Some entries are present in the original file. 22649 Recherche de jeux. The maximum number of sounds being cached. On a 32-bit Windows, game installed via Steam: On a 64-bit Windows, game installed via Steam: On a 32-bit Windows, game installed off Steam: On a 64-bit Windows, game installed off Steam: With the use of the console a configuration file can be created that contains only the hard-coded default values. Possibly unused. Determines if v3.0 shaders can be used for rendering. There is also a minimum setting related to this with correct spelling, see further below. One additional entry is not present in the. Related to the lockpicking process. In addition it is wise to do changes step-by-step, so that unwanted effects can easily be reverted. Determines if face generating processes are loaded in the background. Determines if tree related processes are split into multiple threads. Possibly determines the default time in seconds for avoidance processes, an actor waits for the obstacle to disappear before calculating a new path. This doesn't count for string variables, which use nothing if their value is set to empty. Also part of [Pathfinding]; though the correct section would indeed be [Pathfinding], judging by the entry created via the. Possibly determines if the game engine takes advantage of a newer version of animation processes then those used for. Possibly the maximum number of shadows being displayed simultaneously in interiors. If you have an Nvidia GPU, go into Nvidia Control Panel, and add Fallout New Vegas to Program Settings under Manage 3D Settings. A debug feature. Presumably determines the size of scanlines scrolling through rendered terminals. Name of the file for the main menu music. The form ID of the cell in which a new game starts. This section manages the handling of menus and related things. This section handles the appearance of the. Presumably the green value for the tinting of the menu background. Presumably determines if the special Pip-Boy animation or the Pip-Boy itself is used at all. This section handles some message and debug features. Determines if message boxes are shown at all. See also. Seems unrelated to. PU. So it can be assumed that the non-present, default value would be taken into account. The minimum value the sliders in the RSM can take. Unused. Possibly determines the amount of the blue component in the lighting when displaying rendered terminals. Defines the usable memory for preload features. Presumably determines if general saves can be forced via scripts. Presumably the amount of the blue component of a color used in the V.A.T.S. Possibly the size textures use around an actor, who wades through water. Possibly unused. This can serve as a reference, but shouldn't be used for playing the game because it lacks many variables existing in the default file. Two messages to be displayed if game files, used in a save game, aren't in the current load order anymore when this save is loaded. Determines if trees are displayed at all. Possibly the maximum number of objects that can be "picked" simultaneously by the Havok physics engine. Presumably handles the priority of the intro sequence, but it is unknown to what related to. In this case the files will only be named shaderpackage0##. Valid at least for. In the game's installation directory (see above for instructions) there's a subfolder Data\, containing another subfolder Shaders\. Default volume for speech and music from a radio station. Be warned again, that such changes might have unwanted consequences, such as low performance, crashes, even corrupted save games, and worse. Presumably a radius taken into account for the menu background blur effect. Presumably determines if iron sights in general are possible. Possibly affecting the combat AI of groups of enemies or. Presumably determines the maximum number of objects using LOD simultaneously. The maximum possible (ultra settings) distance in which the grass' LOD starts to fade. Presumably displays a message "Loading area..." whenever cell data has to be loaded. Possibly unused. Possibly determines the intensity of the lighting when displaying rendered terminals. Only the first section with a specific label is taken into account, a second section with the same name would be completely ignored. It is currently unknown, which specific effects changes do have. Allows handling of yet not visible actors. Determines the file name for the music played in the main menu. The maximum distance at which speech can be heard. Has always to be (. Possibly determines if Havok physics affect looking head movements of actors. Possibly determines if the ragdoll is animated at all. Presumably determines if actors fade in at a certain distance, or "pop" up. Presumably determines if the terrain uses LOD when being presented. Only one entry is not present in the original file. Can be increased for reduced stuttering and improved visual appearance. Possibly unrelated to LOD. The original setting of this entry in the [General] section is 0, though that is possibly unused. Possibly determines if, when a game is saved, simultaneously the save game file is copied to an external or network device. The default value for the frequency of scanlines. Presumably a radius taken into account for the blur effect in the V.A.T.S. This single variable presumably determines the duration of the distort effect, present in the race-sex-menu. Editing the file can lead to game crashes, strange visual behavior, more errors or even a blue screen. Some have a huge impact on the appearance of the game, some do simply nothing, or at least nothing remarkable. Name of the file used to play the sound when a new background image is displayed. Determines if the game would always be active, or being paused when out of focus (minimized, or not the active window if playing in windowed mode). Determines if actors can cast shadows on themselves. Possibly the maximum distance at which no LOD is used at all and possibly related to, Possibly the minimum distance at which no LOD is used at all and possibly related to. The default value for the distance in which the light's LOD starts to fade. Presumably related to a blend effect of normal textures. Determines the opacity of the pop up messages' background. Possibly affects the relation between texture and tile sizes. The relation to. Currently the difference to the entry below is unclear. There are many guides and utilities spread across the web, regarding optimization, cleaning, and tweaking for an audio-visual appearance exceeding the game's ultra settings. Determines the path to the main game files. Presumably a radius taken into account for the pulse effect in the V.A.T.S. Possibly the time in milliseconds before a hold key counts as permanently hold. Determines if characters marked as "essential" can take damage and eventually die. The minimum amount wind makes grass sway. Presumably determines the speed of the fade effect when a health bar is faded out. This number will be needed in the next step. 