DoubleYou Posted December 1, 2015 Author Share Posted December 1, 2015 (edited) So we can somehow assume that they moved the setting to Fallout4.ini, or made it multi-ini valid ? That's awesome. Thx for finding this out, sounds like i'll finally move up to the Beta :3 Btw, i'm linking your afk mod post here, as I find it really awesome : https://www.afkmods.com/index.php?/topic/4316-fallout-4-useful-ini-settings/ (And DY might be intereseted to have a look at your other findings/recommandations). Edit : Just re-reading your post... fallout4custom.ini overwrite settings from both fallout4.ini and fallout4prefs.ini ? I always assumed the "custom" could only overwrite settings from falout4.ini, not from the "pref". At least in previous game, I didn't even bother to try with FO4. Edit2 : Why is everything gone ? :'( I'm guessing I missed it. It is unlikely that Fallout4Custom.ini overwrites Fallout4Prefs.ini. From the structure of things, most of the rules and stuff from Skyrim appear to be the same. Edit:Ah, now I see what I missed. Read the AFK post. You seem to be off to a good start, and I think you'll find a lot of information, InsanePlumber, sitting in my INI guide above. BTW, do you know if the blood splatter setting is viable in Fallout 4? In Skyrim, it causes CTD upon opening the map menu. I've been working too much on spINI to pay enough attention to Fallout 4. Edited December 1, 2015 by DoubleYou Link to comment Share on other sites More sharing options...
InsanePlumber Posted December 1, 2015 Share Posted December 1, 2015 (edited) The first day when I hawe FO4 (two days after release, courier company screwed up) first thing I did after setting all options etc... it was run game and typing in console SaveINI turning off the game and dive in the INI And your posts on INI encouraged me to dig directly into the EXE.Then I discovered a series of your tools to repair INI for Beth laziness and sloppiness.From which I learned a lot.I hope you do not mind placing you in Credits.Thank you. EDIT"do you know if the blood splatter setting is viable in Fallout" I'm no expert, I have some experience in programming, but it was ~15 years ago time of Visual Basic 6.0. At first glance it looks like any old residue in the code as is the case with Beth Here's what I found in EXE but did not check if work or not. AVBSBloodSplatterShader AVBSBloodSplatterShaderProperty AVBSSplatterExtraData BSBloodSplatterShaderProperty fBloodSplatterCountRandomMargin fBloodSplatterCountDamageMult fBloodSplatterCountDamageBase fBloodSplatterCountBase sBloodSplatterFlare01Filename Textures\Effects\FXBloodFlare.dds fBloodSplatterDuration fBloodSplatterFadeStart fBloodSplatterMinSize fBloodSplatterMaxSize fBloodSplatterMinOpacity fBloodSplatterMaxOpacity fBloodSplatterMinOpacity2 fBloodSplatterMaxOpacity2 fBloodSplatterOpacityChance fBloodSplatterFlareOffsetScale fBloodSplatterFlareSize fBloodSplatterFlareMult iBloodSplatterMaxCount Textures\Gore\ScreenBloodAlpha01OPT.dds sBloodSplatterAlpha01OPTFilename Textures\Gore\ScreenBloodColor01OPT.dds sBloodSplatterColor01OPTFilename Textures\Effects\FXBloodFlare.dds sBloodSplatterFlare01Filename Edited December 1, 2015 by InsanePlumber Link to comment Share on other sites More sharing options...
DoubleYou Posted December 1, 2015 Author Share Posted December 1, 2015 The EXE settings are hardcoded, so unless you can hack a way to modify those, they aren't going to do you much good. I was merely asking if you noticed inherent CTDs from disabling blood splatter. Link to comment Share on other sites More sharing options...
InsanePlumber Posted December 1, 2015 Share Posted December 1, 2015 (edited) I turn off because it irritates me. [ScreenSplatter] bBloodSplatterEnabled=0 More than 40 hours in a game and not a single CTD.I am very positively surprised.The first game from Beth who does not like the desktop;) Edited December 1, 2015 by InsanePlumber Link to comment Share on other sites More sharing options...
