Name of the file used for the default landscape diffuse texture. Presumably the delay in seconds between a. (It's not advised to renaming it by deleting the number at the end. Can be disabled after having started a new game. Garden of Eden Creation Kit™ (GECK) wiki, STEP Guide: Skyrim Configuration Settings, https://fallout.fandom.com/wiki/Fallout.ini_(Gamebryo)?oldid=3386533. 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. Determines if laser sights are active or not for all ranged weapons. Determines the size of the glare of the sun. This single variable presumably determines the duration of the distort effect, present in the race-sex-menu. Should only be changed on resolutions higher than 600 in height. Determines if terminals are rendered at all. PU. This section handles all things related to water, mainly the visual appearance. This section manages the game's use of BSA archives. This section seems to handle the maximum number of certain processes, in order to retain a good game performance. This section is related to the handling of, This section determines the fonts used by the game for different situations. Errors may occur during load or game play. Not part of the default file. Not part of the default file. A workaround would be to change the template itself, in which case the backup is even more recommended. \\vault\Fallout\Fallout3\Beta_Comment.txt. Unknown. Het laatste nieuws over de beurs, financiële wereld, economie, politiek en ondernemen vind je op fd.nl Related to the red value in the displaying of borders. Default: At your own feet. 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. Presumably handles the priority of the intro sequence, but it is unknown to what related to. Disabling this has a currently unknown effect. Possibly determines the speed of turning movements by creatures out of combat. Changing this can lead to unsolvable quests, including the main story line and advance in the game at all. Determines if inverse kinematics are used for the grabbing feature. The FOV in degrees that's used for presenting the. Possibly determines if the game engine takes advantage of a newer version of animation processes then those used for. These two variables are not present in the original file. Possibly the number of clones loaded in one background loading cycle. This section seems to handle some camera related processes. Determines if landscape reflections on the water are forced to being displayed in high detail. Determines the FOV used for displaying terminals. Presumably determines how many dismemberments can be displayed simultaneously. Possibly unused. This section manages nearly all audio related settings. These two settings presumably manage the handling of the. They are not present in the original file. It is currently unknown, which one is used, if not both. Not part of the default file. Controls the number of threads the game uses in general. It is advised not to change this, except for debugging purposes. 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. One of three values that handle the distance of the skinned decal's LOD. Though "being able" doesn't mean it will always do so – but it can be forced. Most entries are present in the original file. Not part of the default file. There are better ones – more focused, less blown up, more fun to read. Determines if message boxes are shown at all. Possibly determines the default time in seconds for avoidance processes, an actor waits for the obstacle to disappear before calculating a new path. Some variables, handling the visual effect whenever the player gets hit. This may result in errors. Presumably the distance in third person view at which dialogue zooms are halted. Related to the vicinity's cell displaying. Determines the size of the textures used for blur effects. Possibly the maximum number of shadows being displayed simultaneously in exteriors. Determines if the hard drive's cache is used for storing data. iPostProcessMillisecondsLoadingQueuedPriority. Possibly the minimum number of FPS for the auto view feature. Determines the speed at which the game's credits are scrolled during their presentation. Presumably the amount of the blur effect. Can also be found in the [General] section. Presumably the green value for the tinting of the menu background. Rename this file, e.g. 's face generator tool. In rare cases values with high numbers, e.g. Determines the horizontal position of the console's cursor. Presumably determines if water textures are displayed in high resolution. Not part of the default file. Determines, if BSA archives are used at all. Setting this to 1 improves the visual game appearance at the cost of performance. Presumably the file path in which data from the. Possibly the vertical offset in pixels for debug text outside of message boxes. Name of the file with informations about priorities of BSA archives and loose files other than their timestamp. IK, Inverse Kinematics – In combination with certain body parts related to the ragdoll system. Presumably determines if the terrain uses LOD when being presented. Possibly manages how often movement animations are updated. The game speed is then changed to the quotient. Saving again will clear this message but not necessarily fix any errors. Presumably determines the radius taken into account for the blur effect present in the Pip-Boy. PU. Determines if v3.0 shaders can be used for rendering. Presumably the maximum number of reflections displayed simultaneously on water in exteriors. This entry appears twice, one time without the decimal places. Setting this to 0 might help with a laggy mouse in menus. Related to the green value in the displaying of borders. Back in the game open the console by using the key directly left of the 1 and below Esc. Possibly determines if for a more smooth animation a blend effect is used when actors switch from a fixed pose to moving. This section handles the appearance of the. Most entries are not present in the original file. Possibly determines the amount of the blue component in the lighting when displaying rendered terminals. Not all entries are present in the original file. Determines the file name for the music played in the main menu. 