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    Fallout 3 Tweak Guide[Page 7] In-Game Settings (Pt.3)

    [View Distance]

    The distance sliders affect the way various objects and characters fade into and out of view. The mainimpact of lowering these sliders is on your framerate and object pop-in rather than on stuttering. However note that in all cases the fade-in!fade-out effect is variable" you typically have to move closer to somethingbefore it fades into view whereas moving away from it seems to ta#e a greater distance $usually abouttwice as far% before it finally vanishes out of view. &eep this in mind since the screenshot comparisonsbelow can't really demonstrate this effect.

     

    Object Fade: This slider controls the distance at which non-major objects such as fences bo(es wrec#edcars etc. are visible. )s you move the slider to the left many less important objects will be faded out of 

    view. *ee the screenshot comparison above for an indication of the effects of this slider at its ma(imum$+,% middle $% and minimum $+% positions. )s you can see as the bject /ade distance drops to the mid-point only a few minor items in the distance are removed. However by the time the slider reaches the far left more prominent items such as the fence as well as various mounds of rubble and the guard rail to theright are all removed. 0hile this will improve /1* objects such as street lamps cars rubble railingsfences and so forth suddenly popping into view just as you come to a few feet away from them whilewandering the game world will really detract from immersion and reality and will also annoy you becausean area which seems open from a distance might suddenly be completely bloc#ed off by wrec#age or afence upon closer inspection. n balance 2 really don't recommend lowering this below the mid-point of the slider if at all. 2t can be adjusted further using the fLODFadeOutMultObjects .ini variable in the )dvanced Twea#ing section.

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     Actor Fade: This slider controls the distance at which other characters and creatures are visible. Thescreenshot comparison above shows that at the minimum value of + all 314s e(cept the dead ants areinvisible" at a low value of 5 on the slider the caravan in the middle of the screen $two people and abrahmin% becomes visible and still at a relatively low value of 6 and at all values above the Deputy 0eldrobot to the right and 7ic#ey the bum to the left are in view. 8educing this slider can boost /1* however obviously if it removes characters from view then that also has gameplay disadvantages because youmay miss seeing enemies or friendlies even at moderate distances so once again it is not recommendedthat this slider be lowered certainly not below around halfway. The fLODFadeOutMultActors .ini variablecan be used to further adjust this option beyond the slider limits - see the )dvanced Twea#ing section.

    Grass Fade: This slider controls the distance at which grass fades in or out of view however the effectsare only really visible in large outdoor areas at longer distances and even then it's still not particularlynoticeable. The lower the setting the less grass is visible. 2f you want to adjust this setting beyond thatallowed by the 9auncher options and see a more visible difference chec#the fGrassStartFadeDistance variable as covered in the )dvanced Twea#ing section.

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    Specularity Fade: This slider controls the level of specularity in the game world which in other words ishow shiny reflective surfaces appear to be. 2n practice the only obvious impact of changing this setting isthat some metallic objects will lose their shine. The screenshot comparison above demonstrates that asthe slider is lowered from far right $ma(imum% to midway to far left $minimum% the shine on the building tothe right the lampost in the mid distance and the side of the blue car are gradually reduced or removed. )lso note that oddly enough if you select the ':ltra' preset in the main 9auncher menu page that will setthis option to a value of 5; which is beyond the limit of +, allowed by the slider itself. However you canalso manually adjust the value of this setting by editing the fSpecularLODStartFade .ini variable and if youwant to disable specularity altogether either to further boost performance or if you believe the game worldis too shiny then see the bDoSpecularPass variable covered in the )dvanced Twea#ing section.

     

    Light Fade: This slider controls the distance at which light begins to fade out. Testing the setting outside 2find it difficult to see a difference but indoors as the screenshot comparison above shows at the twoe(tremes of minimum and ma(imum ends of the slider the lamp on the right side casts less light when theslider is set to the far left than when it is at the far right. This can improve /1* slightly but it will ma#esome scenes dar#er. 2t can be further adjusted using the fLightLODStartFade variable covered in the )dvanced Twea#ing section.

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    te! Fade: This slider controls the distance at which items such as guns armor mines grenadesstimpac#s etc. are visible. )s you move the slider to the left more distant items will no longer be visible -see the screenshot comparison above for an e(ample noting all the weapons and armor strewn along thesidewal# into the distance. 2n the screenshots it's only really when you ta#e the slider to the far leftstarting at a low position of 6 on the slider and moving downwards towards the minimum of + in singleincrements that most visible items will start disappearing from the ground. 0hile there is a relatively minor 

    /1* boost from lowering this slider in terms of gameplay disadvantage 2 strongly recommend againstlowering this slider from its ma(imum lest you miss seeing important objects especially mines and boobytraps from a short distance away while wandering the game world. 8emember that fade-in!fade-out isvariable so the screenshots above don't do justice to just how close you have to be to new items whenyou first approach them for them to fade into view. 4an be further adjusted usingthe fLODFadeOutMultte!s variable see the )dvanced Twea#ing section.

