Where is fallout 3 ini




















DoubleYou's post includes all the valid entries for the Fallout. Any recommendations from INI tweak guides or internet forum posts should be ignored whenever they suggest adding entries that are not in the list compiled by DoubleYou. These two files should be backed up now recommended or at least prior to the step below that replace these files. If there is a problem later the backup versions allow reverting to the original INI files. Open Mod Organizer then disable Automatic Archive Validation by clicking the profile button at top, highlighting your profile s , and unchecking the Automatic Archive Invalidation checkbox.

Close MO. The first step makes use of the Bethini program. This can be potentially used at any time, but note that it replaces the Fallout.

If the [Default] selection is used all of the mod selections in the modlist. The Fallout Launcher runs as part of the installation process when running this utility, so be prepared to redo the entries made previously during the last part of the steps in the Pre-Installation Checklist section of the FO3 guide.

Download the main file. Run the installer, following the on-screen instructions. After Bethini runs the INI files in this profile will be changed. Carefully read the warnings. Ideally backups of the original INI files were made before running this installer. Make any changes needed, including ensuring that the screen resolution shown in the Launcher corresponds to the resolution used for monitor being used for the game. When this is complete the same steps can be done for other active MO profiles, or if the INI tweaks are the same for some other profiles the edited Fallout.

Hope this helps. Incunabulum View Profile View Posts. And FalloutPrefs. Last edited by Cassowary ; 10 Nov, am. Per page: 15 30 Date Posted: 9 Nov, pm. However there are possibilities to change some things, both, the audio-visual game appearance, as well as game mechanics.

Be warned again, that such changes might have unwanted consequences, such as low performance, crashes, even corrupted save games, and worse. In addition many of these promising variables, listed below, are exactly this: promising — and nothing more. Some have a huge impact on the appearance of the game, some do simply nothing, or at least nothing remarkable. This documentation tries to cover these things, but doesn't claim to be absolutely accurate and complete.

The exact path differs by operating system. The template for this file can be found in the installation directory of the game. This is also the file to be edited — if wished!

With the use of the console a configuration file can be created that contains only the hard-coded default values. 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. Whenever in the following tables a comment exists, "Not part of the default file", then that specific variable is taken from this file.

To get this file the game has to be started preferrably with default settings , then the existing file has to be deleted. Back in the game open the console by using the key directly left of the 1 and below Esc. Type SaveIniFiles and Enter , and a new file will be created. You can copy this to a safe location, but should — as mentioned — replace it with it's original version after quitting the game. Distances are measured in game units, where In the following tables all possible sections and variables are listed — those initially created by the game, those that can be added, faulty ones, also those which don't seem to have any purpose.

Just a few variables appear in only one of the games, a few more have different values for each game. Those that are not part of the default file, as it is created by the game, are taken from that one, that can be created via the SaveIniFiles console command — see above. Many variables appear in the G. Also that file contains additional variables and even whole sections. Unfortunately no official and publicly accessible documentation exists, so the effects and actual use of many variables remain unclear.

The game is able to do some graphic processes using shader model 3 if the graphics adapter is compatible. Though "being able" doesn't mean it will always do so — but it can be forced. In the same directory where the Fallout. It is also created when starting the launcher for the first time, and contains basic informations about the abilities of the graphics adapter. It contains a line "Shader Package" with a number behind. This number will be needed in the next step.

It is not advised to change anything here in this text file! Here shaderpackages …. Note : The file index ". In this case the files will only be named shaderpackage0. This doesn't have affect on the renaming instructions. Fallout Wiki Explore. Fallout games. Classic games Fallout Fallout 2 Fallout Tactics. Fallout Atomic Shop Apparel Bundles C. Emotes Icons Photomode S. Skins Styles Utility. Allies Creatures and robots Factions Vendors.

Ammunition Apparel and armor C. Administrators Account management Discord Vault Academy. Administration policy Article layout Canon guidelines Content policy Discussions forum Reference formatting User conduct. Citation project Speculation removal Suggested merge and splits Template headquarters Template overview. Explore Wikis Community Central. Register Don't have an account? View source. History Talk 0. Technical information. Categories Fallout 3 technical information Fallout: New Vegas technical information.

Universal Conquest Wiki. The following is based on Fallout 3 and Fallout: New Vegas technical information. Fallout - Textures. Name of the file with informations about priorities of BSA archives and loose files other than their timestamp. Possibly unused. Archive invalidation is a method that allows the game to manage the priority of BSA archives and loose files. Most mod managers have an implemented management for this, and special mods can be found that handle this matter as well.

Determines if EAX effects are used. It's strongly recommended not to change this value even on quad-core PCs because a game crash would be nearly guaranteed. Presumably the maximum distance a creature would be able to hear sounds from. Presumably the minimum distance to a creature that is necessary to avoid being heard by it. Presumably the time on a h scale at which dawn related environment sound effects start to play.

Presumably the time on a h scale at which daytime related environment sound effects start to play. Default volume for effect sounds, like firing a weapon, navigating through the Pip-Boy , or menu clicks. Default volume for NPC 's footsteps. See also fPlayerFootVolume. Default volume for the music playing without an enabled radio station.

Presumably the time on a h scale at which dusk related environment sound effects start to play. Not part of the default file. See also fLargeWeaponWeightMin.

Possibly a definition for fLargeWeaponSpeedMax , at which weight a weapon would be a heavy weapon, though weapons in Fallout 3 and Fallout: New Vegas can be considered as heavy with a weight of Judging by the value 25 this could be a legacy variable from Oblivion , the previous Bethesda game created with the same engine, where weapons were heavier in general.

See also fMediumWeaponWeightMin. Possibly a definition for fMediumWeaponSpeedMax , at which weight a weapon would be of medium weight, though weapons in Fallout 3 and Fallout: New Vegas can be considered as of medium weight with a value of 6.

Judging by the value 8 this could be a legacy variable from Oblivion , the previous Bethesda game created with the same engine, where weapons were heavier in general. Presumably the time on a h scale at which nighttime related environment sound effects start to play.

Presumably the percentage of radio station related sound, if tuned in, when out of reach of the signal. Presumably the volume that is used when bEnableTextToSpeech is set to 1. Some of the variables relate to general functionality in the Gamebryo engine which has not have been specifically implemented in Fallout 3, or which the developers have disabled for some reason.

For example some of the variables which worked in Oblivion do nothing at all in Fallout 3, despite what you may read elsewhere. If in doubt, test a variable for yourself by doing screenshot and FPS comparisons. If you're having problems finding any of these commands in your.

All commands below should be in everyone's. Remember, the correct. VSync should first be adjusted in the Launcher settings screen, but if it fails to be implemented properly, it can be force enabled or disabled using this setting Fallout.

Lowering the value of this variable will reduce mouse acceleration, while raising it will increase acceleration. It doesn't exist by default, so it needs to be inserted under the [controls] section of the Fallout.

Better yet, if you want to remove all traces of mouse acceleration, copy and paste the following four lines under the [controls] section of Fallout. This includes removing all blood decals and splatter marks, and all forms of dismemberment. Note: This setting does not exist by default in the. If on the other hand you want more control over the level gore, try a mod such as this Gore Tweak Mod Fallout.



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