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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Tue, 4th Nov 2008 20:51 Post subject: |
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Read what I just wrote, it's a hotfix until a bigger patch is released later on.
EDIT: It's on the previous page.
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Posted: Tue, 4th Nov 2008 21:34 Post subject: |
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im really hoping but today we should see a first patch for fallout 3 hopefully they got the brains to fix the new game crash from menu
or people will be really pissed
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Lutzifer
Modzilla
Posts: 12740
Location: ____________________ **** vegan zombie **** GRRAAIIINNSS _______
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Posted: Tue, 4th Nov 2008 21:53 Post subject: |
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gold24 wrote: | im really hoping but today we should see a first patch for fallout 3 hopefully they got the brains to fix the new game crash from menu
or people will be really pissed |
i think enough people are pissed already. So the more they fix in the patch, the better.
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Posted: Tue, 4th Nov 2008 22:07 Post subject: |
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Tue, 4th Nov 2008 22:12 Post subject: |
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Anyone knows where the Chinese radio is being broadcasted? I found it behind the Pentagon, but never really found the source.
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Lutzifer
Modzilla
Posts: 12740
Location: ____________________ **** vegan zombie **** GRRAAIIINNSS _______
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Posted: Tue, 4th Nov 2008 22:47 Post subject: |
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Posted: Wed, 5th Nov 2008 01:17 Post subject: |
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Last edited by Coflash on Mon, 4th Oct 2021 04:32; edited 1 time in total
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Posted: Wed, 5th Nov 2008 02:00 Post subject: |
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Is it possible to get more then one follower at the same time ??
dogmeat got shot in my sixth fight. So i only have Charon at the moment.
But when i wanted to add Jericho i got told he didnt want to join a bigger group + he didnt liked the looks of Charon. After that dialogue Charon dissapeared whlie being completly stacked with all my best goods. Thank god for autosave !!
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Posted: Wed, 5th Nov 2008 02:03 Post subject: |
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only one companion + dogmeat
normally i would hope there would be a mod to change that, but since the game is so easy i can kill everyone alone, why bother?
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Wed, 5th Nov 2008 03:50 Post subject: |
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Posted: Wed, 5th Nov 2008 04:57 Post subject: |
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Wed, 5th Nov 2008 05:04 Post subject: |
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wrathamon wrote: | where to put it ? |
The "data" folder
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Posted: Wed, 5th Nov 2008 12:47 Post subject: |
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Fallout 3 PC Patch Today-ish
Eurogamer held a hot man chat with Bethesda's Pete Hines who mentioned the developer was working on a patch for the PC version of the game that might be released as soon as today (thanks, Mike).
Bethesda bigwig Pete Hines has said a patch for the PC version of the game will be released later today.
Speaking in a Eurogamer Live Text article, he said the patch will "address a few PC-specific things that have come up".
The only problem I have with the PC version is that it crashes on launch (50%) if I play at 1920 res.
http://ve3d.ign.com/articles/news/42766/Fallout-3-PC-Patch-Today-ish
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Posted: Wed, 5th Nov 2008 14:46 Post subject: |
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Lol, it sooo much like Oblivion but anyway looks like a nice game. I'm putting it on hold as I have other games to finish ... and I should do a full defragmant before starting Fallout 3, lolz.
I have a question : I have found a nice balance of graphics/performance for my rig, but I'm still at the start of the game, inside the vault. Will it all come crushing down when I get outdoors and there's more stuff to show/stream ?
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Posted: Wed, 5th Nov 2008 14:53 Post subject: |
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I didn't notice any difference when going outside with everything on max.
Then again I didn't check what FPS I have but prob such a small difference from inside to out that I didn't notice.
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Posted: Wed, 5th Nov 2008 15:26 Post subject: |
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Do we find dogmeat by doing a main-quest, or side-quest? or simply by exploring the wasteland?