    Shado" Fade: This slider controls the distance at which shadows fade out. However because there arevirtually no shadows aside from those cast by characters in /allout

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    #ree LOD Fade: This slider controls the distance at which trees can be seen. )n animated screenshotcomparison is provided to ma#e the difference easier to spot - clic# this lin#> F3_Tree!".gi#  $?5@&A%. )syou can see between the ma(imum setting $6;% and the mid-point of the slider $5;% the change is virtuallyunnoticeable. Aetween 5; and +; there's a sudden loss of all trees in the mid to far distance" and by ;some of the trees in the near distance are also removed. 8educing Tree 9D can improve /1* but not inany significant way due to the relative lac# of trees. 2t can however ma#e the wasteland loo# even morelifeless which may or may not suit your tastes. 3ote> if you want to increase the view distance for treeseven further than allowed by this slider use the f#reeLoadDistance variable as covered in the )dvancedTwea#ing section.

    Object LOD Fade: This slider controls the distance at which objects large and small can be seen. Aecausethe difference can be hard to spot in static screenshots an animated comparison can be viewed byclic#ing this lin#> F3_!$%e&t!".gi#  $?,&A%. The comparison shows that from the ma(imum setting $,;%to the mid-point $

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    3ote that you can directly edit your H:D and 1ip-Aoy interface colors usingthe u'(D)olor  and uPipboy)olor  variables as covered in the )dvanced Twea#ing section.

    #e+ture Si,e: This is the same as the Te(ture uality setting in the /allout < 9auncher and is coveredearlier in this section.

    Fade Options: The various /ade and 9D-related options here are all e(actly the same as the settings of the same name available in the /allout < 9auncher and are covered earlier in this section.

    )rosshair: 2f enabled a small crosshair appears in the middle of the screen and provides color-coded hintsas to the actions you can underta#e with particular objects or characters. Enabling or disabling this optionhas no significant performance impact however while it is more realistic with the crosshair disabled it canalso be very difficult to aim with some weapons as most don't have accurate iron sights. 2t's best that newplayers at least start out with the crosshair enabled until they have a better grasp of how to aim. 3ote thatdisabling this option doesn't remove the conte(t-sensitive action prompts shown at the bottom of thescreen $e.g. -. Search%.

    Dialog Subtitles: 2f enabled this option displays subtitled te(t for all words spo#en by characters who youactually choose to start a conversation with. However anything they say outside of an actual directconversation with you will not be subtitled. 3either this option nor the one below affects other forms of subtitles or te(t prompts such as location te(t which appears at the top left of screen or reply optionsduring conversations. This setting has no performance impact so set to suit your tastes.

    General Subtitles: This setting controls whether dialog subtitles appear outside of direct conversations. /or e(ample when you pass by a tal#ing character their spo#en words will be written as te(t at the bottom of the screen. However if you actually engage in a conversation with that character this option will not showthe conversation subtitles - the Dialog *ubtitles setting above must be enabled for that to occur. This

    setting has no performance impact so set to suit your tastes.

    udio

    /olu!e Sliders: There are si( separate volume sliders here. The 7aster slider controls all sound volume inthe game" the 7usic slider controls in-game $but not 7enu% music volume" the /ootsteps slider controlsthe level of footstep sounds in the game" the Voice slider affects how loud character voices are" the Effectsslider controls special effects volume" and the 8adio slider affects the volume of the 8adio channels whichyou can access in your 1ip-Aoy

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    3ote that a temporary fi( to the severely stuttering audio for the music in the 8adio channels you canaccess in the 1ip-Aoy $e.g. Cala(y 3ews 8adio% is to press E*4 into the main menu wait a few momentsthen continue with the game" alternatively E*4 into the menu and bac# into the game Buic#ly severaltimes. ) more permanent fi( is to install t+is particular Direct*how audio filter - copy the MADFilter0a+  fileinto your 12indo"s1Syste!34  directory then open an )dmin command prompt and type regsvr34 MADFilter0a+  to install it. 2t may cause problems with playbac# of other multimedia such as videos so if you want to uninstall it use the regsvr34 *u MADFilter0a+  command and then delete the file.

