SovietSailor Posted May 24, 2014 Share Posted May 24, 2014 I've begun to suspect that having my ini configured to uGrids=7 is responsible for a game breaking glitch of mine. See my other topic. But, i'd still like to have a decent draw distance. What can i configure to do so? Link to comment Share on other sites More sharing options...
Purr4me Posted May 24, 2014 Share Posted May 24, 2014 depends on the mods you have installed but this is very easy to program into the game VIA esp format, it does require patients though in the programming of it.If you run a patch, bashed patch or something similar, , the very last file in use you will always have, I can teach you how to have a Ugrids appearance with out touching any ini files. post the load order so I have some idea of what you run here first.kitty Link to comment Share on other sites More sharing options...
SovietSailor Posted May 24, 2014 Author Share Posted May 24, 2014 Okay, I'll bite. FalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1CaravanPack.esm=1Advanced Recon Tech.esm=1domecity.esm=1Inventory Access.esm=1NVInteriors_Core.esm=1NVInteriors_ComboEdition.esm=1Interior Lighting Overhaul - Core.esm=1Project Nevada - Core.esm=1Project Nevada - Extra Options.esm=1oHUD.esm=1MikotoBeauty.esm=1Vurt's WFO.esm=1Mission Mojave - Ultimate Edition.esm=1Mission Mojave - Ultimate Edition Plus.esm=1MMUE+ Freeside Expanded.esm=1Primm Reborn.esm=1Goodsprings Reborn.esm=1Afterschool Special.esm=1URWLNV-001-Weather.esm=1MMUE-CP-NVInteriors.esp=1DarNifiedUINV.esp=1CASM.esp=1DynamiCamera.esp=1FPSWeaponWheel.esp=1Readius_NV.esp=1The Mod Configuration Menu.esp=1The Weapon Mod Menu.esp=1Project Nevada - Rebalance.esp=1Project Nevada - Cyberware.esp=1Project Nevada - Cyberware Additions.esp=1Project Nevada - Rebalance Complete.esp=1Project Nevada - All DLC.esp=1MMUE-CP-PNCore.esp=1MMUE-CP-PNRebalance.esp=1MMUE-CP-PNALLDLC.esp=1R.A.C.E. Station.esp=1Wild Wasteland Integration.esp=1MTB.esp=1Advanced Recon Gear.esp=1Advanced Recon Tech.esp=1AK47.esp=11nivVSLArmors.esp=1Advanced Recon Armor.esp=1Advanced Recon Desert Ranger Helmet.esp=1Advanced Recon Gear - Project Nevada.esp=1Advanced Recon Riot Gear Helmet.esp=1boa ncrpahelmet.esp=1bzArmour.esp=0bzBodySuits.esp=0dressup.esp=1Femalepowerarmor.esp=1FlashlightNVSE.esp=1josexysleepwear.esp=1LegionGladiatorPA.esp=1NVType3 Bone Armor.esp=1Powered Power Armor.esp=1TrooperOverhaul-Dragbody.esp=1CNR_Beta.esp=1jocassfacem.esp=1NVWillow.esp=1NVWillow - Project Nevada Rebalance.esp=1Real Weapon Names.esp=1Couriers Stash - Package Selection Menu.esp=1LFox Bottle That Water.esp=1More Realistic Aiming.esp=1WeaponModsExpanded.esp=1WMX-DLCMerged.esp=1MMUE-CP-WMX.esp=1WMX-ArenovalisTextures.esp=1EVE FNV - ALL DLC.esp=1MMUE-CP-EVE.esp=1WMX-EVE-AllDLCMerged.esp=1Interior Lighting Overhaul - Ultimate Edition.esp=1ILO - NVInteriors Project.esp=1MMUE-CP-ILO.esp=1MikotoBeauty.esp=1BunnySuit-FNV.esp=1StockingsNV.esp=1jovaultgirlnv.esp=1Lily Cosplay.esp=1Dynamic Hardcore.esp=1RealSmokes.esp=1UndiesUnderneath.esp=1K3KDefaultHardcoreSilent.esp=1barber-mirror.esp=1URWLNV-007-Interiors.esp=1URWLNV-002-DeadMoney.esp=1URWLNV-003-HonestHearts.esp=1URWLNV-004-OldWorldBlues.esp=1URWLNV-005-LonesomeRoad.esp=1ILO - URWLNV Ultimate Edition Patch.esp=1DYNAVISION 3.esp=1Advance Robotics Expert.esp=1Explorer Perk Revised - Locations.esp=1SpyPerk.esp=1NoDamageBoostforSexPerks.esp=1HolyHandGrenade.esp=1FCO - GlowingOne.esp=1VATSdisabled.esp=0MERGED.esp=1 Link to comment Share on other sites More sharing options...
