Fallout.ini (Gamebryo)

Fallout.ini is the configuration file in which the basic and default settings are deposited, the Gamebryo engine needs to run Fallout 3 and Fallout: New Vegas properly on any personal computer. It contains values about audio and graphical options, background processes, implementation of the Havok Physics engine, and many more.
==Overview==
The Fallout.ini, together with the FalloutPrefs.ini, is created when for the first time the launcher of the game is started. It is then saved in the user's My Game directory. It normally remains unchanged, though the Fallout: New Vegas version is overwritten with default values each time the game is started via Steam.
There are several types of variables, determining the possible values one can have.
*Variables starting with b: Boolean variables. They can only have the valid values of 0 and 1, where 0 means "false" or "disabled", and 1 means "true" or "enabled".
*Variables starting with f: Floating-point numbers, using up to 6 decimal places. The console command creates a configuration file, where all these are cut down to 4 decimal places, while the command puts them out with only 2. Usage of them in the G.E.C.K. is also often reduced to 4 or 2 decimal places.
* Variables starting with i: Integers. They can be either positive or negative.
* Variables starting with r: Colors. They are composed of the three RGB values (ranging from 0 to 255), divided by commas and without blanks.
* Variables starting with s/S: Strings. Values are plain text without quotation marks. Often used for file references or to display text.
* Variables starting with u: Unsigned integers. They have always positive values.
Some comments are contained, lines starting with ;.
The variables are organized in sections, with some appearing in more than one section. Also some variables are contained in both configuration files, the Fallout.ini and the FalloutPrefs.ini, where the former determine the default values and the latter the values used by the game when playing it (with one definite and one possible exception: iPresentInterval and iRadialBlurLevel).
The sections and variables are in no specific order. Some variables appear twice in the same section, in which case it's unclear which value is taken into account by the game, though it can be assumed, that this would be the first one. Even faulty entries exist. For some variables it is unknown if the game really uses them. Some possible variables aren't listed at all, but default values for them are hard-coded.
There are many guides and utilities spread across the web, regarding optimization, cleaning, and tweaking for an audio-visual appearance exceeding the game's ultra settings.
==Editing==
It is strongly recommended to, before doing any changes to game files at all, make a backup copy of them. In addition it is wise to do changes step-by-step, so that unwanted effects can easily be reverted.
Editing the file can lead to game crashes, strange visual behavior, more errors or even a blue screen. In the worst case all changes can be undone by deleting the Fallout.ini from its directory, so the game will create a new, default one with the next start.
A file of this type can be edited with any text editor, though it is recommended to use a simple one – such as Windows' Notepad – to avoid unallowed symbols or unwished formatting.
Sections are defined by square brackets around the name, e.g. [Audio]. Only the first section with a specific label is taken into account, a second section with the same name would be completely ignored.
Variables have to be put into the according section, to be taken into account by the game, with their value following a = in the same line.
Removing the value of a variable or the variable at all will not disable the according setting, instead the default value will be used by the game. This doesn't count for string variables, which use nothing if their value is set to empty.
Though floating-point variables may have up to 4 decimal places, it is recommended to cut them down to the last digit that is not 0. In rare cases values with high numbers, e.g. 1800.0000, might be read incorrect by the game engine and cause bugs, if not altered to e.g. 1800.
Text after a ; isn't regarded by the game and can serve for annotations. It doesn't matter, if this is done in an extra line, or directly after a valid value, though the latter isn't recommended. This way it is possible to disable variables or placing comments. A good way to make reverts easier would be to copy the entry, the change shall be applied to, and inserting it below with the altered value, then commenting the original value out.
;Fallout: New Vegas
The Fallout: New Vegas version of the file is read-only, and changing it will result in nothing, because Steam overwrites it with the default version each time the game is started.
A workaround would be to change the template itself, in which case the backup is even more recommended.
A better way to apply changes to this file, would be a "custom" configuration file. It is possible to make a copy of the original Fallout.ini, and rename it to FalloutCustom.ini. The game then uses this file over the default one, and it is not overwritten by Steam. Though this method has a small restriction: No variables, that are not already part of the default file, can be added, at least not with any effect.
===A word about "tweaking"===
This guide isn't intended as a tweaking guide. There are better ones – more focused, less blown up, more fun to read. (See the credits for some examples.) Instead it's more of a documentation and shall serve as a reference.
Though it's possible to use it for such a purpose…
Nukapedia doesn't take any responsibility for consequences to your game, your saves, or your PC, if you edit game files by using comments and instructions, listed on this page.
On modern hardware Fallout 3 and Fallout: New Vegas with all their add-ons should be automatically put to ultra settings by the launcher, when the default option is used. And run well on your computer. However there are possibilities to change some things, both, the audio-visual game appearance, as well as game mechanics. Be warned again, that such changes might have unwanted consequences, such as low performance, crashes, even corrupted save games, and worse. In addition many of these promising variables, listed below, are exactly this: promising – and nothing more. Some have a huge impact on the appearance of the game, some do simply nothing, or at least nothing remarkable. This documentation tries to cover these things, but doesn't claim to be absolutely accurate and complete.
===File locations===
====Fallout.ini====
The Fallout.ini can by default be found in the user's My Games directory, together with the Saves\. The exact path differs by operating system.
On Windows Vista and later, assuming C:\ as the user profile drive, it is located under
 C:\Users\USERNAME\Documents\My Games\Fallout3\
 C:\Users\USERNAME\Documents\My Games\FalloutNV\
On Windows XP, assuming C:\ as the user profile drive, it is located under
 C:\Documents and Settings\USERNAME\My Documents\My Games\Fallout3\
 C:\Documents and Settings\USERNAME\My Documents\My Games\FalloutNV\
====Fallout_default.ini====
The template for this file can be found in the installation directory of the game. It is named Fallout_default.ini. This is also the file to be edited – if wished! – when applying changes for the Fallout: New Vegas Steam version. Locating it is dependent on some more conditions; the default installation path is assumed, using C:\ as the installation drive.
On a 32-bit Windows, game installed via Steam:
 C:\Program Files\Steam\steamapps\common\Fallout 3\
 C:\Program Files\Steam\steamapps\common\Fallout New Vegas\
On a 64-bit Windows, game installed via Steam:
 C:\Program Files (x86)\Steam\steamapps\common\Fallout 3\
 C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\
On a 32-bit Windows, game installed off Steam:
 C:\Program Files\Bethesda Softworks\Fallout 3\
On a 64-bit Windows, game installed off Steam:
 C:\Program Files (x86)\Bethesda Softworks\Fallout 3\
===Clean and default version===
With the use of the console a configuration file can be created that contains only the hard-coded default values. This can serve as a reference, but shouldn't be used for playing the game because it lacks many variables existing in the default file.
Whenever in the following tables a comment exists, "Not part of the default file", then that specific variable is taken from this file.
To get this file the game has to be started (preferrably with default settings), then the existing file has to be deleted. Back in the game open the console by using the key directly left of the 1 and below Esc. On a US keyboard this is ~, the label of the key varies by country specific keyboard layouts. Type and Enter, and a new file will be created. You can copy this to a safe location, but should – as mentioned – replace it with it's original version after quitting the game.
==Technical background==
Distances are measured in game units, where 64.0000 units equal 1 yard, or around 70 units 1 meter.
Some terms will appear frequently:
* AI, Artificial intelligence – Scripts and calculations used to determine actors' behavior
* Bloom – Visual effect related to lighting
* FOV, Field of view – The visual field the player has, as degrees of an angle
* FPS, Frames per second, aka frame rate – The frequency of displayed frames in the game, normally defined by monitor settings, but dependent on the performance. Low performance means low FPS.
* HDR, High-dynamic-range rendering – Visual effect related to lighting
* IK, Inverse Kinematics – In combination with certain body parts related to the ragdoll system
* LOD, Level of detail – The amount of details shown, the complexity of objects, depending on the distance to the player
* Ragdoll – A system used by the game engine to coordinate physics effects and actors' skeletons
* Shader – Technology used to display graphics and do rendering
==Sections and variables==
In the following tables all possible sections and variables are listed – those initially created by the game, those that can be added, faulty ones, also those which don't seem to have any purpose. Just a few variables appear in only one of the games, a few more have different values for each game.
Those that are not part of the default file, as it is created by the game, are taken from that one, that can be created via the console command – see above.
Many variables appear in the G.E.C.K. configuration file, GECKCustom.ini, too, though sometimes with different values. Also that file contains additional variables and even whole sections.
Unfortunately no official and publicly accessible documentation exists, so the effects and actual use of many variables remain unclear.
===[Absorb]===
* It is unknown which effects these settings have, so it is not advised to edit them.
* They are present in the original file.
* They are not created by the console command.
* This is the only section, whose entries can also be found in the game settings in the G.E.C.K, if at least the Fallout.esm or FalloutNV.esm is loaded, with the same values. It is unknown, which of these settings would gain the upper hand, if the values in the Fallout.ini would be altered.
Variable 	Default value
fAbsorbBoltGrowWidth 	0.000000
fAbsorbBoltSmallWidth 	7.000000
fAbsorbBoltsRadius 	5.000000
fAbsorbCoreColorB 	1.000000
fAbsorbCoreColorG 	1.000000
fAbsorbCoreColorR 	1.000000
fAbsorbGlowColorB 	1.000000
fAbsorbGlowColorG 	0.600000
fAbsorbGlowColorR 	0.000000
fAbsorbSegmentVariance 	7.000000
fAbsorbTortuosityVariance	2.000000
iAbsorbNumBolts 	1
===[AnimationWarning]===
* It is unknown which effects these settings have, so it is not advised to edit them.
* They are not present in the original file.
* They are present in the GECKCustom.ini.
Variable 	Default value
bClampWarning 	0
bPriorityWarning	0
===[Archive]===
* This section manages the game's use of BSA archives.
* It is present in the original file.
* Only those entries, that appear for both games, are created by the console command.
* It is present in the GECKCustom.ini, though with slightly different values.
Variable 	Default value 	Default value 	Effect 	Comment
Variable 	Fallout 3 	Fallout: New Vegas 	Effect 	Comment
bCheckRuntimeCollisions 	0 	0 	Unknown. Possibly unused. 	
bInvalidateOlderFiles 	0 	1 	Determines, if newer versions of files are used rather than those in BSA archives. 	Has to be set to 1 for Fallout 3, if modified files are used, from mods for example.
bUseArchives 	1 	1 	Determines, if BSA archives are used at all. Possibly unused. 	Shouldn't be changed.
iRetainDirectoryStringTable 	1 	1 	Unknown. Possibly unused. 	
iRetainFilenameOffsetTable 	1 	1 	Unknown. Possibly unused. 	
iRetainFilenameStringTable 	1 	1 	Unknown. Possibly unused. 	
SArchiveList 	Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa	Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa	Presumably determines the main BSA archives, used by the base game. Possibly unused. 	
SInvalidationFile 	ArchiveInvalidation.txt 	ArchiveInvalidation.txt 	Name of the file with informations about priorities of BSA archives and loose files other than their timestamp. Possibly unused.	Archive invalidation is a method that allows the game to manage the priority of BSA archives and loose files. Most mod managers have an implemented management for this, and special mods can be found that handle this matter as well.
SMasterMeshesArchiveFileName 	Fallout - Meshes.bsa 	 	Unknown. Possibly unused. 	
SMasterMeshesArchiveFileName 	Fallout - Meshes.bsa 	 	Unknown. Possibly unused. 	
SMasterMiscArchiveFileName 	Fallout - Misc.bsa 	 	Unknown. Possibly unused. 	
SMasterSoundsArchiveFileName 	Fallout - Sound.bsa 	 	Unknown. Possibly unused. 	
SMasterTexturesArchiveFileName1	Fallout - Textures.bsa 	 	Unknown. Possibly unused. 	
SMasterVoicesArchiveFileName1 	Fallout - Voices.bsa 	 	Unknown. Possibly unused. 	
SMasterVoicesArchiveFileName2 	Fallout - MenuVoices.bsa 	 	Unknown. Possibly unused. 	
===[Audio]===
* This section manages nearly all audio related settings.
* The variables are mostly present in the original file.
* Many of them are present in the GECKCustom.ini, though with slightly different values.
Variable 	Default value	Default value 	Effect 	Comment
Variable 	Fallout 3 	Fallout: New Vegas	Effect 	Comment
bEnableAudio 	1 	1 	Determines if audio is used at all. 	
 	1 	1 	Determines if audio data can be cached. 	See also iAudioCacheSize and iMaxSizeForCachedSound.
bEnableEnviroEffectsOnPC 	0 	0 	Determines if EAX effects are used. 	Enabling this can cause a blue screen error on some PCs, but works well on others.
 	 	0 	Unknown. Possibly unused. 	There is one related variable in Fallout: New Vegas, fTextToSpeechVolume, though it isn't used with this one disabled.
 	0 	0 	Determines if audio related processes may take use of multi-core CPUs. 	It's strongly recommended not to change this value even on quad-core PCs because a game crash would be nearly guaranteed.
bUseAudioDebugInformation 	1 	1 	Unknown. 	
fASFadeInTime 	3.000000 	2.000000 	Unknown. 	
fASFadeOutTime 	10.000000 	10.000000 	Unknown. 	
fASFadeStartTime 	 	2.000000 	Unknown. 	Not part of the default file.
fAudioDebugDelay 	0.000000 	0.000000 	Unknown. 	This entry appears twice, one time without the decimal places.
fChainLargeMassMin 	30.000000 	30.000000 	Unknown. Possibly unused. 	Not part of the default file, though related entries are.
fChainMediumMassMin 	5.000000 	5.000000 	Unknown. Possibly unused. 	Not part of the default file, though related entries are.
fCollisionSoundHeavyThreshold 	60.000000 	60.000000 	Unknown. 	
fCreatureRadioMax 	2000.000000 	2000.000000 	Presumably the maximum distance a creature would be able to hear sounds from. Possibly unused. 	Not part of the default file.
fCreatureRadioMin 	200.000000 	200.000000 	Presumably the minimum distance to a creature that is necessary to avoid being heard by it. Possibly unused. 	Not part of the default file.
fDawnTime 	 	5.000000 	Presumably the time on a 24-h scale at which dawn related environment sound effects start to play. 	Not part of the default file.
fDayTime 	 	8.000000 	Presumably the time on a 24-h scale at which daytime related environment sound effects start to play. 	Not part of the default file.
fDBVoiceAttenuationIn2D 	2.000000 	2.000000 	Unknown. 	
fDefaultEffectsVolume 	1.000000 	1.000000 	Default volume for effect sounds, like firing a weapon, navigating through the Pip-Boy, or menu clicks. 	Overwritten by the same entry in FalloutPrefs.ini.
fDefaultFootVolume 	0.500000 	0.500000 	Default volume for NPC's footsteps. See also fPlayerFootVolume. 	Overwritten by the same entry in FalloutPrefs.ini.
fDefaultMasterVolume 	1.000000 	1.000000 	Default main volume that affects all other sound volumes. 	Overwritten by the same entry in FalloutPrefs.ini.
fDefaultMusicVolume 	0.300000 	0.600000 	Default volume for the music playing without an enabled radio station. 	Overwritten by the same entry in FalloutPrefs.ini.
fDefaultRadioVolume 	0.500000 	0.500000 	Default volume for speech and music from a radio station. 	Overwritten by the same entry in FalloutPrefs.ini.
fDefaultVoiceVolume 	0.750000 	0.600000 	Default volume for speech. 	Overwritten by the same entry in FalloutPrefs.ini.
fDialogHitSoundCooldownMax 	 	4.000000 	Unknown. 	Not part of the default file.
fDialogHitSoundCooldownMin 	 	2.000000 	Unknown. 	Not part of the default file.
fDialogMaxDistance 	1800.000000 	2000.000000 	The maximum distance at which speech can be heard. 	
fDialogMinDistance 	125.000000 	600.000000 	The distance at which speech can be heard in its full magnitude. 	
fDialogReverbAttenuation 	 	0.150000 	Unknown. 	
fDialogueFadeDecibels 	6.000000 	6.000000 	Unknown. 	
fDialogueFadeSecondsIn 	2.000000 	2.000000 	Unknown. 	
fDialogueFadeSecondsOut 	1.000000 	1.000000 	Unknown. 	
fDialogueHeadPitchExaggeration	2.000000 	2.000000 	Unknown. 	
fDialogueHeadRollExaggeration 	2.000000 	2.000000 	Unknown. 	
fDialogueHeadYawExaggeration 	2.000000 	2.000000 	Unknown. 	
fDuskTime 	 	18.000000 	Presumably the time on a 24-h scale at which dusk related environment sound effects start to play. 	Not part of the default file.
fEarthLargeMassMin 	30.000000 	30.000000 	Unknown. Possibly unused. 	
fEarthMediumMassMin 	5.000000 	5.000000 	Unknown. Possibly unused. 	
fFilterdBAttenuation 	11.500000 	11.500000 	Unknown. 	
fFilterDistortionGain 	-7.500000 	-7.500000 	Unknown. 	
fFilterPEQGain 	-15.000000 	-15.000000 	Unknown. 	
fGlassLargeMassMin 	25.000000 	25.000000 	Unknown. Possibly unused. 	Not part of the default file, though related entries are.
fGlassMediumMassMin 	8.000000 	8.000000 	Unknown. Possibly unused. 	Not part of the default file, though related entries are.
fHardLandingDamageThreshold 	500.000000 	500.000000 	Unknown. 	
 	0.950000 	0.950000 	Unknown. 	Not part of the default file. See also fLargeWeaponWeightMin.
