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Fallout.ini is the configuration file in which the basic and default settings are deposited, the Gamebryo engine needs to run Fallout 3 and Fallout: New Vegas properly on any personal computer. It contains values about audio and graphical options, background processes, implementation of the Havok Physics engine, and many more.

Overview[]

The Fallout.ini, together with the FalloutPrefs.ini, is created when for the first time the launcher of the game is started. It is then saved in the user's My Game directory. It normally remains unchanged, though the Fallout: New Vegas version is overwritten with default values each time the game is started via Steam.

There are several types of variables, determining the possible values one can have.

  • Variables starting with b: Boolean variables. They can only have the valid values of 0 and 1, where 0 means "false" or "disabled", and 1 means "true" or "enabled".
  • Variables starting with f: Floating-point numbers, using up to 6 decimal places. The console command SaveIniFiles creates a configuration file, where all these are cut down to 4 decimal places, while the command GetINISetting puts them out with only 2. Usage of them in the G.E.C.K. is also often reduced to 4 or 2 decimal places.
  • Variables starting with i: Integers. They can be either positive or negative.
  • Variables starting with r: Colors. They are composed of the three RGB values (ranging from 0 to 255), divided by commas and without blanks.
  • Variables starting with s/S: Strings. Values are plain text without quotation marks. Often used for file references or to display text.
  • Variables starting with u: Unsigned integers. They have always positive values.

Some comments are contained, lines starting with ;.

The variables are organized in sections, with some appearing in more than one section. 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).

The sections and variables are in no specific order. 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. Even faulty entries exist. For some variables it is unknown if the game really uses them. Some possible variables aren't listed at all, but default values for them are hard-coded.

There are many guides and utilities spread across the web, regarding optimization, cleaning, and tweaking for an audio-visual appearance exceeding the game's ultra settings.

Editing[]

It is strongly recommended to, before doing any changes to game files at all, make a backup copy of them. In addition it is wise to do changes step-by-step, so that unwanted effects can easily be reverted.

Editing the file can lead to game crashes, strange visual behavior, more errors or even a blue screen. 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.

A file of this type can be edited with any text editor, though it is recommended to use a simple one – such as Windows' Notepad – to avoid unallowed symbols or unwished formatting.

Sections are defined by square brackets around the name, e.g. [Audio]. Only the first section with a specific label is taken into account, a second section with the same name would be completely ignored.
Variables have to be put into the according section, to be taken into account by the game, with their value following a = in the same line.
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. This doesn't count for string variables, which use nothing if their value is set to empty.
Though floating-point variables may have up to 4 decimal places, it is recommended to cut them down to the last digit that is not 0. In rare cases values with high numbers, e.g. 1800.0000, might be read incorrect by the game engine and cause bugs, if not altered to e.g. 1800.

Text after a ; isn't regarded by the game and can serve for annotations. It doesn't matter, if this is done in an extra line, or directly after a valid value, though the latter isn't recommended. This way it is possible to disable variables or placing comments. 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.

Fallout: New Vegas

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.
A workaround would be to change the template itself, in which case the backup is even more recommended.
A better way to apply changes to this file, would be a "custom" configuration file. It is possible to make a copy of the original Fallout.ini, and rename it to FalloutCustom.ini. The game then uses this file over the default one, and it is not overwritten by Steam. 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.

A word about "tweaking"[]

This guide isn't intended as a tweaking guide. There are better ones – more focused, less blown up, more fun to read. (See the credits for some examples.) Instead it's more of a documentation and shall serve as a reference.
Though it's possible to use it for such a purpose…

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.

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. And run well on your computer. However there are possibilities to change some things, both, the audio-visual game appearance, as well as game mechanics. Be warned again, that such changes might have unwanted consequences, such as low performance, crashes, even corrupted save games, and worse. In addition many of these promising variables, listed below, are exactly this: promising – and nothing more. Some have a huge impact on the appearance of the game, some do simply nothing, or at least nothing remarkable. This documentation tries to cover these things, but doesn't claim to be absolutely accurate and complete.

File locations[]

Fallout.ini[]

The Fallout.ini can by default be found in the user's My Games directory, together with the Saves\. The exact path differs by operating system.

On Windows Vista and later, assuming C:\ as the user profile drive, it is located under

C:\Users\USERNAME\Documents\My Games\Fallout3\
C:\Users\USERNAME\Documents\My Games\FalloutNV\

On Windows XP, assuming C:\ as the user profile drive, it is located under

C:\Documents and Settings\USERNAME\My Documents\My Games\Fallout3\
C:\Documents and Settings\USERNAME\My Documents\My Games\FalloutNV\

Fallout_default.ini[]

The template for this file can be found in the installation directory of the game. It is named Fallout_default.ini. This is also the file to be edited – if wished! – when applying changes for the Fallout: New Vegas Steam version. Locating it is dependent on some more conditions; the default installation path is assumed, using C:\ as the installation drive.

On a 32-bit Windows, game installed via Steam:

C:\Program Files\Steam\steamapps\common\Fallout 3\
C:\Program Files\Steam\steamapps\common\Fallout New Vegas\

On a 64-bit Windows, game installed via Steam:

C:\Program Files (x86)\Steam\steamapps\common\Fallout 3\
C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\

On a 32-bit Windows, game installed off Steam:

C:\Program Files\Bethesda Softworks\Fallout 3\

On a 64-bit Windows, game installed off Steam:

C:\Program Files (x86)\Bethesda Softworks\Fallout 3\

Clean and default version[]

With the use of the console a configuration file can be created that contains only the hard-coded default values. This can serve as a reference, but shouldn't be used for playing the game because it lacks many variables existing in the default file.

Whenever in the following tables a comment exists, "Not part of the default file", then that specific variable is taken from this file.

To get this file the game has to be started (preferrably with default settings), then the existing file has to be deleted. Back in the game open the console by using the key directly left of the 1 and below Esc. On a US keyboard this is ~, the label of the key varies by country specific keyboard layouts. Type SaveIniFiles and Enter, and a new file will be created. You can copy this to a safe location, but should – as mentioned – replace it with it's original version after quitting the game.

Technical background[]

Distances are measured in game units, where 64.0000 units equal 1 yard, or around 70 units 1 meter.

Some terms will appear frequently:

  • AI, Artificial intelligence – Scripts and calculations used to determine actors' behavior
  • Bloom – Visual effect related to lighting
  • FOV, Field of view – The visual field the player has, as degrees of an angle
  • FPS, Frames per second, aka frame rate – The frequency of displayed frames in the game, normally defined by monitor settings, but dependent on the performance. Low performance means low FPS.
  • HDR, High-dynamic-range rendering – Visual effect related to lighting
  • IK, Inverse Kinematics – In combination with certain body parts related to the ragdoll system
  • LOD, Level of detail – The amount of details shown, the complexity of objects, depending on the distance to the player
  • Ragdoll – A system used by the game engine to coordinate physics effects and actors' skeletons
  • Shader – Technology used to display graphics and do rendering

Sections and variables[]

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. Just a few variables appear in only one of the games, a few more have different values for each game.
Those that are not part of the default file, as it is created by the game, are taken from that one, that can be created via the SaveIniFiles console command – see above.

Many variables appear in the G.E.C.K. configuration file, GECKCustom.ini, too, though sometimes with different values. Also that file contains additional variables and even whole sections.

Unfortunately no official and publicly accessible documentation exists, so the effects and actual use of many variables remain unclear.

[Absorb][]

  • It is unknown which effects these settings have, so it is not advised to edit them.
  • They are present in the original file.
  • They are not created by the SaveIniFiles console command.
  • 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 Fallout.esm or FalloutNV.esm is loaded, with the same values. It is unknown, which of these settings would gain the upper hand, if the values in the Fallout.ini would be altered.
Variable Default value
fAbsorbBoltGrowWidth 0.000000
fAbsorbBoltSmallWidth 7.000000
fAbsorbBoltsRadius 5.000000
fAbsorbCoreColorB 1.000000
fAbsorbCoreColorG 1.000000
fAbsorbCoreColorR 1.000000
fAbsorbGlowColorB 1.000000
fAbsorbGlowColorG 0.600000
fAbsorbGlowColorR 0.000000
fAbsorbSegmentVariance 7.000000
fAbsorbTortuosityVariance 2.000000
iAbsorbNumBolts 1

[AnimationWarning][]

  • It is unknown which effects these settings have, so it is not advised to edit them.
  • They are not present in the original file.
  • They are present in the GECKCustom.ini.
Variable Default value
bClampWarning 0
bPriorityWarning 0

[Archive][]

  • This section manages the game's use of BSA archives.
  • It is present in the original file.
  • Only those entries, that appear for both games, are created by the SaveIniFiles console command.
  • It is present in the GECKCustom.ini, though with slightly different values.
Variable Default value Effect Comment
Fallout 3 Fallout: New Vegas
bCheckRuntimeCollisions 0 0 Unknown. Possibly unused.
bInvalidateOlderFiles 0 1 Determines, if newer versions of files are used rather than those in BSA archives. Has to be set to 1 for Fallout 3, if modified files are used, from mods for example.
bUseArchives 1 1 Determines, if BSA archives are used at all. Possibly unused. Shouldn't be changed.
iRetainDirectoryStringTable 1 1 Unknown. Possibly unused.
iRetainFilenameOffsetTable 1 1 Unknown. Possibly unused.
iRetainFilenameStringTable 1 1 Unknown. Possibly unused.
SArchiveList 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 determines the main BSA archives, used by the base game. Possibly unused.
SInvalidationFile ArchiveInvalidation.txt ArchiveInvalidation.txt Name of the file with informations about priorities of BSA archives and loose files other than their timestamp. Possibly unused. Archive invalidation is a method that allows the game to manage the priority of BSA archives and loose files. Most mod managers have an implemented management for this, and special mods can be found that handle this matter as well.
SMasterMeshesArchiveFileName Fallout - Meshes.bsa Unknown. Possibly unused.
SMasterMeshesArchiveFileName Fallout - Meshes.bsa Unknown. Possibly unused.
SMasterMiscArchiveFileName Fallout - Misc.bsa Unknown. Possibly unused.
SMasterSoundsArchiveFileName Fallout - Sound.bsa Unknown. Possibly unused.
SMasterTexturesArchiveFileName1 Fallout - Textures.bsa Unknown. Possibly unused.
SMasterVoicesArchiveFileName1 Fallout - Voices.bsa Unknown. Possibly unused.
SMasterVoicesArchiveFileName2 Fallout - MenuVoices.bsa Unknown. Possibly unused.

[Audio][]

  • This section manages nearly all audio related settings.
  • The variables are mostly present in the original file.
  • Many of them are present in the GECKCustom.ini, though with slightly different values.
Variable Default value Effect Comment
Fallout 3 Fallout: New Vegas
bEnableAudio 1 1 Determines if audio is used at all.
bEnableAudioCache 1 1 Determines if audio data can be cached. See also iAudioCacheSize and iMaxSizeForCachedSound.
bEnableEnviroEffectsOnPC 0 0 Determines if EAX effects are used. Enabling this can cause a blue screen error on some PCs, but works well on others.
bEnableTextToSpeech 0 Unknown. Possibly unused. There is one related variable in Fallout: New Vegas, fTextToSpeechVolume, though it isn't used with this one disabled.
bMultiThreadAudio 0 0 Determines if audio related processes may take use of multi-core CPUs. It's strongly recommended not to change this value even on quad-core PCs because a game crash would be nearly guaranteed.
bUseAudioDebugInformation 1 1 Unknown.
fASFadeInTime 3.000000 2.000000 Unknown.
fASFadeOutTime 10.000000 10.000000 Unknown.
fASFadeStartTime 2.000000 Unknown. Not part of the default file.
fAudioDebugDelay 0.000000 0.000000 Unknown. This entry appears twice, one time without the decimal places.
fChainLargeMassMin 30.000000 30.000000 Unknown. Possibly unused. Not part of the default file, though related entries are.
fChainMediumMassMin 5.000000 5.000000 Unknown. Possibly unused. Not part of the default file, though related entries are.
fCollisionSoundHeavyThreshold 60.000000 60.000000 Unknown.
fCreatureRadioMax 2000.000000 2000.000000 Presumably the maximum distance a creature would be able to hear sounds from. Possibly unused. Not part of the default file.
fCreatureRadioMin 200.000000 200.000000 Presumably the minimum distance to a creature that is necessary to avoid being heard by it. Possibly unused. Not part of the default file.
fDawnTime 5.000000 Presumably the time on a 24-h scale at which dawn related environment sound effects start to play. Not part of the default file.
fDayTime 8.000000 Presumably the time on a 24-h scale at which daytime related environment sound effects start to play. Not part of the default file.
fDBVoiceAttenuationIn2D 2.000000 2.000000 Unknown.
fDefaultEffectsVolume 1.000000 1.000000 Default volume for effect sounds, like firing a weapon, navigating through the Pip-Boy, or menu clicks. Overwritten by the same entry in FalloutPrefs.ini.
fDefaultFootVolume 0.500000 0.500000 Default volume for NPC's footsteps. See also fPlayerFootVolume. Overwritten by the same entry in FalloutPrefs.ini.
fDefaultMasterVolume 1.000000 1.000000 Default main volume that affects all other sound volumes. Overwritten by the same entry in FalloutPrefs.ini.
fDefaultMusicVolume 0.300000 0.600000 Default volume for the music playing without an enabled radio station. Overwritten by the same entry in FalloutPrefs.ini.
fDefaultRadioVolume 0.500000 0.500000 Default volume for speech and music from a radio station. Overwritten by the same entry in FalloutPrefs.ini.
fDefaultVoiceVolume 0.750000 0.600000 Default volume for speech. Overwritten by the same entry in FalloutPrefs.ini.
fDialogHitSoundCooldownMax 4.000000 Unknown. Not part of the default file.
fDialogHitSoundCooldownMin 2.000000 Unknown. Not part of the default file.
fDialogMaxDistance 1800.000000 2000.000000 The maximum distance at which speech can be heard.
fDialogMinDistance 125.000000 600.000000 The distance at which speech can be heard in its full magnitude.
fDialogReverbAttenuation 0.150000 Unknown.
fDialogueFadeDecibels 6.000000 6.000000 Unknown.
fDialogueFadeSecondsIn 2.000000 2.000000 Unknown.
fDialogueFadeSecondsOut 1.000000 1.000000 Unknown.
fDialogueHeadPitchExaggeration 2.000000 2.000000 Unknown.
fDialogueHeadRollExaggeration 2.000000 2.000000 Unknown.
fDialogueHeadYawExaggeration 2.000000 2.000000 Unknown.
fDuskTime 18.000000 Presumably the time on a 24-h scale at which dusk related environment sound effects start to play. Not part of the default file.
fEarthLargeMassMin 30.000000 30.000000 Unknown. Possibly unused.
fEarthMediumMassMin 5.000000 5.000000 Unknown. Possibly unused.
fFilterdBAttenuation 11.500000 11.500000 Unknown.
fFilterDistortionGain -7.500000 -7.500000 Unknown.
fFilterPEQGain -15.000000 -15.000000 Unknown.
fGlassLargeMassMin 25.000000 25.000000 Unknown. Possibly unused. Not part of the default file, though related entries are.
fGlassMediumMassMin 8.000000 8.000000 Unknown. Possibly unused. Not part of the default file, though related entries are.
fHardLandingDamageThreshold 500.000000 500.000000 Unknown.
fLargeWeaponSpeedMax 0.950000 0.950000 Unknown. Not part of the default file. See also fLargeWeaponWeightMin.
fLargeWeaponWeightMin 25.000000 25.000000 Possibly a definition for fLargeWeaponSpeedMax, at which weight a weapon would be a heavy weapon, though weapons in Fallout 3 and Fallout: New Vegas can be considered as heavy with a weight of 12. Judging by the value 25 this could be a legacy variable from Oblivion, the previous Bethesda game created with the same engine, where weapons were heavier in general. Not part of the default file.
fMainMenuMusicVolume 0.600000 0.600000 The volume for the music while in the main menu without a save loaded.
fMasterVolumeMult 1.300000 Unknown.
fMaxFootstepDistance 1100.000000 1100.000000 Presumably the maximum distance at which footsteps can be heard.
fMediumWeaponSpeedMax 1.100000 1.100000 Unknown. Not part of the default file. See also fMediumWeaponWeightMin.
fMediumWeaponWeightMin 8.000000 8.000000 Possibly a definition for fMediumWeaponSpeedMax, at which weight a weapon would be of medium weight, though weapons in Fallout 3 and Fallout: New Vegas can be considered as of medium weight with a value of 6. Judging by the value 8 this could be a legacy variable from Oblivion, the previous Bethesda game created with the same engine, where weapons were heavier in general. Not part of the default file.
fMetalLargeMassMin 25.000000 25.000000 Unknown. Possibly unused.
fMetalMediumMassMin 8.000000 8.000000 Unknown. Possibly unused.
fMinSoundVel 90.000000 10.000000 Unknown. Not part of the default Fallout: New Vegas file.
fNightTime 20.000000 Presumably the time on a 24-h scale at which nighttime related environment sound effects start to play. Not part of the default file.
fPlayerFootVolume 0.650000 0.650000 The volume of the player's footsteps.
fRadioDialogMute 0.500000 0.500000 Unknown.
fRadioStaticAtOuterRadiusPct 0.100000 0.100000 Unknown. Presumably the percentage of radio station related sound, if tuned in, when out of reach of the signal. Not part of the default file.
fRegionLoopFadeInTime 5.000000 5.000000 Unknown.
fRegionLoopFadeOutTime 5.000000 5.000000 Unknown.
fSkinLargeMassMin 30.000000 30.000000 Unknown. Possibly unused.
fSkinMediumMassMin 5.000000 5.000000 Unknown. Possibly unused.
fStoneLargeMassMin 30.000000 30.000000 Unknown. Possibly unused.
fStoneMediumMassMin 5.000000 5.000000 Unknown. Possibly unused.
fTextToSpeechVolume 0.350000 Presumably the volume that is used when bEnableTextToSpeech is set to 1.
fWoodLargeMassMin 15.000000 15.000000 Unknown. Possibly unused.
fWoodMediumMassMin 7.000000 7.000000 Unknown. Possibly unused.
iAttenuationDialogMenuMute 3000 3000 Unknown. Not part of the default file.
iAttenuationEffectiveSilence 9000 9000 Unknown. Not part of the default file.
iAudioCacheSize 2048 2048 The cache size in KB used, if bEnableAudioCache is 1. See also bEnableAudioCache. Can be increased together with iMaxSizeForCachedSound. Small steps and multiples of 1024 are recommended.
iAudioHWThread 2 2 Unknown. Not part of the default file. Seems unrelated to bMultiThreadAudio.
iCollisionSoundTimeDelta 150 150 Unknown.
iMaxFX 128 128 Presumably the maximum number of sound effects being played simultaneously. Not part of the default file.
iMaxImpactSoundCount 32 32 Presumably the maximum number of projectile impact sounds being played simultaneously.
iMaxSizeForCachedSound 256 256 The maximum number of sounds being cached. See also bEnableAudioCache. Can be increased together with iAudioCacheSize. Small steps and multiples of 64 are recommended.
iMusicSynchOverride 0 0 Unknown. Not part of the default file.
iMusicTransitionInMS 1000 1000 Unknown. Not part of the default file.
iRadioStationTimeout 1000 1000 Unknown. Not part of the default file.
iRadioUpdateInterval 250 250 Unknown.
iVoiceDecodeBufferSize 32768 32768 Unknown. Not part of the default file.

