
- #Fallout new vegas mod manager .ini modfi how to
- #Fallout new vegas mod manager .ini modfi code
- #Fallout new vegas mod manager .ini modfi windows
These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited). Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems. Read the hints that are shown when the mouse pointer rests on a setting.

See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.

See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Get matching platform x86/圆4 depending on which xLODGen.exe (x86) or xLODGen圆4.exe (圆4) is used. Microsoft Visual C++ Redistributable for Visual Studio 2015, 20 - Required by LODGen.exe/LODGen圆4.exe and Texconv.exe/Texconv圆4.exe. Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.ĭo not generate into any game or any mod manager folders. Rename xLODGen.exe to LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
#Fallout new vegas mod manager .ini modfi windows
Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
#Fallout new vegas mod manager .ini modfi how to
This is for experienced mod authors and users that know how to use 圎dit, xLODGen or DynDOLOD already. This is a beta of LODGen/Edit with terrain LOD meshes and textures generation. Post any that you may want to see tested. I'll post the upcoming stuff when I have some time to go over everything I want to consider.

Consider giving him an endorsement, kudos, or donation for everything he doing for FNV.Ĭurrent INI tweaks for Fallout.ini: sFontFile_1=TexturesFontsGlow_Monofonto_Large.fntsFontFile_1=TexturesFontsDarN_FranKleinBold_14.fnt sFontFile_2=TexturesFontsMonofonto_Large.fntsFontFile_2=TexturesFontsDarN_FranKleinBold_16.fntsFontFile_3=TexturesFontsGlow_Monofonto_Medium.fnt sFontFile_4=TexturesFontsMonofonto_VeryLarge02_Dialogs2.fntsFontFile_4=TexturesFontsDarN_Sui_Generis_Otl_10.fntsFontFile_5=TexturesFontsFixedsys_Comp_uniform_width.fnt sFontFile_6=TexturesFontsGlow_Monofonto_VL_dialogs.fntsFontFile_6=TexturesFontsDarN_Sui_Generis_Otl_13.fnt sFontFile_7=TexturesFontsBaked-in_Monofonto_Large.fntsFontFile_7=TexturesFontsDarN_Libel_Suit_Otl_24.fntsFontFile_8=TexturesFontsGlow_Futura_Caps_Large.fntsFontFile_9=TexturesFontsNVFont_Test.fntĬurrent INI Tweaks for FalloutPrefs.ini: bEnableFileSelection = 1fGrassStartFadeDistance = 17000bLoadFaceGenHeadEGTFiles = 1
#Fallout new vegas mod manager .ini modfi code
Fortunately, Queue actually looked through the code and consulted with NVSE devs about the settings so we now have a true explanation of what these settings do. The point being that many INI tweaks that you may find on the internet about multithreading and increasing performance are nonsense. This was posted as a reply to someone who listed their Configurator settings, but you can get the corresponding lines from the INIs very easy. Also, the vanilla launcher doesn't properly toggle Vsync (it alters iPresentInterval in the wrong INI file).

Of the settings you listed, the ones that are worthwhile are adjusted to usefully high settings, with the exception of Object LOD fade (fBlockLoadDistanceLow, if I remember correctly which setting that corresponds to, and honestly can be increased by a factor of 10 via manually editing FalloutPrefs.ini) and the grass render distance (fGrassStartFadeDistance, which normally maxes at 7000, but NVAC extends range on by one cell, so increasing this number by maybe double should meaningfully extend grass render range). I would highly recommend resetting your settings to default and using the game's vanilla launcher to adjust settings.