 	25.000000 	25.000000 	Possibly a definition for fLargeWeaponSpeedMax, at which weight a weapon would be a heavy weapon, though weapons in Fallout 3 and Fallout: New Vegas can be considered as heavy with a weight of 12. Judging by the value 25 this could be a legacy variable from Oblivion, the previous Bethesda game created with the same engine, where weapons were heavier in general. 	Not part of the default file.
fMainMenuMusicVolume 	0.600000 	0.600000 	The volume for the music while in the main menu without a save loaded. 	
fMasterVolumeMult 	 	1.300000 	Unknown. 	
fMaxFootstepDistance 	1100.000000 	1100.000000 	Presumably the maximum distance at which footsteps can be heard. 	
 	1.100000 	1.100000 	Unknown. 	Not part of the default file. See also fMediumWeaponWeightMin.
 	8.000000 	8.000000 	Possibly a definition for fMediumWeaponSpeedMax, at which weight a weapon would be of medium weight, though weapons in Fallout 3 and Fallout: New Vegas can be considered as of medium weight with a value of 6. Judging by the value 8 this could be a legacy variable from Oblivion, the previous Bethesda game created with the same engine, where weapons were heavier in general.	Not part of the default file.
fMetalLargeMassMin 	25.000000 	25.000000 	Unknown. Possibly unused. 	
fMetalMediumMassMin 	8.000000 	8.000000 	Unknown. Possibly unused. 	
fMinSoundVel 	90.000000 	10.000000 	Unknown. 	Not part of the default Fallout: New Vegas file.
fNightTime 	 	20.000000 	Presumably the time on a 24-h scale at which nighttime related environment sound effects start to play. 	Not part of the default file.
 	0.650000 	0.650000 	The volume of the player's footsteps. 	
fRadioDialogMute 	0.500000 	0.500000 	Unknown. 	
fRadioStaticAtOuterRadiusPct 	0.100000 	0.100000 	Unknown. Presumably the percentage of radio station related sound, if tuned in, when out of reach of the signal. 	Not part of the default file.
fRegionLoopFadeInTime 	5.000000 	5.000000 	Unknown. 	
fRegionLoopFadeOutTime 	5.000000 	5.000000 	Unknown. 	
fSkinLargeMassMin 	30.000000 	30.000000 	Unknown. Possibly unused. 	
fSkinMediumMassMin 	5.000000 	5.000000 	Unknown. Possibly unused. 	
fStoneLargeMassMin 	30.000000 	30.000000 	Unknown. Possibly unused. 	
fStoneMediumMassMin 	5.000000 	5.000000 	Unknown. Possibly unused. 	
 	 	0.350000 	Presumably the volume that is used when bEnableTextToSpeech is set to 1. 	
fWoodLargeMassMin 	15.000000 	15.000000 	Unknown. Possibly unused. 	
fWoodMediumMassMin 	7.000000 	7.000000 	Unknown. Possibly unused. 	
iAttenuationDialogMenuMute 	3000 	3000 	Unknown. 	Not part of the default file.
iAttenuationEffectiveSilence 	9000 	9000 	Unknown. 	Not part of the default file.
 	2048 	2048 	The cache size in KB used, if bEnableAudioCache is 1. 	See also bEnableAudioCache. Can be increased together with iMaxSizeForCachedSound. Small steps and multiples of 1024 are recommended.
iAudioHWThread 	2 	2 	Unknown. 	Not part of the default file. Seems unrelated to bMultiThreadAudio.
iCollisionSoundTimeDelta 	150 	150 	Unknown. 	
iMaxFX 	128 	128 	Presumably the maximum number of sound effects being played simultaneously. 	Not part of the default file.
iMaxImpactSoundCount 	32 	32 	Presumably the maximum number of projectile impact sounds being played simultaneously. 	
 	256 	256 	The maximum number of sounds being cached. 	See also bEnableAudioCache. Can be increased together with iAudioCacheSize. Small steps and multiples of 64 are recommended.
iMusicSynchOverride 	0 	0 	Unknown. 	Not part of the default file.
iMusicTransitionInMS 	1000 	1000 	Unknown. 	Not part of the default file.
iRadioStationTimeout 	1000 	1000 	Unknown. 	Not part of the default file.
iRadioUpdateInterval 	250 	250 	Unknown. 	
iVoiceDecodeBufferSize 	32768 	32768 	Unknown. 	Not part of the default file.
===[BackgroundLoad]===
* These settings manage how various processes are handled by the game: loading those in the background can reduce stutter, but may also reduce performance.
* Most of these entries are present in the original file.
* Some entries are not created by the console command.
* Some are present in the GECKCustom.ini.
Variable 	Default value	Effect 	Comment
bBackgroundCellLoads 	1 	Determines if cells are loaded in the background. 	
bBackgroundLoadLipFiles 	0 	Determines if lip synch files are loaded in the background. 	
bBackgroundPathing 	1 	Presumably determines if pathfinding processes are calculated in the background. 	Also part of [Pathfinding]; though the correct section would indeed be [Pathfinding], judging by the entry created via the command, a possible change should be applied to both sections.
bCloneModelsInBackground 	0 	Determines if cloning of models is loaded in the background. 	Also part of [MAIN]; changes should be applied to both sections.
bLoadBackgroundFaceGen 	0 	Determines if face generating processes are loaded in the background. Possibly unused.	
bLoadHelmetsInBackground 	1 	Determines if headwear is loaded in the background. 	
 	0 	Determines if certain cells are unloaded after fast travelling. 	See also bPreemptivelyUnloadCells.
bUseBackgroundFileLoader 	0 	Unknown. Possibly unused. 	Judging by the name this could be a requirement for other variables, though some of them are enabled by default, while this is disabled.
bUseMultiThreadedFaceGen 	1 	Determines if face generating processes are split into multiple threads. 	
bUseMultiThreadedTrees 	1 	Determines if tree related processes are split into multiple threads. Possibly unused.	
fBackgroundLoadClonedPerLoop 	5.000000 	Possibly the number of clones loaded in one background loading cycle. 	
fBackgroundLoadingPerLoop 	20.000000 	Possibly the number of processes loaded in one background loading cycle. 	
iAnimaitonClonePerLoop 	5 	None. 	This is a faulty entry. The correct one also exists.
 	5 	Possibly the number of cloned animations during one background load cycle. 	
iBackgroundLoadExtraMax 	3000 	Unknown. 	
iBackgroundLoadExtraMaxFPS 	20 	Unknown. 	
iBackgroundLoadExtraMilliseconds 	2 	Unknown. 	
iBackgroundLoadExtraMin 	5 	Unknown. 	
iBackgroundLoadExtraMinFPS 	10 	Unknown. 	
iBackgroundLoadFaceMult 	200 	Unknown. 	
iBackgroundLoadLoading 	1 	Unknown. 	
iBackgroundLoadMilliseconds 	1 	Unknown. 	
iBackgroundLoadTreeMilliseconds 	7 	Unknown. 	
iExteriorPriority 	50 	Unknown. 	
iPostProcessMilliseconds 	5 	Unknown. 	Not part of the default file.
iPostProcessMillisecondsEditor 	50 	Unknown. Possibly unused. 	Not part of the default file.
iPostProcessMillisecondsLoadingQueuedPriority	20 	Unknown. 	Not part of the default file.
iPostProcessTaskWarningMilliseconds 	20 	Unknown. Possibly unused. 	Not part of the default file.
===[bLightAttenuation]===
* These settings handle how light in general is created by the engine.
* They are present in the original file.
* They are present in the GECKCustom.ini.
Variable 	Default value	Effect 	Comment
bOutQuadInLin 	0 	Related to the quadratic method of light creation. 	
bUseConstant 	0 	Determines if the constant method is used for light creation. 	
bUseLinear 	0 	Determines if the linear method is used for light creation. 	
bUseQuadratic 	1 	Determines if the quadratic method is used for light creation.	
fConstantValue 	0.000000 	Related to the constant method of light creation. 	
fFlickerMovement 	8.000000 	Unknown. 	
fLinearRadiusMult 	1.000000 	Related to the linear method of light creation. 	
fLinearValue 	3.000000 	Related to the linear method of light creation. 	
fQuadraticRadiusMult	1.000000 	Related to the quadratic method of light creation. 	
fQuadraticValue 	16.000000 	Related to the quadratic method of light creation. 	
uLinearMethod 	1 	Related to the linear method of light creation. 	
uQuadraticMethod 	2 	Related to the quadratic method of light creation. 	
===[BlurShader]===
* This section covers the various settings for bloom screen effects.
* It is present in the original file.
* It is present in the GECKCustom.ini, though with slightly different values.
Variable 	Default value	Effect 	Comment
bUseBlurShader 	1 	Determines if bloom effects are used at all. 	Overwritten by the same entry in FalloutPrefs.ini.
fAlphaAddExterior	0.200000 	Unknown. 	
fAlphaAddInterior	0.700000 	Unknown. 	
fBlurRadius 	0.030000 	Unknown. 	
fSIEmmisiveMult 	1.000000 	Unknown. 	
fSISpecularMult 	1.000000 	Unknown. 	
fSkyBrightness 	0.500000 	Presumably a modifier for the brightness of the sky. 	
fSunBrightness 	0.000000 	Presumably a modifier for the brightness of the sun. 	
fSunlightDimmer 	1.000000 	Presumably a modifier for the brightness of the sun. 	
iBlendType 	2 	Unknown. 	
iBlurTexSize 	256 	Determines the size of the textures used for blur effects.	
iNumBlurpasses 	1 	Unknown. 	
===[BlurShaderHDR]===
* This section covers the various settings for HDR screen effects.
* It is present in the original file.
* It is present in the GECKCustom.ini, though with different values.
Variable 	Default value	Effect 	Comment
bDoHighDynamicRange	1 	Determines if HDR effects are used at all. 	Overwritten by the same entry in FalloutPrefs.ini.
fBlurRadius 	7.000000 	Unknown. 	
fBrightClamp 	0.225000 	Unknown. 	
fBrightScale 	2.250000 	Unknown. 	
fEmissiveHDRMult 	1.000000 	Unknown. 	
fEyeAdaptSpeed 	0.500000 	The time a light adaptation effect needs. 	
fGrassDimmer 	1.500000 	Unknown. 	
fSIEmmisiveMult 	1.000000 	Unknown. 	
fSISpecularMult 	1.000000 	Unknown. 	
fSkyBrightness 	0.500000 	Presumably a modifier for the brightness of the sky.	
fSunBrightness 	0.000000 	Presumably a modifier for the brightness of the sun.	
fSunlightDimmer 	1.500000 	Presumably a modifier for the brightness of the sun.	
fTargetLUM 	1.000000 	Unknown. 	
fTreeDimmer 	1.000000 	Unknown. 	
fUpperLUMClamp 	1.000000 	Unknown. 	
iBlendType 	2 	Unknown. 	
iNumBlurpasses 	1 	Unknown. 	
===[BlurShaderHDRInterior]===
* This section covers the various settings for interior HDR screen effects.
* It is present in the original file.
* It is present in the GECKCustom.ini.
Variable 	Default value	Effect 	Comment
fBlurRadius 	7.000000 	Unknown. 	
fBrightClamp 	0.225000 	Unknown. 	
fBrightScale 	2.250000 	Unknown. 	
fEmissiveHDRMult	1.000000 	Unknown. 	
fEyeAdaptSpeed 	0.500000 	The time a light adaptation effect needs.	
fTargetLUM 	1.000000 	Unknown. 	
fUpperLUMClamp 	1.000000 	Unknown. 	
iNumBlurpasses 	1 	Unknown. 	
===[BudgetCaps]===
* This section seems to handle the maximum number of certain processes, in order to retain a good game performance.
* They all are possibly unused by the game.
* It is not present in the original file.
* It is present in the GECKCustom.ini.
Variable 	Default value
bIncludeWaterInMNumberCalculations	1
fMaxMsUsagePerFrame 	28.000000
fMsActiveRefCount 	0.050000
fMsActorRefCount 	0.245000
fMsAnimatedObjectsCount 	0.050000
fMsDecalCount 	0.001000
fMsEmittersCount 	0.010000
fMsGeometryCount 	0.010000
fMsHavokTriCount 	0.001000
fMsLightCount 	0.010000
fMsLightExcessGeometry 	0.010000
fMsParticlesCount 	0.001000
fMsRefCount 	0.021000
fMsTriangleCount 	0.000100
fMsWaterCount 	0.100000
uActiveRefCount 	100
uActiveRefCountInterior 	100
uActorMemoryBudgetCap 	10485760
uActorRefCount 	20
uActorRefCountInterior 	20
uAnimatedObjectsCount 	50
uAnimatedObjectsCountInterior 	50
uCityLODBudgetAdjustment 	5242880
uDecalCount 	500
uDecalCountInterior 	500
uEmittersCount 	50
uEmittersCountInterior 	50
uGeometryCount 	1000
uGeometryCountInterior 	1000
uGeometryMemory 	5242880
uGeometryMemoryInterior 	10485760
uHavokTriCount 	5000
uHavokTriCountInterior 	5000
uLightCount 	10
uLightCountInterior 	10
uLightExcessGeometry 	100
uLightExcessGeometryInterior 	5
uLoadedAreaNonActorMemoryBudgetCap	185597952
uParticlesCount 	5000
uParticlesCountInterior 	5000
uRefCount 	700
uRefCountInterior 	1000
uTextureMemory 	20971520
uTextureMemoryInterior 	104857600
uTriangleCount 	100000
uTriangleCountInterior 	100000
uWastelandLODBudgetAdjustment 	20971520
uWaterCount 	10
uWaterCountInterior 	10
uWaterMemory 	5242880
uWaterMemoryInterior 	10485760
===[CameraPath]===
* This section seems to handle some camera related processes. It possibly contains legacy variables for testing purposes.
* It is present in the original file.
Variable 	Default value 	Effect
iFPS 	60 	Unknown. Possibly the value for a fixed framerate.
iTake 	0 	Unknown.
SDirectoryName	TestCameraPath 	Unknown. Possibly the output path for camera recordings.
SNif 	Test\CameraPath.nif	Unknown. Possibly unused.
===[Combat]===
* At this time it is unknown if changes have effect on the game.
* It is not present in the original file.
Variable 	Default value	Effect 	Comment
bAimSights 	0 	Unknown. 	Unrelated to bIronSightsZoomEnable and to bTrueIronSights in the FalloutPrefs.ini.
bDebugCombatArea 	0 	Unknown. Debug feature. Possibly unused. 	
bDebugCombatAttackerText 	0 	Unknown. Debug feature. 	
bDebugCombatCoverReservations 	0 	Unknown. Debug feature. Possibly unused. 	
bDebugCombatCoverReservationsText	0 	Unknown. Debug feature. 	
bDebugCombatCoverSearch 	0 	Unknown. Debug feature. 	
bDebugCombatCoverSearch2 	0 	Unknown. Debug feature. 	
bDebugCombatCoverSearchText 	0 	Unknown. Debug feature. 	
bDebugCombatDetectionEvents 	0 	Unknown. Debug feature. 	
bDebugCombatGroupClusters 	0 	Unknown. Debug feature. 	
bDebugCombatGroups 	0 	Unknown. Debug feature. 	
bDebugCombatGroups2 	0 	Unknown. Debug feature. Possibly unused. 	
bDebugCombatGuardRadius 	0 	Unknown. Debug feature. 	
bDebugCombatProjectileLOS 	0 	Unknown. Debug feature. Possibly unused. 	
bDebugCombatSearch 	0 	Unknown. Debug feature. Possibly unused. 	
bDebugCombatTargets 	0 	Unknown. Debug feature. Possibly unused. 	
bDebugCombatTextColorDark 	0 	Unknown. Debug feature. Possibly unused. 	
bDebugCombatThreats 	0 	Unknown. Debug feature. Possibly unused. 	
bDebugCombatUnreachableLocations 	0 	Unknown. Debug feature. Possibly unused. 	
bDisableCombatDialogue 	0 	Presumably determines if dialogue is in general possible during combat. 	
bDisableCombatGroupStrategies 	1 	Possibly affecting the combat AI of groups of enemies or companions. 	
bDisableNPCAttacks 	0 	Possibly determines if NPCs are attacking at all. Possibly unused. 	
bDismemberOneLimb 	0 	Possibly reduces limb dismemberments to one limb only. Possibly unused. 	
bEncounterZoneTargetRestrict 	1 	Possibly affecting the use of iMaxHiPerfNPCTargetCount. 	
bForceNPCsUseAmmo 	0 	Presumably determines if NPCs have to use real ammunition from their inventory or the default virtual one.	
 	1 	Presumably determines if iron sights in general are possible. 	Unrelated to bTrueIronSights in the FalloutPrefs.ini, and already existing in Fallout 3.
bLaserSights 	0 	Determines if laser sights are active or not for all ranged weapons. 	
bPlayHitLocationIdles 	1 	Presumably determines if hit location specific animations are played. Possibly unused. 	
bPlayStaggers 	1 	Presumably determines if stagger animations are played when an appropriate hit is landed. Possibly unused.	
bProjectileDebug 	0 	Unknown. Debug feature. Possibly unused. 	
bVatsAlwaysHit 	0 	Presumably changes the skill related and/or maximum hit chance of 95% in V.A.T.S. to 100%. 	
bVATSProjectileDebug 	0 	Unknown. Debug feature. 	
fAimChaseLookingMult 	3.000000 	Unknown. 	
fAimDownDegrees 	90.000000 	Presumably the maximum angle at which can be aimed down. Default: At your own feet. 	
fAimUpDegrees 	90.000000 	Presumably the maximum angle at which can be aimed up. Default: At the zenith. 	
fDebugCombatProjectileLOSTime 	5.000000 	Unknown. Debug feature. Possibly unused. 	
fDebugCombatTextSize 	0.500000 	Unknown. Debug feature. Possibly unused. 	
fHiPerfNPCTargetLOSTimer 	0.500000 	Unknown. 	
fHiPerfPCTargetLOSTimer 	0.250000 	Unknown. 	
fHitVectorDelay 	0.400000 	Unknown. Possibly unused. 	
fIronSightsZoomDefault 	50.000000 	Presumably the default value taken into account when zooming in. Weapons can have custom values. 	
fLowPerfNPCTargetLOSTimer 	1.000000 	Unknown. 	
fLowPerfPCTargetLOSTimer 	0.500000 	Unknown. 	
fMinBloodDamage 	1.000000 	Presumably the minimum number of HPs lost when damage is taken. 	
fProjectileDebugDuration 	5.000000 	Unknown. Debug feature. Possibly unused. 	
iMaxHiPerfCombatCount 	4 	Possibly the maximum number of combat situations playing simultaneously. 	
iMaxHiPerfNPCTargetCount 	4 	Possibly the maximum number of simultaneously existing targets NPCs involve in combat. 	
iMaxHiPerfPCTargetCount 	4 	Possibly the maximum number of simultaneously existing NPC targets involved in combat. 	
iShowHitVector 	0 	Unknown. Possibly unused. 	
