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Fallout 3 TTW Interior Optimization Project.

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Mod version:1
Game version:1.09
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About This Mod

More than 200 internal cells were optimized using room boundaries and occlusion planes for better performance in the Capital Wasteland.

>>> The Fallout 3 version is here<<


This mod is the equivalent of Fallout 3 ExRB - Extended Roombounds, but with more than 200 internal cells (217 to be precise, and it is not just banal small buildings, but factories, offices, underground tunnels, numerous basements, etc.) in the main game and in its extended version. How I did this: I put many boundaries of rooms, portals and, in some cases, planes of occlusion. Most of them were brand new, but I also replaced some previously optimized cells. And we covered small buildings here and there. Not that it was necessary, but the layout was so simple that each of them took about 30 seconds.


But, because so many cells are in place, we cannot guarantee that we did not miss a single occlusion error (flickering or disappearing objects, a hole in the world, or the disappearance of entire cells for a moment). However, we tested all the cells and tried to cover every corner with JIP MiniMap, which doesn't help much on a vertically designed map. Therefore, if you notice the above problems and see that my mod overcomes all conflicts with room markers and portals, please open the console, click on a nearby object and inform me of FormID.


Note, however, that this mode is incompatible with mods that make significant changes to the location of affected cells or add new sections to those cells. So if you notice a large hole where it should be, or an area that isn't drawn at all, you've probably found a conflict (unless I'm too blind to notice such a glaring problem). In most cases it's easy to fix, but let me know what mod it causes. Don't post the mod list in the comments section and don't expect me to fix it myself. If you don't want to wait for a patch, remove the affected cells from my mods.



Question.



Q: Does this mean that a completely modified game will run smoothly, as if by oil?


A: I hope so. However, some cells have a very open design (for example, Citadel Labs or Rivet City Market) or their layout is so tight and chaotic that it is almost impossible to fully optimize it without changing the layout, and this is beyond the scope of this fashion.



Q: So how much will this fashion change the game?


A: We do not know. It depends on what mod you installed. At the moment I don't have room to install a lot of textures and grid modifiers, so I can't check how much the game will change with a lot of mods. However, I can give examples of mods that I have corrected:


GNR Building Redux dropped to 40 FPS in newly added rooms (from 144 at 1440p), but when I fixed it, it went from 70 to about 100.


On the other hand, in some bedrooms in Reilly's Rangers Compound Redux when turning can drop to 50 FPS, but with my patch this drop is 1-2 FPS.


I'm starting to make a similar fashion for A World of Pain (Fallout 3), and in the Capital Research Operations camera it can drop to 30 FPS. But in my optimized version, it only drops to 70. Don't ask me when this mod will be released. I'm only working on one cell right now.


There are several reference images in the screenshot gallery (see FPS at top left). But note that they were made on GTX 1070 and i5-6500 and without Heap Replacer or DXVK. If you have a newer system, hopefully your FPS will be better.



Q: Does this affect cells added by other mods? No, each cell must be manually optimized.



Q: Can I add this mod in the middle of the game?


A: No. We tested it on the GNR and Reilly connections, so there should be no problems with switching between rooms. However, if you do this with the corrected mod, then most likely the doors will be shifted, etc.



S: I optimized the cell better than you.


Not a question, but nice. Send me your plugin and I'll include these changes in mod.



Known Issues:


Throughout the game, there is some confusion on either side of the walls (mostly rubbish, I think). Vanilla is not a problem in the game, but when spatter is added to the room, some of it flickers and disappears. I didn't notice anything special, but I wouldn't be surprised if there were more.


If you have a lot of time and want to check yourself if there are still problems, I can give only one advice: hit (or better walk, otherwise you can go through a faulty portal without noticing it) every wall, embrace every corner, especially around the doors.



How to Report a Bug


If you find the wrong location, click a nearby object with an open console and take a screenshot. Then send it to the errors section. If clicking on an object does not yield anything, step away from the error and try again.



Compatibility.


Fallout 3 3DNPC Pack for TTW: Fully compatible if you install it after installing my mod.


A Trail of Crumbs: fully compatible.


Big Town Extensions: fully compatible.


Blood Ties Redesign/Meresti Metro Redesign: Jumping through rooms added to MerestiMetro02 won't meet vanilla players.


Remake Citadel: generally compatible, but I provided a patch to disable Occlusion Plane, as I tried to add my own optimization and it may conflict with mine. However, this mod removes navmesh, so I don't recommend it in its current form unless you know how to fix it yourself.


ExRB - Extended Roombounds: This mod is only available for Mojave and is fully compatible with it.


Fort Independence Overhaul: Same problem as Citadel Overhaul, but this mod does not remove the navigation grid. Just an additional navigation screen floats in space.


Fort Independence Reforged: Incompatible due to layout changes and room boundaries added, so I have made a patch that preserves my own optimization and extends the portal to cover the new rooms added.


GNR Building Redux: the main plugin is incompatible due to major layout changes that cannot be accounted for. Therefore, a patch has been prepared.


Megaton Open: fully compatible.


Museum Hall of Today: fully compatible.


Mothership Zeta Reheal: Mostly compatible, but fixed due to minor conflicts that could cause problems regardless of the order in which the mods were installed.


Point Lookout Reborn: fully compatible.


Rebuild the Capital: must be fully compatible since it disables most of the garbage and remains within the original map. However, for greater importance, the boundaries of some rooms have been extended for new doors.


Raiders of the Capital Wastelands: explains the changes in zWheatonArmory, the rest should be compatible. The only Evergreen Mills cell I touched on is EverGreenMillsBazaar, where room boundaries still match despite the layout changes. Make sure Evergreen.esm boots after my mod and the cell settings are not corrupted.


Reilly's Rangers Compound Redux: not compatible. This is because it is a completely different building. TTW Interiors Project: The Reilly Rangers complex has undergone major changes and a patch is required.


Vault 101 Revisited: Fully compatible with Vault 101 because it uses a completely different cell. This means that my optimization won't help him.



Cells Covered


Spoiler Screen.

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Game Version *

1.09 (Fallout 3 Interior Optimization Project-85909-1-09-1717414131.7z)