[BackgroundLoad][]

  • These settings manage how various processes are handled by the game: loading those in the background can reduce stutter, but may also reduce performance.
  • Most of these entries are present in the original file.
  • Some entries are not created by the SaveIniFiles console command.
  • Some are present in the GECKCustom.ini.
Variable Default value Effect Comment
bBackgroundCellLoads 1 Determines if cells are loaded in the background.
bBackgroundLoadLipFiles 0 Determines if lip synch files are loaded in the background.
bBackgroundPathing 1 Presumably determines if pathfinding processes are calculated in the background. Also part of [Pathfinding]; though the correct section would indeed be [Pathfinding], judging by the entry created via the SaveIniFiles command, a possible change should be applied to both sections.
bCloneModelsInBackground 0 Determines if cloning of models is loaded in the background. Also part of [MAIN]; changes should be applied to both sections.
bLoadBackgroundFaceGen 0 Determines if face generating processes are loaded in the background. Possibly unused.
bLoadHelmetsInBackground 1 Determines if headwear is loaded in the background.
bSelectivePurgeUnusedOnFastTravel 0 Determines if certain cells are unloaded after fast travelling. See also bPreemptivelyUnloadCells.
bUseBackgroundFileLoader 0 Unknown. Possibly unused. Judging by the name this could be a requirement for other variables, though some of them are enabled by default, while this is disabled.
bUseMultiThreadedFaceGen 1 Determines if face generating processes are split into multiple threads.
bUseMultiThreadedTrees 1 Determines if tree related processes are split into multiple threads. Possibly unused.
fBackgroundLoadClonedPerLoop 5.000000 Possibly the number of clones loaded in one background loading cycle.
fBackgroundLoadingPerLoop 20.000000 Possibly the number of processes loaded in one background loading cycle.
iAnimaitonClonePerLoop 5 None. This is a faulty entry. The correct one also exists.
iAnimationClonePerLoop 5 Possibly the number of cloned animations during one background load cycle.
iBackgroundLoadExtraMax 3000 Unknown.
iBackgroundLoadExtraMaxFPS 20 Unknown.
iBackgroundLoadExtraMilliseconds 2 Unknown.
iBackgroundLoadExtraMin 5 Unknown.
iBackgroundLoadExtraMinFPS 10 Unknown.
iBackgroundLoadFaceMult 200 Unknown.
iBackgroundLoadLoading 1 Unknown.
iBackgroundLoadMilliseconds 1 Unknown.
iBackgroundLoadTreeMilliseconds 7 Unknown.
iExteriorPriority 50 Unknown.
iPostProcessMilliseconds 5 Unknown. Not part of the default file.
iPostProcessMillisecondsEditor 50 Unknown. Possibly unused. Not part of the default file.
iPostProcessMillisecondsLoadingQueuedPriority 20 Unknown. Not part of the default file.
iPostProcessTaskWarningMilliseconds 20 Unknown. Possibly unused. Not part of the default file.

[bLightAttenuation][]

  • These settings handle how light in general is created by the engine.
  • They are present in the original file.
  • They are present in the GECKCustom.ini.
Variable Default value Effect Comment
bOutQuadInLin 0 Related to the quadratic method of light creation.
bUseConstant 0 Determines if the constant method is used for light creation.
bUseLinear 0 Determines if the linear method is used for light creation.
bUseQuadratic 1 Determines if the quadratic method is used for light creation.
fConstantValue 0.000000 Related to the constant method of light creation.
fFlickerMovement 8.000000 Unknown.
fLinearRadiusMult 1.000000 Related to the linear method of light creation.
fLinearValue 3.000000 Related to the linear method of light creation.
fQuadraticRadiusMult 1.000000 Related to the quadratic method of light creation.
fQuadraticValue 16.000000 Related to the quadratic method of light creation.
uLinearMethod 1 Related to the linear method of light creation.
uQuadraticMethod 2 Related to the quadratic method of light creation.

[BlurShader][]

  • This section covers the various settings for bloom screen effects.
  • It is present in the original file.
  • It is present in the GECKCustom.ini, though with slightly different values.
Variable Default value Effect Comment
bUseBlurShader 1 Determines if bloom effects are used at all. Overwritten by the same entry in FalloutPrefs.ini.
fAlphaAddExterior 0.200000 Unknown.
fAlphaAddInterior 0.700000 Unknown.
fBlurRadius 0.030000 Unknown.
fSIEmmisiveMult 1.000000 Unknown.
fSISpecularMult 1.000000 Unknown.
fSkyBrightness 0.500000 Presumably a modifier for the brightness of the sky.
fSunBrightness 0.000000 Presumably a modifier for the brightness of the sun.
fSunlightDimmer 1.000000 Presumably a modifier for the brightness of the sun.
iBlendType 2 Unknown.
iBlurTexSize 256 Determines the size of the textures used for blur effects.
iNumBlurpasses 1 Unknown.

[BlurShaderHDR][]

  • This section covers the various settings for HDR screen effects.
  • It is present in the original file.
  • It is present in the GECKCustom.ini, though with different values.
Variable Default value Effect Comment
bDoHighDynamicRange 1 Determines if HDR effects are used at all. Overwritten by the same entry in FalloutPrefs.ini.
fBlurRadius 7.000000 Unknown.
fBrightClamp 0.225000 Unknown.
fBrightScale 2.250000 Unknown.
fEmissiveHDRMult 1.000000 Unknown.
fEyeAdaptSpeed 0.500000 The time a light adaptation effect needs.
fGrassDimmer 1.500000 Unknown.
fSIEmmisiveMult 1.000000 Unknown.
fSISpecularMult 1.000000 Unknown.
fSkyBrightness 0.500000 Presumably a modifier for the brightness of the sky.
fSunBrightness 0.000000 Presumably a modifier for the brightness of the sun.
fSunlightDimmer 1.500000 Presumably a modifier for the brightness of the sun.
fTargetLUM 1.000000 Unknown.
fTreeDimmer 1.000000 Unknown.
fUpperLUMClamp 1.000000 Unknown.
iBlendType 2 Unknown.
iNumBlurpasses 1 Unknown.

[BlurShaderHDRInterior][]

  • This section covers the various settings for interior HDR screen effects.
  • It is present in the original file.
  • It is present in the GECKCustom.ini.
Variable Default value Effect Comment
fBlurRadius 7.000000 Unknown.
fBrightClamp 0.225000 Unknown.
fBrightScale 2.250000 Unknown.
fEmissiveHDRMult 1.000000 Unknown.
fEyeAdaptSpeed 0.500000 The time a light adaptation effect needs.
fTargetLUM 1.000000 Unknown.
fUpperLUMClamp 1.000000 Unknown.
iNumBlurpasses 1 Unknown.

[BudgetCaps][]

  • This section seems to handle the maximum number of certain processes, in order to retain a good game performance.
  • They all are possibly unused by the game.
  • It is not present in the original file.
  • It is present in the GECKCustom.ini.
Variable Default value
bIncludeWaterInMNumberCalculations 1
fMaxMsUsagePerFrame 28.000000
fMsActiveRefCount 0.050000
fMsActorRefCount 0.245000
fMsAnimatedObjectsCount 0.050000
fMsDecalCount 0.001000
fMsEmittersCount 0.010000
fMsGeometryCount 0.010000
fMsHavokTriCount 0.001000
fMsLightCount 0.010000
fMsLightExcessGeometry 0.010000
fMsParticlesCount 0.001000
fMsRefCount 0.021000
fMsTriangleCount 0.000100
fMsWaterCount 0.100000
uActiveRefCount 100
uActiveRefCountInterior 100
uActorMemoryBudgetCap 10485760
uActorRefCount 20
uActorRefCountInterior 20
uAnimatedObjectsCount 50
uAnimatedObjectsCountInterior 50
uCityLODBudgetAdjustment 5242880
uDecalCount 500
uDecalCountInterior 500
uEmittersCount 50
uEmittersCountInterior 50
uGeometryCount 1000
uGeometryCountInterior 1000
uGeometryMemory 5242880
uGeometryMemoryInterior 10485760
uHavokTriCount 5000
uHavokTriCountInterior 5000
uLightCount 10
uLightCountInterior 10
uLightExcessGeometry 100
uLightExcessGeometryInterior 5
uLoadedAreaNonActorMemoryBudgetCap 185597952
uParticlesCount 5000
uParticlesCountInterior 5000
uRefCount 700
uRefCountInterior 1000
uTextureMemory 20971520
uTextureMemoryInterior 104857600
uTriangleCount 100000
uTriangleCountInterior 100000
uWastelandLODBudgetAdjustment 20971520
uWaterCount 10
uWaterCountInterior 10
uWaterMemory 5242880
uWaterMemoryInterior 10485760

[CameraPath][]

  • This section seems to handle some camera related processes. It possibly contains legacy variables for testing purposes.
  • It is present in the original file.
Variable Default value Effect
iFPS 60 Unknown. Possibly the value for a fixed framerate.
iTake 0 Unknown.
SDirectoryName TestCameraPath Unknown. Possibly the output path for camera recordings.
SNif Test\CameraPath.nif Unknown. Possibly unused.

[Combat][]

  • At this time it is unknown if changes have effect on the game.
  • It is not present in the original file.
Variable Default value Effect Comment
bAimSights 0 Unknown. Unrelated to bIronSightsZoomEnable and to bTrueIronSights in the FalloutPrefs.ini.
bDebugCombatArea 0 Unknown. Debug feature. Possibly unused.
bDebugCombatAttackerText 0 Unknown. Debug feature.
bDebugCombatCoverReservations 0 Unknown. Debug feature. Possibly unused.
bDebugCombatCoverReservationsText 0 Unknown. Debug feature.
bDebugCombatCoverSearch 0 Unknown. Debug feature.
bDebugCombatCoverSearch2 0 Unknown. Debug feature.
bDebugCombatCoverSearchText 0 Unknown. Debug feature.
bDebugCombatDetectionEvents 0 Unknown. Debug feature.
bDebugCombatGroupClusters 0 Unknown. Debug feature.
bDebugCombatGroups 0 Unknown. Debug feature.
bDebugCombatGroups2 0 Unknown. Debug feature. Possibly unused.
bDebugCombatGuardRadius 0 Unknown. Debug feature.
bDebugCombatProjectileLOS 0 Unknown. Debug feature. Possibly unused.
bDebugCombatSearch 0 Unknown. Debug feature. Possibly unused.
bDebugCombatTargets 0 Unknown. Debug feature. Possibly unused.
bDebugCombatTextColorDark 0 Unknown. Debug feature. Possibly unused.
bDebugCombatThreats 0 Unknown. Debug feature. Possibly unused.
bDebugCombatUnreachableLocations 0 Unknown. Debug feature. Possibly unused.
bDisableCombatDialogue 0 Presumably determines if dialogue is in general possible during combat.
bDisableCombatGroupStrategies 1 Possibly affecting the combat AI of groups of enemies or companions.
bDisableNPCAttacks 0 Possibly determines if NPCs are attacking at all. Possibly unused.
bDismemberOneLimb 0 Possibly reduces limb dismemberments to one limb only. Possibly unused.
bEncounterZoneTargetRestrict 1 Possibly affecting the use of iMaxHiPerfNPCTargetCount.
bForceNPCsUseAmmo 0 Presumably determines if NPCs have to use real ammunition from their inventory or the default virtual one.
bIronSightsZoomEnable 1 Presumably determines if iron sights in general are possible. Unrelated to bTrueIronSights in the FalloutPrefs.ini, and already existing in Fallout 3.
bLaserSights 0 Determines if laser sights are active or not for all ranged weapons.
bPlayHitLocationIdles 1 Presumably determines if hit location specific animations are played. Possibly unused.
bPlayStaggers 1 Presumably determines if stagger animations are played when an appropriate hit is landed. Possibly unused.
bProjectileDebug 0 Unknown. Debug feature. Possibly unused.
bVatsAlwaysHit 0 Presumably changes the skill related and/or maximum hit chance of 95% in V.A.T.S. to 100%.
bVATSProjectileDebug 0 Unknown. Debug feature.
fAimChaseLookingMult 3.000000 Unknown.
fAimDownDegrees 90.000000 Presumably the maximum angle at which can be aimed down. Default: At your own feet.
fAimUpDegrees 90.000000 Presumably the maximum angle at which can be aimed up. Default: At the zenith.
fDebugCombatProjectileLOSTime 5.000000 Unknown. Debug feature. Possibly unused.
fDebugCombatTextSize 0.500000 Unknown. Debug feature. Possibly unused.
fHiPerfNPCTargetLOSTimer 0.500000 Unknown.
fHiPerfPCTargetLOSTimer 0.250000 Unknown.
fHitVectorDelay 0.400000 Unknown. Possibly unused.
fIronSightsZoomDefault 50.000000 Presumably the default value taken into account when zooming in. Weapons can have custom values.
fLowPerfNPCTargetLOSTimer 1.000000 Unknown.
fLowPerfPCTargetLOSTimer 0.500000 Unknown.
fMinBloodDamage 1.000000 Presumably the minimum number of HPs lost when damage is taken.
fProjectileDebugDuration 5.000000 Unknown. Debug feature. Possibly unused.
iMaxHiPerfCombatCount 4 Possibly the maximum number of combat situations playing simultaneously.
iMaxHiPerfNPCTargetCount 4 Possibly the maximum number of simultaneously existing targets NPCs involve in combat.
iMaxHiPerfPCTargetCount 4 Possibly the maximum number of simultaneously existing NPC targets involved in combat.
iShowHitVector 0 Unknown. Possibly unused.