===[Controls]===
* This section manages some basic control options, more are handled through the FalloutPrefs.ini.
* Only the first three entries are present in the original file.
* More entries are present in the GECKCustom.ini.
Variable 	Default value	Effect 	Comment
bAlwaysRunByDefault 	1 	Determines if running is the default movement rate instead of walking. 	Can be changed in-game by using the key attached to the "Always run" command, the right Shift key by default.
bBackground Keyboard 	1 	Unknown. 	
bBackground Mouse 	0 	Switches between the game controlling the mouse position (0) or the operating system (1).	Enabling this in full screen mode makes the default mouse pointer appear when the mouse is moved to the edges of the screen.
bUse Joystick 	1 	Determines if a joystick or gamepad can be used. 	
fAnalogMaxRunZonePercent 	0.950000 	Unknown. 	
fAnalogRunZonePercent 	0.800000 	Unknown. 	
fForegroundMouseAccelBase 	0.200000 	Related to mouse acceleration. 	Setting this to 0 might help with a laggy mouse in menus.
fForegroundMouseAccelTop 	50.000000 	Related to mouse acceleration. 	Setting this to 0 might help with a laggy mouse in menus.
fForegroundMouseBase 	0.200000 	Related to mouse acceleration. 	Setting this to 0 might help with a laggy mouse in menus.
fForegroundMouseMult 	4.000000 	The level of mouse acceleration. 	Setting this to 0 might help with a laggy mouse in menus.
fForwardBias 	1.700000 	Unknown. 	
fJoystickLookLRMult 	0.020000 	Related to looking with a joystick/gamepad to the left or right. 	
fJoystickLookUDMult 	0.020000 	Related to looking with a joystick/gamepad up or down. 	
fJoystickMoveFBMult 	1.000000 	Related to moving with a joystick/gamepad forward or backward. 	
fJoystickMoveLRMult 	1.000000 	Related to moving with a joystick/gamepad to the left or right. 	
fMaxAnalogRunSpeed 	1.000000 	Unknown. 	Oddly the maximum run speed, as the variable's name suggests, is lower than the maximum walk speed below.
fMaxAnalogWalkSpeed 	1.800000 	Unknown. 	Oddly the maximum walk speed, as the variable's name suggests, is higher than the maximum run speed above.
fMinAnalogRunSpeed 	0.700000 	Unknown. 	
fMinAnalogWalkSpeed 	0.100000 	Unknown. 	
fPlayerCharacterTurnMult 	0.020000 	Related to the player's turning animation. 	
fUFOCamSpeedMult 	1.000000 	Unknown. 	
fXenonMenuDpadRepeatSpeed 	25.000000 	Unknown. 	
fXenonMenuMouseXYMult 	0.000300 	Unknown. 	
fXenonMenuStickSpeed 	300.000000 	Unknown. 	
fXenonMenuStickSpeedMaxMod 	5.000000 	Unknown. 	
fXenonMenuStickSpeedPlayerRotMod	3000.000000 	Unknown. 	
fXenonMinLookSpeed 	0.050000 	Unknown. 	
iJoystickLookLeftRight 	3 	Unknown. 	
iJoystickLookUpDown 	6 	Unknown. 	
iJoystickMoveFrontBack 	2 	Unknown. 	
iJoystickMoveLeftRight 	1 	Unknown. 	
iLanguage 	0 	Unknown. 	
iXenonHorizLookAccel 	2 	Unknown. 	
iXenonMenuStickDeadZone 	20000 	Unknown. 	
iXenonVertLookAccel 	2 	Unknown. 	
===[CopyProtectionStrings]===
* Messages being displayed if the game was installed via DVD, and the launcher is started without the DVD present in the drive. Valid at least for Fallout 3.
* This section is present in the original file.
Variable 	Default value
SCopyProtectionMessage 	Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionMessage2	Insert the Fallout Disc.
SCopyProtectionTitle 	CD-ROM Drive Not Found
SCopyProtectionTitle2 	Fallout Disc Not Found
===[Debug]===
* The effects of these settings are currently unknown, they are possibly not used.
* They are present in the original file.
* The first two are present in the GECKCustom.ini.
Variable 	Default value
bDebugFaceGenCriticalSection	0
bDebugFaceGenMultithreading 	0
bDebugSaveBuffer 	0
===[Decals]===
* This section manages the handling of decals in the game.
* Only three of the entries are present in the original file.
* All except uMaxDecalCount are present in the GECKCustom.ini.
Variable 	Default value	Effect 	Comment
bDebugDecals 	0 	Unknown. Debug feature. 	Not part of the default file.
bDecalMultithreaded 	0 	Presumably determines if decal handling can be split to multiple threads. Possibly unused.	Not part of the default file.
bDecalOcclusionQuery	1 	Possibly handles occlusion of decals. 	
bDecals 	1 	Determines if decals appear at all. 	Not part of the default file.
bProfileDecals 	0 	Unknown. 	
 	1 	Unknown. Possibly unused. 	Not part of the default file.
uMaxDecalCount 	100 	Serves only as default value for uMaxDecals in the FalloutPrefs.ini. 	The game uses the FalloutPrefs.ini entry.
 	3 	Determines the maximum number of skin decals per actor. 	Not part of the default file. Must be equal to or lower than uMaxSkinDecals below.
 	24 	Determines the overall maximum number of skin decals displayed. 	Not part of the default file. Must be equal to or higher than uMaxSkinDecalPerActor above.
===[Display]===
* This section covers many entries that can be used for either improving the game's visual appearance or its performance.
* Many only serve as default values for various entries in the FalloutPrefs.ini; changing them here wouldn't have effect, with one exception: iPresentInterval.
* Most entries are present in the original file.
* Only a few are not created by the console command.
* Many entries are present in the GECKCustom.ini, though partially with different values.
Variable 	Default value	Effect 	Comment
bActorSelfShadowing 	0 	Determines if actors can cast shadows on themselves. 	Setting this to 1 improves the visual game appearance at the cost of performance.
bAllow20HairShader 	1 	Determines if v2.0 shaders can be used for rendering hair. PU. 	Dependent on the abilities of the graphics adapter.
 	0 	Determines if v3.0 shaders can be used for rendering. PU. 	Dependent on the abilities of the graphics adapter. If set to 1 another step is necessary to get the effect, see below for details.
bAllowPartialPrecision 	1 	Unknown. Possibly unused. 	
bAllowScreenShot 	1 	Determines if screenshots are allowed. 	Screenshots can be made with the Print key in Fallout 3, they will be stored in the main installation directory, and with the F12 key in Fallout: New Vegas, managed via Steam.
 	0 	Presumably a feature to automatically determine the maximum viewing distance. 	Can lead to strange visual behavior if enabled.
bDecalsOnSkinnedGeometry 	1 	Unknown. Possibly unused. 	
bDo30VFog 	1 	Determines if v3.0 shaders can be used for rendering fog effects. PU. 	Dependent on the abilities of the graphics adapter. Not part of the default file.
bDoActorShadows 	1 	Determines if actors cast shadows. 	Setting this to 0 improves performance at the cost of visual game appearance.
bDoAmbientPass 	1 	Possibly determines if visual ambient effects are displayed. Possibly unused. 	
bDoCanopyShadowPass 	1 	Possibly determines if canopy shadows are displayed. 	
bDoDiffusePass 	1 	Possibly determines if diffuse light effects are used. Possibly unused. 	
bDoSpecularPass 	1 	Determines if surfaces have glance effects at all. 	Setting this to 0 improves performance at the cost of visual game appearance.
bDoStaticAndArchShadows 	0 	Unknown. 	
bDoTallGrassEffect 	1 	Unknown. PU. 	
bDoTestHDR 	0 	Unknown. PU. 	Not part of the default file.
bDoTexturePass 	1 	Possibly determines if textures are used at all. PU. 	
bDrawShadows 	0 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
bDynamicWindowReflections 	1 	Unknown. PU. 	
bEnableEyefinity 	1 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
bEquippedTorchesCastShadows 	0 	Determines if torches, if they existed in the game, would cast shadows. 	A legacy variable from Oblivion, the previous Bethesda game created with the same engine, where torches existed.
bForce1XShaders 	0 	Unknown. Possibly unused. 	
bForceMultiPass 	1 	Unknown. Possibly unused. 	
bForcePow2Textures 	0 	Possibly a feature for certain graphics adapters with incompatibility issues if textures weren't powers of 2. 	Can lead to crashes if enabled.
bFull Screen 	1 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
bHighQuality20Lighting 	0 	Unknown. 	
bIgnoreResolutionCheck 	0 	Unknown. Possibly unused. 	
bImageSpaceEffects 	1 	Determines if effects from the [Imagespace] section are used at all. 	
bLODNoiseAniso 	1 	Unknown. 	
 	0 	Possibly the ability to split rendering into multiple threads. 	Not part of the default file. Setting this to 1 may freeze the game. See also iRenderingThread1HWThread and iRenderingThread2HWThread.
bReportBadTangentSpace 	0 	Unknown. Possibly unused. 	
bShadowsOnGrass 	0 	Determines if shadows on grass are displayed. 	Setting this to 1 improves the visual game appearance at the cost of performance.
bShowMenuTextureUse 	1 	Unknown. Possibly unused. 	
bStaticMenuBackground 	1 	Determines if the menu background is static. 	Setting this to 0 has a currently unknown effect.
bUse Shaders 	1 	Determines if shaders are used at all. 	
bUseFakeFullScreenMotionBlur	0 	Determines if the blur effect caused by motions is displayed like in full screen mode when playing in windowed mode. 	Setting this to 1 is useful only when playing in windowed mode.
bUseRefractionShader 	1 	Unknown. 	
bUseResolvableDepth 	1 	Unknown. 	Not part of the default file.
bUseSunbeams 	0 	Unknown. PU. 	Not part of the default file.
fDecalLifetime 	10.000000 	Presumably determines the duration in seconds of decals fading out after uMaxDecals is reached. 	Decreasing this improves performance at the cost of visual game appearance, while increasing it has the opposite effect.
fDecalLOD0 	800.000000 	Presumably one of three values that handle the distance for the decals' LOD. 	The other two values are part of the FalloutPrefs.ini.
fDefault1stPersonFOV 	55.000000 	Determines the FOV in degrees for the player's body when playing in first person view. 	Decreasing this will show less of the player's arms (and readied weapon), while increasing it has the opposite effect.
 	75.000000 	Determines the horizontal FOV in degrees, how menus are shown. 	Changes only take effect when fDefaultWorldFOV is also added and changed.
 	75.000000 	Determines the horizontal FOV in degrees, how the player sees the world. 	Not part of the default file. Has to be added and set to the same value, if changes are wished, as fDefaultFOV.
fEnvMapLOD1 	1500.000000 	Unknown. 	
fEnvMapLOD2 	1800.000000 	Unknown. 	
fEyeEnvMapLOD1 	500.000000 	One of two values that determine the distance for the LOD in which environmental reflections are displayed on actor's eyes. 	
fEyeEnvMapLOD2 	800.000000 	One of two values that determine the distance for the LOD in which environmental reflections are displayed on actor's eyes. 	
fFarDistance 	1000.000000 	Defines which distance is counted as "far". 	Changing this has currently unknown effects.
fGamma 	1.000000 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
fGammaMax 	0.600000 	Determines the maximum possible in-game screen brightness that can be set with the "Display" settings. 	
fGammaMin 	1.400000 	Determines the minimum possible in-game screen brightness that can be set with the "Display" settings. 	
fLandLOFadeSeconds 	15.000000 	Presumably determines the duration in seconds for the fading effect of the terrain's LOD. 	
fLightLODDefaultStartFade 	1000.000000 	The default value for the distance in which the light's LOD starts to fade. 	Used for fLightLODStartFade in the FalloutPrefs.ini.
fLightLODMaxStartFade 	3500.000000 	The maximum possible (ultra settings) distance in which the light's LOD starts to fade. 	Used for fLightLODStartFade in the FalloutPrefs.ini.
fLightLODMinStartFade 	200.000000 	The minimum possible (low settings) distance in which the light's LOD starts to fade. 	Used for fLightLODStartFade in the FalloutPrefs.ini.
fLightLODRange 	500.000000 	Determines the radius around fLightLODStartFade in the FalloutPrefs.ini, in which the light's LOD actually fades. 	This might be set to an equal or higher value for a better visual experience.
fLODNoiseMipBias 	0.000000 	Unknown. 	Not part of the default file.
fNearDistance 	5.000000 	Defines which distance is counted as "near". 	Changing this has currently unknown effects.
fNoLODFarDistanceMax 	10240.000000 	Possibly the maximum distance at which no LOD is used at all and possibly related to fFarDistance. 	
fNoLODFarDistanceMin 	100.000000 	Possibly the minimum distance at which no LOD is used at all and possibly related to fFarDistance. 	
fNoLODFarDistancePct 	1.000000 	A percentage related to the upper two entires. 	
fPipboy1stPersonFOV 	47.000000 	The FOV in degrees that's used for presenting the Pip-Boy menu. 	Decreasing this will draw the Pip-Boy nearer, making it bigger, while increasing it has the opposite effect.
fScopeScissorAmount 	0.300000 	Unknown. PU. 	Not part of the default file.
fShadowFadeTime 	1.000000 	Presumably determines the duration in seconds for the fading effect of the shadows' LOD. PU. 	
fShadowLODDefaultStartFade 	200.000000 	The default value for the distance in which the shadow's LOD starts to fade. 	Used for fShadowLODStartFade in the FalloutPrefs.ini.
fShadowLODMaxStartFade 	1000.000000 	The maximum possible (ultra settings) distance in which the shadow's LOD starts to fade. 	Used for fShadowLODStartFade in the FalloutPrefs.ini.
fShadowLODMinStartFade 	100.000000 	The minimum possible (low settings) distance in which the shadow's LOD starts to fade. 	Used for fShadowLODStartFade in the FalloutPrefs.ini.
fShadowLODRange 	200.000000 	Determines the radius around fShadowLODStartFade in the FalloutPrefs.ini, in which the shadow's LOD actually fades. PU. 	This might be set to an equal or higher value for a better visual experience.
fSkinnedDecalLOD0 	300.000000 	One of three values that handle the distance of the skinned decal's LOD. PU. 	Only takes effect if bSkinnedDecals is left unchanged.
fSkinnedDecalLOD1 	500.000000 	One of three values that handle the distance of the skinned decal's LOD. 	Only takes effect if bSkinnedDecals is left unchanged.
fSkinnedDecalLOD2 	800.000000 	One of three values that handle the distance of the skinned decal's LOD. 	Only takes effect if bSkinnedDecals is left unchanged.
fSpecualrStartMax 	1000.000000 	Unknown. Possibly unused. 	There is also a minimum setting related to this with correct spelling, see further below. Both entries are not created via the command.
fSpecularLODDefaultStartFade	500.000000 	The default value for the distance in which the specular effect's LOD starts to fade. 	Used for fSpecularLODStartFade in the FalloutPrefs.ini.
fSpecularLODMaxStartFade 	2000.000000 	The maximum possible (ultra settings) distance in which the specular effect's LOD starts to fade. 	Used for fSpecularLODStartFade in the FalloutPrefs.ini.
fSpecularLODMinStartFade 	200.000000 	The minimum possible (low settings) distance in which the specular effect's LOD starts to fade. 	Used for fSpecularLODStartFade in the FalloutPrefs.ini.
fSpecularLODRange 	300.000000 	Determines the radius around fSpecularLODStartFade in the FalloutPrefs.ini, in which the specular effect's LOD actually fades. PU.	This might be set to an equal or higher value for a better visual experience.
fSpecularStartMin 	0.000000 	Unknown. Possibly unused. 	There is also a maximum setting related to this though with incorrect spelling, see further above. Both entries are not created via the command.
iActorShadowCount 	4 	Possibly unused. 	Should perhaps set to the same value as iActorShadowCountExt and iActorShadowCountInt in the FalloutPrefs.ini.
iActorShadowCountExt 	2 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
iActorShadowCountInt 	2 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
iActorShadowExtMax 	10 	Possibly the maximum number of shadows being displayed simultaneously in exteriors. Possibly unused. 	
iActorShadowExtMin 	0 	Possibly the minimum number of shadows being displayed simultaneously in exteriors. Possibly unused. 	
iActorShadowIntMax 	10 	Possibly the maximum number of shadows being displayed simultaneously in interiors. Possibly unused. 	
iActorShadowIntMin 	0 	Possibly the minimum number of shadows being displayed simultaneously in interiors. Possibly unused. 	
iAdapter 	0 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
iAutoViewHiFrameRate 	40 	Possibly the maximum number of FPS for the auto view feature. 	Related to bAutoViewDistance, which is disabled by default.
iAutoViewLowFrameRate 	20 	Possibly the minimum number of FPS for the auto view feature. 	Related to bAutoViewDistance, which is disabled by default.
iAutoViewMinDistance 	2000 	Presumably the minimum distance for the auto view feature. 	Related to bAutoViewDistance, which is disabled by default.
iDebugTextLeftRightOffset 	10 	Possibly the horizontal offset in pixels for debug text outside of message boxes. 	
iDebugTextTopBottomOffset 	20 	Possibly the vertical offset in pixels for debug text outside of message boxes. 	
iLocation X 	5 	Determines the horizontal position of the upper left corner of the game window, if playing in windowed mode. 	
iLocation Y 	5 	Determines the vertical position of the upper left corner of the game window, if playing in windowed mode. 	
iMaxAnisotropy 	8 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
iMaxDecalsPerFrame 	10 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
iMultiSample 	0 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
iNPatches 	0 	Unknown. 	
iNPatchNOrder 	0 	Unknown. Possibly unused. 	
iNPatchPOrder 	0 	Unknown. Possibly unused. 	
