SMB92 Posted December 12, 2017 Share Posted December 12, 2017 I'll post any interesting settings in the spoiler below. [Papyrus]bEnableTrace=0bAssertOnOverflow=0bEnableProfiling=0bLoadDebugInformation=0iMaxStackDepth=100iMaxAllocatedMemoryBytes=153600iMaxMemoryPageSize=512iMinMemoryPageSize=128fPostLoadUpdateTimeMS=500.0000fExtraTaskletBudgetMS=1.2000fUpdateBudgetMS=1.2000sTraceStatusOfQuest=bEnableLogging=0 [Pathing]fActorAvoidanceDialogRadiusMult=2.0000fMaxCommandTravelShiftMult=1.5000bValidateTravelCommand=1fMaxDistanceToPathToFurniture=500.0000fActivateDoorFailedTimer=5.0000fINIDetectDoorsForPathingTime=0.5000fMinDistToWalkFast=500.0000fMinDistToJog=1200.0000fMinDistToRun=1400.0000 [Actor]fVisibleNavmeshMoveDist=4096.0000fNotVisibleNavmeshMoveDist=2048.0000bUseNavMeshForMovement=1 [MapMenu]uiLocalMapRenderDelay=4fMapMoveSpeedMult_G=65.0000fLocalCompanionMapMinFrustumWidth_Interior=4096.0000fLocalCompanionMapMinFrustumWidth=4096.0000fLocalCompanionMapLoadedAreaRadius_Interior=4096.0000fLocalCompanionMapLoadedAreaRadius=4096.0000fLocalCompanionMapRatio=0.6300fLocalMapMinFrustumWidth_Interior=4096.0000fLocalMapMinFrustumWidth=4096.0000fLocalMapLoadedAreaRadius_Interior=4096.0000fLocalMapLoadedAreaRadius=4096.0000uLockedObjectMapLOD=16uLockedTerrainLOD=32uiCompanionLocalMapMaxCells=5bCullLocalMap=1fMapLocalHeight=15000.0000 [NavMeshGeneration]bGlobalNavMeshCheckDeleteWarningTriangles=0bGlobalNavMeshCheck=0uNavmeshTriangleCountInteriorWarnThreshold=5000uNavmeshTriangleCountWarnThreshold=3500bFixPortalEdgeindices=0 [AI]iFramesBetweenClosePointRequests=10bSandboxPathFailedDebug=0bSandboxStandingEnterDebug=0bSandboxSmoothPathDebug=0fStandingEnterOnlyWeightMultiplier=0.5000bEndOfPathTracksTargetWhenTargetNotFollowingPath=0bUseTargetNotFollowingPathBehavior=1bShowFurnitureExitMarkers=1bShowFurnitureEntryMarkers=1 [Animation]bUseVariableCache=1bIgnoreNIFFlags=0bShowPoseTransformWarnings=0bRandomizeGraphSeed=1fMaxSpeedAdjustmentPercent=2.0000fSameBinAdjustment=0.0300bDrawRagdollPoseInVDB=0bDrawAnimPoseInVDB=0bDriveRagdollWithGraph=1bHandIK=1bFootIK=1fAnimInterpSlop=0.2500fAnimInterpFarDist=1800.0000fAnimInterpNearDist=1400.0000fAnimInterpMaxTime=0.2000fAnimInterpMinTime=0.0800fBoneLODDistanceScale=1.0000bAlwaysSaveAllInfo=1sHkxDBNameContextPrefix=meshes\bFootIKFeedback=1bUseContoursToControlSpeeds=1fControllerYOffset=0.5000fControllerXOffset=0.5000fControllerIronSightMult=0.4500fControllerYSpeed=1.0000fControllerXSpeed=0.9000fControllerYMax=0.5000fControllerXMax=0.5000fDirectionSmoothedAcceleration=2.0000fDirectionSmoothedMaxSpeed=0.2500fPlayerFirstSpeedBlendOutTime=0.2500fPlayerFirstSpeedDeltaSmoothedMaxAcceleration=10.0000fPlayerFirstSpeedDeltaSmoothedMaxSpeed=1000.0000fRotationSpeedBlendOutTime=1.5000fRotationSpeedDeltaSmoothedMaxAcceleration=5.0000fRotationSpeedDeltaSmoothedMaxSpeed=150.0000fPlayerCharacterDrawSheatheTimeout=3.0000iPlayerCharacterImagespaceModifierAnimCount=2fFurnitureAnimationTimeout=24.0000fFurnitureAnimationStartTimeout=10.0000fApproximateDistanceToWalkSpeedFromStanding=25.0000fFurnitureWalkingEntryMinAcceptableDistanceSq=60.0000fMountDismountTimeout=8.0000fSpecialIdlePickTime=250.0000bAllowQueuedEventsSent=1fMotionFeedbackMinTime=0.5000fMotionFeedbackMinSpeed=5.0000fMotionFeedbackMinAngleDelta=20.0000fMotionFeedbackMinSpeedDelta=25.0000bUseAnimationBoneLOD=1bAssertOnBadMovementAngle=0iMinBonesForForceMinimalBoneUpdate=3iMinBonesToGenerateWhileSitting=5fMaxFrameCounterDifferenceToConsiderVisible=0.0667bAllowGraphDriven=1bHumanoidFootIKEnable=1bFeedbackToGraphFromCharacterController=1bAnimInterpEnable=1uVariableCacheSize=64bSkipAnimationTextExport=0bDisplayMarkWarning=0fMaxTimeToMarkSec=3.0000strPlayerCharacterBehavior1stPGraphName=FirstPersonBase.hkxstrPlayerCharacterBehavior1stPGraphPathAddition=_1stPerson\fMaxVelocityAdjustPercent=0.3000bApplyFootSyncVelocityChange=1bValidateStanceData=0iMaxAnimatedRefPhysicsDelayFrames=1iMaxAnimatedRefDelayFrames=1iMinAnimatedRefDelayFrame [Combat]bCombatPathSprinting=1bCombatPathSmoothing=1fMountedAttackRangeMultiplier=1.1000fDebugCombatProjectileLOSTime=5.0000bDebugCombatProjectileLOS=0bDebugCombatLOS=0fDebugCombatTextSize=0.5000bDebugCombatTextColorDark=0bDebugCombatThreats=0bEncounterZoneTargetRestrict=1bDebugCombatTargetLocations=0bDebugCombatThreading=0bDebugCombat=0bDebugCombatDialogue=0bDisableCombatDialogue=0bDebugCombatCoverReservations=0cImpactDecalMaxResults=10fProjectileDefaultWaterSplashSize=10.0000fProjectileMaxPenetration=120.0000fProjectileNearMissDist=400.0000fMostCommonProjectileCollisionRadius3=10.0000fMostCommonProjectileCollisionRadius2=5.0000fMostCommonProjectileCollisionRadius1=2.0000bVATSProjectileDebug=0fProjectileDebugDuration=5.0000bProjectileDebug=0bHazardDebug=0cBeamProjectileMaxRaycastResults=5fMagnetismObjHeadingMult=0.3000fMagnetismObjLookingMult=0.0000fMagnetismStrafeMinDistance=200.0000fMagnetismInputRotationTargetMoveYawLimit=0.1000fMagnetismSightsInputRotationTargetMoveYaw=0.4000fMagnetismInputRotationTargetMoveYaw=0.4000fMagnetismMeleeMovementLimit=0.4500fMagnetismMeleeRotationYawLimit=0.6000fMagnetismMeleeRotationPitchLimit=0.3000fMagnetismSightsMovementLimit=0.4500fMagnetismSightsRotationYawLimit=0.6000fMagnetismSightsRotationPitchLimit=0.4500fMagnetismInputMovementLimit=0.4500fMagnetismInputRotationYawLimit=0.6000fMagnetismInputRotationPitchLimit=0.3000fMagnetismTargetSpeedMax=300.0000fMagnetismFalloffExponent=0.7000fMagnetismFalloffBorderMaxMult=15.0000fMagnetismFalloffBorderMaxRange=6000.0000fMagnetismFalloffBorderMinMult=0.0500fMagnetismFalloffBorderMinRange=0.0100fMagnetismFalloffBorderHeight=50.0000fMagnetismSightsFalloffBorderWidth=100.0000fMagnetismFalloffBorderWidth=100.0000fMagnetismTargetScoreAngleWeight=6000.0000fMagnetismMaxActorDistance=6000.0000fMagnetismMinActorWidth=60.0000fMagnetismZeroInputFalloffSec=0.3300fTeammateAutoAimScreenMult=4.0000fIronSightsZoomDefault=50.0000bIronSightsZoomEnable=1fAimChaseLookingMult=3.0000fAimDownDegrees=90.0000fAimUpDegrees=90.0000fDeathForceCleared=1.0000bPlayerAlwaysStaggered=1bCombatDisableAmmoUsage=0bPlayerUnequipAttackCondition=1fDecapInitialSpeed=250.0000bUseHitLocationAnim=1fHitEffectThresholdMod=0.