Purr4me Posted May 24, 2014 Share Posted May 24, 2014 (edited) Can you post an extract of the (MERGED.esp=1) so I can see what mods are involved?pastebin.com will suffice. Link it here.EDITED: Took me a while t o find the old thread where i posted the needed data.http://forums.nexusmods.com/index.php?/topic/926725-ugridstoload9-causes-massive-ctd-problems/page-3&do=findComment&comment=7822769 There, you will find a full out discussion surrounding this issue and laid out as I put it tested and verified functional.The reason I want to see your data is, due to facts that at "that time" I was unaware of scripts effecting weathers patterns VIA chain links with in mods. Id the master files listed in your Merged patch.esp contain any weather alterations, this can be adjusted by another means while doing the same thing. But, I need to know before hand so to give you the exact advice you require.If in doubt? look at my pic's I have posted here and other sites. I am always looking for that edge, the finite line where things cross over or just the right balance.....The sweet spot in programing any game or software Environment. If I can get others to follow through with things, we can get a sense of what needs to be done every time, but on different machines.( "Okay, I'll bite." ), brush your teeth first, ok? kitty Edited May 24, 2014 by Purr4me Link to comment Share on other sites More sharing options...
FaR2sToNeD Posted May 25, 2014 Share Posted May 25, 2014 (edited) Just to throw my 2p in the mix, have you calibrated the other variables to compensate the change in ugrids? [GENERAL]iPreloadSizeLimit=51380224uExterior Cell Buffer=64uGridsToLoad=7 Also, have you saved after changing the ugrid variable more than once? ie: Changed from 5 to 7, saved, changed again and saved again? This corrupts saves and probably won't be fixable. There are a number of variables to change the view distance without changing ugrids, however you can't change ugrids on that save now anyway as mentioned above so I'm not sure how that would help. If you reload a save that had the original 5 value then these ini commands are what you're looking for (my personal current settings)... [GENERAL]fLightLODStartFade=25000fNoLODFarDistanceMax=20480.0000fShadowLODStartFade=25000fSpecularLODStartFade=25000 [GRASS]fGrassMinStartFadeDistance=0.0fGrassMaxStartFadeDistance=25000fGrassStartFadeDistance=25000 [TERRAINMANAGER]fBlockLoadDistance=500000.0000fBlockLoadDistanceLow=100000fTreeLoadDistance=80000 [LOD]fLODFadeOutMultActors=30fLODFadeOutMultItems=30fLODFadeOutMultObjects=30 Edited May 25, 2014 by FaR2sToNeD Link to comment Share on other sites More sharing options...
SovietSailor Posted May 25, 2014 Author Share Posted May 25, 2014 Just to throw my 2p in the mix, have you calibrated the other variables to compensate the change in ugrids? [GENERAL]iPreloadSizeLimit=51380224uExterior Cell Buffer=64uGridsToLoad=7 Also, have you saved after changing the ugrid variable more than once? ie: Changed from 5 to 7, saved, changed again and saved again? This corrupts saves and probably won't be fixable. There are a number of variables to change the view distance without changing ugrids, however you can't change ugrids on that save now anyway as mentioned above so I'm not sure how that would help. If you reload a save that had the original 5 value then these ini commands are what you're looking for (my personal current settings)... [GENERAL]fLightLODStartFade=25000fNoLODFarDistanceMax=20480.0000fShadowLODStartFade=25000fSpecularLODStartFade=25000 [GRASS]fGrassMinStartFadeDistance=0.0fGrassMaxStartFadeDistance=25000fGrassStartFadeDistance=25000 [TERRAINMANAGER]fBlockLoadDistance=500000.0000fBlockLoadDistanceLow=100000fTreeLoadDistance=80000 [LOD]fLODFadeOutMultActors=30fLODFadeOutMultItems=30fLODFadeOutMultObjects=30 1. What do you mean by "changing the ugrid variable more than once"? I know not to change uGrids in mid-playthrough (and I haven't done that), if thats what you mean.2. No, I haven't done anything else to the ini other than uGrids, I'll take a look at those other variables. Just to make it known what my problem is, for whatever reason Deathclaws and Cazadores spawn in Goodsprings when I reload a save that has uGrids modified in it. Link to comment Share on other sites More sharing options...
