Forum Sujets Réponses Derniers messages; L'actualité du PSG Pour débattre sur l'actu, les matches et les joueurs de l'équipe pro 1,135 This section covers many entries that can be used for either improving the game's visual appearance or its performance. Setting this to 0 has a currently unknown effect. configuration file, GECKCustom.ini, too, though sometimes with different values. For some variables it is unknown if the game really uses them. Editing the file can lead to game crashes, strange visual behavior, more errors or even a blue screen. Decreasing this will show less of the player's arms (and readied weapon), while increasing it has the opposite effect. The template for this file can be found in the installation directory of the game. Not part of the default file. Not part of the default file. Determines the minimum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix. Possibly determines if processes are used that implement the avoidance of present actors when a path is calculated. Not part of the default file. PU. Determines if warning messages are displayed via the game UI or in Windows style. 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. Determines the maximum possible in-game screen brightness that can be set with the "Display" settings. PU. The Fallout.ini, together with the FalloutPrefs.ini, is created when for the first time the launcher of the game is started. Not part of the default file. Possibly a debug feature. This section handles the visual appearance of the. Presumably determines the default number of actors using LOD simultaneously. Benny is the head of the Chairmen of New Vegas in 2281. Garden of Eden Creation Kit™ (GECK) wiki, STEP Guide: Skyrim Configuration Settings, https://fallout.fandom.com/wiki/Fallout.ini_(Gamebryo)?oldid=3386533. Judging by the name this could be a requirement for other variables, though some of them are enabled by default, while this is disabled. Determines the x coordinate for the game start in, Determines the y coordinate for the game start in, Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. Only the first three entries are present in the original file. Setting this to 0 might help with a laggy mouse in menus. Possibly the maximum number of simultaneously existing NPC targets involved in combat. They can't – for example – be changed to default Windows fonts; the font files are part of the game's, This section handles some general game play settings. Not part of the default file. ), Many descriptions and comments were inspired by the. Also part of [Pathfinding]; though the correct section would indeed be [Pathfinding], judging by the entry created via the. In rare cases values with high numbers, e.g. Fallout Wiki is a FANDOM Games Community. There's a similar variable in the [MAIN] section. Possibly unused. Possibly related to a fade effect when opening/closing a menu. Possibly determines the amount of the red component in the lighting when displaying rendered terminals. 22649 Jeux Gratuits pour Mobile, Tablette et Smart TV On modern hardware Fallout 3 and Fallout: New Vegas with all their add-ons should be automatically put to ultra settings by the launcher, when the default option is used. Possibly unrelated to LOD. Presumably determines if a shader is used for displaying water. Related to the vicinity's cell displaying. Presumably related to a blend effect of normal textures. More variables are found in the. Output directory is in the main installation path of the game. It doesn't matter, if this is done in an extra line, or directly after a valid value, though the latter isn't recommended. The Fallout.ini can by default be found in the user's My Games directory, together with the Saves\. One of two values that determine the distance for the LOD in which environmental reflections are displayed on actor's eyes. Determines the number of grids, the rendering around the player, loaded into the buffer, to display proper the vicinity. Presumably determines if precipitation exists at all. Determines if scanlines scroll through rendered terminals. Presumably determines if unused cells are removed from the memory. Possibly determines the speed of turning movements by creatures in combat. Changing this has currently unknown effects. Presumably determines if all objects are affected by Havok physics. Changing this would yield longer or shorter days, but is likely to have unwanted side effects. the camera moving around the player character in third person view. Disabling this would remove grass from the. Archive invalidation is a method that allows the game to manage the priority of BSA archives and loose files. Oddly the maximum run speed, as the variable's name suggests, is lower than the maximum walk speed below. 1 Background 2 Interactions with the player character 2.1 Interactions overview 2.2 Quests 2.3 Other interactions 2.4 Effects of the player's actions 3 Inventory 4 … Presumably determines if NPCs have to use real. Some comments are contained, lines starting with ;. PU. Switches between the game controlling the mouse position (0) or the operating system (1). The same entry exists in the [Interface] section, which is possibly unused because it is not created through the. This section applies visual effects to the game. Also some variables are contained in both configuration files, the Fallout.ini and the FalloutPrefs.ini, where the former determine the default values and the latter the values used by the game when playing it (with one definite and one possible exception: iPresentInterval and iRadialBlurLevel). This is the only section, whose entries can also be found in the game settings in the G.E.C.K, if at least the. Should always be (. Possibly related to the amount of used