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, Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices1.bsa|Fallout - Voices1.bsa. Some possible variables aren't listed at all, but default values for them are hard-coded. how actors calculate which path to take, to get from A to B. These shouldn't be changed unless one is exactly knowing what he does. Even faulty entries exist. Though spelled wrong this is the true variable's name. Possibly a multiplier applied to the relation between texture and tile size. Determines the maximum possible in-game screen brightness that can be set with the "Display" settings. It contains values about audio and graphical options, background processes, implementation of the Havok Physics engine, and many more. Possibly the minimum FPS necessary on water surfaces for the game to not slow down time in general. Presumably determines the maximum number of items using LOD simultaneously. Determines the horizontal FOV in degrees, how the player sees the world. However there are possibilities to change some things, both, the audio-visual game appearance, as well as game mechanics. Determines the frequency in which scanlines are scrolling the HUD. Should always be (. Determines if the menu background is static. Default: At the zenith. Possibly the maximum number of simultaneously existing targets NPCs involve in combat. Possibly determines an expanded angle taken into account for avoidance processes while walking. Name of the file for the fourth welcome image. Presumably the blue value for the tinting of the menu background. This section handles actors' head tracking: whether or not they react with a head movement to certain events in their surrounding, follow other actors with their eyes, and the physics behind this process. Possibly a divisor applied to the relation between texture and tile size. Name of the file for the second welcome image. Possibly the minimum number of shadows being displayed simultaneously in exteriors. Just a few variables appear in only one of the games, a few more have different values for each game. Het laatste nieuws over de beurs, financiële wereld, economie, politiek en ondernemen vind je op fd.nl Can also be found in the [General] section. It is recommended to set it to the number of cores of the PC's CPU, doubled if hyperthreading is active. PU. Possibly the maximum number of shadows being displayed simultaneously in exteriors. This section is present in the original file. Related to the vicinity's cell displaying. Not part of the default file. Related to the lockpicking process. This section manages the handling of the landscape in general. Welcome! PU. Possibly determines if the game, after loading a save, forgets the last HDR setting for the scene and calculates effects newly. It is currently unknown if changes actually take effect. Presumably determines the maximum number of trees using LOD simultaneously. Can be useful for the organization of different character's saves, by adding a subdirectory with the specific name. It is named Fallout_default.ini. Within you will find HD retextures for almost everything in-game, several mods to completely overhaul the gameplay into something much more modern, optimized lighting and post-processing effects from a variety of mods, ideal settings for modern hardware, and overall a much more enjoyable New Vegas. Disabling this would remove grass from the. One of the files that "%s" is dependent on has changed since the last save. Presumably determines if objects fade in at a certain distance, or "pop" up. Can lead to strange visual behavior if enabled. Presumably the maximum number of sound effects being played simultaneously. Determines the "unessential" files that may be deleted from the cache. Copyright © 2021 Robin Scott. The game speed is then changed to the quotient. If those are wanted to be used with altered values, it is advised to add this section, and change the settings in both places. 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, 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. Possibly the value for a fixed framerate. They can't â for example â be changed to default Windows fonts; the font files are part of the game's, This section handles some general game play settings. Decreasing this improves performance at the cost of visual game appearance, while increasing it has the opposite effect. Presumably a radius taken into account for the blur effect on menus. Possibly the offset for textures when blocking an attack. (It's not advised to renaming it by deleting the number at the end. Presumably determines the maximum number of actors using LOD simultaneously. It contains a line "Shader Package" with a number behind. This section manages pathfinding routines, i.e. Take plenty of screenshots and upload them here to show the world how good the game looks! Determines the maximum "length" â or range â for the sweet spot, the. Changing this can lead to unsolvable quests, including the main story line and advance in the game at all. See also. Determines if LOD effects use additional external files, though the source is unknown. The game is able to do some graphic processes using shader model 3 if the graphics adapter is compatible. This section covers many entries that can be used for either improving the game's visual appearance or its performance. As autosaves. Determines if terminals are rendered at all. The Fallout.ini can by default be found in the user's My Games directory, together with the Saves\. Presumably the maximum delay in seconds when checking for a new "head tracking" worthy "target". 