 	1 	Determines if vertical sync is enabled. 	Theoretically overwritten by the same entry in FalloutPrefs.ini, available as option in the launcher. This is the only known entry, where the value from the Fallout.ini is used instead of that from the former file.
iScreenShotIndex 	0 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
iShadowFilter 	0 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
iShadowMapResolution 	256 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
iTexMipMapMinimum 	0 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
SDebugText 	VATS 	Unknown. Possibly unused. 	Not part of the default file.
SScreenShotBaseName 	ScreenShot 	The name of a screenshot, as prefix to iScreenShotIndex. 	A directory, a path can be added here; for example "C:\Users\USERNAME\Documents\My Games\Fallout3\ScreenShot" would place the screenshots from Fallout 3 in the same directory, where this configuration file and the Saves\ are located.
uVideoDeviceIdentifierPart1 	0 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
uVideoDeviceIdentifierPart2 	0 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
uVideoDeviceIdentifierPart3 	0 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
uVideoDeviceIdentifierPart4 	0 	Default value for the same entry in FalloutPrefs.ini. 	Overwritten by the same entry in FalloutPrefs.ini.
===[DistantLOD]===
* This section is related to the handling of LOD effects.
* It is present in the original file.
* Only the last entry is created by the console command.
* Only the last entry is present in the GECKCustom.ini, though that contains another one, not listed here.
Variable 	Default value	Effect 	Comment
bUseLODLandData 	0 	Unknown. 	
fFadeDistance 	12288.000000 	Presumably the distance in which the LOD starts to fade in general.	
iDistantLODGroupWidth	8 	Unknown. 	
===[Fonts]===
* This section determines the fonts used by the game for different situations. These shouldn't be changed unless one is exactly knowing what he does. They can't – for example – be changed to default Windows fonts; the font files are part of the game's Data\ directory.
* It is present in the original file.
Variable 	Default value 	Effect
SFontFile_1	Textures\Fonts\Glow_Monofonto_Large.fnt 	Player name on pipboy stats.
SFontFile_2	Textures\Fonts\Monofonto_Large.fnt 	Pipbpy UI.
SFontFile_3	Textures\Fonts\Glow_Monofonto_Medium.fnt 	Usage unknown.
SFontFile_4	Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt	Pipboy UI screen titles.
SFontFile_5	Textures\Fonts\Fixedsys_Comp_uniform_width.fnt 	Terminals.
SFontFile_6	Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt 	Load screen tips and dialogue options.
SFontFile_7	Textures\Fonts\Baked-in_Monofonto_Large.fnt 	Main menu options.
SFontFile_8	Textures\Fonts\Glow_Futura_Caps_Large.fnt 	New quest and location discovered announcements.
sFontFile_9	Textures\Fonts\NVFont_Test.fnt 	Usage unknown. Possibly unused.
===[FootIK]===
* This section handles the IK of feet.
* Most are present in the original file.
* All are present in the GECKCustom.ini, though partially with different values.
Variable 	Default value	Effect 	Comment
bFootPlacementOn 	1 	Possibly determines if ragdoll animation is used at all for placing a foot on a surface. Possibly unused. 	
bRigidBodyController 	1 	Unknown. Possibly unused. 	Not part of the default file.
fAnkleOffset 	0.200000 	Unknown. 	
fControllerTetherLen 	6.000000 	Unknown. 	Not part of the default file.
fFootPlantedGain 	1.000000 	Unknown. 	
fFootRaisedGain 	0.900000 	Unknown. 	
fGroundAscendingGain 	0.400000 	Unknown. 	
fGroundDescendingGain 	0.400000 	Unknown. 	
fMaxFootCastMilliSec 	0.600000 	Unknown. Possibly unused. 	Not part of the default file.
fMaxStepVertError 	3.500000 	Unknown. 	Not part of the default file.
fOnOffGain 	0.500000 	Unknown. 	
fOriginalGroundHeightMS	-0.110000 	Unknown. Possibly unused. 	
fPelvisOffsetDamping 	0.200000 	Unknown. 	
fPelvisUpDownBias 	0.750000 	Unknown. 	
fRagdollFeedback 	0.700000 	Possibly a value for some kind of "rumble" feedback, applied to the foot-setting actor's ragdoll. Possibly unused.	
fVertErrorGain 	0.500000 	Unknown. 	
iNumFramesFootEaseOut 	30 	Unknown. 	Not part of the default file.
===[GamePlay]===
* This section handles some general game play settings. More variables are found in the FalloutPrefs.ini.
* Most of these entries are present in the original file.
Variable 	Default value 	Effect 	Comment
bAllowHavokGrabTheLiving 	0 	Presumably determines if living actors can be affected by physics' mechanics, too, like being blown away by an explosion.	Changing this has currently unknown effects.
 	1 	Determines if characters marked as "essential" can take damage and eventually die. 	Changing this can lead to unsolvable quests, including the main story line and advance in the game at all. See also bForceReloadOnEssentialCharacterDeath.
bHealthBarShowing 	0 	Determines if the NPCs' health bar is shown. PU. 	
 	0 	Unknown. 	Not part of the default file.
bSetDemigodMode 	0 	Determines if demigod mode is active by default. 	Not part of the default file. Can otherwise be toggled with the console command.
bShowChallengeUpdates 	1 	Determines if updates for challenges are displayed. 	Not part of the default file.
 	0 	Unknown. PU. 	Not part of the default file. See also STrackProgressPath.
fHealthBarEmittanceFadeTime	0.500000 	Presumably determines the fade time when a health bar is displayed. 	
fHealthBarEmittanceTime 	1.500000 	Unknown. 	
fHealthBarFadeOutSpeed 	1.000000 	Presumably determines the speed of the fade effect when a health bar is faded out. 	
fHealthBarHeight 	4.000000 	Determines the height of the health bar. 	
fHealthBarSpeed 	80.000000 	Unknown. 	
fHealthBarWidth 	40.000000 	Determines the width of the health bar. 	
iActorsDismemberedPerFrame 	2 	Presumably determines how many dismemberments can be displayed simultaneously. PU. 	Not part of the default file.
iDetectionPicks 	21 	Unknown. Possibly unused. 	
 	\\vault2\Fallout\LevelData\	Presumably the file path in which data from the bTrackProgress variable is stored. PU. 	Not part of the default file.
===[General]===
* The largest section, handling general – as the name suggests – game features.
* Most entries are present in the original file.
* The GECKCustom.ini has slightly different values, and other settings, too.
Variable 	Default value 	Default value 	Effect 	Comment
Variable 	Fallout 3 	Fallout: New Vegas 	Effect 	Comment
bActivateAllQuestScripts 	0 	0 	Presumably determines if all quest scripts are active by default. 	It is advised not to change this, except for debugging purposes.
bActorLookWithHavok 	0 	0 	Possibly determines if Havok physics affect looking head movements of actors. 	
bAllowScriptedAutosave 	0 	0 	Presumably determines if autosaves can be forced via scripts. Possibly unused. 	Judging by the command this would belong to the [SaveGame] section, which isn't present in the default file. However, autosaves do happen in certain situations.
bAlwaysActive 	0 	0 	Determines if the game would always be active, or being paused when out of focus (minimized, or not the active window if playing in windowed mode). 	Not part of the default file.
bAnimateDoorPhysics 	0 	0 	Presumably determines if Havok physics affect doors. 	Changing this has a currently unknown effect. It is set to 1 in the GECKCustom.ini.
 	1 	1 	Possibly determines if for a more smooth animation a blend effect is used when actors switch from a fixed pose to moving. 	See also fAnimationDefaultBlend.
 	1 	1 	Determines if invisible borders around the wasteland are active or if passing beyond these borders would be possible. 	There's a similar variable in the [MAIN] section, bEnableBorderRegion, though possibly unused. Changes should however be applied to both sections.
bChangeTimeMultSlowly 	1 	1 	Possibly determines if changes in time flow, like caused by e.g. Turbo, happen abruptly or do fade. 	
bCheckCellOffsetsOnInit 	0 	0 	Possibly a debug feature. Possibly unused. 	
bCheckPurgedTextureList 	0 	0 	Unknown. Possibly unused. 	
bCreate Maps Enable 	0 	0 	Determines if the game creates black-and-white maps of the cells, the player enters. Output directory is in the main installation path of the game. 	Enabling this can decrease the game performance. The usefulness of the created maps is questionable because they consist of several files for one cell, with overlapping content.
bCreateShaderPackage 	0 	0 	Unknown. 	
 	0 	0 	Possibly a debug feature. Possibly unused. 	Not part of the default file. See also bShowCheckMemoryOutput.
bDebugSpectatorThreats 	0 	0 	Unknown. A debug feature. Possibly unused. 	Not part of the default file.
bDefaultCOCPlacement 	0 	0 	Related to the console command , Center of cell, which can be used to jump from every cell to every cell, even interiors. Specific effect unknown. 	The console command will work, even if this is left disabled.
bDisableAllGore 	0 	0 	Determines if gore effects like dismemberments and blood splatter are displayed at all. 	Not part of the default file for the US version of the game.
bDisableAutoVanityMode 	0 	0 	Unknown. 	Not part of the default file.
bDisableDuplicateReferenceCheck 	1 	1 	Presumably a debug feature. Possibly unused. 	Disabling this might lead to unwanted and unneccessary error messages, if at any time a placed object, including actors, exists multiple times in a certain cell.
bDisableHeadTracking 	0 	0 	Determines if actors react with a looking movement to certain events in their vicinity. 	Judging by the command, the same entry in the [HeadTracking] section is the relevant one, though changes should be applied to both, if wished.
bDisplayBoundingVolumes 	0 	0 	Unknown. 	
bDisplayMissingContentDialogue 	1 	1 	Determines if a message is displayed, when a save is loaded that refers to game files no longer existing in the current load order. 	Judging by the command this would belong to the [SaveGame] section, which isn't present in the default file. However, such messages are displayed by default.
bDrawSpellContact 	0 	0 	Possibly a legacy variable from Oblivion, the previous Bethesda game created with the same engine, where magic and spells were normal game features. 	
bEnableBoundingVolumeOcclusion 	1 	1 	Presumably determines if certain cell elements are affected by occlusion. 	It is advised not to disable this.
 	0 	0 	Unknown. 	See also bAllowProfileTransfer.
bExternalLODDataFiles 	1 	1 	Determines if LOD effects use additional external files, though the source is unknown. Possibly unused. 	
bFaceGenTexturing 	1 	1 	Unknown. 	
 	1 	1 	Determines if mip maps are used when displaying faces. PU. 	Mip maps are used to add effects to a basic face, like aging. See also bFixFaceNormals.
bFadeInScreenShot 	0 	0 	Unknown. 	Not part of the default file.
bFixAIPackagesOnLoad 	0 	0 	Presumably determines if script packages, actors use for their behavior, are resetted when a cell is loaded. 	Changing this has currently unknown effects.
 	0 	0 	Unknown. 	Related to bFaceMipMaps.
 	1 	1 	Though "essential" characters shouldn't die at all (see bEssentialTakeNoDamage), this forces a reload if it happened anyway. 	Changing this can lead to unsolvable quests, including the main story line and advance in the game at all.
bKeepPluginWhenMerging 	0 	0 	Probably a G.E.C.K. only related variable. 	
bLoadFaceGenHeadEGTFiles 	0 	0 	Determines in some way how the game displays faces, especially skin tones. 	Not part of the default file, but should be added and enabled to improve either, possible neck seams, and displaying characters from mods in general.
bNewAnimation 	1 	1 	Possibly determines if the game engine takes advantage of a newer version of animation processes then those used for Oblivion. 	
bPreCullActors 	1 	1 	Allows handling of yet not visible actors. 	It is advised not to disable this.
 	0 	0 	Presumably determines if unused cells are removed from the memory. 	See also bSelectivePurgeUnusedOnFastTravel.
bPreloadIntroSequence 	1 	1 	Determines if the intro sequence is preloaded into memory each time the game is started. 	Can be disabled after having started a new game.
bQueueWarnings 	0 	0 	Unknown. 	Not part of the default file.
bRenderLocalMapContinually 	0 	0 	Unknown. 	Not part of the default file.
bRunActorMovementDuringRendering	1 	1 	Possibly determines if actors' movements are displayed, even if rendering isn't finished. 	Not part of the default file.
bRunDetectionDuringRendering 	1 	1 	Possibly determines if detection already is performed, even if rendering isn't finished. 	Not part of the default file.
bRunMiddleLowLevelProcess 	1 	1 	Unknown. Possibly unused. 	
bRunVTuneTest 	0 	0 	Presumably a debug feature. Possibly unused. 	
 	0 	0 	Possibly related to bCRTMemoryChecks. Possibly unused. 	Not part of the default file.
bShowGunTarget 	0 	0 	Unknown. PU. 	Not part of the default file.
bShowLoadingAreaMessage 	0 	0 	Presumably displays a message "Loading area..." whenever cell data has to be loaded. 	Not part of the default file.
bTaskletActorAnimMovementUpdates	1 	1 	Possibly manages how often movement animations are updated. Possibly unused. 	
bTaskletActorHavokSync 	1 	1 	Possibly manages how Havok physics and actors' actions are synchronized. 	Not part of the default file.
bTaskletActorSceneGraphUpdates 	0 	0 	Possibly manages how often displayed characters are graphically updated. 	
bTaskletCellTransformsUpdate 	1 	1 	Possibly manages how often changes in cells are updated. 	Not part of the default file.
bTaskletTempEffectsUpdate 	0 	0 	Possibly manages how often temporary effects are updated. 	Not part of the default file.
bTintMipMaps 	0 	0 	Presumably determines if mip maps are tinted by the game engine. PU. 	
bTrackAllDeaths 	0 	0 	Unknown. 	
bUseEyeEnvMapping 	1 	1 	Determines if eyes reflect the environment. 	Setting this to 0 improves performance at the cost of visual game appearance.
bUseFaceGenHeads 	1 	1 	Possibly determines if the G.E.C.K. face generation tool is used to display faces. 	
bUseHardDriveCache 	0 	0 	Determines if the hard drive's cache is used for storing data. 	Enabling this might cause stuttering.
bUseMovementBlockedPackage 	0 	0 	Possibly determines if a certain pathfinding script package is used when an actor's path is blocked. 	Not part of the default file. It is unknown if this package exists.
bUseMultibounds 	1 	1 	Unknown. 	Not part of the default file.
bUseMyGamesDirectory 	1 	1 	Determines if the My Games directory is used for configuration files and saves. 	Not part of the default file. See file locations for further explanation.
bUseOptimizedTextureLoading 	1 	1 	Unknown. Possibly unused. 	Not part of the default file.
bUseThreadedAI 	0 	0 	Determines if actors' behavior scripts can be split into multiple threads. 	Enabling this might improve performance.
bUseThreadedBlood 	0 	0 	Determines if the displaying of blood can be split into multiple threads. 	Enabling this might improve performance.
bUseThreadedMorpher 	0 	0 	Unknown. Possibly unused. 	Enabling this might improve performance.
bUseThreadedParticleSystem 	0 	0 	Determines if the displaying of particles can be split into multiple threads. Possibly unused. 	Enabling this might improve performance.
bUseThreadedTempEffects 	1 	1 	Determines if the handling of temporary effects can be split into multiple threads. Possibly unused. 	Disabling this might reduce performance.
bWarnOnMissingFileEntry 	0 	0 	Unknown. Possibly unused. 	
 	0.200000 	0.200000 	Possibly related to bAnimationUseBlendFromPose. 	
fAnimationMult 	1.000000 	1.000000 	Possibly a multiplier affecting the speed of animations. 	
 	2500.000000 	2500.000000 	Possibly the distance at which textures begin to be displayed with degraded detail. Possibly unrelated to LOD. 	Not part of the default file. See also fUpgradeTexturesDistance.
fGlobalTimeMultiplier 	1.000000 	1.000000 	A multiplier affecting the passing speed of time in the game. 	Changing this would yield longer or shorter days, but is likely to have unwanted side effects.
fLODActorAvoidanceDistance 	500.000000 	500.000000 	Unknown. 	Not part of the default file.
fStaticScreenWaitTime 	3.000000 	3.000000 	The time in minutes while not being active in the game and out of any menu, before the "screen saver" starts, i.e. the camera moving around the player character in third person view.	
 	1500.000000 	1500.000000 	Possibly the distance at which textures begin to be displayed with upgraded detail. Possibly unrelated to LOD. 	Not part of the default file. See also fDegradeTexturesDistance.
fZoom3rdPersonSnapDist 	50.000000 	50.000000 	Presumably the distance in third person view at which dialogue zooms are halted. 	Not part of the default file.
iAIThread1HWThread 	3 	3 	Unknown. Possibly unused. 	Not part of the default file.
iAIThread2HWThread 	4 	4 	Unknown. Possibly unused. 	Not part of the default file.
iFPSClamp 	0 	0 	Applies a divider to the actual FPS. The game speed is then changed to the quotient. 	It is not recommended to alter this value.
iHoursToSleep 	3 	3 	Unknown. 	
iHWThread1 	4 	4 	Unknown. Possibly unused. 	Not part of the default file.
iHWThread2 	4 	4 	Unknown. Possibly unused. 	Not part of the default file.
iHWThread3 	4 	4 	Unknown. Possibly unused. 	Not part of the default file.
iHWThread4 	5 	5 	Unknown. Possibly unused. 	Not part of the default file.
iHWThread5 	5 	5 	Unknown. Possibly unused. 	Not part of the default file.
iHWThread6 	5 	5 	Unknown. Possibly unused. 	Not part of the default file.
iIntroSequencePriority 	3 	3 	Presumably handles the priority of the intro sequence, but it is unknown to what related to. 	
iNumBitsForFullySeen 	248 	248 	Possibly the size of body surface that has to be detected for an actor counting as "fully seen", and not hidden. 	
iNumHWThreads 	2 	2 	Controls the number of threads the game uses in general. 	Not part of the default file. Though the default value is 2, it should nevertheless be added when playing on a dual-core system. It is recommended to set it to the number of cores of the PC's CPU, doubled if hyperthreading is active.
