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PostPosted: 07 Nov 2015, 02:25 
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So to my surprise, the game's coming out this coming Tuesday, November 10. I was under the impression that it wasn't due until next year, but looks like it's right on schedule.

Here's hoping that the game will have proper Surround/Eyefinity support and a nice SLI profile. I remember how Skyrim didn't have very good Surround support, and still doesn't to this day -- many thanks to Hayden for that fix. We may need someone to fix it on release day, knowing Bethesda.

UPDATE: Many thanks to the Widescreen Gaming community for coming up with solutions for Eyefinity/Surround and Widescreen setups. For those of you who are looking for a fix, here's what the community has so far:

Haldi wrote:
Graaaaaahhhhh FTS! I'm out of Patience.

I used this tool: http://www.loverslab.com/topic/54891-f4-ba2-unpack/ to un and REpack the Fallout4 - Interface.ba2

I've modified about 22 elements in the Interface section, sometimes you NEED to force overwrite the changed elements, sadly if you're unlucky your F4 will crash at the startup, so simply add one MORE edited force file, this sometimes helps, and sometimes you need to add 2 more... i have no clue! [insert simley who hits head at wall here]

Well... i still have problems with the background shadows and stuck on left Monitor.... but here we go:

Simply Download this File and replace the Original!
make sure to edit the "Fallout4.ini" in myDocuments with the Line:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0
Around that much, you can vary more or less to perfect it, or if you have bezel correction.
EDIT: Outdated! use the one here:
http://www.wsgf.org/forums/viewtopic.php?p=162297#p162297

If the shadows bother me too much tomorrow i'll continue ^^

ekrboi wrote:
[THE GOODIES] :triplewide:
For anyone new who finds this you first need to change "sResourceDataDirsFinal=STRINGS\" to "sResourceDataDirsFinal=STRINGS\, INTERFACE\" in your fallout4.ini (My Games/Fallout 4/)

Then extract the following zip into the Data folder where the game is installed.

LINK TO EKRBOI'S FIX:
http://www.wsgf.org/forums/viewtopic.php?p=162273#p162273

That's it! Play it! Let me know if you find anything weird.


Haldi wrote:
Tutorial how to edit .ba2 files
Things you need:
.ba2 un(re-)packer from here: http://www.loverslab.com/topic/54891-f4-ba2-unpack/
JPEXS Free Flash Decompiler from here: https://www.free-decompiler.com/flash/download/
the original Fallout4 Interfaces.ba2 (or you can use my modified version)

Read more here:
http://www.wsgf.org/forums/viewtopic.ph ... 54#p162454



I myself am using both Haldi's fix and ekrboi's fix to get the HUD/UI working, and fixing the broken shadows that comes with running the game in Surround and 21:9.

Mod edit by Haldi:
For Patch 1.4 use this new interface.ba2
viewtopic.php?p=164660#p164660
/Edit

For those of you with 21:9 monitors, check out this thread:
http://www.wsgf.org/forums/viewtopic.php?f=95&t=30443


Last edited by Haldi on 08 Dec 2015, 17:57, edited 8 times in total.

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 Post subject: Re: Fallout 4
PostPosted: 07 Nov 2015, 08:16 
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Looks like it will support multi screen out of the box :

Image

src: https://bethesda.net/data/images/event/45/Fallout4_Panorama1.jpg

My body is ready :rockout:


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 Post subject: Re: Fallout 4
PostPosted: 07 Nov 2015, 13:58 
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valcan_s wrote:
Looks like it will support multi screen out of the box :

Image

src: https://bethesda.net/data/images/event/45/Fallout4_Panorama1.jpg

My body is ready :rockout:


Nice!

Kind of looks like a three 16:9 setup, or 4:3 setup looking at the resolution. I hope we don't get one of those games that has Surround support, but letterbox a 3x 16:10 setup.


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 Post subject: Re: Fallout 4
PostPosted: 07 Nov 2015, 19:43 
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Hoping it will, but either way if it doesn't it should be a simple fix in the .inf files.


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 Post subject: Re: Fallout 4
PostPosted: 07 Nov 2015, 23:33 
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Hi, can we move this thread to the more populated subforum? http://www.wsgf.org/forums/viewforum.php?f=95

I've been playing the PC version for the past week. Fallout 4 stretches out the HUD on an ultrawide display. I have a 21:9 monitor and the HUD is too stretched out, mainly noticeable on the weapon hotkey menu.

First of all, I had to modify the .ini files just to get it to display in this resolution. The launcher only supports common native resolutions such as 1920x1080. There is no way to modify the .ini files for a HUD fix, they are different than New Vegas' files, although in the same format and location.

Image


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 Post subject: Re: Fallout 4
PostPosted: 08 Nov 2015, 01:56 
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Razed wrote:
Hi, can we move this thread to the more populated subforum? http://www.wsgf.org/forums/viewforum.php?f=95

I've been playing the PC version for the past week. Fallout 4 stretches out the HUD on an ultrawide display. I have a 21:9 monitor and the HUD is too stretched out, mainly noticeable on the weapon hotkey menu

Image



Oh no!

This doesn't sound good.

Hopefully we can get this fixed quickly.


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 Post subject: Re: Fallout 4
PostPosted: 08 Nov 2015, 15:56 
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It also looks like the FOV doesn't scale correctly in the Pip-Boy picture, looks a bit zoomed in.

I hope Day 1 patch fixes some of these issues.


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 Post subject: Re: Fallout 4
PostPosted: 08 Nov 2015, 18:05 
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Razed wrote:
Hi, can we move this thread to the more populated subforum? http://www.wsgf.org/forums/viewforum.php?f=95

I've been playing the PC version for the past week. Fallout 4 stretches out the HUD on an ultrawide display. I have a 21:9 monitor and the HUD is too stretched out, mainly noticeable on the weapon hotkey menu.

First of all, I had to modify the .ini files just to get it to display in this resolution. The launcher only supports common native resolutions such as 1920x1080. There is no way to modify the .ini files for a HUD fix, they are different than New Vegas' files, although in the same format and location.

Image


Image


Is this a beta/pre-release build? There might be a day one patch out when the game's released. Although I kind of doubt that will fix the issue. Hopefully if it isn't fixed on release day, one of our regulars can fix the issue.


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 Post subject: Re: Fallout 4
PostPosted: 09 Nov 2015, 14:42 
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As I was expecting the day 1 patch hasn't fixed anything.
Here are some screenshots I have taken.

I'm sure it's a semi easy fix, as there are quite a few options in the .inf files.

Image
Image
Image
Image



As you can see HUD is stretch, which is different to previous games.

Although, the normal menu is still the same.


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 Post subject: Re: Fallout 4
PostPosted: 09 Nov 2015, 16:08 
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X1XNobleX1X wrote:
As I was expecting the day 1 patch hasn't fixed anything.
Here are some screenshots I have taken.

I'm sure it's a semi easy fix, as there are quite a few options in the .inf files.

As you can see HUD is stretch, which is different to previous games.

Although, the normal menu is still the same.


As expected.

Not surprised about the HUD, considering how Skyrim's HUD was stretched. Looks like the HUD is centered for the most part, but stretched at the same time. Kind of strange. Other everything else seems ok. Is there a working SLI profile for the game yet?

UPDATE: Looks like no SLI profile with the latest nVidia drivers, but using the Skyrim SLI profile might be worth a try since both these games use the Creation Engine.


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 Post subject: Re: Fallout 4
PostPosted: 09 Nov 2015, 19:41 
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The news is that fo4 pretty much has the same ini files aso fo3 and skyrim. I wonder if any of our talented community is working on a multi monitor setup before the big release tomorrow. That would really make my day!


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 Post subject: Re: Fallout 4
PostPosted: 09 Nov 2015, 22:33 
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Wow this game is really broken for Nvidia Surround. I am running 3 x 16:9 monitors. When I deselect Windowed Mode, I get no resolutions to choose from when 16:9 is selected, and the highest resolution when 16:10 is selected is 1680x1050. So basically I can't even run it in one monitor at its 16:9 native resolution, let alone 3. Also I noticed that the arrow keys didn't work in the menu at the broken resolution it tries to run at.

I basically have to disable Nvidia Surround and go back to a single monitor for it to work at 1920x1080. Now the arrow keys work also.

Edit: Updating to the very latest drivers means I can run a single monitor resolution only on Nvidia Surround. No idea how to make the game run over 3 screens yet. It's not an available option in the resolution drop down. 1920x1080 is the largest I can go.

Edit 2: Haldi showed me how to edit the ini files in Documents\My Games\Fallout4\Fallout4prefs.ini.

On Nvidia, I get some really bad shadowing effects and also the HUD is very stretched and unusable in places.

Good @ 1920x1080:
Image

Not so good @ 6000x1080 (look at the black shadow across the bottom of the white machine in upper left middle)
Image

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 Post subject: Re: Fallout 4
PostPosted: 09 Nov 2015, 23:12 
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Know whats the best?
Every coming patch will break any available fix!

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 00:34 
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My Worst Fears Have Come! There Has To Be A Fix!


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 01:05 
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unplayeable :(

http://images.akamai.steamusercontent.c ... olor=black

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 01:13 
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Haldi wrote:


Just ran into the same issue. Can't see the entry to enter my name, etc :(


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 02:09 
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So I see the 6000x1080 res. Does that mean that you can play it on multi-monitors it's just not going to fit exactly the way it's suppose to?


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 02:23 
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http://images.akamai.steamusercontent.c ... olor=black

http://images.akamai.steamusercontent.c ... olor=black

You can't really play like that :( the FoV of the game itself is fine.

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 02:36 
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Looks like we'll need to wait for either Bethesda to provide Multi-Monitor support, or hope we can get it on flawless widescreen


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 03:06 
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well Sh#! Oh well maybe when I get it here in the next 4 hours I will try and mess around with ini./Pref files. Maybe I can get something to look right. So much for Triple-screen Mind Explosion! Will let you guys know if I have any luck!!!


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 03:28 
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I can't believe a game with this kind of old school following does not have surround/eyefinity support! What a load of horse sh#t! This is their "Top Shelf" title folks have been waiting on forever. What a disappointment...

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 03:31 
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Funkengreuven wrote:
I can't believe a game with this kind of old school following does not have surround/eyefinity support! What a load of horse sh#t! This is their "Top Shelf" title folks have been waiting on forever. What a disappointment...


Yup, another one.

Made a thread on the Bethesda forum:
http://forums.bethsoft.com/topic/1544416-nvidia-surround-broken-hud-and-shadow-are-messed-up/


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 03:35 
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Yeah it's a bit disappointing to say the least. Hopefully we can get a fix for the HUD stretch


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 03:43 
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For sure, if anyone makes any breakthroughs then be sure to post them to help each other out. :)

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 03:53 
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As I said in the other Fallout thread, if anyone can fix surround, I will donate to them


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 03:54 
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Amon Amarth wrote:
Funkengreuven wrote:
I can't believe a game with this kind of old school following does not have surround/eyefinity support! What a load of horse sh#t! This is their "Top Shelf" title folks have been waiting on forever. What a disappointment...


Yup, another one.

Made a thread on the Bethesda forum:
http://forums.bethsoft.com/topic/1544416-nvidia-surround-broken-hud-and-shadow-are-messed-up/


Yep, I vented there as well...lol :thumbdown:

http://forums.bethsoft.com/topic/154442 ... y-support/

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 03:55 
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As I said in the other Fallout thread, if anyone can fix surround, I will donate to them



Also, is anyone having horrible performance issues in surround?


I'm running two Titan's and can't get above 30 FPS.


Not sure if it is working in SLI, since both GPUs are consistently as 100%


And I can't find force SLI rendering mode in the Nvidia control panel, like everyone else seems to have.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 04:10 
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I fixed the position of the stuff on the loading screens.. not too helpful but.. it's something!

look for fSafeZoneXWide (under [Interface]) in Fallout4.ini. I'm running 5760x1080 and found that changing it from 64 to 1300 put them in an acceptable spot. I think the hud is going to take some memory patching. I've extracted the interface.ba2 and like their other games the HUD is just a .swf (flash) file and is scaled by some value in memory. I'm poking around with cheat engine right now.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 04:18 
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ekrboi wrote:
I fixed the position of the stuff on the loading screens.. not too helpful but.. it's something!

look for fSafeZoneXWide (under [Interface]) in Fallout4.ini. I'm running 5760x1080 and found that changing it from 64 to 1300 put them in an acceptable spot. I think the hud is going to take some memory patching. I've extracted the interface.ba2 and like their other games the HUD is just a .swf (flash) file and is scaled by some value in memory. I'm poking around with cheat engine right now.



You can do it!!!!

Fix it for all of us!


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 04:29 
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Wish Hayden was around to take a poke

http://www.wsgf.org/forums/viewtopic.php?f=63&t=24098


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 04:48 
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So excuse me....does NO ONE here have THIS issue of a BLACK line going across their screen (WIDESCREEN Users - NOT Eyefinity people)

Image

I have SLI enabled (though the game doesn't use SLI at all) and I have updated drivers. FYI I turned off EVERYTHING In the options (ultra low) and it only happens at this resolution of 3440x1440. Not lower. If I play with Ultra settings below this resolution (1440p) doesn't happen either. Basically trying to say its not settings related so lets not go there.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 04:51 
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It looks like this is happening in aspect ratios over 16:9. Are you using Nvidia by any chance?

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 04:59 
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Yup. NVIDIA and over 16:9. Changing it to 16:9 fixes it but...then I get those black bars


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 05:12 
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X1XNobleX1X wrote:
You can do it!!!!

Fix it for all of us!


HA! I wouldn't count on that. :)

Also I figured out that editing that value I posted about earlier does center the loading screen elements but then throws the HUD out of wack..


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 06:08 
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I've already checked, and Fallout 4 does not have any SLI bits. If anyone wants to try (since I don't have my copy yet, and won't play until it's ready to go), you should use nVidia Inspector and use the Skyrim SLI bits into the Fallout 4 SLI profile: 0x42C80005 (Elder Scrolls V: Skyrim). I've also heard that the Fallout 3/New Vegas SLI work as well: 0x42800005 (Fallout - New Vegas, Fallout 3)

Paste that into the SLI compatibility bits section. (There's two of them, paste them on both fields.) Don't forget to go to the "NVIDIA predefined number of GPUs to use on SLI rendering" section and set it to SLI_PREDEFINED_GPU_COUNT_FOUR, then the SLI mode to SLI_PREDEFINED_MODE_FORCE_AFR2. Do that for both fields.

EDIT: Don't forget to unlock the Frame Rate. Looks like it was locked on launch:
[url]
http://steamcommunity.com/sharedfiles/f ... 1447077828[/url]


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 06:47 
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Amon Amarth wrote:
I've already checked, and Fallout 4 does not have any SLI bits. If anyone wants to try (since I don't have my copy yet, and won't play until it's ready to go), you should use nVidia Inspector and use the Skyrim SLI bits into the Fallout 4 SLI profile: 0x42C80005 (Elder Scrolls V: Skyrim). I've also heard that the Fallout 3/New Vegas SLI work as well: 0x42800005 (Fallout - New Vegas, Fallout 3)

Paste that into the SLI compatibility bits section. (There's two of them, paste them on both fields.) Don't forget to go to the "NVIDIA predefined number of GPUs to use on SLI rendering" section and set it to SLI_PREDEFINED_GPU_COUNT_FOUR, then the SLI mode to SLI_PREDEFINED_MODE_FORCE_AFR2. Do that for both fields.

EDIT: Don't forget to unlock the Frame Rate. Looks like it was locked on launch:
[url]
http://steamcommunity.com/sharedfiles/f ... 1447077828[/url]



I'm confused. Are you trying to say the game doesn't take advantage of SLI? Also it wasn't locked for me. I got over 60 fps.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 07:02 
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TheWitcher wrote:
I'm confused. Are you trying to say the game doesn't take advantage of SLI? Also it wasn't locked for me. I got over 60 fps.


Yes. I've installed the latest drivers today, and took a look at the Fallout 4 profile via nVidia Inspector, and there's no SLI bits or SLI mode enabled. So SLI users are going to have to try different SLI bits to get it working.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 07:04 
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I did FALLOUT 3 SLI bits. Works wonders. Also...can we keep this on the subject of WIDE SCREEN. I'm having the biggest issue (top of this thread) as you can see. Big fucking line in the middle.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 07:28 
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TheWitcher wrote:
I did FALLOUT 3 SLI bits. Works wonders. Also...can we keep this on the subject of WIDE SCREEN. I'm having the biggest issue (top of this thread) as you can see. Big fucking line in the middle.

Mate you're in the multi-monitor gaming forum, so we're primarily discussing multi-monitor problems but willing to discuss other issues also.

And we know you have a problem there, and we've characterised it as being on Nvidia systems with an aspect ratio wider than 16:9. Until someone can come up with a fix, you'll either have to be patient or play it at 16:9 for now. We (as a community) are doing our best but things like that can take a while to sort out.

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 07:29 
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TheWitcher wrote:
Also...can we keep this on the subject of WIDE SCREEN.


SLI is often paired with Multi-monitor gaming. This is no way off-topic.

I realize the issue with the line spanning accross your screen. It is likely that Surround suffers from the same problem. Unless Hayden or someone else can somehow come up with a fix for that, the solution is on Bethesda's end and will require a patch.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 07:37 
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I've already wasted 45 min and got 0 gameplay. Followed all the steam ini tweaks but found the game unplayable. Now i deleted all .ini files to let them re-create but even on launch i'm getting mad problems. I can't get 1920x1080 to even load right on my 5760 setup. the only way i can launch it right is by shutting surround OFF.. wow is that a pain! so i'm trying to figure out how to play in 1920x1080 while still in 5760 mode. Most games just work, but fallout is pissed right now, and i'm not sure if its a native error or what..
When I UNCHECK "windowed" mode the resolution options go blank (in the launcher). I want fullscreen NON-WINDOWED, to run at 1920x1080.


So.. if you delete the ini in documents\my games\fallout4.. it gets re-created.
if you delete the ini from the GAME folder. for the steam copy this is steamapps\common\fallout 4\fallout4 it does NOT re-create. I had to make sure the files were in BOTH locations and set them BOTH to fullscreen and 1080. Then it worked to get it working at standard res without me changing my screen res.

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 08:00 
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X1XNobleX1X wrote:
Also, is anyone having horrible performance issues in surround?
I'm running two Titan's and can't get above 30 FPS.
Not sure if it is working in SLI, since both GPUs are consistently as 100%
And I can't find force SLI rendering mode in the Nvidia control panel, like everyone else seems to have.


Running 1x980Ti, Ultra settings, smooth as glass. Did you unlock the frame rate?

Triplewide settings
iSize W=5824
iSize H=1080
fDefaultWorldFOV=100
fDefault1stPersonFOV=100
bFull Screen=1
bBorderless=0

Framerate
Search for the line iPresentInterval=1, and change it to iPresentInterval=0

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 08:07 
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TheWitcher wrote:
So excuse me....does NO ONE here have THIS issue of a BLACK line going across their screen (WIDESCREEN Users - NOT Eyefinity people)

Image

I have SLI enabled (though the game doesn't use SLI at all) and I have updated drivers. FYI I turned off EVERYTHING In the options (ultra low) and it only happens at this resolution of 3440x1440. Not lower. If I play with Ultra settings below this resolution (1440p) doesn't happen either. Basically trying to say its not settings related so lets not go there.


Same thing for me on 3440*1440 (no sli) kinda annoying ...


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 08:23 
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tricky wrote:
X1XNobleX1X wrote:
Also, is anyone having horrible performance issues in surround?
I'm running two Titan's and can't get above 30 FPS.
Not sure if it is working in SLI, since both GPUs are consistently as 100%
And I can't find force SLI rendering mode in the Nvidia control panel, like everyone else seems to have.



You're running that resolution 60 FPS with a 980 TI?

I'm assuming it's not working well, due to SLI not working properly.



I'm running the original Titans though, which are equivalent to a 970.


Getting about 25-40 FPS averaging 30 FPS.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 09:10 
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980ti SLI here. Can't get the game to run in fullscreen on anything other than 800x500. .ini editing doesn't allow the ability to enable fullscreen. Can't even play in 1920x1080 fullscreen since it stretches wildly (5760x1080 triple monitor). 1920x1080 windowed, with borders is the only viable option at the moment.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 09:41 
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Running nvidia surround, fullscreens, 1920x1200, ultra high - stable 60 on a single 970 gtx
NS 5760x1200 (tripple monitor) has an unplayable gui ;(
p.s. seems like a single 970 will be not enough (not even close) to handle 5760x1200 with 60 fps, shity optimisation with sux graphic ;( hate bethesda, especially for nice storys about 'polishing' finished game since June.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 10:07 
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I had heaps of issues until I updated to the latest Nvidia drivers. I would try that first and foremost. That at least let me get the ini file to work properly for me.

Then I went to Documents\My Games\Fallout4\Fallout4prefs.ini and set:
bTopMostWindow=0
bMaximizeWindow=0
bBorderless=1
bFull Screen=1
iSize H=1080
iSize W=1920

Saved the file and started the game and it plays single screen on my Nvidia Surround setup. Not ideal but gets me going. Hope that helps.

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 10:50 
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tricky wrote:
X1XNobleX1X wrote:
Also, is anyone having horrible performance issues in surround?
I'm running two Titan's and can't get above 30 FPS.
Not sure if it is working in SLI, since both GPUs are consistently as 100%
And I can't find force SLI rendering mode in the Nvidia control panel, like everyone else seems to have.


Running 1x980Ti, Ultra settings, smooth as glass. Did you unlock the frame rate?

Triplewide settings
iSize W=5824
iSize H=1080
fDefaultWorldFOV=100
fDefault1stPersonFOV=100
bFull Screen=1
bBorderless=0

Framerate
Search for the line iPresentInterval=1, and change it to iPresentInterval=0


THIS!

I didn't read the Steam Guide properly and set everything in borderless windowed (I missed the part detailing for fullscreen). This absolutely tanks your FPS and whatever setting in NVCP won't stick (triple buffer, max rendered frame and vsync in my case).

After switching to proper full screen (single monitor, 3440x1440), I got solid 60fps, as it should with a GTX 980 and i5 2500k.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 12:10 
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Sadly it can't be fixed via .ini Edits only, we really need a memory hack here. I've also managed to center the HUD via Safezone but it's still stretched then :(

I've even created a custom resolution of 1920x360 but guess what happened? The game started in windowed mode 800x600 Pixel! It does not recognise any other resolution than the few pretty programmed 16:9 and 16:10. Thats really lame.

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 12:57 
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Haldi wrote:
Sadly it can't be fixed via .ini Edits only, we really need a memory hack here. I've also managed to center the HUD via Safezone but it's still stretched then :(

I've even created a custom resolution of 1920x360 but guess what happened? The game started in windowed mode 800x600 Pixel! It does not recognize any other resolution than the few pretty programmed 16:9 and 16:10. Thats really lame.



I can deal with stretching ... but did you get it so the menus are not cut off at the top and bottom?

Crafting/inventory is guess work ........

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 14:11 
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you mean like this?

Image

Sadly no way to fix it atm :(

Same for this:
Image

btw, i've copied:
fDefaultWorldFOV=80
fDefault1stPersonFOV=90
from [Interace] to [Display] Section in my Fallout4.ini and it looks better than the normal 80 FoV in 1st Person. 100 is imho tiny we bit to much.
I've also set
fSafeZoneX=250.0
fSafeZoneXWide=250.0
in the [Interface] section to push the HUD as close together as possible without overlapping.

Image

Doesn'^t work for crafting tough.

Image

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 14:17 
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This is just depressing


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 14:38 
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latexyankee wrote:
This is just depressing


Tell me about it, i've been keeping my eyes peeled for a HUD fix for 21:9

It just isn't the same playing at 1920x1080


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 15:05 
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It's hilarious that these are the same exact issues from NV like 6 years ago.

I love bethesda games but I'm really starting to agree with the consensus that they'll just have other people fix their game. It makes zero sense to not included native support with all the ultrawide monitors on the market. As for triple monitor setup, this has been a popular thing for 10 years now. 10 years man.....every other AAA or high profile game I've played in recent memory support nearly every resolution possible, except for MGS5 which is clearly not even a pc game, there is literally no option to rebind keys. Turned that off after 10 minutes and will never touch it again.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 17:07 
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Mine does not work out of the box, I play on 3 27" with a res of 6048 X 1080. Any more help on finding the file or when there is going to be a fix. I had such a hard time with Skyrim & never got that to work right either.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 17:55 
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I actually got fed up with new vegas and gave up. I could get it to run but after every update or just random times playing the game it would overwrite my ini regardless if it was set to read only. It drove me nuts to spend 30 minutes editing it all over again and I just said fuck it.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 18:28 
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latexyankee wrote:
I actually got fed up with new vegas and gave up. I could get it to run but after every update or just random times playing the game it would overwrite my ini regardless if it was set to read only. It drove me nuts to spend 30 minutes editing it all over again and I just said fuck it.


Played tons of Fallout 3, but never got into Vegas, played it for about 2 hours then uninstalled it.

This is just baffling that so much time and energy goes into the artwork, animation, etc. but then they drop the ball with poor keyboard reassigning (I am not a WASD player, but I have to for this game, may try a gamepad), poor multi-monitor support etc. Going to put the game away for a while and hope for a fix.

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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 18:33 
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Ultra-wide-brothers: please take the time to bump my request for help on the official forum:

http://forums.bethsoft.com/topic/1545334-ultra-wide-resolutions-support/


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 18:59 
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They NEVER fixed it for Skyrim or new vegas, they never even mentioned acknowledging the requests. Pete was asked many many times on twitter in the past month about ultrawide support and nobody ever replied.

It will not be fixed, I'm not trying to sound negative, but they will not even respond to the complaints. If you can't wait for a community fix get your refund while you still can.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 19:08 
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Francesco wrote:
Ultra-wide-brothers: please take the time to bump my request for help on the official forum:

http://forums.bethsoft.com/topic/1545334-ultra-wide-resolutions-support/



trying to register to show my support, got a cloudflare 504 error. i guess they're overloaded right now - i'll keep trying


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 19:39 
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Hey does anyone know how to fix all the subtitles from showing on all 3 screens>? I have changed some of the numbers in the Prefs/ini. files and its not too bad right now but the subtitles are killing me. Wondering if there was a scale i could change to get them on the center screen?


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 20:27 
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@ latexyankee I am aware of that. But the very LEAST we could do is give them a hard time. Otherwise they will ignore us for sure.

@ Pendaz had the same problem with Opera, I switched to Chrome and it worked just fine. Thank you for your time man!


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 20:34 
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Francesco wrote:
@ latexyankee I am aware of that. But the very LEAST we could do is give them a hard time. Otherwise they will ignore us for sure.

@ Pendaz had the same problem with Opera, I switched to Chrome and it worked just fine. Thank you for your time man!


I agree and I posted on there earlier.

I just remember a 40 page thread for skyrim and a similar one for NV with absolutely no response.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 21:48 
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I'm glad I held off on purchasing the game. It is a shame that Bethesda games in recent history are like this with the Gamebyro and Creation engine. I've always had to resort to user-made fixes. If a user can fix something like the position and stretching of a HUD, I feel there is no excuse for the developer to implement a fix.


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 22:20 
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Hey guys please support/bump the multi screen request for Fallout 4 -> http://steamcommunity.com/app/377160/di ... 379959303/

Thanks


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 22:46 
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valcan_s wrote:
Hey guys please support/bump the multi screen request for Fallout 4 -> http://steamcommunity.com/app/377160/di ... 379959303/

Thanks

You got it!


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 23:48 
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Hey guys - how disappointing. Really no excuse for this BS. I have a feeling Bethesda will ignore us as usual. I saw some people posting about a bounty for a plugin for a fix. I can't put in much (grad school sucks) but will add a few bucks - I assume Flawless Widescreen is our main hope? Does the author know there is a bounty?


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 Post subject: Re: Fallout 4
PostPosted: 10 Nov 2015, 23:52 
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Angelwork wrote:
980ti SLI here. Can't get the game to run in fullscreen on anything other than 800x500. .ini editing doesn't allow the ability to enable fullscreen. Can't even play in 1920x1080 fullscreen since it stretches wildly (5760x1080 triple monitor). 1920x1080 windowed, with borders is the only viable option at the moment.


Have you touched the .ini.. like AT ALL? I did some basic edits to test widescreen, and when i did that i LOST the ability to go back to 1920x1080 fullscreen mode. I had to restore me .ini files back to the exact original settings, then i was able to get 1920x1080 back as an option. otherwise i was stuck in window mode or 5760x1080 all stretched and unplayable.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 00:10 
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Yey! Another game from Bethesda! Them and their shitty engine.... -_-
I remember fixing Skyrim like 4 years ago?

In any case, it looks like the exact same engine (UI wise)... Guess 4 years wasn't enough for them to fix this crap ^_^. Hopefully their game released 40 years from now will have this issue addressed :)

I'll take a look, but if is like Skyrim....well, I think I'll avoid fixing it lol;))

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 00:17 
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This is ridiculous .... trying to get any inventory and crafting done is simply guessing


Image

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 00:18 
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helifax wrote:
I'll take a look, but if is like Skyrim....well, I think I'll avoid fixing it lol;))


Aww.. c'mon helifax! I poked around with cheat engine for a bit last night but I'm way out of my league. It's one thing to make a trainer to give ammo and lives.. etc.... I just don't know where or how to look for stuff like this.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 00:49 
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helifax wrote:
I'll take a look, but if is like Skyrim....well, I think I'll avoid fixing it lol;))


We'll all just deactivate Updates in Steam after your patch is released :D

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 01:14 
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helifax wrote:
Yey! Another game from Bethesda! Them and their shitty engine.... -_-
I remember fixing Skyrim like 4 years ago?

In any case, it looks like the exact same engine (UI wise)... Guess 4 years wasn't enough for them to fix this crap ^_^. Hopefully their game released 40 years from now will have this issue addressed :)

I'll take a look, but if is like Skyrim....well, I think I'll avoid fixing it lol;))



Comeon Halifax!

There is at least $200 up for grabs if you do. (Not sure it matters to you, but it's there.)

You can do it for all of us!


Last edited by X1XNobleX1X on 11 Nov 2015, 03:08, edited 1 time in total.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 01:25 
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I'll donate, don't know how much I care spare but I'll add to the pot. It's worth it for a real fix. I'd love to get flawless widescreen working. I remember using that for Skyrim and it worked pretty good. I'm on 21:9 now though so not sure if I belong here or in the other thread.

I took off monday and tuesday of NEXT week for specifically for issues like this. Been burnt too many times to remember by Bethesda on launch days midnight releases etc...hoping there's a fix by Saturday by Hayden or *cough* bethesda *cough*


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 03:11 
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I'll donate a $100 bucks to whoever fixes this.


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PostPosted: 11 Nov 2015, 03:25 
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helifax wrote:
Yey! Another game from Bethesda! Them and their shitty engine.... -_-
I remember fixing Skyrim like 4 years ago?

In any case, it looks like the exact same engine (UI wise)... Guess 4 years wasn't enough for them to fix this crap ^_^. Hopefully their game released 40 years from now will have this issue addressed :)

I'll take a look, but if is like Skyrim....well, I think I'll avoid fixing it lol;))


Holy shit how have you been man!? Its been forever for me, I have been locked away in my cave making my game and been away for a long time, I ended up going full time indie game dev and left my job and am doing my own thing now.

Hope things are good with you man.

Nice, thanks for thinking about looking into Fallout 4 as well, that be cool but will suck cause I know it was ass to fix Skyrim. Its freaking bullshit hey they still don't get it or care :( about multi screen and ultra wide single screens.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 03:25 
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clowekey wrote:
I'll donate a $100 bucks to whoever fixes this.



So about $300 to fix it in total from everyone.

I think that is worth the effort.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 03:27 
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helifax wrote:
I remember fixing Skyrim like 4 years ago?

In any case, it looks like the exact same engine (UI wise)... Guess 4 years wasn't enough for them to fix this crap ^_^. Hopefully their game released 40 years from now will have this issue addressed :)


Hah! I agree with that one.

Thanks for taking a look man.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 03:28 
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fourdoorchevelle wrote:
This is ridiculous .... trying to get any inventory and crafting done is simply guessing


Image


I really wouldn't bother with 21:9 resolutions at the moment. Just stick with 1920x1080 till either we get a hack or a proper support fix from Bethesda (which I doubt)


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 03:31 
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helifax wrote:
Yey! Another game from Bethesda! Them and their shitty engine.... -_-
I remember fixing Skyrim like 4 years ago?

In any case, it looks like the exact same engine (UI wise)... Guess 4 years wasn't enough for them to fix this crap ^_^. Hopefully their game released 40 years from now will have this issue addressed :)

I'll take a look, but if is like Skyrim....well, I think I'll avoid fixing it lol;))


what are you talking about?, its not like the fix had to constantly change states depending on whether you were in a map, in first person, in a menu, on the upgrade screen etc. and it's not like anyone ever had to rework the fix, it was a one and done perma-fix that was never patched out! ... .. oh wait.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 04:50 
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I game for a donation as well! I'll kick in an extra $50 for the cause! :onethumb: I've been playing in surround and you can kinda follow what's up, but some menus are just undoable. I've found you can use the PIP for inventory, but crafting is a joke. That's too bad as it seems to be a very important part of the game. I'm loving it so far! I never played the earlier versions of Fallout, so it's all new to me. Seems really good so far! I can only imagine how cool it would be to have everything line up correctly so you could focus on the gameplay & not on trying to figure out what they hell you're doing with inventory items & the like...

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 05:45 
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Unrelated... but has any of you tried the Pip-boy app for your phone/tablets? I can't get it to connect to my PC. Tried 2 different phones and my tablet and even disabled my firewall on the PC.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 05:55 
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ekrboi wrote:
Unrelated... but has any of you tried the Pip-boy app for your phone/tablets? I can't get it to connect to my PC. Tried 2 different phones and my tablet and even disabled my firewall on the PC.

The Pip-Boy app uses TCP port 27000 and UDP port 28000 (further details), so you might need to ensure those are open.

Of course the Pip-Boy App Enabled setting also has to be enabled in-game.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 06:55 
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helifax wrote:
Yey! Another game from Bethesda! Them and their shitty engine.... -_-
I remember fixing Skyrim like 4 years ago?

In any case, it looks like the exact same engine (UI wise)... Guess 4 years wasn't enough for them to fix this crap ^_^. Hopefully their game released 40 years from now will have this issue addressed :)

I'll take a look, but if is like Skyrim....well, I think I'll avoid fixing it lol;))

That would be awesome if you were able to get Fallout 4 fixed up too. Look forward to knowing if you're able to fix it or not.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 07:51 
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There are bigger issues than just the UI HUD issue, when I go in to 5760x1080 it looks really good but yes the UI sucks, but looks like with just some tweaking it could be fine to me, the real issue I have is in some places I get horrible shadows that cause major issues that may be a much bigger problem.
I am pretty upset that I am having this many issues.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 09:12 
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Garrett wrote:
Of course the Pip-Boy App Enabled setting also has to be enabled in-game.


That's what it was. I ended up finding it by accident. Thanks though!


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 10:57 
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Hi vulcan_s,

I am around;)) I am more concentrating on 3D Vision lately;) and OpenGL and mostly I have been working on my OpenGL-3D Vision wrapper;) Fixing some games in 3D Vision and so on;) I also added a couple of Surround fixes as well for some games;)

I am really glad to hear you decided to go indie all the way;) I am thinking the same problem is I don't know how easy is to go indie as just one person;)) (and finding a team it has been problematic:)) Then again I didn't sink enough time into it.)

Now back to the topic: I did give a quick look last night and not the easiest fix so far as I noticed two important things:
- Some UI elements are stretched (wrong AR) or all screens
- Some UI elements have the correct Aspect but are spanned on all screens.

So, fixing will need to be independent on the type of UI it seems (Skyrim all over the place again -_-).
I did find one "central" part that "controls" the whole rendering, but I didn't dig deeper than this currently. I'll have to dig some more and see what I can find. (Why couldn't this engine be Unreal 3/4 engine? It would have been fixed by now lol).

I don't know if Hayden is looking into this as well, but I really hope he is;))

Cheers!

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 11:10 
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Oh Hello there.

I'll just leave this here, about 9 hours spent on it thus far.... would really rather be playing it - plugin is not done yet.

Image

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 11:15 
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HaYDeN wrote:
Oh Hello there.

I'll just leave this here, about 9 hours spent on it thus far.... would really rather be playing it - plugin is not done yet.

Image



Wow, looks amazing!
Thank you so much for working on this.
I'll be sure to donate, like many other when it is finished!!!

:triplewide:


All we need now is for Nvidia to get their head out of their arses and release a SLI profile.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 11:24 
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HaYDeN wrote:
Oh Hello there.

I'll just leave this here, about 9 hours spent on it thus far.... would really rather be playing it - plugin is not done yet.

Image


Looks really good man. Love Flawless Widescreen. Your work does not go unappreciated.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 12:11 
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Hayden or Helifax. Thank you both for being willing. I donated last time for skyrim, will do so again . Did to both of you . Hayden had the flawless plugins , must have a hell of a Spock style brain, but Helifax kept us running when patches came out and Hayden was busy. Both of you much appreciated . Can't wait.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 12:41 
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HaYDeN wrote:
Oh Hello there.

I'll just leave this here, about 9 hours spent on it thus far.... would really rather be playing it - plugin is not done yet.

Image


Perfect timing;)
I'll leave Hayden to it then;) No point in both trying to fix the same thing;)
Awesome job!

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 13:06 
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jsdeprey wrote:
the real issue I have is in some places I get horrible shadows that cause major issues that may be a much bigger problem.
I am pretty upset that I am having this many issues.

clowekey wrote:
Hello everyone.
I came across a fix for lighting bug which causes a "dark rectangle" to appear on your screen.
http://steamcommunity.com/sharedfiles/f ... =551651145

Change bComputeShaderDeferredTiledLighting=1 to 0 in your Fallut4Pref.ini

Remember to do this for both folders!

(C:\Users\[name]\Documents\My Games\Fallout4\)
AND
(steamapps\common\Fallout 4\Fallout 4)

Someone said that it changes the graphical appearance, but if anything has changed, I haven't noticed.


Garrett wrote:
Is it really necessary to make this change in both locations? This blog post indicates that the change only needs to be done in the Documents location.

I 2nd that. IMHO only the myDocuments needs to be changed, i've tested that via FoV and HuD changes.



Hayden has been tinkering around for 9h? That sounds like Skyrim all over again. Definitely gonna deactivate automatic Updates as soon as a fix is available.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 13:12 
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Haldi wrote:
Hayden has been tinkering around for 9h? That sounds like Skyrim all over again. Definitely gonna deactivate automatic Updates as soon as a fix is available.


Told ya;))

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 13:54 
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HaYDeN wrote:
Oh Hello there.

I'll just leave this here, about 9 hours spent on it thus far.... would really rather be playing it - plugin is not done yet.

Image


Holy smokes! Amazing!

Get 'r done

Donate to this man


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 14:58 
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Thank you so much HaYDeN!

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 15:02 
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kaburan wrote:
HaYDeN wrote:
Oh Hello there.

I'll just leave this here, about 9 hours spent on it thus far.... would really rather be playing it - plugin is not done yet.

Image


Holy smokes! Amazing!

Get 'r done

Donate to this man


Hayden that is some amazing work you're doing! Keep it up! I will personally throw $30 to you to get this up and going. I have spent around $500 getting my pc ready for fo4 just to have this happen. It's a shame. Hopefully soon we'll all be able to enjoy the game the way we want to!


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 15:12 
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So now here's the question: What's the most effective method of keeping steam from updating Fallout 4?

I notice now that under "Automatic Updates" The only options are:
Only update when I launch it
Always keep this game up to date
Always keep this game up to date - I really want it updated mode

Do we have to actually resort to going offline?

Oh and a small question for HaYDeN: Are you writing this patch against the default initial release or their opt-in Beta release also available through steam?

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 15:31 
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Bumpinthenight wrote:
So now here's the question: What's the most effective method of keeping steam from updating Fallout 4?

I notice now that under "Automatic Updates" The only options are:
Only update when I launch it
Always keep this game up to date
Always keep this game up to date - I really want it updated mode

Do we have to actually resort to going offline?

Oh and a small question for HaYDeN: Are you writing this patch against the default initial release or their opt-in Beta release also available through steam?


I'm assuming he'll just be updating Flawless Widescreen


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 15:36 
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kaburan wrote:

I'm assuming he'll just be updating Flawless Widescreen


Right, but I imagine there will be some lag time between them like with Skyrim, especially during this early release phase where Bethesda will be pushing updates out more rapidly.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 15:40 
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Bumpinthenight wrote:
kaburan wrote:

I'm assuming he'll just be updating Flawless Widescreen


Right, but I imagine there will be some lag time between them like with Skyrim, especially during this early release phase where Bethesda will be pushing updates out more rapidly.


Yeah, all of this could have been avoided if Bethesda just provides the proper support. Either way, i'll take a 21:9 fix with some hassles over updating, rather than no fix at all.

Its crazy, i'm playing 1920x1080 right now, and even though its a great game I don't feel like i'm playing at its maximum potential (like Skyrim @ ultrawide)


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 15:48 
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No fixes out yet?


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 15:57 
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I would also like to pledge a donation for this fix. Thanks for all the great work! Cant wait to wander the wastes on 3 screens


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 16:00 
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That's awesome Hayden! THANK YOU!!


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 16:13 
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kaburan wrote:

Yeah, all of this could have been avoided if Bethesda just provides the proper support. Either way, i'll take a 21:9 fix with some hassles over updating, rather than no fix at all.

Its crazy, i'm playing 1920x1080 right now, and even though its a great game I don't feel like i'm playing at its maximum potential (like Skyrim @ ultrawide)


Indeed, I'm really looking forward to digging into the two ini files and unleashing this engine's capability. I see the familiar values from Skyrim for pushing the boundaries like ugrid are present. One thing I noticed when I did try playing in triple is on ultra the shadows still looked great, Skyrim had an odd limitation with the shadow resolution where as you jumped up in screen resolution they degrade into blockier forms. Maybe some limitation that this new 64bit version of their engine can over come.

I admit I probably spent half my time 'playing skyrim' just messing around with those settings.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 17:07 
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OffTopic...
Thats why there is no 144hz mode ;)

https://www.youtube.com/watch?v=r4EHjFkVw-s

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 17:11 
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Looks really promising Hayden, really excited about the possibility of a working HUD fix!

Just out of curiosity, have you seen the sniper scopes or Power Armor HUD yet? Not sure if it is the same on triple-screens, but on 21:9 essentially it treats the screen like it is 16:9. Which, is alright since at least the elements seem to be the correct scale. However, the "mask" behind the elements (black rectangle for scopes, or a black 'shade' for power armor), doesn't go all the way across the screen. That results in the left/right sides being very jarring.

Here is an example of both -

http://imgur.com/a/rGyCV


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 17:32 
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Is anyone able to get SLI working with Surround? Neither the Fallout 3 or Skyrim SLI bits seem to give any SLI scaling. I actually get better performance when there are NO SLI bits, and that's around 20 FPS. I get around 30 FPS when I have no SLI bits and enable AFR2.

Anyone got something?


Also, my virtual wife is a robot:
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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 17:50 
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I don't have much, but a couple of coppers have been sent your way. Will donate more once a beta version of the plugin is out. You are fantastic! Made me register to this forum, you all have a pretty outstanding and friendly community here.

HaYDeN wrote:
Oh Hello there.

I'll just leave this here, about 9 hours spent on it thus far.... would really rather be playing it - plugin is not done yet.

Image


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 18:33 
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Amon Amarth wrote:
Is anyone able to get SLI working with Surround? Neither the Fallout 3 or Skyrim SLI bits seem to give any SLI scaling. I actually get better performance when there are NO SLI bits, and that's around 20 FPS. I get around 30 FPS when I have no SLI bits and enable AFR2.

Anyone got something?


Also, my virtual wife is a robot:
Image


The Fallout3/NV/Skyrim SLI bits are all for DX9. Fallout 4 is DX11. I have 3x 970's and surprisingly enough it gets an average of 30+ fps. I turned god rays to low and I hate motion blur so that is off as well, everything else cranked up. I did find some SLI bits last night that actually gave me some scaling.. I was getting 60fps more often then not.. I havn't posted them here yet because I only got to test for a few minutes before needing to goto bed. In those few minutes of running around the only issue I noticed was that tires/rubber from a distance was rainbow colored. I'm not home now but I THIINK they were the one of the Metro games SLI bits.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 19:14 
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xmadror wrote:
TheWitcher wrote:
So excuse me....does NO ONE here have THIS issue of a BLACK line going across their screen (WIDESCREEN Users - NOT Eyefinity people)

Image

I have SLI enabled (though the game doesn't use SLI at all) and I have updated drivers. FYI I turned off EVERYTHING In the options (ultra low) and it only happens at this resolution of 3440x1440. Not lower. If I play with Ultra settings below this resolution (1440p) doesn't happen either. Basically trying to say its not settings related so lets not go there.


Same thing for me on 3440*1440 (no sli) kinda annoying ...


Is this a common problem? Im also playing with 3440x1440, I played a few hours but didnt have that problem. Only in the power armor I have a black shade but that is not that drastic.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 19:17 
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How do you guys playing with 3440x1440, isn't the gui broken as hell on that resolution?


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 19:29 
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not really. only the background shades of pop ups and some hud elements are misplaced and in the power armor the shade and with a sniper rifle the scope are not filling the screen. Other than that i dont have any problems until yet!


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 19:34 
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ekrboi wrote:
I did find some SLI bits last night that actually gave me some scaling.. I was getting 60fps more often then not.. I havn't posted them here yet because I only got to test for a few minutes before needing to goto bed.


Can you post them? :nudgenudge:


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 19:50 
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Amon Amarth wrote:
Can you post them? :nudgenudge:


When I get home from work (5pm-ish EST) I will check which they were for sure and post em.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 19:53 
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Hi,

i uploaded some screen from my 21:9 display ( LG 34UC87C).

Specs:

3440 x 1440 21:9 (display port)
Evga 780ti SLI
Newest drivers

hope this helps.

Ski


Attachments:
2015-11-11_00005.jpg
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2015-11-11_00003.jpg
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2015-11-11_00002.jpg
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2015-11-11_00001.jpg
2015-11-11_00001.jpg [ 471.94 KiB | Viewed 5082 times ]
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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 20:06 
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http://www.nexusmods.com/fallout4/mods/ ... D102&pUp=1


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 20:16 
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Fallout 4 HUD files are made with 1280x720 resolution in mind. In order to fix it for your res you'll need to unpack Fallout4 - Interface.ba2 with the tools already avaliable and edit it's .swf files using JPEXS Free Flash Decompiler (as other decompilers i've tried didn't work) to fit.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 20:35 
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Any update to Haydens fix?


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 20:42 
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Koloses wrote:
Fallout 4 HUD files are made with 1280x720 resolution in mind. In order to fix it for your res you'll need to unpack Fallout4 - Interface.ba2 with the tools already avaliable and edit it's .swf files using JPEXS Free Flash Decompiler (as other decompilers i've tried didn't work) to fit.


Same as Skyrim mind you.

Haldi wrote:
OffTopic...
Thats why there is no 144hz mode ;)

https://www.youtube.com/watch?v=r4EHjFkVw-s


This reminds me of other games: Wolfenstein: The New Order / The Old Blood / Rage.

What do they have in common? While Bethesda of course. Worse game engine I have witnessed EVER!!! I think they fired all their engine developers and kept only the artists or something.

Locking the game speed at FPS really???? So..If I have a shietty PC and can only play at 20 fps what? The world will be 2x times slower? LOL...

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Last edited by helifax on 11 Nov 2015, 20:46, edited 1 time in total.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 20:43 
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Scarnecedor wrote:
http://www.nexusmods.com/fallout4/mods/102/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D102&pUp=1


Thank you! I will be much appreciate If you will find out what exactly 'kodix fps boost' is.
update: nvm, tried out, didn't affect my fps at all.

Well, i've made a run through game setting, and here are results:
res: 5760x1200 running on a single 970gtx
settings: ultra, reflections disabled (i think these are only water reflections), Antialassing disabled (it doesnt really affect fps, but makes the picture a little bit blurry as well), motion blur disabled, depthfield disabled (completely, doesnt affect fps anyway, just another blurry thing)
fps: stable 30, up to 45 viewing in to horizon, stable 60 by looking at the sky / ground / being inside the buildings.


Image
you need to open a picture in a new tab in order to zoom

2Hayden, if you will share to public your creation - can you please consider subtitels (fonts size).


Last edited by Valentyn on 11 Nov 2015, 20:57, edited 7 times in total.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 20:44 
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Scarnecedor wrote:
http://www.nexusmods.com/fallout4/mods/102/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D102&pUp=1


This works great to get a lot of fixes out of the way. still 21:9 has that graphic issue.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 20:47 
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Koloses wrote:
Fallout 4 HUD files are made with 1280x720 resolution in mind. In order to fix it for your res you'll need to unpack Fallout4 - Interface.ba2 with the tools already avaliable and edit it's .swf files using JPEXS Free Flash Decompiler (as other decompilers i've tried didn't work) to fit.

Would you mind to post a tutorial if it possible?


Last edited by ApacheWarrior on 11 Nov 2015, 20:52, edited 1 time in total.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 20:48 
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HaYDeN wrote:
Oh Hello there.

I'll just leave this here, about 9 hours spent on it thus far.... would really rather be playing it - plugin is not done yet.

Image


Awesome man good to see you as well, nice to see both you guys again since I have been away, it feels like old times :rockout:

Hope things are good with you as well.

Look forward to the fix, thanks man.

I hope they get a SLI profile pushed out as well.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 21:00 
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helifax wrote:
Hi vulcan_s,

I am around;)) I am more concentrating on 3D Vision lately;) and OpenGL and mostly I have been working on my OpenGL-3D Vision wrapper;) Fixing some games in 3D Vision and so on;) I also added a couple of Surround fixes as well for some games;)

I am really glad to hear you decided to go indie all the way;) I am thinking the same problem is I don't know how easy is to go indie as just one person;)) (and finding a team it has been problematic:)) Then again I didn't sink enough time into it.)

Now back to the topic: I did give a quick look last night and not the easiest fix so far as I noticed two important things:
- Some UI elements are stretched (wrong AR) or all screens
- Some UI elements have the correct Aspect but are spanned on all screens.

So, fixing will need to be independent on the type of UI it seems (Skyrim all over the place again -_-).
I did find one "central" part that "controls" the whole rendering, but I didn't dig deeper than this currently. I'll have to dig some more and see what I can find. (Why couldn't this engine be Unreal 3/4 engine? It would have been fixed by now lol).

I don't know if Hayden is looking into this as well, but I really hope he is;))

Cheers!


Very cool yeah you seem like the only guy making ground in that area and making fixes, nice. Good to see you still doing it, cool man.

Yeah its not easy its pretty brutal, if you want any info or help just PM me I gladly let you know what I did and try to help out if I can. Its not easy that is for sure hardest thing I ever took on by far and that's after working 13+ years as a professional developer in industry, none of that stuff compares to doing a game on your own with a engine included in the formula and all the other none game dev stuff that you are forced to do.