1800.0000, might be read incorrect by the game engine and cause bugs, if not altered to e.g. Possibly determines if a certain pathfinding script package is used when an actor's path is blocked. Possibly the distance at which textures begin to be displayed with degraded detail. Not all entries are present in the original file. Presumably the maximum number of reflections displayed simultaneously on water in exteriors. The maximum amount wind can make grass sway. Determines the frequency of scanlines scrolling through the Pip-Boy menus. Determines the "essential" files that always have to be present in the cache. Some variables, handling the visual effect whenever the player gets hit. debugging quest variables, as these often exceed 15 lines. Presumably the maximum angle at which can be aimed up. Presumably determines if NPCs have to use real. This section manages how grass is handled in the landscape. Determines if the blur effect caused by motions is displayed like in full screen mode when playing in windowed mode. Possibly manages how often temporary effects are updated. Determines the size of the glare of the sun. Possibly unused. Increasing certain settings here to much higher values or even enabling some features, disabled by default, can have a strong impact on game performance, whenever the player finds himself near a water surface. Possibly the minimum number of shadows being displayed simultaneously in interiors. Defines which distance is counted as "far". Saving again will clear this message but not necessarily fix any errors. Presumably a multiplier for the blur effect on the head-up-display (HUD). This guide isn't intended as a tweaking guide. Determines the number of grids, the rendering around the player, loaded into the buffer, to display proper the vicinity. Related to moving with a joystick/gamepad forward or backward. Possibly determines if ragdoll animation is used at all for placing a foot on a surface. PU. Bloomberg delivers business and markets news, data, analysis, and video to the world, featuring stories from Businessweek and Bloomberg News on everything pertaining to politics Presumably determines if a blur effect caused by movements is applied. The exact path differs by operating system. Possibly reduces limb dismemberments to one limb only. Determines if eyes reflect the environment. Setting this to 1 may freeze the game. Determines if a joystick or gamepad can be used. The usefulness of the created maps is questionable because they consist of several files for one cell, with overlapping content. Disabling this has a currently unknown effect. Possibly the number of cloned animations during one background load cycle. The name of the texture file used to display the scanline. Possibly unused. Mip maps are used to add effects to a basic face, like aging. The distance at which speech can be heard in its full magnitude. Please read this guide carefully! Only the first three entries are present in the original file. Presumably the minimum distance at which an actor would react to an event and look at it. Related to the lockpicking process. Possibly a multiplier related to the camera and the player size. Possibly related to a fade effect when opening/closing a menu. Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa. Determines if the game creates black-and-white maps of the cells, the player enters. Only three of the entries are present in the original file. On a US keyboard this is ~, the label of the key varies by country specific keyboard layouts. Increasing this can be helpful when e.g. Oddly the maximum run speed, as the variable's name suggests, is lower than the maximum walk speed below. 's face generator tool. Presumably determines if dialogue is in general possible during combat. Determines if inverse kinematics are used for looking movements or head tracking. Possibly unused. Can be increased for reduced stuttering and improved visual appearance. It doesn't matter, if this is done in an extra line, or directly after a valid value, though the latter isn't recommended. Presumably the percentage of radio station related sound, if tuned in, when out of reach of the signal. In addition many of these promising variables, listed below, are exactly this: promising â and nothing more. Not part of the default file. Possibly unused. More variables are found in the. Presumably the intensity of the blur effect in the V.A.T.S. Presumably determines if a shader is used for displaying water. Determines if scanlines are applied to menus. See also. If this value or changes to this setting are wished, the correct entry. Determines if buildings use LOD when being presented. Though it's possible to use it for such a purposeâ¦. There are better ones â more focused, less blown up, more fun to read. PU. Name of the file for the main menu background image. Presumably the number of clones that are allowed for one individual tree. Must be equal to or higher than. Most of these entries are present in the original file. The name of this variable in the. The first two entries are not created by the, Not all of these entries, but some different ones, are present in the, This section handles menu related processes, many of them related to the. Dependent on the abilities of the graphics adapter. This section possibly misses an entry, originally found in the. Both entries are. Name of the file for the first welcome image. Determines if cloning of models is loaded in the background. Same as above, but for cells marked as "city". Determines the interval in seconds of the background image update on loading screens. Presumably the time on a 24-h scale at which dusk related environment sound effects start to play. There is no cell with this ID in neither of the games. Presumably the distance in third person view at which dialogue zooms are halted. Presumably determines if precipitation exists at all. Defines which distance is counted as "near". When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. There's a similar variable in the [MAIN] section. This list has gone through a variety of overhauls, and many things have changed since its initial release. This way it is possible to disable variables or placing comments. Possibly determines if diffuse light effects are used. Presumably