memory or cache when handling faces via the G.E.C.K. This one is part of the default file. PU. Determines the minimum possible in-game screen brightness that can be set with the "Display" settings. It is currently unknown, which one is used, if not both. They are not present in the original file. See also. Determines if cells are loaded in the background. Determines if full LOD for trees is forced. Presumably determines the intensity of the blur effect present in the Pip-Boy. Related to moving with a joystick/gamepad to the left or right. Even faulty entries exist. Presumably the maximum number of reflections displayed simultaneously on water in interiors. Presumably determines if a blur effect caused by movements is applied. Errors may occur during load or game play. Controls the number of threads the game uses in general. Possibly determines if the G.E.C.K. Possibly the multiplier that is applied to shaking effects on the head-up-display (HUD). Possibly determines a specific type of the physics' behavior. 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. Presumably determines if script packages, actors use for their behavior, are resetted when a cell is loaded. Increasing this might improve the visual experience (for the cost of performance), but shows only little effect without mods that change the grass/flora. Presumably determines the main BSA archives, used by the base game. Presumably determines if Havok physics affect doors. Determines if buildings use LOD when being presented. 1800. Presumably a modifier for the brightness of the sky. Possibly determines if Havok physics affect looking head movements of actors. Possibly the minimum number of shadows being displayed simultaneously in interiors. The minimum possible (low settings) distance in which the grass' LOD starts to fade. Determines if inverse kinematics are used for looking movements or head tracking. This section handles some further general settings. Changing this has a currently unknown effect. The name of this variable in the. This variable can change the look of the wasteland a lot. Name of the file for the fourth welcome image. Dependent on the abilities of the graphics adapter. Presumably a debug feature to disable warnings on possible program flow errors. Presumably determines if dialogue is in general possible during combat. There are better ones – more focused, less blown up, more fun to read. Can also be found in the [General] section. This section handles how trees are displayed in the game. Presumably a feature to automatically determine the maximum viewing distance. Presumably determines the minimum number of items using LOD simultaneously. It is not advised to change this when a new game is to be started, and not mods are used that alter the beginning. This number will be needed in the next step. These must be set in. Most entries are present in the original file. Possibly unused. This section seems to serve debugging purposes, but the specific effects are unknown. Not part of the default file. The maximum amount wind can make grass sway. 1800.0000, might be read incorrect by the game engine and cause bugs, if not altered to e.g. Also part of [MAIN]; changes should be applied to both sections. Determines the horizontal distance of HUD elements to the screen border. Possibly determines the speed of turning movements by NPCs out of combat. Possibly affects the relation between texture and tile sizes. Enabling this will make more trees appear in the distance at the cost of performance. Determines if the blur effect caused by motions is displayed like in full screen mode when playing in windowed mode. Determines if a joystick or gamepad can be used. It is also created when starting the launcher for the first time, and contains basic informations about the abilities of the graphics adapter. Presumably the time on a 24-h scale at which dawn related environment sound effects start to play. This section seems to handle some general error messages. Presumably determines if LOD is used for water. The largest section, handling general – as the name suggests – game features. In the game's installation directory (see above for instructions) there's a subfolder Data\, containing another subfolder Shaders\. Determines the horizontal position of rendered terminals. Determines the maximum "length" – or range – for the sweet spot, the. 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 These two settings presumably manage the handling of the. Possibly the offset for textures when blocking an attack. Determines if cloning of models is loaded in the background. Possibly unused. Determines if scanlines are applied to the. This section manages pathfinding routines, i.e. Locating it is dependent on some more conditions; the default installation path is assumed, using C:\ as the installation drive. A percentage related to the upper two entires. This doesn't count for string variables, which use nothing if their value is set to empty. Possibly related to a message that would have been displayed if a beta version of the game had been played. The game is able to do some graphic processes using shader model 3 if the graphics adapter is compatible. This section is not present in the original file. Presumably determines the default number of items using LOD simultaneously. Possibly the maximum number of combat situations playing simultaneously. Determines if trees use LOD when being presented. 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. The FOV in degrees that's used for presenting the. 