Any ways saw Hayden's and your post so look like Hayden is taking point so that is cool looks like he has a fix already almost ready, thanks for looking into it though.


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 21:46 
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ski32 wrote:
This works great to get a lot of fixes out of the way. still 21:9 has that graphic issue.

A fix for the shadow layer issue was posted earlier in the ultra-widescreen topic: edit the Fallout4Prefs.ini in Documents and set bComputeShaderDeferredTiledLighting=0


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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 22:05 
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Garrett wrote:
ski32 wrote:
This works great to get a lot of fixes out of the way. still 21:9 has that graphic issue.

A fix for the shadow layer issue was posted earlier in the ultra-widescreen topic: edit the Fallout4Prefs.ini in Documents and set bComputeShaderDeferredTiledLighting=0

thats not really a fix. it REMOVES a broken element.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 22:55 
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Koloses wrote:
Fallout 4 HUD files are made with 1280x720 resolution in mind. In order to fix it for your res you'll need to unpack Fallout4 - Interface.ba2 with the tools already avaliable and edit it's .swf files using JPEXS Free Flash Decompiler (as other decompilers i've tried didn't work) to fit.


Okay.... unpacking the interface.ba2 is not a problem anymore
http://www.nexusmods.com/fallout4/mods/ ... 1215&pUp=1

Sadly i have absolutly zero idea on how to edit a .swf file..... well i've managed to open it, but there are way to many variables. I have absolutly no idea what to look for ^^

Image

I've added the hudmenu.swf as attachment in case anyone which some knowledge about .swf files want's to take a quick look.


Attachments:
hudmenu.zip [91.98 KiB]
Downloaded 367 times

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 23:10 
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Is there any option to disabled vsync but still get locket by 60 fps?
With an fps 45+-5 and vsync enabled i have annoying stuttering when strafing.

I could only fix it by disabling vsync (setting iPresentInterval from 1 to 0), but this is going to unlock 60+ fps which might cause the problems in the future (regarding posts about skyrim).
It's also possible to set iPresentInterval to 2, which might lock game at 30 fps and solve the issue too, but in that case you will definitely have visible fps drops below 30 (which would never happen without fps lock).


Last edited by Valentyn on 12 Nov 2015, 00:38, edited 2 times in total.

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 23:24 
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lol xD you just have to edit the header! if you set it to 5760x1080 instead of 1280x720 you can use the normal pixelcount in the ini file to center the HUD!

Let me see if i can recalculate that to 720p to stop decrease the size and still get right values :)

Attachment:
Fallout4_2015_11_11_23_21_43_034.jpg
Fallout4_2015_11_11_23_21_43_034.jpg [ 1.71 MiB | Viewed 4746 times ]


And i'm looking for the Work bench and sales window too :)

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 23:27 
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Haldi wrote:
lol xD you just have to edit the header! if you set it to 5760x1080 instead of 1280x720 you can use the normal pixelcount in the ini file to center the HUD!

Let me see if i can recalculate that to 720p to stop decrease the size and still get right values :)

Attachment:
Fallout4_2015_11_11_23_21_43_034.jpg


And i'm looking for the Work bench and sales window too :)


Holy crap! Nice find, keep us posted! :)

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 Post subject: Re: Fallout 4
PostPosted: 11 Nov 2015, 23:51 
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You are a genius Haldi, keep up the good work! :)


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 00:12 
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Haldi wrote:
lol xD you just have to edit the header! if you set it to 5760x1080 instead of 1280x720 you can use the normal pixelcount in the ini file to center the HUD!

Let me see if i can recalculate that to 720p to stop decrease the size and still get right values :)

Attachment:
Fallout4_2015_11_11_23_21_43_034.jpg


And i'm looking for the Work bench and sales window too :)



Thought HaYDeN was already fixing it?


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 00:13 
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Aight Haldi I'm on your trail now after figuring out how you need to add ", interface\" to the line "sresourcedatadirsFinal=" in fallout4.ini! I edited the header of bartermenu.swf but despite editing the fSafeZoneXWide value in fallout4.ini it appears to the left...but at a proper aspect ratio that shows the whole thing properly. This is huge progress, let's figure this out!

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Last edited by Bumpinthenight on 12 Nov 2015, 00:14, edited 1 time in total.

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 00:14 
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For HUDMenu you should also edit each PlaceObiect matrix (TranslateX/Y) values under frame.
http://i.imgur.com/yoaDMfR.png
It is best to edit it to match your screen aspect's lowest resolution as far as i know ( i have only square monitor so I couldn't test it to fix it for you guys so im just trying to help you to get into it). You might look at my 5:4 aspect fixes to get going with that http://www.nexusmods.com/fallout4/mods/143/? but i guess you'll figure it out for yourself. Good luck!

EDIT: some values might need recalculating to your resolution though as 13680 (720*19)changed into 19456 (1024*19) and 14400 (720*20) to 20480(1024*20 for me.

EDIT2: When you'll finish .swf editing you might need to take a look at some hidden config values to get everything going. Here's a full fallout4.ini with all values that can be edited
http://pastebin.com/Yrrpwy0E
You may find many interesting interface scaling/moving commands there.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 00:34 
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Haldi wrote:
lol xD you just have to edit the header! if you set it to 5760x1080 instead of 1280x720 you can use the normal pixelcount in the ini file to center the HUD!

Let me see if i can recalculate that to 720p to stop decrease the size and still get right values :)

Attachment:
Fallout4_2015_11_11_23_21_43_034.jpg


And i'm looking for the Work bench and sales window too :)


Wow nice job. We still have to worry about other overlays as well such as zoomed in sniper scopes.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 00:42 
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Graaaaaahhhhh FTS! I'm out of Patience.

I used this tool: http://www.loverslab.com/topic/54891-f4-ba2-unpack/ to un and REpack the Fallout4 - Interface.ba2

I've modified about 22 elements in the Interface section, sometimes you NEED to force overwrite the changed elements, sadly if you're unlucky your F4 will crash at the startup, so simply add one MORE edited force file, this sometimes helps, and sometimes you need to add 2 more... i have no clue! [insert simley who hits head at wall here]

Well... i still have problems with the background shadows and stuck on left Monitor.... but here we go:

Attachment:
Fallout4_2015_11_12_00_02_22_487.jpg
Fallout4_2015_11_12_00_02_22_487.jpg [ 1.77 MiB | Viewed 5451 times ]

Attachment:
Fallout4_2015_11_12_00_03_14_661.jpg
Fallout4_2015_11_12_00_03_14_661.jpg [ 1.87 MiB | Viewed 5495 times ]

Attachment:
Fallout4_2015_11_12_00_03_20_627.jpg
Fallout4_2015_11_12_00_03_20_627.jpg [ 819.85 KiB | Viewed 5444 times ]

Attachment:
Fallout4_2015_11_12_00_03_29_280.jpg
Fallout4_2015_11_12_00_03_29_280.jpg [ 2.01 MiB | Viewed 5480 times ]

Attachment:
Fallout4_2015_11_12_00_03_36_034.jpg
Fallout4_2015_11_12_00_03_36_034.jpg [ 462.19 KiB | Viewed 5496 times ]

Attachment:
Fallout4_2015_11_12_00_04_56_677.jpg
Fallout4_2015_11_12_00_04_56_677.jpg [ 1.45 MiB | Viewed 5439 times ]

Attachment:
Fallout4_2015_11_12_00_05_21_709.jpg
Fallout4_2015_11_12_00_05_21_709.jpg [ 2 MiB | Viewed 5448 times ]

Attachment:
Fallout4_2015_11_12_00_05_37_042.jpg
Fallout4_2015_11_12_00_05_37_042.jpg [ 2.24 MiB | Viewed 5460 times ]

Attachment:
Fallout4_2015_11_12_00_29_50_478.jpg
Fallout4_2015_11_12_00_29_50_478.jpg [ 667.02 KiB | Viewed 5439 times ]


Simply Download this File and replace the Original!
make sure to edit the "Fallout4.ini" in myDocuments with the Line:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0
Around that much, you can vary more or less to perfect it, or if you have bezel correction.
EDIT: Outdated! use the one here http://www.wsgf.org/forums/viewtopic.ph ... 97#p162297
Attachment:
Fallout4 - Interface.zip [21.33 MiB]
Downloaded 580 times


If the shadows bother me too much tomorrow i'll continue ^^

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 00:48 
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Bumpinthenight wrote:
Aight Haldi I'm on your trail now after figuring out how you need to add ", interface\" to the line "sresourcedatadirsFinal=" in fallout4.ini! I edited the header of bartermenu.swf but despite editing the fSafeZoneXWide value in fallout4.ini it appears to the left...but at a proper aspect ratio that shows the whole thing properly. This is huge progress, let's figure this out!


I'm following you there, but how do you edit the header? I opened the bartermenu.swf file in Free Flash Decompiler and I see the header entry that lists Display Reticule 0,0 =>25600, 14400 and under that 1280, 720 pixels, but I don't know how to edit it. Also, Haldi mentioned converting some value from 1280 x 720 to surround resolution, I assume that's part of it?


And finally, after you've edited the header I assume you have to repack this back into a .ba2 file right? How do you do that? If you figure it out PLEASE post a procedure the rest of us can follow... It doesn't have to be perfect, I just want to be able to play the game & see what I'm doing... Thanks!!!

Nevermind, I was typing my message before I saw your update...sorry.

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PostPosted: 12 Nov 2015, 01:04 
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Funkengreuven wrote:
I'm following you there, but how do you edit the header? I opened the bartermenu.swf file in Free Flash Decompiler and I see the header entry that lists Display Reticule 0,0 =>25600, 14400 and under that 1280, 720 pixels, but I don't know how to edit it. Also, Haldi mentioned converting some value from 1280 x 720 to surround resolution, I assume that's part of it?


And finally, after you've edited the header I assume you have to repack this back into a .ba2 file right? How do you do that? If you figure it out PLEASE post a procedure the rest of us can follow... It doesn't have to be perfect, I just want to be able to play the game & see what I'm doing... Thanks!!!

Nevermind, I was typing my message before I saw your update...sorry.


Still learning this stuff as well, basically triple the 25600 to 76800 to get most of them functioning, I'm thinking in the barter menu (and maybe others) there is something that's anchoring it left rather then center, just need to find that and I think we'll have a working fix!

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PostPosted: 12 Nov 2015, 01:16 
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Thanks for the fix Haldi! It's better for sure. I can see things in the crafting menu better and the standard hud is somewhat better as well. I can only see a few lines at a time in the inventory it's blown up so big...like when you're trying to trade items with the dog or container. Also, some menus are pushed all the way to the left. Even still, I thank you! It's better than what we had and it will make the play session tonight in the Eastern US a lot better than last night! Cheers! If you get the time I would still like to understand how you did what you did in some sort of procedure. I'd spends hours fixing these games for everyone if I knew more about it...

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 01:34 
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Nice work Haldi, it's definitely playable and fixes the initial stretch, but the important functions such as crafting and inventory still borked :(


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 01:40 
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Haldi wrote:
Graaaaaahhhhh FTS! I'm out of Patience.

....

Simply Download this File and replace the Original!
make sure to edit the "Fallout4.ini" in myDocuments with the Line:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0
Around that much, you can vary more or less to perfect it, or if you have bezel correction.
Attachment:
Fallout4 - Interface.zip


If the shadows bother me too much tomorrow i'll continue ^^


Great work! Thanks a bunch for your hard work. Some feedback:

Worked with my system, but did not correct the HUD to my monitor. Running single 21:9 2560x1080 LG Ultra-wide. The HUD is now squished onto my screen. Glad to see that the HUD can be changed within a scale, so I may have to wait until a tool like that is available. :)

Thanks again for the hard work!


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 02:02 
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Looking forward to a 21:9 fix by Hayden and Haldi, definitely donating for this one. Keep up the good work you two.

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 02:15 
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Thanks Haldi, makes it more playable, got the HUD on the middle screen now.
I am having a hard time with not being able to remap the movement/action keys to the numpad (always do this with every game) as those keys are predefined for crafting menus...bad gui. Very clunky key layout for me.

I also am playing with a SweetFX shader, restores a lot of color to the game, found it too washed out.
http://reshade.me/sweetfx#download

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 02:19 
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tricky wrote:
Thanks Haldi, makes it more playable, got the HUD on the middle screen now.
I am having a hard time with not being able to remap the movement/action keys to the numpad (always do this with every game) as those keys are predefined for crafting menus...bad gui. Very clunky key layout for me.

I also am playing with a SweetFX shader, restores a lot of color to the game, found it too washed out.
http://reshade.me/sweetfx#download


Which preset are you using?


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 02:30 
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Thanks Haldi, this does make the HUD look better. However, every time I try to lockpick with this fix enabled, the game crashes. Any one else having this issue?


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 02:32 
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Haldi wrote:
Graaaaaahhhhh FTS! I'm out of Patience.

I used this tool: http://www.loverslab.com/topic/54891-f4-ba2-unpack/ to un and REpack the Fallout4 - Interface.ba2

I've modified about 22 elements in the Interface section, sometimes you NEED to force overwrite the changed elements, sadly if you're unlucky your F4 will crash at the startup, so simply add one MORE edited force file, this sometimes helps, and sometimes you need to add 2 more... i have no clue! [insert simley who hits head at wall here]

Well... i still have problems with the background shadows and stuck on left Monitor.... but here we go:

Attachment:
Fallout4_2015_11_12_00_02_22_487.jpg

Attachment:
Fallout4_2015_11_12_00_03_14_661.jpg

Attachment:
Fallout4_2015_11_12_00_03_20_627.jpg

Attachment:
Fallout4_2015_11_12_00_03_29_280.jpg

Attachment:
Fallout4_2015_11_12_00_03_36_034.jpg

Attachment:
Fallout4_2015_11_12_00_04_56_677.jpg

Attachment:
Fallout4_2015_11_12_00_05_21_709.jpg

Attachment:
Fallout4_2015_11_12_00_05_37_042.jpg

Attachment:
Fallout4_2015_11_12_00_29_50_478.jpg


Simply Download this File and replace the Original!
make sure to edit the "Fallout4.ini" in myDocuments with the Line:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0
Around that much, you can vary more or less to perfect it, or if you have bezel correction.
Attachment:
Fallout4 - Interface.zip


If the shadows bother me too much tomorrow i'll continue ^^


This is awesome! Thank you so much!

I was looking at those SWF files, and it seems you can fix the positioning of the screens that appear on the left monitor by editing translateX under the frame and set it to 25600:

Image

Also, the BarterMenu.swf & ContainerMenu.swf files still had the old header, changing the display rect to 76800, 14400 fixed this for me

Image


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 02:55 
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Phant0md- would you consider uploading your fixed fixed version? I cannot duplicate what you' and Heidi are doing... :-(


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 03:04 
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MoobyTheGoldenCalf wrote:
Thanks Haldi, this does make the HUD look better. However, every time I try to lockpick with this fix enabled, the game crashes. Any one else having this issue?

TTBT i've never tried it :twisted:

Anyone else can confirm this?

I did not change the thingy with Lock in the name, but some background thingys.... i simply changed files which sounded important or if they looked like something important in the frames menue ^^

P.S This is currently only working with 5760x1080 if you want 2560x1080 you'd need to manually edit all the headers in the file from 3840x720 into 1706x720,
Once i've figured out which are the important files and which are duds (Feel free to state your opinion!) i'll make another version for 21:9

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 03:06 
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LMAO! I've been working on this same thing haldi figured out for a bit now! ><

I was coming here to post about it only to find haldi beat me to the punch! Like phant0md said you can fix the position of the ones that display to the left like he said!

It's not perfect but at least it makes the game MUCH more playable until hayden is done with his FWS plugin! GO WSGF COMMUNITY!


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 03:09 
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Haldi wrote:
MoobyTheGoldenCalf wrote:
Thanks Haldi, this does make the HUD look better. However, every time I try to lockpick with this fix enabled, the game crashes. Any one else having this issue?

TTBT i've never tried it :twisted:

Anyone else can confirm this?

I did not change the thingy with Lock in the name, but some background thingys.... i simply changed files which sounded important or if they looked like something important in the frames menue ^^

P.S This is currently only working with 5760x1080 if you want 2560x1080 you'd need to manually edit all the headers in the file from 3840x720 into 1706x720,
Once i've figured out which are the important files and which are duds (Feel free to state your opinion!) i'll make another version for 21:9




Yep..I can confirm. Every time you click a locked container ...Crash straight to desktop.

Regards.

WebR


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 03:10 
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Does anyone know how to remove the dark green background on the HUD?

I have a 21:9 monitor and it is stretched a bit but I would barely even notice it without the out of place darker green background bits on the HUD elements. It would be a great temporary fix to have until someone can get it running correctly :)


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 04:05 
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webrunner wrote:
Haldi wrote:
MoobyTheGoldenCalf wrote:
Thanks Haldi, this does make the HUD look better. However, every time I try to lockpick with this fix enabled, the game crashes. Any one else having this issue?

TTBT i've never tried it :twisted:

Anyone else can confirm this?

I did not change the thingy with Lock in the name, but some background thingys.... i simply changed files which sounded important or if they looked like something important in the frames menue ^^

P.S This is currently only working with 5760x1080 if you want 2560x1080 you'd need to manually edit all the headers in the file from 3840x720 into 1706x720,
Once i've figured out which are the important files and which are duds (Feel free to state your opinion!) i'll make another version for 21:9




Yep..I can confirm. Every time you click a locked container ...Crash straight to desktop.

Regards.

WebR


Yep, just CTD'd. It was so nice too, everything looked so good :cry:.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 04:12 
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tricky wrote:
I am having a hard time with not being able to remap the movement/action keys to the numpad (always do this with every game) as those keys are predefined for crafting menus...bad gui. Very clunky key layout for me.


I had this issue as well, but you can use AutoHotKey to bind whichever controls you'd like to the Numpad. (just won't get the correct prompts in-game)


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 04:21 
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Hey haldi, how did you manage to shrink the text at the bottom of the screen?

like Q,E,Tab,W/S,A/D in your following pic. I think I've "fixed" everything but that at this point.

download/file.php?id=1170


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 04:23 
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i started to do the same thing a earlier today and i can extract them, fix the size but i cant find a way to compile it back to ba2, i have the program that was said to be used but cant figure it out. how do i compile the files back into ba2 can someone do a walkthrew please?


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 04:28 
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myths wrote:
i started to do the same thing a earlier today and i can extract them, fix the size but i cant find a way to compile it back to ba2, i have the program that was said to be used but cant figure it out. how do i compile the files back into ba2 can someone do a walkthrew please?


That's exactly what I wanted to know as well. That, and how do you change the header values? Are you doing that in JPEXS?

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 04:37 
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yea i change them in jpexs, i just cant convert them back to ba2, i can convert them back into the old bsa or bas format whatever it is, just cant get it to go back into the right ba2 :(

btw 113,400 / 21,600 puts it into 5670x1080


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 04:49 
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myths wrote:
yea i change them in jpexs, i just cant convert them back to ba2, i can convert them back into the old bsa or bas format whatever it is, just cant get it to go back into the right ba2 :(

btw 113,400 / 21,600 puts it into 5670x1080


You don't have to compile back to ba2. 3840x720 has been fine. The game scales them.

in your Fallout4/Data directory where Fallout4-Interface.ba2 is located create a folder called "interface". Then you can place your modified swf's in there.

then in your "My Games/Fallout4/Fallout4.ini" locate ""sResourceDataDirsFinal=STRINGS\" and change it to "sResourceDataDirsFinal=STRINGS\, INTERFACE\" and the game will now look for loose files in that "interface" fold you created and use them instead of what is in the ba2 file. You can extract the whole ba2 in there or only the swfs you modify.

below is my interface folder zipped up. I THINK I've fixed most of it at this point. I've centered all the menus that were showing up on the left monitor once the header was changed to 3840x720. Just trying to figure out why some of the text on the bottom still shows up huge. I took out the modified lockpick one since others said it caused a crash. I've not ventured very far with this yet.. just lots of mod swf file -> load game -> check -> exit game -> wash/rinse/repeat ;)

I'm going to start actually playing for a while now.. I'll update this post if I run into issues. If someone uses this please let me know if you run into an issue.

URL REMOVED See my new post! -> http://www.wsgf.org/forums/viewtopic.php?f=68&t=30431&p=162273#p162273


Last edited by ekrboi on 12 Nov 2015, 07:33, edited 1 time in total.

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 05:02 
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As some one that has no clue what to do how can i apply this to just try to play my game? i put the interface folder in my Data folder and then edited my ini file and i dont have any change ?


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 05:17 
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ekrboi your tha' man! Thanks dude! I can see why you want to get down to some playing now. This looks great! Thanks for sharing! :onethumb:

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 05:20 
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thanks for the update! looks like that does it ill continue to look for tweeks i just notice something that was done causes the left monitor to be darker than the middle and right one and hows in screenshots might of had to do with something when making those few items show on center screen.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 05:29 
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ekrboi wrote:
myths wrote:
yea i change them in jpexs, i just cant convert them back to ba2, i can convert them back into the old bsa or bas format whatever it is, just cant get it to go back into the right ba2 :(

btw 113,400 / 21,600 puts it into 5670x1080


You don't have to compile back to ba2. 3840x720 has been fine. The game scales them.

in your Fallout4/Data directory where Fallout4-Interface.ba2 is located create a folder called "interface". Then you can place your modified swf's in there.

then in your "My Games/Fallout4/Fallout4.ini" locate ""sResourceDataDirsFinal=STRINGS\" and change it to "sResourceDataDirsFinal=STRINGS\, INTERFACE\" and the game will now look for loose files in that "interface" fold you created and use them instead of what is in the ba2 file. You can extract the whole ba2 in there or only the swfs you modify.

below is my interface folder zipped up. I THINK I've fixed most of it at this point. I've centered all the menus that were showing up on the left monitor once the header was changed to 3840x720. Just trying to figure out why some of the text on the bottom still shows up huge. I took out the modified lockpick one since others said it caused a crash. I've not ventured very far with this yet.. just lots of mod swf file -> load game -> check -> exit game -> wash/rinse/repeat ;)

I'm going to start actually playing for a while now.. I'll update this post if I run into issues. If someone uses this please let me know if you run into an issue.

http://damadone.echidna.seedboxes.cc/damadone/owncloud/public.php?service=files&t=4f6c0a0cb53ae790e0413110a3508222&download


Nice work Ekreboi, having an issue Scoped Zoom however, its jammed to a 1/4 of center screen.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 05:36 
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kaburan wrote:
Nice work Ekreboi, having an issue Scoped Zoom however, its jammed to a 1/4 of center screen.


delete or rename scopemenu.swf and see if that fixes it. That file may not have needed to be modified.

EDIT.. yea.. I just looked deeper into that one. A LOT going on in there. Would be far too much hassle to fix it to cover the whole screen like it "should". I definitely can't be bothered to do it right now ;) So just delete it so it uses the stock one.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 05:52 
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ekrboi wrote:
kaburan wrote:
Nice work Ekreboi, having an issue Scoped Zoom however, its jammed to a 1/4 of center screen.


delete or rename scopemenu.swf and see if that fixes it. That file may not have needed to be modified.

EDIT.. yea.. I just looked deeper into that one. A LOT going on in there. Would be far too much hassle to fix it to cover the whole screen like it "should". I definitely can't be bothered to do it right now ;) So just delete it so it uses the stock one.


Yeah, I just renamed it to _backup and opened it up in JPEXS.

There's def a ton going on in there, each shape for the crosshairs, etc would need to be adjusted for 21:9 unless there was a way to scale them. Flash guru's would need to look at this stuff.

Ekrboi have you also noticed the crafting icons being tiny?


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 06:11 
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Everyone is getting the same thing as me correct?
Image

Image


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 06:11 
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Has anyone figured out the 21:9 Shadow divider issue yet I posted about...? I mean do we seriously have to DISABLE Deferred Lighting ENTIRELY for us not to have that issue?


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 06:14 
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@TheWitcher: I don't have a shadow divider issue on my monitor (2560x1080) so maybe it's caused by something else? I'm also using SweetFX.

Thanks to Haldi, I've been trying to edit the files for 21:9 and have a somewhat stable Interface file for now with the main HUD and VATS working for 21:9 resolution. A lot of the other swf files kept causing a crash when doing something such as trying to initiate a conversation or exiting the workshop. I've been trying to test one by one but it's starting to become tedious because you have to open the game and keep playing until you crash.

I would like someone to test the 21:9 interface file and play for around an hour. Report back if your game crashes and try to remember how long it took to crash from the time you started up the game.

Link: (link removed)


EDIT

Screenshots:

Image
Image


My biggest gripe is the Favorites Menu. Changing it doesn't immediately fix it because it's still not positioned properly. I think you have to figure out the X scaling like phant0md mentioned.

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 06:41 
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TheWitcher wrote:
Has anyone figured out the 21:9 Shadow divider issue yet I posted about...? I mean do we seriously have to DISABLE Deferred Lighting ENTIRELY for us not to have that issue?


Are you playing at 3440x1440? Then yes, seems like that's the only way around it for now. You can try going down to 2560x1080 too, that also removed the shadow glitch for me. So lower res or worse lighting, just pick your poison for now..


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 07:00 
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I'm playing at 5892x1080 and I haven't experienced the shadow issue. I'm using ekrboi's fix. I haven't changed the value either. Maybe it's something to do with the drivers? I'm still using an earlier version.

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 07:14 
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ekrboi wrote:
Amon Amarth wrote:
Can you post them? :nudgenudge:


When I get home from work (5pm-ish EST) I will check which they were for sure and post em.


It doesn't look like he's posted this.

Does anyone have a good set of SLI bits that will work with nVidia Surround + SLI? As I've said I've tried the Fallout 3 and Skyrim SLI bits, and they actually decrease performance.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 07:15 
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Amon Amarth wrote:
ekrboi wrote:
Amon Amarth wrote:
Can you post them? :nudgenudge:


When I get home from work (5pm-ish EST) I will check which they were for sure and post em.


It doesn't look like he's posted this.

Does anyone have a good set of SLI bits that will work with nVidia Surround + SLI? As I've said I've tried the Fallout 3 and Skyrim SLI bits, and they actually decrease performance.


Yeah, I don't understand why people suggest this fix.
Someone suggested using Metro SLI Bits, but I haven't tried it.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 07:18 
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The shadow issue only occurs for 21:9 and 3440x1440 as I mentioned originally.

Folks that don't run that - don't mention it :P


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 07:32 
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:TrueWS:
kaburan wrote:
Ekrboi have you also noticed the crafting icons being tiny?


Yea. I'm not sure how or even if I can fix it. I think that's something that will have to be fixed by Hayden with FWS. Hopefully soon these menu "hacks" won't be needed because FWS will take care of it. BUT! Like has been said already, damn near everytime Skyrim was updated Hayden's FWS plugin had to be updated.. it was a cat and mouse game. I'll be keeping these modded menu's around to be used when that happens while we wait for Hayden to (hopefully) fix it again.

X1XNobleX1X wrote:
Someone suggested using Metro SLI Bits, but I haven't tried it.


It was me.. it was Metro Redux. 0x080000F6 (Metro Redux)
I've not been running them this evening while messing with the menus, but they worked "OK" last night for a bit.. not great scaling and not 100% bug free but the only oddity I noticed was tires were weird colors from far away and then went to normal closer up. However I was able to mostly run 60FPS with them @ 5760x1080 where I'm around a steady 30-35 with bumps to 45 sometimes without them.

I've been running around doing some questing and fixed/smoothed out some more things along the way. Removed some files that either were not necessary or broke things worse.

OH! and the lock picking crash with haldi's Fallout4-Interface.ba2 I believe is because the lockpickingmenu.swf in it seems to be corrupted. I extracted his ba2 and when I tried opening his lockpickingmenu.swf with the SWF decompiler it fails. I redid it in mine and I've picked a few locks with it now with no trouble!


[THE GOODIES] :triplewide:
For anyone new who finds this you first need to change "sResourceDataDirsFinal=STRINGS\" to "sResourceDataDirsFinal=STRINGS\, INTERFACE\" in your fallout4.ini (My Games/Fallout 4/)

Then extract the following zip into the Data folder where the game is installed.

That's it! Play it! Let me know if you find anything weird.


Attachments:
interface.zip [4.62 MiB]
Downloaded 3274 times
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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 07:58 
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Awesome job community! Everything appears to have been fixed well enough to start playing.

Now I'm just missing proper SLI bits. 22-30 FPS is not fun.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 07:59 
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ekrboi, this is almost damn near perfect! I can finally play the game and see what the hell I'm buying, selling & crafting now. THANK YOU!


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 07:59 
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ekrboi wrote:
:TrueWS:
kaburan wrote:
Ekrboi have you also noticed the crafting icons being tiny?




That's it! Play it! Let me know if you find anything weird.


Looks great, great work there!

Only issues are the darker green boxes not positioned properly, but not game breaking.
I'll hopefully actually play the game tomorrow.

Thank you again!


Also, that Sli BIts you gave me although, doesn't work great. It gave at least a little boost in performance.


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 Post subject: Fallout 4
PostPosted: 12 Nov 2015, 08:23 
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"-CustomResolution:enabled -r3440x1440x32" to your launch options

to fix 21:9 UI


Edit: false alarm. Sorry guys.


Last edited by smushroomed on 12 Nov 2015, 10:06, edited 1 time in total.

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 09:01 
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smushroomed wrote:
"-CustomResolution:enabled -r3440x1440x32" to your launch options

to fix 21:9 UI


That doesn't work, the guy who posted that in reddit is actually running 2560x1440 and has monitor scaling turned on :doh:


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 09:03 
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X1XNobleX1X wrote:
ekrboi wrote:
:TrueWS:
kaburan wrote:
Ekrboi have you also noticed the crafting icons being tiny?




That's it! Play it! Let me know if you find anything weird.


Looks great, great work there!

Only issues are the darker green boxes not positioned properly, but not game breaking.
I'll hopefully actually play the game tomorrow.

Thank you again!


No problem everyone!

I'm not really sure on the dark green boxes, I couldn't find em in the swf's(didn't look REAL hard). I'm done tinkering though! It's up to Hayden for a proper fix now! I can finally play it and not be totally frustrated! And you're welcome!

Now I'm off to bed! I can't wait to get home and actually play for a long time tomorrow!


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 09:10 
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Hi everyone, i found this forum after the disappointment for this game with a 21:9 screen... I wanted to know what is ""-CustomResolution:enabled -r3440x1440x32" to your launch options

to fix 21:9 UI" It's the first time with this "modding stuff" ahahah


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 09:33 
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AlfaReaper wrote:
Hi everyone, i found this forum after the disappointment for this game with a 21:9 screen... I wanted to know what is ""-CustomResolution:enabled -r3440x1440x32" to your launch options

to fix 21:9 UI" It's the first time with this "modding stuff" ahahah



Via steam:

Right click the game in your library --> properties
on the General tab --> Set launch options
copy & paste: -CustomResolution:enabled -r3440x1440x32 into the text box, replace 3440x1440 with your desktop resoltuion if required
click ok, close and launch the game


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 09:45 
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Pendaz wrote:
AlfaReaper wrote:
Hi everyone, i found this forum after the disappointment for this game with a 21:9 screen... I wanted to know what is ""-CustomResolution:enabled -r3440x1440x32" to your launch options

to fix 21:9 UI" It's the first time with this "modding stuff" ahahah



Via steam:

Right click the game in your library --> properties
on the General tab --> Set launch options
copy & paste: -CustomResolution:enabled -r3440x1440x32 into the text box, replace 3440x1440 with your desktop resoltuion if required
click ok, close and launch the game

Thank you, but the problem is still there. After the ekrboi's fix i see the hud very small.. And without the fix is stretched :c


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 10:02 
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problem is everyone is all excited for the HUD for Surround/Eyefinity gamers meanwhile us 21:9 3440x1440 users are being ignored. sad


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 10:07 
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TheWitcher wrote:
problem is everyone is all excited for the HUD for Surround/Eyefinity gamers meanwhile us 21:9 3440x1440 users are being ignored. sad

I understood the fix was also for us... :cry:


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 10:08 
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Thank you guys for all of your efforts. Please give us a fix for the 21:9 aspect ratio (both 2560x1080 and 3440x1440).


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 10:38 
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ekrboi wrote:
:TrueWS:
kaburan wrote:
Ekrboi have you also noticed the crafting icons being tiny?


Yea. I'm not sure how or even if I can fix it. I think that's something that will have to be fixed by Hayden with FWS. Hopefully soon these menu "hacks" won't be needed because FWS will take care of it. BUT! Like has been said already, damn near everytime Skyrim was updated Hayden's FWS plugin had to be updated.. it was a cat and mouse game. I'll be keeping these modded menu's around to be used when that happens while we wait for Hayden to (hopefully) fix it again.

X1XNobleX1X wrote:
Someone suggested using Metro SLI Bits, but I haven't tried it.


It was me.. it was Metro Redux. 0x080000F6 (Metro Redux)
I've not been running them this evening while messing with the menus, but they worked "OK" last night for a bit.. not great scaling and not 100% bug free but the only oddity I noticed was tires were weird colors from far away and then went to normal closer up. However I was able to mostly run 60FPS with them @ 5760x1080 where I'm around a steady 30-35 with bumps to 45 sometimes without them.

I've been running around doing some questing and fixed/smoothed out some more things along the way. Removed some files that either were not necessary or broke things worse.

OH! and the lock picking crash with haldi's Fallout4-Interface.ba2 I believe is because the lockpickingmenu.swf in it seems to be corrupted. I extracted his ba2 and when I tried opening his lockpickingmenu.swf with the SWF decompiler it fails. I redid it in mine and I've picked a few locks with it now with no trouble!


[THE GOODIES] :triplewide:
For anyone new who finds this you first need to change "sResourceDataDirsFinal=STRINGS\" to "sResourceDataDirsFinal=STRINGS\, INTERFACE\" in your fallout4.ini (My Games/Fallout 4/)

Then extract the following zip into the Data folder where the game is installed.

That's it! Play it! Let me know if you find anything weird.


This is awesome on 5760x1080! You ROCK man! :cheers:


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 10:49 
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TheWitcher wrote:
problem is everyone is all excited for the HUD for Surround/Eyefinity gamers meanwhile us 21:9 3440x1440 users are being ignored. sad


I made a thread in the 21:9 forum few days ago but the admin closed it because of this thread saying its a dupe :hide: but its not the Same....


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 11:00 
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ocelot wrote:
TheWitcher wrote:
problem is everyone is all excited for the HUD for Surround/Eyefinity gamers meanwhile us 21:9 3440x1440 users are being ignored. sad


I made a thread in the 21:9 forum few days ago but the admin closed it because of this thread saying its a dupe :hide: but its not the Same....


Chill and let Hayden do his thing, his plugins work for all resolutions.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 11:26 
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Thanks for the fix!

For some reason I cant get bezel corrected resolutions to work in full screen - does anybody know why? Works fine in borderless windowed though!

Image

P.S. has anbody got any FOV advice for playing on triple monitor on this game? 60 seems about best for me..


Last edited by ins1337 on 12 Nov 2015, 12:40, edited 2 times in total.

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 11:36 
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i have problem crash when i open PERK

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 12:12 
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ocelot wrote:
TheWitcher wrote:
problem is everyone is all excited for the HUD for Surround/Eyefinity gamers meanwhile us 21:9 3440x1440 users are being ignored. sad


I made a thread in the 21:9 forum few days ago but the admin closed it because of this thread saying its a dupe :hide: but its not the Same....

I'll reopen it late when I'm back on my PC. We couldn't know that this new version of the engine has hardcoded aspect Ratio.



Haldi wrote:
I used this tool: http://www.loverslab.com/topic/54891-f4-ba2-unpack/ to un and REpack the Fallout4 - Interface.ba2

How I recompile modified files into a .ba2 to prevent the need of activating modified files in the ini (it's written in the readme)
Use CMD and like this

quickbms -w -r "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Tools n Stuff\QuickBMS extractor\f4.bms" "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Tools n Stuff\test.ba2" "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Tools n Stuff\Interface"

The test.ba2 needs to be the original interface.ba2 so it will be modified.
Use force to overwrite the files which are bigger.
The game might crash tough when trying to start.

I'll make a new interface.ba2 with all fixes after lunch.

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 12:40 
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Ci7rus wrote:
ocelot wrote:
TheWitcher wrote:
problem is everyone is all excited for the HUD for Surround/Eyefinity gamers meanwhile us 21:9 3440x1440 users are being ignored. sad


I made a thread in the 21:9 forum few days ago but the admin closed it because of this thread saying its a dupe :hide: but its not the Same....


Chill and let Hayden do his thing, his plugins work for all resolutions.



Apparently not my friend!


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 12:54 
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21:9 Forum is back Open: Please keep all the 2560x1080 Aspect ratio Hud Modifications in the 21:9 Forum :)
http://www.wsgf.org/forums/viewtopic.php?f=95&t=30443

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 13:15 
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ekrboi wrote:
Hey haldi, how did you manage to shrink the text at the bottom of the screen?
like Q,E,Tab,W/S,A/D in your following pic. I think I've "fixed" everything but that at this point.

Not sure.... might be the PromptMenu.swf or the fonts_en.swf or the DialogueMenu.swf or even the ButtonBarMenu.swf or MultiActivateMenu.
At least you only need to start he main menu and try to load a game to know which one it is xD


ekrboi wrote:
I'm not really sure on the dark green boxes, I couldn't find em in the swf's(didn't look REAL hard). I'm done tinkering though! It's up to Hayden for a proper fix now! I can finally play it and not be totally frustrated! And you're welcome!

i HATE those Boxes.... haven't found them either yet -.-


ins1337 wrote:
Thanks for the fix!
For some reason I cant get bezel corrected resolutions to work in full screen - does anybody know why? Works fine in borderless windowed though!

Image

lol
that looks way to similar to my own setup :D

Image


ekrboi wrote:
[THE GOODIES] :triplewide:
For anyone new who finds this you first need to change "sResourceDataDirsFinal=STRINGS\" to "sResourceDataDirsFinal=STRINGS\, INTERFACE\" in your fallout4.ini (My Games/Fallout 4/)
Then extract the following zip into the Data folder where the game is installed.
That's it! Play it! Let me know if you find anything weird.

I've tried to repack those into a .ba2 but somehow the file is different and causes Fallout4 to crash at startup :(
Not sure if there is an .ini Option to prevent that or if the repack messed up something.

http://pastebin.com/dSpnYeY9

mhmm... let me just try repacking ALL files xD

Edit: THAT'ts it!
Here you go! all your current fixes recompiled into a Fallout4 - Interface.ba2
Outdated: Use this http://www.wsgf.org/forums/viewtopic.ph ... 79#p162479
Attachment:
Fallout4 - Interface.zip [21.33 MiB]
Downloaded 3497 times



Edit2:
Now then we only have the green shades and wrong FoV in Examen/Build menue for items left, right?

Attachment:
Fallout4_2015_11_12_13_22_55_102.jpg
Fallout4_2015_11_12_13_22_55_102.jpg [ 538.74 KiB | Viewed 20205 times ]

Attachment:
Fallout4_2015_11_12_13_23_10_886.jpg
Fallout4_2015_11_12_13_23_10_886.jpg [ 967.83 KiB | Viewed 20211 times ]


P.S i've edited the BarterMenu.swf but apparently didn't safe the pixel change before saving the file xD
Attachment:
Fallout4_2015_11_12_13_31_07_287.jpg
Fallout4_2015_11_12_13_31_07_287.jpg [ 1.86 MiB | Viewed 20221 times ]


i can finally SELL stuff! Wohooo... i've always scrapped all i've found or stored it xD

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 13:20 
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Prince Vince wrote:
This is awesome on 5760x1080! You ROCK man! :cheers:


Are you on nVidia Surround? If so, what is your framerate?


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PostPosted: 12 Nov 2015, 13:23 
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On a single GTX970 which isn't overclocked, and an i5 2500k at 4.4ghz, I get around 45fps average on high-ish settings (5894x1080)


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PostPosted: 12 Nov 2015, 13:25 
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Haldi,

Do I just drop this file next to the other .ba1 files in the Data folder, and now remove the interface line edit from the ini file?

edit: yes :)

By the way, how come the HP bar is still off to the left screen?


Last edited by ins1337 on 12 Nov 2015, 13:30, edited 1 time in total.

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PostPosted: 12 Nov 2015, 13:30 
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ins1337 wrote:
Haldi,

Do I just drop this file next to the other .ba1 files in the Data folder, and now remove the interface line edit from the ini file?

you replace the original .ba2 file and you still need the interface .ini edits to Center your hud !

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PostPosted: 12 Nov 2015, 13:37 
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Haldi wrote:
ins1337 wrote:
Haldi,

Do I just drop this file next to the other .ba1 files in the Data folder, and now remove the interface line edit from the ini file?

you replace the original .ba2 file and you still need the interface .ini edits to Center your hud !


Sorry I'm a bit lost. All I originally did was change 'sResourceDataDirsFinal=STRINGS\' to 'sResourceDataDirsFinal=STRINGS\, INTERFACE\' so that it picked up the modified .swf's. Now that im using your ba2 file I can just remove this cant I? And also delete the .swf's i put in the interface folder as they will just stop your ba2 from being used?

You mentioned a line to centre my hud? Which line is that. Everything seems to work okay for me except m,y health bar is on the bottom left of the left screen still.

Image

edit: just looked back on this thread, is this what I need to do?

"Fallout4.ini" in myDocuments with the Line:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0

edit2: yes it was, fixed! thanks!

Image


Last edited by ins1337 on 12 Nov 2015, 13:50, edited 3 times in total.

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PostPosted: 12 Nov 2015, 13:42 
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is anyone having issues where the pipboy screen is too close to the screen:

Image

I've tried adjusting my fov to compensate but it doesn't seem to make much difference, is there some other changes i need to make?


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PostPosted: 12 Nov 2015, 14:01 
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try right mouse click :D

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PostPosted: 12 Nov 2015, 14:04 
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ins1337 wrote:
Haldi wrote:
ins1337 wrote:
Haldi,

Do I just drop this file next to the other .ba1 files in the Data folder, and now remove the interface line edit from the ini file?

you replace the original .ba2 file and you still need the interface .ini edits to Center your hud !


Sorry I'm a bit lost. All I originally did was change 'sResourceDataDirsFinal=STRINGS\' to 'sResourceDataDirsFinal=STRINGS\, INTERFACE\' so that it picked up the modified .swf's. Now that im using your ba2 file I can just remove this cant I? And also delete the .swf's i put in the interface folder as they will just stop your ba2 from being used?

You mentioned a line to centre my hud? Which line is that. Everything seems to work okay for me except m,y health bar is on the bottom left of the left screen still.

Image

edit: just looked back on this thread, is this what I need to do?

"Fallout4.ini" in myDocuments with the Line:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0

edit2: yes it was, fixed! thanks!

Image


Thanks for posting them Ins! Was reading your replies and trying to find the .ini edits too.

So what I understand you have to do is:

1) Download the zip file provided by Haldi in his post (page 20)
2) Rename interface.ba2 to interface.old and then place Haldi's ba2 file into its place (renaming to interface.ba2)
3) Edit the Fallout.ini file with:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0
4) Save and make read only?
5) Run the game

Thought I would put the steps in for anyone just reading this, can anyone confirm thats correct? EDIT-Ins1337 confirmed this is how he did it :)

*apologies if i'm stepping on anyone's toes, I did none of the above just putting it in a clear instruction layout


Last edited by xGBHxPegasus on 12 Nov 2015, 14:34, edited 2 times in total.

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PostPosted: 12 Nov 2015, 14:08 
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Haldi wrote:
try right mouse click :D


Thanks, but right mouse click zooms in - makes it even worse lol


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PostPosted: 12 Nov 2015, 14:17 
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Pendaz wrote:
Haldi wrote:
try right mouse click :D


Thanks, but right mouse click zooms in - makes it even worse lol

What resolution are you playing on? I've never had any problems with the pipboy on 5760x1080
Also you have to large text, so you don't have the modified interface.ba2 yet?

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PostPosted: 12 Nov 2015, 14:23 
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xGBHxPegasus: YEs those steps are what I did and it works for me.

My only problem now is that for bezel corrected resolutions to work I need to run the game in borderless windowed mode which locks Vsync on and causes massive input lag.

Does anybody know why when I turn windowed mode off and still have the config set to my bezel corrected fullscreen resolution (and windows desktop to it too!) that the game jumps back down from 5894x1080 to 5760x1080?


Last edited by ins1337 on 12 Nov 2015, 14:27, edited 1 time in total.

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PostPosted: 12 Nov 2015, 14:26 
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Question:

when Hayden releases a plugin for FWS how long does it take him to update the app after a Beth update?

Not that I'm concerned with waiting a few days, I genuinely feel bad for him. I'm sure he enjoys this to a point, but if it's 15 hours of work each time? I couldn't blame him for giving up. Older titles that have a final build I can understand.


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PostPosted: 12 Nov 2015, 14:36 
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ins1337 wrote:
xGBHxPegasus: YEs those steps are what I did and it works for me.

My only problem now is that for bezel corrected resolutions to work I need to run the game in borderless windowed mode which locks Vsync on and causes massive input lag.

Does anybody know why when I turn windowed mode off and still have the config set to my bezel corrected fullscreen resolution (and windows desktop to it too!) that the game jumps back down from 5894x1080 to 5760x1080?


Thanks for confirming :)

Gonna be it a shot tonight and restart from the beginning


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PostPosted: 12 Nov 2015, 14:41 
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Haldi wrote:
Pendaz wrote:
Haldi wrote:
try right mouse click :D


Thanks, but right mouse click zooms in - makes it even worse lol

What resolution are you playing on? I've never had any problems with the pipboy on 5760x1080
Also you have to large text, so you don't have the modified interface.ba2 yet?


Same as you, 5760x1080

I do have *one* of the interface.ba2 fixes but as theres a few, i can't remember which


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 15:05 
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http://www.wsgf.org/forums/viewtopic.ph ... 97#p162297
This one.

And don't forget the .ini edits:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0


P.S for god sake i can't find those green shades!
They have to be an own file because they already happen in the Main menue, and the favorites background when you longpress F.

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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 15:26 
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Haldi wrote:
http://www.wsgf.org/forums/viewtopic.php?p=162297#p162297
This one.

And don't forget the .ini edits:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0



yep, thats the one i'm using along with those lines in my .ini

don't worry about it im sure you guys have more important things to sort out ;)


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PostPosted: 12 Nov 2015, 15:34 
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Haldi I suspect those green boxes are "rendered by the engine" and not the swfs. I completely poked through the favorites one and they aren't in there.

OH and you can't use the force repack option on that repacker tool. It even says basically "don't do this it will mess stuff up" lol. I didn't try doing a full fresh pack though.. can it make them from scratch? I suspect the reason the "option text" like on the bottom of the home screen is still large is because my edited file isn't packed into a ba2.


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PostPosted: 12 Nov 2015, 16:04 
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Awesome Haldi! Thanks for the hard work and thanks to this community for getting alot of these problems resolved quickly. Will try this out as soon as I get off work! Today's going to be a good Day!


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PostPosted: 12 Nov 2015, 17:05 
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ekrboi wrote:
Haldi I suspect those green boxes are "rendered by the engine" and not the swfs. I completely poked through the favorites one and they aren't in there.

OH and you can't use the force repack option on that repacker tool. It even says basically "don't do this it will mess stuff up" lol. I didn't try doing a full fresh pack though.. can it make them from scratch? I suspect the reason the "option text" like on the bottom of the home screen is still large is because my edited file isn't packed into a ba2.

bust be a swf file. It also changes places when you change the HUD safe zone in the .ini file, though i haven't found it myself yet ^^


The force repack works pretty well, it just says "Don't do this because if you inject files it will mess up the position aka the whole archive" so if you repack ALL files as new ones i haven't had problems till now :D
P.S the 2nd interface.ba2 uses most of your files so it should fix all of it. I'm using that myself right now.

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Hello, i'm new to this forum and i want to thank you guys for doing the work of the lazy developers... Thank you! One question, i use the bezel corrected resolution of 6080 x 1200, could you Haldi, tell me if i must play around with the Fallout.ini edits or what would do the job for me?
[Interface]
fSafeZoneX=250.0 --> maybe 300.0?
fSafeZoneXWide=1300.0 --> maybe 1600.0?

Regards Sepp


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Haldi would you mind to give us a fix for 21:9?
Also a nice tutorial would be great to try out myself


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Sepp666 wrote:
Hello, i'm new to this forum and i want to thank you guys for doing the work of the lazy developers... Thank you! One question, i use the bezel corrected resolution of 6080 x 1200, could you Haldi, tell me if i must play around with the Fallout.ini edits or what would do the job for me?
[Interface]
fSafeZoneX=250.0 --> maybe 300.0?
fSafeZoneXWide=1300.0 --> maybe 1600.0?

Regards Sepp


Sepp, if your only problem is getting the hud to move slightly further in then yes, slight increase thoses values. For example for me I increase 250 to 260, and 1600 to 1640.

Regards,

Edit: P.S. have you managed to get your bezel corrected resolution to correctly work in fullscreen mode, or just windowed bordless?


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 18:34 
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Amon Amarth wrote:
Prince Vince wrote:
This is awesome on 5760x1080! You ROCK man! :cheers:


Are you on nVidia Surround? If so, what is your framerate?


I'm on an AMD R9 295x2 eyefinity. I haven't looked at fps, but it's on ultra and I don't notice frames or stutter. My room does get hot, but thank god the weather is cold!


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PostPosted: 12 Nov 2015, 18:36 
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Thanks so much for the help Haldi. I'm thrilled to be able to play on 3 screens...it was really killing me. Felt like I was wearing blinders or something.

Only one thing I noticed (not complaining, just letting you know) - the local map appears to be skewed now so you're viewing from an angle instead of top down. This has the unfortunate side effect of making the pipboy app throw an error when you switch to the local map mode. But if I get 3 screens in return, believe me, this is nothing.


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PostPosted: 12 Nov 2015, 19:20 
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Hi guys, I've been trying to get Fallout 4 to play ball with my 5760x1080 with limited success.
I can get it to display ok via .ini changes but the frame rate is bad 40ish fps on 2x EVGA SuperClocked GTX 970s in SLI, Intel i7 5820k and 16GB of DDR4.
Pretty sure I should be getting a lot more than more in Surround as the graphics are not mind blowing.
I'm guessing I need to tinker with some SLI settings to get this to work. Changing graphics quality doesn't really make a difference.

Anyone have any success with SLI in Surround? What settings did you use?


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PostPosted: 12 Nov 2015, 19:25 
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sd_dracula wrote:
Hi guys, I've been trying to get Fallout 4 to play ball with my 5760x1080 with limited success.
I can get it to display ok via .ini changes but the frame rate is bad 40ish fps on 2x EVGA SuperClocked GTX 970s in SLI, Intel i7 5820k and 16GB of DDR4.
Pretty sure I should be getting a lot more than more in Surround as the graphics are not mind blowing.
I'm guessing I need to tinker with some SLI settings to get this to work. Changing graphics quality doesn't really make a difference.

Anyone have any success with SLI in Surround? What settings did you use?