 	26214400 	26214400 	Defines the usable memory for preload features. 	Can be increased for reduced stuttering and improved visual appearance. Has always to be (uGridsToLoad×1024) squared.
 	0 	0 	Possibly related to bMTRendering. 	Not part of the default file.
 	1 	1 	Possibly related to bMTRendering. 	Not part of the default file.
iSaveGameBackupCount 	1 	1 	Determines the number of backups of auto and quick saves. It is currently unknown if changes actually take effect. 	Judging by the command this would belong to the [SaveGame] section, which isn't present in the default file. If changes are wished, the latter should be added and both values should be changed.
SBetaCommentFileName 	\\vault\Fallout\Fallout3\Beta_Comment.txt 	 	Possibly related to a message that would have been displayed if a beta version of the game had been played. 	
SCharGenQuest 	0001f388 	00102037 	The form ID of the quest used to generate the player's character. 	It is not advised to change this when a new game is to be started, and not mods are used that alter the beginning.
SEssentialFileCacheList 	Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices.bsa|Fallout - Voices.bsa, Data\Fallout - MenuVoices.bsa|Fallout - MenuVoices.bsa 	Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices1.bsa|Fallout - Voices1.bsa 	Determines the "essential" files that always have to be present in the cache. 	
SIntroMovie 	Fallout INTRO Vsk.bik 	Fallout INTRO Vsk.bik 	Determines the file name of the movie played as intro, when a new game is started. 	Removing this value would lead directly into the character generation sequence.
SIntroSequence 	 	 	Determines the file name of a movie played as intro before the main menu appears. 	
SLanguage 	ENGLISH 	ENGLISH 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
SLocalMasterPath 	Data\ 	Data\ 	Determines the path to the main game files. 	
SLocalSavePath 	Saves\ 	Saves\ 	Determines the path for the save games. 	Can be useful for the organization of different character's saves, by adding a subdirectory with the specific name.
SMainMenuMovieIntro 	 	 	Possibly the file name of a movie especially created for the main menu. 	Not present in the game.
SMainMenuMusicTrack 	special\maintitle.mp3 	special\maintitle.mp3 	Determines the file name for the music played in the main menu. 	
 	2AEEA 	2AEEA 	Unused. Possibly the form ID of a cell, safe for clean saves. 	There is no cell with this ID in neither of the games. For Fallout 3 this form ID belongs to a dialogue topic. See also SSaveGameSafeMarkerID.
SStartingCell 	 	 	The form ID of the cell in which a new game starts. 	If set, the main menu as well as the starting quest would be bypassed.
SStartingCellX 	 	 	Determines the x coordinate for the game start in SStartingCell. 	
SStartingCellY 	 	 	Determines the y coordinate for the game start in SStartingCell. 	
SStartingWorld 	 	 	Determines the world space of SStartingCell. 	
STestFile1 	Fallout3.esm 	FalloutNV.esm 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	This entry exists twice, see below.
STestFile1 	 	 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	This entry exists twice, see above. The first appearing in the file would be used.
STestFile10 	 	 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	
STestFile2 	 	 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	
STestFile3 	 	 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	
STestFile4 	 	 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	
STestFile5 	 	 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	
STestFile6 	 	 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	
STestFile7 	 	 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	
STestFile8 	 	 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	
STestFile9 	 	 	Game files, loaded by this variable, bypass the mod activation, though they do not load related BSA archives. These must be set in #sArchiveList. 	
SUnessentialFileCacheList 	Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.bsa, Data\Music\Dungeon\*.xma, Data\Music\Base\*.mp3, Data\Music\Battle\*.mp3, Data\Music\Explore\*.mp3, Data\Music\Public\*.mp3, Data\Music\Special\*.mp3	Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.bsa, Data\Fallout - Textures2.bsa, Data\Music\Dungeon\*.xma, Data\Music\Base\*.mp3, Data\Music\Battle\*.mp3, Data\Music\Explore\*.mp3, Data\Music\Public\*.mp3, Data\Music\Special\*.mp3	Determines the "unessential" files that may be deleted from the cache. 	
 	36 	36 	Determines the number of exterior cells, loaded into the buffer, to display proper the vicinity around the player. 	Can be increased for reduced stuttering and improved visual appearance. Should always be (uGridsToLoad+1) squared.
uGridDistantCount 	20 	20 	Related to the vicinity's cell displaying. 	Changing this has currently unknown effects.
uGridDistantCountCity 	4 	4 	Same as above, but for cells marked as "city". 	Changing this has currently unknown effects.
uGridDistantTreeRange 	5 	5 	Related to the vicinity's tree displaying. 	Changing this has currently unknown effects.
uGridDistantTreeRangeCity 	4 	4 	Same as above, but for cells marked as "city". 	Changing this has currently unknown effects.
 	5 	5 	Determines the number of grids, the rendering around the player, loaded into the buffer, to display proper the vicinity. 	Can be increased for reduced stuttering and improved visual appearance. Has always to be changed in odd numbers and together with iPreloadSizeLimit and uExterior Cell Buffer.WARNING! A save game can't be loaded, when at the time of the save this value was higher than it is at the time of the load. This especially has to be considered when a save from an old installation shall be loaded, where settings had been used, differing from the current installation.Such a save game isn't lost at all, if it's intended to be used on lower settings. The save must be loaded with the according settings; then the Fallout.ini has to be opened, the value altered to the preferred one, and the file saved; back in the game the console command has to be executed, and then the game can be saved with the new value.
uiEGTClampSize 	30 	30 	Unknown. 	Not part of the default file.
uiFaceGenMaxEGMDataSize 	67108864 	67108864 	Possibly related to the amount of used memory or cache when handling faces via the G.E.C.K.'s face generator tool. 	
uiFaceGenMaxEGTDataSize 	67108864 	67108864 	Possibly related to the amount of used memory or cache when handling faces via the G.E.C.K.'s face generator tool. 	
uInterior Cell Buffer 	3 	3 	Determines the number of cells, loaded into the buffer, to reduce stutter and loading time in interiors. 	Can be increased for more reduced stuttering.
===[GeneralWarnings]===
* Two messages to be displayed if game files, used in a save game, aren't in the current load order anymore when this save is loaded.
* They are present in the original file.
* They are present in the GECKCustom.ini.
Variable 	Default value
SGeneralMasterMismatchWarning	One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
SMasterMismatchWarning 	One of the files that "%s" is dependent on has changed since the last save. This may result in errors. Saving again will clear this message but not necessarily fix any errors.
===[GethitShader]===
* Some variables, handling the visual effect whenever the player gets hit.
* They are present in the original file.
* They are present in the GECKCustom.ini.
Variable 	Default value	Effect 	Comment
fBlockedTexOffset	0.001000 	Possibly the offset for textures when blocking an attack. Possibly unused.	
fBlurAmmount 	0.500000 	Presumably the amount of the blur effect. 	Though spelled wrong this is the true variable's name. PU.
fHitTexOffset 	0.005000 	Possibly the offset for textures when getting hit. Possibly unused. 	
===[GrabIK]===
* This single variable presumably handles the IK of the grab feature.
* The effect is unknown.
* It is not present in the original file.
* It is present in the GECKCustom.ini.
Variable 	Default value
fDriveGain	0.250000
===[Grass]===
* This section manages how grass is handled in the landscape.
* It is present in the original file.
* It is present in the GECKCustom.ini, though with slightly different values.
Variable 	Default value	Effect 	Comment
bDrawShaderGrass 	1 	Determines if the shader draws grass at all. 	Disabling this would remove grass from the wasteland.
bGrassPointLighting 	0 	Unknown. PU. 	
fGrassDefaultStartFadeDistance	3500.000000 	The default value for the distance in which the grass' LOD starts to fade. 	Used for fGrassStartFadeDistance in the FalloutPrefs.ini.
fGrassFadeRange 	1000.000000 	Determines the radius around fGrassStartFadeDistance in the FalloutPrefs.ini, in which grass actually fades.	This might be set to an equal or higher value for a better visual experience.
fGrassMaxStartFadeDistance 	7000.000000 	The maximum possible (ultra settings) distance in which the grass' LOD starts to fade. 	Used for fGrassStartFadeDistance in the FalloutPrefs.ini.
fGrassMinStartFadeDistance 	0.000000 	The minimum possible (low settings) distance in which the grass' LOD starts to fade. 	Used for fGrassStartFadeDistance in the FalloutPrefs.ini.
fGrassWindMagnitudeMax 	125.000000 	The maximum amount wind can make grass sway. 	
fGrassWindMagnitudeMin 	5.000000 	The minimum amount wind makes grass sway. 	
fTexturePctThreshold 	0.000000 	Unknown. 	
fWaveOffsetRange 	1.750000 	Possibly related to fGrassWindMagnitude…. Possibly unused. 	
iGrassDensityEvalSize 	2 	Related to iMinGrassSize. 	
iMaxGrassTypesPerTexure 	2 	Determines how many different types of grass are used per texture. 	Though spelled wrong this is the true variable's name. Increasing this might improve the visual experience (for the cost of performance), but shows only little effect without mods that change the grass/flora.
 	80 	Determines the density of the grass. 	Increasing this value will thin out grassy areas, and increase performance as well, while decreasing this makes grass more tightly packed, at the cost of performance. This variable can change the look of the wasteland a lot.
===[Hacking]===
* This section sets the difficulty levels for hacking terminals.
* The values are related to the Science skill and represent the minimum skill level necessary to hack a terminal with the given difficulty.
* It is not present in the original file.
Variable 	Default value
 	50.000000
fHackingMinSkillEasy 	25.000000
fHackingMinSkillHard 	75.000000
fHackingMinSkillVeryEasy	0.000000
fHackingMinSkillVeryHard	100.000000
===[HAVOK]===
* This section handles the implementation of the Havok Physics engine.
* Most entries are present in the original file.
* Only a few entries are not created by the console command.
* Most entries are present in the GECKCustom.ini – not all from the original file, and not all from the additional ones, though some of these.
Variable 	Default value 	Default value 	Effect 	Comment
Variable 	Fallout 3 	Fallout: New Vegas	Effect 	Comment
bAddBipedWhenKeyframed 	1 	1 	Determines if actors are affected by physics' effects. 	
bAutoWaterUsesHavokShapes 	0 	0 	Unknown. 	Not part of the default file.
bDisablePlayerCollision 	0 	0 	Determines if the player's character is affected by physics' collision effects. 	
bFindContactPointsOnAdd 	 	1 	Unknown. 	
bHavokDebug 	0 	0 	Unknown. Debug feature. Possibly unused. 	
bHavokPick 	0 	0 	Unknown. 	
bPreventHavokAddAll 	0 	0 	Presumably determines if all objects are affected by Havok physics. 	
bPreventHavokAddClutter 	0 	0 	Presumably determines if objects defined as clutter are affected by Havok physics. 	
bTreeTops 	0 	0 	Presumably determines if Havok affects tree tops. 	
bWONameSync 	1 	1 	Unknown. PU. 	Not part of the default file.
fCameraCasterFadeSittingRadius	45.000000 	45.000000 	Unknown. 	Not part of the default file.
fCameraCasterPlayerSize 	1.000000 	1.000000 	Possibly a multiplier related to the camera and the player size. 	Not part of the default file.
fCameraCasterSize 	10.000000 	10.000000 	Unknown. 	
fCharControllerWarpDistSqr 	6000000.000000	6000000.000000 	Unknown. PU. 	Not part of the default file.
fChaseDeltaMult 	0.050000 	0.050000 	Unknown. 	
fJumpAnimDelay 	0.750000 	0.750000 	Presumably the delay in seconds between the jump command and its execution. PU. 	
fMaxPickTime 	0.003000 	0.004000 	Unknown. 	Not part of the default file.
fMaxPickTimeDebug 	0.060000 	0.060000 	Unknown. PU. 	Not part of the default file.
fMaxPickTimeDebugVATS 	0.600000 	0.600000 	Unknown. PU. 	Not part of the default file.
fMaxPickTimeVATS 	0.030000 	0.040000 	Unknown. 	Not part of the default file.
fMaxTime 	0.016000 	0.016000 	Unknown. 	
fMoveLimitMass 	95.000000 	95.000000 	Unknown. 	
fOD 	0.900000 	0.900000 	Unknown. Possibly unused. 	
fQuadrupedPitchMult 	1.000000 	1.000000 	Unknown. 	
fRF 	1000.000000 	1000.000000 	Unknown. Possibly unused. 	
fSD 	0.980000 	0.980000 	Unknown. Possibly unused. 	
fSE 	0.300000 	0.300000 	Unknown. Possibly unused. 	
fTimePerSubStep 	0.008000 	0.008000 	Unknown. PU. 	Not part of the default file.
iEntityBatchRemoveRate 	100 	100 	Unknown. 	
iHavokSkipFrameCountTEST 	0 	0 	Unknown. 	
iMaxPicks 	40 	40 	Possibly the maximum number of objects that can be "picked" simultaneously by the Havok physics engine.	
iMinNumSubSteps 	8 	8 	Unknown. PU. 	Not part of the default file.
iNumHavokThreads 	1 	1 	Possibly the number of threads, Havok physics engine processes can be split into. 	Perhaps the same as the entry below. This one is part of the default file. If changes are wished, they should be applied to both settings.
iNumThreads 	1 	1 	Possibly the number of threads, Havok physics engine processes can be split into. 	Perhaps the same as the entry above. This one is created by the command. If wished, this entry should be added and wanted changes be applied to both settings.
iResetCounter 	5 	5 	Unknown. 	
iSimType 	1 	1 	Possibly determines a specific type of the physics' behavior. 	
iUpdateType 	0 	0 	Unknown. 	
===[HeadTracking]===
* This section handles actors' head tracking: whether or not they react with a head movement to certain events in their surrounding, follow other actors with their eyes, and the physics behind this process.
* This section is not present in the original file.
* If for any reason the bDisableHeadTracking setting is wished to be enabled (no more head tracking of actors), the entry in the [General] section should be changed, and this section with the same changed entry added.
Variable 	Default value	Effect 	Comment
bDisableHeadTracking 	0 	Determines if actors react with a looking movement to certain events in their vicinity. 	Judging by the command, this entry is the relevant one, though changes should also be applied to the same entry in the [General] section, if wished.
fUpdateDelayNewTargetSecondsMax	10.000000 	Presumably the maximum delay in seconds when checking for a new "head tracking" worthy "target".	
fUpdateDelayNewTargetSecondsMin	6.000000 	Presumably the minimum delay in seconds when checking for a new "head tracking" worthy "target".	
fUpdateDelaySecondsMax 	1.500000 	Presumably the maximum delay in seconds when checking for a new "head tracking" worthy event. 	
fUpdateDelaySecondsMin 	1.000000 	Presumably the minimum delay in seconds when checking for a new "head tracking" worthy event. 	
iUpdateActorsPerFrame 	1 	Presumably the number of actors per frame, with a change in head tracking. 	Increasing this could add realism to the game, but would also decrease performance.
===[Imagespace]===
* This section applies visual effects to the game.
* The entries are not present in the original file.
* The entries are present in the GECKCustom.ini.
* This section possibly misses an entry, originally found in the FalloutPrefs.ini, which it – as second exception to the rule – possibly would overwrite: iRadialBlurLevel.
Variable 	Default value	Effect
bDoMotionBlur 	1 	Presumably determines if a blur effect caused by movements is applied.
bDoRadialBlur 	1 	Unknown.
fRenderDepthMaxDepth	10000.000000 	Possibly the maximum "depth" that is rendered through the depth of field effect, controlled by bDoDepthOfField in the FalloutPrefs.ini.
 	 	Not part of the default file or created by the console command. The default value for this variable in the FalloutPrefs.ini is changed to a system related setting.Though the FalloutPrefs.ini normally overwrites any entry from this file, it is possible that this entry is an exception to that, and would have to be added here and changed as well, if any changes are desired, though this is not recommended.
===[Interface]===
* This section manages the handling of menus and related things.
* Some entries are present in the original file.
* Not all entries are created by the console command.
* A few entries are present in the GECKCustom.ini, though with slightly different values.
Variable 	Default value	Effect 	Comment
 	0 	Unknown. 	See also iMaxViewCasterPicksGamebryo.
bAllowConsole 	1 	Determines if the console can be accessed in game. 	
bHideUnavailablePerks 	0 	Determines if perks whose requirements aren't met are hidden in the leveling up perk menu.	