determines if unused cells are removed from the memory. Determines if invisible borders around the. Determines if effects from the [Imagespace] section are used at all. It can be assumed that increasing this would make more trees appear identically, thus increasing performance, while reducing it to 0 would make all trees unique, thus decreasing performance. This single variable presumably handles the. Presumably the name of the basic texture file for water. Most entries are present in the original file. Possibly unused. It possibly contains legacy variables for testing purposes. Presumably determines the size of the RSM. PU. Presumably determines if script packages, actors use for their behavior, are resetted when a cell is loaded. For. Can otherwise be toggled with the. Determines the maximum number of skin decals per actor. He is the brains behind a complex scheme to usurp control of New Vegas from Mr. House and serves as a secondary antagonist in Fallout: New Vegas. This section covers the various settings for, This section covers the various settings for interior. Presumably the delay in seconds between a. Removing this value would lead directly into the character generation sequence. The minimum possible (low settings) distance in which the light's LOD starts to fade. Should only be changed on resolutions higher than 600 in height. A better way to apply changes to this file, would be a "custom" configuration file. Possibly determines if the thumbnail generated for a save game file is simultaneously added as a screenshot. Determines if scanlines scroll through rendered terminals. Possibly determines the minimum time in seconds for avoidance processes, an actor waits for the obstacle to disappear before calculating a new path. Determines the horizontal position of the upper left corner of the game window, if playing in windowed mode. Nukapedia doesn't take any responsibility for consequences to your game, your saves, or your PC, if you edit game files by using comments and instructions, listed on this page. Determines if laser sights are active or not for all ranged weapons. Messages being displayed if the game was installed via DVD, and the launcher is started without the DVD present in the drive. Presumably the minimum delay in seconds when checking for a new "head tracking" worthy event. No Default string. Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt, Textures\Fonts\Fixedsys_Comp_uniform_width.fnt, Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt, Textures\Fonts\Baked-in_Monofonto_Large.fnt, Textures\Fonts\Glow_Futura_Caps_Large.fnt. Possibly a debug feature. This section manages some basic control options, more are handled through the. Presumably a default multiplier for the blur effect. Possibly determines if the "straight" path from A to B is primarily taken into account. Related to the green value in the displaying of borders. The default value for the distance in which the specular effect's LOD starts to fade. The default value for the distance in which the shadow's LOD starts to fade. Possibly unused. Not part of the default file. Possibly the number of clones loaded in one background loading cycle. Presumably the file path in which data from the. Also part of [MAIN]; changes should be applied to both sections. This may result in errors. Though spelled wrong this is the true variable's name. Has to be added and set to the same value, if changes are wished, as. This might be set to an equal or higher value for a better visual experience. Presumably a multiplier for the blur effect on menus. 0.0000 means no scanlines. Possibly unrelated to LOD. Possibly unused. Possibly unused. Not part of the default file. Type SaveIniFiles and Enter, and a new file will be created. Determines if headwear is loaded in the background. Determines the FOV used for displaying terminals. Possibly manages how Havok physics and actors' actions are synchronized. Determines if face generating processes are split into multiple threads. Presumably the frequency of the pulse effect applied to the target in the V.A.T.S. Possibly related to a message that would have been displayed if a beta version of the game had been played. An expansive guide to overhauling New Vegas into an improved, (mostly) lore-friendly experience. The name of a file the game uses to coordinate textures and related display variables. Has always to be changed in odd numbers and together with. Determines the vertical position of rendered terminals. Fallout 3 Fallout 3 Fallout: New Vegas Fallout: New Vegas Family Guy: Back To The Multiverse Fantastic Four: Rise Of The Silver Surfer Fantastic Four: Rise Of The Silver Surfer (video Game) Far Cry 2 Far Cry 2 Far Cry 3 Far Cry 3 Far Cry Instincts Fast Food Fatal Inertia Ferrari Challenge: Trofeo Pirelli FIFA 06: Road To FIFA World Cup Possibly the size of body surface that has to be detected for an actor counting as "fully seen", and not hidden. â when applying changes for the Fallout: New Vegas Steam version. This section handles the visual appearance of the. Possibly manages how often changes in cells are updated. Can also be found in the [General] section. One of two values that determine the distance for the LOD in which environmental reflections are displayed on actor's eyes. Check the "Warnings.txt" file for more information. by putting "BackUp_" to the start of the name. Presumably the maximum distance at which footsteps can be heard. Possibly determines the speed of turning movements by creatures out of combat. Unknown. Presumably the minimum distance to a creature that is necessary to avoid being heard by it. Determines if lip synch files are loaded in the background. Determines if scanlines are applied to the. Presumably determines the intensity of the blur effect present in the Pip-Boy. Possibly determines if changes in time flow, like caused by e.g. Can be changed in-game by using the key attached to the "Always run" command, the right. Must be loaded from INIFile. Possibly determines if for a more smooth animation a blend effect is used when actors switch from a fixed pose to moving. Though this method has a small restriction: No variables, that are not already part of the default file, can be added, at least not with any effect.
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