Nvidia hasn't worked out a functional SLI profile yet with Fallout 4, until that happens we're all stuck using one card (hence the shaky performance). In the geforce forums an Nvidia rep confirmed they are trying to work it out with Bethesda.

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forrestz wrote:
Thanks so much for the help Haldi. I'm thrilled to be able to play on 3 screens...it was really killing me. Felt like I was wearing blinders or something.

Only one thing I noticed (not complaining, just letting you know) - the local map appears to be skewed now so you're viewing from an angle instead of top down. This has the unfortunate side effect of making the pipboy app throw an error when you switch to the local map mode. But if I get 3 screens in return, believe me, this is nothing.


Local map in the pip boy app is broken for everyone right now it seems: https://www.reddit.com/r/fo4/comments/3 ... is_broken/

Kinda sucks since that'd be one of the best uses for it, but the oldschool method of in-game pip boy still works fine.


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Prince Vince wrote:
forrestz wrote:
Thanks so much for the help Haldi. I'm thrilled to be able to play on 3 screens...it was really killing me. Felt like I was wearing blinders or something.

Only one thing I noticed (not complaining, just letting you know) - the local map appears to be skewed now so you're viewing from an angle instead of top down. This has the unfortunate side effect of making the pipboy app throw an error when you switch to the local map mode. But if I get 3 screens in return, believe me, this is nothing.


Local map in the pip boy app is broken for everyone right now it seems: https://www.reddit.com/r/fo4/comments/3 ... is_broken/

Kinda sucks since that'd be one of the best uses for it, but the oldschool method of in-game pip boy still works fine.


Well - last night before I swapped the interface file, the app was working fine. The in-game version used to be top down and now it's all slanted for me. You're seeing it top down in-game?


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PostPosted: 12 Nov 2015, 19:43 
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Haldi and others, thanks so much for your hard work.

Unfortunately, Bethesda has really screwed the pooch on this one with us in terms of multi-monitor support. Even with the SWF tweaks you guys have provided, base building, crafting is just simply too difficult and tedious and you can't see the preview items. The same goes for the sniper scopes, and other issues. Performance is also shoddy at best and hopefully Beth/Nvidia can get proper SLI and driver support. There's no reason my 980ti should be lugging at 40ish fps in the wastelands.

I'm going to have to stick to 1920x1080 16:9 until a proper fix for ultrawide is released. Hopefully Hayden follows through with it.


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ins1337 wrote:
Sepp666 wrote:
Hello, i'm new to this forum and i want to thank you guys for doing the work of the lazy developers... Thank you! One question, i use the bezel corrected resolution of 6080 x 1200, could you Haldi, tell me if i must play around with the Fallout.ini edits or what would do the job for me?
[Interface]
fSafeZoneX=250.0 --> maybe 300.0?
fSafeZoneXWide=1300.0 --> maybe 1600.0?

Regards Sepp


Sepp, if your only problem is getting the hud to move slightly further in then yes, slight increase thoses values. For example for me I increase 250 to 260, and 1600 to 1640.

Regards,

Edit: P.S. have you managed to get your bezel corrected resolution to correctly work in fullscreen mode, or just windowed bordless?


Thank you for your answer.
I have only set in the Fallout4Prefs.ini located in documents those things:

iSize W=6080
iSize H=1200
sAntiAliasing=TAA
iMaxAnisotropy=16
iPresentInterval=1
bFull Screen=1
bBorderless=0


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Quote:
Thanks for posting them Ins! Was reading your replies and trying to find the .ini edits too.

So what I understand you have to do is:

1) Download the zip file provided by Haldi in his post (page 20)
2) Rename interface.ba2 to interface.old and then place Haldi's ba2 file into its place (renaming to interface.ba2)
3) Edit the Fallout.ini file with:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0
4) Save and make read only?
5) Run the game

Thought I would put the steps in for anyone just reading this, can anyone confirm thats correct? EDIT-Ins1337 confirmed this is how he did it :)

*apologies if i'm stepping on anyone's toes, I did none of the above just putting it in a clear instruction layout


Thx For help And resume :D

:triplewide:


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Thank you so much Haldi! <3


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Anybody having problem with "seeing through the walls" on the sides when standing next to a wall when running 21:9?


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Fresa wrote:
Anybody having problem with "seeing through the walls" on the sides when standing next to a wall when running 21:9?



yea. it happens.. ive seen it happen in many games. I think it's just an engine limitation. MAYBE it will be fixed when hayden finishes the FWS plugin.


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Haldi wrote:
bust be a swf file. It also changes places when you change the HUD safe zone in the .ini file, though i haven't found it myself yet ^^


The force repack works pretty well, it just says "Don't do this because if you inject files it will mess up the position aka the whole archive" so if you repack ALL files as new ones i haven't had problems till now :D
P.S the 2nd interface.ba2 uses most of your files so it should fix all of it. I'm using that myself right now.


Cool! It's so slow at work today. I have absolutely nothing better to do that sit here wishing I was at home plying fallout... that said, I have a theory about the green boxes I'm going to try when I get home!


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Fresa wrote:
Anybody having problem with "seeing through the walls" on the sides when standing next to a wall when running 21:9?



Thats a common thing, at least for triple monitor users (wasnt aware it occurs also for 21:9 users). I for myself always liked that built-in "wall hack". ;)


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Are the changes being made largely limited to editing the SWF headers to match resolution? I'm clear on how to do most of what's being discussed here.

I'm running a P-L-P setup, so with bezel correction I'm at 30:9 (5336x1600) instead of the 48:9 of you 5760x1080 guys. So for me the updated HUD (which is far more useable than the default) is squished horizontally. I'd like to take a look at modifying (or reproducing) Haldi's work for my middle-ground aspect ratio.


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 Post subject: Re: Fallout 4
PostPosted: 12 Nov 2015, 23:33 
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Haldi wrote:
Edit: THAT'ts it!
Here you go! all your current fixes recompiled into a Fallout4 - Interface.ba2
Attachment:
Fallout4 - Interface.zip


Haldi, thank you for your work, time, and willingness to share. Very much appreciated.


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PostPosted: 12 Nov 2015, 23:51 
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Forgive me, but is that fix only for Multi-screen support? Would this be appropriate for a single monitor 2560 x 1080 setup?

I haven't seen anything in the other thread regarding this.


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PostPosted: 13 Nov 2015, 00:01 
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Hey guys quick question...... So I just used Haldi's fix and everything looks great but for some reason my crosshairs in 1st/3rd person are blown way out of proportion when shooting from the hip. Would this be something in the ini file I could change?


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 Post subject: Re: Fallout 4
PostPosted: 13 Nov 2015, 00:14 
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Haldi, Ekrboi
thank you so much for that sweet gui fix!


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PostPosted: 13 Nov 2015, 00:17 
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Pendaz wrote:
is anyone having issues where the pipboy screen is too close to the screen:

Image

I've tried adjusting my fov to compensate but it doesn't seem to make much difference, is there some other changes i need to make?


I had same thing (even with haldi fix), it comes from some weird settings in the cgf's. Easiest way to solve it - increase your character FOV up to 75-80, that will allow you ещ see pipboy, open console ingame and type fov 75 (try different one).


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PostPosted: 13 Nov 2015, 00:28 
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MrGrim wrote:
Hey guys quick question...... So I just used Haldi's fix and everything looks great but for some reason my crosshairs in 1st/3rd person are blown way out of proportion when shooting from the hip. Would this be something in the ini file I could change?


http://steamcommunity.com/profiles/7656 ... reenshots/

http://steamcommunity.com/profiles/7656 ... reenshots/

http://steamcommunity.com/profiles/7656 ... reenshots/

Not sure if you can see but here are 3 snapshots I took to be used as references.

I browsed through the ini's but didnt see anything so im assuming it would be something inside the game directory folder

edit: By the way I'm running 3 27' monitors at 5760x1080 on nvidia surround.

I'm hoping this is an easy fix


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PostPosted: 13 Nov 2015, 00:34 
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First let me say thank you to everyone for the hard work. I have been following along and I'm planning to fire up the game for the first time tomorrow night. I'm trying to keep a list of everything I have to modify.

To use Haldi's fix, which ini do I edit? I remember NV and skyrim and I was constantly getting confused between the 2 fallout.ini and (I think) 2 falloutpref.ini files.

Is there just one location needed to edit the hud elements, vsync and mouse accel?


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PostPosted: 13 Nov 2015, 01:11 
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latexyankee wrote:
First let me say thank you to everyone for the hard work. I have been following along and I'm planning to fire up the game for the first time tomorrow night. I'm trying to keep a list of everything I have to modify.

To use Haldi's fix, which ini do I edit? I remember NV and skyrim and I was constantly getting confused between the 2 fallout.ini and (I think) 2 falloutpref.ini files.

Is there just one location needed to edit the hud elements, vsync and mouse accel?


Latex if you go back to page 20 and 21 it is explained there. You're ini files that you'll be making scale changes to should be in your documents under my games/fallout 4.you should see the file. Everything else should be done by Haldi's's fix


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Just wanted to thank everyone for all of their hard work and involvement. Really must say WSGF is a great community!


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PostPosted: 13 Nov 2015, 01:26 
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So what's the difference between the Haldi & ekrboi fixes? I have the ekrobi fix from last night in place still and it works okay. I have the modified swf's in the interface folder and .ini edit in place. The only issue I have is when using a scoped rifle I get overlapping fields of view. I think there was a fix for that, but can't remember what it was & can't seem to find it in the thread. In any case, what's the difference? I'm running three monitor 5892x1080 bezel corrected setup. Thanks!

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Haldi wrote:
ekrboi wrote:
Haldi I suspect those green boxes are "rendered by the engine" and not the swfs. I completely poked through the favorites one and they aren't in there.

OH and you can't use the force repack option on that repacker tool. It even says basically "don't do this it will mess stuff up" lol. I didn't try doing a full fresh pack though.. can it make them from scratch? I suspect the reason the "option text" like on the bottom of the home screen is still large is because my edited file isn't packed into a ba2.

bust be a swf file. It also changes places when you change the HUD safe zone in the .ini file, though i haven't found it myself yet ^^


The force repack works pretty well, it just says "Don't do this because if you inject files it will mess up the position aka the whole archive" so if you repack ALL files as new ones i haven't had problems till now :D
P.S the 2nd interface.ba2 uses most of your files so it should fix all of it. I'm using that myself right now.



So with the ba2 you packed those fonts are normal size(GREAT!), but out of curiosity I put the original interface.ba2 back and extracted your ba2 and put the interface folder into data like I had been doing and the font are large again! So it seems that whichever swf controls that won't load as a loose file which was what my suspicion was. Good to know!

Now I'm going to look into that theory about the green boxes I mentioned earlier!


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Funkengreuven wrote:
So what's the difference between the Haldi & ekrboi fixes? I have the ekrobi fix from last night in place still and it works okay. I have the modified swf's in the interface folder and .ini edit in place. The only issue I have is when using a scoped rifle I get overlapping fields of view. I think there was a fix for that, but can't remember what it was & can't seem to find it in the thread. In any case, what's the difference? I'm running three monitor 5892x1080 bezel corrected setup. Thanks!


The ba2 Haldi posted on page 20 has my fixed files compiled into it. You should grab that and use it. Read my previous post, it seems some of the files won't load when just loose in the interface folder, but work fine put into the ba2.


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ekrboi wrote:
Haldi wrote:
ekrboi wrote:
Haldi

Now I'm going to look into that theory about the green boxes I mentioned earlier!



Hopefully, you can fix it. Although not game breaking, would be nice to have a fix.

Also, any ways to fix the skewed graphics when crafting and picking up magazines.?


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ekrboi wrote:
Funkengreuven wrote:
So what's the difference between the Haldi & ekrboi fixes? I have the ekrobi fix from last night in place still and it works okay. I have the modified swf's in the interface folder and .ini edit in place. The only issue I have is when using a scoped rifle I get overlapping fields of view. I think there was a fix for that, but can't remember what it was & can't seem to find it in the thread. In any case, what's the difference? I'm running three monitor 5892x1080 bezel corrected setup. Thanks!


The ba2 Haldi posted on page 20 has my fixed files compiled into it. You should grab that and use it. Read my previous post, it seems some of the files won't load when just loose in the interface folder, but work fine put into the ba2.


Yea, you're right. I switched over to the Haldi .ba2 file, changed the .ini, and renamed the INTERFACE folder and played a bit. I noticed the text isn't as large...I guess that's what you meant by it not picking up one of your files. Also, the scope worked itself out too. I have three windows, but the one in the center is aligned properly with centered crosshairs, so no worries there. I thank both you guys for your work on this! One thing: I don't see what you guys keep referring to the "Green Boxes" or something like that? I occasionally get a small green box on the screen if I'm in one of the crafting menus, but that's the only time I see it & then it goes away. I see no game breaking issues at this point. The "pre-crafting" pics or diagrams are too small to view, but it you flip through the possibilities it shows you in life-size a sample of what you're building, so that's no issue. All in all, everything is working great!

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MrGrim wrote:
latexyankee wrote:
First let me say thank you to everyone for the hard work. I have been following along and I'm planning to fire up the game for the first time tomorrow night. I'm trying to keep a list of everything I have to modify.

To use Haldi's fix, which ini do I edit? I remember NV and skyrim and I was constantly getting confused between the 2 fallout.ini and (I think) 2 falloutpref.ini files.

Is there just one location needed to edit the hud elements, vsync and mouse accel?


Latex if you go back to page 20 and 21 it is explained there. You're ini files that you'll be making scale changes to should be in your documents under my games/fallout 4.you should see the file. Everything else should be done by Haldi's's fix



Thanks for the reply. I have been following this thread since day one every couple of hours lol.

There is nothing in Haldi's fix regarding vsync, mouse accel, FOV, removing depth of field etc..I know there are a million places to find this info by a google search but they all seem to contradict themselves. Some say to edit one file, others insist on 2 or 3 even 4 different locations.

I was just wondering if one file overwrites them all so I can edit in one spot only.

Thanks so much guys!


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I might have found a solution/workaround for the green boxes being out of line.

I have a 21:9 monitor, and I was playing around with the ini to get the scope overlay to cover the edges of my screen, since by default it only covers a 16:9 area. I discovered that setting fDefaultFOV makes the scope overlay larger or smaller, without affecting the other fov settings.

A side effect of this is that it also changed the size of the green boxes. At fDefaultFOV=60 the green boxes mostly line up with their edges, and the scope covers the sides of the screen. I'm not sure if it changes anything besides those two, but it seems to be working for me so far.


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PostPosted: 13 Nov 2015, 03:22 
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latexyankee wrote:
MrGrim wrote:
latexyankee wrote:
First let me say thank you to everyone for the hard work. I have been following along and I'm planning to fire up the game for the first time tomorrow night. I'm trying to keep a list of everything I have to modify.

To use Haldi's fix, which ini do I edit? I remember NV and skyrim and I was constantly getting confused between the 2 fallout.ini and (I think) 2 falloutpref.ini files.

Is there just one location needed to edit the hud elements, vsync and mouse accel?


Latex if you go back to page 20 and 21 it is explained there. You're ini files that you'll be making scale changes to should be in your documents under my games/fallout 4.you should see the file. Everything else should be done by Haldi's's fix



Thanks for the reply. I have been following this thread since day one every couple of hours lol.

There is nothing in Haldi's fix regarding vsync, mouse accel, FOV, removing depth of field etc..I know there are a million places to find this info by a google search but they all seem to contradict themselves. Some say to edit one file, others insist on 2 or 3 even 4 different locations.

I was just wondering if one file overwrites them all so I can edit in one spot only.

Thanks so much guys!



My collection is pretty accurate, I am using most of them just fine: http://www.nexusmods.com/fallout4/mods/107/?


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PostPosted: 13 Nov 2015, 03:45 
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So I'm running at 5760 x 1080, added the new interfaces file, changed the stuff in the Fallout4.ini [Interface] section....But my Pip screen is all smashed in. Did I miss something?


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Urzru wrote:
I might have found a solution/workaround for the green boxes being out of line.

I have a 21:9 monitor, and I was playing around with the ini to get the scope overlay to cover the edges of my screen, since by default it only covers a 16:9 area. I discovered that setting fDefaultFOV makes the scope overlay larger or smaller, without affecting the other fov settings.

A side effect of this is that it also changed the size of the green boxes. At fDefaultFOV=60 the green boxes mostly line up with their edges, and the scope covers the sides of the screen. I'm not sure if it changes anything besides those two, but it seems to be working for me so far.


OH! does haldi's fix work well with 21:9? I was under the asssumption this was only for 5760x1080 users. Man I'm losing it going through all these threads looking for fixes, been 3 days nonstop. Do you have to input your resolution somewhere?


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PostPosted: 13 Nov 2015, 04:46 
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Hardcoded for 5760x1080. Doesn't work in 21:9 sorry. You'd have to manually edit all files (we still don't have a list of which are utterly important and which might just be important^^) for whatever Aspect Ratio you'd want.


About the PipBoy bug, I've increased my FoV because i tought i'd be to small.
[Display]
fDefaultWorldFOV=80
fDefault1stPersonFOV=90
(not sure if it's Fallout4.ini or prefs.ini i have it in both.
Try this.




This fDefaultFOV=60 is definitly something i'm going to take a look at tomorrow, thx Urzru.

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been over and over this thread... A nice write up would be nice to clear any confusion ... looks like a couple of different fixes in this thread and everything isn't always exactly clear for some of the more novice. Great work guys!

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So is anyone else seeing the slanted/angled local map screen with the replacement interface file?


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Anyone that is having trouble with SLI, use Batman Arkham City's SLI Bits, they're working exceptionally well for me.
60FPS with some FPS drops here and there.


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i just "fixed" the scope problem for ultrawide monitors, basically just deleted the black boxes and left the crosshairs, its here if anyone wants it.
http://www.nexusmods.com/fallout4/mods/320/?


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 Post subject: Re: Fallout 4
PostPosted: 13 Nov 2015, 05:30 
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ocelot wrote:
tricky wrote:
Thanks Haldi, makes it more playable, got the HUD on the middle screen now.
I am having a hard time with not being able to remap the movement/action keys to the numpad (always do this with every game) as those keys are predefined for crafting menus...bad gui. Very clunky key layout for me.

I also am playing with a SweetFX shader, restores a lot of color to the game, found it too washed out.
http://reshade.me/sweetfx#download


Which preset are you using?


The default one works fine.

And thanks to the member that suggested AutoHotkey, wrote a script and now have swapped all the keys to the numpad as I prefer, no WASD for me.

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NiBlade wrote:
i just "fixed" the scope problem for ultrawide monitors, basically just deleted the black boxes and left the crosshairs, its here if anyone wants it.
http://www.nexusmods.com/fallout4/mods/320/?


Nice, just tried it out works great, I can live without the scope box!


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kaburan wrote:
NiBlade wrote:
i just "fixed" the scope problem for ultrawide monitors, basically just deleted the black boxes and left the crosshairs, its here if anyone wants it.
http://www.nexusmods.com/fallout4/mods/320/?


Nice, just tried it out works great, I can live without the scope box!


Yes, game is very playable now, thanks to the members here to fix the lazy work of Bethesda:

* GUI fix to fit to middle screen
* GUI fix of stretched text to normal text
* Color tweak using SweetFX
* Scope fix
* Full screen fix
* Resolution fix
* FOV fix
* Keyboard reassignment fix

The game has taken hours, but is finally getting interesting now that the glitches/controls are acceptable. Got some decent armor and weapons and a sidekick with a laser, bring on the mutants!

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PostPosted: 13 Nov 2015, 08:21 
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tricky wrote:
kaburan wrote:
NiBlade wrote:
i just "fixed" the scope problem for ultrawide monitors, basically just deleted the black boxes and left the crosshairs, its here if anyone wants it.
http://www.nexusmods.com/fallout4/mods/320/?


Nice, just tried it out works great, I can live without the scope box!


Yes, game is very playable now, thanks to the members here to fix the lazy work of Bethesda:

* GUI fix to fit to middle screen
* GUI fix of stretched text to normal text
* Color tweak using SweetFX
* Scope fix
* Full screen fix
* Resolution fix
* FOV fix
* Keyboard reassignment fix

The game has taken hours, but is finally getting interesting now that the glitches/controls are acceptable. Got some decent armor and weapons and a sidekick with a laser, bring on the mutants!


We still need a way to preview 3d craftable items in base building, they're super tiny


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fourdoorchevelle wrote:
been over and over this thread... A nice write up would be nice to clear any confusion ... looks like a couple of different fixes in this thread and everything isn't always exactly clear for some of the more novice. Great work guys!


xGBHxPegasus wrote:

1) Download the zip file provided by Haldi in his post (page 20)
2) Rename interface.ba2 to interface.old and then place Haldi's ba2 file into its place (renaming to interface.ba2)
3) Edit the Fallout.ini file with:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0
4) Save and make read only?
5) Run the game

Thought I would put the steps in for anyone just reading this, can anyone confirm thats correct? EDIT-Ins1337 confirmed this is how he did it :)

*apologies if i'm stepping on anyone's toes, I did none of the above just putting it in a clear instruction layout



Did't get a chance to try this last night, 1 drink out turned in to a few more than expected. Weekend is here though so with the scope fix as well I may be finally able to enjoy the game :)


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fourdoorchevelle wrote:
been over and over this thread... A nice write up would be nice to clear any confusion ... looks like a couple of different fixes in this thread and everything isn't always exactly clear for some of the more novice. Great work guys!



Hey Amon Amarth, If you see this It would probably be a good idea to update the original post with a short tutorial on the ini edits that are needed and a link to the interface.ba2. If you don't want to/aren't comfortable writing it up for some reason let me know and I'll write it up and send it to you so you just have to copy/paste it.

Even once Hayden gets a FWS plugin out it will be good to have this "mod" as a backup plan. We know Bethesda will be updating the game for a while, probably breaking FWS in the process like Skyrim.

I looked into the misplaced/sized green boxes and I didn't have any luck. I didn't spend a ton of time on it though because I wanted to actually play it now that it's totally playable. I did some quests and went a bunch of places and it seems to "just work". I think someone else mentioned it, the items for the workshop being damn near microscopic is a little annoying, but it still didn't stop me from gathering a crap load of resources and building a three story home for myself and my peeps in Sanctuary. Huge open "hang out" on the first floor, mostly beds and a balcony on the 2nd for the others. The 3rd floor is a sweet bungalow for me and Dogmeat. It has a huge outdoor deck with a grill and patio furniture, plus all of my "workbenches" and Power Armor. Inside has a doghouse, my bed and dresser plus a living room. I should probably keep the "others" off of the third floor... they'll probably get jealous. 8-)


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PostPosted: 13 Nov 2015, 11:01 
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ekrboi wrote:
fourdoorchevelle wrote:
been over and over this thread... A nice write up would be nice to clear any confusion ... looks like a couple of different fixes in this thread and everything isn't always exactly clear for some of the more novice. Great work guys!



Hey Amon Amarth, If you see this It would probably be a good idea to update the original post with a short tutorial on the ini edits that are needed and a link to the interface.ba2. If you don't want to/aren't comfortable writing it up for some reason let me know and I'll write it up and send it to you so you just have to copy/paste it.

Even once Hayden gets a FWS plugin out it will be good to have this "mod" as a backup plan. We know Bethesda will be updating the game for a while, probably breaking FWS in the process like Skyrim.

I looked into the misplaced/sized green boxes and I didn't have any luck. I didn't spend a ton of time on it though because I wanted to actually play it now that it's totally playable. I did some quests and went a bunch of places and it seems to "just work". I think someone else mentioned it, the items for the workshop being damn near microscopic is a little annoying, but it still didn't stop me from gathering a crap load of resources and building a three story home for myself and my peeps in Sanctuary. Huge open "hang out" on the first floor, mostly beds and a balcony on the 2nd for the others. The 3rd floor is a sweet bungalow for me and Dogmeat. It has a huge outdoor deck with a grill and patio furniture, plus all of my "workbenches" and Power Armor. Inside has a doghouse, my bed and dresser plus a living room. I should probably keep the "others" off of the third floor... they'll probably get jealous. 8-)


I just got the game and wanna try it out this weekend in 5760*1080, wader through this pages gets me confused. :wtf:
Would you be so kind to do the write it up here anyway and maybe keep the post updated and we can reference to that post until the OP is updated?

Also i'm super curious about your Sanctuary build, I wanna see some pics! :D

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anteronoid wrote:
ekrboi wrote:
fourdoorchevelle wrote:
been over and over this thread... A nice write up would be nice to clear any confusion ... looks like a couple of different fixes in this thread and everything isn't always exactly clear for some of the more novice. Great work guys!



Hey Amon Amarth, If you see this It would probably be a good idea to update the original post with a short tutorial on the ini edits that are needed and a link to the interface.ba2. If you don't want to/aren't comfortable writing it up for some reason let me know and I'll write it up and send it to you so you just have to copy/paste it.

Even once Hayden gets a FWS plugin out it will be good to have this "mod" as a backup plan. We know Bethesda will be updating the game for a while, probably breaking FWS in the process like Skyrim.

I looked into the misplaced/sized green boxes and I didn't have any luck. I didn't spend a ton of time on it though because I wanted to actually play it now that it's totally playable. I did some quests and went a bunch of places and it seems to "just work". I think someone else mentioned it, the items for the workshop being damn near microscopic is a little annoying, but it still didn't stop me from gathering a crap load of resources and building a three story home for myself and my peeps in Sanctuary. Huge open "hang out" on the first floor, mostly beds and a balcony on the 2nd for the others. The 3rd floor is a sweet bungalow for me and Dogmeat. It has a huge outdoor deck with a grill and patio furniture, plus all of my "workbenches" and Power Armor. Inside has a doghouse, my bed and dresser plus a living room. I should probably keep the "others" off of the third floor... they'll probably get jealous. 8-)


I just got the game and wanna try it out this weekend in 5760*1080, wader through this pages gets me confused. :wtf:
Would you be so kind to do the write it up here anyway and maybe keep the post updated and we can reference to that post until the OP is updated?

Also i'm super curious about your Sanctuary build, I wanna see some pics! :D


Check my post above Ekrboi's. 5 simple steps :)


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PostPosted: 13 Nov 2015, 11:23 
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xGBHxPegasus wrote:

Check my post above Ekrboi's. 5 simple steps :)


Man, as I said, confuuuusing.. im f*cking blind! :lol:
Thank you! Ill do that, is that .ini edits in the steps for 5760*1080?

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PostPosted: 13 Nov 2015, 11:36 
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anteronoid wrote:
xGBHxPegasus wrote:

Check my post above Ekrboi's. 5 simple steps :)


Man, as I said, confuuuusing.. im f*cking blind! :lol:
Thank you! Ill do that, is that .ini edits in the steps for 5760*1080?


Yup, their needed to centre the hud.


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I tried the change to fDefaultFOV=60 as mentioned by Urzru. I did not change the other 2 FOV values.

On my single 2560x1080 display it corrects the horizontal green backgrounds on the UI but unfortunately not the vertical.

Much better than not doing it tho, and currently no adverse side effects.. pip boy same size etc.

Cheers
-LC-


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PostPosted: 13 Nov 2015, 11:46 
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Hi All,

Great job so far guys! props to everyone working on this!

5760x1080 works for me... sort of.. The FPS is just too low for me to be playable... In eyefinity indoors I get max 45-50 with dips into 20, so to smooth it out I use Interval=2 to peg it at 30 fps... but i just cant stand it.
guess i'll have to wait for CF support. (i have 2x 7950 twinfrz III @1050/1400 tweaked with vbe7)

Question though:
I tried bezel corrected 5916x1080 but everything (the whole game) is shifted to the left and leaves me a black bar on the right. I also tried non bezel corrected 4800x900 to see if i could up my FPS but same thing... it all shifts to the left.

Is there anything 'quick' i can do to fix this? All i can manage is play around with ini's.
Or is the current fix 5760x1080 only?

thx for any replies and a again great work people!


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fDefaultFOV=60 is not the Solution for Eyefinity!

Default:
Attachment:
Fallout4_2015_11_13_12_47_16_743.jpg
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with 60
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with 90
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Fallout4_2015_11_13_12_50_14_548.jpg [ 1.82 MiB | Viewed 4352 times ]

Attachment:
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with 45
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Fallout4_2015_11_13_12_51_01_741.jpg [ 352.55 KiB | Viewed 4388 times ]



Edit:

P.S
Anyone can give me a Screenshot how the Local mal is supposed to look?

With fix:
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Fallout4_2015_11_13_13_00_37_038.jpg [ 655.82 KiB | Viewed 4385 times ]



Original Interface.ba2
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Fallout4_2015_11_13_13_02_41_195.jpg [ 659.59 KiB | Viewed 4390 times ]

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PostPosted: 13 Nov 2015, 13:08 
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Haldi wrote:
fDefaultFOV=60 is not the Solution for Eyefinity!

Pic's n Stuff




I really cant see a difference in any of them pics, are you sure its changed at all?
Its not at like the difference as in the article here showing off the FO4 Config Editor.
http://www.pcgamer.com/fallout-4-config ... ign=buffer

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I'm Talking about the green shades :D

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Leafcutter wrote:
I tried the change to fDefaultFOV=60 as mentioned by Urzru. I did not change the other 2 FOV values.

On my single 2560x1080 display it corrects the horizontal green backgrounds on the UI but unfortunately not the vertical.

Much better than not doing it tho, and currently no adverse side effects.. pip boy same size etc.

Cheers
-LC-



Would you mind posting your experiences with this fix over in the 21:9 thread? It's not gaining any traction and I don't want to hijack the eyefinity/surround thread.

Many people still looking for a 3440x1440 fix.

Any thoughts would be great.

thanks!


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Anyone track down which swf governs the sizes of the objects when you examine them? They are hilariously tiny to the point where text is difficult to read, centered and properly on screen mind you just tiny :)

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Haldi wrote:
I'm Talking about the green shades :D


Oh, well.. I'm so totally late for the party! :D

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I assume that 5760x1080 is out of the question at the moment. Does anyone know of a way to simply get 1080p working in full screen so we can utilize SLI? If there are any advancements on 5760x1080 being playable that'd be sweet though.


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Angelwork wrote:
I assume that 5760x1080 is out of the question at the moment. Does anyone know of a way to simply get 1080p working in full screen so we can utilize SLI? If there are any advancements on 5760x1080 being playable that'd be sweet though.


It works in fullscreen, but there isn't any working Sli-bits released yet.
Try this for all your Fullscreen and FOV needs. :mrgreen:
http://www.pcgamer.com/fallout-4-config ... ign=buffer

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anteronoid wrote:
Angelwork wrote:
I assume that 5760x1080 is out of the question at the moment. Does anyone know of a way to simply get 1080p working in full screen so we can utilize SLI? If there are any advancements on 5760x1080 being playable that'd be sweet though.


It works in fullscreen, but there isn't any working Sli-bits released yet.
Try this for all your Fullscreen and FOV needs. :mrgreen:
http://www.pcgamer.com/fallout-4-config ... ign=buffer


Are you using this as replacement for haldi's fix? With this tool I assume the hud elements are still busted.


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So i ran through the thread and fixes last night and I have to say, Damn! a Huge Thanks to everyone who has been helping out! I was hard pressed to find any major flaws with the hud, menu, pip boy etc.

However oddly enough, i hadn't personally experienced the "Dark bar" others were mentioned earlier in the thread, but after doing the fixes and running Surround i started getting that problem. I tend to get it indoors more than out, but it seems like it only happens in certain areas, and even then if i move around it appears and disappears depending where i'm standing and where i'm looking. I had it so bad in the Police Station that it actually made the area unplayable for me. having 2/3 of the screen constantly popping super dark like, then popping back to normal, that was game breaking enough i had to go back to single screen due to it pissing me off.
it was pretty close to some of the others who submitted pics, but mine actually seemed a bit worse, similar to this users pic Image

Did anyone figure out a fix for this? i've been flipping through the thread but i didn't see anything specific to this one, did i miss something?

Thanks

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Hmmm, I changed the FOV settings in both .ini files and my pip boy is still all smashed, hot dog style. Any other thoughts? (Besides that one thing, all the other fixes have been perfect.)


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latexyankee wrote:
anteronoid wrote:
Angelwork wrote:
I assume that 5760x1080 is out of the question at the moment. Does anyone know of a way to simply get 1080p working in full screen so we can utilize SLI? If there are any advancements on 5760x1080 being playable that'd be sweet though.


It works in fullscreen, but there isn't any working Sli-bits released yet.
Try this for all your Fullscreen and FOV needs. :mrgreen:
http://www.pcgamer.com/fallout-4-config ... ign=buffer


Are you using this as replacement for haldi's fix? With this tool I assume the hud elements are still busted.


Nah, only using it to set FOV and Fullscreen and resolution in 1080. I havent tried any fixes for triplewide yet, will do this weekend though.

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ugzz wrote:
So i ran through the thread and fixes last night and I have to say, Damn! a Huge Thanks to everyone who has been helping out! I was hard pressed to find any major flaws with the hud, menu, pip boy etc.

However oddly enough, i hadn't personally experienced the "Dark bar" others were mentioned earlier in the thread, but after doing the fixes and running Surround i started getting that problem. I tend to get it indoors more than out, but it seems like it only happens in certain areas, and even then if i move around it appears and disappears depending where i'm standing and where i'm looking. I had it so bad in the Police Station that it actually made the area unplayable for me. having 2/3 of the screen constantly popping super dark like, then popping back to normal, that was game breaking enough i had to go back to single screen due to it pissing me off.
it was pretty close to some of the others who submitted pics, but mine actually seemed a bit worse, similar to this users pic Image

Did anyone figure out a fix for this? i've been flipping through the thread but i didn't see anything specific to this one, did i miss something?

Thanks


Yup getting the same here, only happens indoors which is weird.

Not game breaking just slightly annoying. Everything else is working perfectly! :)


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ugzz wrote:
So i ran through the thread and fixes last night and I have to say, Damn! a Huge Thanks to everyone who has been helping out! I was hard pressed to find any major flaws with the hud, menu, pip boy etc.

However oddly enough, i hadn't personally experienced the "Dark bar" others were mentioned earlier in the thread, but after doing the fixes and running Surround i started getting that problem. I tend to get it indoors more than out, but it seems like it only happens in certain areas, and even then if i move around it appears and disappears depending where i'm standing and where i'm looking. I had it so bad in the Police Station that it actually made the area unplayable for me. having 2/3 of the screen constantly popping super dark like, then popping back to normal, that was game breaking enough i had to go back to single screen due to it pissing me off.
it was pretty close to some of the others who submitted pics, but mine actually seemed a bit worse, similar to this users pic Image

Did anyone figure out a fix for this? i've been flipping through the thread but i didn't see anything specific to this one, did i miss something?

Thanks



Ive been having this same problem. Clowekey from the 21:9 thread posted this.

clowekey wrote:
Hello everyone.
I came across a fix for lighting bug which causes a "dark rectangle" to appear on your screen.
http://steamcommunity.com/sharedfiles/f ... =551651145

Change bComputeShaderDeferredTiledLighting=1 to 0 in your Fallut4Pref.ini

Remember to do this for both folders!

(C:\Users\[name]\Documents\My Games\Fallout4\)
AND
(steamapps\common\Fallout 4\Fallout 4)

Someone said that it changes the graphical appearance, but if anything has changed, I haven't noticed.


I personally haven't notice a difference in graphics. Im able to play the game now with all the fixes and no grey bar going across half my screen.


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Reporting in with my results after following the "5 simple steps" running 6088x1200

After messing with different res settings since my default resolution isn't XXXX x 1080 like most, I found that fallout 4 doesn't seem to be changing my desktop resolution at all. After trial and error with making the HUDs fit right on various combinations of INI res vs desktop res I found that mine fit best when both were set to my native bezel comped 6088x1200 (better than if I set them both to 5760x1200 or 5760x1080 or any combination of these). The only thing that is cut off is 1/2 my ammo display which I will attempt to live without until there is a fix that is not hard coded to 5760x1080.

Issues I have noticed include the building systems icons are super small, and the guns on the weapon bench previews appear at 1/3 the width they should.

Edit: almost forgot, running a 980TI and 2500K @ 4.5Ghz Running around sanctuary and fighting codsworth for testing purposes is getting me a steady 45-60FPS averaging @ 52 or so. Everything is running ultra except Shadow distance is set to Medium and Godlights are on high. More FPS tests and optimization to come this weekend.


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PostPosted: 13 Nov 2015, 20:25 
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McSquid wrote:
Reporting in with my results after following the "5 simple steps" running 6088x1200

After messing with different res settings since my default resolution isn't XXXX x 1080 like most, I found that fallout 4 doesn't seem to be changing my desktop resolution at all. After trial and error with making the HUDs fit right on various combinations of INI res vs desktop res I found that mine fit best when both were set to my native bezel comped 6088x1200 (better than if I set them both to 5760x1200 or 5760x1080 or any combination of these). The only thing that is cut off is 1/2 my ammo display which I will attempt to live without until there is a fix that is not hard coded to 5760x1080.

Issues I have noticed include the building systems icons are super small, and the guns on the weapon bench previews appear at 1/3 the width they should.

Edit: almost forgot, running a 980TI and 2500K @ 4.5Ghz Running around sanctuary and fighting codsworth for testing purposes is getting me a steady 45-60FPS averaging @ 52 or so. Everything is running ultra except Shadow distance is set to Medium and Godlights are on high. More FPS tests and optimization to come this weekend.


Hey man i'm using 6080x1200 resolution, you have to edit the Fallout4.ini located in documents\MyGames\Fallout4. Try those settings.

[Interface]
fSafeZoneX=300.0
fSafeZoneXWide=1350.0


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Superbee726 wrote:
ugzz wrote:
So i ran through the thread and fixes last night and I have to say, Damn! a Huge Thanks to everyone who has been helping out! I was hard pressed to find any major flaws with the hud, menu, pip boy etc.

However oddly enough, i hadn't personally experienced the "Dark bar" others were mentioned earlier in the thread, but after doing the fixes and running Surround i started getting that problem. I tend to get it indoors more than out, but it seems like it only happens in certain areas, and even then if i move around it appears and disappears depending where i'm standing and where i'm looking. I had it so bad in the Police Station that it actually made the area unplayable for me. having 2/3 of the screen constantly popping super dark like, then popping back to normal, that was game breaking enough i had to go back to single screen due to it pissing me off.
it was pretty close to some of the others who submitted pics, but mine actually seemed a bit worse, similar to this users pic Image

Did anyone figure out a fix for this? i've been flipping through the thread but i didn't see anything specific to this one, did i miss something?

Thanks



Ive been having this same problem. Clowekey from the 21:9 thread posted this.

clowekey wrote:
Hello everyone.
I came across a fix for lighting bug which causes a "dark rectangle" to appear on your screen.
http://steamcommunity.com/sharedfiles/f ... =551651145

Change bComputeShaderDeferredTiledLighting=1 to 0 in your Fallut4Pref.ini

Remember to do this for both folders!

(C:\Users\[name]\Documents\My Games\Fallout4\)
AND
(steamapps\common\Fallout 4\Fallout 4)

Someone said that it changes the graphical appearance, but if anything has changed, I haven't noticed.


I personally haven't notice a difference in graphics. Im able to play the game now with all the fixes and no grey bar going across half my screen.


Yea this is what has been plauging the 3440 x 1440 users aside from the broken hud.

One thing I will say, all the users on reddit and steam forums that get this bug were running 780/780ti. A few with 980ti chimed in reporting they were NOT experiencing the dark screen. I'm at 3440x1440 with a 980ti but I haven't fired up the game yet.

Can I ask what GPU you're running?


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PostPosted: 13 Nov 2015, 21:20 
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Sepp666 wrote:
McSquid wrote:
Reporting in with my results after following the "5 simple steps" running 6088x1200

After messing with different res settings since my default resolution isn't XXXX x 1080 like most, I found that fallout 4 doesn't seem to be changing my desktop resolution at all. After trial and error with making the HUDs fit right on various combinations of INI res vs desktop res I found that mine fit best when both were set to my native bezel comped 6088x1200 (better than if I set them both to 5760x1200 or 5760x1080 or any combination of these). The only thing that is cut off is 1/2 my ammo display which I will attempt to live without until there is a fix that is not hard coded to 5760x1080.

Issues I have noticed include the building systems icons are super small, and the guns on the weapon bench previews appear at 1/3 the width they should.

Edit: almost forgot, running a 980TI and 2500K @ 4.5Ghz Running around sanctuary and fighting codsworth for testing purposes is getting me a steady 45-60FPS averaging @ 52 or so. Everything is running ultra except Shadow distance is set to Medium and Godlights are on high. More FPS tests and optimization to come this weekend.


Hey man i'm using 6080x1200 resolution, you have to edit the Fallout4.ini located in documents\MyGames\Fallout4. Try those settings.

[Interface]
fSafeZoneX=300.0
fSafeZoneXWide=1350.0


+1 to you sir. These settings work perfectly for 6088x1200. Ammo bar is no longer cut off. Cheers!


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latexyankee wrote:
Superbee726 wrote:
ugzz wrote:
So i ran through the thread and fixes last night and I have to say, Damn! a Huge Thanks to everyone who has been helping out! I was hard pressed to find any major flaws with the hud, menu, pip boy etc.

However oddly enough, i hadn't personally experienced the "Dark bar" others were mentioned earlier in the thread, but after doing the fixes and running Surround i started getting that problem. I tend to get it indoors more than out, but it seems like it only happens in certain areas, and even then if i move around it appears and disappears depending where i'm standing and where i'm looking. I had it so bad in the Police Station that it actually made the area unplayable for me. having 2/3 of the screen constantly popping super dark like, then popping back to normal, that was game breaking enough i had to go back to single screen due to it pissing me off.
it was pretty close to some of the others who submitted pics, but mine actually seemed a bit worse, similar to this users pic Image

Did anyone figure out a fix for this? i've been flipping through the thread but i didn't see anything specific to this one, did i miss something?

Thanks



Ive been having this same problem. Clowekey from the 21:9 thread posted this.

clowekey wrote:
Hello everyone.
I came across a fix for lighting bug which causes a "dark rectangle" to appear on your screen.
http://steamcommunity.com/sharedfiles/f ... =551651145

Change bComputeShaderDeferredTiledLighting=1 to 0 in your Fallut4Pref.ini

Remember to do this for both folders!

(C:\Users\[name]\Documents\My Games\Fallout4\)
AND
(steamapps\common\Fallout 4\Fallout 4)

Someone said that it changes the graphical appearance, but if anything has changed, I haven't noticed.


I personally haven't notice a difference in graphics. Im able to play the game now with all the fixes and no grey bar going across half my screen.


Yea this is what has been plauging the 3440 x 1440 users aside from the broken hud.

One thing I will say, all the users on reddit and steam forums that get this bug were running 780/780ti. A few with 980ti chimed in reporting they were NOT experiencing the dark screen. I'm at 3440x1440 with a 980ti but I haven't fired up the game yet.

Can I ask what GPU you're running?


Im running a 980ti and dont have that Problem...


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latexyankee wrote:
Superbee726 wrote:
ugzz wrote:
So i ran through the thread and fixes last night and I have to say, Damn! a Huge Thanks to everyone who has been helping out! I was hard pressed to find any major flaws with the hud, menu, pip boy etc.

However oddly enough, i hadn't personally experienced the "Dark bar" others were mentioned earlier in the thread, but after doing the fixes and running Surround i started getting that problem. I tend to get it indoors more than out, but it seems like it only happens in certain areas, and even then if i move around it appears and disappears depending where i'm standing and where i'm looking. I had it so bad in the Police Station that it actually made the area unplayable for me. having 2/3 of the screen constantly popping super dark like, then popping back to normal, that was game breaking enough i had to go back to single screen due to it pissing me off.
it was pretty close to some of the others who submitted pics, but mine actually seemed a bit worse, similar to this users pic Image

Did anyone figure out a fix for this? i've been flipping through the thread but i didn't see anything specific to this one, did i miss something?

Thanks



Ive been having this same problem. Clowekey from the 21:9 thread posted this.

clowekey wrote:
Hello everyone.
I came across a fix for lighting bug which causes a "dark rectangle" to appear on your screen.
http://steamcommunity.com/sharedfiles/f ... =551651145

Change bComputeShaderDeferredTiledLighting=1 to 0 in your Fallut4Pref.ini

Remember to do this for both folders!

(C:\Users\[name]\Documents\My Games\Fallout4\)
AND
(steamapps\common\Fallout 4\Fallout 4)

Someone said that it changes the graphical appearance, but if anything has changed, I haven't noticed.


I personally haven't notice a difference in graphics. Im able to play the game now with all the fixes and no grey bar going across half my screen.


Yea this is what has been plauging the 3440 x 1440 users aside from the broken hud.

One thing I will say, all the users on reddit and steam forums that get this bug were running 780/780ti. A few with 980ti chimed in reporting they were NOT experiencing the dark screen. I'm at 3440x1440 with a 980ti but I haven't fired up the game yet.

Can I ask what GPU you're running?



I had this issue before doing the ini change, I have not played enough to say if it is gone or not, but I assume it is, ill let you know for sure later tonight. That said I have a GTX 780.


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PostPosted: 13 Nov 2015, 23:36 
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This very interesting. Me thinks it could be a driver issue. I haven't seen one post yet on any forum with a 980ti user having the 2/3 dark screen issue. Seems it's regulated to 780/ti users.

For what it's worth it happens to anyone running a res over 2560x1440 on a 780 series gpu. 4k users are affected too. Hopefully this will help out, everyone here is way smarter than me.


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It's not just 780 GPU users, I had the same shadow artifact on SLI GTX 580's @ 5760x1200. Turning off bComputeShaderDeferredTiledLighting fixed it for me, and I haven't noticed what effect I'm missing after doing that (so it's fine for me).

Now if NVIDIA/Bethesda can just get an SLI profile update out so I'm not chugging along @ 15-30fps...


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PostPosted: 14 Nov 2015, 00:37 
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ported wrote:
It's not just 780 GPU users, I had the same shadow artifact on SLI GTX 580's @ 5760x1200. Turning off bComputeShaderDeferredTiledLighting fixed it for me, and I haven't noticed what effect I'm missing after doing that (so it's fine for me).

Now if NVIDIA/Bethesda can just get an SLI profile update out so I'm not chugging along @ 15-30fps...


Same here, running with dual Titans (first 6gb version) and a 3440x1440 monitor.. had same weird shadow bug and turning of that bCompute thing fixed it for me but UI is still stretched a bit.
Would love a SLI profile aswell, only running at 45-50 fps on high and lots of tweaking...


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X1XNobleX1X wrote:
Anyone that is having trouble with SLI, use Batman Arkham City's SLI Bits, they're working exceptionally well for me.
60FPS with some FPS drops here and there.


Hmm. Anybody else try this?

I've got "usage" up to 98-100% on both GPUs now, but I don't seem to actually be getting any scaling, similar to all of the other SLI fixes I've seen posted. It's ~45 FPS regardless in triple-screen, one GPU or two, and regardless of the GPU usage. I tried playing around with a bunch of VSync stuff, thinking that might be it, but I tried just about everything I could think of. No measurable change to framerate, regardless of graphics tweaks or VSync on/off or anything I can think of.

Really sucks playing with a single screen! :(

That said, thanks so much to all who've helped so far!


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Cruise wrote:
ported wrote:
It's not just 780 GPU users, I had the same shadow artifact on SLI GTX 580's @ 5760x1200. Turning off bComputeShaderDeferredTiledLighting fixed it for me, and I haven't noticed what effect I'm missing after doing that (so it's fine for me).

Now if NVIDIA/Bethesda can just get an SLI profile update out so I'm not chugging along @ 15-30fps...


Same here, running with dual Titans (first 6gb version) and a 3440x1440 monitor.. had same weird shadow bug and turning of that bCompute thing fixed it for me but UI is still stretched a bit.
Would love a SLI profile aswell, only running at 45-50 fps on high and lots of tweaking...



Ahh but vanilla titan is still 780 series in a sense no? The other guy said he had 580's. I'm wondering if this dark screen bug is regulated to everything under nvidia 900 series. I haven't noticed a single 900 user or ANY amd friends complain thus far.

Just trying to help guys, I've been all over reddit, steam and these boards for days. I'm getting off work, going to apply the basic res adjustment to my x34 knowing the hud will be busted but I'll report back with any other weird issues.

best of luck, Bethesda screwed us once again. I don't know why I thought it would be better this time around.


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PostPosted: 14 Nov 2015, 01:13 
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Alright, updated the first post with Haldi's and ekrboi's fix along with pointing 21:9 users in the right direction.

If I missed something I should update on the first post, let me know.


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This fix almost works for me running 7680x1440... almost. It's still a 16:9 x 3 setup, so most of the work is already done, but some of the HUD elements are shifted.

Can I play around with the sSafeZoneX and fSafeZoneXWide to get this working or will I need to manually edit the .ba2 file?


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Brett wrote:
X1XNobleX1X wrote:
Anyone that is having trouble with SLI, use Batman Arkham City's SLI Bits, they're working exceptionally well for me.
60FPS with some FPS drops here and there.


Hmm. Anybody else try this?

I've got "usage" up to 98-100% on both GPUs now, but I don't seem to actually be getting any scaling, similar to all of the other SLI fixes I've seen posted. It's ~45 FPS regardless in triple-screen, one GPU or two, and regardless of the GPU usage. I tried playing around with a bunch of VSync stuff, thinking that might be it, but I tried just about everything I could think of. No measurable change to framerate, regardless of graphics tweaks or VSync on/off or anything I can think of.

Really sucks playing with a single screen! :(

That said, thanks so much to all who've helped so far!


I tried setting that bit but while Fraps reported about a 30% gain in FPS (going from 35->45) the whole thing felt sluggy and even the menus were glitching as I'd cycle through options so I turned it off. (2xGTX980s, if anyone is reporting different experiences and we want to compare)

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I'm running 3 980ti sli and I get 35-60 fps with gpu util at 99%. It gets laggy outside and drops into the 20s sometimes (5892×1080-ultra settings). Is there a setting that limits fps to 60? I'll try the BM arkham bits and see if that helps...

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So I have 3 monitors, eyefinity set to 5520 x 1010. I have downloaded the fix from page 20 and set the fSafeZoneX to 250 and the fSafeZoneXWide to 1400 and that makes the game almost usable. BUT the Pip-Boy is way too big for the screen, as shown below. Anyone have any ideas how to get this fixed?

Image


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phlimm wrote:
So I have 3 monitors, eyefinity set to 5520 x 1010. I have downloaded the fix from page 20 and set the fSafeZoneX to 250 and the fSafeZoneXWide to 1400 and that makes the game almost usable. BUT the Pip-Boy is way too big for the screen, as shown below. Anyone have any ideas how to get this fixed?

Image



I'm having the opposite problem. My PipBoy is all smashed and tiny.


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PostPosted: 14 Nov 2015, 02:50 
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peanut wrote:
This fix almost works for me running 7680x1440... almost. It's still a 16:9 x 3 setup, so most of the work is already done, but some of the HUD elements are shifted.

Can I play around with the sSafeZoneX and fSafeZoneXWide to get this working or will I need to manually edit the .ba2 file?


