I am getting some oddities with my draw distance and tree billboards and I wonder if I could just get an eyeball on these screenshots to check if what I am seeing is what you would expect for the Ultra settings.
The first shot is taken from the bridge at Arefu looking in the general direction of Megaton. There is a clear grid of detailed LOD and grass nearby and then an abrupt boundary where the grass stops and the LOD is low detail. All buildings outside this block are low detail shapes with simple textures. As I walk towards them, the grass extends then they pop in to full detail.
You can see the LOD edge just past the Brahmin pens and just as far as the boat on the jetty. I have resized the image down from 2460x1440 to 1280x720 for convenience.
Next I will show you the issue with the tree billboards I am seeing with the output from FO3LODGEN. I am using the DEAD version of the Flora Overhaul. First is the Vanilla LODs and billboards with both the FO3LODGEN ESP and LODs disabled in ModOrganizer and then I have turned the tree billboards back on...
Look at the "fat" trees in FO3LODGEN. Have I created them correctly?
Here are the Fallout.ini and FalloutPrefs.ini files in Spoiler tags.
[General] bAnimateDoorPhysics=0 bEnableBoundingVolumeOcclusion=1 bUseThreadedTempEffects=1 sCharGenQuest=0001f388 sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices.bsa|Fallout - Voices.bsa, Data\Fallout - MenuVoices.bsa|Fallout - MenuVoices.bsa sIntroMovie=Fallout INTRO Vsk.bik sUnessentialFileCacheList=Data\Fallout - Meshes.bsa|Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.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 bUseThreadedAI=1 ;often, but perhaps not always, needed in Fallout 3 with multi-core CPUs to avoid a CTD during launch iNumHWThreads=2 ;often, but perhaps not always, needed in Fallout 3 with multi-core CPUs to avoid a CTD during launch bLoadFaceGenHeadEGTFiles = 1 ;Allow facial morphs from mods to work correctly
[Grass] fGrassMinStartFadeDistance=0 fTexturePctThreshold=0 ;recommended changes from ''Flora Overhaul'' ;grass size value improves the density and thus the look of the grass but reduces performance iMinGrassSize=80 ; increase this to 80 or 140 to reduce grass density and improve game performance if needed. iMaxGrassTypesPerTexure=6 ;increase grass diversity with a small cost to performance (yes, 'texure' and not 'texture'),use only with Forested Edition. Use the default otherwise.
;pipboy menu transitions fShudderChance=0.2 fVertHoldChance=0.08
[LOD] fActorLODDefault=5 fDistanceMultiplier=1 ;There is a misprint in the INI that would have specified that fFadeInTime=2, but since they spelled it fFadeInTimet, it doesn't work, so I have left this in the comments. Default is 1.2. fFadeOutTime=2 fLODBoundRadiusMult=10 fLODFadeOutPercent=0.6 fTalkingDistance=1000 iFadeNodeMinNearDistance=500
[Menu] fCreditsScrollSpeed=40
[Pipboy] fBlurIntensityPipboy=0.25
[RenderedTerminal] fRaceSexMenuVPos=-0.6 fRaceSexMenuZoom=70 fRenderedTerminalZoom=33 ;enable higher resolution text displayed within in-game rendered terminals fScreenLightBaseIntensity=1.2 fScreenLightColorB=0.62 fScreenLightColorG=0.74 fScreenLightColorR=0.68 fScreenLightRadius=80
Question
DanielCoffey
I am getting some oddities with my draw distance and tree billboards and I wonder if I could just get an eyeball on these screenshots to check if what I am seeing is what you would expect for the Ultra settings.
The first shot is taken from the bridge at Arefu looking in the general direction of Megaton. There is a clear grid of detailed LOD and grass nearby and then an abrupt boundary where the grass stops and the LOD is low detail. All buildings outside this block are low detail shapes with simple textures. As I walk towards them, the grass extends then they pop in to full detail.
You can see the LOD edge just past the Brahmin pens and just as far as the boat on the jetty. I have resized the image down from 2460x1440 to 1280x720 for convenience.
Next I will show you the issue with the tree billboards I am seeing with the output from FO3LODGEN. I am using the DEAD version of the Flora Overhaul. First is the Vanilla LODs and billboards with both the FO3LODGEN ESP and LODs disabled in ModOrganizer and then I have turned the tree billboards back on...
Look at the "fat" trees in FO3LODGEN. Have I created them correctly?
Here are the Fallout.ini and FalloutPrefs.ini files in Spoiler tags.