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Posted: Wed, 5th Nov 2008 15:39 Post subject: |
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streetunder wrote: | Do we find dogmeat by doing a main-quest, or side-quest? or simply by exploring the wasteland? |
Exploring (or at least i did, maybe a sidequest takes you there)
And he can kill a couple of supermutants all on his own so i dunno the people who say he wont last to endgame.
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JBeckman
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Location: Sweden
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crossmr
Posts: 2966
Location: United Kingdom
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Posted: Wed, 5th Nov 2008 16:07 Post subject: |
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Quote: | I wouldn't mind a list of the most important tweaks. Shouldn't dualcore tweaks be enabled automatically? Strange that you have to enable it in the ini. | how do we enable that? I must have missed it
intel ultra 7 265k, 64gb ram, 3070
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Wed, 5th Nov 2008 16:15 Post subject: |
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Fine I'll see if I can post a few things, going to take some time due to the amount of settings there is.
EDIT: Basic and somewhat incomplete but there's a ton of settings, sorry if I missed something obvious but I skipped some settings that should be self-explanatory or are easily set with the ingame options menu or the launcher menu.
Spoiler: |
Fine I'll see if I can post a few things, going to take some time due to the amount of settings there is.
EDIT: In no particular order. - VeryHigh.ini in the main game folder. (Good place to start.)
Code: |
[General]
SStartingCell=
SCharGenQuest=0001f388
SStartingCellY=
SStartingCellX=
SStartingWorld=
STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=Fallout3.esm
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
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
bPreCullActors=1
bTaskletActorSceneGraphUpdates=0
bTaskletActorAnimMovementUpdates=1
bAnimationUseBlendFromPose=1
bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\maintitle.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
// Skips face mip-maps if disabled, faces are lower texture quality.
bFaceGenTexturing=1
// Skips face gen textures if disabled such as agemaps. (Not used much in F3.)
SBetaCommentFileName=\\vault\Fallout\Fallout3\Beta_Comment.txt
bDefaultCOCPlacement=0
uGridDistantCount=20
uGridsToLoad=5
// Amount of visible "grids" (High detail areas around player, might still be buggy.)
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=0
//Force a load game screen if a quest essential character somehow dies.
bKeepPluginWhenMerging=0
bCreate Maps Enable=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=3
uExterior Cell Buffer=36
//Amount of cells to keep in memory, reduces loading of previously visited areas.
iIntroSequencePriority=3
bPreloadIntroSequence=1
fStaticScreenWaitTime=3.0000
SMainMenuMovieIntro=
SIntroSequence=
sIntroMovie=Fallout INTRO Vsk.bik
iFPSClamp=0
//Limit FPS to this, buggy as it causes slowdowns if FPS drops below the set value.
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
bUseThreadedBlood=1
//Threaded blood effects. (Multithreading.)
bUseThreadedMorpher=1
//Threaded face morphers. (Animations and such.)
bBorderRegionsEnabled=1
//Enable map border regions. (Exploring outside the map limit.)
bDisableHeadTracking=0
bTrackAllDeaths=0
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
bPreemptivelyUnloadCells=0
iNumBitsForFullySeen=248
iPreloadSizeLimit=26214400
//Cache value for preloading (Used with cell buffer a bit up, value means 25 MB is used.)
bUseHardDriveCache=0
//Use the HD's cache, pagefile or such, shouldn't do anything but some report stuttering.
bEnableBoundingVolumeOcclusion=1
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=1
// Multithreaded "temp" effects. (Unsure, can help performance with multi-core CPU's)
bUseThreadedParticleSystem=1
// Multithreaded particle system.
bExternalLODDataFiles=1
bCheckCellOffsetsOnInit=0
uGridDistantTreeRange=20
//Cell view distance for distant trees.
bCreateShaderPackage=0
bWarnOnMissingFileEntry=0
bAllowScriptedAutosave=0
uGridDistantTreeRangeCity=16
uGridDistantCountCity=16
//View distance for objects and vegetation when inside cities. (In cells.)