Yea, you "should" be able to just bump the safezone settings up (maybe 300-350 and 1450-1500?) until you get it to an acceptable point. The swf files in the ba2 were originally 1280x720 so Haldi and I bumped them up to 3840x720 and then re-centered the elements on that. It scales to 5760x1080 and someone else was running a higher res and I think he/she bumbed the safezone settings to 300 & 1400. Good luck!

phlimm wrote:
So I have 3 monitors, eyefinity set to 5520 x 1010. I have downloaded the fix from page 20 and set the fSafeZoneX to 250 and the fSafeZoneXWide to 1400 and that makes the game almost usable. BUT the Pip-Boy is way too big for the screen, as shown below. Anyone have any ideas how to get this fixed?

Image


You should probably go lower on both of those since your res is lower than 5760x1080.. but if the HUD is to your liking then don't worry about it. The FOV is too narrow by default for surround/eyefinity IMO and it also made the pip boy pretty large. EDIT* ALSO.. make sure you have not right mouse clicked in the pipboy, that does zoom it in and could be what's happened to you. If you right click it again it will zoom out if that's the case.

try the following and see if that makes it any better.

[Interface]
fDefaultWorldFOV=90
fDefault1stPersonFOV=100
fSafeZoneX=250.0
fSafeZoneY=15.0
fSafeZoneXWide=1300.0
fSafeZoneYWide=36.0
fSafeZoneXWide16x10=64.0
fSafeZoneYWide16x10=36.0

Bumpinthenight wrote:
Brett wrote:
X1XNobleX1X wrote:
Anyone that is having trouble with SLI, use Batman Arkham City's SLI Bits, they're working exceptionally well for me.
60FPS with some FPS drops here and there.


Hmm. Anybody else try this?

I've got "usage" up to 98-100% on both GPUs now, but I don't seem to actually be getting any scaling, similar to all of the other SLI fixes I've seen posted. It's ~45 FPS regardless in triple-screen, one GPU or two, and regardless of the GPU usage. I tried playing around with a bunch of VSync stuff, thinking that might be it, but I tried just about everything I could think of. No measurable change to framerate, regardless of graphics tweaks or VSync on/off or anything I can think of.

Really sucks playing with a single screen! :(

That said, thanks so much to all who've helped so far!


I tried setting that bit but while Fraps reported about a 30% gain in FPS (going from 35->45) the whole thing felt sluggy and even the menus were glitching as I'd cycle through options so I turned it off. (2xGTX980s, if anyone is reporting different experiences and we want to compare)


That was basically my experience with it as well. The main menu was sluggish and glitchy. Most of the time actually playing it made quite an improvement (3x 970) and had me at mostly 60fps, but it wasn't without graphical glitches sometimes.


Last edited by ekrboi on 14 Nov 2015, 02:56, edited 1 time in total.

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DeusOmnia wrote:
phlimm wrote:
So I have 3 monitors, eyefinity set to 5520 x 1010. I have downloaded the fix from page 20 and set the fSafeZoneX to 250 and the fSafeZoneXWide to 1400 and that makes the game almost usable. BUT the Pip-Boy is way too big for the screen, as shown below. Anyone have any ideas how to get this fixed?

Image



I'm having the opposite problem. My PipBoy is all smashed and tiny.


So I figured out one thing. When I use "fov 80" from the console command prompt, that fixes this. It made the Pip-Boy much smaller and able to be used...BUT now everything on the left and right monitors is really stretched out and it looks like crap. I had it set to 70 because with my system, that made everything about the same size no matter which monitor it was in. But the Pip-Boy is unusable. Example pics below:


Trailer in the middle monitor, Vault Elevator in the righht monitor:

Image



Trailer in the left monitor, Vault Elevator in the middle monitor:

Image


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Phlimm, what size are your monitors? like 22-24"? Mine are 27's and 70 is just terrible.. but I guess the overall width of the surround/eyefinity display probably makes a big difference. I'm running 90/100!


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I have a 21.8 in the middle and 2 23"s on the left and right. 70 is about right for me as far as FOV goes other than the Pip-Boy. WIth your recommended settings it is exactly like my original screenshot.

I HATE the fact that in order to be able to play at all...i.e. Pip-Boy usable, the 2 side monitors have to look like garbage. >:(


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PostPosted: 14 Nov 2015, 03:06 
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Bumpinthenight wrote:
I tried setting that bit but while Fraps reported about a 30% gain in FPS (going from 35->45) the whole thing felt sluggy and even the menus were glitching as I'd cycle through options so I turned it off. (2xGTX980s, if anyone is reporting different experiences and we want to compare)


I know what you mean by sluggish. In fact, this is what appeared to be happening: you know the whole "simulation tied to framerate" thing? At one point, the lower the framerate went, the slower the game not only ran, but "felt". Like, I was walking in slow motion. I'm not sure if it's that what you felt, or if it was the 150ms or so input lag induced with some settings.

I eventually fixed it by randomly changing combinations of a lot of things (SLI bits, VSync, .ini framerate limiter, things like that) so it's kind of tough to pinpoint what actually fixed it. I'm sorry I don't have more of a guess!

That said, it doesn't really matter - I'm only getting 45 or so FPS in triple screen. I've seen as high as 140FPS with a single GPU active on one screen, so the 45 makes sense for a single GPU on three screens. I should be able to maintain a very solid 60 on three screens.


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PostPosted: 14 Nov 2015, 03:51 
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phlimm wrote:
I have a 21.8 in the middle and 2 23"s on the left and right. 70 is about right for me as far as FOV goes other than the Pip-Boy. WIth your recommended settings it is exactly like my original screenshot.

I HATE the fact that in order to be able to play at all...i.e. Pip-Boy usable, the 2 side monitors have to look like garbage. >:(


Ahh Ok.. so you don't have as much overall width. There's a post somewhere around here that explains why they look like that.. of course I can't find it when I'm trying to =/

I sit about 2-2.5 feet from my 3x 27" monitors. In this game I use a first person FOV of 90 and a 3rd person FOV of 100. Yes the image on the outer monitors is distorted, but 95% of the time I'm looking at the middle monitor only and the outer monitors are angled towards me around 30deg and are only input for my peripheral vision. Setup this way when I walk down a hallway it actually feels to me like walking down a hallway or walking through a field feels like walking through a field because my monitors nearly fill my left/right "real life" FOV. One of the first things I always do when playing a first person game 3-wide is find a hallway and adjust the FOV until I get the feeling of actually walking down a hallway.. It's ruined me.. I absolutely cannot play a first person game on a single monitor anymore.. it feels like I have tunnel vision..

Hey other triple screen people... I'm not the only one who does this right? or am I crazy? :cheers:


Some shots of my 3 story lair in Sactuary for me and my peeps. :D

Pip-Boy
Attachment:
pipboy.jpg
pipboy.jpg [ 2.94 MiB | Viewed 9025 times ]


First Floor
Attachment:
1st_floor.jpg
1st_floor.jpg [ 4.29 MiB | Viewed 9062 times ]


Second Floor
Attachment:
2nd_floor.jpg
2nd_floor.jpg [ 4.02 MiB | Viewed 9018 times ]


Third Floor/MY FLOOR(Dogmeat too)! No worker peasants allowed!
Attachment:
3rd_floor.jpg
3rd_floor.jpg [ 2.49 MiB | Viewed 9023 times ]


As you can see in the Afterburner HUD FPS is all over the place with the Arkham City SLI bits.. but it still never goes lower than without them and all of my GPUs aren't all running @ 99% to do it. Plus it was dropping quite a bit when I took screenshots. It's normally pretty steady at 55-60.


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but you do know that the newest version of MSI afterburner shows "Overall" CPU Temperature and Load?
i coulnd't live with 12 rows high Stats xD

P.S i'm sure Strong likes your appartment xD

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Haldi wrote:
but you do know that the newest version of MSI afterburner shows "Overall" CPU Temperature and Load?
i coulnd't live with 12 rows high Stats xD

P.S i'm sure Strong likes your appartment xD


Ha! I have the overlay bound to ctl+o. It's normally off.. I only turn it on when I actually want to look at it. I turned it on for the screen shots, it kind of backfired because it was dipping hard when taking them. It's fairly steady otherwise except for maybe diamond city. I like to be able to see the cores/hyper threads so I can tell how well the load is spread and I can see how hard the main thread is pounding whatever core it's running on.


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PostPosted: 14 Nov 2015, 08:07 
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For anyone that wants to reprogram the keys, here is my AutoHotkey script, it only swaps the keys while the game is active, working great for me as I always use all the numpad keys to move, reload, open etc.

Running smooth as butter at 5760x1080 on a single 980Ti, ultra everything + SweetFx, so not sure why some of you are getting < 60 fps.

https://www.autohotkey.com
"Fallout4Keys.ahk"

#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.

#IfWinActive ahk_exe Fallout4.exe
{
a::Numpad1
w::Numpad8
s::Numpad2
d::Numpad3

e::Numpad0
LCtrl::NumpadDiv
Tab::NumpadMult
f::NumpadAdd
g::Numpad9
v::Numpad5
q::Numpad7
r::NumpadDot

Numpad1::a
Numpad8::w
Numpad2::s
Numpad3::d

Numpad0::e
NumpadDiv::LCtrl
NumpadMult::Tab
NumpadAdd::f
Numpad9::g
Numpad5::v
Numpad7::q
NumpadDot::r
}

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PostPosted: 14 Nov 2015, 14:11 
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Tutorial how to edit .ba2 files
Things you need:
.ba2 un(re-)packer from here: http://www.loverslab.com/topic/54891-f4-ba2-unpack/ (seems to be down, Reupload by myself:
Attachment:
QuickBMS extractor.zip [7.93 MiB]
Downloaded 991 times
)
(Edit: OR use Archive2.exe which comes included in the Creation Kit for Fallout 4 )
JPEXS Free Flash Decompiler from here: https://github.com/jindrapetrik/jpexs-d ... r/releases
the original Fallout4 Interfaces.ba2 (or you can use my modified version)

What to do?
  • Start up the quickbms.exe
  • select f4.bms as plugin
  • select the Fallout4 - Interface.ba2 to unpack
  • select the target folger
You have now an unpacked archive and can modify all .swf files how you wan't em.

Edit: Open the Interface.ba2 with archive2.exe select the files you want to extract, click on Archive-> Extract Selected to


What to change?
You have the heade of the .swf file, most of the time it's enough to simply change that to the Aspect Ratio you want.
Original is 25'600x14'400 twips aka 1280x720 pixel (Yep... it's simply x 20) if you wan't 21:9 you don't set it to your Resolution of 3440x1440 but leave it the 720p in height and simply set the according 1706 pixel wide aka 34'120 twips

Image


How to center the HUD
If you're using mutliple Monitors you can Center the whole Hud via .ini Edits in the Fallout4.ini in myDocuments:
Code:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=250.0

It's trial and Error there.... just play around until you have your Hud at the perfect position.
Be aware... this numbers are NOT the pixels of your resolution but the pixel of your HUD, so if you modified your hud for 3840x720 you'd need to add 1280+20 (border) for the SafeZoneXWide

How to prevent certain Elements from being Left aligned?
Stuff like Examine and Workshop are all left aligned, if you want them to be over the whole Monitor you'd need to modify each element itself.
If you wan't them to be Centered you can modify the whole Frame. you go to "Frames" select "frame 1" select tha "place Object blablabla" and search for the "translateX: SB[n TranslateBits] = 000" in "matrix". With this you can move the whole Frame segment.
Be aware that this are NOT pixels but twips (pixel x 20) and that the maximum X lenght is defined in the header of the file, not your gaming resolution.

Image

How to fix the green shades?
According to Galnix the green shades are caused by the "bUseShadedBackground = true;" in the script part of the .swf file.
Galnix wrote:
If you look through the scripts embedded in the SWF files, there is a 'bUseShadedBackground = true;' included in some of them. Setting that to false removes the green boxes. To edit it you will need to click on the word 'true' in the 'ActionScript source' pane, and then go to the corresponding line in the 'Method/Getter/Setter Trait' pane that opens up. Change that from 'pushtrue' to 'pushfalse'. After you save that change, you should see the line in the other pane automatically change to false. You will need to repeat this for every instance of the 'bUseShadedBackgound' you can find.
Image

If you remove them from the HUDMenu.swf and FavoritesMenu.swf it looks way better... they're totally gone though, not fixed.

How to recompile the .swf files into a .ba2
it's written in the readme of the quickbms :)
ATM this only works via CMD, here is the command i'm using:
Code:
quickbms -w -r "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Tools n Stuff\QuickBMS extractor\f4.bms" "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Tools n Stuff\original Interface.ba2" "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Tools n Stuff\Interfacefolder with Modified swf files"

important note on reimporting. you need ALL .swf files in this Folder you want to reimport, if you only import the changed ones the archive structure might get broken and you can't start Fallout4.
When you get the error "this file is bigger than the original and can't be reimportet: Yes, no, force" always use the Force!

Edit:
Open the interface.ba2 with Archive2.exe click on Archive-> Add Folder and import the Folder you exported and fixed before. Now click on File->Save and thats all.



Clipping Issues:
Thanks to Aiken Drum
Hey guys, regarding the unintended wallhacking you get with surround resolutions (and, at least on my box, the glaring white background that often shows through and blinds me)... I have a fix.
Merge this into Fallout4.ini:
Code:
[Display]
fNear1stPersonDistance=0.4
fNearDistance=6.0000

(The existing values, if present, will probably be 1.0 and 15.0, respectively.)
Basically, the problem was that we are effectively making the near clipping plane considerably wider, which allows it to clip through walls that previously couldn't get both close and on-screen at the same time. The solution is to bring the near clip closer so that it covers a smaller area that can't get close enough to walls to clip through them.
The numbers above should work well for 3 x 16:9, even with large bezel corrections. If not, try 0.3333 and 5.0000, respectively, but those are total overkill.


Small Objects in preview (letters, maps, newspapers) and building objects icons
Thanks to Aiken Drum
On the bright side, the books/notes already display in the right aspect, just not big enough, so this properly fixes them.
Option 1: Simply make the height correct. Merge this with Fallout4.ini:
Code:
[Interface]
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=2.0000


Option 2: For the horizontally-squished elements, make them a bit taller than originally intended, in order to show more detail that has been lost from the squishing. Merge this with Fallout4.ini:
Code:
[Interface]
fInventory3DItemZoomScale=2.6250
fInventory3DItemPosScaleWide=1.7500
fInventory3DItemPosScale=2.1875
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=1.7143
fWorkbenchItemScreenScale=1.7500
fInspectItemScreenScale=1.7500

Note this assumes 48:9 (surround/eyefinity). For 21:9 you'd want to scale fWorkshopMenuItem3DScale and the two distances by 48/21.

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Last edited by Haldi on 22 Feb 2019, 18:07, edited 2 times in total.
Changed Jpex URL


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PostPosted: 14 Nov 2015, 14:22 
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a little help please,
I have done all the following but out of the 3 monitors i have the game is only playing on my middle and right monitor, wallpaper is still showing on my left. what do i need to do to have all 3 monitors working?

thank you in advance.


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PostPosted: 14 Nov 2015, 15:35 
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Is anyone else running into this issue where there will be an invisible horizontal line indoors where the shading is off on half the screen? I've been trying everything but I can't get it to go away, makes indoor combat really tough.

EDIT: I found the fix right after posting here this morning, should have looked around my other forums again before posting here.
To fix the issue I have with the shaders modify "bComputeShaderDeferredTiledLighting=0" in Fallout4Prefs.ini (\My Games\Fallout4\)
Credits to Jorum from GameFaqs http://www.gamefaqs.com/boards/164594-f ... 271?page=1


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PostPosted: 14 Nov 2015, 15:36 
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tricky wrote:
For anyone that wants to reprogram the keys, here is my AutoHotkey script, it only swaps the keys while the game is active, working great for me as I always use all the numpad keys to move, reload, open etc.


My God, man. Are you left handed?

I'm a righty, but you still remind me of me before I eventually just gave in to modern games and started using WSAD (I *really* didn't want to). Eventually I bought a Logitech G13 and I'm pretty happy with that.


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PostPosted: 14 Nov 2015, 16:37 
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Brett wrote:
tricky wrote:
For anyone that wants to reprogram the keys, here is my AutoHotkey script, it only swaps the keys while the game is active, working great for me as I always use all the numpad keys to move, reload, open etc.


My God, man. Are you left handed?

I'm a righty, but you still remind me of me before I eventually just gave in to modern games and started using WSAD (I *really* didn't want to). Eventually I bought a Logitech G13 and I'm pretty happy with that.



Heh reminds me of my old config:
mouse 1 + mouse 2 = walk forward/back
Arrowkeys = strafe left/right/jump/duck
kp Insert = fire
kp_pgdown reload etc

I'm left handed, no idea why ended up with that config but ended up being forced to use WASD when i started playing ARMA - way too many keys to rebind


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PostPosted: 14 Nov 2015, 16:44 
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Brett wrote:
tricky wrote:
For anyone that wants to reprogram the keys, here is my AutoHotkey script, it only swaps the keys while the game is active, working great for me as I always use all the numpad keys to move, reload, open etc.


My God, man. Are you left handed?

I'm a righty, but you still remind me of me before I eventually just gave in to modern games and started using WSAD (I *really* didn't want to). Eventually I bought a Logitech G13 and I'm pretty happy with that.



Haha no what happened is that I didn't play Doom and those games when they first came out (was young and partying), and my first real mouse+keyboard game was Terminator: Future Shock (great game). I programmed the numpad for everything and it used reverse mouse look as default. Then I repeated the setup for Duke Nukem 3D which I played for 1,000s of hours and now it's ingrained in me. Every game I use numpad and mouse reverse look. I am horrible at FPS on consoles so I haven't owned a console since Sega Genesis.

I also like how I can just move my keyboard to the left and it feels natural to just mouse and numpad for most everything. I saw a screenshot of someone here that puts their mousepad and mouse on top of their keyboard to bring them closer together, I don't have to do that.

[n/a_][reload__][special_][light__]
[walk][forward][_run___][jump_]
[n/a_][special_][_unused][_____]
[left_][back___][_right__][crouch]
[use/open____][grenade][______]

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PostPosted: 14 Nov 2015, 18:04 
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Hi again,

First off, many thx to those working on solutions for multi monitor for FO4!

I asked a question before on page 27 but no replies as of yet.

Is the fix for 5760x1080 only???
Because with bezel correction the whole game shifts to the left and leaves me with a black bar on my right monitor...
Any ideas what might cause this and how i might fix it?


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PostPosted: 14 Nov 2015, 18:27 
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Deryan3 wrote:
a little help please,
I have done all the following but out of the 3 monitors i have the game is only playing on my middle and right monitor, wallpaper is still showing on my left. what do i need to do to have all 3 monitors working?

thank you in advance.


In MyDocuments Fallout4Prefs.ini edit to this:
iSize H=1080
iSize W=5760

same goes to daragman, did you edit your Bezel Corrected Resolution in the .ini file ? If you take an Ingame screenshot, do you have the black bar on the screenshot or not? what resolution is the screenshot?

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PostPosted: 14 Nov 2015, 18:35 
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Haldi wrote:
Deryan3 wrote:
a little help please,
I have done all the following but out of the 3 monitors i have the game is only playing on my middle and right monitor, wallpaper is still showing on my left. what do i need to do to have all 3 monitors working?

thank you in advance.


In MyDocuments Fallout4Prefs.ini edit to this:
iSize H=1080
iSize W=5760

same goes to daragman, did you edit your Bezel Corrected Resolution in the .ini file ? If you take an Ingame screenshot, do you have the black bar on the screenshot or not? what resolution is the screenshot?



Thanks Haldi, I did that before and again, i still can only get the middle and right screen to display the game.. I've had F3 running on all 3 w/o problems, and i havent changed anything in NVcontrols. I greatly appreciate your help.


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PostPosted: 14 Nov 2015, 18:56 
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I figured out how to remove the dark green boxes, at least from the HUD anyway. I'm guessing the process would be similar for other UI elements as well.

If you look through the scripts embedded in the SWF files, there is a 'bUseShadedBackground = true;' included in some of them. Setting that to false removes the green boxes. To edit it you will need to click on the word 'true' in the 'ActionScript source' pane, and then go to the corresponding line in the 'Method/Getter/Setter Trait' pane that opens up. Change that from 'pushtrue' to 'pushfalse'. After you save that change, you should see the line in the other pane automatically change to false. You will need to repeat this for every instance of the 'bUseShadedBackgound' you can find.

Do not edit the code in the 'ActionScript source' pane itself, that will cause the game to crash.

Some pictures to help/show the dark green boxes are gone:

Attachment:
fo4_edit.png
fo4_edit.png [ 291.29 KiB | Viewed 6818 times ]

Image
Image

Attached is the HUDMenu.swf with these edits applied.


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PostPosted: 14 Nov 2015, 19:02 
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Deryan3 wrote:
a little help please,
I have done all the following but out of the 3 monitors i have the game is only playing on my middle and right monitor, wallpaper is still showing on my left. what do i need to do to have all 3 monitors working?

thank you in advance.


Are all your monitors the same physical size? I have one off sized on and I needed to adjust my Eyefinity (under Resize Desktop) to "Fit". When I tried "Expand", I got what you are describing except the right hand monitor was the one showing the desktop.


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PostPosted: 14 Nov 2015, 19:07 
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Galnix wrote:
I figured out how to remove the dark green boxes, at least from the HUD anyway. I'm guessing the process would be similar for other UI elements as well.

If you look through the scripts embedded in the SWF files, there is a 'bUseShadedBackground = true;' included in some of them. Setting that to false removes the green boxes. To edit it you will need to click on the word 'true' in the 'ActionScript source' pane, and then go to the corresponding line in the 'Method/Getter/Setter Trait' pane that opens up. Change that from 'pushtrue' to 'pushfalse'. After you save that change, you should see the line in the other pane automatically change to false. You will need to repeat this for every instance of the 'bUseShadedBackgound' you can find.

Do not edit the code in the 'ActionScript source' pane itself, that will cause the game to crash.


Sorry for my ignorance...is the HUDMenu.SWF something that I can just add to my game or it that embedded in the .ba2 files?


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PostPosted: 14 Nov 2015, 19:20 
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thx for the reply Haldi.

I did edit the ini with 5916x1080, which is my bezel corrected res and set desktop to eyefinity bezel corrected res (5916x1080) but no go.

Strangely the whole shift to the left thing also happens with 4800x900 non bezel corrected. (again with the correct res in the ini as well)

It did work correctly with 5760x1080, but would like to use bezel correction.

I'm not able to make a screenshot for a couple of days cause i have part of my rig at a friends house this weekend for a FO4 get-together... But i'll do it somewhere next week and post back...

I'm sure i'll get it fixed someday, all the help here is great!

Then all that's left is Crossfire and SLI support.... 'cause unfortunately i really cant stand playing at 30ish fps.


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PostPosted: 14 Nov 2015, 20:02 
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daragman wrote:
thx for the reply Haldi.

I did edit the ini with 5916x1080, which is my bezel corrected res and set desktop to eyefinity bezel corrected res (5916x1080) but no go.

Strangely the whole shift to the left thing also happens with 4800x900 non bezel corrected. (again with the correct res in the ini as well)

It did work correctly with 5760x1080, but would like to use bezel correction.

I'm not able to make a screenshot for a couple of days cause i have part of my rig at a friends house this weekend for a FO4 get-together... But i'll do it somewhere next week and post back...

I'm sure i'll get it fixed someday, all the help here is great!

Then all that's left is Crossfire and SLI support.... 'cause unfortunately i really cant stand playing at 30ish fps.


Hi mate,

In order to use any bezel corrected resolution you need to run the game in fullscreen windowed mode, as well as having your windows desktop resolution pre-set to the bezel corrected resolution.

Unfortunately as soon as you go into full screen (no idea why) the res is forced to 5760x1080 and shifted to the left an inch or two (as well as the pixels behind the bezels not rendering as if correction is off


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PostPosted: 14 Nov 2015, 20:13 
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ins1337 wrote:
daragman wrote:
thx for the reply Haldi.

I did edit the ini with 5916x1080, which is my bezel corrected res and set desktop to eyefinity bezel corrected res (5916x1080) but no go.

Strangely the whole shift to the left thing also happens with 4800x900 non bezel corrected. (again with the correct res in the ini as well)

It did work correctly with 5760x1080, but would like to use bezel correction.

I'm not able to make a screenshot for a couple of days cause i have part of my rig at a friends house this weekend for a FO4 get-together... But i'll do it somewhere next week and post back...

I'm sure i'll get it fixed someday, all the help here is great!

Then all that's left is Crossfire and SLI support.... 'cause unfortunately i really cant stand playing at 30ish fps.


Hi mate,

In order to use any bezel corrected resolution you need to run the game in fullscreen windowed mode, as well as having your windows desktop resolution pre-set to the bezel corrected resolution.

Unfortunately as soon as you go into full screen (no idea why) the res is forced to 5760x1080 and shifted to the left an inch or two (as well as the pixels behind the bezels not rendering as if correction is off



Thanks ins1337,

As soon as i have my eyefinity setup again i'll try this...

But uhm, does this mean that if this would be the permanent fix for bezel correction that CF and SLI will never work because of windowed mode??? IIRC CF and SLI dont work in windowed mode, correct?

And weird that the shifting also happens in non bezel corrected 4800x900. Or does this have something to do with the fact that it's just a res 'not recognized' by the game?

Sorry if my questions sound silly, but i'm sorta tech savvy, just not high level like you guys... :)


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PostPosted: 14 Nov 2015, 20:51 
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Just tossed some cheder Haydens way. Must be a tough nut to crack it's been awhile. Thanks in advance for your work.

Cheers.


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PostPosted: 14 Nov 2015, 21:02 
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Hey is there something I'm missing with the fix on page 20? I'm running 1280x1024x3 at 3840x1024, while the fix does fix most elements of the hud, my health and ammo are still on the far left and right respectively.
I've already edited the safe zone defaults but it seems like no matter how much I play with them my hud doesn't move at all.


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PostPosted: 14 Nov 2015, 21:23 
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Thanks for all your great work ... stupid Bethesda unable to even respond to our questions on the forum.

I use 5760x1200 Eyefinity and I used the "FIX" but i have little problem:

Image

Menu for workstation (buildings) is a problem. Pictures in are too small ... any advice? the fix was made to 5760x1080 and I have 5760x1200. So maybe I should set up something a little different. Your advice please?

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PostPosted: 14 Nov 2015, 22:27 
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Galnix wrote:
I figured out how to remove the dark green boxes, at least from the HUD anyway. I'm guessing the process would be similar for other UI elements as well.
....................
Attached is the HUDMenu.swf with these edits applied.


Awesome! Thank you very much. I've modified the Favorites Menue and included that in a new Interface.ba2. Couldn't find anything in the MainMenu though :( seems like that's already on "false" have you taken a closer look at the main menu yet?

Outdated: use this: http://www.wsgf.org/forums/viewtopic.ph ... 12#p162512
Attachment:
Fallout4 - Interface.zip [21.33 MiB]
Downloaded 1662 times

edit: If you read this for the first time you're fine.
If you're someone from the first 7 downloaders please redownload the file :nudgenudge:



HanzDD wrote:
Menu for workstation (buildings) is a problem. Pictures in are too small ... any advice? the fix was made to 5760x1080 and I have 5760x1200. So maybe I should set up something a little different. Your advice please?

Yep, and i have absolutly no idea how to fix it.


GallingSiren wrote:
Hey is there something I'm missing with the fix on page 20? I'm running 1280x1024x3 at 3840x1024, while the fix does fix most elements of the hud, my health and ammo are still on the far left and right respectively.
I've already edited the safe zone defaults but it seems like no matter how much I play with them my hud doesn't move at all.

Strange, are you sure it's the right .ini file? You should see the HUD moving.

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PostPosted: 14 Nov 2015, 22:46 
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phlimm wrote:
Deryan3 wrote:
a little help please,
I have done all the following but out of the 3 monitors i have the game is only playing on my middle and right monitor, wallpaper is still showing on my left. what do i need to do to have all 3 monitors working?

thank you in advance.


Are all your monitors the same physical size? I have one off sized on and I needed to adjust my Eyefinity (under Resize Desktop) to "Fit". When I tried "Expand", I got what you are describing except the right hand monitor was the one showing the desktop.



Yes they are all the same size.

UPDATE: curiously i moved my cursor to the top and dragged the window over to the left..... low and behold i now have 3 monitors working.... i dont know why it was starting like that, but its all good now... THANK YOU ALL for all the help i appreciate the suggestions, and appreciate the hard work you all do to figure these things out :rockout:


Last edited by Deryan3 on 14 Nov 2015, 23:05, edited 1 time in total.

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PostPosted: 14 Nov 2015, 22:52 
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I totally was just messing with the wrong setting, I'm so sorry for the trouble! D:
But as long as I'm making posts instead of crawling around, is there anyway to fix the scoped in view so it's not so squished?


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PostPosted: 14 Nov 2015, 23:57 
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ins1337 wrote:
Haldi wrote:
ins1337 wrote:
Haldi,

Do I just drop this file next to the other .ba1 files in the Data folder, and now remove the interface line edit from the ini file?

you replace the original .ba2 file and you still need the interface .ini edits to Center your hud !


Sorry I'm a bit lost. All I originally did was change 'sResourceDataDirsFinal=STRINGS\' to 'sResourceDataDirsFinal=STRINGS\, INTERFACE\' so that it picked up the modified .swf's. Now that im using your ba2 file I can just remove this cant I? And also delete the .swf's i put in the interface folder as they will just stop your ba2 from being used?

You mentioned a line to centre my hud? Which line is that. Everything seems to work okay for me except m,y health bar is on the bottom left of the left screen still.

Image

edit: just looked back on this thread, is this what I need to do?

"Fallout4.ini" in myDocuments with the Line:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0

edit2: yes it was, fixed! thanks!

Image


Ok now IM CONFUSED....

my setup is 3 x 1440x900 16:10 / 4320x900

I edited my config... to this and a few other close numbers...
fSafeZoneX=210.0
fSafeZoneY=15.0
fSafeZoneXWide=1150.0
fSafeZoneYWide=15.0
fSafeZoneXWide16x10=1150.0
fSafeZoneYWide16x10=15.0

and i get
Attachment:
Untitled.png
Untitled.png [ 4.49 MiB | Viewed 11617 times ]


Notice HP on the FAR right? AP shows on the LEFT??? backwards. but compass is not backwards... WTF???

with
fSafeZoneX=500.0
fSafeZoneY=15.0
fSafeZoneXWide=500.0
fSafeZoneYWide=15.0
fSafeZoneXWide16x10=500.0
fSafeZoneYWide16x10=15.0

they overlap
Attachment:
Untitled.png
Untitled.png [ 3.93 MiB | Viewed 11610 times ]

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Last edited by TRusselo on 15 Nov 2015, 00:12, edited 1 time in total.

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PostPosted: 15 Nov 2015, 00:05 
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So what have I done wrong ? When I start Fall Out 4 it is in the upper left corner of my screens so small I can't read anything.
I edited the file in Documents\My Games\Fallout4\Fallout4prefs. iSize W and iSize H to 5760 1080, changed the fSafeZoneX and fSafeZoneXWide in the Documents\My Games\Fallout4\Fallout4. Then renamed the file Fallout4 - Interface.ba2 to Fallout4 - Interface.old in the Program Files(x86)/Steam/steamapps/common/Fallout 4/Data folder and unzipped the latest Interface.ba2 file.
Is that what I should have done ?
OK so I figured that out after reading the entire thread. Now how do I change the FOV so I can read/write my name at the begining. Do I have to read this thread again?
Never realized how much I hate reading instructions, LOL. Now that I did everything is looking great ! :triplewide:


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Last edited by kraZ1 on 15 Nov 2015, 16:00, edited 3 times in total.

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PostPosted: 15 Nov 2015, 01:37 
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Haldi wrote:

HanzDD wrote:
Menu for workstation (buildings) is a problem. Pictures in are too small ... any advice? the fix was made to 5760x1080 and I have 5760x1200. So maybe I should set up something a little different. Your advice please?

Yep, and i have absolutly no idea how to fix it.



Ok, so Fallout 4 is unplayable now .... thnx for you help and try, but Bethesda are stupid idiots ...no gamedeveloping at all ... FA(i)llout 4 = FALLOUT 3 new skin, same problems and less RPG than FNW .... Bethesda dont deserved any money for this game ...

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PostPosted: 15 Nov 2015, 01:54 
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Haldi wrote:
Galnix wrote:
I figured out how to remove the dark green boxes, at least from the HUD anyway. I'm guessing the process would be similar for other UI elements as well.
....................
Attached is the HUDMenu.swf with these edits applied.


Awesome! Thank you very much. I've modified the Favorites Menue and included that in a new Interface.ba2. Couldn't find anything in the MainMenu though :( seems like that's already on "false" have you taken a closer look at the main menu yet?

Attachment:
Fallout4 - Interface.zip

edit: If you read this for the first time you're fine.
If you're someone from the first 7 downloaders please redownload the file :nudgenudge:



HanzDD wrote:
Menu for workstation (buildings) is a problem. Pictures in are too small ... any advice? the fix was made to 5760x1080 and I have 5760x1200. So maybe I should set up something a little different. Your advice please?

Yep, and i have absolutly no idea how to fix it.


GallingSiren wrote:
Hey is there something I'm missing with the fix on page 20? I'm running 1280x1024x3 at 3840x1024, while the fix does fix most elements of the hud, my health and ammo are still on the far left and right respectively.
I've already edited the safe zone defaults but it seems like no matter how much I play with them my hud doesn't move at all.

Strange, are you sure it's the right .ini file? You should see the HUD moving.



There is also issues when I read a note similar to when you are in workstation mode, it just very tiny and you can not read the text. But thanks for the work Haldi, it looks great really, the game it self has been amazing, I was playing last night and it started to rain and lighting across all 3 27" monitors and it looked great!


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PostPosted: 15 Nov 2015, 02:40 
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latexyankee wrote:
Superbee726 wrote:
ugzz wrote:
So i ran through the thread and fixes last night and I have to say, Damn! a Huge Thanks to everyone who has been helping out! I was hard pressed to find any major flaws with the hud, menu, pip boy etc.

However oddly enough, i hadn't personally experienced the "Dark bar" others were mentioned earlier in the thread, but after doing the fixes and running Surround i started getting that problem. I tend to get it indoors more than out, but it seems like it only happens in certain areas, and even then if i move around it appears and disappears depending where i'm standing and where i'm looking. I had it so bad in the Police Station that it actually made the area unplayable for me. having 2/3 of the screen constantly popping super dark like, then popping back to normal, that was game breaking enough i had to go back to single screen due to it pissing me off.
it was pretty close to some of the others who submitted pics, but mine actually seemed a bit worse, similar to this users pic Image

Did anyone figure out a fix for this? i've been flipping through the thread but i didn't see anything specific to this one, did i miss something?

Thanks



Ive been having this same problem. Clowekey from the 21:9 thread posted this.

clowekey wrote:
Hello everyone.
I came across a fix for lighting bug which causes a "dark rectangle" to appear on your screen.
http://steamcommunity.com/sharedfiles/f ... =551651145

Change bComputeShaderDeferredTiledLighting=1 to 0 in your Fallut4Pref.ini

Remember to do this for both folders!

(C:\Users\[name]\Documents\My Games\Fallout4\)
AND
(steamapps\common\Fallout 4\Fallout 4)

Someone said that it changes the graphical appearance, but if anything has changed, I haven't noticed.


I personally haven't notice a difference in graphics. Im able to play the game now with all the fixes and no grey bar going across half my screen.


Yea this is what has been plauging the 3440 x 1440 users aside from the broken hud.

One thing I will say, all the users on reddit and steam forums that get this bug were running 780/780ti. A few with 980ti chimed in reporting they were NOT experiencing the dark screen. I'm at 3440x1440 with a 980ti but I haven't fired up the game yet.

Can I ask what GPU you're running?


sorry late to the party but yeah im running a 780ti @ 5817x1080


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PostPosted: 15 Nov 2015, 04:21 
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Hi guys, just created a profile for some help.

My game wont turn to 5760x1080 when I change it in the .ini file. I am getting all kinds of issues.


Can I please get help? What do I have to do step by step? And as for the fixed HUD that a fellow member on these forums made, can I also be told how to go about applying the fix?

Thanks in advance!


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PostPosted: 15 Nov 2015, 04:44 
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CrazyLink1 wrote:
Hi guys, just created a profile for some help.

My game wont turn to 5760x1080 when I change it in the .ini file. I am getting all kinds of issues.


Can I please get help? What do I have to do step by step? And as for the fixed HUD that a fellow member on these forums made, can I also be told how to go about applying the fix?

Thanks in advance!


CrazyLink if you start reading from page 20 you'll see that all the steps have been established and you shouldn't have any problem from there.


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PostPosted: 15 Nov 2015, 06:22 
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tricky wrote:
For anyone that wants to reprogram the keys, here is my AutoHotkey script, it only swaps the keys while the game is active, working great for me as I always use all the numpad keys to move, reload, open etc.

Running smooth as butter at 5760x1080 on a single 980Ti, ultra everything + SweetFx, so not sure why some of you are getting < 60 fps.

https://www.autohotkey.com
"Fallout4Keys.ahk"

#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.

#IfWinActive ahk_exe Fallout4.exe
{
a::Numpad1
w::Numpad8
s::Numpad2
d::Numpad3

e::Numpad0
LCtrl::NumpadDiv
Tab::NumpadMult
f::NumpadAdd
g::Numpad9
v::Numpad5
q::Numpad7
r::NumpadDot

Numpad1::a
Numpad8::w
Numpad2::s
Numpad3::d

Numpad0::e
NumpadDiv::LCtrl
NumpadMult::Tab
NumpadAdd::f
Numpad9::g
Numpad5::v
Numpad7::q
NumpadDot::r
}



How do you use this? And does this assign movement keys to the arrow keys?


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PostPosted: 15 Nov 2015, 07:32 
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MrGrim wrote:
CrazyLink1 wrote:
Hi guys, just created a profile for some help.

My game wont turn to 5760x1080 when I change it in the .ini file. I am getting all kinds of issues.


Can I please get help? What do I have to do step by step? And as for the fixed HUD that a fellow member on these forums made, can I also be told how to go about applying the fix?

Thanks in advance!


CrazyLink if you start reading from page 20 you'll see that all the steps have been established and you shouldn't have any problem from there.



I got the .ba2 file in there and I made the proper edits under interface. Now the only issue is that despite having my resolution set as 5760x1080 in my .ini file, the game shows up on one monitor, the other two are blacked out, and the resolution looks incredibly poor. And now with the new edits from the .ba2, the text is tiny until the game decides to actually show up on 3 monitors.

Mind you, this is with windowed and bordless disabled through the games start up launcher.


Attachments:
20151115_012407.jpg
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20151115_012401.jpg
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PostPosted: 15 Nov 2015, 08:04 
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HanzDD wrote:
Haldi wrote:

HanzDD wrote:
Menu for workstation (buildings) is a problem. Pictures in are too small ... any advice? the fix was made to 5760x1080 and I have 5760x1200. So maybe I should set up something a little different. Your advice please?

Yep, and i have absolutly no idea how to fix it.



Ok, so Fallout 4 is unplayable now .... thnx for you help and try, but Bethesda are stupid idiots ...no gamedeveloping at all ... FA(i)llout 4 = FALLOUT 3 new skin, same problems and less RPG than FNW .... Bethesda dont deserved any money for this game ...



It's just the pictures you cant see, I just go to each category press up to go into the category, then over to what is needed and so on. When you pick something you'll see it in full size when you point it at any empty space. The picture being small doesn't actually stop you from building any thing. Also as you are looking at an empty space just move left to right and you'll shuffle through them all and see exactly what the picture was any way. It is irritating but not game breaking, all the words are readable. I'm saying this because I couldn't figure out what to do for like 5 minutes and almost Alt-F4'd the damn thing before I realized you had to press up to go into the category, and sub categories, and perhaps others might have that problem too.


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PostPosted: 15 Nov 2015, 14:14 
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CrazyLink1 wrote:
Mind you, this is with windowed and bordless disabled through the games start up launcher.

Delete both ini files, start the game in 1920x1080 single Monitor Fullscreen.
Switch to EF/Surround modify your ini resolution to 5760 width. And add the Safezone.

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PostPosted: 15 Nov 2015, 14:53 
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First, I want to thank Haldi for the great work on this. What was once a great disappointment has now become an incredibly addicting and fun game thanks to your efforts.

I am having an issue though that I haven't seen anyone else mention before, so I'm wondering if I'm missing an easy fix for it. It seems that, when inspecting items, they are very compressed along the X-axis and stretched along Y. I don't mind that so much, but it is this is the same for the sniper scope, which I find to be more annoying since I use it a lot.

If anyone has encountered this or knows what I'm missing, please let me know.


Attachments:
File comment: Sniper Scope distortion
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File comment: Stretched in Y
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Untitled2.png [ 4.77 MiB | Viewed 18324 times ]
File comment: Compressed along X
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PostPosted: 15 Nov 2015, 15:48 
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Thanks for all the hard work you guys have done and for sharing! :)

Running on Ultra settings with nvidia surround on 3 x 27" powered by 980ti


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PostPosted: 15 Nov 2015, 16:55 
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Original Interface.ba2

Attachment:
Fallout4_2015_11_15_16_50_30_434.jpg
Fallout4_2015_11_15_16_50_30_434.jpg [ 930.44 KiB | Viewed 16360 times ]



Modified Interface.ba2

Attachment:
Fallout4_2015_11_15_16_52_27_271.jpg
Fallout4_2015_11_15_16_52_27_271.jpg [ 835.15 KiB | Viewed 16300 times ]



i don't have to much knowledge of game design and fixing FoV, but it seems like that's not something you can change by modifying the ExamineMenu.swf

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PostPosted: 15 Nov 2015, 17:14 
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Haldi wrote:

Awesome! Thank you very much. I've modified the Favorites Menue and included that in a new Interface.ba2. Couldn't find anything in the MainMenu though :( seems like that's already on "false" have you taken a closer look at the main menu yet?


Looks like the main menu just has sprites you need to edit translate/scale in the matrix to fix.
I found 4 that needed to be adjusted in MainMenu.swf, and the scale/translate that made it look good on my display (which is 3440x1440):
Define Sprite (156) -> frame 1 -> PlaceObject2 (153): scaleX: 88064, translateX: -1250
Define Sprite (183) -> frame 1 -> PlaceObject2 (178): scaleX: 88064, translateX: -3720
Define Sprite (169) -> frame 1 -> PlaceObject2 (159): scaleX: 38060, translateX: -2380
Define Sprite (164) -> frame 1 -> PlaceObject2 (159): scaleX: 127143,translateX: -1250

I don't know if those values will work for every resolution or not, but you can give them a try. if they don't work, you will have to do some guess work to find the right numbers.


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PostPosted: 15 Nov 2015, 17:16 
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Super looking forward to Hayden's plugin for this. Also Nvidia's SLI profile which they should've released day 1.


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PostPosted: 15 Nov 2015, 18:20 
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Must be some real tough work or he's been real busy. He stated on release day that he was 9 hours in, that was 5 days ago.

I can only imagine the horror


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PostPosted: 15 Nov 2015, 18:21 
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Took your values /3440*5760 almost a hit xD

Attachment:
Fallout4_2015_11_15_18_17_25_357.jpg
Fallout4_2015_11_15_18_17_25_357.jpg [ 603.56 KiB | Viewed 16269 times ]


Next try is Using the Screenshot, find correct pixel Position, and try to change it.






P.S what do you guys think about this Scope?
Attachment:
Fallout4_2015_11_15_17_57_43_270.jpg
Fallout4_2015_11_15_17_57_43_270.jpg [ 2.1 MiB | Viewed 16278 times ]




Edit:
FTS... no patience for that xD simply set the Scale from all of them to 0

Attachment:
Fallout4_2015_11_15_18_43_29_149.jpg
Fallout4_2015_11_15_18_43_29_149.jpg [ 715.65 KiB | Viewed 16297 times ]



Now the only thing that's left is the "Enter" and "Esc" Key prompt menue....
Same goes for the "Press ALT to keep breath" in the sniper mode, couldn't find that in the ScopeMenu.swf :(
I do have the brackets left and right, but no clue about Shade/Background ^^

EDIT 2:
Fixed the Scope stuff.....
It's simple, in the ScopeMenu.swf you set the Header to your resolution (aka 3840x720)
go to Frames/Frame1/PlaceObject2 (72)
Click on Matrix and activate "hasScale" to true
Set "scaleY : FB[nScaleBits] =" to 4 times your Y axis value in TWIPS (pixel x 20) in my case 720p x 4 x 20 = 57'600
Set "scaleX : FB[nScaleBits] =" to 3 times your result from Y Axis, in my case 57'600 x 3 = 172'800
Set "translateX : SB[nTranslateBits] =" to Your X Header Resolution / 2 * 20 = 38'400 to Center the HUD.

Attachment:
Fallout4_2015_11_15_19_43_30_586.jpg
Fallout4_2015_11_15_19_43_30_586.jpg [ 1.89 MiB | Viewed 16220 times ]


Attachment:
Fallout4_2015_11_15_19_43_42_795.jpg
Fallout4_2015_11_15_19_43_42_795.jpg [ 1.93 MiB | Viewed 16206 times ]






Here we go:


Attachments:
Fallout4 - Interface2.zip [21.33 MiB]
Downloaded 3810 times

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Hello all - I've been reading and added the ba2 file on page 20 - I've also made some ini changes so I can play in triple screen. I'm still struggling with centralising the scope and menus as per my screen grabs here. What have I missed please?
cutscenes - http://steamcommunity.com/sharedfiles/f ... =553304961
Scope


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PostPosted: 15 Nov 2015, 21:19 
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Haldi you are freaking amazing. Like, wow. Thank you, all my respect to you.


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PostPosted: 15 Nov 2015, 22:02 
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Wow, thank you so much Haldi! This is some amazing work!
I tested your latest fix and everything works damn fine! Even scope is fixed! AMAZING!
Without you this would have been a "laptop-in-bed-Zzzz" game for me. Now I can fully immerse my self i the wasteland thanks to you! :cheers: :clap:

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Where do I go to check the status or find out when the Fix by Hayden is done?


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PostPosted: 15 Nov 2015, 23:58 
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Hi everybody. I am just stopping in to report that I have found success with this tool http://www.nexusmods.com/fallout4/mods/102/?tab=2 for my 7680x1440 configuration.


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PostPosted: 16 Nov 2015, 02:27 
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Is there any chance of getting this ultra squished magazine image fixed (as well as all those 'Examine Object' images)? I find it to be at this moment, the most annoying thing. Completely unnecessary as well:

Image


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PostPosted: 16 Nov 2015, 02:46 
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I've downloaded the new interface file, I've adjusted my ini files, I've got everything running great in 5760x1080 except for the damn pip boy.

The pip boy screen is all smashed up and I can't seem to fix it.

[ { } ]

That is how my pipboy screen looks. I've tried adjusting the fov in game, but it doesn't help. Any ideas?


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PostPosted: 16 Nov 2015, 02:53 
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try adding this in you ini
[Display]
fDefaultWorldFOV=80
fDefault1stPersonFOV=90

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PostPosted: 16 Nov 2015, 02:56 
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Thanks for the work, folks. I was soooo cheesed to see such poor wide support. I run PLP at 5246x1440, and as it is now, my HUD is centered (with a bit of vertical stretch), and the Pipboy is peachy. I haven't encountered any other interface yet, but hey, so far it works, and i can see what i need to.


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PostPosted: 16 Nov 2015, 03:28 
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tonycubed2 wrote:
tricky wrote:
For anyone that wants to reprogram the keys, here is my AutoHotkey script, it only swaps the keys while the game is active, working great for me as I always use all the numpad keys to move, reload, open etc.

Running smooth as butter at 5760x1080 on a single 980Ti, ultra everything + SweetFx, so not sure why some of you are getting < 60 fps.

https://www.autohotkey.com
"Fallout4Keys.ahk"

#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.

#IfWinActive ahk_exe Fallout4.exe
{
a::Numpad1
w::Numpad8
s::Numpad2
d::Numpad3

e::Numpad0
LCtrl::NumpadDiv
Tab::NumpadMult
f::NumpadAdd
g::Numpad9
v::Numpad5
q::Numpad7
r::NumpadDot

Numpad1::a
Numpad8::w
Numpad2::s
Numpad3::d

Numpad0::e
NumpadDiv::LCtrl
NumpadMult::Tab
NumpadAdd::f
Numpad9::g
Numpad5::v
Numpad7::q
NumpadDot::r
}



How do you use this? And does this assign movement keys to the arrow keys?


Install AutoHotkey
rt-click on desktop -> new -> autohotkey script -> Name it something like "Fallout4Keys.ahk"
rt-click on "Fallout4Keys.ahk" and select edit script
Paste in my code, then edit to your preferences...

e.g. this means when Numpad1 is pressed, send "a" so the game sees strafe left
Numpad1::a

So then you bind in the game to whatever keys you DON'T want to actually use, e.g. so i can press numpad5 for vats I have assigned it to "v" in the game.

Numpad5::v

In the first half of the code, I assign the keys in the other direction, but not needed.

Finally, the cool thing is that the key swaps only happen when Fallout4.exe is running and in the foreground, so you can run the script in your Startup folder if you want (I do).

You can add more games copying the structure so each only runs for that game.

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tooterfish wrote:
Hi everybody. I am just stopping in to report that I have found success with this tool http://www.nexusmods.com/fallout4/mods/102/?tab=2 for my 7680x1440 configuration.


Success in what context? that mod doesn't affect anything to do with eyefinity / surround? Or has it been updated..


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Question for the vets/power users here.

How long does it usually take for HaYden to complete a plugin? I am not complaining whatsoever, I'm just ocd about my games and I refresh this page every hour for week lol. I just wondered if there is a "usual" time frame for these things like a month or 2?

That said I am extremely grateful for all the info, and i can actually play the game. Havent messed with the green boxes yet as im on 21:9 and will readup on the last 8 pages.

When this is all said and done i will be making a donation, thanks to this site and the intelligence of you guys i was able to play since thursday.

Thank you


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PostPosted: 16 Nov 2015, 17:08 
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Haldi wrote:
Now the only thing that's left is the "Enter" and "Esc" Key prompt menue....
Same goes for the "Press ALT to keep breath" in the sniper mode, couldn't find that in the ScopeMenu.swf :(
I do have the brackets left and right, but no clue about Shade/Background ^^


Try looking in BSButtonHintBar.swf or ButtonBarMenu.swf, I think there are some more UseShadedBackground variables you can set to false in there that will get rid of it on the prompt menu (maybe on the scope menu too).


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PostPosted: 16 Nov 2015, 19:30 
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Haldi - perfect! many many many thanks!!


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New to the WSGF so Hi to all, have been lurking in the background for a while and found some really useful info in the past thanks.

Haldi and everyone else - thanks for all the time and effort put in so far you've made this long anticipated game so much more enjoyable (was really disappointing in having to turn off two screens).
I am experiencing a couple of issues running at 5760x1080 (normally run at 6048x1080) any help would be great:

Bezel compensation - is there any known fix for this?
Crosshair and command box - seem to be off to the left of center unless looking down the sights of a weapon.
Building and a few other menus - icons very small or compressed.