0400fHitEffectThresholdSevere=0.0430bDisableNPCAttacks=0bPlayHitLocationIdles=1bPlayStaggers=1iMaxHiPerfCombatCount=4fMinBloodDamage=1.0000fHitVectorDelay=0.4000iShowHitVector=0bDismemberOneLimb=1bChainExplosionDebug=0bMagicDebug=0fTeammateCommandMenuDegrees=16.0000bDebugCombatPositionReservations=0bDebugCombatAttackRange=0bDebugCombatTargets=0bDebugCombatViewLocations=0bDebugCombatAimLocations=0bDebugCombatUnreachableLocations=0bDebugCombatArea=0fAimModelPlayerSnapSpeedDeg=80.0000fAimModelPlayerSnapTimeSec=0.4000fAimModelPlayerSnapHeightPercent=0.7000fAimModelPlayerSnapMaxDist=2000.0000fAimModelPlayerSnapCapsuleRadius=85.0000f3PArrowTiltUpAngle=2.5000f1PArrowTiltUpAngle=2.0000bForceNPCsUseAmmo=0bAimSights=0bLaserSights=0[Explosion]fMaxLinearSpeedAfterExplosion=2000.0000 [Pathfinding]bPathFollowerTweenBackToPathCenter=1fDistFromPathForFollowingRadiusMult=4.0000fDefaultTangentSmoothingFactor=1.0000fDefaultPreferredFactor=0.5000iDefaultRetryCount=3fMaxHeightFromObstacleBoxToToNavmesh=16.0000fMaxHeightFromNavmeshToObstacleBoxBottom=128.0000fSmoothingStepHeight=25.0000fMaxDistanceFromNavmeshMult=0.2500fPathingFaceTargetLenToSourcePadScale=1.2500bAttemptMovementTransitionAnimations=1bAttemptTurnToRunAnimations=1bTweenToFullRotationSpeed=0fMaxAngleToCrossBlend=45.0000fMaxAngleToConsiderFacingAndDirectionAligned=0.7500fMaxAngleDeltaToTurnInPlace=15.0000bContinueTweeingAfterTweenerEnd=1fMaxDistanceToOpenDoor=150.0000bAvoidBoxTriggersFailure=0fDefaultAvoidBoxAvoidNodeRadius=32.0000bUseActorAvoidBox=1fNavmeshBoundsActorRadiusMultiplier=1.0000fNavmeshBoundsMinTimeOfImpact=0.0333fAngleGainRotationSpeedMinScale=0.5000fAngleGainSpeedMinScale=0.7500fAvoidNodeCost=24.0000fAvoidNodeRadiusAdd=11.0000fMaxTimeBlockedByActors=1.0000iMaxActorsToAvoid=10fAvoidanceTimeDelta=3.0000fMaxAvoidanceRadius=512.0000fMinAvoidanceRadius=256.0000fMaxTimeSizeAvoidNode=1.0000fMaxDistanceMoved=5.0000bUseActorAvoidance=1fFlightBankScale=1.0000fFlightStopGoalEaseInGain=0.1000fFlightStopGoalEaseInScale=0.1000fFlightDistToStopGoalForEaseIn=400.0000fFlightTweenGain=0.1000fFlightSpeedGain=0.0300fFlightPathFaceTargetDistScale=1.5000fSlowDownMultiplier=0.5000bFacePathVector=1fMaxCollisionTime=1.0000fMinCollisionTime=0.2500fDropDownLedgeMaxXYJumpDistance=150.0000fTweeningMaxPercentSpeedDelta=0.2000iMaxObstacleBuildPerFrame=1iMaxAvoidBoxCheckPerFrame=2fDefaultStaticAvoidNodeRadius=32.0000fDefaultAvoidNodeCost=32.0000fAcceptableErrorRatio=0.9000fTotalDisplacementThresholdRadiusMult=0.6600fTotalTimePadding=0.5000fTotalTimeThreshold=1.0000bStaticAvoidanceTriggerMovementBlocked=0uiSmallNavmeshInfoPathSC=3bUseTangentSmoothing=1bUseRayCasts=1bCreateDebugInfo=0bUseStraightLineCheckFirst=1fMaxFitnessMultiplier=2.0000fWaterTriangleCrossingCostMultiplier=5.0000fWaterTriangleCostMultiplier=4.0000fMaxEdgeLength=512.0000fBadTriangleMultiplier=100.0000fAvoidPreferredTriangleCrossingMultiplier=10.0000fAvoidPreferredTriangleMultiplier=3.0000fPreferredTriangleMultiplier=0.0100fPathingLargeActorRadius=80.0000bShouldTryPathEndIdles=1bShouldTurnBackToPathDuringFollow=1fPathEndIdlePickLocationDistanceMult=2.0000fAvoidanceDistanceRadiusMult=1.0000uiMaxFailedUpdatesWaitingForPath=60fTeleportNodeAngleTolerance=5.0000fMaxDistFromPathRadiusMult=5.0000fRotateTowardsPathThreshold=5.0000fShortPathRadiusMult=2.0000fBackPedalAngle=160.0000fMinimalUsePathingCost=409600.0000bWarnIfHighLevelSearchFails=0fTweenerAnimDurationOffset=0.1000bUseTweenedAnimations=1fWrongRotationalDirectionAdditiveToTies=0.2000fWeightOfSpeedPercentageToTies=0.2000fWeightOfMovementAnglePercentageToTies=0.3000fWeightOfOrientationPercentageToTies=0.5000fMaxAcceptablePercentStartSpeed=2.0000fMaxAcceptablePercentDesiredSpeed=2.0000fMaxPercentDesiredOrientationAngleToTween=1.0000fMaxOffsetFromPathToIgnoreSqr=400.0000fPathToAnimLengthMaxMultiplier=2.0000fPOVSmootherAvoidNodeCost=7.0000fPathManagerDebugInfoWindow=1.0000iMaxQueuedPathingRequests=50bDisableUnloadedPaths=0bBackgroundPathing=1fFindMaxSpeedMinParamIncrementPercent=0.1000iFindMaxSpeedMinIterationCount=10fTangentMagnitudeForPathEndpoints=1.0000fLedgeJumpHeightBuffer=16.0000fStaticPathTangentSmoothingFactor=0.5000fNodeDistanceThreshold=25.0000fMinFailureDistance=50.0000fWarpMaxTime=4.0000fWarpPathOffset=100.0000fWarpRequestActorRadius=5.0000iWarpMaxPathFailureCount=3bWarpOnConsecutiveFailures=1fMinStairSpeed=80.0000fSprintAngleToPathThreshold=5.0000fSprintDistToPathThresholdRadiusMult=0.5000fSprintAccelerationMult=10.0000fAICombatTurnSpeedScale=2.5000fAITurnSpeedScale=1.5000fMovementBlockedTimer=0.0200iFlightLandingSearchMaxAttempts=5fFlightLandingSearchStartDist=4096.0000fFollowerTeleportOffsetFudge=30.0000fRotSpeedCondScaleMin=0.5000bUseVelocityObstacles=1fMaxSpeedPercentageDifferenceToAttemptFootSync=0.0500fLookAtPointZOffset=30.0000fPercentOfPathToJumpForCompanionWarping=0.7000fDistanceModForInteriorCompanionWarping=0.7000fCriticalPathDistanceForCompanionWarping=6000.0000fMaxPathDistanceForCompanionWarping=4000.0000fMinPathDistanceForCompanionWarping=2000.0000bUsePathDerivedCompanionWarping=1bUseCompanionWarping=1bFlightFavorXYCorrectionOnPathFailure=1fFlightLandingSearchRadiusBaseDefault=550.0000fExpensiveDoorCost=30000.0000fObstacleManagerMinWidth=16.0000fObstacleManagerMinHeight=48.0000bCutDoors=1fObstacleUpdateDeltaWhenUnknown=5.0000fObstacleUpdateDeltaWhenMoving=1.0000bBackgroundNavmeshUpdate=1bUseTaskletsToRecomputeBounds=0bFixNavmeshInfosOnLoad=0fPercentageOfRadiusToStartPathingIntoRequest=0.8000fPrecentageMinRadiusToGetFollowersTo=0.9000fMaxTimeToStartMoving=1.0000fMinTimeToStartMoving=0.2500fDefaultTimeAheadToCalculateGoal=2.0000fDistanceToStopMultiplierToBuildNewPath=1.2000fDistanceToCheck=100.0000fMaxSpeedPercentageReachedToMakeNewPath=0.1000iMaxPathRequestsPerFrameTracked=32iPathRequestsAllowedPerFrame=2bUseNavmeshRaycastRange=1bRangingDebugDraw=0 [bSPathing]fPseudoSweptSegmentMinObstacleWidth=30.0000fFindClosestEdgesRadius=512.0000 [LOD]fLODMultTrees=0.5000bMeshLODRenderAllLevels=0iFadeNodeMinNearDistance=500bFadePortals=1fPortalFadeMultiplier=1000.0000bUseTextureUpgrade=1fLODFadeOutActorMultInterior=1.0000fLODFadeOutItemMultInterior=1.0000fLODFadeOutObjectMultInterior=1.0000fLODFadeOutActorMultCity=1.0000fLODFadeOutItemMultCity=1.0000fLODFadeOutObjectMultCity=1.0000fLODFadeOutActorMultComplex=1.0000fLODFadeOutItemMultComplex=1.0000fLODFadeOutObjectMultComplex=1.0000fLODLandDropAmount=230.0000bDisplayLODLand=1fLODLandVerticalBias=0.0000fSpecularLODFadeMax=0.2000fSpecularLODFadeMin=0.0000fLightLODFadeMax=3000.0000fLightLODFadeMin=0.0000fActorLODMax=15.0000fActorLODMin=5.0000fItemLODMax=10.0000fItemLODMin=1.5000fMeshLODFadeScalarMax=3.0000fMeshLODFadeScalarMin=1.0000fObjectLODMax=30.0000fObjectLODMin=5.0000fTalkingDistance=2000.0000fLodDistance=500.0000uDistantObjectExtraHideDelayMS=0fFadeOutTime=2.0000fFadeInTime=1.2000fFadeInThreshold=0.7000fFadeOutThreshold=0.3000fDistanceMultiplier=1.0000fLODFadeOutPercent=0.6000fLODBoundRadiusMult=10.0000 Looks like some LOD settings might be locked, see fActorLODMin and Max for example. Also this setting interested me: bQueueCellAttachDetach=1 Anyway probably more rogue settings worth looking for under other sections. Navmesh ones might be of some help. Otherwise I didn't spot anything obvious that can help from INI level. Link to comment Share on other sites More sharing options...
SKKmods Posted December 12, 2017 Author Share Posted December 12, 2017 (edited) Sometimes I see weapon effects and just plain still NPCs standing there in a paused animation.yes Yes YES nurse ! That's one of the unpredictable symptoms I am exploring: sometimes (mostly not) npcs will generate visible aggro effects like beams and explosions outside of the nominalÃÂ uGridsToLoad rendering & event processing boundary. Debug log typically correlates this with the Schrodinger dead & alive effects. I'd like to establish exactly what conditions cause this so I can replicate the behavior forÃÂ fine grain control of NPC activity and player experience, esp. on the xbox where uGrid settings are fixed. I just tried a couple of runs with fLODFadeOutMultActors at 30 and uGridsToLoad 17 ... no additional NPCs or scenery, but the frame-rate tanked from rock solid 60 to 20 so I couldn't actually OnHit anything. Edited December 12, 2017 by SKK50 Link to comment Share on other sites More sharing options...
SMB92 Posted December 12, 2017 Share Posted December 12, 2017 The NPCs not showing out of bounds with higher setting? Wow thats highly contradicting of itself. So some systems drop off and others stay on (at random?) Well I guess next settings I would be looking at maybe the unload settings for cells, would be doubtful though. Or what happens if you decrease Actor distance? I forgot you have Xbox edition as well, I am not sure but maybe it's worth a try to insert your own Fallout4Custom.ini? I wonder if that works. I know the console INI is called Fallout4Console.ini. Link to comment Share on other sites More sharing options...