[Controls][]

  • This section manages some basic control options, more are handled through the FalloutPrefs.ini.
  • Only the first three entries are present in the original file.
  • More entries are present in the GECKCustom.ini.
Variable Default value Effect Comment
bAlwaysRunByDefault 1 Determines if running is the default movement rate instead of walking. Can be changed in-game by using the key attached to the "Always run" command, the right Shift key by default.
bBackground Keyboard 1 Unknown.
bBackground Mouse 0 Switches between the game controlling the mouse position (0) or the operating system (1). Enabling this in full screen mode makes the default mouse pointer appear when the mouse is moved to the edges of the screen.
bUse Joystick 1 Determines if a joystick or gamepad can be used.
fAnalogMaxRunZonePercent 0.950000 Unknown.
fAnalogRunZonePercent 0.800000 Unknown.
fForegroundMouseAccelBase 0.200000 Related to mouse acceleration. Setting this to 0 might help with a laggy mouse in menus.
fForegroundMouseAccelTop 50.000000 Related to mouse acceleration. Setting this to 0 might help with a laggy mouse in menus.
fForegroundMouseBase 0.200000 Related to mouse acceleration. Setting this to 0 might help with a laggy mouse in menus.
fForegroundMouseMult 4.000000 The level of mouse acceleration. Setting this to 0 might help with a laggy mouse in menus.
fForwardBias 1.700000 Unknown.
fJoystickLookLRMult 0.020000 Related to looking with a joystick/gamepad to the left or right.
fJoystickLookUDMult 0.020000 Related to looking with a joystick/gamepad up or down.
fJoystickMoveFBMult 1.000000 Related to moving with a joystick/gamepad forward or backward.
fJoystickMoveLRMult 1.000000 Related to moving with a joystick/gamepad to the left or right.
fMaxAnalogRunSpeed 1.000000 Unknown. Oddly the maximum run speed, as the variable's name suggests, is lower than the maximum walk speed below.
fMaxAnalogWalkSpeed 1.800000 Unknown. Oddly the maximum walk speed, as the variable's name suggests, is higher than the maximum run speed above.
fMinAnalogRunSpeed 0.700000 Unknown.
fMinAnalogWalkSpeed 0.100000 Unknown.
fPlayerCharacterTurnMult 0.020000 Related to the player's turning animation.
fUFOCamSpeedMult 1.000000 Unknown.
fXenonMenuDpadRepeatSpeed 25.000000 Unknown.
fXenonMenuMouseXYMult 0.000300 Unknown.
fXenonMenuStickSpeed 300.000000 Unknown.
fXenonMenuStickSpeedMaxMod 5.000000 Unknown.
fXenonMenuStickSpeedPlayerRotMod 3000.000000 Unknown.
fXenonMinLookSpeed 0.050000 Unknown.
iJoystickLookLeftRight 3 Unknown.
iJoystickLookUpDown 6 Unknown.
iJoystickMoveFrontBack 2 Unknown.
iJoystickMoveLeftRight 1 Unknown.
iLanguage 0 Unknown.
iXenonHorizLookAccel 2 Unknown.
iXenonMenuStickDeadZone 20000 Unknown.
iXenonVertLookAccel 2 Unknown.

[CopyProtectionStrings][]

  • Messages being displayed if the game was installed via DVD, and the launcher is started without the DVD present in the drive. Valid at least for Fallout 3.
  • This section is present in the original file.
Variable Default value
SCopyProtectionMessage Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionMessage2 Insert the Fallout Disc.
SCopyProtectionTitle CD-ROM Drive Not Found
SCopyProtectionTitle2 Fallout Disc Not Found

[Debug][]

  • The effects of these settings are currently unknown, they are possibly not used.
  • They are present in the original file.
  • The first two are present in the GECKCustom.ini.
Variable Default value
bDebugFaceGenCriticalSection 0
bDebugFaceGenMultithreading 0
bDebugSaveBuffer 0

[Decals][]

  • This section manages the handling of decals in the game.
  • Only three of the entries are present in the original file.
  • All except uMaxDecalCount are present in the GECKCustom.ini.
Variable Default value Effect Comment
bDebugDecals 0 Unknown. Debug feature. Not part of the default file.
bDecalMultithreaded 0 Presumably determines if decal handling can be split to multiple threads. Possibly unused. Not part of the default file.
bDecalOcclusionQuery 1 Possibly handles occlusion of decals.
bDecals 1 Determines if decals appear at all. Not part of the default file.
bProfileDecals 0 Unknown.
bSkinnedDecals 1 Unknown. Possibly unused. Not part of the default file.
uMaxDecalCount 100 Serves only as default value for uMaxDecals in the FalloutPrefs.ini. The game uses the FalloutPrefs.ini entry.
uMaxSkinDecalPerActor 3 Determines the maximum number of skin decals per actor. Not part of the default file. Must be equal to or lower than uMaxSkinDecals below.
uMaxSkinDecals 24 Determines the overall maximum number of skin decals displayed. Not part of the default file. Must be equal to or higher than uMaxSkinDecalPerActor above.

[Display][]

  • This section covers many entries that can be used for either improving the game's visual appearance or its performance.
  • Many only serve as default values for various entries in the FalloutPrefs.ini; changing them here wouldn't have effect, with one exception: iPresentInterval.
  • Most entries are present in the original file.
  • Only a few are not created by the SaveIniFiles console command.
  • Many entries are present in the GECKCustom.ini, though partially with different values.
Variable Default value Effect Comment
bActorSelfShadowing 0 Determines if actors can cast shadows on themselves. Setting this to 1 improves the visual game appearance at the cost of performance.
bAllow20HairShader 1 Determines if v2.0 shaders can be used for rendering hair. PU. Dependent on the abilities of the graphics adapter.
bAllow30Shaders 0 Determines if v3.0 shaders can be used for rendering. PU. Dependent on the abilities of the graphics adapter. If set to 1 another step is necessary to get the effect, see below for details.
bAllowPartialPrecision 1 Unknown. Possibly unused.
bAllowScreenShot 1 Determines if screenshots are allowed. Screenshots can be made with the Print key in Fallout 3, they will be stored in the main installation directory, and with the F12 key in Fallout: New Vegas, managed via Steam.
bAutoViewDistance 0 Presumably a feature to automatically determine the maximum viewing distance. Can lead to strange visual behavior if enabled.
bDecalsOnSkinnedGeometry 1 Unknown. Possibly unused.
bDo30VFog 1 Determines if v3.0 shaders can be used for rendering fog effects. PU. Dependent on the abilities of the graphics adapter. Not part of the default file.
bDoActorShadows 1 Determines if actors cast shadows. Setting this to 0 improves performance at the cost of visual game appearance.
bDoAmbientPass 1 Possibly determines if visual ambient effects are displayed. Possibly unused.
bDoCanopyShadowPass 1 Possibly determines if canopy shadows are displayed.
bDoDiffusePass 1 Possibly determines if diffuse light effects are used. Possibly unused.
bDoSpecularPass 1 Determines if surfaces have glance effects at all. Setting this to 0 improves performance at the cost of visual game appearance.
bDoStaticAndArchShadows 0 Unknown.
bDoTallGrassEffect 1 Unknown. PU.
bDoTestHDR 0 Unknown. PU. Not part of the default file.
bDoTexturePass 1 Possibly determines if textures are used at all. PU.
bDrawShadows 0 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
bDynamicWindowReflections 1 Unknown. PU.
bEnableEyefinity Fallout: New Vegas 1 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
bEquippedTorchesCastShadows 0 Determines if torches, if they existed in the game, would cast shadows. A legacy variable from Oblivion, the previous Bethesda game created with the same engine, where torches existed.
bForce1XShaders 0 Unknown. Possibly unused.
bForceMultiPass 1 Unknown. Possibly unused.
bForcePow2Textures 0 Possibly a feature for certain graphics adapters with incompatibility issues if textures weren't powers of 2. Can lead to crashes if enabled.
bFull Screen 1 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
bHighQuality20Lighting 0 Unknown.
bIgnoreResolutionCheck 0 Unknown. Possibly unused.
bImageSpaceEffects 1 Determines if effects from the [Imagespace] section are used at all.
bLODNoiseAniso 1 Unknown.
bMTRendering 0 Possibly the ability to split rendering into multiple threads. Not part of the default file. Setting this to 1 may freeze the game. See also iRenderingThread1HWThread and iRenderingThread2HWThread.
bReportBadTangentSpace 0 Unknown. Possibly unused.
bShadowsOnGrass 0 Determines if shadows on grass are displayed. Setting this to 1 improves the visual game appearance at the cost of performance.
bShowMenuTextureUse 1 Unknown. Possibly unused.
bStaticMenuBackground 1 Determines if the menu background is static. Setting this to 0 has a currently unknown effect.
bUse Shaders 1 Determines if shaders are used at all.
bUseFakeFullScreenMotionBlur 0 Determines if the blur effect caused by motions is displayed like in full screen mode when playing in windowed mode. Setting this to 1 is useful only when playing in windowed mode.
bUseRefractionShader 1 Unknown.
bUseResolvableDepth 1 Unknown. Not part of the default file.
bUseSunbeams 0 Unknown. PU. Not part of the default file.
fDecalLifetime 10.000000 Presumably determines the duration in seconds of decals fading out after uMaxDecals is reached. Decreasing this improves performance at the cost of visual game appearance, while increasing it has the opposite effect.
fDecalLOD0 800.000000 Presumably one of three values that handle the distance for the decals' LOD. The other two values are part of the FalloutPrefs.ini.
fDefault1stPersonFOV 55.000000 Determines the FOV in degrees for the player's body when playing in first person view. Decreasing this will show less of the player's arms (and readied weapon), while increasing it has the opposite effect.
fDefaultFOV 75.000000 Determines the horizontal FOV in degrees, how menus are shown. Changes only take effect when fDefaultWorldFOV is also added and changed.
fDefaultWorldFOV 75.000000 Determines the horizontal FOV in degrees, how the player sees the world. Not part of the default file. Has to be added and set to the same value, if changes are wished, as fDefaultFOV.
fEnvMapLOD1 1500.000000 Unknown.
fEnvMapLOD2 1800.000000 Unknown.
fEyeEnvMapLOD1 500.000000 One of two values that determine the distance for the LOD in which environmental reflections are displayed on actor's eyes.
fEyeEnvMapLOD2 800.000000 One of two values that determine the distance for the LOD in which environmental reflections are displayed on actor's eyes.
fFarDistance 1000.000000 Defines which distance is counted as "far". Changing this has currently unknown effects.
fGamma 1.000000 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
fGammaMax 0.600000 Determines the maximum possible in-game screen brightness that can be set with the "Display" settings.
fGammaMin 1.400000 Determines the minimum possible in-game screen brightness that can be set with the "Display" settings.
fLandLOFadeSeconds 15.000000 Presumably determines the duration in seconds for the fading effect of the terrain's LOD.
fLightLODDefaultStartFade 1000.000000 The default value for the distance in which the light's LOD starts to fade. Used for fLightLODStartFade in the FalloutPrefs.ini.
fLightLODMaxStartFade 3500.000000 The maximum possible (ultra settings) distance in which the light's LOD starts to fade. Used for fLightLODStartFade in the FalloutPrefs.ini.
fLightLODMinStartFade 200.000000 The minimum possible (low settings) distance in which the light's LOD starts to fade. Used for fLightLODStartFade in the FalloutPrefs.ini.
fLightLODRange 500.000000 Determines the radius around fLightLODStartFade in the FalloutPrefs.ini, in which the light's LOD actually fades. This might be set to an equal or higher value for a better visual experience.
fLODNoiseMipBias 0.000000 Unknown. Not part of the default file.
fNearDistance 5.000000 Defines which distance is counted as "near". Changing this has currently unknown effects.
fNoLODFarDistanceMax 10240.000000 Possibly the maximum distance at which no LOD is used at all and possibly related to fFarDistance.
fNoLODFarDistanceMin 100.000000 Possibly the minimum distance at which no LOD is used at all and possibly related to fFarDistance.
fNoLODFarDistancePct 1.000000 A percentage related to the upper two entires.
fPipboy1stPersonFOV 47.000000 The FOV in degrees that's used for presenting the Pip-Boy menu. Decreasing this will draw the Pip-Boy nearer, making it bigger, while increasing it has the opposite effect.
fScopeScissorAmount 0.300000 Unknown. PU. Not part of the default file.
fShadowFadeTime 1.000000 Presumably determines the duration in seconds for the fading effect of the shadows' LOD. PU.
fShadowLODDefaultStartFade 200.000000 The default value for the distance in which the shadow's LOD starts to fade. Used for fShadowLODStartFade in the FalloutPrefs.ini.
fShadowLODMaxStartFade 1000.000000 The maximum possible (ultra settings) distance in which the shadow's LOD starts to fade. Used for fShadowLODStartFade in the FalloutPrefs.ini.
fShadowLODMinStartFade 100.000000 The minimum possible (low settings) distance in which the shadow's LOD starts to fade. Used for fShadowLODStartFade in the FalloutPrefs.ini.
fShadowLODRange 200.000000 Determines the radius around fShadowLODStartFade in the FalloutPrefs.ini, in which the shadow's LOD actually fades. PU. This might be set to an equal or higher value for a better visual experience.
fSkinnedDecalLOD0 300.000000 One of three values that handle the distance of the skinned decal's LOD. PU. Only takes effect if bSkinnedDecals is left unchanged.
fSkinnedDecalLOD1 500.000000 One of three values that handle the distance of the skinned decal's LOD. Only takes effect if bSkinnedDecals is left unchanged.
fSkinnedDecalLOD2 800.000000 One of three values that handle the distance of the skinned decal's LOD. Only takes effect if bSkinnedDecals is left unchanged.
fSpecualrStartMax 1000.000000 Unknown. Possibly unused. There is also a minimum setting related to this with correct spelling, see further below. Both entries are not created via the SaveIniFiles command.
fSpecularLODDefaultStartFade 500.000000 The default value for the distance in which the specular effect's LOD starts to fade. Used for fSpecularLODStartFade in the FalloutPrefs.ini.
fSpecularLODMaxStartFade 2000.000000 The maximum possible (ultra settings) distance in which the specular effect's LOD starts to fade. Used for fSpecularLODStartFade in the FalloutPrefs.ini.
fSpecularLODMinStartFade 200.000000 The minimum possible (low settings) distance in which the specular effect's LOD starts to fade. Used for fSpecularLODStartFade in the FalloutPrefs.ini.
fSpecularLODRange 300.000000 Determines the radius around fSpecularLODStartFade in the FalloutPrefs.ini, in which the specular effect's LOD actually fades. PU. This might be set to an equal or higher value for a better visual experience.
fSpecularStartMin 0.000000 Unknown. Possibly unused. There is also a maximum setting related to this though with incorrect spelling, see further above. Both entries are not created via the SaveIniFiles command.
iActorShadowCount 4 Possibly unused. Should perhaps set to the same value as iActorShadowCountExt and iActorShadowCountInt in the FalloutPrefs.ini.
iActorShadowCountExt 2 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
iActorShadowCountInt 2 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
iActorShadowExtMax 10 Possibly the maximum number of shadows being displayed simultaneously in exteriors. Possibly unused.
iActorShadowExtMin 0 Possibly the minimum number of shadows being displayed simultaneously in exteriors. Possibly unused.
iActorShadowIntMax 10 Possibly the maximum number of shadows being displayed simultaneously in interiors. Possibly unused.
iActorShadowIntMin 0 Possibly the minimum number of shadows being displayed simultaneously in interiors. Possibly unused.
iAdapter 0 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
iAutoViewHiFrameRate 40 Possibly the maximum number of FPS for the auto view feature. Related to bAutoViewDistance, which is disabled by default.
iAutoViewLowFrameRate 20 Possibly the minimum number of FPS for the auto view feature. Related to bAutoViewDistance, which is disabled by default.
iAutoViewMinDistance 2000 Presumably the minimum distance for the auto view feature. Related to bAutoViewDistance, which is disabled by default.
iDebugTextLeftRightOffset 10 Possibly the horizontal offset in pixels for debug text outside of message boxes.
iDebugTextTopBottomOffset 20 Possibly the vertical offset in pixels for debug text outside of message boxes.
iLocation X 5 Determines the horizontal position of the upper left corner of the game window, if playing in windowed mode.
iLocation Y 5 Determines the vertical position of the upper left corner of the game window, if playing in windowed mode.
iMaxAnisotropy 8 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
iMaxDecalsPerFrame 10 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
iMultiSample 0 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
iNPatches 0 Unknown.
iNPatchNOrder 0 Unknown. Possibly unused.
iNPatchPOrder 0 Unknown. Possibly unused.
iPresentInterval 1 Determines if vertical sync is enabled. Theoretically overwritten by the same entry in FalloutPrefs.ini, available as option in the launcher. This is the only known entry, where the value from the Fallout.ini is used instead of that from the former file.
iScreenShotIndex 0 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
iShadowFilter 0 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
iShadowMapResolution 256 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
iTexMipMapMinimum 0 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
SDebugText VATS Unknown. Possibly unused. Not part of the default file.
SScreenShotBaseName ScreenShot The name of a screenshot, as prefix to iScreenShotIndex. A directory, a path can be added here; for example "C:\Users\USERNAME\Documents\My Games\Fallout3\ScreenShot" would place the screenshots from Fallout 3 in the same directory, where this configuration file and the Saves\ are located.
uVideoDeviceIdentifierPart1 0 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
uVideoDeviceIdentifierPart2 0 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
uVideoDeviceIdentifierPart3 0 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.
uVideoDeviceIdentifierPart4 0 Default value for the same entry in FalloutPrefs.ini. Overwritten by the same entry in FalloutPrefs.ini.