As for the green boxes I can live with that :)

Still all that said I'm loving FO4 more now that I can see it in glorious widescreen goodness.
Cheers.

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PostPosted: 17 Nov 2015, 01:27 
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Haldi wrote:
try adding this in you ini
[Display]
fDefaultWorldFOV=80
fDefault1stPersonFOV=90


I've tried adding it to both the Fallout4.ini and the Fallour4Prefs.ini

Neither seemed to help. Now, I was just adding the two values under the existing [Display] node. Should I be creating a new one?


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PostPosted: 17 Nov 2015, 02:03 
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DeusOmnia wrote:
I've downloaded the new interface file, I've adjusted my ini files, I've got everything running great in 5760x1080 except for the damn pip boy.

The pip boy screen is all smashed up and I can't seem to fix it.

[ { } ]

That is how my pipboy screen looks. I've tried adjusting the fov in game, but it doesn't help. Any ideas?


Since I can't see your screenshot I'll just make this suggestion. With the pipboy up, press your RMB when your mouse is over say the rad meter and it will either zoomout or zoomin.

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I guess no one has had any luck with the slanted local map issue? I noticed that it's not just slanted, it's all skewed...local map is basically unusable. I still prefer 3 screens with no local map, of course.


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anyone ever fix the crashing when unlock boxes?

nvm looks like my interface file was a few patches old doing good now :P


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Does anyone know which file to edit to remove the green backgrounds from the VATS menu? I can't seem to find where those are.


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So we have to pay 70$ and have to spend hours to tweak the game.

No thanks Bethesda.

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GUYS, since the developers will never give a crap about us in this forum, I'd suggest to try and involve a few famous "game journalist/youtubers" in order to divulge the problem (lack of ultra wide support and complete indifference by the company).

It's probably our only chance to get heard and *maybe* even get an answer on the matter.

What do you think?


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Francesco wrote:
GUYS, since the developers will never give a crap about us in this forum, I'd suggest to try and involve a few famous "game journalist/youtubers" in order to divulge the problem (lack of ultra wide support and complete indifference by the company).

It's probably our only chance to get heard and *maybe* even get an answer on the matter.

What do you think?


They sold 12 million units on the first day. I think they are pretty happy and don't give a **** about a small group like us being disappointed.

Their main concern were consoles, you can see how the game is structured. It is a console port and not the other way around.


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ocelot wrote:
They sold 12 million units on the first day. I think they are pretty happy and don't give a **** about a small group like us being disappointed.

So what do you suggest? Let's just give up and simply rely on third party fixes indefinitely?

They don't need to rebuild the frigging engine, a quick patch would suffice to make a chunk of their customers (because that's what we are) happy. It doesn't seem so unreasonable. It's worth a shot, what have we got to lose?


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PostPosted: 19 Nov 2015, 01:31 
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Francesco: let's start a Facebook page, and a petition at that petition web site? I am not remotely popular or famous, but I can post a stick on all my mod pages on the nexus. Then we can email BETHESDA with results, petition, and likes stats, etc.


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All: now that Boris has releases a fallout 4 Enb with his fixes, do we need to set vsync still in Windows using catalyst or nvidia software or do we do,it instead in the Enb ini file? What is best specially with three screens?


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Important : if you are having problems with the wide screen solution posted here , try the one from the nexus at: http://www.nexusmods.com/fallout4/mods/274/?

It supports a variety of resolutions, and addresses the green shader problem. Also, the author is still,I,proving it tackling each menu one by one.

For me, the solution from here is fine, and I,am grateful. But users with less standard resolutions may find the nexus solution useful.


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PostPosted: 19 Nov 2015, 03:10 
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I quit. getting a single good wide monitor. so done with the lack of support

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PostPosted: 19 Nov 2015, 04:09 
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stumbled across this ^^
Image

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LOL

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anyone know the FOV settings for making the side screens not so skewed?


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PostPosted: 21 Nov 2015, 23:36 
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Running 5760x1200 but have got Haldi and erkloi's fixes up and going on it, and it looks much more playable even with not being made for that exact resolution. Many thanks to you both.

I noticed the default crosshair with a gun drawn but not aiming is quite a bit bigger than playing single screen. The inside edges of the pips are about 2x to 2.5x further out when I switch from 1 screen to Surround. Is that something that can be addressed, or out of the realm of what's changeable?

The sniper scope looks great Haldi.


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PostPosted: 22 Nov 2015, 00:40 
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So, I downloaded Haldi's latest mod and did all the .ini changes instructed. Everything looks great with the UI centered and all that (save for the dark green boxes) but then I get to the part where you set the SPECIAL stats and it looks like this:

http://i.imgur.com/UHLuHy2.jpg

Am I missing something? Last night I downloaded an outdated version of Haldi's mod (one that was an unpacked bundle of swf files) and that part looked good but the new version looks like that.


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PostPosted: 22 Nov 2015, 03:38 
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I am able to get the game running in eyefinity and have applied the ".ba2" fix and INI fixes, but still have the following problem with text/HUD/display.

Please see attachement.


Can you help me?

Thanks,


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PostPosted: 22 Nov 2015, 10:23 
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Laucien wrote:
So, I downloaded Haldi's latest mod and did all the .ini changes instructed. Everything looks great with the UI centered and all that (save for the dark green boxes) but then I get to the part where you set the SPECIAL stats and it looks like this:

http://i.imgur.com/UHLuHy2.jpg

Am I missing something? Last night I downloaded an outdated version of Haldi's mod (one that was an unpacked bundle of swf files) and that part looked good but the new version looks like that.



yarberrymt wrote:
I am able to get the game running in eyefinity and have applied the ".ba2" fix and INI fixes, but still have the following problem with text/HUD/display.

Please see attachement.


Can you help me?

Thanks,



Additional Instructions:
1) Download the zip file provided by Haldi in his post - http://www.wsgf.org/forums/viewtopic.ph ... 12#p162512 - "Fallout4 - Interface2.zip"
2) Rename interface.ba2 to interface.old and then place Haldi's ba2 file into its place (renaming to interface.ba2)
3) Edit the Fallout4.ini file with:
[Interface]
fSafeZoneX=250.0
//was 15.0 - MM fix is 250.0
fSafeZoneXWide=1300.0
//was 64.0 - MM Fix is 1300.0
4) Save
5) Edit the Fallout4prefs.ini with:
[Display]
iSize W=5760 (or whatever your desktop width is)
6) Save
7) Run the game

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PostPosted: 22 Nov 2015, 10:33 
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Kayden - Does that also help with the off center cross hairs issue?
(see post on p37)

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PostPosted: 22 Nov 2015, 11:57 
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Kayden wrote:
Laucien wrote:
So, I downloaded Haldi's latest mod and did all the .ini changes instructed. Everything looks great with the UI centered and all that (save for the dark green boxes) but then I get to the part where you set the SPECIAL stats and it looks like this:

http://i.imgur.com/UHLuHy2.jpg

Am I missing something? Last night I downloaded an outdated version of Haldi's mod (one that was an unpacked bundle of swf files) and that part looked good but the new version looks like that.



yarberrymt wrote:
I am able to get the game running in eyefinity and have applied the ".ba2" fix and INI fixes, but still have the following problem with text/HUD/display.

Please see attachement.


Can you help me?

Thanks,



Additional Instructions:
1) Download the zip file provided by Haldi in his post - http://www.wsgf.org/forums/viewtopic.ph ... 12#p162512 - "Fallout4 - Interface2.zip"
2) Rename interface.ba2 to interface.old and then place Haldi's ba2 file into its place (renaming to interface.ba2)
3) Edit the Fallout4.ini file with:
[Interface]
fSafeZoneX=250.0
//was 15.0 - MM fix is 250.0
fSafeZoneXWide=1300.0
//was 64.0 - MM Fix is 1300.0
4) Save
5) Edit the Fallout4prefs.ini with:
[Display]
iSize W=5760 (or whatever your desktop width is)
6) Save
7) Run the game


That doesn't seem to help.
I get exactly the same as yarberrymt does.
I cannot see all the attributes as seen in his picture. I did it just like you wrote.


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PostPosted: 22 Nov 2015, 12:53 
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Kayden wrote:
Laucien wrote:
So, I downloaded Haldi's latest mod and did all the .ini changes instructed. Everything looks great with the UI centered and all that (save for the dark green boxes) but then I get to the part where you set the SPECIAL stats and it looks like this:

http://i.imgur.com/UHLuHy2.jpg

Am I missing something? Last night I downloaded an outdated version of Haldi's mod (one that was an unpacked bundle of swf files) and that part looked good but the new version looks like that.



yarberrymt wrote:
I am able to get the game running in eyefinity and have applied the ".ba2" fix and INI fixes, but still have the following problem with text/HUD/display.

Please see attachement.


Can you help me?

Thanks,



Additional Instructions:
1) Download the zip file provided by Haldi in his post - http://www.wsgf.org/forums/viewtopic.ph ... 12#p162512 - "Fallout4 - Interface2.zip"
2) Rename interface.ba2 to interface.old and then place Haldi's ba2 file into its place (renaming to interface.ba2)
3) Edit the Fallout4.ini file with:
[Interface]
fSafeZoneX=250.0
//was 15.0 - MM fix is 250.0
fSafeZoneXWide=1300.0
//was 64.0 - MM Fix is 1300.0
4) Save
5) Edit the Fallout4prefs.ini with:
[Display]
iSize W=5760 (or whatever your desktop width is)
6) Save
7) Run the game



This is really weird. For me, the fixes provided by Haldi work just fine.
However, last night I was tinkering around with a friend of mine who recently bought the game, he has exactly the same issue with the S.P.E.C.I.A.L. stats not fully showing.
We are running identical setups, we even exchanged our ini- files and compared them in Notepad++.

Only major difference between our rigs is that he is using 2 GTX 970 in SLI Mode while I have a single 980TI, plus he has three 16:10 monitors while I have 3 16:9.


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PostPosted: 22 Nov 2015, 13:28 
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nyldan wrote:


This is really weird. For me, the fixes provided by Haldi work just fine.
However, last night I was tinkering around with a friend of mine who recently bought the game, he has exactly the same issue with the S.P.E.C.I.A.L. stats not fully showing.
We are running identical setups, we even exchanged our ini- files and compared them in Notepad++.

Only major difference between our rigs is that he is using 2 GTX 970 in SLI Mode while I have a single 980TI, plus he has three 16:10 monitors while I have 3 16:9.



I was fiddeling with the updated Config Editor yesterday and when i edited some safezone settings I noticed it changed BOTH the "fSafeZoneXWide" and "fSafeZoneYWide16x10" settings in the .ini file to "1300". So I'm figuring if you have 16:10 Aspect Ratio the "fSafeZoneYWide16x10" is used.

I cant test this with 16:10 since i have 16:9 and its working fine for me. But maybe you could try change the ini to this if its 16:10 monitors?;

fSafeZoneX=250
fSafeZoneY=36
fSafeZoneXWide=1300
fSafeZoneYWide=36
fSafeZoneXWide16x10=1300
fSafeZoneYWide16x10=36

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Last edited by anteronoid on 22 Nov 2015, 14:21, edited 5 times in total.

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PostPosted: 22 Nov 2015, 13:28 
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Longpig7 wrote:
Kayden - Does that also help with the off center cross hairs issue?
(see post on p37)


I am unsure of that since I've never seen that issue but here are a few pics to show what I see in game with haldi's fix and the changes I mentioned:

http://steamcommunity.com/sharedfiles/f ... =560311545

http://steamcommunity.com/sharedfiles/f ... =560311640

The ini changes fixed for me was the text at the main menu and in the game so it doesn't look as stretched. The only issue I had with cross hairs got fixed in Ver 2 of the fix. It was reaching the bezel of my monitor and it shouldn't have been doing that. This may work for you so it wouldn't hurt to try.

Thoemse wrote:
That doesn't seem to help.
I get exactly the same as yarberrymt does.
I cannot see all the attributes as seen in his picture. I did it just like you wrote.


Than it must be a value that isn't covered in Haldi's fix. I know when I did apply Haldi's fix and those values though, I could use containers because they came up the same way as the S.P.E.C.I.A.L. does in char creation. At the time I made my char there was no fix so I just went single monitor.

Just to verify the problem I tried it on my end and I got the same problem you guys did. This is something Haldi will need to fix I'm sure. In the mean time use single monitor up until that point and just play after with multi-monitor. Sorry I didn't verify it before.

nyldan wrote:
This is really weird. For me, the fixes provided by Haldi work just fine.
However, last night I was tinkering around with a friend of mine who recently bought the game, he has exactly the same issue with the S.P.E.C.I.A.L. stats not fully showing.
We are running identical setups, we even exchanged our ini- files and compared them in Notepad++.

Only major difference between our rigs is that he is using 2 GTX 970 in SLI Mode while I have a single 980TI, plus he has three 16:10 monitors while I have 3 16:9.


Well the video cards don't matter much because there is no SLI profile unless you force it in NVIDIA Inspector. As for why it works fine for you and not your friend, there is only one thing I can think of that might be different and that is resolution.

I say this because a friend of mine is having issues with his 4800x900 and he has major problems with lighting disappearing on him and a ton of shadow issues. Haldi do you think you can look into if your fix needs some tweaking, might need an individual file for each resolution or aspect ratio?? Thanks in advance!

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PostPosted: 22 Nov 2015, 14:09 
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anteronoid wrote:
nyldan wrote:


This is really weird. For me, the fixes provided by Haldi work just fine.
However, last night I was tinkering around with a friend of mine who recently bought the game, he has exactly the same issue with the S.P.E.C.I.A.L. stats not fully showing.
We are running identical setups, we even exchanged our ini- files and compared them in Notepad++.

Only major difference between our rigs is that he is using 2 GTX 970 in SLI Mode while I have a single 980TI, plus he has three 16:10 monitors while I have 3 16:9.



I was fiddeling with the updated Config Editor yesterday and when i edited some safezoon settings I noticed it changed BOTH the "fSafeZoneXWide" and "fSafeZoneYWide16x10" settings in the .ini file to "1300". So I'm figuring if you have 16:10 Aspect Ratio the "fSafeZoneYWide16x10" is used.

I cant test this with 16:10 since i have 16:9 and its working fine for me. But maybe you could try change the ini to this if its 16:10 monitors?;

fSafeZoneX=250
fSafeZoneY=36
fSafeZoneXWide=1300
fSafeZoneYWide=36
fSafeZoneXWide16x10=1300
fSafeZoneYWide16x10=36



Thx Anteronoid, but we already tried this, no success unfortunately.
What puzzles me is that the other IF- elements (Pipboy, healthbar etc.) are working for my friend, so it seems the SPECIAL- attributes are the only thing out of place.

Since I don't have 16:10 screens I can't do any testing myself, I'll have to wait for my pal until he slept off last nights beers 8-)


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PostPosted: 22 Nov 2015, 17:46 
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Laucien wrote:
So, I downloaded Haldi's latest mod and did all the .ini changes instructed. Everything looks great with the UI centered and all that (save for the dark green boxes) but then I get to the part where you set the SPECIAL stats and it looks like this:

http://i.imgur.com/UHLuHy2.jpg

Am I missing something? Last night I downloaded an outdated version of Haldi's mod (one that was an unpacked bundle of swf files) and that part looked good but the new version looks like that.


My advice is to start and play the game up to the point where you set your attributes for the first time in single screen resolution, as that is the only "game-breaker" for me in triplewide. Once you set your attributes, apply the fixes, and the the rest of the game is quite enjoyable in triplewide. Just completed the race track mission, that was fun as hell, especially once the racers were unleashed. And watch out for glowing ones!

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PostPosted: 22 Nov 2015, 19:57 
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nyldan wrote:
This is really weird. For me, the fixes provided by Haldi work just fine.
However, last night I was tinkering around with a friend of mine who recently bought the game, he has exactly the same issue with the S.P.E.C.I.A.L. stats not fully showing.
We are running identical setups, we even exchanged our ini- files and compared them in Notepad++.

Only major difference between our rigs is that he is using 2 GTX 970 in SLI Mode while I have a single 980TI, plus he has three 16:10 monitors while I have 3 16:9.


While I doubt the GPUs are really the issue I have to say I have the exactly same setup (and problem) as your friend. 2 GTX970 in SLI.

It's weird because with one of Haldi's previous fixes that screen worked perfectly but using the latest one it shows like in the picture.


Anyway though I was concerned that other screens/menus would look like that but if you guys say that the S.P.E.C.I.A.L. screen is the only one that potentially has that problem I can go single-monitor till I finish character creation and then do all the edits.


Thanks :D.


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PostPosted: 22 Nov 2015, 20:36 
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Laucien wrote:
nyldan wrote:
This is really weird. For me, the fixes provided by Haldi work just fine.
However, last night I was tinkering around with a friend of mine who recently bought the game, he has exactly the same issue with the S.P.E.C.I.A.L. stats not fully showing.
We are running identical setups, we even exchanged our ini- files and compared them in Notepad++.

Only major difference between our rigs is that he is using 2 GTX 970 in SLI Mode while I have a single 980TI, plus he has three 16:10 monitors while I have 3 16:9.


While I doubt the GPUs are really the issue I have to say I have the exactly same setup (and problem) as your friend. 2 GTX970 in SLI.

It's weird because with one of Haldi's previous fixes that screen worked perfectly but using the latest one it shows like in the picture.


Anyway though I was concerned that other screens/menus would look like that but if you guys say that the S.P.E.C.I.A.L. screen is the only one that potentially has that problem I can go single-monitor till I finish character creation and then do all the edits.


Thanks :D.



To my knowlegde that should just be the case.
Once you're done with character creation, everything seems fine. (although (as mentioned) I can't do any testing by myself)

Still, I'd like to understand what the problem is. To my logic, if the aspect ratio (16:10 vs. 16:9) should cause this, I'd expect the display to be a bit out of place, rather than cutting off half of the screen.


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PostPosted: 23 Nov 2015, 03:00 
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Laucien wrote:
It's weird because with one of Haldi's previous fixes that screen worked perfectly but using the latest one it shows like in the picture.


Oookkkayy.....
Must be a SpecialMenu.swf i've skipped somehow, because i tought it would be the "special" menue in the pipboy itself.


Funny thing is i've written a E-mail to Bethesda Support about this Problem 5 minutes after installing the game xD
Didn't help.

Quote:

Response
Greetings!

Thank you for contacting Bethesda Customer Support. We have compiled some of the most frequently asked questions in regards to Fallout 4 gameplay:

• Where can I get Fallout 4 gameplay tips or help?
• How do I use the wait function in Fallout 4?
• What do I do if Fallout 4 is too difficult?
• What do I do if I am stuck on a quest in Fallout 4?
• What do I do if an NPC is stuck or missing in Fallout 4?

For all other issues, we recommend visiting our official forums at http://forums.bethsoft.com/forum/40-Fallout/ for additional assistance.

Kind regards,
Bethesda Customer Support
Subject
Hi, I can't name my Character. The Name is out of the monitor. Screenshot: http:...

Auto-Response By (Administrator) (11/09/2015 08:27 PM)
Greetings!

Thank you for contacting Bethesda Customer Support. We have compiled some of the most frequently asked questions in regards to Fallout 4 gameplay:

• Where can I get Fallout 4 gameplay tips or help?
• How do I use the wait function in Fallout 4?
• What do I do if Fallout 4 is too difficult?
• What do I do if I am stuck on a quest in Fallout 4?
• What do I do if an NPC is stuck or missing in Fallout 4?

For all other issues, we recommend visiting our official forums at http://forums.bethsoft.com/forum/40-Fallout/ for additional assistance.

Kind regards,
Bethesda Customer Support
Customer By CSS Web () (11/09/2015 08:27 PM)
Hi,

I can't name my Character. The Name is out of the monitor.

Screenshot: http://images.akamai.steamusercontent.c ... olor=black




[---001:001441:10057---]

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PostPosted: 23 Nov 2015, 03:08 
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Haldi wrote:
Laucien wrote:
It's weird because with one of Haldi's previous fixes that screen worked perfectly but using the latest one it shows like in the picture.


Oookkkayy.....
Must be a SpecialMenu.swf i've skipped somehow, because i tought it would be the "special" menue in the pipboy itself.


Funny thing is i've written a E-mail to Bethesda Support about this Problem 5 minutes after installing the game xD
Didn't help.



No, sorry!. I went back to check which fix version had the S.P.E.C.I.A.L. screen working in my resolution (5960*1080) and realized it wasn't your fix but one Ekrboi posted here.

http://www.wsgf.org/forums/viewtopic.ph ... 73#p162273

That one there along with the same .ini edits makes the special screen during character creation show up as intended when using triple monitor though then I had some issues like not the entire UI fully centered.


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PostPosted: 23 Nov 2015, 04:22 
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Looks like it is time for a donation for flawless widescreen on this tough nut to crack, Fallout 4 just like Skyrim was. Bethesda is a pain for the elite widescreen gamers.


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So!, I grabbed the specialmenu.swf from the post I linked before (the one with the modded files that I mentioned worked) and edited the fallout4.ini file to load that single swf from data/interface and... it seemed to have worked!.

Not sure if this might break anything down the line but best case scenario is that both mods combined are good to make it fully playable (ignoring the annoying dark green bars :P) and the worst that could happen would be that after character creation you'll just need to remove that file so it only uses Haldi's modded interface.


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Kayden wrote:
Longpig7 wrote:
Kayden - Does that also help with the off center cross hairs issue?
(see post on p37)


I am unsure of that since I've never seen that issue but here are a few pics to show what I see in game with haldi's fix and the changes I mentioned:

http://steamcommunity.com/sharedfiles/f ... =560311545

http://steamcommunity.com/sharedfiles/f ... =560311640

The ini changes fixed for me was the text at the main menu and in the game so it doesn't look as stretched. The only issue I had with cross hairs got fixed in Ver 2 of the fix. It was reaching the bezel of my monitor and it shouldn't have been doing that. This may work for you so it wouldn't hurt to try.


Kayden - This should show the off center cross hairs, also the HUD is one the outer screen.

Image
http://i64.tinypic.com/oa8aoj.png


I'm also seeing all the menus for crafting etc all very small and compressed.

FYI res of 6048x5760

Cheers in advance for any help.

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PostPosted: 23 Nov 2015, 12:58 
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Also see here for scoped view:
Image
http://i68.tinypic.com/o6l953.jpg

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PostPosted: 23 Nov 2015, 23:34 
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Actually here is a better image showing the location of the bezels:
Image
http://i68.tinypic.com/2rhxv7s.jpg

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Heads up! The 1.2 Beta updates the interface.ba2 (The size/checksums don't match) so it's going to get updated for everyone when the beta goes "gold". I'm trying out the beta because I'm hoping it solves the crashes I get sometimes when in "workbench mode" working on my settlements.. it has only ever crashed on me in that mode. I can't be bothered to redo all of the fixes right now though so I'm just throwing in the already modded interface.ba2. I'll report back with how that goes later.


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Longpig7 wrote:
Kayden - This should show the off center cross hairs, also the HUD is one the outer screen.

I'm also seeing all the menus for crafting etc all very small and compressed.

FYI res of 6048x5760

Cheers in advance for any help.



I have been racking my brain trying to consider the possibilities but I haven't thought of anything concrete honestly.

I'll try to get a better handle on your situation with some questions, are you running landscape or portrait? That resolution you mentioned seems wonky when I look at your other pic (with the pink lines) it should be in landscape, so is it 6048x1080 (maybe 6048x1200)? I ask cause if it's a bezel correction resolution you might want to try 5760x1080 (or 1200) to see if that resolves it.

I removed the fix from haldi to see if I could dupe the problem, nope. The next question is, do you get the same problem without haldi's 2nd fix?

Are you running this in fullscreen? If you aren't sure go to your Fallout4Prefs.ini and look for "bFull Screen" if there is a 0 (zero) at the end change that to a 1. Save and try running the game to see if it fixed it.

If anyone else has any ideas or has experience with Eyefinity, please jump in.

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PostPosted: 24 Nov 2015, 10:45 
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Kayden wrote:
Longpig7 wrote:
Kayden - This should show the off center cross hairs, also the HUD is one the outer screen.

I'm also seeing all the menus for crafting etc all very small and compressed.

FYI res of 6048x5760

Cheers in advance for any help.



I have been racking my brain trying to consider the possibilities but I haven't thought of anything concrete honestly.

I'll try to get a better handle on your situation with some questions, are you running landscape or portrait? That resolution you mentioned seems wonky when I look at your other pic (with the pink lines) it should be in landscape, so is it 6048x1080 (maybe 6048x1200)? I ask cause if it's a bezel correction resolution you might want to try 5760x1080 (or 1200) to see if that resolves it.

I removed the fix from haldi to see if I could dupe the problem, nope. The next question is, do you get the same problem without haldi's 2nd fix?

Are you running this in fullscreen? If you aren't sure go to your Fallout4Prefs.ini and look for "bFull Screen" if there is a 0 (zero) at the end change that to a 1. Save and try running the game to see if it fixed it.

If anyone else has any ideas or has experience with Eyefinity, please jump in.


Yeah I'm running in landscape with bezel corrections applied, I'll try the 5760 x 1080 resolution (3x Benq 2220H 16:9 21.5"). Thinking I'll try the FOVs at 80 and 90 respectively.

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PostPosted: 24 Nov 2015, 12:20 
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Longpig7 wrote:
Kayden wrote:
Longpig7 wrote:
Kayden - This should show the off center cross hairs, also the HUD is one the outer screen.

I'm also seeing all the menus for crafting etc all very small and compressed.

FYI res of 6048x5760

Cheers in advance for any help.



I have been racking my brain trying to consider the possibilities but I haven't thought of anything concrete honestly.

I'll try to get a better handle on your situation with some questions, are you running landscape or portrait? That resolution you mentioned seems wonky when I look at your other pic (with the pink lines) it should be in landscape, so is it 6048x1080 (maybe 6048x1200)? I ask cause if it's a bezel correction resolution you might want to try 5760x1080 (or 1200) to see if that resolves it.

I removed the fix from haldi to see if I could dupe the problem, nope. The next question is, do you get the same problem without haldi's 2nd fix?

Are you running this in fullscreen? If you aren't sure go to your Fallout4Prefs.ini and look for "bFull Screen" if there is a 0 (zero) at the end change that to a 1. Save and try running the game to see if it fixed it.

If anyone else has any ideas or has experience with Eyefinity, please jump in.


Yeah I'm running in landscape with bezel corrections applied, I'll try the 5760 x 1080 resolution (3x Benq 2220H 16:9 21.5"). Thinking I'll try the FOVs at 80 and 90 respectively.


I believe Kayden is correct with the bezel correction, I had the same issue at 5790x1080 and changed it back down to 5760x1080 (non corrected) and they went back to centre.


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PostPosted: 24 Nov 2015, 17:14 
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Never tried a Bezel corrected resolution till now.
Normaly i play in 6048x1080 but for the past few weeks i've had a new driver and never set up bezel correction.

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PostPosted: 24 Nov 2015, 22:26 
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Yep Bezel Correction right enough changed down to 5760 x 1808 and set the FOV to 80 and 90 respectively. I can now actually fire from the hip and even use a sniper weapon without a lot of guess work.

Cheers Guys.

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PostPosted: 24 Nov 2015, 23:54 
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Amon Amarth wrote:
So to my surprise, the game's coming out this coming Tuesday, November 10. I was under the impression that it wasn't due until next year, but looks like it's right on schedule.

Here's hoping that the game will have proper Surround/Eyefinity support and a nice SLI profile. I remember how Skyrim didn't have very good Surround support, and still doesn't to this day -- many thanks to Hayden for that fix. We may need someone to fix it on release day, knowing Bethesda.

UPDATE: Many thanks to the Widescreen Gaming community for coming up with solutions for Eyefinity/Surround and Widescreen setups. For those of you who are looking for a fix, here's what the community has so far:

Haldi wrote:
Graaaaaahhhhh FTS! I'm out of Patience.

I used this tool: http://www.loverslab.com/topic/54891-f4-ba2-unpack/ to un and REpack the Fallout4 - Interface.ba2

I've modified about 22 elements in the Interface section, sometimes you NEED to force overwrite the changed elements, sadly if you're unlucky your F4 will crash at the startup, so simply add one MORE edited force file, this sometimes helps, and sometimes you need to add 2 more... i have no clue! [insert simley who hits head at wall here]

Well... i still have problems with the background shadows and stuck on left Monitor.... but here we go:

Simply Download this File and replace the Original!
make sure to edit the "Fallout4.ini" in myDocuments with the Line:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0
Around that much, you can vary more or less to perfect it, or if you have bezel correction.
EDIT: Outdated! use the one here:
http://www.wsgf.org/forums/viewtopic.php?p=162297#p162297

If the shadows bother me too much tomorrow i'll continue ^^

ekrboi wrote:
[THE GOODIES] :triplewide:
For anyone new who finds this you first need to change "sResourceDataDirsFinal=STRINGS\" to "sResourceDataDirsFinal=STRINGS\, INTERFACE\" in your fallout4.ini (My Games/Fallout 4/)

Then extract the following zip into the Data folder where the game is installed.

LINK TO EKRBOI'S FIX:
http://www.wsgf.org/forums/viewtopic.php?p=162273#p162273

That's it! Play it! Let me know if you find anything weird.


I myself am using both Haldi's fix and ekrboi's fix to get the HUD/UI working, and fixing the broken shadows that comes with running the game in Surround and 21:9.

For those of you with 21:9 monitors, check out this thread:
http://www.wsgf.org/forums/viewtopic.php?f=95&t=30443



I have uploaded a video of this to make it a bit easier for anyone that has minimal experience with actually editing the .ini files. Hope it helps.

https://youtu.be/_ODDVWEoZuE


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PostPosted: 25 Nov 2015, 03:32 
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Assuming the beta doesn't change and is what gets released to everyone in a few days the following files are what has changed in the Fallout4-Interface.ba2. Luckily not many and not all of them need to be fixed on top of that. I'm off to fix them up and test em out. I've attached the full list of files and their MD5 sums for anyone interested. They are not windows/notepad friendly files since I batch MD5'd all of the files in Linux and spit the results out to a file. If wanting to view them in windows I suggest Notepad++ set to use a monospace font like "Lucida Console". Scratch that... even if you don't want to view these you should stop using Windows Notepad for anything and go grab Notepad++ right meow... Windows Notepad SUX! :rockout:

https://notepad-plus-plus.org/

[New file on "top", old on the "bottom"]
Code:
ad917df7fa26ae6131b612f256c4d0a0  /Interface/BarterMenu.swf
2d8fdbae14ab31cf73259e68c2c1cdaa  /Interface/BarterMenu.swf

ce2e10ee2ab49e25da18d5a318738f33  /Interface/ContainerMenu.swf
d662927d24292b6206d0d600c9597343  /Interface/ContainerMenu.swf

16181ed4098e1e57010eaa2e0af716f2  /Interface/CreditsMenu.swf
b3d85bed93f74fcf7325e7cd8a4830f2  /Interface/CreditsMenu.swf

4c851808a86fd2a64102d1783fdb2e7f  /Interface/Exported/SafeZone.gfx
2acd2c0831b11784f9d5f94f1e9b79ed  /Interface/Exported/SafeZone.gfx

58b289ce1b212a987e27c95f38105079  /Interface/LooksMenu.swf
53e145613ac7a725293d802b1afc2218  /Interface/LooksMenu.swf

37e556a996950e0a97b6cab200af18cb  /Interface/MessageBoxMenu.swf
12b839ea43683340df7ab5da8342285d  /Interface/MessageBoxMenu.swf

4d0e83656572033dfbf4b378aa7de984  /Interface/PipboyMessageBox.swf
b58cd114360d11c8ac43f6460fa760cf  /Interface/PipboyMessageBox.swf


EDIT* The new Interface.ba2 can be found at the following link. This is for the current beta, if you're still on the original release then don't bother for now. I'll let everyone know if the current beta is what turns into the next update or if they update the beta again and change anything in this ba2.

EDIT* 12/8/15 - This is for 1.2 it hasn't changed again.

EDIT* 12/9/15 - grab Haldi's version with the initial special menu patched - http://www.wsgf.org/forums/viewtopic.php?p=163102#p163102

@Haldi - who can I talk to about getting the 5mb limit on my uploads lifted?


Attachments:
FO4_Interface_changes.zip [26.41 KiB]
Downloaded 347 times


Last edited by ekrboi on 10 Dec 2015, 01:08, edited 5 times in total.
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PostPosted: 25 Nov 2015, 05:03 
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Anyone have issues seeing your Pip-Boy when you have a piece of chameleon clothing? It makes my character invisible, which is a nice effect, but then my pip-boy is also invisible:
Image
Image

At that point, I can't take off my clothing, and I'm forced to load a save game. Otherwise I can't see my pip-boy.


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PostPosted: 25 Nov 2015, 09:56 
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Hi i have a 5040x1050 setup. This fixes works in this configuration?


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PostPosted: 25 Nov 2015, 12:41 
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ekrboi wrote:
@Haldi - who can I talk to about getting the 5mb limit on my uploads lifted?

Oh, I thought that was bigger for everyone....
BTW good job.


Amon Amarth wrote:
Anyone have issues seeing your Pip-Boy when you have a piece of chameleon clothing? It makes my character invisible, which is a nice effect, but then my pip-boy is also invisible:

Lol, I have the problem that the pipboy is blocked by an invisible wall when in chameleon.

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PostPosted: 25 Nov 2015, 17:43 
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HanzDD wrote:
Thanks for all your great work ... stupid Bethesda unable to even respond to our questions on the forum.

I use 5760x1200 Eyefinity and I used the "FIX" but i have little problem:

Image

Menu for workstation (buildings) is a problem. Pictures in are too small ... any advice? the fix was made to 5760x1080 and I have 5760x1200. So maybe I should set up something a little different. Your advice please?


Something new to solve the problem with a 5760x1200 (16:10)? For me it is still unplayable because the menu is tiny. Someone managed to find a solution? it's frustrating :(

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PostPosted: 25 Nov 2015, 20:17 
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Amon Amarth wrote:
Anyone have issues seeing your Pip-Boy when you have a piece of chameleon clothing? It makes my character invisible, which is a nice effect, but then my pip-boy is also invisible:
Image
Image

At that point, I can't take off my clothing, and I'm forced to load a save game. Otherwise I can't see my pip-boy.


Far as i can tell it's a bug with the game and not any of the fixes. I was still getting odd shadows and other weirdness running all the fixes so i reverted to all of the original files. I get this problem with all original files and running at standard ol 1920x1080. so it's a game bug (unless i missed some odd fix or setting, but i THINK im back to 100% stock files and edits). Just stand back up and the pip boy is fine, but crouch and it comes back. pretty annoying

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PostPosted: 25 Nov 2015, 22:49 
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Hi

I've tried both ekrboi:
ekrboi wrote:
Assuming the beta doesn't change and is what gets released to everyone in a few days the following files are what has changed in the Fallout4-Interface.ba2. Luckily not many and not all of them need to be fixed on top of that. I'm off to fix them up and test em out. I've attached the full list of files and their MD5 sums for anyone interested. They are not windows/notepad friendly files since I batch MD5'd all of the files in Linux and spit the results out to a file. If wanting to view them in windows I suggest Notepad++ set to use a monospace font like "Lucida Console". Scratch that... even if you don't want to view these you should stop using Windows Notepad for anything and go grab Notepad++ right meow... Windows Notepad SUX! :rockout:

https://notepad-plus-plus.org/

[New file on "top", old on the "bottom"]
Code:
ad917df7fa26ae6131b612f256c4d0a0  /Interface/BarterMenu.swf
2d8fdbae14ab31cf73259e68c2c1cdaa  /Interface/BarterMenu.swf

ce2e10ee2ab49e25da18d5a318738f33  /Interface/ContainerMenu.swf
d662927d24292b6206d0d600c9597343  /Interface/ContainerMenu.swf

16181ed4098e1e57010eaa2e0af716f2  /Interface/CreditsMenu.swf
b3d85bed93f74fcf7325e7cd8a4830f2  /Interface/CreditsMenu.swf

4c851808a86fd2a64102d1783fdb2e7f  /Interface/Exported/SafeZone.gfx
2acd2c0831b11784f9d5f94f1e9b79ed  /Interface/Exported/SafeZone.gfx

58b289ce1b212a987e27c95f38105079  /Interface/LooksMenu.swf
53e145613ac7a725293d802b1afc2218  /Interface/LooksMenu.swf

37e556a996950e0a97b6cab200af18cb  /Interface/MessageBoxMenu.swf
12b839ea43683340df7ab5da8342285d  /Interface/MessageBoxMenu.swf

4d0e83656572033dfbf4b378aa7de984  /Interface/PipboyMessageBox.swf
b58cd114360d11c8ac43f6460fa760cf  /Interface/PipboyMessageBox.swf


EDIT* The new Interface.ba2 can be found at the following link. This is for the current beta, if you're still on the original release then don't bother for now. I'll let everyone know if the current beta is what turns into the next update or if they update the beta again and change anything in this ba2.

http://damadone.echidna.seedboxes.cc/damadone/owncloud/public.php?service=files&t=c103820a47e33416ce0d37f392775095&download

@Haldi - who can I talk to about getting the 5mb limit on my uploads lifted?


and Agen7York's solutions:
Agen7York wrote:
Amon Amarth wrote:
So to my surprise, the game's coming out this coming Tuesday, November 10. I was under the impression that it wasn't due until next year, but looks like it's right on schedule.

Here's hoping that the game will have proper Surround/Eyefinity support and a nice SLI profile. I remember how Skyrim didn't have very good Surround support, and still doesn't to this day -- many thanks to Hayden for that fix. We may need someone to fix it on release day, knowing Bethesda.

UPDATE: Many thanks to the Widescreen Gaming community for coming up with solutions for Eyefinity/Surround and Widescreen setups. For those of you who are looking for a fix, here's what the community has so far:

Haldi wrote:
Graaaaaahhhhh FTS! I'm out of Patience.

I used this tool: http://www.loverslab.com/topic/54891-f4-ba2-unpack/ to un and REpack the Fallout4 - Interface.ba2

I've modified about 22 elements in the Interface section, sometimes you NEED to force overwrite the changed elements, sadly if you're unlucky your F4 will crash at the startup, so simply add one MORE edited force file, this sometimes helps, and sometimes you need to add 2 more... i have no clue! [insert simley who hits head at wall here]

Well... i still have problems with the background shadows and stuck on left Monitor.... but here we go:

Simply Download this File and replace the Original!
make sure to edit the "Fallout4.ini" in myDocuments with the Line:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0
Around that much, you can vary more or less to perfect it, or if you have bezel correction.
EDIT: Outdated! use the one here:
http://www.wsgf.org/forums/viewtopic.php?p=162297#p162297

If the shadows bother me too much tomorrow i'll continue ^^

ekrboi wrote:
[THE GOODIES] :triplewide:
For anyone new who finds this you first need to change "sResourceDataDirsFinal=STRINGS\" to "sResourceDataDirsFinal=STRINGS\, INTERFACE\" in your fallout4.ini (My Games/Fallout 4/)

Then extract the following zip into the Data folder where the game is installed.

LINK TO EKRBOI'S FIX:
http://www.wsgf.org/forums/viewtopic.php?p=162273#p162273

That's it! Play it! Let me know if you find anything weird.


I myself am using both Haldi's fix and ekrboi's fix to get the HUD/UI working, and fixing the broken shadows that comes with running the game in Surround and 21:9.

For those of you with 21:9 monitors, check out this thread:
http://www.wsgf.org/forums/viewtopic.php?f=95&t=30443



I have uploaded a video of this to make it a bit easier for anyone that has minimal experience with actually editing the .ini files. Hope it helps.

https://youtu.be/_ODDVWEoZuE


And while it's mostly fine, I can't seem to get the HUD all on the centre screen (HP is on the left and AP on the right), Can you tell me which .swf file handles the hud? or if this is solved by an .ini file edit?


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PostPosted: 25 Nov 2015, 23:52 
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AlexM wrote:
And while it's mostly fine, I can't seem to get the HUD all on the centre screen (HP is on the left and AP on the right), Can you tell me which .swf file handles the hud? or if this is solved by an .ini file edit?


Make sure to edit the "Fallout4.ini" in myDocuments with the Line:
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0


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PostPosted: 26 Nov 2015, 00:09 
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Haldi wrote:
ekrboi wrote:
@Haldi - who can I talk to about getting the 5mb limit on my uploads lifted?

Oh, I thought that was bigger for everyone....
BTW good job.


Thanks! As for the file limit I tried to attach that zipped up ba2 here like you did with yours but it ended up telling me no because the file was larger than 5mb. I was messing around with the swf's again after uploading that ba2 and I've been able to get rid of more of the green boxes but there are some swf's that after making simple edits to the scripts and saving simply crash the game when used.. seems we really are stuck with most of them until Hayden finishes and releases a plugin for FWS or someone finds a better tool for editing them.


HanzDD wrote:
Something new to solve the problem with a 5760x1200 (16:10)? For me it is still unplayable because the menu is tiny. Someone managed to find a solution? it's frustrating :(


I've poked around the files to try to fix those on more than one occasion and have not been successful unfortunately. If you actually have the resources to build them then a full sized version pops out in front of you when you're playing.. so it's not like we're totally blind.


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PostPosted: 26 Nov 2015, 06:39 
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So... this thread is really scattered. Any chance someone in the know could do a write up and consolidate the information in a new topic or have an admin update the original post?

I'd potentially take a stab at an automated patcher. It doesn't look like it would be that difficult. I scanned through some of the GUI files and they're just SWF files, so doing some sort of batch decompile/edit/recompile makes a lot more sense than manual editing.


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PostPosted: 26 Nov 2015, 06:58 
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HanzDD wrote:
HanzDD wrote:
Thanks for all your great work ... stupid Bethesda unable to even respond to our questions on the forum.

I use 5760x1200 Eyefinity and I used the "FIX" but i have little problem:

Image

Menu for workstation (buildings) is a problem. Pictures in are too small ... any advice? the fix was made to 5760x1080 and I have 5760x1200. So maybe I should set up something a little different. Your advice please?


Something new to solve the problem with a 5760x1200 (16:10)? For me it is still unplayable because the menu is tiny. Someone managed to find a solution? it's frustrating :(


This was brought up earlier where erkboi said it wasn't something he could fix.

This shouldn't make it unplayable though. You can still build everything, you just need to read the text instead of look at the pictures for the lower level menus. For the walls/stairs/floors/etc themselves, just let it bring it up to place and look at it there as a full size preview. I don't even really notice it anymore.

You can always switch back to single monitor if you have a huge building project and it's just going to be too frustrating. Nexus Mod Manager even supports multiple profiles so you can switch the fixes on and off by switching profiles, then would just have to keep versions of the 2 .ini files to copy overtop to match you switched resolution.


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PostPosted: 26 Nov 2015, 09:29 
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Hi everyone!

I just wanted to drop a quick comment in here to thank everyone for their tenacity in getting this working properly. I still have a couple of HUD issues, but it is totally playable and doesn't look half bad. I've added some links to the Youtube section if you are interested in checking out my results with a 6400 x 1080 resolution. All the best, see you all on the next broken release!


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PostPosted: 26 Nov 2015, 12:26 
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About as far as I got last week - been a little busy with work.... I did also correct the model aspect.

Whilst I haven't tried the modded flash files, it looks like these are suffice anyway?

Image
Image
Image
Image
Image
Image
Image
Image

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PostPosted: 26 Nov 2015, 17:56 
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HaYDeN wrote:
About as far as I got last week - been a little busy with work.... I did also correct the model aspect.

Whilst I haven't tried the modded flash files, it looks like these are suffice anyway?


It's the strange deferred shadow behavior in surround that is the biggest killer


Last edited by Peer_Review on 27 Nov 2015, 08:01, edited 1 time in total.

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I was wondering if someone had addressed the issue of the tiny books such as the Diamond City Newspaper? In my 5520x1010 resolution, they are way too small to read and you cannot zoom in on them. Thanks


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Hayden is back!!

Nice to heard from you


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I have read and redirected a bunch of times in this thread... getting a little confused...
Is it possible for the thread starter to update the first post to match the newest settings/info?
Instead of linking to the post, that links to a new post, and so on...

I would really appreciate the help it would be if the first post included all the info needed to get this to work...

To me it is unbelievable that a high-end game like fallout 4 does not support suround view / eyefinity natively...
and SLI... incredible
:WWTH2Go:


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HaYDeN wrote:
About as far as I got last week - been a little busy with work.... I did also correct the model aspect.

Whilst I haven't tried the modded flash files, it looks like these are suffice anyway?


Nice work. That's Awesome!!!
When do we get the files to play with? Or are you going to add this to Flawless Widescreen?

Cheers.

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PostPosted: 26 Nov 2015, 23:33 
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HaYDeN wrote:
About as far as I got last week - been a little busy with work.... I did also correct the model aspect.

Whilst I haven't tried the modded flash files, it looks like these are suffice anyway?


Good work!

Having the modded interface files has made it totally playable IMO, but there are some limitations to what we have been able to fix with them. Nothing game breaking(IMO) .. the transparent green backgrounds on many of the menus are broken/not where they should be. I/we have gotten rid of some of them by either turning them off in the scripts in the swf's or setting their scaling to 0 to essentially hide them since going back and forth to try to get the scaling right was just far more trouble than it was worth and scaling only applies to the ones that are static in size, many of them are not. With the tool we have been using to edit them I've found a few that crash the game after simple edit to the scripts in them.. the tool says editing the scripts is "experimental" so I guess it's just a limitation of it.

Then the other issue is the model aspect and size which I've had no luck in figuring out.. but neither issue has stopped me from sinking 80 hours into it (probably 65-70 once I subtract the time I've spent on the modding/testing menus overall). For as long as I play the game I'll keep up with changes to the interface.ba2 and keep them posted here when Haldi doesn't beat me to it :P . I'm certainly looking forward to your plugin for FWS though, but having these modded menus as a backup is great for when Bethesda inevitably breaks your plugin like they did with Skyrim.

Out of curiosity have you tried the beta you can currently opt into on steam? if only for the purpose of seeing if it breaks your work so far?

EDIT* Oh! and happy turkey day to the 'Murican's in here ;)


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PostPosted: 27 Nov 2015, 04:22 
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phlimm wrote:
I was wondering if someone had addressed the issue of the tiny books such as the Diamond City Newspaper? In my 5520x1010 resolution, they are way too small to read and you cannot zoom in on them. Thanks


HanzDD wrote:
I use 5760x1200 Eyefinity and I used the "FIX" but i have little problem:

Image

Menu for workstation (buildings) is a problem. Pictures in are too small ...


I just fixed both of these on my own 3 x 16:9 surround setup. You can edit the scales and camera positions for the 3D UI elements using the ini file.

Unfortunately, this doesn't allow us to fix bad aspect ratios, but at least we can make things big enough to see details.

Image

On the bright side, the books/notes already display in the right aspect, just not big enough, so this properly fixes them.

Option 1: Simply make the height correct. Merge this with Fallout4.ini:

Code:
[Interface]
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=2.0000


Option 2: For the horizontally-squished elements, make them a bit taller than originally intended, in order to show more detail that has been lost from the squishing. Merge this with Fallout4.ini:

Code:
[Interface]
fInventory3DItemZoomScale=2.6250
fInventory3DItemPosScaleWide=1.7500
fInventory3DItemPosScale=2.1875
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=1.7143
fWorkbenchItemScreenScale=1.7500
fInspectItemScreenScale=1.7500


Note this assumes 48:9 (surround/eyefinity). For 21:9 you'd want to scale fWorkshopMenuItem3DScale and the two distances by 48/21.


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Aiken Drum wrote:
I just fixed both of these on my own 3 x 16:9 surround setup. You can edit the scales and camera positions for the 3D UI elements using the ini file.


Heck yea! Nice find! Googling for the settings you posted I found a nice list of all(?) the available settings. Is that where you found/figured out these?

http://forum.step-project.com/topic/9309-fallout-4-default-values-for-all-valid-ini-settings/


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ekrboi wrote:
Heck yea! Nice find! Googling for the settings you posted I found a nice list of all(?) the available settings. Is that where you found/figured out these?

http://forum.step-project.com/topic/9309-fallout-4-default-values-for-all-valid-ini-settings/

Yes, though possibly not that actual page. I think I actually got my list from a pre-fallout-4 page about Skyrim and FO3. I found it while trying to work out something decent to utilize SLI. Regardless, that there looks like a nice resource for finding other possible tweaks.

The real fix would be to find the place where the swf draws the icons/previews and make them 3x wider or change their UVs, but I don't know jack about decompiling swfs and mucking with them. I figure, though, that what they do is to have placeholder/blank textures on certain rectangles in the swf, probably with some unique identifier(s), which they then replace dynamically with engine-generated textures. The problem is that the engine-generated textures are 3x too wide since they have the same aspect as the frame buffer.

I guess it's possible that they simply draw the swf results on top of the game render, and then draw the dynamic elements of the UI on top of that... but that's now how I'd have done it if it were me, so I doubt it. It'll be harder if they're manually dropping additional 3D on top of the already-rendered swf, that's for sure. That'd require a D3D hooking solution like in Flawless Widescreen.


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Aiken Drum wrote:
ekrboi wrote:
Heck yea! Nice find! Googling for the settings you posted I found a nice list of all(?) the available settings. Is that where you found/figured out these?

http://forum.step-project.com/topic/9309-fallout-4-default-values-for-all-valid-ini-settings/

Yes, though possibly not that actual page. I think I actually got my list from a pre-fallout-4 page about Skyrim and FO3. I found it while trying to work out something decent to utilize SLI. Regardless, that there looks like a nice resource for finding other possible tweaks.

The real fix would be to find the place where the swf draws the icons/previews and make them 3x wider or change their UVs, but I don't know jack about decompiling swfs and mucking with them. I figure, though, that what they do is to have placeholder/blank textures on certain rectangles in the swf, probably with some unique identifier(s), which they then replace dynamically with engine-generated textures. The problem is that the engine-generated textures are 3x too wide since they have the same aspect as the frame buffer.

I guess it's possible that they simply draw the swf results on top of the game render, and then draw the dynamic elements of the UI on top of that... but that's now how I'd have done it if it were me, so I doubt it. It'll be harder if they're manually dropping additional 3D on top of the already-rendered swf, that's for sure. That'd require a D3D hooking solution like in Flawless Widescreen.


I looked through that whole list and messed around with anything that looked interesting and didn't find anything more of interest as far as the HUD/menus go. Having dug around inside the swf's as far as I can tell the "icons" are not in there so like you said I believe they are drawn by the engine on top of the swf. Which makes sense because of the ability to scale them with the ini options you posted.

With all of the options available in the ini's why can't there be one to edit HUD/menu position/height/width.. I mean it must be trivial to implement and it's something gamers have been complaining about since FO3, but Bethesda can't be bothered it seems.


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I used the video to help me set this up & the only real problem I have is the cross hair position. It is skewed to the right instead of looking forward & makes searching for loot a little hard now. I have the FOV's at 100 each & I use 3 27" mon. at 5760 X 1080 with a bezel comp. at 6048 X 1080 & was wondering if I had the right res in the fix. I have 5760 in the fix & play with the comp so do I need to change my res fix to 6048. Any help would be appreciated, I just don't want to spend all day trying different settings messing things up worse.