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. Possibly determines the displaying of trees in the distance. In the worst case all changes can be undone by deleting the Fallout.ini from its directory, so the game will create a new, default one with the next start. Possibly unused. Same as above, but for cells marked as "city". Can lead to strange visual behavior if enabled. Possibly unused. This single variable presumably determines the duration of the distort effect, present in the race-sex-menu. Messages being displayed if the game was installed via DVD, and the launcher is started without the DVD present in the drive. The game creates the third entry, while the console command does not, instead creating the first one. Possibly unrelated to the preference setting in the G.E.C.K, and not part of its configuration files. Possibly the maximum number of FPS for the auto view feature. The form ID of the cell in which a new game starts. In the same directory where the Fallout.ini file is located (see above for instructions), another text document can be found, called RendererInfo. Possibly determines a radius taken into account when lightening rendered terminals. Possibly determines if changes in time flow, like caused by e.g. Possibly the interval in milliseconds between keystrokes. Determines the number of cells, loaded into the buffer, to reduce stutter and loading time in interiors. Determines if warning messages can be cancelled all through one click by using the "Yes to all" or "Cancel" button. 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. The time a light adaptation effect needs. Determines if reflections on the water are forced to being displayed in low detail. Has to be added and set to the same value, if changes are wished, as. Determines, if BSA archives are used at all. Not part of the default file. Determines the file name of a movie played as intro before the main menu appears. Presumably the minimum distance to a creature that is necessary to avoid being heard by it. Determines if actors are affected by physics' effects. Presumably a default multiplier for the blur effect. Possibly unused. The maximum value the sliders in the race-sex-menu (RSM) can take. Determines if headwear is loaded in the background. This section defines extensions of files, needed to create speech in the game. A good way to make reverts easier would be to copy the entry, the change shall be applied to, and inserting it below with the altered value, then commenting the original value out. Determines, if newer versions of files are used rather than those in BSA archives. Determines in some way how the game displays faces, especially skin tones. Type SaveIniFiles and Enter, and a new file will be created. Presumably determines if mip maps are tinted by the game engine. Presumably the distance in third person view at which dialogue zooms are halted. Determines if flickering effects are applied to menus. This author has not provided any additional notes regarding file permissions, This author has not credited anyone else in this file, This mod is opted-in to receive Donation Points. Presumably determines the maximum number of trees using LOD simultaneously. This one is created by the. The game then uses this file over the default one, and it is not overwritten by Steam. Presumably the blue value for the tinting of the menu background. The name and path of the file are unknown. The Fallout: New Vegas version of the file is read-only, and changing it will result in nothing, because Steam overwrites it with the default version each time the game is started. This section manages nearly all audio related settings. Possibly determines the radius taken into account for avoidance processes. It is strongly recommended to, before doing any changes to game files at all, make a backup copy of them. Presumably the minimum delay in seconds when checking for a new "head tracking" worthy event. Distances are measured in game units, where 64.0000 units equal 1 yard, or around 70 units 1 meter. In this case the files will only be named shaderpackage0##. Presumably determines if water textures are displayed in high resolution. This section handles all things related to water, mainly the visual appearance. Sections are defined by square brackets around the name, e.g. Presumably a modifier for the brightness of the sun. This section covers the various settings for, This section covers the various settings for interior. The variables are mostly present in the original file. Possibly the vertical offset in pixels for debug text outside of message boxes. (It's not advised to renaming it by deleting the number at the end. Possibly unused. Increasing this could add realism to the game, but would also decrease performance. Determines the number of consecutive background images if a location specific image exists. These settings manage how various processes are handled by the game: loading those in the background can reduce stutter, but may also reduce performance. Determines the speed at which the game's credits are scrolled during their presentation. Determines the path to the main game files. Determines if invisible borders around the. One variable is named wrong in the original file, as it is created by the game, and its value also differs from that one, created by the console command. As the effect is unknown, it is not advised to add the section. Possibly determines the amount of the green component in the lighting when displaying rendered terminals. Default main volume that affects all other sound volumes. Take A Sneak Peak At The Movies Coming Out This Week (8/12) New Movie Releases This Weekend: February 12th – February 14th; How Hollywood celebs are celebrating Lunar New Year It contains values about audio and graphical options, background processes, implementation of the Havok Physics engine, and many more. Presumably the maximum distance at which footsteps can be heard.