 	1 	Unknown. 	See also iMaxViewCasterPicksFuzzy.
bUseImageSpaceMenuFX 	0 	Possibly unused. 	The same entry exists in the [InterfaceFX] section, which is also the one created through the command – this one is not! In addition the other, correct entry is set to 1 by default.
fActivatePickSphereRadius 	16.0000 	Unknown. 	
fDlgFocus 	3.2000 	Presumably a multiplier related to the zoom effect in dialogues. 	Not part of the default file. It is currently unknown, which specific effects changes do have.
fDlgHeadingDegStart 	13.0000 	Unknown. 	Not part of the default file.
fDlgHeadingDegStop 	0.2000 	Unknown. 	Not part of the default file.
fDlgLookAdj 	-5.0000 	Unknown. 	Not part of the default file.
fDlgLookDegStart 	13.0000 	Unknown. 	Not part of the default file.
fDlgLookDegStop 	0.2000 	Unknown. 	Not part of the default file.
fDlgLookMult 	2.0000 	Unknown. 	Not part of the default file.
fHUDShakeMult 	10.0000 	Possibly the multiplier that is applied to shaking effects on the head-up-display (HUD). 	Not part of the default file.
fInterfaceTintB 	0.8824 	Presumably the blue value for the tinting of the menu background. 	
fInterfaceTintG 	0.9843 	Presumably the green value for the tinting of the menu background. 	
fInterfaceTintR 	0.6314 	Presumably the red value for the tinting of the menu background. 	
fKeyRepeatInterval 	50.0000 	Possibly the interval in milliseconds between keystrokes. 	
fKeyRepeatTime 	500.0000 	Possibly the time in milliseconds before a hold key counts as permanently hold. 	
fMenuBackgroundOpacity 	0.7600 	Determines the opacity of the menu background. 	Unrelated to fHudOpacity in the FalloutPrefs.ini.
fMenuBGBlurRadius 	2.0000 	Presumably a radius taken into account for the menu background blur effect. 	
fMenuModeAnimBlend 	0.0000 	Possibly related to a fade effect when opening/closing a menu. 	
fMenuPlayerLightAmbientBlue 	0.2500 	Unknown. 	
fMenuPlayerLightAmbientGreen	0.2500 	Unknown. 	
fMenuPlayerLightAmbientRed 	0.2500 	Unknown. 	
fMenuPlayerLightDiffuseBlue 	0.8000 	Unknown. 	
fMenuPlayerLightDiffuseGreen	0.8000 	Unknown. 	
fMenuPlayerLightDiffuseRed 	0.8000 	Unknown. 	
fPopUpBackgroundOpacity 	0.8700 	Determines the opacity of the pop up messages' background. 	
fRSMFaceSliderDefaultMax 	3.5000 	The maximum value the sliders in the race-sex-menu (RSM) can take. 	Increasing this and using the extended option can have unwanted effects on the player's face structure.
fRSMFaceSliderDefaultMin 	-3.5000 	The minimum value the sliders in the RSM can take. 	Increasing this and using the extended option can have unwanted effects on the player's face structure.
 	0.7000 	The default zoom factor of the RSM, equaling 70%. 	Not part of the default file. See also fRaceSexMenuZoom in the [RenderedTerminal] section.
 	5 	Unknown. 	See also bUseFuzzyPicking.
 	10 	Unknown. 	See also bActivatePickUseGamebryoPick.
iMaxViewCasterPicksHavok 	10 	Unknown. 	
iSafeZoneX 	15 	Determines the horizontal distance of HUD elements to the screen border. 	Currently the difference to the entry below is unclear.
iSafeZoneXWide 	15 	Determines the horizontal distance of HUD elements to the screen border. 	Currently the difference to the entry above is unclear.
iSafeZoneY 	15 	Determines the vertical distance of HUD elements to the screen border. 	Currently the difference to the entry below is unclear.
iSafeZoneYWide 	15 	Determines the vertical distance of HUD elements to the screen border. 	Currently the difference to the entry above is unclear.
===[InterfaceFX]===
* This section handles effects, applied to interface elements.
* Many entries are not present in the original file.
* Not all entries are created by the console command.
Variable 	Default value 	Effect 	Comment
bEnableFlickerMenus 	1 	Determines if flickering effects are applied to menus. 	
bEnableMenuRenderDebugMode 	0 	Unknown. Debug feature. 	Not part of the default file.
bEnableScanlinesMenus 	1 	Determines if scanlines are applied to menus. 	
 	1 	Determines if scanlines are applied to the Pip-Boy menus. 	See also fScanlineFrequencyPipboy and fScanlineScalePipboy.
bUseImageSpaceMenuFX 	1 	Determines if [Imagespace] effects are applied to menus. 	The same entry exists in the [Interface] section, which is possibly unused because it is not created through the command – only this one! In addition the other entry is set to 0 by default.
bUseOptimizedMenuRendering 	0 	Unknown. 	Not part of the default file.
fBlurIntensityHUD 	1.2000 	Presumably a multiplier for the blur effect on the head-up-display (HUD).	
fBlurIntensityMenus 	1.5000 	Presumably a multiplier for the blur effect on menus. 	Not part of the default file.
fBlurRadiusHUD 	2.0000 	Presumably a radius taken into account for the blur effect on the HUD. 	
fBlurRadiusMenus 	0.3000 	Presumably a radius taken into account for the blur effect on menus. 	
fBrightenMenus 	1.7000 	Presumably a multiplier for the brightness of menus. 	
fBrightenPipboy 	1.3000 	Presumably a multiplier for the brightness of the Pip-Boy. 	
fDefaultBlurIntensity 	0.2000 	Presumably a default multiplier for the blur effect. 	Not part of the default file.
fDefaultBlurRadius 	0.3000 	Presumably a default radius taken into account for the blur effect. 	Not part of the default file.
fDefaultBurstDuration 	200.0000 	Unknown. 	
fDefaultBurstIntensity 	2.0000 	Unknown. 	
fDefaultScanlineFrequency 	100.0000 	The default value for the frequency of scanlines. 	Not part of the default file.
fDefaultShudderDuration 	250.0000 	Unknown. 	Not part of the default file.
fDefaultShudderFrequency 	0.0500 	Unknown. 	Not part of the default file.
fDefaultShudderIntensity 	0.0500 	Unknown. 	Not part of the default file.
fDefaultVertHoldDuration 	500.0000 	Unknown. 	Not part of the default file.
fDefaultVertHoldSpeed 	5.5000 	Unknown. 	Not part of the default file.
fDistortDuration 	500.0000 	Unknown. 	Not part of the default file.
fDistortHorizontalScale 	1.0000 	Unknown. 	Not part of the default file.
fDistortVerticalScale 	5.0000 	Unknown. 	Not part of the default file.
fHUDShudderDefaultDuration 	500.0000 	Unknown. 	Not part of the default file.
fHUDShudderDefaultFrequencyX 	0.0500 	Unknown. 	Not part of the default file.
fHUDShudderDefaultFrequencyY 	0.0300 	Unknown. 	Not part of the default file.
fHUDShudderDefaultIntensity 	0.1000 	Unknown. 	Not part of the default file.
fMenuPackerBufferOverflowZone	15.0000 	Unknown. 	Not part of the default file.
fMenuPackerBufferSize 	20.0000 	Unknown. 	Not part of the default file.
fMiniBurstDuration 	200.0000 	Unknown. 	
fMiniBurstIntensity 	1.5000 	Unknown. 	
fPulseBrightenIntensity 	0.2500 	Related to the pulse effect. 	
fPulseRadiusIntensity 	0.5000 	Related to the pulse effect. 	
fPulseRate 	0.0006 	Related to the pulse effect. 	
fScanlineFrequencyHUD 	0.0000 	Determines the frequency in which scanlines are scrolling the HUD. 	0.0000 means no scanlines.
fScanlineFrequencyMenus 	0.0000 	Determines the frequency in which scanlines are scrolling the menus. 	Not part of the default file. 0.0000 means no scanlines.
fScanlineScaleMenus 	50.0000 	Unknown. 	
fScreenLightBaseIntensity 	0.6000 	Unknown. 	
fScreenLightBurstModifier 	0.2500 	Unknown. 	Not part of the default file.
fScreenLightPulseModifier 	1.0000 	Unknown. 	Not part of the default file.
fScreenLightRadius 	6.0000 	Unknown. 	
fScreenLightVertHoldRate 	0.0500 	Unknown. 	Not part of the default file.
fShudderChance 	0.2000 	Related to menu transitions. 	
fVertHoldChance 	0.0800 	Related to menu transitions. 	
iDistortMaxInterval 	4500 	Unknown. 	Not part of the default file.
SScanlineTexture 	Data\Textures\Pipboy3000\PipboyScanlines.dds	The name of the texture file used for scanlines. 	Not part of the default file.
===[Landscape]===
* This section manages the handling of the landscape in general.
* It is present in the original file.
* It is present in the GECKCustom.ini.
Variable 	Default value 	Effect 	Comment
bCurrentCellOnly 	0 	Unknown. 	
bPreventSafetyCheck 	0 	Unknown. 	
fLandFriction 	2.5000 	Unknown. 	
fLandTextureTilingMult 	2.0000 	Possibly a multiplier applied to the relation between texture and tile size.	
iLandBorder1B 	0 	Related to the blue value in the displaying of borders. 	
iLandBorder1G 	255 	Related to the green value in the displaying of borders. 	
iLandBorder1R 	255 	Related to the red value in the displaying of borders. 	
iLandBorder2B 	0 	Related to the blue value in the displaying of borders. 	
iLandBorder2G 	0 	Related to the green value in the displaying of borders. 	
iLandBorder2R 	0 	Related to the red value in the displaying of borders. 	
SDefaultLandDiffuseTexture	DirtWasteland01.dds 	Name of the file used for the default landscape diffuse texture. 	
SDefaultLandNormalTexture 	DirtWasteland01_N.dds	Name of the file used for the default landscape normal texture. 	
===[LANGUAGE]===
* This section seems to handle some general error messages.
* It is not present in the original file.
* The entries created by the console command have values which hint probably to the FalloutPrefs.ini, but in the default US version of that file, the entries aren't present, neither.
* It is present in the GECKCustom.ini.
Variable 	Default value
SDPad 	No Default string. Must be loaded from INIFile
SFailureMessage 	No Default string. Must be loaded from INIFile
SSysUtil_AutoSaveWarning 	No Default string. Must be loaded from INIFile
SSysUtil_DirtyDisc 	No Default string. Must be loaded from INIFile
SSysUtil_DiscEject 	No Default string. Must be loaded from INIFile
SSysUtil_GameDataCorrupt 	No Default string. Must be loaded from INIFile
SSysUtil_GameDataInsufficientSpace	No Default string. Must be loaded from INIFile
SSysUtil_Retry 	No Default string. Must be loaded from INIFile
SSysUtil_SaveDataCreateNew 	No Default string. Must be loaded from INIFile
SSysUtil_SaveDataInsufficientSpace	No Default string. Must be loaded from INIFile
SThumbstick 	No Default string. Must be loaded from INIFile
===[Loading]===
* This section covers the management of loading processes, primarily the main menu.
* It is present in the original file.
Variable 	Default value 	Default value 	Effect 	Comment
Variable 	Fallout 3 	Fallout: New Vegas 	Effect 	Comment
fLoadingBkgdUpdateInterval 	10.0000 	10.0000 	Determines the interval in seconds of the background image update on loading screens. 	
fLoadingInitUpdateInterval 	5.0000 	3.0000 	Unknown. 	
fLoadingTextUpdateInterval 	10.0000 	10.0000 	Determines the interval in seconds of updating text presented on loading screens. 	
fMainMenuBkgdUpdateInterval	10.0000 	10.0000 	Determines the interval in seconds of the background image update in the main menu. 	
iMaxScreens_MainMenu 	20 	20 	Determines the maximum number of consecutive background images in the main menu. 	
iMaxScreens 	4 	4 	Unknown. 	
iNumLocationSpecificScreens	1 	1 	Determines the number of consecutive background images if a location specific image exists.	
SInitialSound 	fx\ui\loadscreen\initial\ui_loadscreen_initial.wav	fx\ui\loadscreen\initial\ui_loadscreen_initial.wav	Name of the file used to play the sound when a new background image is displayed. 	
SMainMenuBackground 	main_background 	main_background 	Name of the file for the main menu background image. 	
STitleMusic 	MainTitle 	MainTitle 	Name of the file for the main menu music. 	
SWelcomeScreen1 	loading_screen01 	loading_screen_legal 	Name of the file for the first welcome image. 	
SWelcomeScreen2 	loading_screen_bethsoft 	loading_screen_bethsoft 	Name of the file for the second welcome image. 	
SWelcomeScreen3 	loading_screen_BGS 	loading_screen_BGS 	Name of the file for the third welcome image. 	
SWelcomeScreen4 	loading_screen_legal 	loading_screen01 	Name of the file for the fourth welcome image. 	
===[LOD]===
* This section manages the LOD handling in general.
* It is present in the original file.
* Many entries are not created by the console command.
* Some entries are present in the GECKCustom.ini, though with different values.
* One variable is named wrong in the original file, as it is created by the game, and its value also differs from that one, created by the console command. So it can be assumed that the non-present, default value would be taken into account. The name of this variable in the GECKCustom.ini is correct, and it also uses the default value. See fFadeInTime and fFadeInTimet.
Variable 	Default value	Effect 	Comment
bDisplayLODBuildings 	1 	Determines if buildings use LOD when being presented. 	
bDisplayLODLand 	1 	Presumably determines if the terrain uses LOD when being presented. 	
bDisplayLODTrees 	1 	Determines if trees use LOD when being presented. 	
bForceHideLODLand 	0 	Presumably determines if terrain is forced to not use LOD when being presented. 	
bLODPopActors 	0 	Presumably determines if actors fade in at a certain distance, or "pop" up. 	
bLODPopItems 	0 	Presumably determines if items fade in at a certain distance, or "pop" up. 	
bLODPopObjects 	0 	Presumably determines if objects fade in at a certain distance, or "pop" up. 	
bLODPopTrees 	0 	Presumably determines if trees fade in at a certain distance, or "pop" up. 	
bLODUseCombinedLandNormalMaps	1 	Unknown. 	
bUseFaceGenLOD 	0 	Unknown. 	
fActorLODDefault 	5.0000 	Presumably determines the default number of actors using LOD simultaneously. 	
fActorLODMax 	15.0000 	Presumably determines the maximum number of actors using LOD simultaneously. 	
fActorLODMin 	2.0000 	Presumably determines the minimum number of actors using LOD simultaneously. 	
fDistanceMultiplier 	1.0000 	Unknown. 	
fFadeInThreshold 	0.7000 	Unknown. 	
 	1.2000 	Presumably determines the time in seconds used for LOD fade-in effects. 	Not part of the default file. This is the correctly spelled variable with its default value, as it is created by the command and present in the GECKCustom.ini. If the value is wished to be used, that was intended by the author of the configuration file, then this entry should be added and set to 2.0000. See also below.
 	2.0000 	Presumably shall determine the time in seconds used for fade-in effects. Presumably unused.	This is the misspelled variable with its intended value, as it is part of the default file. If this value or changes to this setting are wished, the correct entry, fFadeInTime (without "t" at the end) should be added, and changes applied to both variables.
fFadeOutThreshold 	0.3000 	Unknown. 	
fFadeOutTime 	2.0000 	Presumably determines the time in seconds used for LOD fade-out effects. 	
fItemLODDefault 	2.0000 	Presumably determines the default number of items using LOD simultaneously. 	
fItemLODMax 	15.0000 	Presumably determines the maximum number of items using LOD simultaneously. 	
fItemLODMin 	1.0000 	Presumably determines the minimum number of items using LOD simultaneously. 	
fLODBoundRadiusMult 	10.0000 	Unknown. 	
fLodDistance 	500.0000 	Presumably determines the distance at which the world starts to use LOD effects. 	
fLODFadeOutActorMultCity 	1.0000 	Unknown. 	
fLODFadeOutActorMultComplex 	1.0000 	Unknown. 	
fLODFadeOutActorMultInterior 	1.0000 	Unknown. 	
fLODFadeOutItemMultCity 	1.0000 	Unknown. 	
fLODFadeOutItemMultComplex 	1.0000 	Unknown. 	
fLODFadeOutItemMultInterior 	1.0000 	Unknown. 	
fLODFadeOutMultActors 	6.0000 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
fLODFadeOutMultItems 	3.0000 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
fLODFadeOutMultObjects 	5.0000 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
fLODFadeOutObjectMultCity 	1.0000 	Unknown. 	
fLODFadeOutObjectMultComplex 	1.0000 	Unknown. 	
fLODFadeOutObjectMultInterior	1.0000 	Unknown. 	
fLODFadeOutPercent 	0.6000 	Unknown. 	
fLODLandDropAmount 	230.0000 	Unknown. 	
fLODLandVerticalBias 	0.0000 	Unknown. 	
fLODMultActors 	1.0000 	Unknown. 	
fLODMultItems 	1.0000 	Unknown. 	
fLODMultLandscape 	1.0000 	Unknown. 	
fLODMultObjects 	5.0000 	Unknown. 	
fLODMultTrees 	0.5000 	Unknown. 	
fLODNormalTextureBlend 	0.5000 	Presumably related to a blend effect of normal textures. 	
fLODQuadMinLoadDistance 	65536.0000 	Unknown. 	
fObjectLODDefault 	5.0000 	Presumably determines the default number of objects using LOD simultaneously. 	
fObjectLODMax 	15.0000 	Presumably determines the maximum number of objects using LOD simultaneously. 	
fObjectLODMin 	1.0000 	Presumably determines the minimum number of objects using LOD simultaneously. 	
fTalkingDistance 	1000.0000 	Unknown. 	
fTreeLODDefault 	0.5000 	Presumably determines the default number of trees using LOD simultaneously. 	
fTreeLODMax 	2.0000 	Presumably determines the maximum number of trees using LOD simultaneously. 	
fTreeLODMin 	0.0200 	Presumably determines the minimum number of trees using LOD simultaneously. 	
iBoneLODForce 	-1 	Unknown. 	
iFadeNodeMinNearDistance 	500 	Unknown. 	
iLODTextureSizePow2 	8 	Unknown. 	
iLODTextureTiling 	2 	Possibly affects the relation between texture and tile sizes. 	
===[LookIK]===
* This section handles the IK of head tracking.
* Only two entries are present in the original file.
* Other entries are created by the console command.
