Difference between revisions of "Initialization File"

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[[Category:Editor Reference]]
[[Category:Game Files]]
'''File Extension:''' <code>.ini</code>
'''File Extension:''' <code>.ini</code>


The '''Initialization File''' format is an informal standard for storing application configurations. These files are normally only loaded once when an application is starting up.
The '''Initialization File''' format is an informal standard for storing application [[Configurations]].
These files are normally only loaded once when an application is starting up.
The configuration format is a <code>section</code> followed by multiple <code>property=value</code>.
The configuration format is a <code>section</code> followed by multiple <code>property=value</code>.


==Tooling==
==INI Custom==
*A standard text editor can create and edit initialization files.
Using a ''custom'' initialization file will preserve your changes after [[Fallout 4]] or the [[Creation Kit]] update.
This is useful becuase the ''default'' initialization files are overwritten by application updates.
The ''*Custom.ini'' suffixed files work by overriding values in their parent ''default'' initialization files.
Override values in the ''default'' files by only adding settings which are intended to be changed to the custom ini.
Both [[Fallout 4]] and the [[Creation Kit]] support ''custom'' initialization files.
 
For Fallout 4, create a new, empty file called [[Fallout4Custom.ini]] within the user directory.
<BR><code>\My Games\Fallout4\Fallout4Custom.ini</code>
<source lang="ini">
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
 
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
</source>
 
<BR>
For the Creation Kit, create a new, empty file called [[CreationKitCustom.ini]] within the game directory.
<BR><code>\steamapps\common\Fallout 4\CreationKitCustom.ini</code>
<source lang="ini">
[General]
bAllowMultipleEditors=1
bAllowMultipleMasterLoads=1
</source>
 


==INI Fragments==
==INI Fragments==
Any [[Data File]] can override values in the games base INIs by including a new INI of the same name.
Any active [[Data File]] can override values in [[Fallout4.ini]] by including a new <code>*.ini</code> file that shares the same name.
Including ''INI Fragments'' with Xbox or Playstation distributions is not supported.
<BR>
<BR>
<code>\Fallout4\Data\MyWastelandMod.esp</code><BR>
<code>\Fallout4\Data\MyWastelandMod.esp</code><BR>
<code>\Fallout4\Data\MyWastelandMod.ini</code>
<code>\Fallout4\Data\MyWastelandMod.ini</code>
<source lang="text">
<source lang="ini">
[Display]
[Display]
fPipboyScreenEmitIntensityPA=1.25
fPipboyScreenEmitIntensityPA=1.25
Line 26: Line 53:
</source>
</source>


==Sample==
==Tooling==
<code>\My Games\Fallout4\Fallout4Custom.ini</code>
*A standard [[Text Editor]] can create and edit initialization files.
<source lang="text">
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
 
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
</source>


== Notes ==
== Notes ==
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== See Also ==
== See Also ==
*[[:Category:Game_Files|Game Files Category]]
*[[Configurations]]
*[[Fallout4.ini]]
*[[CreationKit.ini]]
*[[INI Settings (Papyrus)]]
*[[INI Settings (Papyrus)]]
*[[Enable Loose Files]]
*[[Game File]]s
*[[Enable Debug Logging]]
 
 
[[Category:Editor Reference]]
[[Category:Game Files]]

Revision as of 23:40, 30 August 2019

File Extension: .ini

The Initialization File format is an informal standard for storing application Configurations. These files are normally only loaded once when an application is starting up. The configuration format is a section followed by multiple property=value.

INI Custom

Using a custom initialization file will preserve your changes after Fallout 4 or the Creation Kit update. This is useful becuase the default initialization files are overwritten by application updates. The *Custom.ini suffixed files work by overriding values in their parent default initialization files. Override values in the default files by only adding settings which are intended to be changed to the custom ini. Both Fallout 4 and the Creation Kit support custom initialization files.

For Fallout 4, create a new, empty file called Fallout4Custom.ini within the user directory.
\My Games\Fallout4\Fallout4Custom.ini

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1


For the Creation Kit, create a new, empty file called CreationKitCustom.ini within the game directory.
\steamapps\common\Fallout 4\CreationKitCustom.ini

[General]
bAllowMultipleEditors=1
bAllowMultipleMasterLoads=1


INI Fragments

Any active Data File can override values in Fallout4.ini by including a new *.ini file that shares the same name. Including INI Fragments with Xbox or Playstation distributions is not supported.
\Fallout4\Data\MyWastelandMod.esp
\Fallout4\Data\MyWastelandMod.ini

[Display]
fPipboyScreenEmitIntensityPA=1.25
fPipboyScreenDiffuseIntensityPA=0.15

[Pipboy]
bPipboyDisableFX=1

[Interface]
bShowTutorials=0

Tooling

  • A standard Text Editor can create and edit initialization files.

Notes

  • The sections may be optional in some uses.

See Also