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bUseThreadedAI=1
//Multthreaded AI, might help with dual-core or better processors.
bChangeTimeMultSlowly=1
bCheckPurgedTextureList=0
bAnimateDoorPhysics=0
sLanguage=ENGLISH
[Display]
fDecalLifetime=60.0000
//Lifetime in seconds for decals.
bEquippedTorchesCastShadows=1
//Leftover from a inactive Oblivion setting (Torch shadows.)
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
//Force shader model 1.x (This will crash the game without a utility like Oldblivion.)
bHighQuality20Lighting=1
//Higher quality lighting, don't really notice a difference either here or in Oblivion.
bAllow20HairShader=1
//High quality hair shaders. (Transparency and such.)
bAllowScreenShot=1
//Allow screenshots.
iMultiSample=4
//Anti aliasing samples.
bDoTallGrassEffect=1
//Grass sway.
bForceMultiPass=1
bDoTexturePass=1
//Draw textures.
bDoSpecularPass=1
//Draw specular textures. (Shine, helps with normal map lighting detail.)
bDoDiffusePass=1
//Draw diffuse textures. (The actual texture itself.)
bDoAmbientPass=1
//Draw ambient textures. (Highlights?)
bImageSpaceEffects=1
//Various special FX (Oblivion used this for the rain drops during rainy weather.)
bDoCanopyShadowPass=1
//Tree shadows. (Seems disabled.)
bDrawShadows=1
//Enable shadows.
bUseRefractionShader=1
//Refraction shaders active. (Distortions and such.)
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=5
iLocation X=5
bFull Screen=0
//Fullscreen or windowed mode for the game.
iAdapter=0
iScreenShotIndex=0
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=95.2000
// Filed of view (Based on the WS forums this is appropriate for a 16x10 resolution.)
fNearDistance=5
fFarDistance=1000.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=20
bShowMenuTextureUse=1
fLightLODDefaultStartFade=1000.0
fLightLODRange=500.0
fLightLODMinStartFade=200.0
fLightLODMaxStartFade=3500.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=500.0
fSpecularLODRange=300.0
fSpecularLODMinStartFade=200.0
fSpecularLODMaxStartFade=2000.0
fGamma=1.0000
bAllow30Shaders=1
//Allow 3.0 shaders if present and usable.
iTexMipMapMinimum=0
bDoStaticAndArchShadows=1
//Leftover from a inactivated Oblivion command, static and architecture shadows.
bDoActorShadows=1
//Actors (NPC's/Monsters/Player) can cast shadows.
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=100
//Max amount of decals per objects before old ones are replaced.
iActorShadowCount=4
bIgnoreResolutionCheck=0
fSpecualrStartMax=1000.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=20
//Max amount of shadows in a interior.
iActorShadowIntMin=0
iActorShadowExtMax=20
//Max amount of shadows in a exterior.
iActorShadowExtMin=0
bDynamicWindowReflections=1
//Higher quality window reflections.
fShadowFadeTime=1.0000
iPresentInterval=1
//VSync
bDecalsOnSkinnedGeometry=1
//Decals like blood on other objects.
uVideoDeviceIdentifierPart4=0
uVideoDeviceIdentifierPart3=0
uVideoDeviceIdentifierPart2=0
uVideoDeviceIdentifierPart1=0
iShadowFilter=2
//Shadow filtering.
bAllowPartialPrecision=1
iShadowMapResolution=2048
//Shadow resolution.
bShadowsOnGrass=1
//Gras shadows (Seems disabled.)
bActorSelfShadowing=1
//Actor self-shadowing. (Seems disabled.)
iActorShadowCountInt=12
iActorShadowCountExt=12
//Max number of actor shadows in interiors and exterior (Wilderness/Outside) areas.
fPipboy1stPersonFOV=47.0
fDefault1stPersonFOV=55.0000
bLODNoiseAniso=1
iMaxAnisotropy=16
//Anisotropic filtering.
