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>
 
=== Bethesda.net Uploads ===
<BR>
To extend the Creation Kit mod list when uploading mods to Bethesda.net, add the following line to [[CreationKitCustom.ini]]:
<BR><code>\steamapps\common\Fallout 4\CreationKitCustom.ini</code>
<source lang="ini">
[Bethesda.net]
uiDefaultNumSearchResults=800
uiEditorNumSearchResults=400
</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 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.
<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 62:
</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]]