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| '''File Extension:''' <code>.ini</code>
| | [[Category:Editor Reference]] |
| | | [[Category:Game Files]] |
| The '''Initialization File''' format is an informal standard for storing application [[Configurations]].
| | '''File Extension:''' .ini |
| These files are normally only loaded once when an application is starting up.
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| The configuration format is a <code>section</code> followed by multiple <code>property=value</code>.
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| ==INI Custom==
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| Using a ''custom'' initialization file will preserve your changes after [[Fallout 4]] or the [[Creation Kit]] update.
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| This is useful becuase the ''default'' initialization files are overwritten by application updates.
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| The ''*Custom.ini'' suffixed files work by overriding values in their parent ''default'' initialization files.
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| Override values in the ''default'' files by only adding settings which are intended to be changed to the custom ini.
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| Both [[Fallout 4]] and the [[Creation Kit]] support ''custom'' initialization files.
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| For Fallout 4, create a new, empty file called [[Fallout4Custom.ini]] within the user directory.
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| <BR><code>\My Games\Fallout4\Fallout4Custom.ini</code>
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| <source lang="ini">
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| [Archive]
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| bInvalidateOlderFiles=1
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| sResourceDataDirsFinal=
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| [Papyrus]
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| bEnableLogging=1
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| bEnableTrace=1
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| bLoadDebugInformation=1
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| </source>
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| <BR>
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| For the Creation Kit, create a new, empty file called [[CreationKitCustom.ini]] within the game directory.
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| <BR><code>\steamapps\common\Fallout 4\CreationKitCustom.ini</code>
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| <source lang="ini">
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| [General]
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| bAllowMultipleEditors=1
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| bAllowMultipleMasterLoads=1
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| </source>
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| === Bethesda.net Uploads ===
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| <BR>
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| To extend the Creation Kit mod list when uploading mods to Bethesda.net, add the following line to [[CreationKitCustom.ini]]:
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| <BR><code>\steamapps\common\Fallout 4\CreationKitCustom.ini</code>
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| <source lang="ini">
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| [Bethesda.net]
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| uiDefaultNumSearchResults=800
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| uiEditorNumSearchResults=400
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| </source>
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| ==INI Fragments==
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| Any active [[Data File]] can override values in [[Fallout4.ini]] by including a new <code>*.ini</code> file that shares the same name.
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| Including ''INI Fragments'' with Playstation distributions is not supported. There are a number of ''INI Fragments'' that will work on Xbox; however if they are considered "dangerous" on PC, they are equally dangerous for console.
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| <BR>
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| <code>\Fallout4\Data\MyWastelandMod.esp</code><BR>
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| <code>\Fallout4\Data\MyWastelandMod.ini</code>
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| <source lang="ini">
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| [Display]
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| fPipboyScreenEmitIntensityPA=1.25
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| fPipboyScreenDiffuseIntensityPA=0.15
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| [Pipboy]
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| bPipboyDisableFX=1
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| [Interface]
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| bShowTutorials=0
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| </source>
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| ==Tooling==
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| *A standard [[Text Editor]] can create and edit initialization files.
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| == Notes ==
| | These are settings files that store values by <code>section.property.value</code>. These files are normally only loaded once when an application is starting up. |
| * The sections may be optional in some uses.
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| == See Also == | | == See Also == |
| *[[Configurations]] | | *[[:Category:Game_Files|Game Files Category]] |
| *[[Fallout4.ini]]
| | *[[Distribution]] |
| *[[CreationKit.ini]]
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| *[[INI Settings (Papyrus)]]
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| *[[Game File]]s
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| [[Category:Editor Reference]]
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| [[Category:Game Files]] | |