SKKmods Posted January 5, 2018 Author Share Posted January 5, 2018 (edited) To complete this thread, I have finished testing the interaction of uGridsToLoad + fLODFadeOutMultActors, published a mod and the findings under SKK Combat test tools for ranged weapons I have copied the dialogue here, any additional observations or other findings appreciated: Configuring uGridsToLoad to increase activity range To generate targets further than the default game render/event radius and weapon/ammo range of 10,240 game units, the default uGridsToLoad=5 in Fallout4Prefs.ini needs changing. uGrids are 4096x4096 game unit boxes centered on the player that bound rendering and events. To work out the actual radius from the player, multiply the uGridsToLoad setting by 4096 for diameter and then halve it for player radius. Always configure uGridsToLoad as odd numbers. If you have to drop your graphics quality below Ultra for frame rate, you will also need to set fLODFadeOutMultActors after you make any Options changes, else the NPCs will be active in code, but won't actually render to observe and shoot. Whilst fLODFadeOutMultActors (Low 5, Medium 7, High 9, Ultra 15) looks like it uses the same units as uGridsToLoad, it doesn't as 15 renders NPCs at 25 uGrids. Confused ? I am, so just set fLODFadeOutMultActors=15 and be happy. Props @SMB92 for suggesting this. It is important to understand that this does not just enable more pretty GPU graphics, uGrids also enables event processing. That means the game engine has to manage real time NPC and object interaction in the active space as they are effectively "on screen". If you have large settlements and lots of roaming NPCs for immersion, your CPU will croak. Bethesda set the default 10K radius to maintain performance on average 2015 hardware with fully developed worlds. uGrid Map radius Performance monitor Running the Fallout performance monitor will typically show that neither CPU or GPU resources are maxed out during slowdown pre-CTD, so its clearly limitations in the game engine architecture (threads, locks, memory alloc). The highest uGridsToLoad I have managed to generate and shoot NPCs is 25 (51,200 render radius) using this mod Hitscan components at Kingsport lighthouse. With an active world diameter of 100,000 units (compared to default 20,000) that's a quarter of the commonwealth running as if "on screen" in real-time, the only way to get the high uGrids without CTD is on the coast where half the active world radius is sea with nothing to process. Do your shooting in the wasteland, best on the coast.GTX1060 6Gb Quality/uGrid/framerate: Ultra 5/72 | Ultra 9/60 | Ultra 11/60 | Ultra 15/50 in scope | Ultra 25/30 in scopeGTX 750 2Gb Quality/uGrid/framerate: Ultra 5/50 | High 9/30 | Med 11/30 | Low 15/30 in scope | 17/CTDDisable all pretty mods that add display complexity or mess with previs/precombine.Disable mods that generate NPCs or spawn stuff unless they are your actual targets.Basically disable all mods, except the ones you are testing.Use a new character or the smallest savegame you have ~5Mb no settlement builds in the active area.Even with high end cpu/ram (i7 16gb) the keyboard response will lag, mouse is OK.E&OE Edited January 9, 2018 by SKK50 Link to comment Share on other sites More sharing options...
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