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spacepiggio wrote:
I used the video to help me set this up & the only real problem I have is the cross hair position. It is skewed to the right instead of looking forward & makes searching for loot a little hard now. I have the FOV's at 100 each & I use 3 27" mon. at 5760 X 1080 with a bezel comp. at 6048 X 1080 & was wondering if I had the right res in the fix. I have 5760 in the fix & play with the comp so do I need to change my res fix to 6048. Any help would be appreciated, I just don't want to spend all day trying different settings messing things up worse.


TL;DR version:

If you like 1300 at 5760x1080, try using 1396 at 6048x1080.

Long version:

That value is supposed to be the left edge of the UI on a 1280x720 display, since the UI was authored for 1280x720. It's simply scaled up or down as needed for the actual resolution.

The default value is 64. Personally I think that's way too much safe zone on a computer monitor, but that's nevertheless the default. I personally use a value of 20.

For non-bezel-corrected 3 x 16:9 surround, you just need to add the left monitor's width to the value. Remember the UI thinks a monitor is 1280x720, so that's 1280 to add. By default, that gives 1280+64 = 1344. However, most people seem to agree with me about a smaller default of 20 or so, so they go with 1280+20 = 1300.

For bezel-corrected 3 x 16:9 surround, you also need to add one bezel to the value, but it has to be as if you were running 1280x720 monitors. Your actual bezel correction appears to be 144 when running 1920x1080, but if you were running 1280x720, it'd be one-third fewer pixels, so I'd say to add 96 to whichever value you like best for the non-bezel corrected resolution.


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Aiken Drum wrote:
phlimm wrote:
I was wondering if someone had addressed the issue of the tiny books such as the Diamond City Newspaper? In my 5520x1010 resolution, they are way too small to read and you cannot zoom in on them. Thanks


HanzDD wrote:
I use 5760x1200 Eyefinity and I used the "FIX" but i have little problem:

Image

Menu for workstation (buildings) is a problem. Pictures in are too small ...


I just fixed both of these on my own 3 x 16:9 surround setup. You can edit the scales and camera positions for the 3D UI elements using the ini file.

Unfortunately, this doesn't allow us to fix bad aspect ratios, but at least we can make things big enough to see details.

Image

On the bright side, the books/notes already display in the right aspect, just not big enough, so this properly fixes them.

Option 1: Simply make the height correct. Merge this with Fallout4.ini:

Code:
[Interface]
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=2.0000


Option 2: For the horizontally-squished elements, make them a bit taller than originally intended, in order to show more detail that has been lost from the squishing. Merge this with Fallout4.ini:

Code:
[Interface]
fInventory3DItemZoomScale=2.6250
fInventory3DItemPosScaleWide=1.7500
fInventory3DItemPosScale=2.1875
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=1.7143
fWorkbenchItemScreenScale=1.7500
fInspectItemScreenScale=1.7500


Note this assumes 48:9 (surround/eyefinity). For 21:9 you'd want to scale fWorkshopMenuItem3DScale and the two distances by 48/21.



WOW! Thanks! Nice find! Looks good, never actually saw how it looked before and was used to text and real-size preview on the ground. :cheers:

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Thanks so much Aiken Drum! I can now read the newspapers, notes and other items that cannot be zoomed. Plus the comic books no longer look stupid. This game is starting to look almost like it was meant to run like this out of the box. :P


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Aiken Drum wrote:
spacepiggio wrote:
I used the video to help me set this up & the only real problem I have is the cross hair position. It is skewed to the right instead of looking forward & makes searching for loot a little hard now. I have the FOV's at 100 each & I use 3 27" mon. at 5760 X 1080 with a bezel comp. at 6048 X 1080 & was wondering if I had the right res in the fix. I have 5760 in the fix & play with the comp so do I need to change my res fix to 6048. Any help would be appreciated, I just don't want to spend all day trying different settings messing things up worse.


TL;DR version:

If you like 1300 at 5760x1080, try using 1396 at 6048x1080.

Long version:

That value is supposed to be the left edge of the UI on a 1280x720 display, since the UI was authored for 1280x720. It's simply scaled up or down as needed for the actual resolution.

The default value is 64. Personally I think that's way too much safe zone on a computer monitor, but that's nevertheless the default. I personally use a value of 20.

For non-bezel-corrected 3 x 16:9 surround, you just need to add the left monitor's width to the value. Remember the UI thinks a monitor is 1280x720, so that's 1280 to add. By default, that gives 1280+64 = 1344. However, most people seem to agree with me about a smaller default of 20 or so, so they go with 1280+20 = 1300.

For bezel-corrected 3 x 16:9 surround, you also need to add one bezel to the value, but it has to be as if you were running 1280x720 monitors. Your actual bezel correction appears to be 144 when running 1920x1080, but if you were running 1280x720, it'd be one-third fewer pixels, so I'd say to add 96 to whichever value you like best for the non-bezel corrected resolution.


I am just going to wait for a better fix, the lag is just terrible like this. I just can not believe like others that a Game Dev. today would be so reckless in my opinion. Cross Fire did not come out yesterday & to leave that alone out is pathetic & just plain laziness. They need to get their head out their ass & get caught up with the new cards on the market.


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PostPosted: 28 Nov 2015, 06:33 
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I gave up and started playing on my centre monitor only. Sad Abe. The premade fixes worked well enough, but my wonky PLP aspect ratio have me a stretched HUD, and other weirdness.


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PostPosted: 28 Nov 2015, 13:55 
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Abram wrote:
I gave up and started playing on my centre monitor only. Sad Abe. The premade fixes worked well enough, but my wonky PLP aspect ratio have me a stretched HUD, and other weirdness.

I got it all working right with the fix but it was just unplayable, the lag was so bad I could not move my character a few steps at a time. It looked really nice too, crosshair was centered, hud & UI fit in the window, just could not play it.


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chris686 wrote:
So... this thread is really scattered. Any chance someone in the know could do a write up and consolidate the information in a new topic or have an admin update the original post?

I'd potentially take a stab at an automated patcher. It doesn't look like it would be that difficult. I scanned through some of the GUI files and they're just SWF files, so doing some sort of batch decompile/edit/recompile makes a lot more sense than manual editing.


Definitely.
Especially since a patcher allows for 21:9, 16:3 or PLP Resolutions to work.
But you think you can get a patcher to work that does background decompiling of .ba2 modify all .swf files correctly, repack them into a .ba2 and modify the .ini file ?
Afaik only Jpex flash editor works with this .swf files.

I'm sure Erkboi and Ci7rus and I could try to write down all changes we did.

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I can not even play on 1 mon. now so I think I have a new problem. It played fine on 1 mon. before I tried the fix & now both of them my char. stops in mid air, just ridiculous.


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spacepiggio wrote:
I can not even play on 1 mon. now so I think I have a new problem. It played fine on 1 mon. before I tried the fix & now both of them my char. stops in mid air, just ridiculous.


Don't blame yourself, blame bethesda.

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Code:
On the bright side, the books/notes already display in the right aspect, just not big enough, so this properly fixes them.

Option 1: Simply make the height correct. Merge this with Fallout4.ini:

CODE: SELECT ALL
[Interface]
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=2.0000


Works Fine! Thx :D :rockout:


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spacepiggio wrote:
I am just going to wait for a better fix, the lag is just terrible like this. I just can not believe like others that a Game Dev. today would be so reckless in my opinion. Cross Fire did not come out yesterday & to leave that alone out is pathetic & just plain laziness. They need to get their head out their ass & get caught up with the new cards on the market.


+100.
So sick of lazy developers giving PC gamers the shaft. Not just this game. Properly written code is now the rare exception.


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PostPosted: 29 Nov 2015, 04:18 
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Haldi wrote:
chris686 wrote:
So... this thread is really scattered. Any chance someone in the know could do a write up and consolidate the information in a new topic or have an admin update the original post?

I'd potentially take a stab at an automated patcher. It doesn't look like it would be that difficult. I scanned through some of the GUI files and they're just SWF files, so doing some sort of batch decompile/edit/recompile makes a lot more sense than manual editing.


Definitely.
Especially since a patcher allows for 21:9, 16:3 or PLP Resolutions to work.
But you think you can get a patcher to work that does background decompiling of .ba2 modify all .swf files correctly, repack them into a .ba2 and modify the .ini file ?
Afaik only Jpex flash editor works with this .swf files.

I'm sure Erkboi and Ci7rus and I could try to write down all changes we did.


I would definitely put together a list.. but like Haldi said JPEX is the only way to go as far as I can tell. I've tried others and they either lack MANY options that JPEX has or I was in WAY over my head. I decompiled one of the swfs and opened it in Adobe Flash Pro CC... I couldn't figure out how to make that program do much LOL. I didn't try for very long though.

However the gist of it is changing the header file to match your res based on 1280x720 (ie. 5760x1080 is 3840x720) and then start playing.. you will find that some of the HUDs/menus will be the right size but not centered and will be all the way to the left side so you have to manually center the elements in the swf.. a little trial and error and you will figure out a formula/pattern for moving them. Just remember everything is in twips (pixel*20). Then it's onto the green boxes.. scaling/realigning the ones you can and or setting their scaling to 0,0 to get rid of them.

Some of the green boxes are static and those are the ones that are easy to scale/realign. Some of them are not static and are done with a shader which I've yet to figure out how to fix their scale much less align them. You can turn off the shader for some in the ac scripts.. but some of the swfs will fail to run and just crash the game or not appear in-game after modifying them with JPEX.. JPEX does say script editing is experimental.

I have done some more playing around with the swfs and have the main menu green boxes the right size and where they should be and also scaled the green background on the compass on the HUD. I'll upload an updated ba2 when there is a little more reason to do so.

FWI to Haldi and anyone else still messing with the files you can get it to load the swfs it wouldn't load before when they were just loose in the data/interface folder by setting archive invalidation like FO3/NV/Skyrim by adding bInvalidateOlderFiles=1 under [Archive] in fallout4.ini. So now you can play around with stubborn files without constantly repacking the ba2 to test them.


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guys does anyone have a fix for GTX 970s in SLI? I can use AFR2 profile when running on one screen but doesn't seem to work when in Surround mode.
40 fps is a joke especially for the spec of the machine.


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sd_dracula wrote:
guys does anyone have a fix for GTX 970s in SLI? I can use AFR2 profile when running on one screen but doesn't seem to work when in Surround mode.
40 fps is a joke especially for the spec of the machine.


I used this resource: http://steamcommunity.com/sharedfiles/f ... =554120493

It does work but the game still suffers from 30 to 40 FPS in most cases. The Arkham City SLI bits crashed my system more often so I don't recommend it, just use the first one mentioned. For any stellar improvement well need an official SLI profile cause this fix isn't that great.


Does anyone have a fix for the compass when wearing power armor? It is fine out side of it but in it everything gets smooshed. Thanks in advance.

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Kayden wrote:
sd_dracula wrote:
guys does anyone have a fix for GTX 970s in SLI? I can use AFR2 profile when running on one screen but doesn't seem to work when in Surround mode.
40 fps is a joke especially for the spec of the machine.


I used this resource: http://steamcommunity.com/sharedfiles/f ... =554120493

It does work but the game still suffers from 30 to 40 FPS in most cases. The Arkham City SLI bits crashed my system more often so I don't recommend it, just use the first one mentioned. For any stellar improvement well need an official SLI profile cause this fix isn't that great.


Does anyone have a fix for the compass when wearing power armor? It is fine out side of it but in it everything gets smooshed. Thanks in advance.


Doesn't really work for me. Using GTX 780's in SLI and every SLI bits give me very poor FPS except the 0x280000F5 bits. Otherwise I get around 20-30 FPS at 5760x1200. The 0x280000F5 SLI bits give me 45-60 FPS outdoors (usually, there are spots that dip down to 20 FPS for no reason at all, me thinks Bethesda and nVidia have a lot of work to do), however I get 20-30 FPS in doors. In the end the game's SLI problems are nVidia's and Bethesda's job to fix. No guide on the internet will give you proper SLI scaling.

Mind you my graphic settings are on Medium/High. Normally a game with this kind of graphic fidelity will give me 60 FPS with Surround, so that's a pretty good indication that we do not get proper SLI scaling.


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for PA HUD an INI tweak helps but still doesnt fix it entirely.

in fallout4.ini use the following:

under
[Display]
fDefaultFOV=100 //it appears so far that the only things using this setting are the PA HUD and the loading screens

under:
[Interface]
fUIPowerArmorGeometry_TranslateW=0.00001 //No idea but without it my changes below were not seen
fUIPowerArmorGeometry_TranslateZ=36.0000 //Adjusts the placement of the bottom of the hud increased values raise the hud
fUIPowerArmorGeometry_TranslateX=0.0001 //No idea but without it my changes were not seen
fUIPowerArmorGeometry_TranslateY=140.0000 //Adjusts the width of the hud SMALLER values widen the hud


I cant take credit for anything but working out cludge values to work with. I saw a reference to it someplace on Steam and began to twiddle it for Surround. If anyone can take this info and add to it it would be great. if i make it wider it begins to cut off elements top and bottom. ALSO NOTE: the shaded box to emulate looking through shield changes to a point then begins to change at a different rate than the HUD elements strange but true.

Thanks EVERYONE for all the work putting these changes together. I have been a Lurker and user of WSGF forever but registered to share for a change. :think:
Robert


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rdunlap wrote:
for PA HUD an INI tweak helps but still doesnt fix it entirely.

in fallout4.ini use the following:

under
[Display]
fDefaultFOV=100 //it appears so far that the only things using this setting are the PA HUD and the loading screens

under:
[Interface]
fUIPowerArmorGeometry_TranslateW=0.00001 //No idea but without it my changes below were not seen
fUIPowerArmorGeometry_TranslateZ=36.0000 //Adjusts the placement of the bottom of the hud increased values raise the hud
fUIPowerArmorGeometry_TranslateX=0.0001 //No idea but without it my changes were not seen
fUIPowerArmorGeometry_TranslateY=140.0000 //Adjusts the width of the hud SMALLER values widen the hud


I cant take credit for anything but working out cludge values to work with. I saw a reference to it someplace on Steam and began to twiddle it for Surround. If anyone can take this info and add to it it would be great. if i make it wider it begins to cut off elements top and bottom. ALSO NOTE: the shaded box to emulate looking through shield changes to a point then begins to change at a different rate than the HUD elements strange but true.

Thanks EVERYONE for all the work putting these changes together. I have been a Lurker and user of WSGF forever but registered to share for a change. :think:
Robert


The above does make the markers viewable/useable, it also makes the hud much larger. May have to experiment with the numbers to find somewhere in between.

Update: Trying out these settings for now 5760x1080:

[Interface]
fUIPowerArmorGeometry_TranslateW=0.00001
fUIPowerArmorGeometry_TranslateZ=14.0000
fUIPowerArmorGeometry_TranslateX=0.00001
fUIPowerArmorGeometry_TranslateY=265.0000
fDefaultWorldFOV=90
fDefault1stPersonFOV=100

I do not use the DefaultFOV line in Display at all...

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PostPosted: 30 Nov 2015, 06:04 
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tricky wrote:
rdunlap wrote:
for PA HUD an INI tweak helps but still doesnt fix it entirely.

in fallout4.ini use the following:

under
[Display]
fDefaultFOV=100 //it appears so far that the only things using this setting are the PA HUD and the loading screens

under:
[Interface]
fUIPowerArmorGeometry_TranslateW=0.00001 //No idea but without it my changes below were not seen
fUIPowerArmorGeometry_TranslateZ=36.0000 //Adjusts the placement of the bottom of the hud increased values raise the hud
fUIPowerArmorGeometry_TranslateX=0.0001 //No idea but without it my changes were not seen
fUIPowerArmorGeometry_TranslateY=140.0000 //Adjusts the width of the hud SMALLER values widen the hud


I cant take credit for anything but working out cludge values to work with. I saw a reference to it someplace on Steam and began to twiddle it for Surround. If anyone can take this info and add to it it would be great. if i make it wider it begins to cut off elements top and bottom. ALSO NOTE: the shaded box to emulate looking through shield changes to a point then begins to change at a different rate than the HUD elements strange but true.

Thanks EVERYONE for all the work putting these changes together. I have been a Lurker and user of WSGF forever but registered to share for a change. :think:
Robert


The above does make the markers viewable/useable, it also makes the hud much larger. May have to experiment with the numbers to find somewhere in between.

Update: Trying out these settings for now 5760x1080:

[Interface]
fUIPowerArmorGeometry_TranslateW=0.00001
fUIPowerArmorGeometry_TranslateZ=14.0000
fUIPowerArmorGeometry_TranslateX=0.00001
fUIPowerArmorGeometry_TranslateY=265.0000
fDefaultWorldFOV=90
fDefault1stPersonFOV=100

I do not use the DefaultFOV line in Display at all...



Yea this seems to be the best compromise. At least the hud elements are large enough to tell what they are mostly. You notice the shield graphic change rate is different? Like its another element completely and just dont want to play.

Robert


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PostPosted: 30 Nov 2015, 18:25 
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Amon Amarth wrote:
Kayden wrote:
sd_dracula wrote:
guys does anyone have a fix for GTX 970s in SLI? I can use AFR2 profile when running on one screen but doesn't seem to work when in Surround mode.
40 fps is a joke especially for the spec of the machine.


I used this resource: http://steamcommunity.com/sharedfiles/f ... =554120493

It does work but the game still suffers from 30 to 40 FPS in most cases. The Arkham City SLI bits crashed my system more often so I don't recommend it, just use the first one mentioned. For any stellar improvement well need an official SLI profile cause this fix isn't that great.


Does anyone have a fix for the compass when wearing power armor? It is fine out side of it but in it everything gets smooshed. Thanks in advance.


Doesn't really work for me. Using GTX 780's in SLI and every SLI bits give me very poor FPS except the 0x280000F5 bits. Otherwise I get around 20-30 FPS at 5760x1200. The 0x280000F5 SLI bits give me 45-60 FPS outdoors (usually, there are spots that dip down to 20 FPS for no reason at all, me thinks Bethesda and nVidia have a lot of work to do), however I get 20-30 FPS in doors. In the end the game's SLI problems are nVidia's and Bethesda's job to fix. No guide on the internet will give you proper SLI scaling.

Mind you my graphic settings are on Medium/High. Normally a game with this kind of graphic fidelity will give me 60 FPS with Surround, so that's a pretty good indication that we do not get proper SLI scaling.


I thought there is some trick like AFR2 which seems to improve things when running on one screen only.
But I guess not.


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PostPosted: 30 Nov 2015, 21:54 
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sd_dracula wrote:
Amon Amarth wrote:
Kayden wrote:

...snip...

It does work but the game still suffers from 30 to 40 FPS in most cases. The Arkham City SLI bits crashed my system more often so I don't recommend it, just use the first one mentioned. For any stellar improvement well need an official SLI profile cause this fix isn't that great.

....snip...


Doesn't really work for me. Using GTX 780's in SLI and every SLI bits give me very poor FPS except the 0x280000F5 bits. Otherwise I get around 20-30 FPS at 5760x1200. The 0x280000F5 SLI bits give me 45-60 FPS outdoors (usually, there are spots that dip down to 20 FPS for no reason at all, me thinks Bethesda and nVidia have a lot of work to do), however I get 20-30 FPS in doors. In the end the game's SLI problems are nVidia's and Bethesda's job to fix. No guide on the internet will give you proper SLI scaling.

Mind you my graphic settings are on Medium/High. Normally a game with this kind of graphic fidelity will give me 60 FPS with Surround, so that's a pretty good indication that we do not get proper SLI scaling.


I thought there is some trick like AFR2 which seems to improve things when running on one screen only.
But I guess not.


Looks like we're in luck! Official SLI support is coming tomorrow with the game-ready driver for Just Cause 3!


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Brett wrote:
Looks like we're in luck! Official SLI support is coming tomorrow with the game-ready driver for Just Cause 3!



SWEET! just in time for me to cross the 100hr mark.. J/K that will probably be this evening :lol:


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I'm using the new NVIDIA drivers for Win10 and SLI works very well.

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Kayden wrote:
I'm using the new NVIDIA drivers for Win10 and SLI works very well.


Are you using surround also?
Last time I checked surround on Win10 the windows UI was messed up and skewed so I went back to 8.1
Did they fix that do you know?

5760x1080 works at 60fps now at least woohoo!
Does anyone have a link to the files needed to fix the menu I know they're on this page somewhere...


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what is needed to get this game to work in 5760x1080 with fixes?
it is impossible to make any sense out of this thread.
Now I have given up and are playing it in 1920x1080 with my side vision black


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flyingdingy wrote:
what is needed to get this game to work in 5760x1080 with fixes?
it is impossible to make any sense out of this thread.
Now I have given up and are playing it in 1920x1080 with my side vision black


Check page 20. It has a guide on there.


Anyone know what I need to change these values to for 5905x1080, missing a bit of the left side of the screen.
[Interface]
fSafeZoneX=250.0
fSafeZoneXWide=1300.0

What is the best FOV setting? The side screens are to skewed for my liking.
Would also like to know the correct values for the workshop icons/papers. Tried the page 44 Interface values but they are still skewed vertically.


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PostPosted: 01 Dec 2015, 21:02 
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Hi,
I am on Geforce drivers at 5760x1080 surround and the values below along with the corrected Interface file make it all good. NOTE: some small issues will remain such as occasional green square out of place and preview icons in workshop will be slightly narrowed. NOTE2: I am not on SLI i am running a single 780 TI 4 gig card driving 3 dell s224's and the new driver fixed something for me too. i was getting a small slowdown to around 40 fps near the 360 bldg but now it never moves from solid 60. seems to be doing a better job with the shadows too.
in fallout4.ini add or edit the following
[Interface]
fDefaultWorldFOV=90
fDefault1stPersonFOV=90
fSafeZoneYWid=36.0
fSafeZoneXWide16x10=64.0
fSafeZoneYWide16x10=36.0
fInventory3DItemZoomScale=2.6250
fInventory3DItemPosScaleWide=1.7500
fInventory3DItemPosScale=2.1875
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=1.7143
fWorkbenchItemScreenScale=1.7500
fInspectItemScreenScale=1.7500

NOTE3; I have seen it said the FOV settings belong in [Display] but haven't had any issue like it is.

Robert


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flyingdingy wrote:
what is needed to get this game to work in 5760x1080 with fixes?
it is impossible to make any sense out of this thread.
Now I have given up and are playing it in 1920x1080 with my side vision black


I used this video but I still had to go in & manually change to 5760 as his folder settings did not take.

https://www.youtube.com/watch?v=_ODDVWEoZuE


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FYI
The new AMD crimson drivers have a problem with displaying the in game compass.
Symptoms: Flickering and the objectives are hard to distinguish, seems to be ok when looking at an NPC or other item with interaction options.

Running 2x Gigabyte R9 290 OC

Image of issue can be seen here:
https://community.amd.com/servlet/JiveS ... licker.png

There is a work around here:
http://www.nexusmods.com/fallout4/mods/2707/?

AMD Hotfix here:
http://www.guru3d.com/files-details/amd ... otfix.html

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The latest nVidia drivers did have an impact on SLI scaling, as my FPS seems to be more consistent. However, I still get really unnecessary FPS dips in areas where it doesn't make any sense. For instance, a little town called Goodneighbor, or the museum in Concord, my FPS dips down to the 30's. Doesn't make sense considering it's not part of the game instance, and how small it is compared to the outside environment. Especially the museum where a very small in-door area gives me 30 FPS. I think at this point it's on Bethesda, and they need to patch the game in order to optimize for SLI.

EDIT: Looks like I spoke too soon, seems like this profile is not properly done, and some people are reporting negative SLI scaling, saying that the bits they where using before the driver update gave them much better performance:
https://forums.geforce.com/default/topic/894480/sli/fallout-4-sli/10/?offset=149#4744469

Looks like Bethesda and nVidia have more work to do.


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Amon Amarth wrote:
The latest nVidia drivers did have an impact on SLI scaling, as my FPS seems to be more consistent. However, I still get really unnecessary FPS dips in areas where it doesn't make any sense. For instance, a little town called Goodneighbor, or the museum in Concord, my FPS dips down to the 30's. Doesn't make sense considering it's not part of the game instance, and how small it is compared to the outside environment. Especially the museum where a very small in-door area gives me 30 FPS. I think at this point it's on Bethesda, and they need to patch the game in order to optimize for SLI.

EDIT: Looks like I spoke too soon, seems like this profile is not properly done, and some people are reporting negative SLI scaling, saying that the bits they where using before the driver update gave them much better performance:
https://forums.geforce.com/default/topic/894480/sli/fallout-4-sli/10/?offset=149#4744469

Looks like Bethesda and nVidia have more work to do.


Absolutely,
Like I said earlier I have seen a general improvement in the small drops i have had Not SLI. A couple of questions if I may. first I am on a 780 TI 4 gig have you noticed the last couple of generation GPU's are the ones having the most problems? I was getting ready to buy a 980 and the wife talked me into waiting till after Christmas I would have been livid had i spent the money to get it only to find the 780 was better. :P are the drivers just not catching up with current hardware?

Second, are you running any texture mods in your setups? I only ask because I had downloaded one from the nexus *(well several) but one was causing strange happenings. a simple high res signs texture replacer. In urban areas where there was lots of signs Fallout was chocking up but not on framerate. it was other things like disappearing arms and weapons once my carry weight went up to 3030 from 330 :?: I took it out and all the strangeness went away. I harbor the suspicion that since Bethesda wrote this game Intending to have it modded they started messing around with crap that was just simple and working before. Now we all know poorly made textures can flush the toilet on your game/GPU but these are reasonably well made and not excessive in size. 2k avg on the signs. I don't even want to see it react to a 4k NPC body replacer like is common in skyrim. Anyhow probably not the forum for it but it relates somewhat to you guys discussion.

Robert


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PostPosted: 02 Dec 2015, 05:42 
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rdunlap wrote:
Amon Amarth wrote:
The latest nVidia drivers did have an impact on SLI scaling, as my FPS seems to be more consistent. However, I still get really unnecessary FPS dips in areas where it doesn't make any sense. For instance, a little town called Goodneighbor, or the museum in Concord, my FPS dips down to the 30's. Doesn't make sense considering it's not part of the game instance, and how small it is compared to the outside environment. Especially the museum where a very small in-door area gives me 30 FPS. I think at this point it's on Bethesda, and they need to patch the game in order to optimize for SLI.

EDIT: Looks like I spoke too soon, seems like this profile is not properly done, and some people are reporting negative SLI scaling, saying that the bits they where using before the driver update gave them much better performance:
https://forums.geforce.com/default/topic/894480/sli/fallout-4-sli/10/?offset=149#4744469

Looks like Bethesda and nVidia have more work to do.


Absolutely,
Like I said earlier I have seen a general improvement in the small drops i have had Not SLI. A couple of questions if I may. first I am on a 780 TI 4 gig have you noticed the last couple of generation GPU's are the ones having the most problems? I was getting ready to buy a 980 and the wife talked me into waiting till after Christmas I would have been livid had i spent the money to get it only to find the 780 was better. :P are the drivers just not catching up with current hardware?

Second, are you running any texture mods in your setups? I only ask because I had downloaded one from the nexus *(well several) but one was causing strange happenings. a simple high res signs texture replacer. In urban areas where there was lots of signs Fallout was chocking up but not on framerate. it was other things like disappearing arms and weapons once my carry weight went up to 3030 from 330 :?: I took it out and all the strangeness went away. I harbor the suspicion that since Bethesda wrote this game Intending to have it modded they started messing around with crap that was just simple and working before. Now we all know poorly made textures can flush the toilet on your game/GPU but these are reasonably well made and not excessive in size. 2k avg on the signs. I don't even want to see it react to a 4k NPC body replacer like is common in skyrim. Anyhow probably not the forum for it but it relates somewhat to you guys discussion.

Robert


I've seen reports of a many different setups with problems that are both on the 700 series of video cards and 900 series. Both SLI and non-SLI, which tells me that Fallout 4 is horribly optimized, and they need to patch it. It's like they released a beta...

As for your second question, no texture mods on my end. If your getting problems, you might need to reinstall the game because of the mod.


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PostPosted: 02 Dec 2015, 05:52 
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Amon Amarth wrote:
rdunlap wrote:
Amon Amarth wrote:
The latest nVidia drivers did have an impact on SLI scaling, as my FPS seems to be more consistent. However, I still get really unnecessary FPS dips in areas where it doesn't make any sense. For instance, a little town called Goodneighbor, or the museum in Concord, my FPS dips down to the 30's. Doesn't make sense considering it's not part of the game instance, and how small it is compared to the outside environment. Especially the museum where a very small in-door area gives me 30 FPS. I think at this point it's on Bethesda, and they need to patch the game in order to optimize for SLI.

EDIT: Looks like I spoke too soon, seems like this profile is not properly done, and some people are reporting negative SLI scaling, saying that the bits they where using before the driver update gave them much better performance:
https://forums.geforce.com/default/topic/894480/sli/fallout-4-sli/10/?offset=149#4744469

Looks like Bethesda and nVidia have more work to do.


Absolutely,
Like I said earlier I have seen a general improvement in the small drops i have had Not SLI. A couple of questions if I may. first I am on a 780 TI 4 gig have you noticed the last couple of generation GPU's are the ones having the most problems? I was getting ready to buy a 980 and the wife talked me into waiting till after Christmas I would have been livid had i spent the money to get it only to find the 780 was better. :P are the drivers just not catching up with current hardware?

Second, are you running any texture mods in your setups? I only ask because I had downloaded one from the nexus *(well several) but one was causing strange happenings. a simple high res signs texture replacer. In urban areas where there was lots of signs Fallout was chocking up but not on framerate. it was other things like disappearing arms and weapons once my carry weight went up to 3030 from 330 :?: I took it out and all the strangeness went away. I harbor the suspicion that since Bethesda wrote this game Intending to have it modded they started messing around with crap that was just simple and working before. Now we all know poorly made textures can flush the toilet on your game/GPU but these are reasonably well made and not excessive in size. 2k avg on the signs. I don't even want to see it react to a 4k NPC body replacer like is common in skyrim. Anyhow probably not the forum for it but it relates somewhat to you guys discussion.

Robert


I've seen reports of a many different setups with problems that are both on the 700 series of video cards and 900 series. Both SLI and non-SLI, which tells me that Fallout 4 is horribly optimized, and they need to patch it. It's like they released a beta...

As for your second question, no texture mods on my end. If your getting problems, you might need to reinstall the game because of the mod.


It absolutely needed more and wider testing before release day, I keep getting an image of 3 dudes in a back room testing on off the shelf computers and giving thumbs up to every test cycle. :shifty: and NO I use a mod manager to prevent that :P . the alpha 2 of ModOrganizer 2 is actually doing well. My issue was happening when the texture was being used and went away when I got rid of it. I wasnt trashing your card, I STILL want one but have decided to wait out the headaches since my 700 series is handling it better for now.

Robert


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PostPosted: 02 Dec 2015, 11:30 
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sd_dracula wrote:
flyingdingy wrote:
what is needed to get this game to work in 5760x1080 with fixes?
it is impossible to make any sense out of this thread.
Now I have given up and are playing it in 1920x1080 with my side vision black


Check page 20. It has a guide on there.


Thank you.
Yes, I've seen it, but in that post it says:
Outdated: Use this http://www.wsgf.org/forums/viewtopic.ph ... 79#p162479
and if I follow that link, it is the same story again, outdated, and following that link, we get to page 33
http://www.wsgf.org/forums/viewtopic.ph ... 79#p162479
which only link to the fallout4 interface.zip

What I feel is really needed for the noobs out there (like me) is a edited uptodate Step-by-step guide including ALL files (the latest files) and step-by-step IN THE FIRST POST

The way it is now (as far as I can see) is that one have to edit some settings in the fallout.ini (and the other .ini's) , download the interface.zip, and so on...
But I think I have missed something, because when I do that, the game doesnt look good, missing the top and bottom of the screen, ++

A simple step-by-step to get 5760x1080 to work in Fallout 4 would be highly appreciated. (preferably in the first posts for new users searching for this info)
Then the ppl needing to correct for bezel and such can continue reading/tweaking... I dont mind playing with the minor influence bezel correction has (plus that I am using monitors with thin edges so I dont really need bezel correction)


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PostPosted: 02 Dec 2015, 12:33 
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I wasn't going to play this game in surround, get enough stutter at 1440p, but is this playable in surround? I've only half-heartily followed the thread

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flyingdingy wrote:
What I feel is really needed for the noobs out there (like me) is a edited uptodate Step-by-step guide including ALL files (the latest files) and step-by-step IN THE FIRST POST

Well yeah... Normally we have a detailed Report in the MasterGameList for this Game with all Steps included.
But... for reasons.... We don't have one yet for Fallout 4.

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Haldi wrote:
Well yeah... Normally we have a detailed Report in the MasterGameList for this Game with all Steps included.
But... for reasons.... We don't have one yet for Fallout 4.


Ah, sorry, I did not know that. (as I am a fairly new to widescreen gaming and most of the games I play support Surround view natively, thus why I am shocked such a big game title as Fallout 4 did not..)

But it looks like some of you guru's out there have a pretty good working solution by now?
Why not post that in the MasterGameList - and update as better solutions come along?


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Hi Gues

New to this forum... :rockout:

I´ve triede setting up Fallout 4 on 3 minotors as described, and it almost works :-)
But I get this wierd view, not centered on the screen. Only half on the left screen.

I have attached a screenshoot of it..

Any ideas that might help me!?

Best Regardz Shorty


Attachments:
Fallout 4.jpg
Fallout 4.jpg [ 1.27 MiB | Viewed 5061 times ]
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Shortykiller wrote:
Hi Gues

New to this forum... :rockout:

I´ve triede setting up Fallout 4 on 3 minotors as described, and it almost works :-)
But I get this wierd view, not centered on the screen. Only half on the left screen.

I have attached a screenshoot of it..

Any ideas that might help me!?

Best Regardz Shorty


Let me guess you are on nVidia and using Bezel compensation right? If so you are going to have to switch to non bezel corrected till nVidia catches up. :D
Robert
EDIT: let me be fair and say it is more likely that Bethesda is the culprit in how they assemble and present the UI. there were some obvious shortcuts taken, especially with the HUD elements layouts that are the biggest problem with the game in tripple-wide environment.


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sd_dracula wrote:
Kayden wrote:
I'm using the new NVIDIA drivers for Win10 and SLI works very well.


Are you using surround also?
Last time I checked surround on Win10 the windows UI was messed up and skewed so I went back to 8.1
Did they fix that do you know?

5760x1080 works at 60fps now at least woohoo!
Does anyone have a link to the files needed to fix the menu I know they're on this page somewhere...


I've been using Win 10 since release and I've never had a problem with 5760x1080. Though if there was a problem for you, I think it might have been fixed in the massive Nov update.

Here are the instructions, again.

1) Download the zip file provided by Haldi in his post - http://www.wsgf.org/forums/viewtopic.ph ... 12#p162512 - "Fallout4 - Interface2.zip" - Unzip and copy the file.

2) Go to "Steam\steamapps\common\Fallout 4\Data" rename interface.ba2 to interface.old and then place Haldi's ba2 file into its place (renaming to interface.ba2)

3) Edit the Fallout4.ini file with:
[Interface]
fSafeZoneX=250.0
//was 15.0 - MM fix is 250.0
fSafeZoneXWide=1300.0
//was 64.0 - MM Fix is 1300.0
//add these values
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=2.0000

4) Save

5) Edit the Fallout4prefs.ini with:
[Display]
iSize W=5760

Or whatever your width of your desktop is so long as it isn't bezel corrected.

6) Save

7) Run the game

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PostPosted: 02 Dec 2015, 14:59 
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Kayden wrote:
sd_dracula wrote:
Kayden wrote:
I'm using the new NVIDIA drivers for Win10 and SLI works very well.


Are you using surround also?
Last time I checked surround on Win10 the windows UI was messed up and skewed so I went back to 8.1
Did they fix that do you know?

5760x1080 works at 60fps now at least woohoo!
Does anyone have a link to the files needed to fix the menu I know they're on this page somewhere...


I've been using Win 10 since release and I've never had a problem with 5760x1080. Though if there was a problem for you, I think it might have been fixed in the massive Nov update.

Here are the instructions, again.

1) Download the zip file provided by Haldi in his post - http://www.wsgf.org/forums/viewtopic.ph ... 12#p162512 - "Fallout4 - Interface2.zip" - Unzip and copy the file.

2) Go to "Steam\steamapps\common\Fallout 4\Data" rename interface.ba2 to interface.old and then place Haldi's ba2 file into its place (renaming to interface.ba2)

3) Edit the Fallout4.ini file with:
[Interface]
fSafeZoneX=250.0
//was 15.0 - MM fix is 250.0
fSafeZoneXWide=1300.0
//was 64.0 - MM Fix is 1300.0
//add these values
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=2.0000

4) Save

5) Edit the Fallout4prefs.ini with:
[Display]
iSize W=5760

Or whatever your width of your desktop is so long as it isn't bezel corrected.

6) Save

7) Run the game


Kayden Should something be said for fullscreen? windowed has its own issues, especially nVidia surround. For me all of the micro-stutters and all the interface shifts went away when i switched to fullscreen.

Robert


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PostPosted: 02 Dec 2015, 18:38 
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Shortykiller wrote:
Hi Gues

New to this forum... :rockout:

I´ve triede setting up Fallout 4 on 3 minotors as described, and it almost works :-)
But I get this wierd view, not centered on the screen. Only half on the left screen.

I have attached a screenshoot of it..

Any ideas that might help me!?

Best Regardz Shorty

Mine was skewed to the right & I am running 3 27" with a res. of 5760 X 1080. I had a bezel comp. of 6048 X 1080 so I changed my files to that & it went back to center.
I also can only play in crossfire, I have 2 AMD 7950's 3 gig. OC & when I disabled crossfire the char. kept freezing every 3 steps.


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PostPosted: 02 Dec 2015, 18:39 
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rdunlap wrote:
Kayden Should something be said for fullscreen? windowed has its own issues, especially nVidia surround. For me all of the micro-stutters and all the interface shifts went away when i switched to fullscreen.

Robert


To be honest I don't run any game unless it is in Fullscreen, due to the fact SLI won't work unless it is in Fullscreen. You're right it should be mentioned that Fullscreen should be enabled.

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PostPosted: 02 Dec 2015, 20:03 
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Kayden wrote:
Here are the instructions, again.

1) Download the zip file provided by Haldi in his post - http://www.wsgf.org/forums/viewtopic.ph ... 12#p162512 - "Fallout4 - Interface2.zip" - Unzip and copy the file.

2) Go to "Steam\steamapps\common\Fallout 4\Data" rename interface.ba2 to interface.old and then place Haldi's ba2 file into its place (renaming to interface.ba2)

3) Edit the Fallout4.ini file with:
[Interface]
fSafeZoneX=250.0
//was 15.0 - MM fix is 250.0
fSafeZoneXWide=1300.0
//was 64.0 - MM Fix is 1300.0
//add these values
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=2.0000

4) Save

5) Edit the Fallout4prefs.ini with:
[Display]
iSize W=5760

Or whatever your width of your desktop is so long as it isn't bezel corrected.

6) Save

7) Run the game


PERFECT! :thumbup:
Works like a charm!
If the thread starter edit the first post to include this very simple, yet perfect step-by-step guide, it should make it alot easier for a new user searching for this info.
Thanks a million! :)

PS: Only mod I had to do in addition to above steps where the FOV settings (90)
http://www.rockpapershotgun.com/2015/11 ... t-4-fixes/


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PostPosted: 02 Dec 2015, 20:17 
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rdunlap wrote:
Shortykiller wrote:
Hi Gues

New to this forum... :rockout:

I´ve triede setting up Fallout 4 on 3 minotors as described, and it almost works :-)
But I get this wierd view, not centered on the screen. Only half on the left screen.

I have attached a screenshoot of it..

Any ideas that might help me!?

Best Regardz Shorty


Let me guess you are on nVidia and using Bezel compensation right? If so you are going to have to switch to non bezel corrected till nVidia catches up. :D
Robert
EDIT: let me be fair and say it is more likely that Bethesda is the culprit in how they assemble and present the UI. there were some obvious shortcuts taken, especially with the HUD elements layouts that are the biggest problem with the game in tripple-wide environment.


Thank you :twothumb:

IT was the bessel correction that fucked it up, now it works :rockout:


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PostPosted: 02 Dec 2015, 20:24 
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I am running 5905 pixels with bezel correction.
You guys saying I should turn it off?
I just need different values for the [Interface] options I think. So that the icons are not tiny and to shift the center screen a bit to the right as the menu is in the bezel for a few pixels.


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PostPosted: 02 Dec 2015, 21:55 
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sd_dracula wrote:
I am running 5905 pixels with bezel correction.
You guys saying I should turn it off?
I just need different values for the [Interface] options I think. So that the icons are not tiny and to shift the center screen a bit to the right as the menu is in the bezel for a few pixels.


Welllllll,
if you want to tweak the ini settings *(slowly like increments of 5-10 and one setting at a time) I have no idea if you will succeed or not BUT if you do share the settings changes so the rest of us can try them too. be nice to have my compensation back. I am playing without it because when i found settings that just worked I got WAY to busy playing the game to tweak an ini setting.

Robert
:TrueWS:


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PostPosted: 03 Dec 2015, 03:09 
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Hi I'm new to the triple monitor set up and I'm having some difficulty getting my field of view to match up between the 3 monitors on this game. I'm running off a 980TI 5760X1080 I've gotten all the other tweaks and stuff off this site to work properly but it seems like the .ini file fDefaultWorldFOV=XX and fDefault1stPersonFOV=XX only effects my center screen and the only way i can get the center to match the sides is by setting my FoV to about 30. I was wondering if this is a known issue for widescreen gaming or if its a fallout 4 specific issue and if there is a fix?


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PostPosted: 03 Dec 2015, 03:21 
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SorrowSp3LL wrote:
Hi I'm new to the triple monitor set up and I'm having some difficulty getting my field of view to match up between the 3 monitors on this game. I'm running off a 980TI 5760X1080 I've gotten all the other tweaks and stuff off this site to work properly but it seems like the .ini file fDefaultWorldFOV=XX and fDefault1stPersonFOV=XX only effects my center screen and the only way i can get the center to match the sides is by setting my FoV to about 30. I was wondering if this is a known issue for widescreen gaming or if its a fallout 4 specific issue and if there is a fix?


You are seeing artifacts of widescreen in general. BUT! you can minimize it a lot. what monitor size are you using? all the same size? these things have an effect. with my setup on nVidia 780TI driving matched dell s224's 90 and 90 gets it closest. you get it to the best look you can then play a while and the whole issue will go away. you have to teach your mark 1 eyeballs to play nice with the setup. :P the surround screens in theory are peripheral vision anyhow.

that said anytime you have questions just ask. Great to have a new widescreen convert. Its absolutely a learning process and every game wants something slightly different.

Robert


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PostPosted: 03 Dec 2015, 03:46 
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I'm playing on 3 Dell U2414H 23.8". Are you referring to the FoV settings when you say 90 and 90? The closest i got to to matching the displays was like i said turning the FoV down to around 30 for each of the .ini lines. That made the center display match the peripheral displays but its hard to play with such a magnified looking picture. Most games I've played had this issue a little bit but as you said play for awhile and i noticed it went away, I seem to be noticing it a lot more in fallout 4 then most games though.

Thanks for the welcome! I'm really enjoying the triple monitor set up so far, most games aren't to bad to tweak and get working properly. Totally been worth the minor tweaks so far!


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PostPosted: 03 Dec 2015, 03:54 
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SorrowSp3LL wrote:
I'm playing on 3 Dell U2414H 23.8". Are you referring to the FoV settings when you say 90 and 90? The closest i got to to matching the displays was like i said turning the FoV down to around 30 for each of the .ini lines. That made the center display match the peripheral displays but its hard to play with such a magnified looking picture. Most games I've played had this issue a little bit but as you said play for awhile and i noticed it went away, I seem to be noticing it a lot more in fallout 4 then most games though.

Thanks for the welcome! I'm really enjoying the triple monitor set up so far, most games aren't to bad to tweak and get working properly. Totally been worth the minor tweaks so far!



30 is WAY wrong. can you grab a screen shot standing near something or in a room from 1st person view? I would like to see what you are describing my eyeballs would splode if i set mine to 30. now 130 would be on the high side of correct....

Robert


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PostPosted: 03 Dec 2015, 04:12 
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Image
Image
Image

Looks a bit worst on the screen rather then the screenshot, also not sure if that pic upload worked. here is the direct links http://imgur.com/RJxur2U http://imgur.com/e9B0WSf http://imgur.com/dcS79Pv :onethumb:

Edit: You can see it a little more in these 2 photos if you look at the theater looking building. I'm standing in the same spot a just turned a little and it looks like its a mile down the road :wtf: http://imgur.com/a/FnMmx


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PostPosted: 03 Dec 2015, 04:22 
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SorrowSp3LL wrote:
Image
Image
Image

Looks a bit worst on the screen rather then the screenshot, also not sure if that pic upload worked. heres the direct links http://imgur.com/RJxur2U http://imgur.com/e9B0WSf http://imgur.com/dcS79Pv :onethumb:


What FOV are those at? surely not 30. it looks like you need a small bump up so if that was 90 hit 100 I should also at this point note a couple of things. 1. most people use different values for 1st and 3rd person, never liked it myself. 2. I am a lifelong glasses wearer and have become convinced that it makes me more tolerant of the side distortion you are noticing. but it will fade away for you. its just you needing to play on that Munkster screen *(my grandson's name for my setup) for a little while so you get used to it. You will also notice that different games do better at surround than others in this respect and switching from one to another will make you notice till you get involved in the game. Some programmers actually design the game from the engine out with wide screen compatibility in mind and those are a true pleasure to play. For the others we have Guru's like on here to lead us by the nose to a solution. :P

EDIT: the effect you are seeing is Fisheye. our vision gets the same thing and the brain translates it out otherwise our field of view would be fixed and narrow.

Robert


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PostPosted: 03 Dec 2015, 06:39 
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These screen i think i had the FoV set at around 80, ill jump it up to 90 or so and see if i can get use to it. Thanks for all the help. :rockout:


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PostPosted: 03 Dec 2015, 12:42 
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Hey guys, regarding the unintended wallhacking you get with surround resolutions (and, at least on my box, the glaring white background that often shows through and blinds me)... I have a fix.

Merge this into Fallout4.ini:

Code:
[Display]
fNear1stPersonDistance=0.4
fNearDistance=6.0000


(The existing values, if present, will probably be 1.0 and 15.0, respectively.)

Basically, the problem was that we are effectively making the near clipping plane considerably wider, which allows it to clip through walls that previously couldn't get both close and on-screen at the same time. The solution is to bring the near clip closer so that it covers a smaller area that can't get close enough to walls to clip through them.

The numbers above should work well for 3 x 16:9, even with large bezel corrections. If not, try 0.3333 and 5.0000, respectively, but those are total overkill.

Tech details:
Spoiler:
Note: I'll spare you the math involved. The values here err on the side of caution in making sure there's no clipping, even with wider bezel-corrected displays, mostly just to make the numbers simple for people to manipulate. You simply multiply the existing values by 0.4. The real number was just going to be a headache. :)

Here's a quick not-remotely-to-scale mspaint illustration to show what happens and has to be fixed:

Image

There should be no appreciable difference aside from no longer clipping through walls. Technically, there's a small loss of precision in the Z-buffer when you bring the near clip plane in, but it's not a big deal here.


Last edited by Aiken Drum on 03 Dec 2015, 15:40, edited 1 time in total.

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PostPosted: 03 Dec 2015, 13:05 
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While I'm here...

I use SLI'ed 2GB GTX 680's on my system. I was looking at the diagnostics while in high-stutter areas and realized the game was pegging my vram full-time, sitting at about 2,010MiB allocated almost all the time.

Presumably it was thrashing ram<-->vram, like regular virtual memory can do with the disk when there's more data being actively touched than there is physical ram. This can eat up huuuuuge amounts of bus bandwidth to the GPUs, each and every frame. You don't see it as card activity, though. It's being transferred, not processed. Processing actually stalls while waiting for transfers to complete. I often see the card activity drop very low during bad stutters.

I tried installing a texture downscale/repack mod and vram usage started fluctuating between 1,700MiB and 1900MiB, indicating to me that it was no longer thrashing, but managing to hold contents from the previous frame and re-use them.

Obviously, since the mod involves repacking with more effective, but more lossy, DXTn modes, rather than raw color as many of the textures reportedly are, there is some loss of quality.

This particular mod also eliminates some of the higher-resolution base+mip levels on textures that just don't need it. Sometimes the author was overly zealous and you can see his handiwork a little too well, but I have to say the framerate boost in crappy areas was worth it. I might start tracking down particularly bad/blocky offenders and deleting them. Not sure I care enough. Staying 30-40 around Goodneighbor with only minor hiccups at times... that's nice.

Edit: I'm not referencing the actual mod because I'm still very new to creation engine modding and I don't have a way to gauge mod quality/reliability. I'm sure you can find it, and possibly other attempts, pretty quickly, though.


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PostPosted: 03 Dec 2015, 14:06 
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Its perfectly okay to share the mod name or just a link with the proviso you named. These guys are the best I know at evaluating stuff like that and will share their opinion of the work in question. I too have seen what your talking about. My working solution was to turn to ENB since Boris has a first release out just to handle the video memory usage issues Bethesda games all seem to share. That was a super description of the visual aspect presentation by the way. The diagram shows the apparent change in distance with viewport angle also if one looks for it. :)

Robert


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PostPosted: 03 Dec 2015, 20:34 
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Hi. exist any solution for 5040x1050 16:10 configurations?? Hayden is still working in a fix??
Thanks :)


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PostPosted: 03 Dec 2015, 21:22 
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murilladas wrote:
Hi. exist any solution for 5040x1050 16:10 configurations?? Hayden is still working in a fix??
Thanks :)


OF COURSE!
hehe your resolution is close enough to the 5670 x 1080 that has been assembled to work. Might need a little tinkering of the INI values but the flash files changes that were made should be great. If you need help with the ini adjustments just put it up to the group and we will figure it out. First just put it all in place like it is and see. Never know it may not even need anything.

Robert


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PostPosted: 04 Dec 2015, 18:44 
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Haldi wrote:

EDIT 2:
Fixed the Scope stuff.....

Here we go:


It worked flawless in my Eyefinity 3x1, 5760x1200

Excelent work!


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PostPosted: 05 Dec 2015, 07:27 
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Hey. Has anyone fixed the Transfer UI? Using Haldi's fix and the ini tweaks works great now the only thing that is scaled wrong is the Transfer UI. Thanks!!

Massive props to Haldi - that fix awesome.


