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.
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[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
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.
As part of the Unified Community Platform project, this wiki and 38 others will be migrated to the new platform in the next few weeks. Minimal changes are expected as part of this migration. Read more here.
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.