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Fallout 3 TTW Interior Optimization Project
About This Mod
Optimizes over 200 internal cells with Roombounds and Occlusion Planes to improve performance of the Capital Wasteland.
This mod is analogous to ExRB - Extended Roombounds in Fallout 3, but with more than 200 internal cells (217 to be precise, and it is not just small buildings of junk, but also factories, offices, underground tunnels, numerous storage facilities, etc.) both in the main game and in its expansion. How did they do it? With numerous room boundaries, portals, and, in some cases, occlusion planes. Most of them are brand new, but we have also replaced previously optimized cells. And here and there, we closed small buildings. Not because it was necessary, but because the layout was so simple that each took about 30 seconds.
But because of the large number of cells, we didn't notice any occlusion errors (flickering or disappearance of objects, holes in the world, disappearance of whole cells for a second, etc.). 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. So, if you notice the above problems and see that my mod is beating all conflicts with room markers and portals, please open the console, click on a nearby object and let me know FormID.
Note, however, that this mode is not compatible with modes that make significant changes to the location of the affected cells or add new sections to these cells. So if you notice a large hole in the place where it should be, or an area that is not rendered at all, you probably discovered a conflict (unless I am too blind to notice such a glaring problem). In most cases, it's easy to fix, but let me know what fashion it's causing. 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 fully modified game will run smoothly, as if by oil?
A: I hope so. However, some cells have very open designs (such as the Citadel Laboratory and Rivet City Market) or are so overcrowded and chaotic in location that it is almost impossible to completely optimize them without changing the layout, which is beyond the scope of this fashion.
Q: So how much will this fashion change the situation?
A: We don’t know. It depends on the mod you installed. I don't have room to install a lot of texture modifiers and mesh, so I can't check how much the game will change with a lot of mods. However, I can give examples of the mods that I have patched:
In the new rooms in GNR Building Redux, the drop can reach 40 FPS (from 144 at 1440p), but with my patch it is from 70 to 100.
On the other hand, some bedrooms in Reilly's Rangers Compound Redux can drop to 50 FPS when you turn, but with my patch this drop is 1-2 FPS.
I'm starting to do 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 at the moment.
There are several reference images in the screenshot gallery (see FPS at the 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, I hope your FPS will be better.
Q: Will cells added by other mods be affected?
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 Rayleigh connections, so there shouldn't be any problems with bounces in the room. However, if you add a mod with patches, it is likely that the doors, etc. will be shifted.
S: I optimized the cell better than you.
Not a question, but nice. Send me your plugin and I will incorporate these changes into mod.
Known Issues:
Throughout the game, on both sides of the walls, you can find a certain amount of disorder (mostly rubbish, I think). Vanilla is not a problem in the game, but when splashes are added to the room, some of them flicker and disappear. 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 out more problems yourself, I can only give the following advice: beware of every wall (more precisely, walk, otherwise you can go through the bug portal without noticing it), embrace every corner, especially around the doors.
How to report a bug
If you find the wrong location, click on a nearby object with the console open and take a screenshot. Then send it to the errors section. If clicking on an object does not result in anything, move 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 will not be encountered by vanilla players.
Citadel Redesign: 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 do not recommend it in its current form unless you know how to fix it yourself.
ExRB - Extended Roombounds: This mod only applies to 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 extra navigation screen floating in space.
Fort Independence Reforged: incompatible due to layout changes and added room boundaries, so I 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 Rehaul: Mainly compatible, but there are a few minor conflicts that can cause problems regardless of the mod installation order, so a patch is included.
Point Lookout Reborn: fully compatible.
Rebuild Capital: Must be fully compatible as it disables most of the garbage and stays within the original map. However, for the greater importance, the boundaries of some rooms were 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 booted after my mod and the cell settings were not corrupted.
Reilly's Rangers Compound Redux: incompatible. This is because it's a completely different building. I made an optimized patch from scratch because it looks very good and not as tight as the original.
The TTW Interiors: Reilly's Rangers Compound project needs a patch because we're making a lot of changes.
Vault 101 Revisited: Fully compatible with Vault 101 because it uses a completely different cell. This means that my optimization won't help him.
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