[DistantLOD][]

  • This section is related to the handling of LOD effects.
  • It is present in the original file.
  • Only the last entry is created by the SaveIniFiles console command.
  • Only the last entry is present in the GECKCustom.ini, though that contains another one, not listed here.
Variable Default value Effect Comment
bUseLODLandData 0 Unknown.
fFadeDistance 12288.000000 Presumably the distance in which the LOD starts to fade in general.
iDistantLODGroupWidth 8 Unknown.

[Fonts][]

  • This section determines the fonts used by the game for different situations. These shouldn't be changed unless one is exactly knowing what he does. They can't – for example – be changed to default Windows fonts; the font files are part of the game's Data\ directory.
  • It is present in the original file.
Variable Default value Effect
SFontFile_1 Textures\Fonts\Glow_Monofonto_Large.fnt Player name on pipboy stats.
SFontFile_2 Textures\Fonts\Monofonto_Large.fnt Pipbpy UI.
SFontFile_3 Textures\Fonts\Glow_Monofonto_Medium.fnt Usage unknown.
SFontFile_4 Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt Pipboy UI screen titles.
SFontFile_5 Textures\Fonts\Fixedsys_Comp_uniform_width.fnt Terminals.
SFontFile_6 Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt Load screen tips and dialogue options.
SFontFile_7 Textures\Fonts\Baked-in_Monofonto_Large.fnt Main menu options.
SFontFile_8 Textures\Fonts\Glow_Futura_Caps_Large.fnt New quest and location discovered announcements.
sFontFile_9 Fallout: New Vegas Textures\Fonts\NVFont_Test.fnt Usage unknown. Possibly unused.

[FootIK][]

  • This section handles the IK of feet.
  • Most are present in the original file.
  • All are present in the GECKCustom.ini, though partially with different values.
Variable Default value Effect Comment
bFootPlacementOn 1 Possibly determines if ragdoll animation is used at all for placing a foot on a surface. Possibly unused.
bRigidBodyController 1 Unknown. Possibly unused. Not part of the default file.
fAnkleOffset 0.200000 Unknown.
fControllerTetherLen 6.000000 Unknown. Not part of the default file.
fFootPlantedGain 1.000000 Unknown.
fFootRaisedGain 0.900000 Unknown.
fGroundAscendingGain 0.400000 Unknown.
fGroundDescendingGain 0.400000 Unknown.
fMaxFootCastMilliSec 0.600000 Unknown. Possibly unused. Not part of the default file.
fMaxStepVertError 3.500000 Unknown. Not part of the default file.
fOnOffGain 0.500000 Unknown.
fOriginalGroundHeightMS -0.110000 Unknown. Possibly unused.
fPelvisOffsetDamping 0.200000 Unknown.
fPelvisUpDownBias 0.750000 Unknown.
fRagdollFeedback 0.700000 Possibly a value for some kind of "rumble" feedback, applied to the foot-setting actor's ragdoll. Possibly unused.
fVertErrorGain 0.500000 Unknown.
iNumFramesFootEaseOut 30 Unknown. Not part of the default file.

[GamePlay][]

  • This section handles some general game play settings. More variables are found in the FalloutPrefs.ini.
  • Most of these entries are present in the original file.
Variable Default value Effect Comment
bAllowHavokGrabTheLiving 0 Presumably determines if living actors can be affected by physics' mechanics, too, like being blown away by an explosion. Changing this has currently unknown effects.
bEssentialTakeNoDamage 1 Determines if characters marked as "essential" can take damage and eventually die. Changing this can lead to unsolvable quests, including the main story line and advance in the game at all. See also bForceReloadOnEssentialCharacterDeath.
bHealthBarShowing 0 Determines if the NPCs' health bar is shown. PU.
bInstantLevelUp 0 Unknown. Not part of the default file.
bSetDemigodMode Fallout: New Vegas 0 Determines if demigod mode is active by default. Not part of the default file. Can otherwise be toggled with the tdm console command.
bShowChallengeUpdates Fallout: New Vegas 1 Determines if updates for challenges are displayed. Not part of the default file.
bTrackProgress 0 Unknown. PU. Not part of the default file. See also STrackProgressPath.
fHealthBarEmittanceFadeTime 0.500000 Presumably determines the fade time when a health bar is displayed.
fHealthBarEmittanceTime 1.500000 Unknown.
fHealthBarFadeOutSpeed 1.000000 Presumably determines the speed of the fade effect when a health bar is faded out.
fHealthBarHeight 4.000000 Determines the height of the health bar.
fHealthBarSpeed 80.000000 Unknown.
fHealthBarWidth 40.000000 Determines the width of the health bar.
iActorsDismemberedPerFrame 2 Presumably determines how many dismemberments can be displayed simultaneously. PU. Not part of the default file.
iDetectionPicks 21 Unknown. Possibly unused.
STrackProgressPath \\vault2\Fallout\LevelData\ Presumably the file path in which data from the bTrackProgress variable is stored. PU. Not part of the default file.

[General][]

  • The largest section, handling general – as the name suggests – game features.
  • Most entries are present in the original file.
  • The GECKCustom.ini has slightly different values, and other settings, too.
Variable Default value Effect Comment
Fallout 3 Fallout: New Vegas
bActivateAllQuestScripts 0 0 Presumably determines if all quest scripts are active by default. It is advised not to change this, except for debugging purposes.
bActorLookWithHavok 0 0 Possibly determines if Havok physics affect looking head movements of actors.
bAllowScriptedAutosave 0 0 Presumably determines if autosaves can be forced via scripts. Possibly unused. Judging by the SaveIniFiles command this would belong to the [SaveGame] section, which isn't present in the default file. However, autosaves do happen in certain situations.
bAlwaysActive 0 0 Determines if the game would always be active, or being paused when out of focus (minimized, or not the active window if playing in windowed mode). Not part of the default file.
bAnimateDoorPhysics 0 0 Presumably determines if Havok physics affect doors. Changing this has a currently unknown effect. It is set to 1 in the GECKCustom.ini.
bAnimationUseBlendFromPose 1 1 Possibly determines if for a more smooth animation a blend effect is used when actors switch from a fixed pose to moving. See also fAnimationDefaultBlend.
bBorderRegionsEnabled 1 1 Determines if invisible borders around the wasteland are active or if passing beyond these borders would be possible. There's a similar variable in the [MAIN] section, bEnableBorderRegion, though possibly unused. Changes should however be applied to both sections.
bChangeTimeMultSlowly 1 1 Possibly determines if changes in time flow, like caused by e.g. Turbo, happen abruptly or do fade.
bCheckCellOffsetsOnInit 0 0 Possibly a debug feature. Possibly unused.
bCheckPurgedTextureList 0 0 Unknown. Possibly unused.
bCreate Maps Enable 0 0 Determines if the game creates black-and-white maps of the cells, the player enters. Output directory is in the main installation path of the game. Enabling this can decrease the game performance. The usefulness of the created maps is questionable because they consist of several files for one cell, with overlapping content.
bCreateShaderPackage 0 0 Unknown.
bCRTMemoryChecks 0 0 Possibly a debug feature. Possibly unused. Not part of the default file. See also bShowCheckMemoryOutput.
bDebugSpectatorThreats 0 0 Unknown. A debug feature. Possibly unused. Not part of the default file.
bDefaultCOCPlacement 0 0 Related to the console command coc, Center of cell, which can be used to jump from every cell to every cell, even interiors. Specific effect unknown. The console command will work, even if this is left disabled.
bDisableAllGore 0 0 Determines if gore effects like dismemberments and blood splatter are displayed at all. Not part of the default file for the US version of the game.
bDisableAutoVanityMode 0 0 Unknown. Not part of the default file.
bDisableDuplicateReferenceCheck 1 1 Presumably a debug feature. Possibly unused. Disabling this might lead to unwanted and unneccessary error messages, if at any time a placed object, including actors, exists multiple times in a certain cell.
bDisableHeadTracking 0 0 Determines if actors react with a looking movement to certain events in their vicinity. Judging by the SaveIniFiles command, the same entry in the [HeadTracking] section is the relevant one, though changes should be applied to both, if wished.
bDisplayBoundingVolumes 0 0 Unknown.
bDisplayMissingContentDialogue 1 1 Determines if a message is displayed, when a save is loaded that refers to game files no longer existing in the current load order. Judging by the SaveIniFiles command this would belong to the [SaveGame] section, which isn't present in the default file. However, such messages are displayed by default.
bDrawSpellContact 0 0 Possibly a legacy variable from Oblivion, the previous Bethesda game created with the same engine, where magic and spells were normal game features.
bEnableBoundingVolumeOcclusion 1 1 Presumably determines if certain cell elements are affected by occlusion. It is advised not to disable this.
bEnableProfile 0 0 Unknown. See also bAllowProfileTransfer.
bExternalLODDataFiles 1 1 Determines if LOD effects use additional external files, though the source is unknown. Possibly unused.
bFaceGenTexturing 1 1 Unknown.
bFaceMipMaps 1 1 Determines if mip maps are used when displaying faces. PU. Mip maps are used to add effects to a basic face, like aging. See also bFixFaceNormals.
bFadeInScreenShot 0 0 Unknown. Not part of the default file.
bFixAIPackagesOnLoad 0 0 Presumably determines if script packages, actors use for their behavior, are resetted when a cell is loaded. Changing this has currently unknown effects.
bFixFaceNormals 0 0 Unknown. Related to bFaceMipMaps.
bForceReloadOnEssentialCharacterDeath 1 1 Though "essential" characters shouldn't die at all (see bEssentialTakeNoDamage), this forces a reload if it happened anyway. Changing this can lead to unsolvable quests, including the main story line and advance in the game at all.
bKeepPluginWhenMerging 0 0 Probably a G.E.C.K. only related variable.
bLoadFaceGenHeadEGTFiles 0 0 Determines in some way how the game displays faces, especially skin tones. 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.
bNewAnimation 1 1 Possibly determines if the game engine takes advantage of a newer version of animation processes then those used for Oblivion.
bPreCullActors 1 1 Allows handling of yet not visible actors. It is advised not to disable this.
bPreemptivelyUnloadCells 0 0 Presumably determines if unused cells are removed from the memory. See also bSelectivePurgeUnusedOnFastTravel.
bPreloadIntroSequence 1 1 Determines if the intro sequence is preloaded into memory each time the game is started. Can be disabled after having started a new game.
bQueueWarnings 0 0 Unknown. Not part of the default file.
bRenderLocalMapContinually 0 0 Unknown. Not part of the default file.
bRunActorMovementDuringRendering 1 1 Possibly determines if actors' movements are displayed, even if rendering isn't finished. Not part of the default file.
bRunDetectionDuringRendering 1 1 Possibly determines if detection already is performed, even if rendering isn't finished. Not part of the default file.
bRunMiddleLowLevelProcess 1 1 Unknown. Possibly unused.
bRunVTuneTest 0 0 Presumably a debug feature. Possibly unused.
bShowCheckMemoryOutput 0 0 Possibly related to bCRTMemoryChecks. Possibly unused. Not part of the default file.
bShowGunTarget 0 0 Unknown. PU. Not part of the default file.
bShowLoadingAreaMessage 0 0 Presumably displays a message "Loading area..." whenever cell data has to be loaded. Not part of the default file.
bTaskletActorAnimMovementUpdates 1 1 Possibly manages how often movement animations are updated. Possibly unused.
bTaskletActorHavokSync 1 1 Possibly manages how Havok physics and actors' actions are synchronized. Not part of the default file.
bTaskletActorSceneGraphUpdates 0 0 Possibly manages how often displayed characters are graphically updated.
bTaskletCellTransformsUpdate 1 1 Possibly manages how often changes in cells are updated. Not part of the default file.
bTaskletTempEffectsUpdate 0 0 Possibly manages how often temporary effects are updated. Not part of the default file.
bTintMipMaps 0 0 Presumably determines if mip maps are tinted by the game engine. PU.
bTrackAllDeaths 0 0 Unknown.
bUseEyeEnvMapping 1 1 Determines if eyes reflect the environment. Setting this to 0 improves performance at the cost of visual game appearance.
bUseFaceGenHeads 1 1 Possibly determines if the G.E.C.K. face generation tool is used to display faces.
bUseHardDriveCache 0 0 Determines if the hard drive's cache is used for storing data. Enabling this might cause stuttering.
bUseMovementBlockedPackage 0 0 Possibly determines if a certain pathfinding script package is used when an actor's path is blocked. Not part of the default file. It is unknown if this package exists.
bUseMultibounds 1 1 Unknown. Not part of the default file.
bUseMyGamesDirectory 1 1 Determines if the My Games directory is used for configuration files and saves. Not part of the default file. See file locations for further explanation.
bUseOptimizedTextureLoading 1 1 Unknown. Possibly unused. Not part of the default file.
bUseThreadedAI 0 0 Determines if actors' behavior scripts can be split into multiple threads. Enabling this might improve performance.
bUseThreadedBlood 0 0 Determines if the displaying of blood can be split into multiple threads. Enabling this might improve performance.
bUseThreadedMorpher 0 0 Unknown. Possibly unused. Enabling this might improve performance.
bUseThreadedParticleSystem 0 0 Determines if the displaying of particles can be split into multiple threads. Possibly unused. Enabling this might improve performance.
bUseThreadedTempEffects 1 1 Determines if the handling of temporary effects can be split into multiple threads. Possibly unused. Disabling this might reduce performance.
bWarnOnMissingFileEntry 0 0 Unknown. Possibly unused.
fAnimationDefaultBlend 0.200000 0.200000 Possibly related to bAnimationUseBlendFromPose.
fAnimationMult 1.000000 1.000000 Possibly a multiplier affecting the speed of animations.
fDegradeTexturesDistance 2500.000000 2500.000000 Possibly the distance at which textures begin to be displayed with degraded detail. Possibly unrelated to LOD. Not part of the default file. See also fUpgradeTexturesDistance.
fGlobalTimeMultiplier 1.000000 1.000000 A multiplier affecting the passing speed of time in the game. Changing this would yield longer or shorter days, but is likely to have unwanted side effects.
fLODActorAvoidanceDistance 500.000000 500.000000 Unknown. Not part of the default file.
fStaticScreenWaitTime 3.000000 3.000000 The time in minutes while not being active in the game and out of any menu, before the "screen saver" starts, i.e. the camera moving around the player character in third person view.
fUpgradeTexturesDistance 1500.000000 1500.000000 Possibly the distance at which textures begin to be displayed with upgraded detail. Possibly unrelated to LOD. Not part of the default file. See also fDegradeTexturesDistance.
fZoom3rdPersonSnapDist 50.000000 50.000000 Presumably the distance in third person view at which dialogue zooms are halted. Not part of the default file.
iAIThread1HWThread 3 3 Unknown. Possibly unused. Not part of the default file.
iAIThread2HWThread 4 4 Unknown. Possibly unused. Not part of the default file.
iFPSClamp 0 0 Applies a divider to the actual FPS. The game speed is then changed to the quotient. It is not recommended to alter this value.
iHoursToSleep 3 3 Unknown.
iHWThread1 4 4 Unknown. Possibly unused. Not part of the default file.
iHWThread2 4 4 Unknown. Possibly unused. Not part of the default file.
iHWThread3 4 4 Unknown. Possibly unused. Not part of the default file.
iHWThread4 5 5 Unknown. Possibly unused. Not part of the default file.
iHWThread5 5 5 Unknown. Possibly unused. Not part of the default file.
iHWThread6 5 5 Unknown. Possibly unused. Not part of the default file.
iIntroSequencePriority 3 3 Presumably handles the priority of the intro sequence, but it is unknown to what related to.
iNumBitsForFullySeen 248 248 Possibly the size of body surface that has to be detected for an actor counting as "fully seen", and not hidden.
iNumHWThreads 2 2 Controls the number of threads the game uses in general. Not part of the default file. Though the default value is 2, it should nevertheless be added when playing on a dual-core system. It is recommended to set it to the number of cores of the PC's CPU, doubled if hyperthreading is active.
iPreloadSizeLimit 26214400 26214400 Defines the usable memory for preload features. Can be increased for reduced stuttering and improved visual appearance. Has always to be (uGridsToLoad×1024) squared.
iRenderingThread1HWThread 0 0 Possibly related to bMTRendering. Not part of the default file.
iRenderingThread2HWThread 1 1 Possibly related to bMTRendering. Not part of the default file.
iSaveGameBackupCount 1 1 Determines the number of backups of auto and quick saves. It is currently unknown if changes actually take effect. Judging by the SaveIniFiles command this would belong to the [SaveGame] section, which isn't present in the default file. If changes are wished, the latter should be added and both values should be changed.
SBetaCommentFileName \\vault\Fallout\Fallout3\Beta_Comment.txt Possibly related to a message that would have been displayed if a beta version of the game had been played.
SCharGenQuest 0001f388 00102037 The form ID of the quest used to generate the player's character. It is not advised to change this when a new game is to be started, and not mods are used that alter the beginning.
SEssentialFileCacheList 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 Determines the "essential" files that always have to be present in the cache.
SIntroMovie Fallout INTRO Vsk.bik Fallout INTRO Vsk.bik Determines the file name of the movie played as intro, when a new game is started. Removing this value would lead directly into the character generation sequence.
SIntroSequence Determines the file name of a movie played as intro before the main menu appears.
SLanguage ENGLISH ENGLISH Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
SLocalMasterPath Data\ Data\ Determines the path to the main game files.
SLocalSavePath Saves\ Saves\ Determines the path for the save games. Can be useful for the organization of different character's saves, by adding a subdirectory with the specific name.
SMainMenuMovieIntro Possibly the file name of a movie especially created for the main menu. Not present in the game.
SMainMenuMusicTrack special\maintitle.mp3 special\maintitle.mp3 Determines the file name for the music played in the main menu.
SSaveGameSafeCellID 2AEEA 2AEEA Unused. Possibly the form ID of a cell, safe for clean saves. There is no cell with this ID in neither of the games. For Fallout 3 this form ID belongs to a dialogue topic. See also SSaveGameSafeMarkerID.
SStartingCell The form ID of the cell in which a new game starts. If set, the main menu as well as the starting quest would be bypassed.
SStartingCellX Determines the x coordinate for the game start in SStartingCell.
SStartingCellY Determines the y coordinate for the game start in SStartingCell.
SStartingWorld Determines the world space of SStartingCell.
STestFile1 Fallout3.esm FalloutNV.esm Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. This entry exists twice, see below.
STestFile1 Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. This entry exists twice, see above. The first appearing in the file would be used.
STestFile10 Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList.
STestFile2 Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList.
STestFile3 Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList.
STestFile4 Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList.
STestFile5 Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList.
STestFile6 Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList.
STestFile7 Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList.
STestFile8 Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList.
STestFile9 Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList.
SUnessentialFileCacheList 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 the "unessential" files that may be deleted from the cache.
uExterior Cell Buffer 36 36 Determines the number of exterior cells, loaded into the buffer, to display proper the vicinity around the player. Can be increased for reduced stuttering and improved visual appearance. Should always be (uGridsToLoad+1) squared.
uGridDistantCount 20 20 Related to the vicinity's cell displaying. Changing this has currently unknown effects.
uGridDistantCountCity 4 4 Same as above, but for cells marked as "city". Changing this has currently unknown effects.
uGridDistantTreeRange 5 5 Related to the vicinity's tree displaying. Changing this has currently unknown effects.
uGridDistantTreeRangeCity 4 4 Same as above, but for cells marked as "city". Changing this has currently unknown effects.
uGridsToLoad 5 5 Determines the number of grids, the rendering around the player, loaded into the buffer, to display proper the vicinity. Can be increased for reduced stuttering and improved visual appearance. Has always to be changed in odd numbers and together with iPreloadSizeLimit and uExterior Cell Buffer.
WARNING! A save game can't be loaded, when at the time of the save this value was higher than it is at the time of the load. This especially has to be considered when a save from an old installation shall be loaded, where settings had been used, differing from the current installation.
Such a save game isn't lost at all, if it's intended to be used on lower settings. The save must be loaded with the according settings; then the Fallout.ini has to be opened, the value altered to the preferred one, and the file saved; back in the game the console command RefreshINI has to be executed, and then the game can be saved with the new value.
uiEGTClampSize 30 30 Unknown. Not part of the default file.
uiFaceGenMaxEGMDataSize 67108864 67108864 Possibly related to the amount of used memory or cache when handling faces via the G.E.C.K.'s face generator tool.
uiFaceGenMaxEGTDataSize 67108864 67108864 Possibly related to the amount of used memory or cache when handling faces via the G.E.C.K.'s face generator tool.
uInterior Cell Buffer 3 3 Determines the number of cells, loaded into the buffer, to reduce stutter and loading time in interiors. Can be increased for more reduced stuttering.

