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Ian Harris
Ian Harris

Fallout 3 Bat Files


Those of you who cannot seem to get the console to appear, pay attention:You should always double-check all your .ini files when modifying your game, especially doing so significantly. On Windows Vista and Windows 7, these should be located in the following locations, assuming C: as your install drive:




fallout 3 bat files



The final .INI can often be found in: ...\Steam\steamapps\fallout 3\If you're not using Steam (a.k.a D2D, etc.), consult the documentation that came with your version. This folder's contents are non-modifiable by default if you have UAC turned on. Either disable it (not recommended), or edit the Security tab in the folder's properties panel to allow you access. This folder will contain one .INI:


Make a backup of all .INIs before changing them. This is just a general good-practice rule for all data file editing, and it simply involves either making a copy of the file and placing it wherever you like, or making a copy and then changing the original file's extension to something like Fallout_Prefs.bak.ini. The idea here is that these .INI files can often be the solution to simple problems like not being able to access the console. Fallout: New Vegas ships in most cases with the console enabled for PC. This can be verified by looking for the


string value under the [Interface] section. Furthermore, the console can (and if you're planning on using it a lot, should) be altered via these .INI files to allow more console text to be shown on-screen. Assuming a minimum of 768 pixels of vertical display resolution (720p monitor), you can change the following values under the [Menu] heading:


This is an extremely helpful function if you've extended the console's history in the .INI files, and especially useful with the console command help, which will display a list of all possible console commands (requires a good deal of reading). You can only see the entire list if you've increased the iConsoleHistory value to higher than the factory settings.


The quick-start guide provides an overview of how to use DDSopt to optimize the vanilla Fallout New Vegas and Fallout 3 textures and the textures in Fallout NV and Fallout 3 mods. It summarizes the basic steps needed to get started and the general guidelines to apply when optimizing any textures. The quick-start includes step-by-step instructions for optimizing the vanilla textures, and for optimizing mod textures from a few selected mods in the STEP Fallout guides. It includes a complete set of instructions for these tasks; it is not necessary to read any other DDSopt guide sections for these tasks. It is intended to work with the Fear and Loathing in New Vegas guide for Fallout New Vegas and the Clear and Present Danger guide for Fallout 3. The resource data structures of Fallout New Vegas and Fallout 3 are very similar, so the instructions (other than specific folder names) and batch files described here can also be used for both Fallout 3 and Fallout New Vegas texture optimization. Detailed instructions on using DDSopt are available in the Guide:DDSopt


The first step is to extract the vanilla textures from the BSA files (*.BSA) in the Fallout New Vegas/Data or Fallout 3 GOTY/Data directory. If the vanilla textures for Fallout 3 are being optimized skip the next subsection on extracting Fallout NV textures and move to the following section Extracting Vanilla Fallout 3 Textures from Fallout 3 BSAs.


The folder names for the extracted BSAs from the optional DLC are arbitrary. With Mod Organizer 1.2.17 or later the final names for the folders should be different than those of the original BSA (e.g., Optimized_HonestHearts_textures or HonestHearts_textures_opt). This name change can be done before extracting the textures or after the optimized textures are created. If the batch files for compressing the optimized textures are used, "_opt" is automatically added to the file name so this should not be an issue.


At the end of the extraction process the "Vanilla Extracted" directory contents should match those in the the Working folder file tree screenshot. Errors in getting the extracted and batch files into the proper folders are the major reason for problems in using the tools provided to simplify the optimization. A portion of the DLC BSAs also contain non-texture assets (e.g., meshes, sounds, scripts, etc.), which will be ignored during optimization.


The folder names for the extracted BSAs from the optional DLC are arbitrary. With Mod Organizer 1.2.17 or later the final names for the folders should be different than those of the original BSA (e.g., Optimized_Anchorage_textures or Anchorage_textures_opt). This name change can be done before extracting the textures or after the optimized textures are created. If the batch files for compressing the optimized textures are used, "_opt" is automatically added to the file name so this should not be an issue.


The optimized Vanilla texture files are then ready to be archived into 2-12 archive files for Fallout NV or 1-6 folders for Fallout 3, or alternatively moved without first archiving them. If Mod Organizer is used the archiving step can be eliminated if desired. Move the 2-12 folders for Fallout NV or 1-6 folders for Fallout 3 inside Vanilla Optimized/ to the directory where Mod Organizer stores mods (typically the Mod Organizer/mods/ folder)' and make sure that any folders with optimized DLC textures have names different than the original BSA name.


