don't mind not having an ENB but the game looks soo much better with one and I'm a screenshot junkie so it's a problem. Any suggestions?

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idn if this will work but here it goes.  Backup your enblocal.ini and enbseries.ini b4 you do this :)

 

So, you have your Pretty Graphic ENB picked out.  The Graphic settings are in the enbSeries.ini.  

So Copy/Pasta from section "[GLOBAL]" to section "[RAYS]".  =ofc include the [RAYS] settings.

Don't add the [fix], or any other section past [RAYS], to the enbseries.ini.  Fixed?

 

 

E ENB is under Mod review on Nexus.  Which is sorta a Red flag :/  

I found it on Steam Workshop, but only for Skyrim.  

I use this handy Manager for my ENBs: https://www.nexusmods.com/skyrim/mods/24402/? =Yes it works for F:NV

 

Worse case: Pick another ENB

Edited by AyleidRuin

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If things are see through and floating and glitching out with an ENB, almost (but not always) 99% of the time that means you have some form of hardware AA on. 

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I got rid of the Steam Overlay and it worked fine. I noticed some ENB's have a stability fix for the overlay but Enhanced Shaders isn't one of them. At last, I'm all good, just kinda bummed out due to starting again constantly trying to get everything in working order. I'm pretty excited to play Boom to the Moon though, all of this extra content is glorious! It should keep my busy for awhile ;) Thanks again everyone for being so damn helpful, much appreciated. I think I'll stick around.

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    • 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 86 - 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.
    • By z929669
      Discussion topic:
      Step FalloutNV Guide (by Majorman)
      Resources: Nexus Mods
      Please submit feedback about the 1.0.0 guide to this topic.
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