[GeneralWarnings][]

  • 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.
  • They are present in the original file.
  • They are present in the GECKCustom.ini.
Variable Default value
SGeneralMasterMismatchWarning One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
SMasterMismatchWarning One of the files that "%s" is dependent on has changed since the last save. This may result in errors. Saving again will clear this message but not necessarily fix any errors.

[GethitShader][]

  • Some variables, handling the visual effect whenever the player gets hit.
  • They are present in the original file.
  • They are present in the GECKCustom.ini.
Variable Default value Effect Comment
fBlockedTexOffset 0.001000 Possibly the offset for textures when blocking an attack. Possibly unused.
fBlurAmmount 0.500000 Presumably the amount of the blur effect. Though spelled wrong this is the true variable's name. PU.
fHitTexOffset 0.005000 Possibly the offset for textures when getting hit. Possibly unused.

[GrabIK][]

  • This single variable presumably handles the IK of the grab feature.
  • The effect is unknown.
  • It is not present in the original file.
  • It is present in the GECKCustom.ini.
Variable Default value
fDriveGain 0.250000

[Grass][]

  • This section manages how grass is handled in the landscape.
  • It is present in the original file.
  • It is present in the GECKCustom.ini, though with slightly different values.
Variable Default value Effect Comment
bDrawShaderGrass 1 Determines if the shader draws grass at all. Disabling this would remove grass from the wasteland.
bGrassPointLighting 0 Unknown. PU.
fGrassDefaultStartFadeDistance 3500.000000 The default value for the distance in which the grass' LOD starts to fade. Used for fGrassStartFadeDistance in the FalloutPrefs.ini.
fGrassFadeRange 1000.000000 Determines the radius around fGrassStartFadeDistance in the FalloutPrefs.ini, in which grass actually fades. This might be set to an equal or higher value for a better visual experience.
fGrassMaxStartFadeDistance 7000.000000 The maximum possible (ultra settings) distance in which the grass' LOD starts to fade. Used for fGrassStartFadeDistance in the FalloutPrefs.ini.
fGrassMinStartFadeDistance 0.000000 The minimum possible (low settings) distance in which the grass' LOD starts to fade. Used for fGrassStartFadeDistance in the FalloutPrefs.ini.
fGrassWindMagnitudeMax 125.000000 The maximum amount wind can make grass sway.
fGrassWindMagnitudeMin 5.000000 The minimum amount wind makes grass sway.
fTexturePctThreshold 0.000000 Unknown.
fWaveOffsetRange 1.750000 Possibly related to fGrassWindMagnitude…. Possibly unused.
iGrassDensityEvalSize 2 Related to iMinGrassSize.
iMaxGrassTypesPerTexure 2 Determines how many different types of grass are used per texture. Though spelled wrong this is the true variable's name. Increasing this might improve the visual experience (for the cost of performance), but shows only little effect without mods that change the grass/flora.
iMinGrassSize 80 Determines the density of the grass. Increasing this value will thin out grassy areas, and increase performance as well, while decreasing this makes grass more tightly packed, at the cost of performance. This variable can change the look of the wasteland a lot.

[Hacking][]

  • This section sets the difficulty levels for hacking terminals.
  • The values are related to the Science skill and represent the minimum skill level necessary to hack a terminal with the given difficulty.
  • It is not present in the original file.
Variable Default value
fHackingMinSkillAverage 50.000000
fHackingMinSkillEasy 25.000000
fHackingMinSkillHard 75.000000
fHackingMinSkillVeryEasy 0.000000
fHackingMinSkillVeryHard 100.000000

[HAVOK][]

  • This section handles the implementation of the Havok Physics engine.
  • Most entries are present in the original file.
  • Only a few entries are not created by the SaveIniFiles console command.
  • Most entries are present in the GECKCustom.ini – not all from the original file, and not all from the additional ones, though some of these.
Variable Default value Effect Comment
Fallout 3 Fallout: New Vegas
bAddBipedWhenKeyframed 1 1 Determines if actors are affected by physics' effects.
bAutoWaterUsesHavokShapes 0 0 Unknown. Not part of the default file.
bDisablePlayerCollision 0 0 Determines if the player's character is affected by physics' collision effects.
bFindContactPointsOnAdd 1 Unknown.
bHavokDebug 0 0 Unknown. Debug feature. Possibly unused.
bHavokPick 0 0 Unknown.
bPreventHavokAddAll 0 0 Presumably determines if all objects are affected by Havok physics.
bPreventHavokAddClutter 0 0 Presumably determines if objects defined as clutter are affected by Havok physics.
bTreeTops 0 0 Presumably determines if Havok affects tree tops.
bWONameSync 1 1 Unknown. PU. Not part of the default file.
fCameraCasterFadeSittingRadius 45.000000 45.000000 Unknown. Not part of the default file.
fCameraCasterPlayerSize 1.000000 1.000000 Possibly a multiplier related to the camera and the player size. Not part of the default file.
fCameraCasterSize 10.000000 10.000000 Unknown.
fCharControllerWarpDistSqr 6000000.000000 6000000.000000 Unknown. PU. Not part of the default file.
fChaseDeltaMult 0.050000 0.050000 Unknown.
fJumpAnimDelay 0.750000 0.750000 Presumably the delay in seconds between the jump command and its execution. PU.
fMaxPickTime 0.003000 0.004000 Unknown. Not part of the default file.
fMaxPickTimeDebug 0.060000 0.060000 Unknown. PU. Not part of the default file.
fMaxPickTimeDebugVATS 0.600000 0.600000 Unknown. PU. Not part of the default file.
fMaxPickTimeVATS 0.030000 0.040000 Unknown. Not part of the default file.
fMaxTime 0.016000 0.016000 Unknown.
fMoveLimitMass 95.000000 95.000000 Unknown.
fOD 0.900000 0.900000 Unknown. Possibly unused.
fQuadrupedPitchMult 1.000000 1.000000 Unknown.
fRF 1000.000000 1000.000000 Unknown. Possibly unused.
fSD 0.980000 0.980000 Unknown. Possibly unused.
fSE 0.300000 0.300000 Unknown. Possibly unused.
fTimePerSubStep 0.008000 0.008000 Unknown. PU. Not part of the default file.
iEntityBatchRemoveRate 100 100 Unknown.
iHavokSkipFrameCountTEST 0 0 Unknown.
iMaxPicks 40 40 Possibly the maximum number of objects that can be "picked" simultaneously by the Havok physics engine.
iMinNumSubSteps 8 8 Unknown. PU. Not part of the default file.
iNumHavokThreads 1 1 Possibly the number of threads, Havok physics engine processes can be split into. Perhaps the same as the entry below. This one is part of the default file. If changes are wished, they should be applied to both settings.
iNumThreads 1 1 Possibly the number of threads, Havok physics engine processes can be split into. Perhaps the same as the entry above. This one is created by the SaveIniFiles command. If wished, this entry should be added and wanted changes be applied to both settings.
iResetCounter 5 5 Unknown.
iSimType 1 1 Possibly determines a specific type of the physics' behavior.
iUpdateType 0 0 Unknown.

[HeadTracking][]

  • 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.
  • This section is not present in the original file.
  • If for any reason the bDisableHeadTracking setting is wished to be enabled (no more head tracking of actors), the entry in the [General] section should be changed, and this section with the same changed entry added.
Variable Default value Effect Comment
bDisableHeadTracking 0 Determines if actors react with a looking movement to certain events in their vicinity. Judging by the SaveIniFiles command, this entry is the relevant one, though changes should also be applied to the same entry in the [General] section, if wished.
fUpdateDelayNewTargetSecondsMax 10.000000 Presumably the maximum delay in seconds when checking for a new "head tracking" worthy "target".
fUpdateDelayNewTargetSecondsMin 6.000000 Presumably the minimum delay in seconds when checking for a new "head tracking" worthy "target".
fUpdateDelaySecondsMax 1.500000 Presumably the maximum delay in seconds when checking for a new "head tracking" worthy event.
fUpdateDelaySecondsMin 1.000000 Presumably the minimum delay in seconds when checking for a new "head tracking" worthy event.
iUpdateActorsPerFrame 1 Presumably the number of actors per frame, with a change in head tracking. Increasing this could add realism to the game, but would also decrease performance.

[Imagespace][]

  • This section applies visual effects to the game.
  • The entries are not present in the original file.
  • The entries are present in the GECKCustom.ini.
  • This section possibly misses an entry, originally found in the FalloutPrefs.ini, which it – as second exception to the rule – possibly would overwrite: iRadialBlurLevel.
Variable Default value Effect
bDoMotionBlur 1 Presumably determines if a blur effect caused by movements is applied.
bDoRadialBlur 1 Unknown.
fRenderDepthMaxDepth 10000.000000 Possibly the maximum "depth" that is rendered through the depth of field effect, controlled by bDoDepthOfField in the FalloutPrefs.ini.
iRadialBlurLevel Not part of the default file or created by the SaveIniFiles console command. The default value for this variable in the FalloutPrefs.ini is changed to a system related setting.
Though the FalloutPrefs.ini normally overwrites any entry from this file, it is possible that this entry is an exception to that, and would have to be added here and changed as well, if any changes are desired, though this is not recommended.