Fallout.ini
[Archive]
sArchiveList=Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa
bInvalidateOlderFiles=1
SInvalidationFile=
[Audio]
fASFadeOutTime=10
fDialogMaxDistance=1800
fDialogMinDistance=125
fFilterDistortionGain=-7.5
fMinSoundVel=90
fPlayerFootVolume=0.65
fRegionLoopFadeInTime=5.0
fRegionLoopFadeOutTime=5.0
iCollisionSoundTimeDelta=150
iRadioUpdateInterval=250
[backgroundLoad]
fAlphaAddInterior=0.7
fBlurRadius=7
fBrightClamp=0.225
fBrightScale=2.25
fEyeAdaptSpeed=0.5
fGrassDimmer=1.5
fSunlightDimmer=1.5
fTargetLUM=1
fTreeDimmer=1
iNumBlurpasses=1
[Controls]
bAlwaysRunByDefault=1
;Remove mouse acceleration
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0
[Display]
bAllowScreenShot=1
bLODNoiseAniso=1
fDefault1stPersonFOV=55
fPipboy1stPersonFOV=47
fEyeEnvMapLOD1=500
fEyeEnvMapLOD2=800
fNoLODFarDistanceMin=100
iDebugTextTopBottomOffset=20
iLocation X=5
iLocation Y=5
;intended to improve the effects of lighting when it's dark, from ''Fallout Street Lights''
fLightLODDefaultStartFade=10240.0
fLightLODRange=10240.0
fLightLODMinStartFade=10240.0
fLightLODMaxStartFade=10240.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=10240.0
fSpecularLODRange=10240.0
fSpecularLODMinStartFade=10240.0
fSpecularLODMaxStartFade=10240.0
[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\DarN_Sui_Generis_Otl_13.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
[FootIK]
fFootRaisedGain=0.9
fGroundAscendingGain=0.4
fGroundDescendingGain=0.4
fOnOffGain=0.5
fRagdollFeedback=0.7
[General]
bAnimateDoorPhysics=0
bEnableBoundingVolumeOcclusion=1
bUseThreadedTempEffects=1
sCharGenQuest=0001f388
sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices.bsa|Fallout - Voices.bsa, Data\Fallout - MenuVoices.bsa|Fallout - MenuVoices.bsa
sIntroMovie=Fallout INTRO Vsk.bik
sUnessentialFileCacheList=Data\Fallout - Meshes.bsa|Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.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
bUseThreadedAI=1 ;often, but perhaps not always, needed in Fallout 3 with multi-core CPUs to avoid a CTD during launch
iNumHWThreads=2 ;often, but perhaps not always, needed in Fallout 3 with multi-core CPUs to avoid a CTD during launch
bLoadFaceGenHeadEGTFiles = 1 ;Allow facial morphs from mods to work correctly
[Grass]
fGrassMinStartFadeDistance=0
fTexturePctThreshold=0
;recommended changes from ''Flora Overhaul''
;grass size value improves the density and thus the look of the grass but reduces performance
iMinGrassSize=80 ; increase this to 80 or 140 to reduce grass density and improve game performance if needed.
iMaxGrassTypesPerTexure=6 ;increase grass diversity with a small cost to performance (yes, 'texure' and not 'texture'),use only with Forested Edition. Use the default otherwise.
[HAVOK]
fMaxTime=0.016
[interface]
fMenuBackgroundOpacity=0.76
fMenuBGBlurRadius=2
fPopUpBackgroundOpacity=0.87
fRSMFaceSliderDefaultMax=3.5
fRSMFaceSliderDefaultMin=-3.5
[interfaceFX]
fBlurIntensityHUD=1.2
fBlurRadiusMenus=0.3
fDefaultBurstIntensity=2
fMiniBurstDuration=200
fMiniBurstIntensity=1.5
;pulse effect
fPulseBrightenIntensity=0.25
fPulseRadiusIntensity=0.5
fPulseRate=0.0006
fScreenLightBaseIntensity=0.6
fScreenLightRadius=6
;pipboy menu transitions
fShudderChance=0.2
fVertHoldChance=0.08
[LOD]
fActorLODDefault=5
fDistanceMultiplier=1
;There is a misprint in the INI that would have specified that fFadeInTime=2, but since they spelled it fFadeInTimet, it doesn't work, so I have left this in the comments. Default is 1.2.