    2n general if you are having lots of stuttering audio glitches and crashes which you suspect are due toaudio-related issues there are other twea#s you can underta#e to adjust the audio system although inpractice 2 found that changing some of the audio-related variables can ma#e the game unstable. The bestpossibility for resolving problems is to adjust the audio cache usingthe iAudio)acheSi,e and iMa+Si,eFor)achedSound  variables covered in the )dvanced Twea#ingsection.

    *ontrols

    Mouse Sensitivity: This slider controls how sensitive the mouse is in the game. The further right the sliderthe more sensitive your mouse will be to movements while playing. 3ote however that mouse lag - that isthe slowing down and general 'lagginess' of your mouse while playing the game is not as affected by thissetting. 7ouse lag is usually caused by low /1* in certain areas - use a free utility li#e  Fra's to measureyour framerate and any time your /1* dips below the mid-to-low 5;s you will li#ely e(perience increasedmouse lag. Gou should consider reducing some of your settings to increase your framerate if that's thecase. )nother major cause of mouse lag is V*ync - see the V*ync setting earlier in this section for detailsof how you can disable it properly as it will help reduce mouse lag. There is one more fi( for mouse!control lag - see the '7a( /rames to 8ender )head' twea# at the end of this guide which may alsohelp reduce it.

    nvert 5:  2f set to ff moving your mouse bac# ma#es your character loo# down moving your mouseforward ma#es him loo# up. 2f set to n the opposite happens. Has no impact on performance so set tosuit your taste.

     Action Mapping: 4lic#ing this option ta#es you to a screen where you can assign #eys and buttons tovarious functions in the game. These should be set to suit your taste as they have no performance impact.3ote that by default the control listing is for &eyboard" to see and alter the 7ouse bindings you need toclic# the Device item at the bottom right of the screen.

    The ne(t section goes into the )dvanced Twea#ing possible in /allout blivion which means that it has alot of scope for twea#ing and customi=ation. There are three main ways to customi=e /allout < outside of the regular in-game settings> 7ods .ini $initiali=ation% file twea#s and console commands. 7ods arecovered on page 6 of this guide and console commands are covered in the ne(t section so this sectionloo#s at how you can alter a range of additional settings which will impact on /allout

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    /allout < has two main .ini files which hold all of its #ey settings. These arethe Fallout.ini and FalloutPre#s.ini files both found under the 1Docu!ents and settings16userna!e71My Docu!ents1My Ga!es1Fallout31 directory in 0indows F1 or the 1(sers16userna!e71Docu!ents1My Ga!es1Fallout31 directory in 0indows Vista. Gou can edit these files using a standard te(t editor li#e0indows 3otepad. Aefore altering either of these files 2 strongly recommend ma#ing bac#up copies of each and storing them somewhere safe. 3ote that if at any time you wish to return your .ini files to their default settings simply delete them and the ne(t time you launch /allout < it will automatically recreatethem with the default options - though obviously you will lose all your customi=ations. 2f you just want tosee what the default settings are at any time refer to the Fallout8default0ini  file found under the 1Progra!Files1$ethesda Soft"or%s1Fallout 3 directory however do not delete or edit this file in any way.

    2nterestingly and somewhat confusingly the contents of the Fallout0ini  and FalloutPrefs0ini  files are verysimilar. 2n general whenever you alter a setting using the 9auncher or the in-game settings the change willbe recorded in FalloutPrefs0ini . Aut most general system settings will only wor# if they are changedin Fallout0ini . *o to ensure there is no confusion 2 clearly note at the end of each variable descriptionbelow which specific .ini file to change the setting in e.g. $/allout.ini% or $/allout1refs.ini%. 2f in doubt or you e(perience any problems change the setting in both files just to ma#e sure it's applied correctly.

    Fallout /ew 0egas 1'date 7ost twea#s which would normally go in the Fallout0ini   file in /allout <actually need to be made in the Fallout8default0ini  file found under the 1Progra! Files9+;.1Stea!1stea!apps1co!!on1fallout ne" vegas directory in /allout> 3ew Vegas. This is because whenthe game is launched via *team it opens the launcher first which overwrites your Fallout0ini  file with thecontents of the Fallout8default0ini  file along with your launcher settings. 7a#e a bac#upof Fallout8default0ini  then edit it with a te(t editor.

    Im'ortantl> 2 have tested all  the major variables in both the .ini files and those which seem to have nodiscernable or useful impact and those which can be fully adjusted using the in-game settings are notincluded below. ust because a variable has a name which appears tempting or obvious doesn't mean itactually has any impact at all when altered. *ome of the variables relate to general functionality in theCamebryo engine which has not have been specifically implemented in /allout

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    something useful are covered here. 8emember the correct .ini file to edit is mentioned at the end of thecommand but if not noted or if in doubt change the setting in both .ini files.

