Fallout 4 Havok Physics4/22/2021
NIF files are typically stored in BSA archives and can be viewed and modified using third-party software such as NifSkope.Conclusion: I can confirm this fix works for the scenarios I tested.Press question mark to learn the rest of the keyboard shortcuts Log In Sign Up User account menu 477 A few lesser known ini tweaks: 120 FPS physics fix, High FPS loading screen, no more high FOV clipping.
![]() Fallout 4 Havok Physics Software Such AsIf you played Skyrim on a 120Hz monitor, you probably ran into a few issues like water disappearing and reappearing, floating animals, items flying all over, the cart at the beggining going crazy. Skyrims release, a fix for this has been found by uHuntBoston1508 in 2016. This completely eliminates the wonky physics problems we have been plagued with all these years: In Skyrim.ini add this line under HAVOK fMaxTime0.0333 is for 30fps, may help performance on slow computers fMaxTime0.0166 is for 60fps fMaxTime0.0133 is for 75fps fMaxTime0.0111 is for 90fps fMaxTime0.0083 is for 120fps fMaxTime0.0069 is for 144fps fMaxTime0.0042 is for 240fps and Display iVSyncPresentInterval0 for Special Edition iPresentInterval0 for Original edition Many people were concerned that this might affect the scripting engine or be bad for your save file. Fallout 4 Havok Physics Mods Ever SinceI have been using fMaxTime0.0083 in Skyrim Classic with over 300 mods ever since it was found and it has been running flawlessly. No more flying items, flashing water, jumpy animals, crazy carts. I can confirm with 99.9 certainty that this is, indeed a true fix and has absolutely no downsides. I felt the need to remind you all about this wonderful tweak, since this community likes being paranoid of anything being able to completely wreck the papyrus engine, which basically buried this fix, making not confirmed to be safe, even after 10 months of issue-free testing. High FPS loading screen UPDATE: The 60 FPS loading screen tweak may cause insanely long loading. Use at own risk This is for Skyrim Classic only. In Skyrim.ini, add this line under Interface: uTicksToWait16 for 60 fps uTicksToWait8 for 120 fps uTicksToWait7 for 144 fps The value is calculated by dividing 100 by your desired FPS and matches the amount of milliseconds one frame is taking up. I cant confirm whether this is safe or not, but I have been playing with uTicksToWait16 for a few months now and didnt notice any issues. No more clipping with high FOV values In Skyrim.ini, add this line under Interface: fNearDistance10 It moves the first person camera a tiny bit back, so if youre standing directly in front of a wall, your view no longer clips through. I use this in junction with Enhanced Camera and Customizable Camera, no issues. Not sure if it affects third person. Upvoted This thread is archived New comments cannot be posted and votes cannot be cast Sort by best. Testing Methodology: Specs: i7 5930K 4.5 GHz, 980 Ti 2SLI (1 card active, cuz no proper SLI profile yet), DDR4-3200, win 10 pro, installed via Steam on M.2 SSD, SSE version 1.1.47.0. Nov. 2016 Mods: I disabled all mods to verify the integrity using only vanilla files. I set: (Skyrim.ini Havok SkyrimPrefs.ini Display) fMaxTime0.0069 iVSyncPresentInterval0 144hz capped with Monitors G-SYNC 2560x1440 native resolution, no rivatuner cap, afterburner overlay running, steamoverlay active, I used lowest settings (yes my eyes are bleeding) to ensure it stays at 144fps at all times. Testing 5. Testing areas (with the Havok fix and 1st: lowest settings and 2nd: high settings (low draw distance all dx11 effects enabled, shadows off, godrays off, FXAATAA off to maintain 144fps at all times): Cart opening scene - DID NOT Spaz out and was perfectly playable: Imageproof I know, not the best image but you can see that its angle towards the ground is correct and everything behaves properly. Breezehome - I moved around some goblets and plates, they move at appropriate speed and it didnt seem glitchy. No glitchy behavior, no spazzing out when jumping to the water. Spawn 100 Cabbages - In Breezehome, worked flawlessly, no glitches or bugs - In Windhelm Docs, worked fine aswell. Waitrun (reduced to 1h ingame time instead of 24) - Nothing to note, no unusual behavior for high and for low settings. I also paid attention to sound loops from fire and water - they were played at regular speeds. Interior: Dragonsreach, Fus-Ro-Dahd regularly to keep physics going - No glitches everything usual, no flying jarls or spazzing stewards. Riften training grounds near Mistveil Keep - observe guards and their speed. Their animation speed was no different that at 60 fps, they moved and behaved appropriately. I also spawned 100 Cabbages here to make sure everything works properly - it did.
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