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This repository was archived by the owner on Feb 23, 2026. It is now read-only.
bThreads=true# All threads have priority above idle, process above normal, for adequate latency, prohibition on changing processor cores.
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bMemory=true# Replaced memory manager and scrap heap, also functions for working with memory.
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bFacegen=true# Enables facegen support and removes freezes.
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bIO=true# Replacing file search functions with a newer one and use OS file cache for less disk access (Actual only HDD).
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bLibDeflate=true# Replace old zlib decompression code with optimized libdeflate https://github.com/ebiggers/libdeflate.
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bProfile=true# Replacing outdated functions WritePrivateProfileStringA, GetPrivateProfileStringA, GetPrivateProfileIntA. They read INI files.
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bLoadScreen=false# Black loading screen.
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bDropItem=true# Extends structure BSExtraCount from a 16-bit number to a 32-bit number. Allows you to throw things away up to 2.147.483.647.
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bUpscaler=false# [Experimental] Increase FPS due to scaling, requires Win 8.1 and newer, without conflict ENB (no dlss, no fsr).
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bThreads=true# All threads have priority above idle, process above normal, for adequate latency, prohibition on changing processor cores.
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bMemory=true# Replaced memory manager and scrap heap, also functions for working with memory.
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bFacegen=true# Enables facegen support and removes freezes.
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bIO=true# Replacing file search functions with a newer one and use OS file cache for less disk access (Actual only HDD).
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bLibDeflate=true# Replace old zlib decompression code with optimized libdeflate https://github.com/ebiggers/libdeflate.
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bProfile=true# Replacing outdated functions WritePrivateProfileStringA, GetPrivateProfileStringA, GetPrivateProfileIntA. They read INI files.
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bLoadScreen=false# Black loading screen.
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bDropItem=true# Extends structure BSExtraCount from a 16-bit number to a 32-bit number. Allows you to throw things away up to 2.147.483.647.
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bUpscaler=false# [Experimental] Increase FPS due to scaling, requires Win 8.1 and newer, without conflict ENB (no dlss, no fsr).
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[Fixes] # Common fixes
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bInitTints=true# Removes the block on loading NPCs tints of the Fallout4.esm file, as well as for NPCs with set the IsChargenPresent flag.
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bLODDistance=true# Fixes bugs when toggling references with LOD causing LOD to briefly enable and disable by removing the "Has Distant LOD" and "Visible When Distant" flag checks: https://www.youtube.com/watch?v=hgMm9Z8lHfU.
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[Fixes] # Common fixes
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bInitTints=true# Removes the block on loading NPCs tints of the Fallout4.esm file, as well as for NPCs with set the IsChargenPresent flag.
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bLODDistance=true# Fixes bugs when toggling references with LOD causing LOD to briefly enable and disable by removing the "Has Distant LOD" and "Visible When Distant" flag checks: https://www.youtube.com/watch?v=hgMm9Z8lHfU.
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[AE_NG_Fixes] # Only NG-AE version game. Already present in Buffout 4, but are missing in Buffout 4 NG (at time 28.09.2024).
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bGreyMovies=true# Fixes a bug where movies that don't define "BackgroundAlpha" on their movie root could load with a grey background.
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bPackageAllocateLocation=true# Fixes a crash when allocating the location for a package.
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bWarningCreateTexture2D=false# Warns when a call to CreateTexture2D fails.
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[AE_NG_Fixes] # Only NG-AE version game. Already present in Buffout 4, but are missing in Buffout 4 NG (at time 28.09.2024).
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bGreyMovies=true# Fixes a bug where movies that don't define "BackgroundAlpha" on their movie root could load with a grey background.
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bPackageAllocateLocation=true# Fixes a crash when allocating the location for a package.
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bWarningCreateTexture2D=false# Warns when a call to CreateTexture2D fails.
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[Additional]
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uScaleformPageSize=256# The page size (in KB), vanilla size is 64. More, better, but the higher the memory consumption. Limit 2Mb (2048), number must be a multiple of 8 (Need bMemory patch).
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uScaleformHeapSize=512# The heap size (in MB), vanilla size is 128. This is all the available memory, out of memory = CTD. Limit 2Gb (2048), number must be a multiple of 8 (Need bMemory patch).
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bUseNewRedistributable=false# Replaces the old redistributable with a new one. If option is enabled, reports will include X-Cell in case of errors related to copying or comparing memory (Need bMemory patch).
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bOutputRTTI=false# Create file "<FALLOUT4_DIR>\\Data\\F4SE\\Plugins\\rtti-x-cell.txt" with rtti info.
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bUseIORandomAccess=false# Activate a prompt for the system that you need to use a cache with random access, otherwise it will be sequential (Need bIO patch).
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bDbgFacegenOutput=false# Debugging messages about the presence of facegen in the NPC in console and log (Need bFacegen patch).
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uScaleformPageSize=256# The page size (in KB), vanilla size is 64. More, better, but the higher the memory consumption. Limit 2Mb (2048), number must be a multiple of 8 (Need bMemory patch).
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uScaleformHeapSize=512# The heap size (in MB), vanilla size is 128. This is all the available memory, out of memory = CTD. Limit 2Gb (2048), number must be a multiple of 8 (Need bMemory patch).
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bUseNewRedistributable=false# Replaces the old redistributable with a new one. If option is enabled, reports will include X-Cell in case of errors related to copying or comparing memory (Need bMemory patch).
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bOutputRTTI=false# Create file "<FALLOUT4_DIR>\\Data\\F4SE\\Plugins\\rtti-x-cell.txt" with rtti info.
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bUseIORandomAccess=false# Activate a prompt for the system that you need to use a cache with random access, otherwise it will be sequential (Need bIO patch).
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bDbgFacegenOutput=false# Debugging messages about the presence of facegen in the NPC in console and log (Need bFacegen patch).
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[PostProccessing] # Need Upscaler patch
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fDisplayScale=0.85# Scaling in for the game screen, 1.0 means native dimensions. Range: [0.5, 1]
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bNoUseOriginalTAA=true# Do not use Bethesda mix post effects with TAA, which causes slight ripples, will be used FXAA by Bethesda and TAA by AMD.
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[PostProccessing] # Need Upscaler patch
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fDisplayScale=0.85# Scaling in for the game screen, 1.0 means native dimensions. Range: [0.5, 1]
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bNoUseOriginalTAA=true# Do not use Bethesda mix post effects with TAA, which causes slight ripples, will be used FXAA by Bethesda and TAA by AMD.
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