    Aelow are listed all the main .ini variables categori=ed by their general functionality.

    General

    iPresentnterval

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    F1os value determine how far from the left it is $higher values will shift it further right%.The i)onsole/isibleLines variable controls the ma(imum number of te(t lines shown on screen at any onetime in the console. The rDebug#e+t)olor value determines the color of the console font with the valuee(pressed in 8CA - use this G4 *al&ulator  and enter the three numerical values in the top right andclic# 4alculate to determine the color or clic# the Table button at the top to select from a preset list of values. 3ote> the i)onsoleFont

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    bDisablePlayer)ollision

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    fPipboy?stPersonFO/E0=   - This variable determines the /ield of View when you open your 1ip-Aoy

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    iShado"Mapesolution

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    f$loc%LoadDistanceLo"

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    The variables above can all be adjusted under the View Distance tab of the /allout < 9auncher options./rom top to bottom above they relate to> )ctor /ade bject /ade *pecularity /ade 9ight /ade 2tem/ade and *hadow /ade respectively and are all covered in more detail in the 2n-Came *ettings section.However here you can adjust them beyond the ma(imums allowed by the 9auncher sliders$/allout1refs.ini%.

    /allout < Twea# Cuide

    [Page 8] dan&ed Tweaking (Pt.3)

    Grass

    iMinGrassSi,e

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    The above variables control the width and height $i.e. the resolution% of water reflections. The higher thevalue for each the more crisp and detailed reflections will be" the lower the value the lower the detail. /or e(ample setting both of these to J5,@ will greatly reduce reflection detail in return for a boost in /1*around water areas. 4onversely you can raise these values to something li#e J5;6 for an increase inreflection Buality above the ma(imum normally possible using the in-game settings however there will bea very sharp drop in performance around water $/allout1refs.ini%.

    udio

    fMainMenuMusic/olu!e

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    bPree!ptively(nload)ells

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    testing in /allout < it seems to have no negative impacts however e(periment with it first and if in doubtleave it at J; $/allout.ini%.

    1'date *ome dual core and Buad core 41: users have said that by inserting a newcommand i@u!'2#hreads

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    'M' #ey $the #ey above T)A%. This may vary on some european #eyboards in which case try the ' button or the button ne(t to +.

    0henever the console is open the game will be paused and your H:D will also temporarily disappear.There should be a cursor prompt shown in the bottom left hand corner of the screen and if you typeanything the te(t will start appearing at that prompt. 2f you can't see the cursor prompt and!or portions of the te(t you are typing then the cursor is positioned somewhere to the far bottom left off the edge of thescreen. Gou will need to edit your /allout.ini file to reposition the console cursor to ma#e it visible usingthe i)onsole#e+t5Pos  and i)onsole#e+tBPos  variables as covered in the )dvanced Twea#ing section.

    nce the console is open and visible you can type in any of the console commands below either in longform or using the short form if one is provided $in brac#ets%. /or e(ample you can either typein toggle"irefra!e or t"f  and press E3TE8 and the command to turn wireframe mode on!off will bee(ecuted. Gou can also scroll through recently used commands by using the :p )rrow #ey. *ee the ne(tpage for detailed instructions on how to use some of the more useful console and script commands.

    Aelow are all the main console commands for /allout < in alphabetical order in theformat> Fullna!e $shortna!e% - Description. The descriptions provided are simply those that thedevelopers have written with a few minor modifications by me. 3ote that there are also a range of S&ri't*ommands which you can also use in the console however these are not reproduced here and the mostuseful of them is covered on the ne(t page.

     )ddDecal - )dd/ace)nim3ote $afan% - )ddcclusion1lane $aop% - )dd cclusion plane $( si=e y si=e%.AeginTrace $bt% - 4reates a trace file $Fenon only%.Aeta4omment $bc% - )dd comment to [Ceneral] 'sAeta4omment/ile' file.4alc9ow1athTo1oint $lp5p% - ignore loc#s allow disabled doors ignore min use.4alc1athTo1oint $p5p% -4entern4ell $coc% -4enternE(terior $coe% -4entern0orld $cow% - [e.g. 40 worldname -+; ,]4lear)dapted9ight $cal% - 4lears the HD8 adapted light te(ture.4lear9ocation7ar#ers $clm% -4lear*creenAlood $csb% - 4lear screen blood.4lose)ll7enus $cam% - 4loses all open menus.