FaR2sToNeD Posted May 25, 2014 Share Posted May 25, 2014 (edited) Yea that's what I meant, that was a much easier way of explaining it xD It could well be those variables, the reason behind is explained here but I'm not sure what problems are actually caused by not changing them. Perhaps deathclaws in Goodsprings is one of them? ^^ Edited May 25, 2014 by FaR2sToNeD Link to comment Share on other sites More sharing options...
SovietSailor Posted May 25, 2014 Author Share Posted May 25, 2014 What does the iPreLoadSizeLimit do, just so I know before I start tampering? I think I've done the Cell Buffer before, not sure it was at that amount though. Link to comment Share on other sites More sharing options...
FaR2sToNeD Posted May 25, 2014 Share Posted May 25, 2014 (edited) Well first download the Ini File Editor so you can revert any changes you make (such an amazing tool, don't know why it's not more popular), just load the FalloutPrefs.ini in the editor and allow it to make a backup. Each change you make will be highlighted so you can 1 click restore after testing. Here's a screenshot of mine so you can see what I mean... http://i62.tinypic.com/33w0b45.png I personally change both FalloutPrefs.ini and Fallout.ini to make sure there's no conflicts. To answer, from what I'm aware iPreloadSizeLimit is the amount of memory loaded at any one time, with higher ugrid values it requires higher amounts of memory to process the information, while uExterior Cell Buffer relates to how many cells are loaded into the available memory (the iPreLoadSizeLimit). The TweakGuide.com Fallout 3 section explains it well, just scroll down a little to find... uInterior Cell Buffer=3uExterior Cell Buffer=36 The above values determine how many cells (for interior or exterior areas as relevant) are buffered into RAM. Altering these values may help make performance smoother. For example, for 1GB of RAM you can try doubling the values (6 and 72 respectively). For 2GB of RAM, try 16 and 102 respectively. For higher amounts of RAM, try raising them higher, however note that you should also raise the iPreloadSizeLimit value below (Fallout.ini). iPreloadSizeLimit=26214400 - This setting appears to determine the maximum amount (in bytes) of RAM allowed for preloading game data. Raising the value may reduce stuttering. The default value equates to around 25MB (divide the value of this variable by 1024 to get KB, then by 1024 again to get MB). For those with 1GB of system RAM, try doubling the variable to 52428800. For those with 2GB, try double again at 104857600 (100MB). You can raise these values even further to experiment, however note that raising this to a large amount doesn't force all the game data to sit in RAM, and can actually cause crashes. I suggest the maximum anyone should set this to should be around 262144000 (250MB), even for 4GB of RAM or more. Also make sure to raise your Cell Buffer values accordingly (see above) (Fallout.ini). A lot of people with a lot more knowledge than me have been tampering with ugrids and the related variables since Oblivion so I'm pretty sure they're correct. Not sure however if it will fix the deathclaw issue. Edited May 25, 2014 by FaR2sToNeD Link to comment Share on other sites More sharing options...
SovietSailor Posted May 28, 2014 Author Share Posted May 28, 2014 Alright, I don't know what level 50 sorcery you used, but it looks like its working! It must've been the iPreloadSizeLimit, for whatever reason. Still being cautious, but cautiously optimistic. Thank you! Link to comment Share on other sites More sharing options...
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