* Only those are present in the GECKCustom.ini.
Variable 	Default value	Effect 	Comment
fAngleMax 	3.5000 	Unknown. 	Not part of the default file.
fAngleMaxEase 	1.0000 	Unknown. 	Not part of the default file.
fEaseAngleShutOff	0.5000 	Unknown. 	Not part of the default file.
fLookAtGain 	0.0450 	Unknown. 	
fLookAtTargetGain	0.3000 	Unknown. 	
fMaxTrackingDist 	1500.0000 	Presumably the maximum distance at which an actor would react to an event and look at it.	Not part of the default file.
fMinTrackingDist 	12.0000 	Presumably the minimum distance at which an actor would react to an event and look at it.	Not part of the default file.
===[MAIN]===
* This section handles some further general settings.
* Only a few entries are present in the original file.
* The first two entries are not created by the console command.
* Not all of these entries, but some different ones, are present in the GECKCustom.ini.
Variable 	Default value 	Effect 	Comment
bCloneModelsInBackground 	0 	Determines if cloning of models is loaded in the background. 	Also part of [BackgroundLoad]; changes should be applied to both sections.
 	1 	Possibly determines if invisible borders around the wasteland are active or if passing beyond these borders would be possible. Possibly unused. 	There's a similar variable in the [General] section, bBorderRegionsEnabled. Changes should be applied to both sections.
bPrimitivesOn 	0 	Unknown. 	Not part of the default file.
bUseWaterHDR 	1 	Determines if water uses HDR effects. 	Not part of the default file.
fAvoidanceAvoidNodeCost 	2.0000 	Unknown. 	Not part of the default file.
fLowPerfCombatantVoiceDistance	1000.0000 	Presumably determines the maximum distance at which speech during combat on low performance PCs would be heard. 	
fPC360ControllerMouseXMult 	1600.0000 	Unknown. 	Not part of the default file.
fPC360ControllerMouseYMult 	-1600.0000 	Unknown. 	Not part of the default file.
fQuestScriptDelayTime 	5.0000 	Presumably the delay in seconds between a quest update and the according message being displayed. 	
 	200 	Related to the lockpicking process, while the suffix determines the lock's difficulty. 	Not part of the default file.
iConcentricLengthMaxEasy 	200 	Related to the lockpicking process, while the suffix determines the lock's difficulty. 	Not part of the default file.
iConcentricLengthMaxHard 	200 	Related to the lockpicking process, while the suffix determines the lock's difficulty. 	Not part of the default file.
iConcentricLengthMaxVeryEasy 	200 	Related to the lockpicking process, while the suffix determines the lock's difficulty. 	Not part of the default file.
iConcentricLengthMaxVeryHard 	200 	Related to the lockpicking process, while the suffix determines the lock's difficulty. 	Not part of the default file.
iConcentricLengthMinAverage 	200 	Related to the lockpicking process, while the suffix determines the lock's difficulty. 	Not part of the default file.
iConcentricLengthMinEasy 	200 	Related to the lockpicking process, while the suffix determines the lock's difficulty. 	Not part of the default file.
iConcentricLengthMinHard 	200 	Related to the lockpicking process, while the suffix determines the lock's difficulty. 	Not part of the default file.
iConcentricLengthMinVeryEasy 	200 	Related to the lockpicking process, while the suffix determines the lock's difficulty. 	Not part of the default file.
iConcentricLengthMinVeryHard 	200 	Related to the lockpicking process, while the suffix determines the lock's difficulty. 	Not part of the default file.
iDetectionHighNumPicks 	40 	Unknown. 	
iLastHDRSetting 	-1 	Possibly determines if the game, after loading a save, forgets the last HDR setting for the scene and calculates effects newly. 	
iLowProcessingMilliseconds 	2 	Unknown. 	Not part of the default file.
 	100 	Related to the lockpicking process. Determines the maximum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix.	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMaxEasy 	200 	Related to the lockpicking process. Determines the maximum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix.	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMaxHard 	50 	Related to the lockpicking process. Determines the maximum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix.	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMaxVeryEasy 	400 	Related to the lockpicking process. Determines the maximum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix.	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMaxVeryHard 	25 	Related to the lockpicking process. Determines the maximum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix.	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMinAverage 	100 	Related to the lockpicking process. Determines the minimum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix.	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMinEasy 	200 	Related to the lockpicking process. Determines the minimum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix.	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMinHard 	50 	Related to the lockpicking process. Determines the minimum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix.	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMinVeryEasy 	400 	Related to the lockpicking process. Determines the minimum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix.	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
iSweetSpotLengthMinVeryHard 	25 	Related to the lockpicking process. Determines the minimum "length" – or range – for the sweet spot, the bobby pin has to meet for success, dependent on the lock's difficulty determined in the suffix.	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
SDefaultTexAtlas 	Interface\InterfaceShared.tai	The name of a file the game uses to coordinate textures and related display variables. 	Not part of the default file. Increasing this value would make lockpicking easier, while decreasing would have the opposite effect.
===[Menu]===
* This section handles menu related processes, many of them related to the console.
* Only one entry is not present in the original file.
Variable 	Default value	Effect 	Comment
fCreditsScrollSpeed 	40.0000 	Determines the speed at which the game's credits are scrolled during their presentation.	
iConsoleFont 	2 	Unknown. 	
iConsoleHistorySize 	50 	Determines the number of memorized commands. 	Already used commands during one game launch can be accessed by using the ↑ and ↓ keys in the console.
iConsoleLineSpacing 	35 	Unknown. 	Not part of the default file.
iConsoleTextXPos 	30 	Determines the horizontal position of the console's cursor. 	
iConsoleTextYPos 	940 	Determines the vertical position of the console's cursor. 	
iConsoleVisibleLines	15 	Determines the number of simultaneously shown lines in the console. 	Increasing this can be helpful when e.g. debugging quest variables, as these often exceed 15 lines. Should only be changed on resolutions higher than 600 in height.
iDebugTextFont 	3 	Unknown. 	
rDebugTextColor 	255,251,233 	Presumably the color of the console text, where "255,255,255" would be pure white. 	
===[MESSAGES]===
* This section handles some message and debug features.
* It is present in the original file.
* One entry is not created by the console command.
* One additional entry is not present in the GECKCustom.ini.
Variable 	Default value	Effect 	Comment
bAllowYesToAll 	1 	Determines if warning messages can be cancelled all through one click by using the "Yes to all" or "Cancel" button.	Comes primarily to use in the G.E.C.K.
bBlockMessageBoxes 	0 	Determines if message boxes are shown at all. 	
bDisableWarning 	1 	Unknown. 	
bSkipInitializationFlows	1 	Presumably a debug feature to disable warnings on possible initialization errors. 	
bSkipProgramFlows 	1 	Presumably a debug feature to disable warnings on possible program flow errors. 	
bUseWindowsMessageBox 	0 	Determines if warning messages are displayed via the game UI or in Windows style. 	
iFileLogging 	0 	Possibly determines if warnings are logged in a file. 	The name and path of the file are unknown.
===[NavMeshGeneration]===
* This section is mainly related to the GECKCustom.ini and extensive there.
* It is not present in the original file.
* One single variable is created by the console command.
* As the effect is unknown, it is not advised to add the section.
Variable 	Default value
bGlobalNavMeshCheck	0
===[Online]===
* These two settings presumably manage the handling of the downloadable content feature of the main menu, though the specific effects are unknown.
* They are not present in the original file.
Variable 	Default value
bXenonLoadDownloadedContent 	1
uXenonPresenceUpdateInterval	600000
===[Pathfinding]===
* This section manages pathfinding routines, i.e. how actors calculate which path to take, to get from A to B.
* Many entries are not present in the original file.
* The GECKCustom.ini covers those partially.
Variable 	Default value	Effect 	Comment
bBackgroundNavmeshUpdate 	1 	Presumably determines if updating NavMeshes is calculated in the background. 	Navigation meshes: a technical component of a cell, determining possible paths, actors can walk on.
bBackgroundPathing 	1 	Presumably determines if pathfinding processes are calculated in the background. 	Also part of [BackgroundLoad]; though the correct section would be here, judging by the entry created via the command, a possible change should be applied to both sections.
bCreateDebugInfo 	0 	Unknown. Debug feature. 	Not part of the default file.
bCutDoors 	1 	Unknown. 	Not part of the default file.
bDebugAvoidance 	0 	Unknown. Debug feature. 	
bDebugSmoothing 	0 	Unknown. Debug feature. 	
bDisableAvoidance 	0 	Unknown. 	
bDrawPathBounds 	0 	Unknown. 	Not part of the default file.
bDrawPathsDefault 	0 	Unknown. 	
bDrawSmoothFailures 	0 	Unknown. 	
bPathMovementOnly 	0 	Possibly determines if movements are restricted to defined paths only. 	
bRebuildPathIfSmootherFailed 	1 	Unknown. 	Not part of the default file.
bSelectedPathDrawAvoidNodes 	0 	Unknown. 	Not part of the default file.
bSmoothPaths 	1 	Unknown. 	
bSnapToAngle 	0 	Unknown. 	Possibly unrelated to the preference setting in the G.E.C.K, and not part of its configuration files.
bUseActorAvoidance 	1 	Possibly determines if processes are used that implement the avoidance of present actors when a path is calculated. 	Not part of the default file.
bUseAlternateSmoothingForPrime 	1 	Unknown. 	Not part of the default file.
bUseFartherCheckForAvoidance 	0 	Possibly determines if avoidance calculations use "farther" distances. 	Not part of the default file.
bUseObstacleAvoidance 	1 	Possibly determines if processes are used that implement the avoidance of present obstacles when a path is calculated. 	
bUseOldPathSmoothing 	0 	Unknown. 	Not part of the default file.
bUsePathSmoothing 	1 	Unknown. 	Not part of the default file.
bUseRayCasts 	1 	Unknown. 	Not part of the default file.
bUseStraightLineCheckFirst 	1 	Possibly determines if the "straight" path from A to B is primarily taken into account. 	Not part of the default file.
fAICombatTurnSpeedScale 	2.5000 	Possibly determines the speed of turning movements by NPCs in combat. 	Not part of the default file.
fAITurnSpeedScale 	1.5000 	Possibly determines the speed of turning movements by NPCs out of combat. 	Not part of the default file.
fAvoidanceAvoidAllRadius 	100.0000 	Possibly determines the radius taken into account for avoidance processes. 	Not part of the default file.
fAvoidanceConeAngle 	45.0000 	Possibly determines the default angle taken into account for avoidance processes. 	Not part of the default file.
fAvoidanceDefaultWaitTime 	5.0000 	Possibly determines the default time in seconds for avoidance processes, an actor waits for the obstacle to disappear before calculating a new path.	Not part of the default file.
fAvoidanceDetectionTime 	0.5000 	Unknown. 	Not part of the default file.
fAvoidanceIgnoreMinTime 	2.5000 	Unknown. 	Not part of the default file.
fAvoidanceIgnoreTime 	5.0000 	Unknown. 	Not part of the default file.
fAvoidanceMinWaitTime 	0.2500 	Possibly determines the minimum time in seconds for avoidance processes, an actor waits for the obstacle to disappear before calculating a new path.	Not part of the default file.
fAvoidanceTimeCheck 	0.7500 	Unknown. 	Not part of the default file.
fAvoidanceWiderConeAngle 	60.0000 	Possibly determines an expanded angle taken into account for avoidance processes while walking. 	Not part of the default file.
fCreatureCombatTurnSpeedScale 	1.2500 	Possibly determines the speed of turning movements by creatures in combat. 	Not part of the default file.
fCreatureTurnSpeedScale 	1.2500 	Possibly determines the speed of turning movements by creatures out of combat. 	Not part of the default file.
fObstacleUpdateDeltaWhenMoving 	1.0000 	Unknown. 	Not part of the default file.
fObstacleUpdateDeltaWhenUnknown	5.0000 	Unknown. 	Not part of the default file.
fPOVSmootherAvoidNodeCost 	7.0000 	Unknown. 	Not part of the default file.
fRepathingWaitDistance 	20.0000 	Unknown. 	Not part of the default file.
fRotationSpeedIncrease 	0.4363 	Unknown. 	Not part of the default file.
fRunningWiderConeAngle 	30.0000 	Possibly determines an expanded angle taken into account for avoidance processes while running. 	Not part of the default file.
===[Pathing]===
* Related to the [Pathfinding] section.
* The specific effects are unknown.
* These two variables are not present in the original file.
* The first one is present in the GECKCustom.ini.
Variable 	Default value
fFindClosestEdgesRadius 	512.0000
fINIDetectDoorsForPathingTime	0.5000
===[Pipboy]===
* This section handles the appearance of the Pip-Boy.
* Not all entries are present in the original file.
* One entry is not created by the console command: fScanlineScalePipboy.
Variable 	Default value	Effect 	Comment
bEnableFlickerPipboy 	1 	Determines if flickering effects are present in the Pip-Boy. 	
bUsePipboyMode 	1 	Presumably determines if the special Pip-Boy animation or the Pip-Boy itself is used at all. 	
fBlurIntensityPipboy 	0.2500 	Presumably determines the intensity of the blur effect present in the Pip-Boy. 	
fBlurRadiusPipboy 	3.5000 	Presumably determines the radius taken into account for the blur effect present in the Pip-Boy.	
fLightEffectFadeDuration 	800.0000 	Unknown. 	Not part of the default file.
fLightEffectLightFadeDuration	500.0000 	Unknown. 	Not part of the default file.
 	100.0000 	Determines the frequency of scanlines scrolling through the Pip-Boy menus. 	Not part of the default file. See also bEnableScanlinesPipboy and fScanlineScalePipboy.
 	50.0000 	Determines the scale of the scanlines scrolling through the Pip-Boy menus. 	See also bEnableScanlinesPipboy and fScanlineFrequencyPipboy.
fScrollKnobIncrement 	-0.1000 	Unknown. 	Not part of the default file.
fScrollKnobRate 	0.0015 	Unknown. 	Not part of the default file.
fTabKnobMaxPosition 	1.5000 	Unknown. 	Not part of the default file.
fTabKnobMinPosition 	-0.5000 	Unknown. 	Not part of the default file.
fTabKnobMoveRate 	0.0075 	Unknown. 	Not part of the default file.
===[RagdollAnim]===
* Processes, related to the animation of actors' ragdolls.
* Only a few entries are present in the original file.
* More entries are present in the GECKCustom.ini.
Variable 	Default value	Default value 	Effect 	Comment
Variable 	Fallout 3 	Fallout: New Vegas	Effect 	Comment
bFootIK 	1 	1 	Determines if inverse kinematics are used for the foot body part. 	Not part of the default file.
bGrabIK 	1 	1 	Determines if inverse kinematics are used for the grabbing feature. 	Not part of the default file.
bLookIK 	1 	1 	Determines if inverse kinematics are used for looking movements or head tracking.	Not part of the default file.
bPoseMatching 	1 	1 	Presumably related to pose animations. 	Not part of the default file.
bRagdollAnim 	1 	1 	Possibly determines if the ragdoll is animated at all. 	Not part of the default file.
bRagdollFeedback 	1 	0 	Unknown. 	
fAccelerationGain 	1.0000 	1.0000 	Unknown. 	
fCameraDist 	1000.0000 	1000.0000 	Unknown. 	
fDesiredVel 	15.0000 	15.0000 	Unknown. 	Not part of the default file.
fDetectionUpdateTimeSec 	5.0000 	5.0000 	Unknown. 	Not part of the default file.
fHierarchyGain 	0.1700 	0.1700 	Unknown. 	
fImpulseLimit 	1500.0000 	1500.0000 	Unknown. 	Not part of the default file.
fPositionGain 	0.0500 	0.0500 	Unknown. 	
fPositionMaxAngularVelocity	18.0000 	18.0000 	Unknown. 	
fPositionMaxLinearVelocity 	14.0000 	14.0000 	Unknown. 	
fSnapGain 	0.1000 	0.1000 	Unknown. 	
fSnapMaxAngularDistance 	1.0000 	1.0000 	Unknown. 	
fSnapMaxAngularVelocity 	0.3000 	0.3000 	Unknown. 	
fSnapMaxLinearDistance 	0.3000 	0.3000 	Unknown. 	
fSnapMaxLinearVelocity 	3.0000 	3.0000 	Unknown. 	
fVelocityDamping 	0.0000 	0.0000 	Unknown. 	
fVelocityGain 	0.6000 	0.6000 	Unknown. 	
===[RagdollFeedback]===
* This single variable's effect is unknown.
* It is not present in the original file.
* It is present in the GECKCustom.ini.
Variable 	Default value
uiFeedbackTimeout	1500
===[RenderedMenus]===
* This single variable presumably determines the duration of the distort effect, present in the race-sex-menu.
* It is not present in the original file.
Variable 	Default value
fRaceSexMenuDistortDuration	50.0000
===[RenderedTerminal]===
* This section manages the visual appearance of terminals and the race-sex-menu.
* It is present in the original file.
* The first entry is not created by the console command.
Variable 	Default value	Effect 	Comment
bDoRenderedTerminalScanlines 	1 	Determines if scanlines scroll through rendered terminals. 	
bUseRenderedTerminals 	1 	Determines if terminals are rendered at all. 	Disabling this has a currently unknown effect.
fRaceSexMenuHPos 	0.0000 	Determines the horizontal position of the RSM. 	
fRaceSexMenuScale 	0.5000 	Presumably determines the size of the RSM. 	
fRaceSexMenuVPos 	-0.6000 	Determines the vertical position of the RSM. 	
 	70.0000 	Determines the initial zoom in the RSM. 	See also fRSMStartingZoom in the [Interface] section.
 	0.1500 	Determines the FOV used for displaying terminals. 	Increasing this makes terminals appear more far away from the player, thus smaller, while decreasing it has the opposite effect. See also fRenderedTerminalZoom.
fRenderedTerminalHPos 	0.0000 	Determines the horizontal position of rendered terminals. 	
fRenderedTerminalScanlineScale	130.0000 	Presumably determines the size of scanlines scrolling through rendered terminals. 	
fRenderedTerminalVPos 	0.3800 	Determines the vertical position of rendered terminals. 	