    4lose/ile -4omplete)lluest*tages $caBs% - *ets all Buest stages4opy*aves - 4opy save games from the host machine or a memory stic# $ms%.Damage0eapon -

    http://fose.silverlock.org/Fallout3Commands.html#Script_Commandshttp://fose.silverlock.org/Fallout3Commands.html#Script_Commandshttp://fose.silverlock.org/Fallout3Commands.html#Script_Commandshttp://fose.silverlock.org/Fallout3Commands.html#Script_Commands

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    Deactivate)llHighlights $dah% - 8emove all V)T* highlights.Debug4ombat1lan $dcp% - Debugs the combat plan on an actor.Debug7iles1*< $dm

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    *end*herloc#DebugTe(t $ssdt% -*et4amera/V $fov% - 4hange the camera's field of view $in deg%> default K,.*et4lipDist - *et new clip distance with floating point value.*et4ombat)ction4ost $scc% - *ets the cost on a combat action.*et4onsoleuput/ile $scof% - *ets the given file as target for console output.*etDebugTe(t $sdt% - *ets which debug te(t is shown.*etDepthf/ield8ange $sdofr% - *ets Depth of /ield range.*etEmitter1article7a( - *ets the ma(imum number of particles emitted by a non-master particle systememitter.*et/og - *et fog with floating point values" start and end depths.*etCame*etting $setgs% -*etCamma $sg% - *ets new gamma ramp.*etClobal8adialAlur $sgrb% - *et parameters for the global radial blur.*etHD81aram $shp% - *ets various values for the HD8 shader.*etHudClow4onstants $shgc% - *et parameters for H:D glow.*et2mage*paceClow $sisg% -*et2mage*pace7odifiersEnable $sisme% - *et imagespace modifiers enable> ;-ff +-n.*et232*etting $setini% - [e.g. *et2ni Osetting>categoryO value].*et9ighting1asses $slp% - *et lighting passes with amb diff te( spec toggle values set ; or +.*et9DbjectDistance $slod% -

    *et7a()niso - *ets Depth of /ield focal distance.*et7otionAlur $smb% - *et the motion blur params.*et71*1article7a( - *ets the ma(imum number of particles emitted by master particle system emitter set.*et*#y1aram $ssp% - *ets various values for the s#y.*etTargetD/ $stdof% - *ets the depth of field based on the target.*etTarget/alloff $stfo% - *ets the falloff of the target.*etTarget8efraction $str% - *ets the refractive value of the target.*etTarget8efraction/ire $strf% - *ets the refractive fire value of the target.*etTas#Thread*leep - *ets the tas# thread sleep value $-+ to disable%.*etTas#Thread:pdate*leep - *ets the tas# thread update sleep value $-+ to disable%.*etTerminal7enu1os $stmp% -

    *etTree7ipmapAias $stmb% - *et mipmap 9D bias values for tree billboards.*et:/4am*peed7ult $sucsm% - *et speed mult for :/ cam.*etVel - *ets Velocity on a reference.*how $tst% - *how global scripts and variables.*how+st1erson $s+st% - *how the +st person 7odel from the

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    Test9ocal7ap $tlm% - *imulates the local map. $+ or ; for /0 on or off%.Test8ace*e(Terimnal $trst% - Test race!se( menu rendered terminal.Test*eenData $tsd% - Visually displays the current seen data.Toggle)ctor7over $tam% - Toggles actor movement through pathing system.Toggle)2 $tai% -Toggle)i*chedules $tais% -ToggleAorders $tb% - *how border lines for each cell.ToggleAoundVisCeom $tbvg% - Toggles bound visuali=ation for a ref.Toggle4ast*hadows $tsh% -Toggle4ell3ode $tcn% - Toggle ;-)ctor +-7ar#er 5-9and ;-0ireframe +-*olid 5-cclusionuery

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    Toggle*1:Transform:pdate $tsputu% - Toggles the *1: transform update on or off.ToggleTest9ight $ttl% - Toggle test light $radius magnitude%.ToggleTrees $tt% - Turn trees on!off .ToggleV)T*9ight $tvl% - Toggle V)T* 9ight.Toggle0ater8adius $twr% -Toggle0ater*ystem $tws% - Toggles the water system.Toggle0ireframe $twf% - *how the world as wireframe.Verbose - Toggle verbose combat!)2 messages.0aste7emory $wm% - )llocates some memory $in 7A%.0aterDeep4olor $deep% - 7odifies water deep color.0ater8eflection4olor $refl% - 7odifies water reflection color.0ater*hallow4olor $shallow% - 7odifies water shallow color.