fLandLOFadeSeconds=15.0
sD3DDevice="ATI Radeon HD 4870 X2"
iTexMipMapSkip=0
//Skip Mip-Maps (0 uses full detail, 1 uses first mip and so on.)
iWaterMultisamples=4
//Smoothes water.
bTransparencyMultisampling=1
//Transparency AA (Vegetation and other alpha-channel textured objects like fences.)
fSpecularLODStartFade=7500.0000
fShadowLODStartFade=7500.0000
fLightLODStartFade=7500.0000
// View distance for shadows, lighting and specular lighting.
iSize W=1680
iSize H=1050
//Resolution
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
iShadowMode=3
iMaxSkinDecalsPerFrame=3
[Controls]
bAlwaysRunByDefault=1
bBackground Mouse=0
bBackground Keyboard=1
fXenonVertLookSpeed=1200.0000
fXenonHorizLookSpeed=1500.0000
bGamePadRumble=1
bInvertYValues=0
fMouseSensitivity=0.0020
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=0021020F
Menu Mode=000FFF0B
Rest=0014FF07
Vats=002FFF0E
Hotkey1=0002FFFF
Hotkey2=0003FFFF
Hotkey3=0004FFFF
Hotkey4=0005FFFF
Hotkey5=0006FFFF
Hotkey6=0007FFFF
Hotkey7=0008FFFF
Hotkey8=0009FFFF
QuickSave=003FFFFF
QuickLoad=0043FFFF
Grab=002CFF09
[Water]
bUseWaterShader=1
bUseWaterReflections=1
//Enable water reflections.
bUseWaterRefractions=1
//Enable water refractions.
bUseWaterDepth=1
bUseWaterHiRes=1
//High-quality water reflections.
bUseWaterDisplacements=1
//Enable water displacements. (Ripples and such.)
bUseWaterLOD=1
//Enable water.
bReflectExplosions=1
//Reflect explosions in water.
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1
//Forces high detail water reflections.
bForceLowDetailReflections=0
//Force low detail water reflections.
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=3.0
fASFadeOutTime=10.0
fRegionLoopFadeInTime=5.0
fRegionLoopFadeOutTime=5.0
fAudioDebugDelay=0.0
bEnableAudio=1
bEnableAudioCache=1
bMultiThreadAudio=1
// Use a multi-threaded audio system.
bEnableEnviroEffectsOnPC=0
; cache sizes in kilobytes
iAudioCacheSize=2048
iMaxSizeForCachedSound=256
bUseAudioDebugInformation=1
fAudioDebugDelay=0.0000
fDefaultMasterVolume=1.0000
fDefaultFootVolume=0.5000
fDefaultMusicVolume=0.3000
fDefaultRadioVolume=0.5000
fDefaultEffectsVolume=1.0000
fDefaultVoiceVolume=0.7500
iMaxImpactSoundCount=128
// Sound channels. (64 for mid end cards and 128 for high end cards, default is 32)
fMaxFootstepDistance=1100.0000
fPlayerFootVolume=0.6500
iCollisionSoundTimeDelta=150
iRadioUpdateInterval=250
fMinSoundVel=90.0000
fDialogMinDistance=125.00
fDialogMaxDistance=1800.00
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
[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
//Can be used to cross the map borders if disabled.
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
bCloneModelsInBackground=0
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=1
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
//Enables or disables the console.
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=452952319
uHUDColor=452952319
bDisable360Controller=0
[Loading]
sWelcomeScreen1=loading_screen01
sWelcomeScreen2=loading_screen_bethsoft
sWelcomeScreen3=loading_screen_BGS
sWelcomeScreen4=loading_screen_legal
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=5.0000
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=1
bEssentialTakeNoDamage=0
//Doesn't work like it should but otherwise quest essential characters woul be mortal.
iDetectionPicks=21
bShowQuestMarkers=1
iDifficulty=4
bDisableDynamicCrosshair=0
bSaveOnInteriorExteriorSwitch=1
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
bCrossHair=0
//Disables crosshair.
bGeneralSubtitles=1
bDialogueSubtitles=1
[Fonts]
sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
[SpeedTree]
iTreeClonesAllowed=1
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=1024
//Shadow resolution of vegetation shadows. (Seems disabled.)
