Determines the interval in seconds of the background image update on loading screens. Default: At your own feet. It is currently unknown, which specific effects changes do have. Presumably determines the minimum number of items using LOD simultaneously. A multiplier affecting the passing speed of time in the game. Messages being displayed if the game was installed via DVD, and the launcher is started without the DVD present in the drive. This section manages pathfinding routines, i.e. Determines the opacity of the pop up messages' background. Possibly determines if movements are restricted to defined paths only. Though the default value is 2, it should nevertheless be added when playing on a dual-core system. Presumably determines the duration in seconds of decals fading out after uMaxDecals is reached. Possibly affecting the combat AI of groups of enemies or. Presumably determines if certain cell elements are affected by occlusion. Already used commands during one game launch can be accessed by using the. Determines if the displaying of blood can be split into multiple threads. 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. Though "essential" characters shouldn't die at all (see. More variables are found in the. It contains values about audio and graphical options, background processes, implementation of the Havok Physics engine, and many more. Default volume for the music playing without an enabled. Determines if bloom effects are used at all. Presumably determines the maximum number of actors using LOD simultaneously. Not part of the default file. Currently the difference to the entry below is unclear. 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. Not part of the default file, though related entries are. Determines the horizontal position of the console's cursor. All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me, You are not allowed to convert this file to work on other games under any circumstances, You are allowed to use the assets in this file without permission or crediting me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are allowed to earn Donation Points for your mods if they use my assets, The Molerat Extravaganza - Molerat Retexture, Burning Campfire Redone 2 Electric Boogaloo, Minimod - High Res Clutter Battery Cigarette Pack and Carton, Hectrol Lockinterface Deluxe HighRes Retex, Semitransparent Door Glass (Plugin Version), Asterra's Many Fixes - Semi-Transparent Door Glass compatibility, New Sunset Sarsaparilla and Nuka Cola Bottles, High Res Vanilla Water Bottle Textures and Meshes, Dust Mote and Fluid Drip Effects HD for NV, Placed Creature Corpses use Vanilla Skeletons, Light Up and Smoke Those Cigarettes (and Cigars and Cigarillos), Light Up and Smoke Those Cigarettes - No Buffs from Smoking, DiDisaan's Patch Emporium - New Vegas Uncut, Distributed Necklaces and Chains (JIP LN NVSE) (DLC and TTW), New Vegas Uncut 6 - If it wasn't for Betsy Remastered, Cutting Room Floor - Camp Golf Confrontation, NV Animated Neon Pole Dancer for Gomorrah, Compatibility Patch for AmaccurzzerO's Animated Mojave and Loot Menu Mods, DynamiCamera - an adaptive third-person camera, Repair Metal Armor with Any Metal Misc Items, Constant Health Regeneration from Securitrons Mk II, A.C.E. This section defines extensions of files, needed to create speech in the game. Not part of the default file. 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. The variables are organized in sections, with some appearing in more than one section. Determines the horizontal position of the RSM. Related to the vicinity's tree displaying. Possibly the form ID of a cell, safe for clean saves. Default: At the zenith. Controls the number of threads the game uses in general. Possibly the output path for camera recordings. This section handles how trees are displayed in the game. The default value for the frequency of scanlines. Log in to view your list of favourite games. Presumably the maximum number of reflections displayed simultaneously on water in exteriors. 1800.0000, might be read incorrect by the game engine and cause bugs, if not altered to e.g. PU. Determines if reflections on the water are forced to being displayed in low detail. 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. Some entries are present in the original file. Errors may occur during load or game play. Take your favorite fandoms with you and never miss a beat. Possibly affects the relation between texture and tile sizes. Must be equal to or higher than. Name of the file for the second welcome image. Determines the number of cells, loaded into the buffer, to reduce stutter and loading time in interiors. If for any reason this setting shall be changed, it is advised to do that in both places. This list has gone through a variety of overhauls, and many things have changed since its initial release. Possibly determines an expanded angle taken into account for avoidance processes while walking. Determines the number of grids, the rendering around the player, loaded into the buffer, to display proper the vicinity. Related to the lockpicking process. One of three values that handle the distance of the skinned decal's LOD. The time a light adaptation effect needs. 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. Possibly determines a specific type of the physics' behavior. Unused. Determines if the NPCs' health bar is shown. The relation to. Possibly a feature for certain graphics adapters with incompatibility issues if textures weren't powers of 2. See also. Presumably determines if mip maps are tinted by the game engine. These two variables are not present in the original file. Determines the horizontal FOV in degrees, how the player sees the world. Possibly the minimum FPS necessary on water surfaces for the game to not slow down time in general. Determines if actors are affected by physics' effects. Determines if trees are displayed at all. Determines the frequency in which scanlines are scrolling the HUD. Most of these entries are present in the original file. Possibly determines an expanded angle taken into account for avoidance processes while running. This section seems to handle some camera related processes. Possibly unused. The form ID of the cell in which a new game starts. 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. Presumably a default radius taken into account for the blur effect. These shouldn't be changed unless one is exactly knowing what he does. by putting "BackUp_" to the start of the name. Distances are measured in game units, where 64.0000 units equal 1 yard, or around 70 units 1 meter. This way it is possible to disable variables or placing comments. Presumably determines the size of scanlines scrolling through rendered terminals. 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. Determines the horizontal FOV in degrees, how menus are shown. The name of this variable in the. Here shaderpackages#â¦.sdp can be found, one of them ending with the previously found number. PU. Only two entries are present in the original file. It doesn't matter, if this is done in an extra line, or directly after a valid value, though the latter isn't recommended. Archive invalidation is a method that allows the game to manage the priority of BSA archives and loose files. An expansive guide to overhauling New Vegas into an improved, (mostly) lore-friendly experience. This section handles the visual appearance of the. And run well on your computer. Not part of the default file. Possibly the maximum "depth" that is rendered through the depth of field effect, controlled by, Not part of the default file or created by the, The same entry exists in the [InterfaceFX] section, which is also the one created through the. the camera moving around the player character in third person view. Determines if a joystick or gamepad can be used. Presumably determines if the special Pip-Boy animation or the Pip-Boy itself is used at all. It is strongly recommended to, before doing any changes to game files at all, make a backup copy of them. Type SaveIniFiles and Enter, and a new file will be created. Increasing this and using the extended option can have unwanted effects on the player's face structure. The name of the texture file used for scanlines. The time in minutes while not being active in the game and out of any menu, before the "screen saver" starts, i.e. One of the files that "%s" is dependent on has changed since the last save. Presumably determines the radius taken into account for the blur effect present in the Pip-Boy. Increasing certain settings here to much higher values or even enabling some features, disabled by default, can have a strong impact on game performance, whenever the player finds himself near a water surface. The maximum amount wind can make grass sway. Presumably the time on a 24-h scale at which nighttime related environment sound effects start to play. fx\ui\loadscreen\initial\ui_loadscreen_initial.wav. PU. Determines if audio related processes may take use of multi-core CPUs. The maximum possible (ultra settings) distance in which the shadow's LOD starts to fade. Presumably a radius taken into account for the blur effect on menus. Perhaps the same as the entry below. Possibly the maximum number of combat situations playing 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. Presumably the time on a 24-h scale at which dawn related environment sound effects start to play. Most entries are present in the original file. Presumably determines the maximum distance at which speech during combat on low performance PCs would be heard. Presumably determines the size of a water surface tile. PU. Determines if scanlines are applied to menus. Related to moving with a joystick/gamepad to the left or right. Presumably handles the priority of the intro sequence, but it is unknown to what related to.
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