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Fallout 4 Display Models

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  1. Fallout 4 How To Display Models
  2. Fallout 4 Magazine Display
  3. Fallout 4 Model Stand

Mod adds 3 craftable display shelves to the settlement crafting menu. One holds bobbleheads, one the robot models, and last one works like the Nuka-World bottle display, without looking dumb like the crappy vanilla ones. Saves you space and makes your building space look amazing. You're welcome. 3) Copy the contents of the 'Data' folder to your Fallout 4 game directory Data folder. This is required for the main mod to function. 4a) Open the 'Options' Folder in the Functional Displays zip file 4b) Choose the texture folder from inside ONE of the following folders for the Gun Boards, and place into your Fallout 4 game directory Data folder.

< Guide:Fallout4Prefs INI
  • 1[Display]

[Display]

bAllowShadowcasterNPCLights

bAllowShadowcasterNPCLights toggles

Default is 0.

bBorderless

bBorderless toggles the window borders off and on. Setting it to 1 will remove the window borders.

Default is 0.

bComputeShaderDeferredTiledLighting

bComputeShaderDeferredTiledLighting toggles

Default is 1.

bEnableWetnessMaterials

Fallout 4 Display Models

bEnableWetnessMaterials toggles the wet look effect on objects when it rains.

Default is 1.

bForceIgnoreSmoothness

bForceIgnoreSmoothness toggles

Default is 0.

bFull Screen

bFull Screen toggles the ability of the game to be rendered fullscreen. This setting cannot be changed in-game.

Default is 0.

bMaximizeWindow

bMaximizeWindow toggles the ability for the game window to maximize, stretching across your resolution. If used incorrectly, it can cause the game to be distorted. It is recommended to be off in most cases, but you can experiment with it.

Default is 0.

bPrecipitationOcclusion

bPrecipitationOcclusion toggles

Default is 1.

bSAOEnable

bSAOEnable toggles ambient occlusion (AO). If NVIDIA Horizon-Based Ambient Occlusion Plus (HBAO+) technology is disabled (i.e., bEnable is set to 0 in [NVHBAO]), screen space ambient occlusion (SSAO) shall be used instead.


bSAOEnable=0
(No ambient occlusion)

bSAOEnable=1
(Default SSAO)

bSAOEnable=1 and NVHBAO bEnable=1
(Recommended HBAO+)

Default is 1.

bSinglePassDirShadow

bSinglePassDirShadow toggles

Default is 1.

bTopMostWindow

bTopMostWindow toggles the ability of the game window to always be on top.

Default is 0.

bVolumetricLightingEnable

bVolumetricLightingEnable toggles Godrays.


bVolumetricLightingEnable=0

bVolumetricLightingEnable=1
(Default)

Default is 1.

bVolumetricLightingForceCasters

bVolumetricLightingForceCasters toggles

Default is 0.

fBlendSplitDirShadow

fBlendSplitDirShadow

Default is 100.0000.

fDirShadowDistance

fDirShadowDistance sets the distance that shadows are rendered.

Default is 3000.0000.

fInteriorMeshLODLevel1FadeDist

fInteriorMeshLODLevel1FadeDist

Default is 2600.0000.

fInteriorMeshLODLevel2FadeDist

fInteriorMeshLODLevel2FadeDist

Default is 1950.0000.

fLeafAnimDampenDistEnd

fLeafAnimDampenDistEnd

Default is 4600.0000.

fLeafAnimDampenDistStart

fLeafAnimDampenDistStart

Default is 3600.0000.

fLocalShadowMapHalveEveryXUnit

fLocalShadowMapHalveEveryXUnit (normally shows as flocalShadowMapHalveEveryXUnit, but it is case insensitive)

Default is 750.0000.

fMaxFocusShadowMapDistance

fMaxFocusShadowMapDistance

Default is 450.0000.

fMeshLODFadeBoundDefault

fMeshLODFadeBoundDefault sets the default mesh level of detail fade bound. Lower values increases the detail of distant models. Compared to fMeshLODFadePercentDefault, it seems to be tuned for more fine detail with less priority on meshes farther away.

