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Increase draw distance WITHOUT uGrids?


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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

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Okay, I'll bite.

 

FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
CaravanPack.esm=1
Advanced Recon Tech.esm=1
domecity.esm=1
Inventory Access.esm=1
NVInteriors_Core.esm=1
NVInteriors_ComboEdition.esm=1
Interior Lighting Overhaul - Core.esm=1
Project Nevada - Core.esm=1
Project Nevada - Extra Options.esm=1
oHUD.esm=1
MikotoBeauty.esm=1
Vurt's WFO.esm=1
Mission Mojave - Ultimate Edition.esm=1
Mission Mojave - Ultimate Edition Plus.esm=1
MMUE+ Freeside Expanded.esm=1
Primm Reborn.esm=1
Goodsprings Reborn.esm=1
Afterschool Special.esm=1
URWLNV-001-Weather.esm=1
MMUE-CP-NVInteriors.esp=1
DarNifiedUINV.esp=1
CASM.esp=1
DynamiCamera.esp=1
FPSWeaponWheel.esp=1
Readius_NV.esp=1
The Mod Configuration Menu.esp=1
The Weapon Mod Menu.esp=1
Project Nevada - Rebalance.esp=1
Project Nevada - Cyberware.esp=1
Project Nevada - Cyberware Additions.esp=1
Project Nevada - Rebalance Complete.esp=1
Project Nevada - All DLC.esp=1
MMUE-CP-PNCore.esp=1
MMUE-CP-PNRebalance.esp=1
MMUE-CP-PNALLDLC.esp=1
R.A.C.E. Station.esp=1
Wild Wasteland Integration.esp=1
MTB.esp=1
Advanced Recon Gear.esp=1
Advanced Recon Tech.esp=1
AK47.esp=1
1nivVSLArmors.esp=1
Advanced Recon Armor.esp=1
Advanced Recon Desert Ranger Helmet.esp=1
Advanced Recon Gear - Project Nevada.esp=1
Advanced Recon Riot Gear Helmet.esp=1
boa ncrpahelmet.esp=1
bzArmour.esp=0
bzBodySuits.esp=0
dressup.esp=1
Femalepowerarmor.esp=1
FlashlightNVSE.esp=1
josexysleepwear.esp=1
LegionGladiatorPA.esp=1
NVType3 Bone Armor.esp=1
Powered Power Armor.esp=1
TrooperOverhaul-Dragbody.esp=1
CNR_Beta.esp=1
jocassfacem.esp=1
NVWillow.esp=1
NVWillow - Project Nevada Rebalance.esp=1
Real Weapon Names.esp=1
Couriers Stash - Package Selection Menu.esp=1
LFox Bottle That Water.esp=1
More Realistic Aiming.esp=1
WeaponModsExpanded.esp=1
WMX-DLCMerged.esp=1
MMUE-CP-WMX.esp=1
WMX-ArenovalisTextures.esp=1
EVE FNV - ALL DLC.esp=1
MMUE-CP-EVE.esp=1
WMX-EVE-AllDLCMerged.esp=1
Interior Lighting Overhaul - Ultimate Edition.esp=1
ILO - NVInteriors Project.esp=1
MMUE-CP-ILO.esp=1
MikotoBeauty.esp=1
BunnySuit-FNV.esp=1
StockingsNV.esp=1
jovaultgirlnv.esp=1
Lily Cosplay.esp=1
Dynamic Hardcore.esp=1
RealSmokes.esp=1
UndiesUnderneath.esp=1
K3KDefaultHardcoreSilent.esp=1
barber-mirror.esp=1
URWLNV-007-Interiors.esp=1
URWLNV-002-DeadMoney.esp=1
URWLNV-003-HonestHearts.esp=1
URWLNV-004-OldWorldBlues.esp=1
URWLNV-005-LonesomeRoad.esp=1
ILO - URWLNV Ultimate Edition Patch.esp=1
DYNAVISION 3.esp=1
Advance Robotics Expert.esp=1
Explorer Perk Revised - Locations.esp=1
SpyPerk.esp=1
NoDamageBoostforSexPerks.esp=1
HolyHandGrenade.esp=1
FCO - GlowingOne.esp=1
VATSdisabled.esp=0
MERGED.esp=1

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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 by Purr4me
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Just to throw my 2p in the mix, have you calibrated the other variables to compensate the change in ugrids?

 

 

 

[GENERAL]
iPreloadSizeLimit=51380224
uExterior Cell Buffer=64
uGridsToLoad=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=25000
fNoLODFarDistanceMax=20480.0000
fShadowLODStartFade=25000
fSpecularLODStartFade=25000

 

[GRASS]
fGrassMinStartFadeDistance=0.0
fGrassMaxStartFadeDistance=25000
fGrassStartFadeDistance=25000

 

[TERRAINMANAGER]
fBlockLoadDistance=500000.0000
fBlockLoadDistanceLow=100000
fTreeLoadDistance=80000
[LOD]
fLODFadeOutMultActors=30
fLODFadeOutMultItems=30
fLODFadeOutMultObjects=30

 

 

Edited by FaR2sToNeD
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Just to throw my 2p in the mix, have you calibrated the other variables to compensate the change in ugrids?

 

 

 

[GENERAL]
iPreloadSizeLimit=51380224
uExterior Cell Buffer=64
uGridsToLoad=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=25000
fNoLODFarDistanceMax=20480.0000
fShadowLODStartFade=25000
fSpecularLODStartFade=25000

 

[GRASS]
fGrassMinStartFadeDistance=0.0
fGrassMaxStartFadeDistance=25000
fGrassStartFadeDistance=25000

 

[TERRAINMANAGER]
fBlockLoadDistance=500000.0000
fBlockLoadDistanceLow=100000
fTreeLoadDistance=80000
[LOD]
fLODFadeOutMultActors=30
fLODFadeOutMultItems=30
fLODFadeOutMultObjects=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.

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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 by FaR2sToNeD
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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=3

uExterior 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 by FaR2sToNeD
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