[Interface][]

  • This section manages the handling of menus and related things.
  • Some entries are present in the original file.
  • Not all entries are created by the SaveIniFiles console command.
  • A few entries are present in the GECKCustom.ini, though with slightly different values.
Variable Default value Effect Comment
bActivatePickUseGamebryoPick 0 Unknown. See also iMaxViewCasterPicksGamebryo.
bAllowConsole 1 Determines if the console can be accessed in game.
bHideUnavailablePerks 0 Determines if perks whose requirements aren't met are hidden in the leveling up perk menu.
bUseFuzzyPicking 1 Unknown. See also iMaxViewCasterPicksFuzzy.
bUseImageSpaceMenuFX 0 Possibly unused. The same entry exists in the [InterfaceFX] section, which is also the one created through the SaveIniFiles command – this one is not! In addition the other, correct entry is set to 1 by default.
fActivatePickSphereRadius 16.0000 Unknown.
fDlgFocus 3.2000 Presumably a multiplier related to the zoom effect in dialogues. Not part of the default file. It is currently unknown, which specific effects changes do have.
fDlgHeadingDegStart 13.0000 Unknown. Not part of the default file.
fDlgHeadingDegStop 0.2000 Unknown. Not part of the default file.
fDlgLookAdj -5.0000 Unknown. Not part of the default file.
fDlgLookDegStart 13.0000 Unknown. Not part of the default file.
fDlgLookDegStop 0.2000 Unknown. Not part of the default file.
fDlgLookMult 2.0000 Unknown. Not part of the default file.
fHUDShakeMult 10.0000 Possibly the multiplier that is applied to shaking effects on the head-up-display (HUD). Not part of the default file.
fInterfaceTintB 0.8824 Presumably the blue value for the tinting of the menu background.
fInterfaceTintG 0.9843 Presumably the green value for the tinting of the menu background.
fInterfaceTintR 0.6314 Presumably the red value for the tinting of the menu background.
fKeyRepeatInterval 50.0000 Possibly the interval in milliseconds between keystrokes.
fKeyRepeatTime 500.0000 Possibly the time in milliseconds before a hold key counts as permanently hold.
fMenuBackgroundOpacity 0.7600 Determines the opacity of the menu background. Unrelated to fHudOpacity in the FalloutPrefs.ini.
fMenuBGBlurRadius 2.0000 Presumably a radius taken into account for the menu background blur effect.
fMenuModeAnimBlend 0.0000 Possibly related to a fade effect when opening/closing a menu.
fMenuPlayerLightAmbientBlue 0.2500 Unknown.
fMenuPlayerLightAmbientGreen 0.2500 Unknown.
fMenuPlayerLightAmbientRed 0.2500 Unknown.
fMenuPlayerLightDiffuseBlue 0.8000 Unknown.
fMenuPlayerLightDiffuseGreen 0.8000 Unknown.
fMenuPlayerLightDiffuseRed 0.8000 Unknown.
fPopUpBackgroundOpacity 0.8700 Determines the opacity of the pop up messages' background.
fRSMFaceSliderDefaultMax 3.5000 The maximum value the sliders in the race-sex-menu (RSM) can take. Increasing this and using the extended option can have unwanted effects on the player's face structure.
fRSMFaceSliderDefaultMin -3.5000 The minimum value the sliders in the RSM can take. Increasing this and using the extended option can have unwanted effects on the player's face structure.
fRSMStartingZoom 0.7000 The default zoom factor of the RSM, equaling 70%. Not part of the default file. See also fRaceSexMenuZoom in the [RenderedTerminal] section.
iMaxViewCasterPicksFuzzy 5 Unknown. See also bUseFuzzyPicking.
iMaxViewCasterPicksGamebryo 10 Unknown. See also bActivatePickUseGamebryoPick.
iMaxViewCasterPicksHavok 10 Unknown.
iSafeZoneX 15 Determines the horizontal distance of HUD elements to the screen border. Currently the difference to the entry below is unclear.
iSafeZoneXWide 15 Determines the horizontal distance of HUD elements to the screen border. Currently the difference to the entry above is unclear.
iSafeZoneY 15 Determines the vertical distance of HUD elements to the screen border. Currently the difference to the entry below is unclear.
iSafeZoneYWide 15 Determines the vertical distance of HUD elements to the screen border. Currently the difference to the entry above is unclear.

[InterfaceFX][]

  • This section handles effects, applied to interface elements.
  • Many entries are not present in the original file.
  • Not all entries are created by the SaveIniFiles console command.
Variable Default value Effect Comment
bEnableFlickerMenus 1 Determines if flickering effects are applied to menus.
bEnableMenuRenderDebugMode 0 Unknown. Debug feature. Not part of the default file.
bEnableScanlinesMenus 1 Determines if scanlines are applied to menus.
bEnableScanlinesPipboy 1 Determines if scanlines are applied to the Pip-Boy menus. See also fScanlineFrequencyPipboy and fScanlineScalePipboy.
bUseImageSpaceMenuFX 1 Determines if [Imagespace] effects are applied to menus. The same entry exists in the [Interface] section, which is possibly unused because it is not created through the SaveIniFiles command – only this one! In addition the other entry is set to 0 by default.
bUseOptimizedMenuRendering 0 Unknown. Not part of the default file.
fBlurIntensityHUD 1.2000 Presumably a multiplier for the blur effect on the head-up-display (HUD).
fBlurIntensityMenus 1.5000 Presumably a multiplier for the blur effect on menus. Not part of the default file.
fBlurRadiusHUD 2.0000 Presumably a radius taken into account for the blur effect on the HUD.
fBlurRadiusMenus 0.3000 Presumably a radius taken into account for the blur effect on menus.
fBrightenMenus 1.7000 Presumably a multiplier for the brightness of menus.
fBrightenPipboy 1.3000 Presumably a multiplier for the brightness of the Pip-Boy.
fDefaultBlurIntensity 0.2000 Presumably a default multiplier for the blur effect. Not part of the default file.
fDefaultBlurRadius 0.3000 Presumably a default radius taken into account for the blur effect. Not part of the default file.
fDefaultBurstDuration 200.0000 Unknown.
fDefaultBurstIntensity 2.0000 Unknown.
fDefaultScanlineFrequency 100.0000 The default value for the frequency of scanlines. Not part of the default file.
fDefaultShudderDuration 250.0000 Unknown. Not part of the default file.
fDefaultShudderFrequency 0.0500 Unknown. Not part of the default file.
fDefaultShudderIntensity 0.0500 Unknown. Not part of the default file.
fDefaultVertHoldDuration 500.0000 Unknown. Not part of the default file.
fDefaultVertHoldSpeed 5.5000 Unknown. Not part of the default file.
fDistortDuration 500.0000 Unknown. Not part of the default file.
fDistortHorizontalScale 1.0000 Unknown. Not part of the default file.
fDistortVerticalScale 5.0000 Unknown. Not part of the default file.
fHUDShudderDefaultDuration 500.0000 Unknown. Not part of the default file.
fHUDShudderDefaultFrequencyX 0.0500 Unknown. Not part of the default file.
fHUDShudderDefaultFrequencyY 0.0300 Unknown. Not part of the default file.
fHUDShudderDefaultIntensity 0.1000 Unknown. Not part of the default file.
fMenuPackerBufferOverflowZone 15.0000 Unknown. Not part of the default file.
fMenuPackerBufferSize 20.0000 Unknown. Not part of the default file.
fMiniBurstDuration 200.0000 Unknown.
fMiniBurstIntensity 1.5000 Unknown.
fPulseBrightenIntensity 0.2500 Related to the pulse effect.
fPulseRadiusIntensity 0.5000 Related to the pulse effect.
fPulseRate 0.0006 Related to the pulse effect.
fScanlineFrequencyHUD 0.0000 Determines the frequency in which scanlines are scrolling the HUD. 0.0000 means no scanlines.
fScanlineFrequencyMenus 0.0000 Determines the frequency in which scanlines are scrolling the menus. Not part of the default file. 0.0000 means no scanlines.
fScanlineScaleMenus 50.0000 Unknown.
fScreenLightBaseIntensity 0.6000 Unknown.
fScreenLightBurstModifier 0.2500 Unknown. Not part of the default file.
fScreenLightPulseModifier 1.0000 Unknown. Not part of the default file.
fScreenLightRadius 6.0000 Unknown.
fScreenLightVertHoldRate 0.0500 Unknown. Not part of the default file.
fShudderChance 0.2000 Related to menu transitions.
fVertHoldChance 0.0800 Related to menu transitions.
iDistortMaxInterval 4500 Unknown. Not part of the default file.
SScanlineTexture Data\Textures\Pipboy3000\PipboyScanlines.dds The name of the texture file used for scanlines. Not part of the default file.

[Landscape][]

  • This section manages the handling of the landscape in general.
  • It is present in the original file.
  • It is present in the GECKCustom.ini.
Variable Default value Effect Comment
bCurrentCellOnly 0 Unknown.
bPreventSafetyCheck 0 Unknown.
fLandFriction 2.5000 Unknown.
fLandTextureTilingMult 2.0000 Possibly a multiplier applied to the relation between texture and tile size.
iLandBorder1B 0 Related to the blue value in the displaying of borders.
iLandBorder1G 255 Related to the green value in the displaying of borders.
iLandBorder1R 255 Related to the red value in the displaying of borders.
iLandBorder2B 0 Related to the blue value in the displaying of borders.
iLandBorder2G 0 Related to the green value in the displaying of borders.
iLandBorder2R 0 Related to the red value in the displaying of borders.
SDefaultLandDiffuseTexture DirtWasteland01.dds Name of the file used for the default landscape diffuse texture.
SDefaultLandNormalTexture DirtWasteland01_N.dds Name of the file used for the default landscape normal texture.

[LANGUAGE][]

  • This section seems to handle some general error messages.
  • It is not present in the original file.
  • The entries created by the SaveIniFiles console command have values which hint probably to the FalloutPrefs.ini, but in the default US version of that file, the entries aren't present, neither.
  • It is present in the GECKCustom.ini.
Variable Default value
SDPad No Default string. Must be loaded from INIFile
SFailureMessage No Default string. Must be loaded from INIFile
SSysUtil_AutoSaveWarning No Default string. Must be loaded from INIFile
SSysUtil_DirtyDisc No Default string. Must be loaded from INIFile
SSysUtil_DiscEject No Default string. Must be loaded from INIFile
SSysUtil_GameDataCorrupt No Default string. Must be loaded from INIFile
SSysUtil_GameDataInsufficientSpace No Default string. Must be loaded from INIFile
SSysUtil_Retry No Default string. Must be loaded from INIFile
SSysUtil_SaveDataCreateNew No Default string. Must be loaded from INIFile
SSysUtil_SaveDataInsufficientSpace No Default string. Must be loaded from INIFile
SThumbstick No Default string. Must be loaded from INIFile

[Loading][]

  • This section covers the management of loading processes, primarily the main menu.
  • It is present in the original file.
Variable Default value Effect Comment
Fallout 3 Fallout: New Vegas
fLoadingBkgdUpdateInterval 10.0000 10.0000 Determines the interval in seconds of the background image update on loading screens.
fLoadingInitUpdateInterval 5.0000 3.0000 Unknown.
fLoadingTextUpdateInterval 10.0000 10.0000 Determines the interval in seconds of updating text presented on loading screens.
fMainMenuBkgdUpdateInterval 10.0000 10.0000 Determines the interval in seconds of the background image update in the main menu.
iMaxScreens_MainMenu 20 20 Determines the maximum number of consecutive background images in the main menu.
iMaxScreens 4 4 Unknown.
iNumLocationSpecificScreens 1 1 Determines the number of consecutive background images if a location specific image exists.
SInitialSound fx\ui\loadscreen\initial\ui_loadscreen_initial.wav fx\ui\loadscreen\initial\ui_loadscreen_initial.wav Name of the file used to play the sound when a new background image is displayed.
SMainMenuBackground main_background main_background Name of the file for the main menu background image.
STitleMusic MainTitle MainTitle Name of the file for the main menu music.
SWelcomeScreen1 loading_screen01 loading_screen_legal Name of the file for the first welcome image.
SWelcomeScreen2 loading_screen_bethsoft loading_screen_bethsoft Name of the file for the second welcome image.
SWelcomeScreen3 loading_screen_BGS loading_screen_BGS Name of the file for the third welcome image.
SWelcomeScreen4 loading_screen_legal loading_screen01 Name of the file for the fourth welcome image.

[LOD][]

  • This section manages the LOD handling in general.
  • It is present in the original file.
  • Many entries are not created by the SaveIniFiles console command.
  • Some entries are present in the GECKCustom.ini, though with different values.
  • 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. So it can be assumed that the non-present, default value would be taken into account. The name of this variable in the GECKCustom.ini is correct, and it also uses the default value. See fFadeInTime and fFadeInTimet.
Variable Default value Effect Comment
bDisplayLODBuildings 1 Determines if buildings use LOD when being presented.
bDisplayLODLand 1 Presumably determines if the terrain uses LOD when being presented.
bDisplayLODTrees 1 Determines if trees use LOD when being presented.
bForceHideLODLand 0 Presumably determines if terrain is forced to not use LOD when being presented.
bLODPopActors 0 Presumably determines if actors fade in at a certain distance, or "pop" up.
bLODPopItems 0 Presumably determines if items fade in at a certain distance, or "pop" up.
bLODPopObjects 0 Presumably determines if objects fade in at a certain distance, or "pop" up.
bLODPopTrees 0 Presumably determines if trees fade in at a certain distance, or "pop" up.
bLODUseCombinedLandNormalMaps 1 Unknown.
bUseFaceGenLOD 0 Unknown.
fActorLODDefault 5.0000 Presumably determines the default number of actors using LOD simultaneously.
fActorLODMax 15.0000 Presumably determines the maximum number of actors using LOD simultaneously.
fActorLODMin 2.0000 Presumably determines the minimum number of actors using LOD simultaneously.
fDistanceMultiplier 1.0000 Unknown.
fFadeInThreshold 0.7000 Unknown.
fFadeInTime 1.2000 Presumably determines the time in seconds used for LOD fade-in effects. Not part of the default file. This is the correctly spelled variable with its default value, as it is created by the SaveIniFiles command and present in the GECKCustom.ini. If the value is wished to be used, that was intended by the author of the configuration file, then this entry should be added and set to 2.0000. See also below.
fFadeInTimet 2.0000 Presumably shall determine the time in seconds used for fade-in effects. Presumably unused. This is the misspelled variable with its intended value, as it is part of the default file. If this value or changes to this setting are wished, the correct entry, fFadeInTime (without "t" at the end) should be added, and changes applied to both variables.
fFadeOutThreshold 0.3000 Unknown.
fFadeOutTime 2.0000 Presumably determines the time in seconds used for LOD fade-out effects.
fItemLODDefault 2.0000 Presumably determines the default number of items using LOD simultaneously.
fItemLODMax 15.0000 Presumably determines the maximum number of items using LOD simultaneously.
fItemLODMin 1.0000 Presumably determines the minimum number of items using LOD simultaneously.
fLODBoundRadiusMult 10.0000 Unknown.
fLodDistance 500.0000 Presumably determines the distance at which the world starts to use LOD effects.
fLODFadeOutActorMultCity 1.0000 Unknown.
fLODFadeOutActorMultComplex 1.0000 Unknown.
fLODFadeOutActorMultInterior 1.0000 Unknown.
fLODFadeOutItemMultCity 1.0000 Unknown.
fLODFadeOutItemMultComplex 1.0000 Unknown.
fLODFadeOutItemMultInterior 1.0000 Unknown.
fLODFadeOutMultActors 6.0000 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
fLODFadeOutMultItems 3.0000 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
fLODFadeOutMultObjects 5.0000 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
fLODFadeOutObjectMultCity 1.0000 Unknown.
fLODFadeOutObjectMultComplex 1.0000 Unknown.
fLODFadeOutObjectMultInterior 1.0000 Unknown.
fLODFadeOutPercent 0.6000 Unknown.
fLODLandDropAmount 230.0000 Unknown.
fLODLandVerticalBias 0.0000 Unknown.
fLODMultActors 1.0000 Unknown.
fLODMultItems 1.0000 Unknown.
fLODMultLandscape 1.0000 Unknown.
fLODMultObjects 5.0000 Unknown.
fLODMultTrees 0.5000 Unknown.
fLODNormalTextureBlend 0.5000 Presumably related to a blend effect of normal textures.
fLODQuadMinLoadDistance 65536.0000 Unknown.
fObjectLODDefault 5.0000 Presumably determines the default number of objects using LOD simultaneously.
fObjectLODMax 15.0000 Presumably determines the maximum number of objects using LOD simultaneously.
fObjectLODMin 1.0000 Presumably determines the minimum number of objects using LOD simultaneously.
fTalkingDistance 1000.0000 Unknown.
fTreeLODDefault 0.5000 Presumably determines the default number of trees using LOD simultaneously.
fTreeLODMax 2.0000 Presumably determines the maximum number of trees using LOD simultaneously.
fTreeLODMin 0.0200 Presumably determines the minimum number of trees using LOD simultaneously.
iBoneLODForce -1 Unknown.
iFadeNodeMinNearDistance 500 Unknown.
iLODTextureSizePow2 8 Unknown.
iLODTextureTiling 2 Possibly affects the relation between texture and tile sizes.