Default is 256.0000.

fMeshLODFadePercentDefault

fMeshLODFadePercentDefault sets the default mesh level of detail fade percent. Larger values increases the detail of distant models. Compared to fMeshLODFadeBoundDefault, it seems to be tuned for distance with less priority toward fine detail.

Default is 1.2000.

fMeshLODFadeScalar

fMeshLODFadeScalar sets the mesh level of detail fade scalar, which affects the distance as well as the height distance that distant models will fade out.

Default is 1.0000.

fMeshLODLevel1FadeDist

fMeshLODLevel1FadeDist sets the primary mesh level of detail fade distance. The maximum distance with uGridsToLoad at 5 is around 16896.


fMeshLODLevel1FadeDist=0
fMeshLODLevel2FadeDist=0

fMeshLODLevel1FadeDist=2816
fMeshLODLevel2FadeDist=1280

fMeshLODLevel1FadeDist=3840
fMeshLODLevel2FadeDist=2048

fMeshLODLevel1FadeDist=5376
fMeshLODLevel2FadeDist=3456

fMeshLODLevel1FadeDist=10240
fMeshLODLevel2FadeDist=7680

fMeshLODLevel1FadeDist=16896
fMeshLODLevel2FadeDist=16896

Default is 3500.0000.

fMeshLODLevel1FadeTreeDistance

fMeshLODLevel1FadeTreeDistance

Default is 2844.0000.

fMeshLODLevel2FadeDist

fMeshLODLevel2FadeDist sets the secondary mesh level of detail fade distance. The maximum distance with uGridsToLoad at 5 is around 16896.


fMeshLODLevel1FadeDist=0
fMeshLODLevel2FadeDist=0

fMeshLODLevel1FadeDist=2816
fMeshLODLevel2FadeDist=1280

fMeshLODLevel1FadeDist=3840
fMeshLODLevel2FadeDist=2048

fMeshLODLevel1FadeDist=5376
fMeshLODLevel2FadeDist=3456

fMeshLODLevel1FadeDist=10240
fMeshLODLevel2FadeDist=7680

fMeshLODLevel1FadeDist=16896
fMeshLODLevel2FadeDist=16896

Default is 2000.0000.

fMeshLODLevel2FadeTreeDistance

fMeshLODLevel2FadeTreeDistance

Default is 2048.0000.

focusShadowMapDoubleEveryXUnit

focusShadowMapDoubleEveryXUnit

Default is 450.0000.

fShadowBiasScale

fShadowBiasScale is believed to be unused by the game. In testing, no difference was noticed. In Skyrim it set the depth bias of the shadows applied to surfaces, but it does not have this effect in Fallout 4.

Fallout 4 How To Display Models

Default is 1.0000.

fShadowDistance

fShadowDistance is believed to be unused by the game. In testing, no difference was noticed. In Skyrim it set the distance that shadows were rendered. This setting has been replaced by fDirShadowDistance in Fallout 4.

Default is 3000.0000.

fTessFactorMaxDistanceScale

fTessFactorMaxDistanceScale

Default is 100.0000.

iDirShadowSplits

iDirShadowSplits. Max is 3. 4 causes bugs. 5 and over causes CTD.

Default is 2.

iMaxAnisotropy

iMaxAnisotropy

Default is 16.

iMaxDecalsPerFrame

iMaxDecalsPerFrame

Default is 40.

iMaxFocusShadows

iMaxFocusShadows

Default is 1.

iMaxFocusShadowsDialogue

iMaxFocusShadowsDialogue

Default is 4.

iMaxSkinDecalsPerFrame

iMaxSkinDecalsPerFrame

Default is 8.

iPresentInterval

iPresentInterval

Default is 1.

iScreenShotIndex

iScreenShotIndex sets the number of the screenshot made when bScreenshotToFile is enabled in Fallout4.ini. It increases incrementally with each screenshot taken.

Default is 0.

iShadowMapResolution

iShadowMapResolution sets the shadow resolution.

Default is 2048.

iSize H

iSize H sets the height of the game resolution in pixels. This setting cannot be changed in-game.

Default is 720.

iSize W

iSize W sets the width of the game resolution in pixels. This setting cannot be changed in-game.