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PostPosted: 05 Dec 2015, 13:37 
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if the barter/transfer UI is broken for you then you missed a step or mis-spelled a value in the ini settings because the final portion of the fix is in the ini settings. go back and check them and you will find the issue. :)

Robert


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I created an account here just so I could reply and give proper thanks to both Haldi and ekrboi for making this game 1000x more enjoyable. I remember buying my third monitor for Skyrim so many years ago, and then how unfortunate it was to not really be able to play because of all the stretched UI crap. I also remember just how long it took for a fix to come out for that from the community... and it wasn't even as good as what you two have done in less than one month! This is probably the first time I've honestly felt like having triple monitors was worth it. Thank you both so much, you are an inspiration. Thanks to Amon as well for organizing the information in the OP. :onethumb:


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PostPosted: 07 Dec 2015, 21:20 
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Ok guys it appears as if they pushed the beta out to general release. :| all your pretty work is now broken again. Does anyone know what changes were made to Interface for the update? I am going to try putting your fixed file back and see if there are any issues.

Robert


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PostPosted: 07 Dec 2015, 21:41 
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rdunlap wrote:
Ok guys it appears as if they pushed the beta out to general release. :| all your pretty work is now broken again. Does anyone know what changes were made to Interface for the update? I am going to try putting your fixed file back and see if there are any issues.

Robert


The update overwrites Haldi's modified file. Just put it back in place and it should work again. I've only played a tiny amount since but haven't noticed any issues.


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Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.


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PostPosted: 07 Dec 2015, 22:05 
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GregR wrote:
Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.


I tried that one too but still get/got full width console so I didn't pursue it any further. Like you i have/am playing with the interface file Haldi and others assembled and see no issues yet. I would still like to know what changes made them need to update it. I would hate to find Attilla The Bug sometime down the road if I can avoid it. The patches these guys put together have made the game a pleasure to play. I am considering asking them for the actual files changed and instructions on how to recompile ba2's so I can manage my own progression as needed. It looks pretty straightforward with the exception that all I know about Flash would fit on a Sticky note with room left over. :oops: I did discover that one of the files I have downloaded *(I followed the thread from the 2nd post) has all but the SPECIAL menu fixed including the green boxes. and the other has all the files fixed but the green shade boxes are present. :think: A quick perusal of the pages and I don't see anything I missed.

NOTE: A nexus forum is saying that they killed MODS with the update and that the launcher is the culprit. I don't know since I am using ModOrganizer Alpha 2 for my mods.

Robert


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PostPosted: 07 Dec 2015, 23:37 
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rdunlap wrote:
GregR wrote:
Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.


I tried that one too but still get/got full width console so I didn't pursue it any further. Like you i have/am playing with the interface file Haldi and others assembled and see no issues yet. I would still like to know what changes made them need to update it. I would hate to find Attilla The Bug sometime down the road if I can avoid it. The patches these guys put together have made the game a pleasure to play. I am considering asking them for the actual files changed and instructions on how to recompile ba2's so I can manage my own progression as needed. It looks pretty straightforward with the exception that all I know about Flash would fit on a Sticky note with room left over. :oops: I did discover that one of the files I have downloaded *(I followed the thread from the 2nd post) has all but the SPECIAL menu fixed including the green boxes. and the other has all the files fixed but the green shade boxes are present. :think: A quick perusal of the pages and I don't see anything I missed.

NOTE: A nexus forum is saying that they killed MODS with the update and that the launcher is the culprit. I don't know since I am using ModOrganizer Alpha 2 for my mods.

Robert


I've not checked the Nexus forum, but other places I've looked that are talking about mods stopping working, it looked mostly a combination of a) the update overwrite a modded file like it did with Haldi's fix to the interface .ba2, or b) the mod used a new .esp and the launcher when it runs is overwriting the plugins.txt file that controls which .esp get loaded. Oh, also, c) the patch overwrote my Fallout4.ini. But I always keep backups anytime I make a change so it was quick enough to revert back if you do so.

For the first issue just reinstall the mod once (Nexus Mod Manager, just disable it and then enable it again) and that should be it until the next patch.

For the second, need to stop using the default Launcher to launch the game. What I ended up doing is I renamed Fallout4Launcher.exe in the actual game install directory to something else, and then replaced it with a copy of Fallout4.exe. So now any shortcuts/Steam that call Fallout4Launcher.exe bypass the launcher and actually just run the game executable straight out.


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PostPosted: 08 Dec 2015, 01:41 
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GregR wrote:
rdunlap wrote:
GregR wrote:
Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.


I tried that one too but still get/got full width console so I didn't pursue it any further. Like you i have/am playing with the interface file Haldi and others assembled and see no issues yet. I would still like to know what changes made them need to update it. I would hate to find Attilla The Bug sometime down the road if I can avoid it. The patches these guys put together have made the game a pleasure to play. I am considering asking them for the actual files changed and instructions on how to recompile ba2's so I can manage my own progression as needed. It looks pretty straightforward with the exception that all I know about Flash would fit on a Sticky note with room left over. :oops: I did discover that one of the files I have downloaded *(I followed the thread from the 2nd post) has all but the SPECIAL menu fixed including the green boxes. and the other has all the files fixed but the green shade boxes are present. :think: A quick perusal of the pages and I don't see anything I missed.

NOTE: A nexus forum is saying that they killed MODS with the update and that the launcher is the culprit. I don't know since I am using ModOrganizer Alpha 2 for my mods.

Robert


I've not checked the Nexus forum, but other places I've looked that are talking about mods stopping working, it looked mostly a combination of a) the update overwrite a modded file like it did with Haldi's fix to the interface .ba2, or b) the mod used a new .esp and the launcher when it runs is overwriting the plugins.txt file that controls which .esp get loaded. Oh, also, c) the patch overwrote my Fallout4.ini. But I always keep backups anytime I make a change so it was quick enough to revert back if you do so.

For the first issue just reinstall the mod once (Nexus Mod Manager, just disable it and then enable it again) and that should be it until the next patch.

For the second, need to stop using the default Launcher to launch the game. What I ended up doing is I renamed Fallout4Launcher.exe in the actual game install directory to something else, and then replaced it with a copy of Fallout4.exe. So now any shortcuts/Steam that call Fallout4Launcher.exe bypass the launcher and actually just run the game executable straight out.


Actually I didn't know about the ini files. I have always been a ModOrganizer user and it maintains its own copies of the ini files to insert at runtime and allows starting the game directly. Unlike Nexus Mod Manager or the others ModOrganizer don't install anything into the Data directory or game directory. It creates a virtual directory and installs the mods into that during game startup so uninstalling mods is as safe as it can be. I couldn't stand the thought of throwing a bunch of stuff into the game directory. The version for FO4 is still in Alpha 2 so its not quite ready for prime time but is stable for an alpha so I expect to see it move forward quickly. I personally think Bethesda forgot to remove the Beta launcher during the update cycle. During a Beta you don't want any unknown extra's but at release they should have reverted to the other launcher.

Robert


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PostPosted: 08 Dec 2015, 01:49 
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GregR wrote:
Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.

Uhgs.
There is a hud element for the Console, but as it's only stretched over 3 Monitors and the Text is still fine i didn't really care about centering it ^^

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PostPosted: 08 Dec 2015, 02:16 
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Haldi wrote:
GregR wrote:
Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.

Uhgs.
There is a hud element for the Console, but as it's only stretched over 3 Monitors and the Text is still fine i didn't really care about centering it ^^

That was my thoughts too. Are you going to compile your changes into the updated Interface file? And will you give me some info on how you are doing the magic? I don't know anything about flash and don't really want too. Me brain is overheated most of the time anyhow, but the individual corrected files and some hints on compiling it into interface.ba2 when changes happen would be grand. Since I cant find any info on what the patch updated in that file I would really prefer to keep the patched one so Attilla The Bug don't byte me in the Assets.

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PostPosted: 08 Dec 2015, 17:52 
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it's written over several Post in this 50 pages ^^
Most of it is written here: http://www.wsgf.org/forums/viewtopic.ph ... 54#p162454
I'll add that to the first post.

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PostPosted: 08 Dec 2015, 22:10 
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Thanks for the info. I took the time to re-read all the posts and you are right you have covered it just kind of spread out. That said it appears LoversLab took down the whole thread with ba2 extractor in it. I will just replace the updated Interface with yours for now. :P Maybe they wont make us wait long for proper tools. Thanks for all the work you put in fixing up those original files.

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PostPosted: 09 Dec 2015, 03:25 
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Just a heads up now that the beta is pushed to everyone there were files changed in the interface.ba2 and I had already "re-modified" those few files that changed and put together a new ba2. If you want to see what changed you can check out the post below.

http://www.wsgf.org/forums/viewtopic.php?p=162772#p162772

or you can just grab the new file at the following link.

EDIT* I forgot all about the initial special menu since I just got past it by going to single monitor mode for it... so grab Haldi's version that has it patched.

http://www.wsgf.org/forums/viewtopic.php?p=163102#p163102


Last edited by ekrboi on 10 Dec 2015, 01:07, edited 1 time in total.

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PostPosted: 09 Dec 2015, 04:38 
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Great!
The only thing broken in that file is the special menu. Its HUGE and the top and bottom are cut off. I think that was the only fix Haldi had that you didn't.

Robert


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PostPosted: 09 Dec 2015, 04:42 
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Thank you to all involved in getting this fixed!

I just wanted to find out if anybody has managed to get SLI surround working as yet, I am currently unable to play in surround as my framerate drops to about 10-15 FPS in VATS and runs at around 20-40 fps everywhere else.

Both GPUs are only running at 40-50% utilization....

Im currently running 2x780TIs

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Demandred wrote:
Thank you to all involved in getting this fixed!

I just wanted to find out if anybody has managed to get SLI surround working as yet, I am currently unable to play in surround as my framerate drops to about 10-15 FPS in VATS and runs at around 20-40 fps everywhere else.

Both GPUs are only running at 40-50% utilization....

Im currently running 2x780TIs


A friend of mine is pulling his hair out because he cant get his 980's into SLI correctly. He found a workaround someplace but it don't work around :P. I was under the impression that nVidia was releasing SLI bits for this one.


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PostPosted: 09 Dec 2015, 06:46 
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SLI is working pretty well in Max performance mode, but as soon as I enable surround it all falls apart

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Demandred wrote:
SLI is working pretty well in Max performance mode, but as soon as I enable surround it all falls apart

yeah same for him. Trouble is he won't game on anything smaller than 5760 anymore. Wants his cake and Ice cream both. :P


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PostPosted: 09 Dec 2015, 07:23 
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rdunlap wrote:
Demandred wrote:
SLI is working pretty well in Max performance mode, but as soon as I enable surround it all falls apart

yeah same for him. Trouble is he won't game on anything smaller than 5760 anymore. Wants his cake and Ice cream both. :P


yup me too, I find that I get motion sick now without it almost like having the FOV too low, lol first world problems :D

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PostPosted: 09 Dec 2015, 10:21 
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Hmm, I run my two 970's in SLI on 5760x1080 no problem with the new Nvidia driver...
Run about 60fps on high


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PostPosted: 09 Dec 2015, 12:29 
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flyingdingy wrote:
Hmm, I run my two 970's in SLI on 5760x1080 no problem with the new Nvidia driver...
Run about 60fps on high


Hmmm I might try a fresh install of the driver...

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PostPosted: 09 Dec 2015, 20:35 
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rdunlap wrote:
Great!
The only thing broken in that file is the special menu. Its HUGE and the top and bottom are cut off. I think that was the only fix Haldi had that you didn't.

Robert


Try this:
Attachment:
Fallout4 - Interface-patched.zip [21.33 MiB]
Downloaded 599 times


i've patched the SpecialMenu in Erkboi's newest ba2

EDIT:
There might be a Bug in this one, be carefull.

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PostPosted: 10 Dec 2015, 00:37 
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I guess I never realized it was suppose to be smaller :)

I've just been using the mouse to scroll up/down this whole time...


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PostPosted: 10 Dec 2015, 00:44 
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Not that one, the one where you set your 21 Special Points 5 minutes into the game.
That never shows up ever again.

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PostPosted: 10 Dec 2015, 01:02 
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Haldi wrote:
Not that one, the one where you set your 21 Special Points 5 minutes into the game.
That never shows up ever again.


OOOOHHH.. I got past that part by going to single monitor mode and then just forgot all about it. Well, I'm glad you fixed it ;)


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PostPosted: 10 Dec 2015, 01:39 
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He is right,
you see it 5 mins in and if you edit attributes at the vault exit. I am a compulsive personality. :P
guess thats why I was testing it with your fixed file. The two of you together are out coding Bethesda in my book. Writing a game today without doing the interface friendly to a wide range of displays is ridiculous. I found a tool to extract ba2 files on the Nexus but it won't recompile them. It will allow grabbing your changed files and doing them loose until someone like Haldi comes along and throws me a bone. I am doing different approaches to starting the game to develop more info to work with when I start putting together a mod I want to do when tools release. I think being driven to/through the MM start is limiting. It can be started anytime but nothing sets it up for the game.

Thanks again guys.
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PostPosted: 10 Dec 2015, 02:06 
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i've reuploaded the QuickBMS extractor for you.
download/file.php?id=1291

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PostPosted: 10 Dec 2015, 03:06 
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Thanks!
One of these days I keep promising myself to at least learn the scripting side of flash since so many UI compilations are moving into it but I stay so focused on what I like doing that I don't have time for what I want to do.

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PostPosted: 10 Dec 2015, 15:43 
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Hi Guys! I been using this forum for help with getting my rig to run FOV in a triple monitor set up I have Haldi's patch UI installed and it works great! The only problem I have is when I lock pick and its successful the game just crashes to the desktop no error message just blank then goes to my desktop. i am not using any mods right now, and I was wondering how to fix this? as it is right now I have to use the console command to unlock things. also crashes on work benches/transferring items in to storage containers or when i try to trade gear with companions.

I am using SLI nvidia 670 GTX my res is 5760x1080 also my drivers are all up to date.

any help would be great and thanks for all the awesome info I love this site.


here is my INI settings and followed them as I saw them in prevous pages.


[Interface]
fDefaultWorldFOV=90
fDefault1stPersonFOV=90
fSafeZoneX=250.0
fSafeZoneY=15.0
fSafeZoneXWide=1300.0
fSafeZoneYWid=36.0
fSafeZoneXWide16x10=64.0
fSafeZoneYWide16x10=36.0
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=2.0000
fWorkbenchItemScreenScale=1.7500
fInspectItemScreenScale=1.7500


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PostPosted: 10 Dec 2015, 21:06 
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Hi this isn't related to the widescreen stuff. I have seen the fix for it on another forum but can't remember where. Do a Google on lockpick bug and you should find it. Its one registry setting you need to add/change that fixes it for those that are effected.

Robert


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PostPosted: 10 Dec 2015, 21:43 
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Haldi wrote:
rdunlap wrote:
Great!
The only thing broken in that file is the special menu. Its HUGE and the top and bottom are cut off. I think that was the only fix Haldi had that you didn't.

Robert


Try this:
Attachment:
Fallout4 - Interface-patched.zip


i've patched the SpecialMenu in Erkboi's newest ba2


When i replace your older fix with this one the screens goes black and then the game shuts down everytime i try to barter or trade with traders and villagers. If i change back it works again. :shock:

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Hi guys! I'm new to the forums so excuse me if I come off ignorant. I have followed several instructions provided here to get Fallout running perfectly on my triple monitor rig. Everything seems to be working well with the exception of the crafting menu but I already know how to fix that. The actual issue that I am having is random crashing. After applying the Fallout-Interface patch the game started to work perfectly but whenever I have to transfer items through the mini pop-up window by pressing R my game instantly closes to desktop. No error message, no indication that there was a crash. I don't really know what else to do in order to fix this problem as I have gone a couple hours searching without any luck. Mind you I have not messed with the FOV settings as of yet. I'm not sure if there is a simple solution to this problem or if it's something new. Either way, I'd really appreciate any kind of help since this community seems like it's extremely helpful.


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PostPosted: 11 Dec 2015, 00:22 
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Thanks Robert for the info i will look in to that and have been googling for a solution. however this is related to the patch because, i had a mod that fixed my UI (sort of) I found on nexus for 5760x1080 resolutions here the link: http://www.nexusmods.com/fallout4/mods/274/? and it worked alright no crashing on any of the issues i described above. when i saw this i uninstalled the mod and tried it out my game looked ten times better so awesome work on that. I went to lock pick my game crashed on a successful attempt and so i tried again and the same thing went to a work bench same thing tried to trade with my companion same thing and so forth.

also if you could help me figure out what key it is that i have to edit id much appreciate that thanks everyone.


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PostPosted: 11 Dec 2015, 00:35 
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Haldi wrote:
Tutorial how to edit .ba2 files
Things you need:
.ba2 un(re-)packer from here: http://www.loverslab.com/topic/54891-f4-ba2-unpack/ (seems to be down, Reupload by myself:
Attachment:
QuickBMS extractor.zip
)
JPEXS Free Flash Decompiler from here: https://www.free-decompiler.com/flash/download/
the original Fallout4 Interfaces.ba2 (or you can use my modified version)
.


Thanks for posting this. I'm looking at it as we speak. There's no reason for every single person to have to patch their game individually, though.

I'm looking through the files and I can't find where Display rect is defined. If anyone can point me in the right direction, I think writing an auto patcher for the swf would be pretty easy. I have some code already written from my MGS V patch utility that could easily be re-used.


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PostPosted: 11 Dec 2015, 00:57 
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chris686 wrote:
Haldi wrote:
Tutorial how to edit .ba2 files
Things you need:
.ba2 un(re-)packer from here: http://www.loverslab.com/topic/54891-f4-ba2-unpack/ (seems to be down, Reupload by myself:
Attachment:
The attachment QuickBMS extractor.zip is no longer available
)
JPEXS Free Flash Decompiler from here: https://www.free-decompiler.com/flash/download/
the original Fallout4 Interfaces.ba2 (or you can use my modified version)
.


Thanks for posting this. I'm looking at it as we speak. There's no reason for every single person to have to patch their game individually, though.

I'm looking through the files and I can't find where Display rect is defined. If anyone can point me in the right direction, I think writing an auto patcher for the swf would be pretty easy. I have some code already written from my MGS V patch utility that could easily be re-used.


Quoting myself. I found out how to read it. This is a decompressed file. They are compressed with ZLib and can easily be decompressed with 7Zip.

If you're not a geek, you can probably skip this post.

The Hex dump in JPEXS shows the values, though the hex viewer is pretty crummy and seems slightly inaccurate. I'm writing this here for future readers.

Attachment:
Capture.PNG
Capture.PNG [ 51.28 KiB | Viewed 4752 times ]


The value in green is offset at address 9. This is where the displayRect starts. The value after 80 is the min. Somehow 80 is translated as 16 bits. I'm guessing UB is unsigned byte. 80 is 128, divided by 8 is 16? That's my best guess.

The next value, 00, zero obviously. This is the Xmin.

The next value is 6 bytes: 03 20 00. This is 204,800 in decimal. Divided by 8 is... 25,600!

If my assumptions are correct, the next max value is 01 C2 00, which should be 14,400 * 8, which is 115,200. In hex, that is 1C 20 00.

So... based on this info, I can write a patch utility. I'll post back when it's finished. I honestly would have done it a couple weeks ago, but I was waiting on someone else to write one.


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PostPosted: 11 Dec 2015, 02:43 
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chris686 wrote:
Haldi wrote:
Tutorial how to edit .ba2 files
Things you need:
.ba2 un(re-)packer from here: http://www.loverslab.com/topic/54891-f4-ba2-unpack/ (seems to be down, Reupload by myself:
Attachment:
QuickBMS extractor.zip
)
JPEXS Free Flash Decompiler from here: https://www.free-decompiler.com/flash/download/
the original Fallout4 Interfaces.ba2 (or you can use my modified version)
.


Thanks for posting this. I'm looking at it as we speak. There's no reason for every single person to have to patch their game individually, though.

I'm looking through the files and I can't find where Display rect is defined. If anyone can point me in the right direction, I think writing an auto patcher for the swf would be pretty easy. I have some code already written from my MGS V patch utility that could easily be re-used.


The question that comes to mind is Which SWF? There are several involved in this fix. Next question: Bear in mind I don't know enough about flash to fill a stickynote. Will your approach stay fixed the next time they update some or all of the SWF files? <sigh> i miss FORTRN89

Robert


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PostPosted: 11 Dec 2015, 05:48 
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chris686 wrote:
So... based on this info, I can write a patch utility. I'll post back when it's finished. I honestly would have done it a couple weeks ago, but I was waiting on someone else to write one.

Tried the same when the game released, but well... lucky i got lots of infos how this interface is written and i've started patching around myself xD

rdunlap wrote:
Will your approach stay fixed the next time they update some or all of the SWF files? <sigh> i miss FORTRN89

It's a "patcher" so you start the tool, check existing resolution, writen your prefered resolution, and it will overwrite the current files.
So you apply it after every game update with 2 clicks.

Btw, about the people having crashes.
A: Crashes do NOT happen when using original interface.ba2 ?
B: They happen with Erkbois patched file and with my patched file?

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I am pretty sure they are talking about a lockpick bug that is known but not as common as the invisible lockpick mini game. There were several references to it right after release day but I didn't have it so lost track of the issue. I remember an INI change being recommended on Bethesda's forums but can't dig it back up. I get the patcher part I am wondering if the hex addressing will change if the SWF is updated. I am a nosy old fart, my brain picks problems apart until they are not reducible any further.
BTW I am working on the PA interface as my learning object for flash. If I happen to fix it *(not holding breath) can I kick it to you to look over before I inflict it on the forum? I wouldn't trust it to share unless someone versed in Flash gave it a look.
Robert


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PostPosted: 11 Dec 2015, 07:53 
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Haldi wrote:
chris686 wrote:
So... based on this info, I can write a patch utility. I'll post back when it's finished. I honestly would have done it a couple weeks ago, but I was waiting on someone else to write one.

Tried the same when the game released, but well... lucky i got lots of infos how this interface is written and i've started patching around myself xD

rdunlap wrote:
Will your approach stay fixed the next time they update some or all of the SWF files? <sigh> i miss FORTRN89

It's a "patcher" so you start the tool, check existing resolution, writen your prefered resolution, and it will overwrite the current files.
So you apply it after every game update with 2 clicks.

Btw, about the people having crashes.
A: Crashes do NOT happen when using original interface.ba2 ?
B: They happen with Erkbois patched file and with my patched file?


A: No i never had a crash with the original B2a file. when I used the mod to fix the UI from nexus everything worked ..alright meaning nothing broke subtitles were messed up but that was about it. the UI wasn't as nice as your Patched file.
B: Yes to me it has only happened when I used your file everything looks great except when i use the tranfer window a work bench or try and trade with companions or lock pick successful. meaning i can get the lock picking window and pick the lock once its sucessful it crashes. its different than the lock pick bug and invisible one too which ive not had. i switched the original ba2 back no issue when re moded with a UI fix but it does not look nearly as nice as when its patched.


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PostPosted: 11 Dec 2015, 08:56 
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Haldi wrote:
chris686 wrote:
So... based on this info, I can write a patch utility. I'll post back when it's finished. I honestly would have done it a couple weeks ago, but I was waiting on someone else to write one.

Tried the same when the game released, but well... lucky i got lots of infos how this interface is written and i've started patching around myself xD

rdunlap wrote:
Will your approach stay fixed the next time they update some or all of the SWF files? <sigh> i miss FORTRN89

It's a "patcher" so you start the tool, check existing resolution, writen your prefered resolution, and it will overwrite the current files.
So you apply it after every game update with 2 clicks.

Btw, about the people having crashes.
A: Crashes do NOT happen when using original interface.ba2 ?
B: They happen with Erkbois patched file and with my patched file?


A: Nope, all is fine with the original interface.ba2. Your first .ba2 fix works also without any problem. ( http://www.wsgf.org/forums/viewtopic.ph ... 79#p162479 )
B: Erkbois new file was removed and referenced to your latest patched file, so i couldnt try Erkbois newest file. :wtf:

I reverted to your old file and use it, but would be nice to be able to use the updated in case there are some goodies in it.
Thx for looking in to it!

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How is the game running for you after the last Nvidia patch?

The game have horrible performance for me. I run 5760 x 1080 on a 2500k at 4.4 ghz and two 970.

I think i have tried every possible solution, different sli bits, so many configurations but i just cant get this game to run good. I am running around 30-45 fps depending on where i am, inside is the worst.
I have all settings on low kinda, but changing them does not really help much.

I have done many DDU driver installs so that should not be a problem. I get around 50-70% gpu usage, and i notice that the cards dont have to work that much since the fans and temps does not go up. I have tried many different sli bits. I have also tried changing to AFR2 and SLI COUNT TWO ( For some reason, default driver settings is listed as four? )
I have experimented with different pre-rended frames settings and everything i can think of really. But nothing seems to help.

Am i missing something that other people do or why is it such a horrible experience for me?

The only thing that works flawless is the Surroundfix, keep it up everyone who contributed :)

I read people here saying they run 970 sli at high without stuttering which seems like an impossible task.


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PostPosted: 11 Dec 2015, 13:17 
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Works really well for me. Also 5760*1080. Steady 60fps. And I'm capping it at 60 and my my gpu's runs up to max 70%. Its a lot better with the latest gamepatch. Before was many dips to 40 fps when zooming in scopes and stuff and. I'm running most things on ultra/max except AA wich looks horrible and blurry. So instead of the ingame AA I run all fixes in the guide here with the ReShade framework. It now looks really sharp and good.
http://www.tweakguides.com/Fallout4_1.html

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PostPosted: 11 Dec 2015, 14:26 
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Just created this account. Wanted to say thanks for all working on this fix. Before the 1.2 patch I was using the fix posted here and it worked great! I too however am having issues with the latest fix here under the new 1.2 patch. Basically, any time the in-game "help" type system pops up (like, first time you do lock picking, first time you visit the work bench, first time this / that), where it pops up a message with a "how to do this" info, instead, I am getting a blank box on the screen labeled "Message content", and then nothing works. With the original ba2 file, it'd be just hit "enter" to dismiss the message, but under the fixed ba2, no key on the keyboard responds. In-game music still plays in the background, but no input is accepted to move past that blank message box. I've been saving, then switching the ba2 to the original, passing the message, re-saving, switching to the fixed ba2 and proceeding, but that damn message seems to pop up every time I try something for the first time.

Also, after I got past the first lock-pick help message, I picked the lock successfully, no issues, but after I came up to the 2nd lock pick situation, i successfully pick the lock, and it just kicks me back to desktop, no messages or warning. Doesn't occur under the original ba2 v1.2 file.

Anyway, thought I'd report what I'm seeing on my end. Thanks for the all hard work on this!

- Goatblaster.


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PostPosted: 11 Dec 2015, 14:49 
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anteronoid wrote:
Works really well for me. Also 5760*1080. Steady 60fps. And I'm capping it at 60 and my my gpu's runs up to max 70%. Its a lot better with the latest gamepatch. Before was many dips to 40 fps when zooming in scopes and stuff and. I'm running most things on ultra/max except AA wich looks horrible and blurry. So instead of the ingame AA I run all fixes in the guide here with the ReShade framework. It now looks really sharp and good.
http://www.tweakguides.com/Fallout4_1.html


I dont know what the hell could be wrong. The game is very stuttering for me and unless i change pre-rendered frames to 3 or 4 it is really chunky.


Getting so anoyyed by this, spent more time trying to get the game run properly then playing. ( I have around 20h ingame :p )

What steps have you done? Just installed or changed anything in in Nvidia inspector? Do you run vsync in any variation, adaptive, smooth, standard?

This is the sli bits used default: 0x080000F5. I tried to go back to the previous driver too and i get about the same fps. The only differece is that the cars run hotter with the old driver, same fps, same stutter.

This is also default for me:
SLI_PREDEFINED_GPU_COUNT_DX10_FOUR
SLI_PREDEFINED_GPU_COUNT_AUTOSELECT

Several places says gpu count 4, but when i change to two i get around 10 fps. If i change to AFR2 SLI rendering, i get about 40 fps, with 50% gpu usage.

Will read up a bit more on the tweakguide but does not look to be anything i havent tried there already :(

Thanks for response!


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PostPosted: 11 Dec 2015, 15:01 
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Ceogar, if it helps, this is what I did to get my GTX680 4GB @ 5760x1080 running silky smooth (i7-920 OC'd to 4ghz CPU). I used this, which basically modifies your INI's for you:

http://goo.gl/weZzui

Run the JAR (have java installed), under the "INI Settings" tab, enable the Advanced>Use threaded morpher and Use threaded particle system and then install. Only thing I changed after that was the following in the Fallout4prefs.ini file, for much better shadows:

iShadowMapResolution=8192

Hope this helps.

EDIT - it's called the "ultra low graphics mod", but the game still looks awesome to be honest.

EDIT 2 - I didn't see you were running SLI, not sure if that's the cause or if the above will make a difference then :/


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PostPosted: 11 Dec 2015, 15:20 
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Im also still having the problem with regards to SLI and surround. The game is completely unplayable, I get 20-40FPS with 30-50% GPU usage the GPUs dont even clock up to max even though max performance mode is set in nvidia inspectors power saving section...

I have also tried pretty much every trick I can find and nothing makes any difference. I even set the graphics to their lowest to see if there was any difference but nope 30-40fps and the same GPU usage just lower clocks.

Im running 2x780TI's at 1.2GHZ and an I7 4930k @ 4.6GHZ

If anyone else has any suggestions of anything else to try it would be greatly appreciated.

I have also spent more time stuffing around with settings instead of playing, I would like my experience of the game to be as good as possible...

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PostPosted: 11 Dec 2015, 16:50 
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Ceogar wrote:
anteronoid wrote:
Works really well for me. Also 5760*1080. Steady 60fps. And I'm capping it at 60 and my my gpu's runs up to max 70%. Its a lot better with the latest gamepatch. Before was many dips to 40 fps when zooming in scopes and stuff and. I'm running most things on ultra/max except AA wich looks horrible and blurry. So instead of the ingame AA I run all fixes in the guide here with the ReShade framework. It now looks really sharp and good.
http://www.tweakguides.com/Fallout4_1.html


I dont know what the hell could be wrong. The game is very stuttering for me and unless i change pre-rendered frames to 3 or 4 it is really chunky.


Getting so anoyyed by this, spent more time trying to get the game run properly then playing. ( I have around 20h ingame :p )

What steps have you done? Just installed or changed anything in in Nvidia inspector? Do you run vsync in any variation, adaptive, smooth, standard?

This is the sli bits used default: 0x080000F5. I tried to go back to the previous driver too and i get about the same fps. The only differece is that the cars run hotter with the old driver, same fps, same stutter.

This is also default for me:
SLI_PREDEFINED_GPU_COUNT_DX10_FOUR
SLI_PREDEFINED_GPU_COUNT_AUTOSELECT

Several places says gpu count 4, but when i change to two i get around 10 fps. If i change to AFR2 SLI rendering, i get about 40 fps, with 50% gpu usage.

Will read up a bit more on the tweakguide but does not look to be anything i havent tried there already :(

Thanks for response!



I'm sorry but I really didn't have to do much at all. I only had slight stutter and lag before.
The only things i done is using the SMAA fix in the guide i linked and disabled the in-game Vsync and instead limit the frames with Afterburner directly in the cards. Since the game speed is FPS based like in the 90's it has to be limited otherwise physics go nuts.
Also, before upgrading to my Skylake cpu it was alot worse. I had a i7 2700K @ 4.6Ghz before and got the Skylake 2 days after the FO4 release, so i managed to do a Fallout4 test run with the 980Ti's and the 2700k and that was way laggier.. the the Skylake arriwed in mail and most of the lag was gone.. my conclusion is that it was pretty cpu intensive. But i feel its become much better after the latest patch even on the Skylake.
But i also changed to DDR4 and a better Mobo when swithing to Skylake... so i dont really know.. :wtf:

How does it run on a single monitor for you? Is that OK FPS wise? Have you measured vram usage and streaming and harddrive streaming of textures and such?
When i run it on max on my laptop in 1920*1080 with a gtx970m 3GB and a I7-4720HQ its pretty stable in 60 FPS too.. (AA off)

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PostPosted: 12 Dec 2015, 01:51 
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anteronoid wrote:
Haldi wrote:
chris686 wrote:
So... based on this info, I can write a patch utility. I'll post back when it's finished. I honestly would have done it a couple weeks ago, but I was waiting on someone else to write one.

Tried the same when the game released, but well... lucky i got lots of infos how this interface is written and i've started patching around myself xD

rdunlap wrote:
Will your approach stay fixed the next time they update some or all of the SWF files? <sigh> i miss FORTRN89

It's a "patcher" so you start the tool, check existing resolution, writen your prefered resolution, and it will overwrite the current files.
So you apply it after every game update with 2 clicks.

Btw, about the people having crashes.
A: Crashes do NOT happen when using original interface.ba2 ?
B: They happen with Erkbois patched file and with my patched file?


A: Nope, all is fine with the original interface.ba2. Your first .ba2 fix works also without any problem. ( http://www.wsgf.org/forums/viewtopic.ph ... 79#p162479 )
B: Erkbois new file was removed and referenced to your latest patched file, so i couldnt try Erkbois newest file. :wtf:

I reverted to your old file and use it, but would be nice to be able to use the updated in case there are some goodies in it.
Thx for looking in to it!


Confirmed! the old file works like a dream for me no more crashing! yay! now to get the new one working


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PostPosted: 12 Dec 2015, 10:43 
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Ok I had a small breakthrough this morning :P

If i set the game to borderless windowed maximized mode, SLI works perfectly.

Looks like you cant run it fullscreen.

So my problem is solved, hope this helps the others having this issue.

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PostPosted: 12 Dec 2015, 14:09 
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Demandred wrote:
Ok I had a small breakthrough this morning :P

If i set the game to borderless windowed maximized mode, SLI works perfectly.

Looks like you cant run it fullscreen.

So my problem is solved, hope this helps the others having this issue.


Great news!
But its really odd, i have always been informed and under the assumption that when using SLI in anything else than fullscreen (non-windowed) Sli wont really work. :think:
So it should have been the other way around for you, heh. :wtf:

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PostPosted: 12 Dec 2015, 18:44 
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On performance, dual 970s in SLI, running 5760x1200. Had great single monitor performance with everything on Ultra. Triple monitor it dropped to about 25 to 35 fps in most outdoor situations, still on Ultra but with Godrays turned off and shadows turned down. I'm also running the ReShade stuff at the above link which I think makes a great visual difference and wasn't impacting my fps. Had tried a few manual settings in profiles to use other game profiles but nothing that improved it.

New drivers didn't improve anything at Ultra settings. I finally went with a tick above the recommended settings (in GeForce Experience) which is more like running it between medium and high. That jumped it to 60 fps in most settings, though there was this horrible stutter every time I stopped moving as if it took a second to lock the image down. I changed NVidia's default AA back to TAA from FXAA and that immediately fixed it and fps held at 60. Have since slowly started creeping some settings back up higher but haven't gotten very far into that yet. This reminds me I need to get back to testing it.


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PostPosted: 12 Dec 2015, 23:39 
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anteronoid wrote:
Works really well for me. Also 5760*1080. Steady 60fps. And I'm capping it at 60 and my my gpu's runs up to max 70%. Its a lot better with the latest gamepatch. Before was many dips to 40 fps when zooming in scopes and stuff and. I'm running most things on ultra/max except AA wich looks horrible and blurry. So instead of the ingame AA I run all fixes in the guide here with the ReShade framework. It now looks really sharp and good.
http://www.tweakguides.com/Fallout4_1.html


Not here. 5760x1200, running two GTX 780's, getting really bad FPS. A lot of the times dipping into the 30's and 20's. Latest patch, and latest drivers.


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PostPosted: 13 Dec 2015, 01:12 
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Goatblaster wrote:
Just created this account. Wanted to say thanks for all working on this fix. Before the 1.2 patch I was using the fix posted here and it worked great! I too however am having issues with the latest fix here under the new 1.2 patch. Basically, any time the in-game "help" type system pops up (like, first time you do lock picking, first time you visit the work bench, first time this / that), where it pops up a message with a "how to do this" info, instead, I am getting a blank box on the screen labeled "Message content", and then nothing works. With the original ba2 file, it'd be just hit "enter" to dismiss the message, but under the fixed ba2, no key on the keyboard responds. In-game music still plays in the background, but no input is accepted to move past that blank message box. I've been saving, then switching the ba2 to the original, passing the message, re-saving, switching to the fixed ba2 and proceeding, but that damn message seems to pop up every time I try something for the first time.

Also, after I got past the first lock-pick help message, I picked the lock successfully, no issues, but after I came up to the 2nd lock pick situation, i successfully pick the lock, and it just kicks me back to desktop, no messages or warning. Doesn't occur under the original ba2 v1.2 file.

Anyway, thought I'd report what I'm seeing on my end. Thanks for the all hard work on this!

- Goatblaster.


I have this exact issue. I switched to use ekrboi's original multiple-swf fix which works great (though the scope isn't as pretty as Haldi's .ba2).


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PostPosted: 13 Dec 2015, 06:17 
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Yes, I switched to the old pre-1.2 file as well and it seems to be working just fine for now. Not sure what was changed in 1.2 in the interface.ba2 file, but the old one seems to do the trick at least for now.


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PostPosted: 13 Dec 2015, 16:22 
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Old one?
So Erkbois patched files work or not?
I simply changed the SpecialMenu.swf and repacked it, might have broken something there.

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PostPosted: 13 Dec 2015, 16:53 
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Yeah, the first re-pack you did still works fine. :onethumb:
This one works: http://www.wsgf.org/forums/viewtopic.ph ... 79#p162479 :D

The one you repacked last with Erkbois files does not work, I cant test how Erkbois files works without your re-pack since his links only points to your re-pack I believe.
This one does not work: http://www.wsgf.org/forums/viewtopic.ph ... 02#p163102 :wtf:

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PostPosted: 13 Dec 2015, 19:30 
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I've asked him to reupload his fix. Let's see if that works.
The old Patches were all with the original interface.ba2 before the game was patched

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I'm on 21:9 but that thread is dead. I have to use the original or first ba2 from this forum before the update or I get tiny text in game.

I'm trying to fix the scope manually. I have no experience with swf files but I'm a quick learner. Following the directions back on page 35 (I think) I can understand all of it except for editing the header to your resolution? I do not see how to edit this value unless it correlates to hexadecimal.

This may be something really easy I'm missing or waaayy to complicated for me. I would use the new interface file which as the scope fix included but again in 21:9 it's not working. If anyone could provide a tip I would be grateful. Or if anyone knows what to edit to get my hud and text the normal size as the FIRST modded ba2 file I'd appreciate it.

Thanks


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PostPosted: 17 Dec 2015, 05:15 
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as a 1 percenter 45x16 user, i managed to use the 21:9 support properly. but maaaan this game sucks the life out of my xfire 290's at 5400x1920.

https://www.youtube.com/watch?v=wMdRmCjhZVY


which is funny because i can run other AAA games just fine at medium/high settings like witcher 3, deus ex hr, gta 5, mgsvtpp, hitman absolution, crysis 1/2/3.


especially when i hit the cities, my framerate drops all to hell like 15-25's


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Image

I'm not sure if this is the right place to post the portrait-landscape-portrait (PLP) information for Fallout 4. This is by far the longest thread on ultra-widescreen setups for Fallout 4. Even though the discussion is mostly about Eyefinity/Surround, it seems like this might also be the right place for PLP information as well, since most of the problems are caused by the lack of in-game support for any resolution that is not 16:9 or 16:10, and the fixes for those use the same techniques (but different values for the settings depending on your resolution). The PIPWare UI really has the ability to fix all ultrawidescreen issues for all people, just needing some different configuration presets for different resolutions. If this thread is not the right place for this information, please let me know and I can move this post to the proper place.

This details in this post are a work in progress, but for now I have a mostly functional 4960x1600 (PLP) game experience. The main tool used is the PIPWare UI Fallout 4 Edition, which allows you to customize the HUD. I use my center monitor (the 2560x1600 monitor) as my main windows display (i.e. monitor #1), the left monitor is #2, and the right monitor is #3, so the upper left corner is at X=-1200.

Has the bounty for a completely working ultra-widescreen fix for Fallout 4 been claimed yet, or is it still available? :)

Required mods

Clean Power Armor HUD - http://www.nexusmods.com/fallout4/mods/178
PipWare UI Fallout4 Edition - http://www.nexusmods.com/fallout4/mods/388

Screen size and position fix

Fallout4Prefs.ini
[Display]
bTopMostWindow=0
bMaximizeWindow=0
bBorderless=1
bFull Screen=0
iSize H=1600
iSize W=4960
iLocation X=-1200
iLocation Y=0

NOTE: the bTopMostWindow=0 is important. If you set it to "1", as most recommendations are, it will ignore your iLocation X=-1200 value and start the game on your middle monitor.

FOV fix

Fallout4.ini
[Interface]
fDefaultWorldFOV=90
fDefault1stPersonFOV=130

PIP-Boy size fix

Use the console and type:
fov 80
refreshini

NOTE: save your came afterwards to make PIP-Boy size fix fix permanent.

Power Armor HUD Fix

[Interface]
fUIPowerArmorGeometry_TranslateW=0.00001
fUIPowerArmorGeometry_TranslateZ=-7
fUIPowerArmorGeometry_TranslateX=0.00001
fUIPowerArmorGeometry_TranslateY=367.0000

Normal HUD and other in-game UI Fixs

I'm asking the PipWare UI author rebb to publish my 4960x1600 pipWareConfig.xml with the mod, so it should be available as one of the presets and save you about 4 hours of messing around with HUD configuration to get it looking right. Until then, here's a link you can use to download it directly:

http://klms.kineticlearning.com/pipWare ... 0x1600.xml

I'm also working with the author to try to fix the remaining few (small) issues. In the end, I hope that the collaboration with the author will be able to solve almost all issues with non-standard resolutions.

FPS Fix (for nVidia)

Fallout4.ini
[Display]
iPresentInterval=0

Fallout4Prefs.ini
[Display]
iPresentInterval=0

The use nVidia Inspector to limit the frame rate to 58 FPS for the Fallout4.exe (which actually nets about a 60 FPS in game).

Running in a borderless window, with iPresentInterval=1, will lock your max FPS to be 1/2 of the monitor's refresh rate. So, if you have a 60Hz monitor, you will get at most 30 FPS. Unlocking the FPS by setting iPresentInterval=0 will allow unlimited FPS, but that causes problems with the game when the FPS goes too high, so you need to use nVidia Inspector to set the upper limit on framerate to prevent issues with the game.

Remaining Issues (mostly minor cosmetic issues)

I'll be working with rebb to try to solve as many of these as I can. I know information on the Main Menu swf and Scopes swf was posted here earlier in this thread. Hopefully that information can hep rebb incorporate fixes into the PIPWare UI tool to make the scopes configurable (X/Y scaling and offsets to un-squish them).

[*]The flashlight has a background (shadow behind it) that doesn't line up with the icon, and/or cannot be turned invisible. (FIXED in PIPWare UI 0.7.4)
[*]The explosive ammo has a background (shadow behind it) that doesn't line up with the icon, and/or cannot be turned invisible. (FIXED in PIPWare UI 0.7.4)
[*]The chrome is missing from the container and barter menus.
[*]The background (shadow) under the VATS Awareness line isn't big enough to cover the entire background under the text it is supposed to shadow.
[*]The inspect view's itemCard is way off to the left, and the mods dialog is split across the middle and right monitor. (FIXED in PIPWare UI 0.7.4)
[*]The main menu isn't centered on the middle monitor
[*]The loading screen isn't centered on the middle monitor
[*]The power armor hud's rainy glass extends beyond the borders of the middle window
[*]The scopes are distorted (squished horizontally)
[*]The lockpick menu is squished together at the bottom of the screen
[*]The background (shadow) under the quest complete graphic is misaligned and non yet configurable through PIPWare UI

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Last edited by J.C. on 20 Dec 2015, 18:11, edited 1 time in total.

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PostPosted: 19 Dec 2015, 07:36 
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CRAP! Sorry everyone. It seems that people are having issues. I've simply not had much play time recently but i'm off tomorrow so I plan to spend some time in fallout land! I'll look into the mentioned issues.


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ekrboi wrote:
CRAP! Sorry everyone. It seems that people are having issues. I've simply not had much play time recently but i'm off tomorrow so I plan to spend some time in fallout land! I'll look into the mentioned issues.


Thx Erkboi!
:cheers:

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Hi

I've been trying to keep up with this thread and there's a good chance I've missed a step or undone a fix by running the verify local files from within steam, but I'm struggling to figure out:

How to fix the Power Armour compass? The dial is the correct width, but the markers are spread across only the middle third. The regular compass is fine and I am using mods (but none for the power armour hud).

Thanks for all the effort you guys are putting in!


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PostPosted: 20 Dec 2015, 15:21 
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J.C. wrote:
Image

I'm not sure if this is the right place ........ [*]The lockpick menu is squished together at the bottom of the screen
[*]The background (shadow) under the quest complete graphic is misaligned and non yet configurable through PIPWare UI


Not working at all, worst of all solutions.
And I'm not playing in windowed because I have an SLI but most of the problems are corrected with solutions provided in post 1.
If the guy who is doing the pipwar UI is able to do a version for multiple screen size (my rez 7930*1440) then why not but for now it is not working.
You could ask him to do basic triple screen rez like 5760*1080, .... 5760*1200 ... 7680*1440 who are rez without bezel correction depending on the monitors you have as it will cover most of the users.


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PostPosted: 20 Dec 2015, 18:09 
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Suspiria wrote:
J.C. wrote:
Image

I'm not sure if this is the right place ........ [*]The lockpick menu is squished together at the bottom of the screen
[*]The background (shadow) under the quest complete graphic is misaligned and non yet configurable through PIPWare UI


Not working at all, worst of all solutions.
And I'm not playing in windowed because I have an SLI but most of the problems are corrected with solutions provided in post 1.
If the guy who is doing the pipwar UI is able to do a version for multiple screen size (my rez 7930*1440) then why not but for now it is not working.
You could ask him to do basic triple screen rez like 5760*1080, .... 5760*1200 ... 7680*1440 who are rez without bezel correction depending on the monitors you have as it will cover most of the users.


NOTE: You have to actually hand-configure the pipWareConfig.xml file for your resolution. It doesn't change anything out of the box for ultra-widescreen users.

Here's a link to my 4960x1600 resolution version, that you can use as a starting place:
http://klms.kineticlearning.com/pipWare ... 0x1600.xml

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PostPosted: 22 Dec 2015, 18:59 
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Here is the current state for Surround:

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And here is the current state for 21:9:

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(For both) there's still some annoying issues such as the quest markers not aligning, like in Skyrim - I guess the only real advantage is that you'll be able to use Fallout 4 UI replacement mod's without having to modify them theoretically.

There's also a couple of calculating that I'm guessing, which if you look carefully you can see that the model scale is slightly incorrect for 21:9, some kind of logarithmic formula.

A BETA fix will be released in the next few hours.

Image

[edit]
Released

If you wish to try it, I would strongly recommend you return any modified UI flash files back to their defaults, and any INI edits relating to the HUD to default initially.

About 64 lines of new JIT assembly being injected by the patch, which is more than Skyrim required.
[/edit]

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PostPosted: 22 Dec 2015, 19:45 
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Yay! awesome news Hayden!
I will try it out tonight and then make some donations! :cheers:

Thank you so much!

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PostPosted: 22 Dec 2015, 21:20 
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great work and just in the nick of time as i was about to start the game!

some minor thing, videos are off in 7680x1440

Image


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PostPosted: 22 Dec 2015, 21:56 
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Thank you for your hard work, much appreciated as always. Have to admit I was starting to wonder if you gave up on it. I donated before you released it, but I did not feel bad because I have been using your plugin for many other games so any donations are already well deserved. :cheers:


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PostPosted: 23 Dec 2015, 01:07 
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HaYDeN wrote:
If you wish to try it, I would strongly recommend you return any modified UI flash files back to their defaults, and any INI edits relating to the HUD to default initially.


Hey HaYDeN, thanks for getting this working.

Alas, the UI fix is not working for me. FoV mod works, just not the UI.

It's probably because there's a JMP out of range when it tries to compile:
Code:
DisplayDetection -> Scanning process for signs of SoftTH injection
c_HackTool -> Successfully opened process, ID=15192
Suspending Thread
HUDSafeZoneWide - Addr=Fallout4.exe+45B0770
HUDSafeZoneWide->X - Addr=Fallout4.exe+45B0770 (float=64.00)
HUDSafeZoneWide->Y - Addr=Fallout4.exe+45B0788 (float=36.00)
HUDSafeZone - Addr=Fallout4.exe+45B07A0
HUDSafeZone->X - Addr=Fallout4.exe+45B07A0 (float=64.00)
HUDSafeZone->Y - Addr=Fallout4.exe+45B07B8 (float=36.00)
HUDSafeZoneWide16x10 - Addr=Fallout4.exe+45B0740
HUDSafeZoneWide16x10->X - Addr=Fallout4.exe+45B0740 (float=15.00)
HUDSafeZoneWide16x10->Y - Addr=Fallout4.exe+45B0758 (float=15.00)
VATSZoomFix - Addr=Fallout4.exe+A8D47F
HUDFix - Addr=Fallout4.exe+2565F72
HUDFix_Cursor - Addr=Fallout4.exe+16843F8
HUDFix_Scoped - Addr=Fallout4.exe+E514A1
MouseFix_Regs - Addr=Fallout4.exe+255D8F0
MouseFix - Addr=Fallout4.exe+256B485
ObjectAspectFix - Addr=Fallout4.exe+DA6298
CenterMouse - Addr=Fallout4.exe+1019D49
CenterMouse1 - Addr=Fallout4.exe+1019D5F
CenterMouse2 - Addr=Fallout4.exe+1019D67
CenterMouse3 - Addr=Fallout4.exe+1019D84
CenterMouse4 - Addr=Fallout4.exe+1019D8C
FPFOV - Addr=Fallout4.exe+4598A30 (float=80.00)
TPFOV - Addr=Fallout4.exe+4598A18 (float=70.00)
WEPFOV - Addr=Fallout4.exe+1660F10
Un-Suspending Thread
Configure Success = true
Inject delay: 250ms, Configure() took: 1046ms, Adjusted Inject delay: -796ms
Actual delay: 1ms
Suspending Thread
X: 137.73
c_HackTool -> JMP candidate for ObjectAspectFix_cc, NOPS=1, Address=0x140636298
c_HackTool -> JMP candidate for MouseFix_Regs_cc, NOPS=1, Address=0x141ded8f0
c_HackTool -> JMP candidate for MouseFix_cc, NOPS=0, Address=0x141dfb485
c_HackTool -> JMP candidate for HUDFix_cc, NOPS=2, Address=0x141df5f72
c_HackTool -> JMP candidate for WEPFOV_cc, NOPS=2, Address=0x140ef0f10
c_HackTool -> Successfully allocated 4096 bytes at 0x1c7710000 for ASM block "Fi
xes"
c_HackTool -> Failed to compile assembly... Error during compile, check your ass
embly is accurate and valid.
c_HackTool -> Error occured near: jmp 0x14063629e (Relative Jump Out Of Range)
Un-Suspending Thread


Detail:
  • I disabled all interface mods.
  • I removed all hud/safe edits from my ini files. (Luckily I make backups and use Beyond Compare to keep track of what I've diddled with.)
  • I had steam verify files to make sure nothing in vanilla was modded. I'm using the current Steam version, as seen in the log above.
  • I installed your FO4 plugin.
  • I didn't change any plugin settings.
  • I launched the game with Nexus Mod Manager, to keep Beth from rewriting my config files to disable mods, mutter.