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=1.0000
bEnableTrees=1
bForceFullLOD=1
//Force full LOD (level of detail) for distant trees.
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=0
bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0
bCloneModelsInBackground=0
[LOD]
fLODLandDropAmount=230.0000
fLodDistance=500.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=0
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fLODFadeOutMultItems=90.0000
fLODFadeOutMultObjects=90.0000
fLODFadeOutMultActors=90.0000
//These three controls draw distance of items, objects (Statics.) and actors.
fLODMultLandscape=1.0000
fLODMultTrees=1.0000
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
bDisplayLODBuildings=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=1
//Size of the grass cluster, lower values group them together for denser grass.
bGrassPointLighting=1
//Slightly better lightning on grass, not much of a difference.
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=6
//Max type of different grass textures per cluster.
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=1
// Grass shader model 3.0 (vertex shader?) effect.
fGrassStartFadeDistance=14000.0000
//Max grass distance before it starts fading out.
[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
//Enables high dynamic range lighting.
[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
//This enables bloom, can be forced with HDR but makes things very bright.
[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]
SMasterMiscArchiveFileName=Fallout - Misc.bsa
SMasterVoicesArchiveFileName1=Fallout - Voices.bsa
SMasterVoicesArchiveFileName2=Fallout - MenuVoices.bsa
SMasterSoundsArchiveFileName=Fallout - Sound.bsa
SMasterTexturesArchiveFileName1=Fallout - Textures.bsa
SMasterMeshesArchiveFileName=Fallout - Meshes.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
//Allow the game to use external data files newer than those in the .bsa
bUseArchives=1
//Allow the game to use .BSA files.
SArchiveList=Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.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
;pulse effect
fPulseBrightenIntensity=0.25
fPulseRadiusIntensity=0.5
fPulseRate=0.0006
;pipboy menu transitions
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]
uMaxDecalCount=100
bProfileDecals=0
bDecalOcclusionQuery=1
uMaxDecals=100
[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
// I belive this toggles particles like blood on the "screen" when injured and such.
[Imagespace]
iRadialBlurLevel=2
bDoDepthOfField=1
// Depth of field effect, I think it's mainly for when in VATS.
[Launcher]
bShowAllResolutions=1
uLastAspectRatio=4
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(Some settings only take effect in Fallout.ini and others in FalloutPrefs.INI, best to keep both files identical as there's already a default in the install folder for the game.)
EDIT: Oh and any discussion about this should probably best be kept in the tech section forum topic.
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Posted: Wed, 5th Nov 2008 19:57 Post subject: |
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Goddamnit, why don't they have real/automatic dualcore support ? I hope the upcoming patches improve game performance,too.
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Lutzifer
Modzilla
Posts: 12740
Location: ____________________ **** vegan zombie **** GRRAAIIINNSS _______
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Posted: Thu, 6th Nov 2008 00:36 Post subject: |
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Thu, 6th Nov 2008 00:59 Post subject: |
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Is it possible to mod the power armor models? The one you find in Spoiler: | Fort Constantine | is actually the original BoS armor found in the older FO games, so I would love to see that as the standard power armor and the new one being the special, experimental stuff.
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Lutzifer
Modzilla
Posts: 12740
Location: ____________________ **** vegan zombie **** GRRAAIIINNSS _______
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Posted: Thu, 6th Nov 2008 01:05 Post subject: |
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streetunder wrote: | Lutzifer wrote: | http://www.somethingawful.com/d/video-game-article/fallout-patch-notes.php  |
whats so funny?  |
read the notes. This one in particular made me laugh:
Quote: | - Removed a bug that was forcing the game into a first-person perspective. Everything should now be working just fine in the 2D sidescroller format that we intended. |
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Thu, 6th Nov 2008 07:31 Post subject: |
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