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. Most mod managers have an implemented management for this, and special mods can be found that handle this matter as well. Possibly reduces limb dismemberments to one limb only. Possibly manages how Havok physics and actors' actions are synchronized. 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. If changes are wished, they should be applied to both settings. Increasing this and using the extended option can have unwanted effects on the player's face structure. Not part of the default file, but should be added and enabled to improve either, possible neck seams, and displaying characters from mods in general. Presumably determines the default number of trees using LOD simultaneously. Possibly determines the speed of turning movements by NPCs out of combat. It is possible to make a copy of the original Fallout.ini, and rename it to FalloutCustom.ini. Name of the file for the third welcome image. PU. The default value for the distance in which the specular effect's LOD starts to fade. Determines if the player's character is affected by physics' collision effects. Unfortunately no official and publicly accessible documentation exists, so the effects and actual use of many variables remain unclear. This section handles save game management. This section handles some message and debug features. Determines if surfaces have glance effects at all. The relation to. Determines the maximum number of consecutive background images in the main menu. Presumably the minimum distance to a creature that is necessary to avoid being heard by it. 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 Perhaps the same as the entry below. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Presumably determines if pathfinding processes are calculated in the background. Presumably determines the intensity of the blur effect present in the Pip-Boy. If set to 1 another step is necessary to get the effect, see. The name of a file the game uses to coordinate textures and related display variables. Presumably a debug feature to disable warnings on possible program flow errors. Determines if flickering effects are present in the Pip-Boy. Possibly the minimum FPS necessary on water surfaces for the game to not slow down time in general. The minimum possible (low settings) distance in which the light's LOD starts to fade. Instead it's more of a documentation and shall serve as a reference. Not part of the default file. Presumably determines if objects defined as clutter are affected by Havok physics. One additional entry is not present in the. Presumably changes the skill related and/or maximum hit chance of 95% in. Removing the value of a variable or the variable at all will not disable the according setting, instead the default value will be used by the game. Possibly unused. Presumably determines if objects fade in at a certain distance, or "pop" up. See also. Determines if audio related processes may take use of multi-core CPUs. Determines the vertical position of the upper left corner of the game window, if playing in windowed mode. However there are possibilities to change some things, both, the audio-visual game appearance, as well as game mechanics. It is named Fallout_default.ini. You can copy this to a safe location, but should – as mentioned – replace it with it's original version after quitting the game. Defines which distance is counted as "far". Presumably a radius taken into account for the blur effect on the HUD. If for any reason this setting shall be changed, it is advised to do that in both places. 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. 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 explosions are reflected on water. Decreasing this will draw the Pip-Boy nearer, making it bigger, while increasing it has the opposite effect. On a US keyboard this is ~, the label of the key varies by country specific keyboard layouts. Presumably one of three values that handle the distance for the decals' LOD. Though the default value is 2, it should nevertheless be added when playing on a dual-core system. Though spelled wrong this is the true variable's name. Possibly unused. If those are wanted to be used with altered values, it is advised to add this section, and change the settings in both places. Presumably the minimum delay in seconds when checking for a new "head tracking" worthy event. Possibly determines if ragdoll animation is used at all for placing a foot on a surface. [Audio]. In this case the files will only be named shaderpackage0##. the camera moving around the player character in third person view. The default value for the distance in which the grass' LOD starts to fade. Not part of the default file. Presumably the red value for the tinting of the menu background. Possibly unused. If set, the main menu as well as the starting quest would be bypassed. There is no cell with this ID in neither of the games. Possibly determines the amount of the red component in the lighting when displaying rendered terminals. Determines the vertical position of the console's cursor. Determines if characters marked as "essential" can take damage and eventually die. Determines the overall maximum number of skin decals displayed. Oddly the maximum walk speed, as the variable's name suggests, is higher than the maximum run speed above. Presumably the intensity of the blur effect in the V.A.T.S. This section manages the handling of menus and related things. Possibly unused. Determines if running is the default movement rate instead of walking. Possibly manages how often changes in cells are updated. Determines the interval in seconds of the background image update on loading screens. This section seems to serve debugging purposes, but the specific effects are unknown. 