InsanePlumber Posted December 3, 2015 Share Posted December 3, 2015 (edited) Hi DoubleYou, I turn to you asking for an explanation/advice.Namely, I'm talking about "UNKNOW TYPE" First, I made a normal print screen but I did not want them stick together. ( It looked ugly :P )I might add that the values returned by the console in both cases the same except iSize H=xxxx and iSize W=xxxx Print Screens I made by setting. iSize H=6000iSize W=3840bFull Screen=0bTopMostWindow=1bBorderless=0 Unfortunately, the game then does not display graphics properly but that's not the point.I wanted to get everything on one printscreen for INI.Since we do not have the "tools" (F4SE Plugin) to log consoles to file. (At least I do not know)In Attachment 7z with GETFallout4 and GETFallout4Prefs "BAT" GETFallout4 GETFallout4Prefs EDITGame version:Version language : English (United States) CompanyName : Bethesda Softworks FileDescription : Fallout 4 FileVersion : 1.2.33.0 InternalName : Institute LegalCopyright : Copyright 2012 ZeniMax Media Incorporated. All Rights Reserved. OriginalFilename : Fallout4.exe ProductName : Fallout 4 ProductVersion : 1.2.33.0 GETFallout4 and GETFallout4Prefs.7z Edited December 3, 2015 by InsanePlumber Link to comment Share on other sites More sharing options...
Kesta Posted December 3, 2015 Share Posted December 3, 2015 (edited) It look like all those with the "u" prefix are referred to as "unknown type". These are "unsigned integer", i.e. integers always positives. (make perfect sense for uGridToLoad for instance). Not sure why the getini function spit it out as "unknown". Edited December 3, 2015 by Kesta 1 Link to comment Share on other sites More sharing options...
DoubleYou Posted December 3, 2015 Author Share Posted December 3, 2015 This was the case with Skyrim as well. I'm guessing that the getini function has a bug that disables its ability to read the value of unsigned integer settings. Link to comment Share on other sites More sharing options...
InsanePlumber Posted December 3, 2015 Share Posted December 3, 2015 @Kesta@DoubleYou Thank you for explanation. Link to comment Share on other sites More sharing options...
DoubleYou Posted December 8, 2015 Author Share Posted December 8, 2015 Just checked, and no INI changes occurred with the release of 1.2.37.0, except that it seems the Launcher doesn't allow bEnableFileSelection to work anymore. You should be able to get around it by renaming the Launcher to something else, copying Fallout4.exe and renaming it Fallout4Launcher.exe, and running the game that way. Link to comment Share on other sites More sharing options...
justjr Posted December 10, 2015 Share Posted December 10, 2015 (edited) Isn't default uExterior cell buffer 36 for ugrid 5, 65 for ugrid 7? Edited December 10, 2015 by justjr Link to comment Share on other sites More sharing options...
DoubleYou Posted December 10, 2015 Author Share Posted December 10, 2015 It indeed is interesting that the internal default value for uExterior Cell Buffer is 47 in Fallout 4. I'm guessing this is a bug on Bethesda's part, which they do fix via the Launcher presets. Link to comment Share on other sites More sharing options...
Kesta Posted December 10, 2015 Share Posted December 10, 2015 Talking about INI, I finished gathering all the info related to the interraction between the lancher/in-game config and their INI impact here : https://wiki.step-project.com/User:Kesta/FO4Configuration It's almost un-readable in the format I wrote it sadly. Not much interest, except to bypass the buggy launcher and edit everything directly in the INIs. (Which is the reason why I started this). Link to comment Share on other sites More sharing options...
Kesta Posted December 12, 2015 Share Posted December 12, 2015 Ok, this had me bugged for days... Under options, the setting "Texture Quality" in the launcher only affect the iTexMipMapSkip parameter... which isn't in the list (triple checked this as I couldn't believe my eyes). Even getini spit it out : The setting is obsolete... that kinda explain why all those day1 guide said "very low performance impact" xD (p.s. : Stuffs in the link above have been detected only with the launcher... I'm just now checking them against the full list). Link to comment Share on other sites More sharing options...
DoubleYou Posted December 12, 2015 Author Share Posted December 12, 2015 Indeed. It appears that texture quality is determined through a more advanced means. You can notice a few settings in Fallout4.ini that look promising. Link to comment Share on other sites More sharing options...
Kesta Posted December 12, 2015 Share Posted December 12, 2015 Yes, the following tweak in Fallout4.ini seems to be quite popular and give a lot of interesting result : [General] bForceUpdateDiffuseOnly=0 (Default value: 1) iTextureDegradeDistance0=1600 (Default value: 800) iTextureDegradeDistance1=3000 (Default value: 1500) iTextureUpgradeDistance0=1200 (Default value: 600) iTextureUpgradeDistance1=2400 (Default value: 1200) Link to comment Share on other sites More sharing options...
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