If archiving is done it can be done manually or, optionally, using the 3_Compress_Fallout_Mod_7z_2.8.bat batch file to automatically produce one 7zip archive file for each Vanilla BSA. When archiving STEP recommends using the 7zip archive tool with the non-solid option and LZMA2 compression; the batch file uses these parameters. Processing can take a while especially if the files are not on an SSD, but no user intervention is needed once the batch file is started and the "Enter" key is typed after the initial pause.


This section covers optimizing Fallout 3 and Fallout NV mods. The Fear and Loathing in New Vegas guide includes a short guide supplement on optimizing Fallout NV mods, and a similar guide supplement will be added later to the Clear and Present Danger guide for Fallout 3. The goal when optimizing textures from mods such as those in Fear and Loathing in New Vegas guide and Clear and Present Danger guide is to get some improvements in graphic quality for most of the textures, and to reduce the VRAM use while preserving graphic quality of the small set of textures (mostly exterior textures) that have significant impact on VRAM use. Mods need to be optimized only to the extent needed to meet these goals; all mods don't need to be optimized. The mod batch files for Fallout New Vegas and Fallout 3 work the same way as the batch files for Skyrim mods including sorting the textures to the same five folders to support using different DDSopt processing on each of the five texture categories (selective optimization).


The first step, discussed in more detail below, is to create a working folder and a Mod Extracted directory, then put a folder for each mod in this Mod Extracted directory. This can be done by extracting the mod archive file and then extracting any BSA files with textures (as discussed above), or copying the folder for the mod from the Mod Organizer/mods directory (typically a simpler option).


The two batch files do not optimize textures in BSAs since these might contain non-texture resources. For mods with simple packaging (no complex Fomods or Bain wizards) any BSAs present can simply be extracted into the same folder as the the rest of the mod resources. With complex Fomods or Bain wizards extract individual BSAs, optimize any textures, and repackage the files into a BSA (using the original BSA name) using DDSopt or the simpler BSAopt , and replace the BSA in the mod file with the optimized version.


The instructions in the rest of this subsection initially use a batch file to separate the textures from mods into 5 folders. The optimization steps in the next subsection use DDSopt to recombine optimized versions of these textures into individual mod folders in a new Mod Optimized directory created by the batch file, similar to the steps used for optimizing the vanilla textures. This set of mod files contains fewer textures than those from the vanilla BSAs, so this optimization takes less time. The texture resolution limit parameters used are suitable for most users; users with limited VRAM might choose smaller resolution limits on some of the texture types.


The next task is to package the contents of the mod directories in Mod Optimized into archive files corresponding to each mod folder, or alternatively moved without first archiving them. If Mod Organizer is used the archiving step can be eliminated if desired. Move the mod folders inside Mod Optimized/ to the directory where Mod Organizer stores mods (typically the Mod Organizer/mods/ folder). If the folders that were optimized were originally copied from Mod Organizer/mods/ folder then they can be copied back to that folder to overwrite the textures that will be replaced by optimized versions.


Do not put d3d8.dll or d3d9.dll from ENBSeries to system folder of Windows!!!Open game folder. You can manually locate it in browser or to open in properties of desktop link to the game.For injector based versions of ENBSeries, you should setup proper name of game executable in configuration file of ENBSeries, this required to inject in to game process. In most cases, non modified games for which mod is developed, working properly without editing.Injector version can be installed to any folder, but for better compability recommended to extract to game folder (some files may not work).For d3d9.dll based versions of ENBSeries, check if game executable (file with .exe extention) is in same folder, some games have binary executable files in custom folders like bin, bin32, system and in main folder only launchers or .bat files. ENBSeries files must to be extracted and placed where game .exe file is or where game .dll libraries, otherwise it will not work. If you can't find .exe file, perhaps extentions are hidden by properties in OS, just ignore this and put files in game folder for experiment.d3dx9_26.dll, d3dx9_40.dll, d3dx9_43.dll - required to run ENBSeries, if game won't start with modification and display error message, download DirectX Runtime from microsoft.com web site, they are not exist in system only for those users, who did not update DirectX several years or did clear installation of OS recently. If you need them, unpack to same folder, where ENBSeries is. Also you can put these files in to system folder of your windows installation.


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