 	36.0000 	Presumably determines a zoom when displaying rendered terminals. The relation to fRenderedTerminalFOV is unknown.	
fScreenLightBaseIntensity 	1.2000 	Possibly determines the intensity of the lighting when displaying rendered terminals. 	
fScreenLightColorB 	0.6200 	Possibly determines the amount of the blue component in the lighting when displaying rendered terminals. 	
fScreenLightColorG 	0.7400 	Possibly determines the amount of the green component in the lighting when displaying rendered terminals. 	
fScreenLightColorR 	0.6800 	Possibly determines the amount of the red component in the lighting when displaying rendered terminals. 	
fScreenLightRadius 	80.0000 	Possibly determines a radius taken into account when lightening rendered terminals. 	
===[SaveGame]===
* This section handles save game management.
* It is not present in the original file, though some possible entries are listed in the [General] section. If those are wanted to be used with altered values, it is advised to add this section, and change the settings in both places.
Variable 	Default value	Effect 	Comment
 	0 	Unknown. 	Presumably related to bEnableProfile in the [General] section, which is disabled by default.
bAllowScriptedAutosave 	1 	Presumably determines if autosaves can be forced via scripts. 	The original setting of this entry in the [General] section is 0, though that is possibly unused. As autosaves do happen in certain situations, it can be believed that the game uses this default setting.
bAllowScriptedForceSave 	1 	Presumably determines if general saves can be forced via scripts. 	
bCopySaveGameToHostOrMemStick 	0 	Possibly determines if, when a game is saved, simultaneously the save game file is copied to an external or network device. 	
bDisplayMissingContentDialogue	1 	Determines if a message is displayed, when a save is loaded that refers to game files no longer existing in the current load order.	Can also be found in the [General] section. If for any reason this setting shall be changed, it is advised to do that in both places.
bOutputSaveGameScreenshot 	0 	Possibly determines if the thumbnail generated for a save game file is simultaneously added as a screenshot. 	For naming conventions and output path see the "screenshot" entries in the [Display] section.
bUseSaveGameHistory 	0 	Unknown. 	
iSaveGameBackupCount 	1 	Determines the number of backups of auto and quick saves. It is currently unknown if changes actually take effect. 	Can also be found in the [General] section. If this setting shall be changed, it is advised to do that in both places.
 	32D4 	Possibly the form ID of a map marker, whose cell is safe for clean saves. Possibly unused. 	Serves possibly the same purpose as SSaveGameSafeCellID in the [General] section, which is unused. In Fallout 3 this is the map marker for Vault 101; in Fallout: New Vegas this form ID doesn't exist.
===[ScreenSplatter]===
* This section is somehow unclear. The game creates the third entry, while the console command does not, instead creating the first one.
* It is currently unknown, which one is used, if not both.
* In the Fallout: New Vegas file there's an additional entry.
Variable 	Default value	Effect
bBloodSplatterEnabled 	1 	Possibly determines if blood splatters the screen when the player gets hit.
bCustomSplatterEnabled	1 	Unknown.
bScreenSplatterEnabled	1 	Possibly determines if blood splatters the screen when the player gets hit.
===[SpeedTree]===
* This section handles how trees are displayed in the game.
* It is present in the original file.
* The last entry is not created by the console command.
* More entries are not present in the GECKCustom.ini.
Variable 	Default value	Effect 	Comment
bEnableTrees 	1 	Determines if trees are displayed at all. 	
bForceFullLOD 	0 	Determines if full LOD for trees is forced. 	Enabling this will make more trees appear in the distance at the cost of performance.
fCanopyShadowGrassMult 	1.0000 	Unknown. 	
fLocalTreeMipMapLODBias	-0.2500 	Unknown. 	
fLODTreeMipMapLODBias 	-0.7500 	Unknown. 	
fTreeForceBranchDimming	-1.0000 	Unknown. 	
fTreeForceCS 	-1.0000 	Unknown. 	
fTreeForceLeafDimming 	-1.0000 	Unknown. 	
fTreeForceLLA 	-1.0000 	Unknown. 	
fTreeForceMaxBudAngle 	-1.0000 	Unknown. 	
fTreeForceMinBudAngle 	-1.0000 	Unknown. 	
fTreeLODExponent 	1.0000 	Unknown. 	
iCanopyShadowScale 	512 	Possibly the texture size when displaying canopy shadows. 	
iTreeClonesAllowed 	1 	Presumably the number of clones that are allowed for one individual tree.	It can be assumed that increasing this would make more trees appear identically, thus increasing performance, while reducing it to 0 would make all trees unique, thus decreasing performance.
===[Surgery3D]===
* The specific effects of this section are unknown, so changes aren't advised.
* It is unclear if these entries are related to the race-sex-menu, which is actually managed in other sections.
* It is not present in the original file.
Variable 	Default value
fSurgeryPlayerDefaultHPos 	2.7500
fSurgeryPlayerDefaultScale	0.0900
fSurgeryPlayerDefaultVPos 	-9.9000
fSurgeryPlayerZoom 	30.0000
fSurgerySkinHPos 	-4.0000
fSurgerySkinScale 	-0.0500
fSurgerySkinVPos 	0.000
fSurgerySkinZoom 	-75.0000
===[TerrainManager]===
* This section mainly handles textures and the distance in which landscape and trees are displayed.
* Most entries are present in the original file.
* Some entries only contain default values for the FalloutPrefs.ini.
* Except those latter ones, all are present in the GECKCustom.ini, though with one interesting different value.
Variable 	Default value	Effect 	Comment
bKeepLowDetailTerrain 	1 	Unknown. 	Not part of the default file.
 	1 	Unknown. 	See also uDistantTreeBlockCacheSizePerCell.
 	1 	Possibly determines the displaying of trees in the distance. 	Not part of the default file. See also uDistantTreeBlockCacheSizePerCell.
bUseNewTerrainSystem 	1 	Possibly determines if the game engine takes advantage of a newer version of the terrain system then that used for Oblivion, the previous Bethesda game created with the same engine.	
 	125000.0000 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
fBlockMorphDistanceMult 	0.7000 	Unknown. 	This entry is missing in the GECKCustom.ini.
fDefaultBlockLoadDistanceLow	50000.0000 	Default value for fBlockLoadDistanceLow in the FalloutPrefs.ini. 	
fDefaultTreeLoadDistance 	25000.0000 	Default value for fTreeLoadDistance in the FalloutPrefs.ini. 	
fDetailTextureScale 	3.0000 	Unknown. 	Not part of the default file.
fHighBlockLoadDistanceLow 	50000.0000 	The maximum possible (ultra settings) value for fBlockLoadDistanceLow in the FalloutPrefs.ini. 	The value in the GECKCustom.ini sets this to 75000.0000.
fHighTreeLoadDistance 	40000.0000 	The maximum possible (ultra settings) value for fTreeLoadDistance in the FalloutPrefs.ini. 	
fLowBlockLoadDistanceLow 	25000.0000 	The minimum possible (low settings) value for fBlockLoadDistanceLow in the FalloutPrefs.ini. 	
fLowTreeLoadDistance 	10000.0000 	The minimum possible (low settings) value for fTreeLoadDistance in the FalloutPrefs.ini. 	
fMorphEndDistanceMult 	0.6500 	Unknown. 	Not part of the default file.
fMorphStartDistanceMult 	0.7000 	Unknown. 	Not part of the default file.
fSplitDistanceMult 	0.7500 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
 	1 	Possibly determines the size of the cache per cell used for the displaying of distant trees and blocks. 	Not part of the default file. See also bUseDistantObjectBlocks and bUseDistantTrees.
uTerrainTextureFadeTime 	1000 	Unknown. 	Not part of the default file.
===[TestAllCells]===
* This section seems to serve debugging purposes, but the specific effects are unknown.
* Changes should, if at all, be applied carefully.
* All but two entries are present in the original file.
* All entries are present in the GECKCustom.ini.
Variable 	Default value	Comment
bFileCheckModelCollision	0 	
bFileControllerOnRoot 	1 	Not part of the default file.
bFileGoneMessage 	1 	
bFileNeededMessage 	1 	
bFileShowIcons 	1 	
bFileShowTextures 	1 	
bFileSkipIconChecks 	0 	
bFileSkipModelChecks 	0 	
bFileTestLoad 	0 	
bFileUnusedObject 	0 	Not part of the default file.
===[VATS]===
* This section handles the visual appearance of the V.A.T.S..
* Most entries are not present in the original file.
Variable 	Default value 	Effect 	Comment
bVATSSmartCameraCheckDebug	0 	Unknown. 	Not part of the default file.
fBlurIntensity 	0.5000 	Presumably the intensity of the blur effect in the V.A.T.S. 	Not part of the default file.
fBlurRadius 	4.0000 	Presumably a radius taken into account for the blur effect in the V.A.T.S. 	Not part of the default file.
fBurstDuration 	200.0000 	Unknown. 	Not part of the default file.
fBurstIntensity 	5.0000 	Unknown. 	Not part of the default file.
fDistortDuration 	500.0000 	Unknown. 	Not part of the default file.
fDistortHorizontalScale 	1.0000 	Unknown. 	Not part of the default file.
fDistortVerticalScale 	5.0000 	Unknown. 	Not part of the default file.
fPulseIntensity 	0.3000 	Presumably the intensity of the pulse effect in the V.A.T.S. 	Not part of the default file.
fPulseRadius 	0.0500 	Presumably a radius taken into account for the pulse effect in the V.A.T.S. 	Not part of the default file.
fPulseRate 	0.0005 	Presumably the frequency of the pulse effect in the V.A.T.S. 	Not part of the default file.
fScanlineFrequency 	125.0000 	Unknown. 	Not part of the default file.
fScanModeDuration 	250.0000 	Unknown. 	Not part of the default file.
fScanModeScanlineFrequency	150.0000 	Unknown. 	Not part of the default file.
fScanModeVerticalScale 	2.0000 	Unknown. 	Not part of the default file.
fVATSColorB 	0.6270 	Presumably the amount of the blue component of a color used in the V.A.T.S. 	Not part of the default file.
fVATSColorG 	0.8230 	Presumably the amount of the green component of a color used in the V.A.T.S. 	Not part of the default file.
fVATSColorR 	0.2560 	Presumably the amount of the red component of a color used in the V.A.T.S. 	Not part of the default file.
fVATSLightAngle 	0.0000 	Unknown. 	
fVatsLightColorB 	0.3500 	Unknown. 	
fVatsLightColorG 	0.3500 	Unknown. 	
fVatsLightColorR 	0.3500 	Unknown. 	
fVATSLightDistance 	100.0000 	Unknown. 	
fVATSLightElevation 	100.0000 	Unknown. 	
fVATSLightLevelMax 	65.0000 	Unknown. 	
fVATSLightLevelMin 	20.0000 	Unknown. 	
fVATSTargetPulseRate 	0.0050 	Presumably the frequency of the pulse effect applied to the target in the V.A.T.S.	Not part of the default file.
iDistortMaxInterval 	4500 	Unknown. 	Not part of the default file.
SScanlineTexture 	Data\Textures\Pipboy3000\PipboyScanlines.dds	The name of the texture file used to display the scanline. 	Not part of the default file.
===[Voice]===
* This section defines extensions of files, needed to create speech in the game.
* They definitely shouldn't be changed!
* It is present in the original file.
* It is present in the GECKCustom.ini, though with one differing and one additional entry.
Variable 	Default value
SFileTypeGame 	ogg
SFileTypeLip 	lip
SFileTypeLTF 	ltf
SFileTypeSource	wav
===[Water]===
* This section handles all things related to water, mainly the visual appearance.
* Increasing certain settings here to much higher values or even enabling some features, disabled by default, can have a strong impact on game performance, whenever the player finds himself near a water surface.
* Not all entries are present in the original file.
* Some entries only contain default values for the FalloutPrefs.ini.
* The GECKCustom.ini has some different entries.
Variable 	Default value	Effect 	Comment
bAutoWaterSilhouetteReflections 	1 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
bForceHighDetailLandReflections 	0 	Determines if landscape reflections on the water are forced to being displayed in high detail. 	Not part of the default file.
bForceHighDetailReflections 	0 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
bForceLowDetailReflections 	0 	Determines if reflections on the water are forced to being displayed in low detail. 	
bReflectExplosions 	0 	Determines if explosions are reflected on water. 	
bUseBulletWaterDisplacements 	1 	Unknown. 	Not part of the default file.
bUsePerWorldSpaceWaterNoise 	1 	Unknown. 	Not part of the default file.
bUseWater 	1 	Determines if water is displayed at all. 	Not part of the default file. "Not displayed" wouldn't mean, it wasn't there…
bUseWaterDepth 	1 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
bUseWaterDisplacements 	1 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
bUseWaterHiRes 	0 	Presumably determines if water textures are displayed in high resolution. 	
bUseWaterLOD 	1 	Presumably determines if LOD is used for water. 	
bUseWaterReflections 	1 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
bUseWaterRefractions 	1 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
bUseWaterShader 	1 	Presumably determines if a shader is used for displaying water. 	
fExteriorWaterReflectionThreshold	300.0000 	Unknown. 	Not part of the default file.
fInteriorWaterReflectionThreshold	10.0000 	Unknown. 	Not part of the default file.
fNearWaterIndoorTolerance 	512.0000 	Unknown. 	
fNearWaterOutdoorTolerance 	1024.0000 	Unknown. 	
fNearWaterUnderwaterFreq 	0.3000 	Unknown. 	
fNearWaterUnderwaterVolume 	0.9000 	Presumably a multiplier to the overall sound volume, applied when the player's head is beneath the water's surface.	
fRefractionWaterPlaneBias 	3.0000 	Unknown. 	Not part of the default file.
fSurfaceTileSize 	2048.0000 	Presumably determines the size of a water surface tile. 	
fTileTextureDivisor 	4.7500 	Possibly a divisor applied to the relation between texture and tile size. 	
fWadingWaterQuadSize 	2048.0000 	Unknown. 	Not part of the default file.
fWadingWaterTextureRes 	512.0000 	Possibly the size textures use around an actor, who wades through water. 	Not part of the default file.
fWaterGroupHeightRange 	10.0000 	Unknown. 	Not part of the default file.
iWaterBlurAmount 	4 	Default value for the same entry in the FalloutPrefs.ini. 	Overwritten by the same entry in the FalloutPrefs.ini.
iWaterNoiseResolution 	256 	Possibly the size of noise textures being displayed on water. 	
SSurfaceTexture 	water 	Presumably the name of the basic texture file for water. 	Not part of the default file.
uMaxExteriorWaterReflections 	2 	Presumably the maximum number of reflections displayed simultaneously on water in exteriors. 	Not part of the default file.
uMaxInteriorWaterReflections 	4 	Presumably the maximum number of reflections displayed simultaneously on water in interiors. 	Not part of the default file.
uNearWaterPoints 	8 	Unknown. 	
uNearWaterRadius 	1000 	Unknown. 	Not part of the default file.
uSurfaceFPS 	12 	Possibly the minimum FPS necessary on water surfaces for the game to not slow down time in general. 	
===[Weather]===
* The last section handles the weather and the sun.
* It is present in the original file.
* It is present in the GECKCustom.ini with partially different values.
Variable 	Default value 	Effect 	Comment
bPrecipitation 	1 	Presumably determines if precipitation exists at all.	
fAlphaReduce 	1.0000 	Unknown. 	
fSunBaseSize 	750.0000 	Determines the size of the sun itself. 	
fSunGlareSize 	800.0000 	Determines the size of the glare of the sun. 	
SBumpFadeColor 	255,255,255,255	Unknown. 	
SEnvReduceColor	255,255,255,255	Unknown. 	
SLerpCloseColor	255,255,255,255	Unknown. 	
==Enabling v3.0 shaders==
The game is able to do some graphic processes using shader model 3 if the graphics adapter is compatible. Though "being able" doesn't mean it will always do so – but it can be forced.
===Prerequisites===
In the same directory where the Fallout.ini file is located (see above for instructions), another text document can be found, called RendererInfo. It is also created when starting the launcher for the first time, and contains basic informations about the abilities of the graphics adapter.
It contains a line "Shader Package" with a number behind. This number will be needed in the next step. It is not advised to change anything here in this text file!
===Changing the shader package===
In the game's installation directory (see above for instructions) there's a subfolder Data\, containing another subfolder Shaders\. Here shaderpackages#….sdp can be found, one of them ending with the previously found number.
# Rename this file, e.g. by putting "BackUp_" to the start of the name. (It's not advised to renaming it by deleting the number at the end.)
# Copy shaderpackage019.sdp and paste it right here, into the same place.
# Rename the copy of shaderpackage019.sdp to "shaderpackage0….sdp", using the previously found number.
;Example
# RendererInfo contains the line "Shader Package : 13"
# Rename shaderpackage013.sdp to BackUp_shaderpackage013.sdp
# Make a copy of shaderpackage019.sdp
# Rename the copy of shaderpackage019.sdp to shaderpackage013.sdp
Note: The file index ".sdp" may not be shown, depending on the system configuration. In this case the files will only be named shaderpackage0##. This doesn't have affect on the renaming instructions.
==Credits and external references==
* The Garden of Eden Creation Kit™ (GECK) wiki is a useful source for game mechanics and technical background.
* Many descriptions and comments were inspired by the Fallout 3 Tweak Guide, created by Koroush Ghazi, especially the instructions to enable shader model 3.
* Many informations were learned from the STEP Guide: Skyrim Configuration Settings and the STEP Guide: Skyrim INI for the Skyrim configuration file.
Category:Fallout 3 technical information
Category:Fallout: New Vegas technical information