Default is 1280.

iTiledLightingMinLights

iTiledLightingMinLights

Default is 40.

iVolumetricLightingQuality

iVolumetricLightingQuality sets the quality of Godrays. 0 is low. 1 is medium. 2 is High. 3 is Ultra (recommended). It doesn't appear that there is a difference between low (0) and medium (1). Anything below Ultra (3) has been reported as causing the player character (PC) to pixelate.

Dependent upon:

  • bVolumetricLightingEnable=1

iVolumetricLightingQuality=0

iVolumetricLightingQuality=1

iVolumetricLightingQuality=2

iVolumetricLightingQuality=3
(Recommended)

Default is 0.

sAntiAliasing

sAntiAliasing sets the kind of anti-aliasing (AA) used. Leaving it blank disables AA. FXAA (Fast Approximate Anti-Aliasing) costs little performance, but blurs the image, albeit not as much as TAA. TAA (Temporal Anti-Aliasing) costs more performance than FXAA, reduces more jaggies, but can cause flickering at places. TAA can be further modified via the various fTAA- settings in Fallout4.ini > Display, but does not improve much.

Default is TAA. Recommended to leave it blank and use SMAA via ReShade.

sD3DDevice

sD3DDevice appears to only be used by the Fallout 4 Launcher to detect the correct preset. It has been verified that it is not used by the game itself, just the Launcher. If Fallout 4 is not using the correct graphics card, fix that elsewhere (i.e., the driver).

uiOrthoShadowFilter

uiOrthoShadowFilter

Default is 3.

uiShadowFilter

uiShadowFilter

Default is 3.

uPipboyTargetHeight

uPipboyTargetHeight

Fallout 4 Magazine Display

Default is 700.

uPipboyTargetWidth

uPipboyTargetWidth

Default is 876.

Retrieved from 'https://wiki.step-project.com/index.php?title=Guide:Fallout4Prefs_INI/Display&oldid=82510'

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Merge suggested
It has been suggested that (parts of) this page or section should be merged into Fallout 3 and New Vegas miscellaneous world objects. (discuss)
Table
A common working table with a Big Book of Science, a chemistry set and a schematic on it, with a footlocker underneath it.

The table is a furniture item used by persons for displaying and storing items. A table has a flat surface ('table top') for displaying items and three or more legs for supporting the table above the ground. However, there are exceptions where tables don't have legs and are columns of shelves. Tables are associated with chairs and couches. and are often accompanying them. A furniture set, for example booths, incorporate chairs and a table. Variants of the table include counters, desks, and utility carts. Tables are used in the Vault-TecVaults.

  • 1Fallout 3 table Models
    • 1.1Table Model #1 ('Metal Side table')
    • 1.2Table Model #2 ('Coffee table')
    • 1.3Table Model #3 ('Dining table')
    • 1.4Table Model #4 ('Working table')

Fallout 3 table Models

Table Model #1 ('Metal Side table')

The metal side tables have a ribbed display surface and two shelves. The tables are used in the Vaults.

Vault 101 Locations

  • Apartments

Table Model #2 ('Coffee table')

The wooden coffee tables consist of a larger and smaller table attached together. Both have an identical amorphous shape and have three legs for support. The tables are used in the Vaults.

Vault 101 Locations

  • Apartments
    • Lone Wanderer's Apartment (2259)

Table Model #3 ('Dining table')

The wooden dining tables are oval shaped. Built of a central piece and two drop leaves, the table tops are supported by two pairs of four legs. In each pair, there are two gate legs and two inner legs. The four legs are connected by stretchers. The tables are used in the Vaults.

Vault 101 Locations

  • Apartments
    • Lone Wanderer's Apartment (2259)

Table Model #4 ('Working table')

The metal working tables have a framed laminated surface supported by four legs. An oblong decoration, with four notches, is bolted to the front of the tables. The four legs have padded feet for protecting a floor. Usually, the tables are used for supporting laboratory sets and theiraccessories and slide projectors. Rarely, the tables are used for supporting other items, for example lockers and tables like it. Catia v5 full version free with crack. The tables are used in the Vaults.

Fallout 4 Model Stand

Vault 101 Locations

Game Mechanics

The player's character can place an item on a table, or remove an item from a table.

Retrieved from 'https://fallout.gamepedia.com/index.php?title=Table&oldid=1930896'




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