fFadeOutTime=2
fLODBoundRadiusMult=10
fLODFadeOutPercent=0.6
fTalkingDistance=1000
iFadeNodeMinNearDistance=500
[Menu]
fCreditsScrollSpeed=40
[Pipboy]
fBlurIntensityPipboy=0.25
[RenderedTerminal]
fRaceSexMenuVPos=-0.6
fRaceSexMenuZoom=70
fRenderedTerminalZoom=33 ;enable higher resolution text displayed within in-game rendered terminals
fScreenLightBaseIntensity=1.2
fScreenLightColorB=0.62
fScreenLightColorG=0.74
fScreenLightColorR=0.68
fScreenLightRadius=80
[TerrainManager]
fHighBlockLoadDistanceLow=50000
[VATS]
fVatsLightColorB=0.35
fVatsLightColorG=0.35
fVatsLightColorR=0.35
fVATSLightLevelMax=65
[Voice]
sFileTypeGame=ogg
[Weather]
fSunBaseSize=750
fSunGlareSize=800
FalloutPrefs.ini
[Audio]
fDefaultEffectsVolume=1.0000
fDefaultFootVolume=0.5000
fDefaultMasterVolume=0.5600
fDefaultMusicVolume=0.4000
fDefaultRadioVolume=0.5000
fDefaultVoiceVolume=0.7500
[blurShader]
bUseBlurShader=0
[blurShaderHDR]
bDoHighDynamicRange=1
[Controls]
bGamePadRumble=1
bInvertYValues=0
fMouseSensitivity=0.0020
fXenonHorizLookSpeed=1500.0000
fXenonVertLookSpeed=1200.0000
Activate=0012020A
Always Run=003AFFFF
Auto Move=0010FFFF
Back=0050FF14
Block=00380110
Crouch/Sneak=004FFF08
Forward=0048FF13
Grab=002CFF09
Hotkey1=0002FFFF
Hotkey2=0003FFFF
Hotkey3=0004FFFF
Hotkey4=0005FFFF
Hotkey5=0006FFFF
Hotkey6=0007FFFF
Hotkey7=0008FFFF
Hotkey8=0009FFFF
Jump=0047FF0D
Menu Mode=000FFF0B
QuickLoad=0043FFFF
QuickSave=003FFFFF
Ready Item=0013030C
Rest=0014FF07
Run=0049FFFF
Slide Left=004BFF17
Slide Right=004DFF16
Toggle POV=0021FF0F
Use=00FF0011
Vats=0052FF0E
[Decals]
uMaxDecals=100
[Display]
bDrawShadows=1
bFull Screen=1
bTransparencyMultisampling=1
fDecalLOD1=1000.0000
fDecalLOD2=1500.0000
fGamma=1.0000
fLightLODStartFade=3500
fShadowLODStartFade=1000
fSpecularLODStartFade=2000
iActorShadowCountExt=6
iActorShadowCountInt=6
iAdapter=0
iMaxAnisotropy=0
iMaxDecalsPerFrame=10
iMaxSkinDecalsPerFrame=3
iMultiSample=2
iScreenShotIndex=3
iShadowFilter=2
iShadowMapResolution=1024
iShadowMode=3
iSize H=1440
iSize W=2560
iTexMipMapMinimum=0
iTexMipMapSkip=0
iWaterMultiSamples=4
sD3DDevice="NVIDIA GeForce GTX 780 Ti "
iPresentInterval=1
[GamePlay]
bCrossHair=1
bDialogueSubtitles=1
bDisableDynamicCrosshair=0
bGeneralSubtitles=0
bSaveOnInteriorExteriorSwitch=1
bSaveOnRest=0
bSaveOnTravel=0
bSaveOnWait=0
bShowQuestMarkers=1
iDifficulty=2
[Grass]
b30GrassVS=0
fGrassStartFadeDistance=18000
[imagespace]
bDoDepthOfField=1
iRadialBlurLevel=2
[interface]
bDisable360Controller=0
bHelpEnabled=1
fHudOpacity=1.0000
uHUDColor=452952319
uPipboyColor=3321888767
[Launcher]
bEnableFileSelection=1
bShowAllResolutions=1
uLastAspectRatio=3
[LOD]
fLODFadeOutMultActors=15
fLODFadeOutMultItems=15
fLODFadeOutMultObjects=15
[TerrainManager]
fBlockLoadDistance=125000.0000
fBlockLoadDistanceLow=50000
fSplitDistanceMult=1.5
fTreeLoadDistance=40000
[Water]
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1
bUseWaterDepth=1
bUseWaterDisplacements=1
bUseWaterReflectionBlur=1
bUseWaterReflections=1
bUseWaterRefractions=1
iWaterBlurAmount=4
iWaterReflectHeight=1024
iWaterReflectWidth=1024
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