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. - Honest Hearts Carry Weight restriction from 40 to 50, with the option to convince Jed to allow up to 65. Presumably determines the duration in seconds of decals fading out after uMaxDecals is reached. 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. Presumably a radius taken into account for the menu background blur effect. Presumably the amount of the green component of a color used in the V.A.T.S. Not part of the default file. Some possible variables aren't listed at all, but default values for them are hard-coded. Presumably a feature to automatically determine the maximum viewing distance. Presumably a modifier for the brightness of the sun. 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. Determines if trees are displayed at all. This section manages some basic control options, more are handled through the. 1800. To get this file the game has to be started (preferrably with default settings), then the existing file has to be deleted. Possibly determines the radius taken into account for avoidance processes. One of two values that determine the distance for the LOD in which environmental reflections are displayed on actor's eyes. Related to moving with a joystick/gamepad forward or backward. Determines the frequency of scanlines scrolling through the Pip-Boy menus. Possibly a value for some kind of "rumble" feedback, applied to the foot-setting actor's ragdoll. Presumably determines a zoom when displaying rendered terminals. Welcome! Possibly determines if the "straight" path from A to B is primarily taken into account. Possibly the maximum number of simultaneously existing targets NPCs involve in combat. This section manages the visual appearance of. Presumably a multiplier related to the zoom effect in dialogues. The default value for the distance in which the light's LOD starts to fade. Determines if torches, if they existed in the game, would cast shadows. The maximum value the sliders in the race-sex-menu (RSM) can take. Suivez toute l'actualité française et internationale avec les News 24/7 Must be equal to or higher than. 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. It is currently unknown, which specific effects changes do have. PU. Some variables appear twice in the same section, in which case it's unclear which value is taken into account by the game, though it can be assumed, that this would be the first one. The distance at which speech can be heard in its full magnitude. The effects of these settings are currently unknown, they are possibly not used. Navigation meshes: a technical component of a cell, determining possible paths, actors can walk on. Get all of Hollywood.com's best Celebrities lists, news, and more. Presumably the time on a 24-h scale at which nighttime related environment sound effects start to play. Possibly determines if the ragdoll is animated at all. Has to be added and set to the same value, if changes are wished, as. Changes should, if at all, be applied carefully. 22649 Jeux Gratuits pour Mobile, Tablette et Smart TV Possibly determines if the thumbnail generated for a save game file is simultaneously added as a screenshot. It is currently unknown if changes actually take effect. 1 Overview 2 Editing 2.1 A word … Has always to be changed in odd numbers and together with. The minimum possible (low settings) distance in which the specular effect's LOD starts to fade. Enabling this in full screen mode makes the default mouse pointer appear when the mouse is moved to the edges of the screen. These shouldn't be changed unless one is exactly knowing what he does. 0.0000 means no scanlines. Possibly the size of noise textures being displayed on water. They all are possibly unused by the game. Presumably a default radius taken into account for the blur effect. 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. Presumably a multiplier for the blur effect on menus. Possibly the form ID of a cell, safe for clean saves. Determines if buildings use LOD when being presented. Determines if cloning of models is loaded in the background. Determines if a joystick or gamepad can be used. Determines the scale of the scanlines scrolling through the Pip-Boy menus. These settings manage how various processes are handled by the game: loading those in the background can reduce stutter, but may also reduce performance. Presumably the delay in seconds between the jump command and its execution. Related to the lockpicking process, while the suffix determines the lock's difficulty. Presumably determines if items fade in at a certain distance, or "pop" up. Presumably determines the maximum distance at which speech during combat on low performance PCs would be heard. Determines if inverse kinematics are used for looking movements or head tracking. The maximum amount wind can make grass sway.
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