[LookIK][]

  • This section handles the IK of head tracking.
  • Only two entries are present in the original file.
  • Other entries are created by the SaveIniFiles console command.
  • Only those are present in the GECKCustom.ini.
Variable Default value Effect Comment
fAngleMax 3.5000 Unknown. Not part of the default file.
fAngleMaxEase 1.0000 Unknown. Not part of the default file.
fEaseAngleShutOff 0.5000 Unknown. Not part of the default file.
fLookAtGain 0.0450 Unknown.
fLookAtTargetGain 0.3000 Unknown.
fMaxTrackingDist 1500.0000 Presumably the maximum distance at which an actor would react to an event and look at it. Not part of the default file.
fMinTrackingDist 12.0000 Presumably the minimum distance at which an actor would react to an event and look at it. Not part of the default file.

[MAIN][]

  • This section handles some further general settings.
  • Only a few entries are present in the original file.
  • The first two entries are not created by the SaveIniFiles console command.
  • Not all of these entries, but some different ones, are present in the GECKCustom.ini.
Variable Default value Effect Comment
bCloneModelsInBackground 0 Determines if cloning of models is loaded in the background. Also part of [BackgroundLoad]; changes should be applied to both sections.
bEnableBorderRegion 1 Possibly determines if invisible borders around the wasteland are active or if passing beyond these borders would be possible. Possibly unused. There's a similar variable in the [General] section, bBorderRegionsEnabled. Changes should be applied to both sections.
bPrimitivesOn 0 Unknown. Not part of the default file.
bUseWaterHDR 1 Determines if water uses HDR effects. Not part of the default file.
fAvoidanceAvoidNodeCost 2.0000 Unknown. Not part of the default file.
fLowPerfCombatantVoiceDistance 1000.0000 Presumably determines the maximum distance at which speech during combat on low performance PCs would be heard.
fPC360ControllerMouseXMult 1600.0000 Unknown. Not part of the default file.
fPC360ControllerMouseYMult -1600.0000 Unknown. Not part of the default file.
fQuestScriptDelayTime 5.0000 Presumably the delay in seconds between a quest update and the according message being displayed.
iConcentricLengthMaxAverage 200 Related to the lockpicking process, while the suffix determines the lock's difficulty. Not part of the default file.
iConcentricLengthMaxEasy 200 Related to the lockpicking process, while the suffix determines the lock's difficulty. Not part of the default file.
iConcentricLengthMaxHard 200 Related to the lockpicking process, while the suffix determines the lock's difficulty. Not part of the default file.
iConcentricLengthMaxVeryEasy 200 Related to the lockpicking process, while the suffix determines the lock's difficulty. Not part of the default file.
iConcentricLengthMaxVeryHard 200 Related to the lockpicking process, while the suffix determines the lock's difficulty. Not part of the default file.
iConcentricLengthMinAverage 200 Related to the lockpicking process, while the suffix determines the lock's difficulty. Not part of the default file.
iConcentricLengthMinEasy 200 Related to the lockpicking process, while the suffix determines the lock's difficulty. Not part of the default file.
iConcentricLengthMinHard 200 Related to the lockpicking process, while the suffix determines the lock's difficulty. Not part of the default file.
iConcentricLengthMinVeryEasy 200 Related to the lockpicking process, while the suffix determines the lock's difficulty. Not part of the default file.
iConcentricLengthMinVeryHard 200 Related to the lockpicking process, while the suffix determines the lock's difficulty. Not part of the default file.
iDetectionHighNumPicks 40 Unknown.
iLastHDRSetting -1 Possibly determines if the game, after loading a save, forgets the last HDR setting for the scene and calculates effects newly.
iLowProcessingMilliseconds 2 Unknown. Not part of the default file.
iSweetSpotLengthMaxAverage 100 Related to the lockpicking process. Determines the maximum "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. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMaxEasy 200 Related to the lockpicking process. Determines the maximum "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. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMaxHard 50 Related to the lockpicking process. Determines the maximum "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. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMaxVeryEasy 400 Related to the lockpicking process. Determines the maximum "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. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMaxVeryHard 25 Related to the lockpicking process. Determines the maximum "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. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMinAverage 100 Related to the lockpicking process. 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. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMinEasy 200 Related to the lockpicking process. 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. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMinHard 50 Related to the lockpicking process. 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. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMinVeryEasy 400 Related to the lockpicking process. 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. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMinVeryHard 25 Related to the lockpicking process. 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. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
SDefaultTexAtlas Interface\InterfaceShared.tai The name of a file the game uses to coordinate textures and related display variables. Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.

[Menu][]

  • This section handles menu related processes, many of them related to the console.
  • Only one entry is not present in the original file.
Variable Default value Effect Comment
fCreditsScrollSpeed 40.0000 Determines the speed at which the game's credits are scrolled during their presentation.
iConsoleFont 2 Unknown.
iConsoleHistorySize 50 Determines the number of memorized commands. Already used commands during one game launch can be accessed by using the and keys in the console.
iConsoleLineSpacing 35 Unknown. Not part of the default file.
iConsoleTextXPos 30 Determines the horizontal position of the console's cursor.
iConsoleTextYPos 940 Determines the vertical position of the console's cursor.
iConsoleVisibleLines 15 Determines the number of simultaneously shown lines in the console. Increasing this can be helpful when e.g. debugging quest variables, as these often exceed 15 lines. Should only be changed on resolutions higher than 600 in height.
iDebugTextFont 3 Unknown.
rDebugTextColor 255,251,233 Presumably the color of the console text, where "255,255,255" would be pure white.

[MESSAGES][]

  • This section handles some message and debug features.
  • It is present in the original file.
  • One entry is not created by the SaveIniFiles console command.
  • One additional entry is not present in the GECKCustom.ini.
Variable Default value Effect Comment
bAllowYesToAll 1 Determines if warning messages can be cancelled all through one click by using the "Yes to all" or "Cancel" button. Comes primarily to use in the G.E.C.K.
bBlockMessageBoxes 0 Determines if message boxes are shown at all.
bDisableWarning 1 Unknown.
bSkipInitializationFlows 1 Presumably a debug feature to disable warnings on possible initialization errors.
bSkipProgramFlows 1 Presumably a debug feature to disable warnings on possible program flow errors.
bUseWindowsMessageBox 0 Determines if warning messages are displayed via the game UI or in Windows style.
iFileLogging 0 Possibly determines if warnings are logged in a file. The name and path of the file are unknown.

[NavMeshGeneration][]

  • This section is mainly related to the GECKCustom.ini and extensive there.
  • It is not present in the original file.
  • One single variable is created by the SaveIniFiles console command.
  • As the effect is unknown, it is not advised to add the section.
Variable Default value
bGlobalNavMeshCheck 0

[Online][]

  • These two settings presumably manage the handling of the downloadable content feature of the main menu, though the specific effects are unknown.
  • They are not present in the original file.
Variable Default value
bXenonLoadDownloadedContent 1
uXenonPresenceUpdateInterval 600000

[Pathfinding][]

  • This section manages pathfinding routines, i.e. how actors calculate which path to take, to get from A to B.
  • Many entries are not present in the original file.
  • The GECKCustom.ini covers those partially.
Variable Default value Effect Comment
bBackgroundNavmeshUpdate 1 Presumably determines if updating NavMeshes is calculated in the background. Navigation meshes: a technical component of a cell, determining possible paths, actors can walk on.
bBackgroundPathing 1 Presumably determines if pathfinding processes are calculated in the background. Also part of [BackgroundLoad]; though the correct section would be here, judging by the entry created via the SaveIniFiles command, a possible change should be applied to both sections.
bCreateDebugInfo 0 Unknown. Debug feature. Not part of the default file.
bCutDoors 1 Unknown. Not part of the default file.
bDebugAvoidance 0 Unknown. Debug feature.
bDebugSmoothing 0 Unknown. Debug feature.
bDisableAvoidance 0 Unknown.
bDrawPathBounds 0 Unknown. Not part of the default file.
bDrawPathsDefault 0 Unknown.
bDrawSmoothFailures 0 Unknown.
bPathMovementOnly 0 Possibly determines if movements are restricted to defined paths only.
bRebuildPathIfSmootherFailed 1 Unknown. Not part of the default file.
bSelectedPathDrawAvoidNodes 0 Unknown. Not part of the default file.
bSmoothPaths 1 Unknown.
bSnapToAngle 0 Unknown. Possibly unrelated to the preference setting in the G.E.C.K, and not part of its configuration files.
bUseActorAvoidance 1 Possibly determines if processes are used that implement the avoidance of present actors when a path is calculated. Not part of the default file.
bUseAlternateSmoothingForPrime 1 Unknown. Not part of the default file.
bUseFartherCheckForAvoidance 0 Possibly determines if avoidance calculations use "farther" distances. Not part of the default file.
bUseObstacleAvoidance 1 Possibly determines if processes are used that implement the avoidance of present obstacles when a path is calculated.
bUseOldPathSmoothing 0 Unknown. Not part of the default file.
bUsePathSmoothing 1 Unknown. Not part of the default file.
bUseRayCasts 1 Unknown. Not part of the default file.
bUseStraightLineCheckFirst 1 Possibly determines if the "straight" path from A to B is primarily taken into account. Not part of the default file.
fAICombatTurnSpeedScale 2.5000 Possibly determines the speed of turning movements by NPCs in combat. Not part of the default file.
fAITurnSpeedScale 1.5000 Possibly determines the speed of turning movements by NPCs out of combat. Not part of the default file.
fAvoidanceAvoidAllRadius 100.0000 Possibly determines the radius taken into account for avoidance processes. Not part of the default file.
fAvoidanceConeAngle 45.0000 Possibly determines the default angle taken into account for avoidance processes. Not part of the default file.
fAvoidanceDefaultWaitTime 5.0000 Possibly determines the default time in seconds for avoidance processes, an actor waits for the obstacle to disappear before calculating a new path. Not part of the default file.
fAvoidanceDetectionTime 0.5000 Unknown. Not part of the default file.
fAvoidanceIgnoreMinTime 2.5000 Unknown. Not part of the default file.
fAvoidanceIgnoreTime 5.0000 Unknown. Not part of the default file.
fAvoidanceMinWaitTime 0.2500 Possibly determines the minimum time in seconds for avoidance processes, an actor waits for the obstacle to disappear before calculating a new path. Not part of the default file.
fAvoidanceTimeCheck 0.7500 Unknown. Not part of the default file.
fAvoidanceWiderConeAngle 60.0000 Possibly determines an expanded angle taken into account for avoidance processes while walking. Not part of the default file.
fCreatureCombatTurnSpeedScale 1.2500 Possibly determines the speed of turning movements by creatures in combat. Not part of the default file.
fCreatureTurnSpeedScale 1.2500 Possibly determines the speed of turning movements by creatures out of combat. Not part of the default file.
fObstacleUpdateDeltaWhenMoving 1.0000 Unknown. Not part of the default file.
fObstacleUpdateDeltaWhenUnknown 5.0000 Unknown. Not part of the default file.
fPOVSmootherAvoidNodeCost 7.0000 Unknown. Not part of the default file.
fRepathingWaitDistance 20.0000 Unknown. Not part of the default file.
fRotationSpeedIncrease 0.4363 Unknown. Not part of the default file.
fRunningWiderConeAngle 30.0000 Possibly determines an expanded angle taken into account for avoidance processes while running. Not part of the default file.

[Pathing][]

  • Related to the [Pathfinding] section.
  • The specific effects are unknown.
  • These two variables are not present in the original file.
  • The first one is present in the GECKCustom.ini.
Variable Default value
fFindClosestEdgesRadius 512.0000
fINIDetectDoorsForPathingTime 0.5000

[Pipboy][]

  • This section handles the appearance of the Pip-Boy.
  • Not all entries are present in the original file.
  • One entry is not created by the SaveIniFiles console command: fScanlineScalePipboy.
Variable Default value Effect Comment
bEnableFlickerPipboy 1 Determines if flickering effects are present in the Pip-Boy.
bUsePipboyMode 1 Presumably determines if the special Pip-Boy animation or the Pip-Boy itself is used at all.
fBlurIntensityPipboy 0.2500 Presumably determines the intensity of the blur effect present in the Pip-Boy.
fBlurRadiusPipboy 3.5000 Presumably determines the radius taken into account for the blur effect present in the Pip-Boy.
fLightEffectFadeDuration 800.0000 Unknown. Not part of the default file.
fLightEffectLightFadeDuration 500.0000 Unknown. Not part of the default file.
fScanlineFrequencyPipboy 100.0000 Determines the frequency of scanlines scrolling through the Pip-Boy menus. Not part of the default file. See also bEnableScanlinesPipboy and fScanlineScalePipboy.
fScanlineScalePipboy 50.0000 Determines the scale of the scanlines scrolling through the Pip-Boy menus. See also bEnableScanlinesPipboy and fScanlineFrequencyPipboy.
fScrollKnobIncrement -0.1000 Unknown. Not part of the default file.
fScrollKnobRate 0.0015 Unknown. Not part of the default file.
fTabKnobMaxPosition 1.5000 Unknown. Not part of the default file.
fTabKnobMinPosition -0.5000 Unknown. Not part of the default file.
fTabKnobMoveRate 0.0075 Unknown. Not part of the default file.

[RagdollAnim][]

  • Processes, related to the animation of actors' ragdolls.
  • Only a few entries are present in the original file.
  • More entries are present in the GECKCustom.ini.
Variable Default value Effect Comment
Fallout 3 Fallout: New Vegas
bFootIK 1 1 Determines if inverse kinematics are used for the foot body part. Not part of the default file.
bGrabIK 1 1 Determines if inverse kinematics are used for the grabbing feature. Not part of the default file.
bLookIK 1 1 Determines if inverse kinematics are used for looking movements or head tracking. Not part of the default file.
bPoseMatching 1 1 Presumably related to pose animations. Not part of the default file.
bRagdollAnim 1 1 Possibly determines if the ragdoll is animated at all. Not part of the default file.
bRagdollFeedback 1 0 Unknown.
fAccelerationGain 1.0000 1.0000 Unknown.
fCameraDist 1000.0000 1000.0000 Unknown.
fDesiredVel 15.0000 15.0000 Unknown. Not part of the default file.
fDetectionUpdateTimeSec 5.0000 5.0000 Unknown. Not part of the default file.
fHierarchyGain 0.1700 0.1700 Unknown.
fImpulseLimit 1500.0000 1500.0000 Unknown. Not part of the default file.
fPositionGain 0.0500 0.0500 Unknown.
fPositionMaxAngularVelocity 18.0000 18.0000 Unknown.
fPositionMaxLinearVelocity 14.0000 14.0000 Unknown.
fSnapGain 0.1000 0.1000 Unknown.
fSnapMaxAngularDistance 1.0000 1.0000 Unknown.
fSnapMaxAngularVelocity 0.3000 0.3000 Unknown.
fSnapMaxLinearDistance 0.3000 0.3000 Unknown.
fSnapMaxLinearVelocity 3.0000 3.0000 Unknown.
fVelocityDamping 0.0000 0.0000 Unknown.
fVelocityGain 0.6000 0.6000 Unknown.

[RagdollFeedback][]

  • This single variable's effect is unknown.
  • It is not present in the original file.
  • It is present in the GECKCustom.ini.
Variable Default value
uiFeedbackTimeout 1500

[RenderedMenus][]

  • This single variable presumably determines the duration of the distort effect, present in the race-sex-menu.
  • It is not present in the original file.
Variable Default value
fRaceSexMenuDistortDuration 50.0000

[RenderedTerminal][]

  • This section manages the visual appearance of terminals and the race-sex-menu.
  • It is present in the original file.
  • The first entry is not created by the SaveIniFiles console command.
Variable Default value Effect Comment
bDoRenderedTerminalScanlines 1 Determines if scanlines scroll through rendered terminals.
bUseRenderedTerminals 1 Determines if terminals are rendered at all. Disabling this has a currently unknown effect.
fRaceSexMenuHPos 0.0000 Determines the horizontal position of the RSM.
fRaceSexMenuScale 0.5000 Presumably determines the size of the RSM.
fRaceSexMenuVPos -0.6000 Determines the vertical position of the RSM.
fRaceSexMenuZoom 70.0000 Determines the initial zoom in the RSM. See also fRSMStartingZoom in the [Interface] section.
fRenderedTerminalFOV 0.1500 Determines the FOV used for displaying terminals. Increasing this makes terminals appear more far away from the player, thus smaller, while decreasing it has the opposite effect. See also fRenderedTerminalZoom.
fRenderedTerminalHPos 0.0000 Determines the horizontal position of rendered terminals.
fRenderedTerminalScanlineScale 130.0000 Presumably determines the size of scanlines scrolling through rendered terminals.
fRenderedTerminalVPos 0.3800 Determines the vertical position of rendered terminals.
fRenderedTerminalZoom 36.0000 Presumably determines a zoom when displaying rendered terminals. The relation to fRenderedTerminalFOV is unknown.
fScreenLightBaseIntensity 1.2000 Possibly determines the intensity of the lighting when displaying rendered terminals.
fScreenLightColorB 0.6200 Possibly determines the amount of the blue component in the lighting when displaying rendered terminals.
fScreenLightColorG 0.7400 Possibly determines the amount of the green component in the lighting when displaying rendered terminals.
fScreenLightColorR 0.6800 Possibly determines the amount of the red component in the lighting when displaying rendered terminals.
fScreenLightRadius 80.0000 Possibly determines a radius taken into account when lightening rendered terminals.

[SaveGame][]

  • This section handles save game management.
  • It is not present in the original file, though some possible entries are listed in the [General] section. If those are wanted to be used with altered values, it is advised to add this section, and change the settings in both places.
Variable Default value Effect Comment
bAllowProfileTransfer 0 Unknown. Presumably related to bEnableProfile in the [General] section, which is disabled by default.
bAllowScriptedAutosave 1 Presumably determines if autosaves can be forced via scripts. The original setting of this entry in the [General] section is 0, though that is possibly unused. As autosaves do happen in certain situations, it can be believed that the game uses this default setting.
bAllowScriptedForceSave 1 Presumably determines if general saves can be forced via scripts.
bCopySaveGameToHostOrMemStick 0 Possibly determines if, when a game is saved, simultaneously the save game file is copied to an external or network device.
bDisplayMissingContentDialogue 1 Determines if a message is displayed, when a save is loaded that refers to game files no longer existing in the current load order. Can also be found in the [General] section. If for any reason this setting shall be changed, it is advised to do that in both places.
bOutputSaveGameScreenshot 0 Possibly determines if the thumbnail generated for a save game file is simultaneously added as a screenshot. For naming conventions and output path see the "screenshot" entries in the [Display] section.
bUseSaveGameHistory 0 Unknown.
iSaveGameBackupCount 1 Determines the number of backups of auto and quick saves. It is currently unknown if changes actually take effect. Can also be found in the [General] section. If this setting shall be changed, it is advised to do that in both places.
SSaveGameSafeMarkerID 32D4 Possibly the form ID of a map marker, whose cell is safe for clean saves. Possibly unused. Serves possibly the same purpose as SSaveGameSafeCellID in the [General] section, which is unused. In Fallout 3 this is the map marker for Vault 101; in Fallout: New Vegas this form ID doesn't exist.

[ScreenSplatter][]

  • This section is somehow unclear. The game creates the third entry, while the console command does not, instead creating the first one.
  • It is currently unknown, which one is used, if not both.
  • In the Fallout: New Vegas file there's an additional entry.
Variable Default value Effect
bBloodSplatterEnabled 1 Possibly determines if blood splatters the screen when the player gets hit.
bCustomSplatterEnabled Fallout: New Vegas 1 Unknown.
bScreenSplatterEnabled 1 Possibly determines if blood splatters the screen when the player gets hit.

[SpeedTree][]

  • This section handles how trees are displayed in the game.
  • It is present in the original file.
  • The last entry is not created by the SaveIniFiles console command.
  • More entries are not present in the GECKCustom.ini.
Variable Default value Effect Comment
bEnableTrees 1 Determines if trees are displayed at all.
bForceFullLOD 0 Determines if full LOD for trees is forced. Enabling this will make more trees appear in the distance at the cost of performance.
fCanopyShadowGrassMult 1.0000 Unknown.
fLocalTreeMipMapLODBias -0.2500 Unknown.
fLODTreeMipMapLODBias -0.7500 Unknown.
fTreeForceBranchDimming -1.0000 Unknown.
fTreeForceCS -1.0000 Unknown.
fTreeForceLeafDimming -1.0000 Unknown.
fTreeForceLLA -1.0000 Unknown.
fTreeForceMaxBudAngle -1.0000 Unknown.
fTreeForceMinBudAngle -1.0000 Unknown.
fTreeLODExponent 1.0000 Unknown.
iCanopyShadowScale 512 Possibly the texture size when displaying canopy shadows.
iTreeClonesAllowed 1 Presumably the number of clones that are allowed for one individual tree. It can be assumed that increasing this would make more trees appear identically, thus increasing performance, while reducing it to 0 would make all trees unique, thus decreasing performance.

[Surgery3D][]

  • The specific effects of this section are unknown, so changes aren't advised.
  • It is unclear if these entries are related to the race-sex-menu, which is actually managed in other sections.
  • It is not present in the original file.
Variable Default value
fSurgeryPlayerDefaultHPos 2.7500
fSurgeryPlayerDefaultScale 0.0900
fSurgeryPlayerDefaultVPos -9.9000
fSurgeryPlayerZoom 30.0000
fSurgerySkinHPos -4.0000
fSurgerySkinScale -0.0500
fSurgerySkinVPos 0.000
fSurgerySkinZoom -75.0000

[TerrainManager][]

  • This section mainly handles textures and the distance in which landscape and trees are displayed.
  • Most entries are present in the original file.
  • Some entries only contain default values for the FalloutPrefs.ini.
  • Except those latter ones, all are present in the GECKCustom.ini, though with one interesting different value.
Variable Default value Effect Comment
bKeepLowDetailTerrain 1 Unknown. Not part of the default file.
bUseDistantObjectBlocks 1 Unknown. See also uDistantTreeBlockCacheSizePerCell.
bUseDistantTrees 1 Possibly determines the displaying of trees in the distance. Not part of the default file. See also uDistantTreeBlockCacheSizePerCell.
bUseNewTerrainSystem 1 Possibly determines if the game engine takes advantage of a newer version of the terrain system then that used for Oblivion, the previous Bethesda game created with the same engine.
fBlockLoadDistance 125000.0000 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
fBlockMorphDistanceMult 0.7000 Unknown. This entry is missing in the GECKCustom.ini.
fDefaultBlockLoadDistanceLow 50000.0000 Default value for fBlockLoadDistanceLow in the FalloutPrefs.ini.
fDefaultTreeLoadDistance 25000.0000 Default value for fTreeLoadDistance in the FalloutPrefs.ini.
fDetailTextureScale 3.0000 Unknown. Not part of the default file.
fHighBlockLoadDistanceLow 50000.0000 The maximum possible (ultra settings) value for fBlockLoadDistanceLow in the FalloutPrefs.ini. The value in the GECKCustom.ini sets this to 75000.0000.
fHighTreeLoadDistance 40000.0000 The maximum possible (ultra settings) value for fTreeLoadDistance in the FalloutPrefs.ini.
fLowBlockLoadDistanceLow 25000.0000 The minimum possible (low settings) value for fBlockLoadDistanceLow in the FalloutPrefs.ini.
fLowTreeLoadDistance 10000.0000 The minimum possible (low settings) value for fTreeLoadDistance in the FalloutPrefs.ini.
fMorphEndDistanceMult 0.6500 Unknown. Not part of the default file.
fMorphStartDistanceMult 0.7000 Unknown. Not part of the default file.
fSplitDistanceMult 0.7500 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
uDistantTreeBlockCacheSizePerCell 1 Possibly determines the size of the cache per cell used for the displaying of distant trees and blocks. Not part of the default file. See also bUseDistantObjectBlocks and bUseDistantTrees.
uTerrainTextureFadeTime 1000 Unknown. Not part of the default file.

[TestAllCells][]

  • This section seems to serve debugging purposes, but the specific effects are unknown.
  • Changes should, if at all, be applied carefully.
  • All but two entries are present in the original file.
  • All entries are present in the GECKCustom.ini.
Variable Default value Comment
bFileCheckModelCollision 0
bFileControllerOnRoot 1 Not part of the default file.
bFileGoneMessage 1
bFileNeededMessage 1
bFileShowIcons 1
bFileShowTextures 1
bFileSkipIconChecks 0
bFileSkipModelChecks 0
bFileTestLoad 0
bFileUnusedObject 0 Not part of the default file.

[VATS][]

  • This section handles the visual appearance of the V.A.T.S..
  • Most entries are not present in the original file.
Variable Default value Effect Comment
bVATSSmartCameraCheckDebug 0 Unknown. Not part of the default file.
fBlurIntensity 0.5000 Presumably the intensity of the blur effect in the V.A.T.S. Not part of the default file.
fBlurRadius 4.0000 Presumably a radius taken into account for the blur effect in the V.A.T.S. Not part of the default file.
fBurstDuration 200.0000 Unknown. Not part of the default file.
fBurstIntensity 5.0000 Unknown. Not part of the default file.
fDistortDuration 500.0000 Unknown. Not part of the default file.
fDistortHorizontalScale 1.0000 Unknown. Not part of the default file.
fDistortVerticalScale 5.0000 Unknown. Not part of the default file.
fPulseIntensity 0.3000 Presumably the intensity of the pulse effect in the V.A.T.S. Not part of the default file.
fPulseRadius 0.0500 Presumably a radius taken into account for the pulse effect in the V.A.T.S. Not part of the default file.
fPulseRate 0.0005 Presumably the frequency of the pulse effect in the V.A.T.S. Not part of the default file.
fScanlineFrequency 125.0000 Unknown. Not part of the default file.
fScanModeDuration 250.0000 Unknown. Not part of the default file.
fScanModeScanlineFrequency 150.0000 Unknown. Not part of the default file.
fScanModeVerticalScale 2.0000 Unknown. Not part of the default file.
fVATSColorB 0.6270 Presumably the amount of the blue component of a color used in the V.A.T.S. Not part of the default file.
fVATSColorG 0.8230 Presumably the amount of the green component of a color used in the V.A.T.S. Not part of the default file.
fVATSColorR 0.2560 Presumably the amount of the red component of a color used in the V.A.T.S. Not part of the default file.
fVATSLightAngle 0.0000 Unknown.
fVatsLightColorB 0.3500 Unknown.
fVatsLightColorG 0.3500 Unknown.
fVatsLightColorR 0.3500 Unknown.
fVATSLightDistance 100.0000 Unknown.
fVATSLightElevation 100.0000 Unknown.
fVATSLightLevelMax 65.0000 Unknown.
fVATSLightLevelMin 20.0000 Unknown.
fVATSTargetPulseRate 0.0050 Presumably the frequency of the pulse effect applied to the target in the V.A.T.S. Not part of the default file.
iDistortMaxInterval 4500 Unknown. Not part of the default file.
SScanlineTexture Data\Textures\Pipboy3000\PipboyScanlines.dds The name of the texture file used to display the scanline. Not part of the default file.

[Voice][]

  • This section defines extensions of files, needed to create speech in the game.
  • They definitely shouldn't be changed!
  • It is present in the original file.
  • It is present in the GECKCustom.ini, though with one differing and one additional entry.
Variable Default value
SFileTypeGame ogg
SFileTypeLip lip
SFileTypeLTF ltf
SFileTypeSource wav

[Water][]

  • This section handles all things related to water, mainly the visual appearance.
  • 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.
  • Not all entries are present in the original file.
  • Some entries only contain default values for the FalloutPrefs.ini.
  • The GECKCustom.ini has some different entries.
Variable Default value Effect Comment
bAutoWaterSilhouetteReflections 1 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
bForceHighDetailLandReflections 0 Determines if landscape reflections on the water are forced to being displayed in high detail. Not part of the default file.
bForceHighDetailReflections 0 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
bForceLowDetailReflections 0 Determines if reflections on the water are forced to being displayed in low detail.
bReflectExplosions 0 Determines if explosions are reflected on water.
bUseBulletWaterDisplacements 1 Unknown. Not part of the default file.
bUsePerWorldSpaceWaterNoise 1 Unknown. Not part of the default file.
bUseWater 1 Determines if water is displayed at all. Not part of the default file. "Not displayed" wouldn't mean, it wasn't there…
bUseWaterDepth 1 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
bUseWaterDisplacements 1 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
bUseWaterHiRes 0 Presumably determines if water textures are displayed in high resolution.
bUseWaterLOD 1 Presumably determines if LOD is used for water.
bUseWaterReflections 1 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
bUseWaterRefractions 1 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
bUseWaterShader 1 Presumably determines if a shader is used for displaying water.
fExteriorWaterReflectionThreshold 300.0000 Unknown. Not part of the default file.
fInteriorWaterReflectionThreshold 10.0000 Unknown. Not part of the default file.
fNearWaterIndoorTolerance 512.0000 Unknown.
fNearWaterOutdoorTolerance 1024.0000 Unknown.
fNearWaterUnderwaterFreq 0.3000 Unknown.
fNearWaterUnderwaterVolume 0.9000 Presumably a multiplier to the overall sound volume, applied when the player's head is beneath the water's surface.
fRefractionWaterPlaneBias 3.0000 Unknown. Not part of the default file.
fSurfaceTileSize 2048.0000 Presumably determines the size of a water surface tile.
fTileTextureDivisor 4.7500 Possibly a divisor applied to the relation between texture and tile size.
fWadingWaterQuadSize 2048.0000 Unknown. Not part of the default file.
fWadingWaterTextureRes 512.0000 Possibly the size textures use around an actor, who wades through water. Not part of the default file.
fWaterGroupHeightRange 10.0000 Unknown. Not part of the default file.
iWaterBlurAmount 4 Default value for the same entry in the FalloutPrefs.ini. Overwritten by the same entry in the FalloutPrefs.ini.
iWaterNoiseResolution 256 Possibly the size of noise textures being displayed on water.
SSurfaceTexture water Presumably the name of the basic texture file for water. Not part of the default file.
uMaxExteriorWaterReflections 2 Presumably the maximum number of reflections displayed simultaneously on water in exteriors. Not part of the default file.
uMaxInteriorWaterReflections 4 Presumably the maximum number of reflections displayed simultaneously on water in interiors. Not part of the default file.
uNearWaterPoints 8 Unknown.
uNearWaterRadius 1000 Unknown. Not part of the default file.
uSurfaceFPS 12 Possibly the minimum FPS necessary on water surfaces for the game to not slow down time in general.

[Weather][]

  • The last section handles the weather and the sun.
  • It is present in the original file.
  • It is present in the GECKCustom.ini with partially different values.
Variable Default value Effect Comment
bPrecipitation 1 Presumably determines if precipitation exists at all.
fAlphaReduce 1.0000 Unknown.
fSunBaseSize 750.0000 Determines the size of the sun itself.
fSunGlareSize 800.0000 Determines the size of the glare of the sun.
SBumpFadeColor 255,255,255,255 Unknown.
SEnvReduceColor 255,255,255,255 Unknown.
SLerpCloseColor 255,255,255,255 Unknown.

Enabling v3.0 shaders[]

The game is able to do some graphic processes using shader model 3 if the graphics adapter is compatible. Though "being able" doesn't mean it will always do so – but it can be forced.

Prerequisites[]

In the same directory where the Fallout.ini file is located (see above for instructions), another text document can be found, called RendererInfo. It is also created when starting the launcher for the first time, and contains basic informations about the abilities of the graphics adapter.

It contains a line "Shader Package" with a number behind. This number will be needed in the next step. It is not advised to change anything here in this text file!

Changing the shader package[]

In the game's installation directory (see above for instructions) there's a subfolder Data\, containing another subfolder Shaders\. Here shaderpackages#….sdp can be found, one of them ending with the previously found number.

  1. Rename this file, e.g. by putting "BackUp_" to the start of the name. (It's not advised to renaming it by deleting the number at the end.)
  2. Copy shaderpackage019.sdp and paste it right here, into the same place.
  3. Rename the copy of shaderpackage019.sdp to "shaderpackage0….sdp", using the previously found number.
Example
  1. RendererInfo contains the line "Shader Package : 13"
  2. Rename shaderpackage013.sdp to BackUp_shaderpackage013.sdp
  3. Make a copy of shaderpackage019.sdp
  4. Rename the copy of shaderpackage019.sdp to shaderpackage013.sdp

Note: The file index ".sdp" may not be shown, depending on the system configuration. In this case the files will only be named shaderpackage0##. This doesn't have affect on the renaming instructions.

Credits and external references[]

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