Anything I might have missed, or is this maybe just a beta plugin glitch that needs fixing? Any more info I can supply to help?


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PostPosted: 23 Dec 2015, 01:40 
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Aiken Drum wrote:

Hey HaYDeN, thanks for getting this working.

Alas, the UI fix is not working for me. FoV mod works, just not the UI.

It's probably because there's a JMP out of range when it tries to compile:

Detail:
  • I disabled all interface mods.
  • I removed all hud/safe edits from my ini files. (Luckily I make backups and use Beyond Compare to keep track of what I've diddled with.)
  • I had steam verify files to make sure nothing in vanilla was modded. I'm using the current Steam version, as seen in the log above.
  • I installed your FO4 plugin.
  • I didn't change any plugin settings.
  • I launched the game with Nexus Mod Manager, to keep Beth from rewriting my config files to disable mods, mutter.

Anything I might have missed, or is this maybe just a beta plugin glitch that needs fixing? Any more info I can supply to help?


That's an interesting problem - it suggests the code is different in some way (ie fallout4.exe)

Have you tried launching without Nexus Mod Manager? (I'm not entirely sure how it interacts with the executable)

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PostPosted: 23 Dec 2015, 01:46 
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HaYDeN wrote:
That's an interesting problem - it suggests the code is different in some way (ie fallout4.exe)

Have you tried launching without Nexus Mod Manager? (I'm not entirely sure how it interacts with the executable)


Yeah, sorry, I meant to say that yes, it does the same thing without NMM.

I'm assuming the problem is that it's finding addresses that are above 32-bit space and trying to compile jumps to them with 32-bit asm. Note that 0x140636298 is nine hex digits, not eight. I have no idea why this would be happening in a 32-bit app, unless it's talking about the physical address. I do have a boatload of ram in this box, so stuff easily gets loaded above 4GB in physical address terms.


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PostPosted: 23 Dec 2015, 01:49 
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Aiken Drum wrote:
I have no idea why this would be happening in a 32-bit app, unless it's talking about the physical address. I do have a boatload of ram in this box, so stuff easily gets loaded above 4GB in physical address terms.

Could also be that your codecave and the patched executable section are more than ±2GB from each other, so even a 32-bit relative jump won't do.


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PostPosted: 23 Dec 2015, 01:57 
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Aiken Drum wrote:
Could also be that your codecave and the patched executable section are more than ±2GB from each other, so even a 32-bit relative jump won't do.

Yup, there it is. The original code is circa 0x140000000 and your codecave is at 0x1c7750000. Delta is 0x87750000, which is outside the ±0x80000000 range for relative jmp.

There's no absolute jmp in x86, but you could use the trick where you stick the absolute address in the four bytes after an indirected jump. I don't know how to encode that in your lua file, especially considering I'd need to use the virtual address and not the physical in order to drop the correct value after the jmp.

Edit: DIdn't realize FO4 was 64-bit. My bad. I think you can just do this in place of the plain jmp:

Code:
jmp [rip+0]
dq %returnaddress%


But I'm out of my element with x64, so I'm not sure.

Edit 2: That change in the lua compiles for me, but hacktool is injecting the plain jmp, which doesn't, and I don't know how to change that, so that's as far as I got.


Last edited by Aiken Drum on 23 Dec 2015, 03:14, edited 2 times in total.

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Just a quick FIY that with the recent nvidia 361.43 driver they seem to have fixed the SLI issues.
Finally getting 60fps all over with 5760x1080 and no more drops :D


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PostPosted: 23 Dec 2015, 03:33 
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Aiken Drum wrote:
Aiken Drum wrote:
Could also be that your codecave and the patched executable section are more than ±2GB from each other, so even a 32-bit relative jump won't do.

Yup, there it is. The original code is circa 0x140000000 and your codecave is at 0x1c7750000. Delta is 0x87750000, which is outside the ±0x80000000 range for relative jmp.

There's no absolute jmp in x86, but you could use the trick where you stick the absolute address in the four bytes after an indirected jump. I don't know how to encode that in your lua file, especially considering I'd need to use the virtual address and not the physical in order to drop the correct value after the jmp.


64bit mode is Lulz at best - it's such a hack :P - Indeed correct - in theory with a typical fixed jmp you would be restricted to that of an 32bit (hah!) integer (i.e. + or - 2GiB / 0x80000000h) from the jmp position.

If you use a register or other mechanism that can reference or represent a true 64bit value then you can jmp across the entire address space, the problem with this is one is trying not to dirty any registers.

Interesting anyway, it could be because of large amounts of ram but that shouldn't matter, I only have 12GB - I have not seen this problem arise - by design it should try to allocate the memory as close as possible to origin process, only thing I can think of is that your memory is _horribly_ fragmented due to long uptime and/or thrashing micro allocations.

Looking at my prototype:
The prototype for the function call causing the allocation is CompileAssembly(const wchar_t * Assembly,const wchar_t * AllocationName,size_t NearTo) with NearTo being optional, if NearTo is specified at the time of allocation it will dump all memory regions and scan incrementally for a free block(s) large enough, then tries to allocate (more than once if required) until it succeeds.

Later when the memory is allocated, the following code is executed - ie If its a 64bit process and you don't tell it your preference with respect to where it should allocate it, it will try to allocate it as close as possible after the Process Image it's attached to; to help combat this exact issue.

I've only needed to use the NearTo functionality when modifying DLL's loaded by the process - so I guess it's possible there's a bug.

Code:
   if (HackTool->GetArchitecture() == 64) {
      size_t TempNearTo = HackTool->GetBaseAddress() + HackTool->GetBaseSize();
      if ((NearTo == 0) && (TempNearTo > 0)) {
         NearTo = TempNearTo;
      }
   }

   if (NearTo != 0) {
      .... scan for block NearTo
   }


Can you paste the relevant base address ( which is shown in the main window ) and the allocation address along with the error - did you identify which function or codecave block this is in the Lua file?

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PostPosted: 23 Dec 2015, 04:23 
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HaYDeN wrote:
If you use a register or other mechanism that can reference or represent a true 64bit value then you can jmp across the entire address space, the problem with this is one is trying not to dirty any registers.


Not sure if you saw this, as I edited it in around the time you were probably writing your response:

Aiken Drum wrote:
... I think you can just do this in place of the plain jmp:

Code:
jmp [rip+0]
dq %returnaddress%


But I'm out of my element with x64, so I'm not sure.

Edit 2: That change in the lua compiles for me, but hacktool is injecting the plain jmp, which doesn't, and I don't know how to change that, so that's as far as I got.


If you can afford the extra bytes at the source location, you should be able to do full 64-bit jumps in all cases. I don't know how much code you're replacing in each case, though. If something is just diverting a single source jmp, then obviously that's not feasible.

But back to your post:

HaYDeN wrote:
Interesting anyway, it could be because of large amounts of ram but that shouldn't matter, I only have 12GB - I have not seen this problem arise - by design it should try to allocate the memory as close as possible to origin process, only thing I can think of is that your memory is _horribly_ fragmented due to long uptime and/or thrashing micro allocations.


Nope. Even off a fresh boot, I get the same results.

Quote:
Code:
   if (HackTool->GetArchitecture() == 64) {
      size_t TempNearTo = HackTool->GetBaseAddress() + HackTool->GetBaseSize();
      if ((NearTo == 0) && (TempNearTo > 0)) {
         NearTo = TempNearTo;
      }
   }


I don't know what compiler you're using, but size_t is unreliable as a type to hold pointers as integers, which is what you appear to be doing here. Not so much size-wise, unless you're compiling in some kind of 32-bit compatibility mode for source tha was written for x86, but more because it's not guaranteed signed or unsigned. You should really be using intptr_t or uintptr_t, if your STL/compiler supports a recent enough C++ standard to have them.

My concern is that you might have an overflow or underflow or wrap in your ints-as-pointers math. Not here, since this code looks innocuous, but maybe somewhere else. Or maybe one or both values are getting truncated to 32 bits somewhere, in which case 0x1c7000000 -> 0x0C7000000 could appear to be within 2GB of 0x140000000.

Dunno, just throwing out ideas. Can you seed/hardcode a dummy run with the addresses from my quoted debug spew and see if you spot it going awry at some point?


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PostPosted: 23 Dec 2015, 04:25 
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Oops, missed this:

HaYDeN wrote:
Can you paste the relevant base address ( which is shown in the main window ) and the allocation address along with the error - did you identify which function or codecave block this is in the Lua file?


Yeah. Here's the debug console spew from a run I just did:

Code:
DisplayDetection -> Scanning process for signs of SoftTH injection
c_HackTool -> Successfully opened process, ID=11656
Suspending Thread
HUDSafeZoneWide - Addr=Fallout4Launcher.exe+45B0770
HUDSafeZoneWide->X - Addr=Fallout4Launcher.exe+45B0770 (float=64.00)
HUDSafeZoneWide->Y - Addr=Fallout4Launcher.exe+45B0788 (float=36.00)
HUDSafeZone - Addr=Fallout4Launcher.exe+45B07A0
HUDSafeZone->X - Addr=Fallout4Launcher.exe+45B07A0 (float=64.00)
HUDSafeZone->Y - Addr=Fallout4Launcher.exe+45B07B8 (float=36.00)
HUDSafeZoneWide16x10 - Addr=Fallout4Launcher.exe+45B0740
HUDSafeZoneWide16x10->X - Addr=Fallout4Launcher.exe+45B0740 (float=15.00)
HUDSafeZoneWide16x10->Y - Addr=Fallout4Launcher.exe+45B0758 (float=15.00)
VATSZoomFix - Addr=Fallout4Launcher.exe+A8D47F
HUDFix - Addr=Fallout4Launcher.exe+2565F72
HUDFix_Cursor - Addr=Fallout4Launcher.exe+16843F8
HUDFix_Scoped - Addr=Fallout4Launcher.exe+E514A1
MouseFix_Regs - Addr=Fallout4Launcher.exe+255D8F0
MouseFix - Addr=Fallout4Launcher.exe+256B485
ObjectAspectFix - Addr=Fallout4Launcher.exe+DA6298
CenterMouse - Addr=Fallout4Launcher.exe+1019D49
CenterMouse1 - Addr=Fallout4Launcher.exe+1019D5F
CenterMouse2 - Addr=Fallout4Launcher.exe+1019D67
CenterMouse3 - Addr=Fallout4Launcher.exe+1019D84
CenterMouse4 - Addr=Fallout4Launcher.exe+1019D8C
FPFOV - Addr=Fallout4Launcher.exe+4598A30 (float=80.00)
TPFOV - Addr=Fallout4Launcher.exe+4598A18 (float=70.00)
WEPFOV - Addr=Fallout4Launcher.exe+1660F10
Un-Suspending Thread
Configure Success = true
Inject delay: 250ms, Configure() took: 900ms, Adjusted Inject delay: -650ms
Actual delay: 1ms
Suspending Thread
X: 137.73
c_HackTool -> JMP candidate for ObjectAspectFix_cc, NOPS=1, Address=0x1401a6298
c_HackTool -> JMP candidate for MouseFix_Regs_cc, NOPS=1, Address=0x14195d8f0
c_HackTool -> JMP candidate for MouseFix_cc, NOPS=0, Address=0x14196b485
c_HackTool -> JMP candidate for HUDFix_cc, NOPS=2, Address=0x141965f72
c_HackTool -> JMP candidate for WEPFOV_cc, NOPS=2, Address=0x140a60f10
c_HackTool -> Successfully allocated 4096 bytes at 0x1c7280000 for ASM block "Fixes"
c_HackTool -> Failed to compile assembly... Error during compile, check your assembly is accurate and valid.
c_HackTool -> Error occured near: jmp 0x14072629e (Relative Jump Out Of Range)
Un-Suspending Thread


The issue is with any jmp into or out of the codecave. If I fix the ones in the lua that jump back to the return address, then the jmps made for the source location that jump into the cave become the problem.


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PostPosted: 23 Dec 2015, 04:36 
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BTW, this could possibly be due to having the machine set up for development as well. It could be something like windows debug symbols getting loaded up with the executable or something like that, though I'm pretty sure that only happens when a debugger is attached. Still, could be something like that which is pushing the available heap further away from the executable.


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PostPosted: 23 Dec 2015, 04:39 
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Aiken Drum wrote:
BTW, this could possibly be due to having the machine set up for development as well. It could be something like windows debug symbols getting loaded up with the executable or something like that, though I'm pretty sure that only happens when a debugger is attached. Still, could be something like that which is pushing the available heap further away from the executable.


What's the base address of the executable as per the main window (not debug window, it's not provided) - screenshot it probably is easiest.

And what is the MD5 hash of your executable, I note it's named Fallout4Launcher.exe rather than Fallout4.exe?

ie

Code:
PS C:\Program Files (x86)\Steam\steamapps\common\Fallout 4> get-filehash .\Fallout4.exe -algorithm md5

Algorithm       Hash                                                                   Path
---------       ----                                                                   ----
MD5             C80BDB3FB9EF4D34BC751CDB31996843                                       C:\Program Files (x86)\Steam\...

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HaYDeN wrote:
What's the base address of the executable as per the main window (not debug window, it's not provided) - screenshot it probably is easiest.


Ah, I didn't notice that, sorry. Here you go:

http://i.imgur.com/LdAiIH1.png
Image

Quote:
And what is the MD5 hash of your executable, I note it's named Fallout4Launcher.exe rather than Fallout4.exe?


It's just named that because you can circumvent the unnecessary launcher by swapping their names around. And no, doing it the right way around doesn't make any difference. :)

Code:
C:\Program Files (x86)\Steam\steamapps\common\Fallout 4>CertUtil -hashfile Fallout4Launcher.exe MD5
MD5 hash of file Fallout4Launcher.exe:
c8 0b db 3f b9 ef 4d 34 bc 75 1c db 31 99 68 43
CertUtil: -hashfile command completed successfully.


Appears to match.


Last edited by Aiken Drum on 23 Dec 2015, 05:05, edited 1 time in total.

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Aiken Drum wrote:
It's just named that because you can circumvent the unnecessary launcher by swapping their names around. And no, doing it the right way around doesn't make any difference. :)


^ Slightly inaccurate. Same results, almost the same numbers. The base address goes to 0x3FCC0000 when I run the standard way, with files right way around and steam running the launcher. Otherwise everything pans out identically.


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PostPosted: 23 Dec 2015, 05:11 
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Waitaminute.

Aiken Drum wrote:
Image


Quote:
c_HackTool -> JMP candidate for ObjectAspectFix_cc, NOPS=1, Address=0x1401a6298


Where's the leading '1' I would have expected on the base address shown in the screenshot? Is this physical vs. virtual, or did the upper 32 bits get chopped off?


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PostPosted: 23 Dec 2015, 05:20 
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Well running it locally you can clearly see the problem.

Code:
DisplayDetection -> Scanning process for signs of SoftTH injection
c_HackTool -> Successfully opened process, ID=8272
Suspending Thread
HUDSafeZoneWide - Addr=Fallout4.exe+45B0770
HUDSafeZoneWide->X - Addr=Fallout4.exe+45B0770 (float=64.00)
HUDSafeZoneWide->Y - Addr=Fallout4.exe+45B0788 (float=36.00)
HUDSafeZone - Addr=Fallout4.exe+45B07A0
HUDSafeZone->X - Addr=Fallout4.exe+45B07A0 (float=20.00)
HUDSafeZone->Y - Addr=Fallout4.exe+45B07B8 (float=36.00)
HUDSafeZoneWide16x10 - Addr=Fallout4.exe+45B0740
HUDSafeZoneWide16x10->X - Addr=Fallout4.exe+45B0740 (float=15.00)
HUDSafeZoneWide16x10->Y - Addr=Fallout4.exe+45B0758 (float=15.00)
VATSZoomFix - Addr=Fallout4.exe+A8D47F
HUDFix - Addr=Fallout4.exe+2565F72
HUDFix_Cursor - Addr=Fallout4.exe+16843F8
HUDFix_Scoped - Addr=Fallout4.exe+E514A1
MouseFix_Regs - Addr=Fallout4.exe+255D8F0
MouseFix - Addr=Fallout4.exe+256B485
ObjectAspectFix - Addr=Fallout4.exe+DA6298
CenterMouse - Addr=Fallout4.exe+1019D49
CenterMouse1 - Addr=Fallout4.exe+1019D5F
CenterMouse2 - Addr=Fallout4.exe+1019D67
CenterMouse3 - Addr=Fallout4.exe+1019D84
CenterMouse4 - Addr=Fallout4.exe+1019D8C
FPFOV - Addr=Fallout4.exe+4598A30 (float=80.00)
TPFOV - Addr=Fallout4.exe+4598A18 (float=70.00)
WEPFOV - Addr=Fallout4.exe+1660F10
Un-Suspending Thread
Configure Success = true
Inject delay: 250ms, Configure() took: 1027ms, Adjusted Inject delay: -777ms
Actual delay: 3ms
Suspending Thread
X: 96.42
c_HackTool -> JMP candidate for ObjectAspectFix_cc, NOPS=1, Address=0x7ff7ea2a6298
c_HackTool -> JMP candidate for MouseFix_Regs_cc, NOPS=1, Address=0x7ff7eba5d8f0
c_HackTool -> JMP candidate for MouseFix_cc, NOPS=0, Address=0x7ff7eba6b485
c_HackTool -> JMP candidate for HUDFix_cc, NOPS=2, Address=0x7ff7eba65f72
c_HackTool -> JMP candidate for WEPFOV_cc, NOPS=2, Address=0x7ff7eab60f10
c_HackTool -> Successfully allocated 4096 bytes at 0x7ff7f1380000 for ASM block "Fixes"
c_HackTool -> Assembly compile was successful
Un-Suspending Thread


Pay attention to the bottom - your OS is behaving like it's 32bit, printf is atleast.

Can you screenshot the status tab after freshly starting it... it will report near the top how it see's your system. (although not in a detailed way, it should say 64bit compatible)

Image

Ignore the errors mine shows - using RDP, but note where it says Operating system is XYZ, 64Bit compatible.

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PostPosted: 23 Dec 2015, 05:40 
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HaYDeN wrote:
Well running it locally you can clearly see the problem.
...
Pay attention to the bottom - your OS is behaving like it's 32bit, printf is atleast.


Not actually seeing what you're seeing. Mine prints 64-bit values just fine, it's just that there are only nine hex digits in the values, vs your dozen or so. At a glance it looks like the debug log only shows 32 bits, but that's not the case.

That is interesting, though. Why are my actual addresses so different, hmm.

Quote:
Can you screenshot the status tab after freshly starting it... it will report near the top how it see's your system. (although not in a detailed way, it should say 64bit compatible)


Sure. It does say 64-bit compatible:

http://i.imgur.com/ut31KL8.png
Image

Actual OS is win7 ultimate x64, btw.


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PostPosted: 23 Dec 2015, 05:46 
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This is what you pasted in a earlier message:

Code:
c_HackTool -> JMP candidate for ObjectAspectFix_cc, NOPS=1, Address=0x1401a6298
c_HackTool -> JMP candidate for MouseFix_Regs_cc, NOPS=1, Address=0x14195d8f0
c_HackTool -> JMP candidate for MouseFix_cc, NOPS=0, Address=0x14196b485
c_HackTool -> JMP candidate for HUDFix_cc, NOPS=2, Address=0x141965f72
c_HackTool -> JMP candidate for WEPFOV_cc, NOPS=2, Address=0x140a60f10
c_HackTool -> Successfully allocated 4096 bytes at 0x1c7280000 for ASM block "Fixes"
c_HackTool -> Failed to compile assembly... Error during compile, check your assembly is accurate and valid.
c_HackTool -> Error occured near: jmp 0x14072629e (Relative Jump Out Of Range)


Here is what happens on my machine: (Windows 10 x64)

Code:
c_HackTool -> JMP candidate for ObjectAspectFix_cc, NOPS=1, Address=0x7ff7ea2a6298
c_HackTool -> JMP candidate for MouseFix_Regs_cc, NOPS=1, Address=0x7ff7eba5d8f0
c_HackTool -> JMP candidate for MouseFix_cc, NOPS=0, Address=0x7ff7eba6b485
c_HackTool -> JMP candidate for HUDFix_cc, NOPS=2, Address=0x7ff7eba65f72
c_HackTool -> JMP candidate for WEPFOV_cc, NOPS=2, Address=0x7ff7eab60f10
c_HackTool -> Successfully allocated 4096 bytes at 0x7ff7f1380000 for ASM block "Fixes"
c_HackTool -> Assembly compile was successful


ie. this demonstrates Printf is not behaving properly, I'm sure there are other functions misbehaving - I have tested 64bit functionality extensively on Windows 10 and Windows 8 but Windows 7 not so much.

64bit compatibility in general is a nightmere from experience, no matter how well you try and stick to "ideals" in terms of data types and practices.

[edit]
The problem will be printf, if you look in the Lua file, the addressing is all dynamic, I'm replacing strings and variables with addresses before I present the assembly to the Fasm DLL, so if it's broken in the debug window it will be broken when it generates the ASM to go out to FASM, where it consequently get's the binary back to inject.

Printf nomenclature for printing 64bit variables is a known rat's nest on windows, and linux too for that matter. #IFDEF nest ftw.

I lie, I'm actually using StringCchPrintf because of this exact issue when I first built it, behaviour wasen't consistent, I used that function hesitently because at the moment, FWS is Win32 only.

i.e. The problem lies here:
Code:
            if (Arch == 32) { tFormat = L"0x%x"; } else { tFormat = L"0x%llx"; }
            ....
            StringCchPrintf(buf,256,tFormat,Address);



[/edit]

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Last edited by HaYDeN on 23 Dec 2015, 06:04, edited 1 time in total.

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PostPosted: 23 Dec 2015, 06:03 
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I'm still not seeing how printf is broken. My and your printfs both show 64-bit numbers. I've aligned the numbers and separated words for clarity:

Code:
c_HackTool -> JMP candidate for ObjectAspectFix_cc, NOPS=1, Address=0x    1 401a 6298
vs
c_HackTool -> JMP candidate for ObjectAspectFix_cc, NOPS=1, Address=0x 7ff7 ea2a 6298


Both are printing values > 0xffffffff successfully.

Edit: Granted, there's still the issue of the UI showing a 32-bit value, but at least during the log, they're still intact.


Last edited by Aiken Drum on 23 Dec 2015, 06:08, edited 1 time in total.

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PostPosted: 23 Dec 2015, 06:06 
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Maybe this is a dumb question, but am I receiving a 64-bit executable from Steam due to being on a 64-bit OS, but a person on win32 would receive a different executable that would be inherently more compatible with FWS?


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PostPosted: 23 Dec 2015, 06:18 
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Aiken Drum wrote:
I'm still not seeing how printf is broken. My and your printfs both show 64-bit numbers. I've aligned the numbers and separated words for clarity:

Both are printing values > 0xffffffff successfully.


The problem is - are they valid? I do not expect 64bit processes to be in the lower range, unless Windows 7's memory management significantly differs from the others.... keep in mind 64bit is heavily reliant on relative addressing and only really has a 48bit address space...

Perhaps I'm wrong, but you need to confirm the actual memory region that the executable is living in.

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PostPosted: 23 Dec 2015, 06:29 
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HaYDeN wrote:
keep in mind 64bit is heavily reliant on relative addressing... perhaps I'm wrong, but you need to confirm the actual memory region that the executable is living in.


Fair enough. Luckily, I can do that. I attached visual studio to the process and here's the useful bit of the modules window:

Code:
module                    address                            order
xinput1_3.dll             0000000000100000-000000000011E000* 17
RTSSHooks64.dll           00000000006E0000-000000000074C000* 82
steamclient64.dll         0000000054BC0000-00000000557FB000  55
tier0_s64.dll             0000000058E00000-0000000058FE4000  59
msvcr90.dll               000000005DA20000-000000005DAC3000  83
vstdlib_s64.dll           0000000069C50000-0000000069CB4000  60
sfc.dll                   000000006D6B0000-000000006D6B3000  47
steam_api64.dll           000000006D780000-000000006D7B7000  31
X3DAudio1_7.dll           0000000071EC0000-0000000071EC9000  16
user32.dll                0000000076C60000-0000000076D5A000   5
kernel32.dll              0000000076D60000-0000000076E80000   3
ntdll.dll                 0000000076E80000-0000000077029000   2
psapi.dll                 0000000077050000-0000000077057000  54
Fallout4Launcher.exe      000000013F420000-000000014728D000   1
nvwgf2umx.dll             000007FEDF870000-000007FEE0A1A000  70
dsound.dll                000007FEE57B0000-000007FEE5838000  80
BtMmHook.dll              000007FEE6240000-000007FEE627F000  67
dxgidebug.dll             000007FEECB90000-000007FEECBB6000  68
d3d11.dll                 000007FEECBC0000-000007FEECD95000  35
dxgi.dll                  000007FEECDA0000-000007FEECDFD000  36
sfc_os.dll                000007FEF1200000-000007FEF1210000  48
XAudio2_7.dll             000007FEF32B0000-000007FEF333B000  78
GameOverlayRenderer64.dll 000007FEF3340000-000007FEF34DC000  53
AcGenral.dll              000007FEF34E0000-000007FEF3531000  45
AcXtrnal.dll              000007FEF3540000-000007FEF39A7000  44
mpr.dll                   000007FEF72B0000-000007FEF72C8000  43
AcLayers.dll              000007FEF7340000-000007FEF739A000  41
msvcr110.dll              000007FEF73A0000-000007FEF7474000  33
msvcp110.dll              000007FEF7480000-000007FEF7527000  32
bink2w64.dll              000007FEF7850000-000007FEF78DB000  25
GFSDK_GodraysLib.x64.dll  000007FEF7910000-000007FEF796A000  39
comctl32.dll              000007FEF83D0000-000007FEF8470000  66
nvapi64.dll               000007FEF8470000-000007FEF87BC000  72
libScePad.dll             000007FEF8E40000-000007FEF8E6B000  22
winnsi.dll                000007FEF9340000-000007FEF934B000  30
IPHLPAPI.DLL              000007FEF9350000-000007FEF9377000  28
AudioSes.dll              000007FEF9780000-000007FEF97CF000  77
winmm.dll                 000007FEF9810000-000007FEF984B000  23
winspool.drv              000007FEF98B0000-000007FEF9921000  42
sizerhook64.dll           000007FEF9B20000-000007FEF9B29000  65
winhttp.dll               000007FEFAFB0000-000007FEFB021000  26
dwmapi.dll                000007FEFB090000-000007FEFB0A8000  38
webio.dll                 000007FEFB100000-000007FEFB164000  27
avrt.dll                  000007FEFB2A0000-000007FEFB2A9000  79
hid.dll                   000007FEFB2B0000-000007FEFB2BB000  24
propsys.dll               000007FEFB2F0000-000007FEFB41C000  76
MMDevAPI.dll              000007FEFB420000-000007FEFB46B000  75
powrprof.dll              000007FEFB470000-000007FEFB49C000  81
version.dll               000007FEFB800000-000007FEFB80C000  37
bcryptprimitives.dll      000007FEFC0A0000-000007FEFC0EC000  73
rsaenh.dll                000007FEFC160000-000007FEFC1A7000  63
cryptsp.dll               000007FEFC460000-000007FEFC478000  62
bcrypt.dll                000007FEFC5B0000-000007FEFC5D2000  71
secur32.dll               000007FEFC860000-000007FEFC86B000  61
sspicli.dll               000007FEFCA30000-000007FEFCA55000  46
apphelp.dll               000007FEFCA60000-000007FEFCAB7000  40
cryptbase.dll             000007FEFCAC0000-000007FEFCACF000  64
msasn1.dll                000007FEFCC20000-000007FEFCC2F000  57
profapi.dll               000007FEFCC30000-000007FEFCC3F000  50
userenv.dll               000007FEFCC50000-000007FEFCC6E000  49
devobj.dll                000007FEFCD10000-000007FEFCD2A000  21
cfgmgr32.dll              000007FEFCD60000-000007FEFCD96000  19
KernelBase.dll            000007FEFCDA0000-000007FEFCE0C000   4
crypt32.dll               000007FEFCE30000-000007FEFCF9D000  56
wintrust.dll              000007FEFCFA0000-000007FEFCFDB000  69
sechost.dll               000007FEFCFE0000-000007FEFCFFF000  11
rpcrt4.dll                000007FEFD000000-000007FEFD12D000  12
gdi32.dll                 000007FEFD590000-000007FEFD5F7000   6
clbcatq.dll               000007FEFD600000-000007FEFD699000  74
oleaut32.dll              000007FEFD6A0000-000007FEFD777000  20
msctf.dll                 000007FEFD780000-000007FEFD889000  52
shell32.dll               000007FEFD890000-000007FEFE619000  13
msvcrt.dll                000007FEFE620000-000007FEFE6BF000   9
imagehlp.dll              000007FEFE720000-000007FEFE739000  58
setupapi.dll              000007FEFE740000-000007FEFE917000  18
imm32.dll                 000007FEFE920000-000007FEFE94E000  51
ws2_32.dll                000007FEFE950000-000007FEFE99D000  34
ole32.dll                 000007FEFEC90000-000007FEFEE93000  15
lpk.dll                   000007FEFEEA0000-000007FEFEEAE000   7
usp10.dll                 000007FEFEEB0000-000007FEFEF7A000   8
shlwapi.dll               000007FEFEF80000-000007FEFEFF1000  14
advapi32.dll              000007FEFF0A0000-000007FEFF17B000  10
nsi.dll                   000007FEFF180000-000007FEFF188000  29


I included load order in case you wanted that info.


Last edited by Aiken Drum on 23 Dec 2015, 07:12, edited 2 times in total.

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PostPosted: 23 Dec 2015, 06:44 
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OK it is using a range much lower than where the rest of the OS is living - which different from later versions of Windows.

I'll have to look into it, looks like a bug on my side - altho I really have to ask, haha, why the hell are you still running Windows 7.

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PostPosted: 23 Dec 2015, 07:10 
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HaYDeN wrote:
I'll have to look into it, looks like a bug on my side - altho I really have to ask, haha, why the hell are you still running Windows 7.


Two reasons:

1) I worked at MS while 8.0 was in development. Everyone had to use it. What I developed was a hatred for 8.0. 8.1 was better, but at that point I wasn't interested.

2) I'd upgrade to 10 right now if it weren't for nVidia's awful drivers of late. I run four-way SLI of the older GTX 680's, across three Surround monitors, and support for marginal users like me has become likewise marginal. I read their forums and win10 support for even very recent legacy cards is anything but stellar. I'm looking at switching to a single 980ti and maybe a single 21:9 monitor just to get rid of the headaches. I'm not sure it'll be a whooole lot better, but at least the SLI factor is out of the equation.

So, yeah, there's why. Otherwise I have no issues with switching to 10. I'd actually like to, since VS2015 prefers to run on 10 and I'd like to play with VS2015.


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PostPosted: 23 Dec 2015, 07:16 
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By the way, you're right that Win7, 8, and 10 use differing methods of allocating the process memory space. Usually it's an attempt to make the naughtier forms of code injection more difficult. I actually just tried diddling with the mitigation bits for this app. I could make it slightly random, but only in a small range near what we've been seeing. I couldn't get it noticeably higher than that. Specifically disabling the feature just gave me what I already had, since it's the OS default.


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PostPosted: 23 Dec 2015, 08:51 
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HaYDeN wrote:
OK it is using a range much lower than where the rest of the OS is living - which different from later versions of Windows.

I'll have to look into it, looks like a bug on my side - altho I really have to ask, haha, why the hell are you still running Windows 7.


Actually a lot of people still using windows 7 for many reasons. 1- most hate the metro interface, even though you can change it some what. 2- last stats showed that only 7% the computers in the world still running win 10. Might be lower now as that was about a month ago sats, they were steadily dropping 5% a month for a while.
P.S. wont get into any chat from anyone over any reasons of Win 10, what ever side me or others reside on.

Followed your steps and does not work for me in Fallout 4 :( tends to randomly crash when starting up game though.

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PostPosted: 23 Dec 2015, 22:06 
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Just wanted to report that in windows 10 x64 it's working well, stable after hours of play. My only issue is some graphics artifacting on the compass, and the crafting interface displaying small images. Just minor things considering the whole. My thanks.

@Daimond, Metro is gone in 10, not sure what you are talking about with that.


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PostPosted: 24 Dec 2015, 08:58 
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Aiken Drum wrote:
By the way, you're right that Win7, 8, and 10 use differing methods of allocating the process memory space. Usually it's an attempt to make the naughtier forms of code injection more difficult. I actually just tried diddling with the mitigation bits for this app. I could make it slightly random, but only in a small range near what we've been seeing. I couldn't get it noticeably higher than that. Specifically disabling the feature just gave me what I already had, since it's the OS default.


I tested it in a VM, WIndows 7 x64 - worked fine... address behaviour was the same as you found...

Must be something specific to your system.

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Haven't had a chance to play it extensively yet, been busy with xmas stuff, but I can report here too that the FWS fix seems to be working perfectly for me so far. Windows 10, 64bit, 5760x1080. Much appreciated! Haven't come across a menu yet that hasn't looked great.


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Hey everyone! Just found this thought I would share. For those annoyed with the vignette, darkening of power armor....Check this mod out.

http://www.nexusmods.com/fallout4/mods/ ... w%3D&pUp=1

Will try today but wanted to give everyone a heads up! Been looking for this for a while to get a clean looking power armor interface.


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PostPosted: 24 Dec 2015, 20:13 
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Hey gang. Lost track of progress of flawless widescreen fallout 4 support. Looks like beta is out? I am a long time Hayden supporter but got busy with Xmas. Can a kind soul please point me to the newest version?

And is there a guide on undoing the changes we made while waiting? :-(


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PostPosted: 24 Dec 2015, 20:46 
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man Ive had some time to search around today.

BTW - thanks for the amazing interfance.ba2 file. Makes the game playable! Will try the flawless fix ASAP when I get a chance.

Helifax, the other WSG guru - posted this on the nvidia forum. Might be worthfile for those of you with sli gaming rigs. Unfortunately I have crossfire :(

https://forums.geforce.com/default/topi ... d-others-/


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PostPosted: 24 Dec 2015, 23:32 
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I just installed Hayden's plugin and I seem to be having problems with the HUD as well =(.

I removed all the changes to the ini files and extra interface files I put in for previous fixes and used Steam to check all the files again then I edited the Faullout4Prefs.ini to change the resolution to 5760*1080 and ran the game with FFS running and the plugin installed. FFS' console says it detects the game and applies all the fixes, I can see things like the dark green boxes appearing where they are supposed to be showing up and and all that seems to work well but I don't see any text during the loading screens (just the image) and once in game the only HUD element I can see is the compass at the bottom. I can't see the HP or AP bar, can't see the ammo and not even the flashlight icon when it's turned on.

Here's a screenshot of what I can see in the game:
http://i.imgur.com/2LTPcCn.jpg

Here's an example of a loading screen:
http://i.imgur.com/eYTNZcc.jpg

And a couple screenshots of FFS:
http://i.imgur.com/jhiQndI.png
http://i.imgur.com/qEweFFm.png
http://i.imgur.com/MZlO1Hx.png


Any thoughts? Am I missing something?.


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PostPosted: 25 Dec 2015, 07:38 
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HaYDeN wrote:
Here is the current state for Surround:
...
[edit]
Released

If you wish to try it, I would strongly recommend you return any modified UI flash files back to their defaults, and any INI edits relating to the HUD to default initially.

About 64 lines of new JIT assembly being injected by the patch, which is more than Skyrim required.
[/edit]


Hayden, appreciate your work on it. Hit one issue. Using it while playing with an Xbox controller, the map never gets a cursor. Can zoom in and out but without a cursor you cannot select locations for fast travel, and scrolling the map doesn't work much except for scrolling left.

Surround, 5760x1200, removed .ini changes and had Steam revalidate cache.


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PostPosted: 25 Dec 2015, 10:30 
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GregR wrote:
HaYDeN wrote:
Here is the current state for Surround:
...
[edit]
Released

If you wish to try it, I would strongly recommend you return any modified UI flash files back to their defaults, and any INI edits relating to the HUD to default initially.

About 64 lines of new JIT assembly being injected by the patch, which is more than Skyrim required.
[/edit]


Hayden, appreciate your work on it. Hit one issue. Using it while playing with an Xbox controller, the map never gets a cursor. Can zoom in and out but without a cursor you cannot select locations for fast travel, and scrolling the map doesn't work much except for scrolling left.

Surround, 5760x1200, removed .ini changes and had Steam revalidate cache.


Right click the plugin in FWS and goto "Reinstall plugin" and report back.

Do not enable gamepad mode while using the keyboard or it will cause issues, they operate differently.

Who knows if the new change breaks anything else or if anything else is broken, it's not the kind of game I'd play with a gamepad.

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PostPosted: 25 Dec 2015, 15:22 
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Hayden,
Thanks for all your work! I am going to Create a PP account in a little and Thank you more substantially. I am having small leftover issues. The Text that displays on loading screens is missing as well as popup messages like when you exit out of Workshop and get the informative messages about how to return to workshop using the shortcut. It seems like something is trying to display as i get a ghost of the background sometimes. I also dont see my HP/AP like I should.
nVidia surround 16:9
Windows 10
no extra controllers
I am launching the game using the alpha of ModOrganizer but dont think its having any side effect from that. Your program/plugins have always played nice with ModOrganizer. I only mention it because it also touches the exe at runtime to inject the VFS and he is re-writing in 64 bit.

EDIT: Just to test and make sure that it wasn't an issue I did a pure Steam launch so that no plugins would load and no ModOrganizer. the mentioned items above were still missing. Any idea's? I will be happy to test solutions for you since I am the one asking. :cheers:

Robert


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PostPosted: 25 Dec 2015, 16:10 
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rdunlap wrote:
Hayden,
Thanks for all your work! I am going to Create a PP account in a little and Thank you more substantially. I am having small leftover issues. The Text that displays on loading screens is missing as well as popup messages like when you exit out of Workshop and get the informative messages about how to return to workshop using the shortcut. It seems like something is trying to display as i get a ghost of the background sometimes. I also dont see my HP/AP like I should.
nVidia surround 16:9
Windows 10
no extra controllers
I am launching the game using the alpha of ModOrganizer but dont think its having any side effect from that. Your program/plugins have always played nice with ModOrganizer. I only mention it because it also touches the exe at runtime to inject the VFS and he is re-writing in 64 bit.

EDIT: Just to test and make sure that it wasn't an issue I did a pure Steam launch so that no plugins would load and no ModOrganizer. the mentioned items above were still missing. Any idea's? I will be happy to test solutions for you since I am the one asking. :cheers:

Robert


I've only ever seen that happen when the displays are detected incorrectly - what does FWS report as your detected resolution and break down of displays on main status page.

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PostPosted: 25 Dec 2015, 16:13 
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rdunlap wrote:
Hayden,
Thanks for all your work! I am going to Create a PP account in a little and Thank you more substantially. I am having small leftover issues. The Text that displays on loading screens is missing as well as popup messages like when you exit out of Workshop and get the informative messages about how to return to workshop using the shortcut. It seems like something is trying to display as i get a ghost of the background sometimes. I also dont see my HP/AP like I should.
nVidia surround 16:9
Windows 10
no extra controllers
I am launching the game using the alpha of ModOrganizer but dont think its having any side effect from that. Your program/plugins have always played nice with ModOrganizer. I only mention it because it also touches the exe at runtime to inject the VFS and he is re-writing in 64 bit.

EDIT: Just to test and make sure that it wasn't an issue I did a pure Steam launch so that no plugins would load and no ModOrganizer. the mentioned items above were still missing. Any idea's? I will be happy to test solutions for you since I am the one asking. :cheers:

Robert


Okay,
I am reduced to quoting myself. <sigh> I should learn to take my own advice. Guys Hayden TOLD us to get rid of the ini tweaks we were using with the ba2 fix and I thought I had. I was poking around trying to see if I had any left over and just decided to delete them and let the launcher re-create them. Now Hayden's fix is solid and nothing is out of place.

Hayden would it help you if I sent you the old Ini files *(i have them in a zip) so you can locate the setting(s) that are incompatible? its apparent that at least one settings change is incompatible.

EDIT2: Its the interface safe zone changes that are messing up the text pop in boxes. I added the ini tweaks one at a time to find the issue. The safezone changes absolutely kill the fix on the pop in boxes and the HP/Ammo display. So! If I had did it correct to start with then I would not have had that issue. 8-)

Robert


Last edited by rdunlap on 25 Dec 2015, 16:37, edited 1 time in total.

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PostPosted: 25 Dec 2015, 16:16 
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HaYDeN wrote:
rdunlap wrote:
Hayden,
Thanks for all your work! I am going to Create a PP account in a little and Thank you more substantially. I am having small leftover issues. The Text that displays on loading screens is missing as well as popup messages like when you exit out of Workshop and get the informative messages about how to return to workshop using the shortcut. It seems like something is trying to display as i get a ghost of the background sometimes. I also dont see my HP/AP like I should.
nVidia surround 16:9
Windows 10
no extra controllers
I am launching the game using the alpha of ModOrganizer but dont think its having any side effect from that. Your program/plugins have always played nice with ModOrganizer. I only mention it because it also touches the exe at runtime to inject the VFS and he is re-writing in 64 bit.

EDIT: Just to test and make sure that it wasn't an issue I did a pure Steam launch so that no plugins would load and no ModOrganizer. the mentioned items above were still missing. Any idea's? I will be happy to test solutions for you since I am the one asking. :cheers:

Robert


I've only ever seen that happen when the displays are detected incorrectly - what does FWS report as your detected resolution and break down of displays on main status page.


It is getting my displays and the layout information correct. See my other post for the real issue. NB: there are errors reporting on the status page about failure to write to process memory. 5 different errors. Can i grab a log file and send to you? or is this expected. on the skyrim fix I never see any error messages.

Robert


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rdunlap wrote:
It is getting my displays and the layout information correct. See my other post for the real issue. NB: there are errors reporting on the status page about failure to write to process memory. 5 different errors. Can i grab a log file and send to you? or is this expected. on the skyrim fix I never see any error messages.
Robert


It may report some errors at startup if it tries to start writing too quickly or your pc is loading it slowly, ie it's on a HDD instead of a SSD, it has to be aggressive because it needs to modify something that Fallout loads within 200ms of it starting, it may begin (attempting) to write to the process before it's fully loaded into memory.

Basically you can ignore it, generally...

rdunlap wrote:
EDIT2: Its the interface safe zone changes that are messing up the text pop in boxes. I added the ini tweaks one at a time to find the issue. The safezone changes absolutely kill the fix on the pop in boxes and the HP/Ammo display. So! If I had did it correct to start with then I would not have had that issue. 8-)
Robert


Yes, the safezone values when the fix is applied are from the extremes of the new HUD width, (ie 1920 instead of 5760) which would effectively push them off screen.

There's still some stuff that's broken such as the markers not lining up, the compass markers in the power armor and the workshop icons.

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HaYDeN wrote:
rdunlap wrote:
It is getting my displays and the layout information correct. See my other post for the real issue. NB: there are errors reporting on the status page about failure to write to process memory. 5 different errors. Can i grab a log file and send to you? or is this expected. on the skyrim fix I never see any error messages.
Robert


It may report some errors at startup if it tries to start writing too quickly or your pc is loading it slowly, ie it's on a HDD instead of a SSD, it has to be aggressive because it needs to modify something that Fallout loads within 200ms of it starting, it may begin (attempting) to write to the process before it's fully loaded into memory.

Basically you can ignore it, generally...

rdunlap wrote:
EDIT2: Its the interface safe zone changes that are messing up the text pop in boxes. I added the ini tweaks one at a time to find the issue. The safezone changes absolutely kill the fix on the pop in boxes and the HP/Ammo display. So! If I had did it correct to start with then I would not have had that issue. 8-)
Robert


Yes, the safezone values when the fix is applied are from the extremes of the new HUD width, (ie 1920 instead of 5760) which would effectively push them off screen.

There's still some stuff that's broken such as the markers not lining up, the compass markers in the power armor and the workshop icons.


:) as is usually the case if end user followed directions then it would not happen. That was precisely what was happening because the ghosts I was seeing were on the left and right monitors not the center where you place all the nice Interface fixes. GREAT WORK sir. as I said earlier I am going to Donate to keep you going on stuff like this. You have been behind the scenes providing us with a Flawless Widescreen experience for a long time.

Happy Holidays Everyone!

Robert

EDIT: I moved the Flawless folder to my SSD with the Steam Folders and the errors disapeared except for 1 but everything works great so I am NOT concerned. 64 bit stuff is as funky as a Friday night funhouse


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I have not tried the nexus mod fix, the real question is my fix adding any real value? or do you lose more than you gain (ie markers)

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PostPosted: 25 Dec 2015, 17:18 
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HaYDeN wrote:
I have not tried the nexus mod fix, the real question is my fix adding any real value? or do you lose more than you gain (ie markers)


I personally dont think I am losing out. What markers are supposed to be missing?? If you are talking about PA HUD stuff the PA is not useful when you are seeking good markers in widescreen. If I am hunting around via markers to find something I just leave the PA at the base and go armor up and hit the road. No fix I have tried made that any better. You are solid and do not add any overhead to the game like a mod does. The Nexus one was not stable enough for me. I would get random parts not showing or just showing wrong. I figured it was just the game engine not playing nice. That is what makes your approach preferable really. In Skyrim or Fallout. You get in place with new values without the engine knowing or caring about it. Other approaches leave the engine open to mess with them when it is feeling grumpy. *(often grumpy) You are the ONLY widescreen fix that puts my console on the main display only. All other fixes I have tested *(being a widescreen gamer since morrowind I try every fix and compare for the one I like most) leave the console stretched across the entire display RECT. That can be worked with but I prefer to have my Interface remain on the main panel as if I had only that one and allow the satellites to be peripheral display only.

Robert


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HaYDeN wrote:
rdunlap wrote:
It is getting my displays and the layout information correct. See my other post for the real issue. NB: there are errors reporting on the status page about failure to write to process memory. 5 different errors. Can i grab a log file and send to you? or is this expected. on the skyrim fix I never see any error messages.
Robert


It may report some errors at startup if it tries to start writing too quickly or your pc is loading it slowly, ie it's on a HDD instead of a SSD, it has to be aggressive because it needs to modify something that Fallout loads within 200ms of it starting, it may begin (attempting) to write to the process before it's fully loaded into memory.

Basically you can ignore it, generally...

rdunlap wrote:
EDIT2: Its the interface safe zone changes that are messing up the text pop in boxes. I added the ini tweaks one at a time to find the issue. The safezone changes absolutely kill the fix on the pop in boxes and the HP/Ammo display. So! If I had did it correct to start with then I would not have had that issue. 8-)
Robert


Yes, the safezone values when the fix is applied are from the extremes of the new HUD width, (ie 1920 instead of 5760) which would effectively push them off screen.

There's still some stuff that's broken such as the markers not lining up, the compass markers in the power armor and the workshop icons.


Your workshop icons are as good as anyones sir. I am developing a HUGE mod for scrapping with a friend and see the workshop stuff all the time. They are actually better perspective wise than the one on the nexus and Light years better than the INI tweaks. I WOULD however suggest that you put a warning *(maybe bolded and in red) on the plugin page in program to warn user to clean out INI before using. I didnt think at first that the INI stuff would matter and just tried to make program work anyway.

Robert


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HaYDeN wrote:
GregR wrote:
HaYDeN wrote:
Here is the current state for Surround:
...
[edit]
Released

If you wish to try it, I would strongly recommend you return any modified UI flash files back to their defaults, and any INI edits relating to the HUD to default initially.

About 64 lines of new JIT assembly being injected by the patch, which is more than Skyrim required.
[/edit]


Hayden, appreciate your work on it. Hit one issue. Using it while playing with an Xbox controller, the map never gets a cursor. Can zoom in and out but without a cursor you cannot select locations for fast travel, and scrolling the map doesn't work much except for scrolling left.

Surround, 5760x1200, removed .ini changes and had Steam revalidate cache.


Right click the plugin in FWS and goto "Reinstall plugin" and report back.

Do not enable gamepad mode while using the keyboard or it will cause issues, they operate differently.

Who knows if the new change breaks anything else or if anything else is broken, it's not the kind of game I'd play with a gamepad.


:thumbup:

Looks good!


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PostPosted: 26 Dec 2015, 08:12 
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HaYDeN wrote:
rdunlap wrote:
It is getting my displays and the layout information correct. See my other post for the real issue. NB: there are errors reporting on the status page about failure to write to process memory. 5 different errors. Can i grab a log file and send to you? or is this expected. on the skyrim fix I never see any error messages.
Robert


It may report some errors at startup if it tries to start writing too quickly or your pc is loading it slowly, ie it's on a HDD instead of a SSD, it has to be aggressive because it needs to modify something that Fallout loads within 200ms of it starting, it may begin (attempting) to write to the process before it's fully loaded into memory.

Basically you can ignore it, generally...

rdunlap wrote:
EDIT2: Its the interface safe zone changes that are messing up the text pop in boxes. I added the ini tweaks one at a time to find the issue. The safezone changes absolutely kill the fix on the pop in boxes and the HP/Ammo display. So! If I had did it correct to start with then I would not have had that issue. 8-)
Robert


Yes, the safezone values when the fix is applied are from the extremes of the new HUD width, (ie 1920 instead of 5760) which would effectively push them off screen.

There's still some stuff that's broken such as the markers not lining up, the compass markers in the power armor and the workshop icons.


For workshop icons I put the previous .ini fix back in and the result is fine enough for me for building and reading notes when using your stuff. Talking about these:

Quote:
Fallout4.ini's [Interface] section:

fInventory3DItemZoomScale=2.6250
fInventory3DItemPosScaleWide=1.7500
fInventory3DItemPosScale=2.1875
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=1.7143
fWorkbenchItemScreenScale=1.7500
fInspectItemScreenScale=1.7500


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GregR wrote:
HaYDeN wrote:
rdunlap wrote:
It is getting my displays and the layout information correct. See my other post for the real issue. NB: there are errors reporting on the status page about failure to write to process memory. 5 different errors. Can i grab a log file and send to you? or is this expected. on the skyrim fix I never see any error messages.
Robert


It may report some errors at startup if it tries to start writing too quickly or your pc is loading it slowly, ie it's on a HDD instead of a SSD, it has to be aggressive because it needs to modify something that Fallout loads within 200ms of it starting, it may begin (attempting) to write to the process before it's fully loaded into memory.

Basically you can ignore it, generally...

rdunlap wrote:
EDIT2: Its the interface safe zone changes that are messing up the text pop in boxes. I added the ini tweaks one at a time to find the issue. The safezone changes absolutely kill the fix on the pop in boxes and the HP/Ammo display. So! If I had did it correct to start with then I would not have had that issue. 8-)
Robert


Yes, the safezone values when the fix is applied are from the extremes of the new HUD width, (ie 1920 instead of 5760) which would effectively push them off screen.

There's still some stuff that's broken such as the markers not lining up, the compass markers in the power armor and the workshop icons.


For workshop icons I put the previous .ini fix back in and the result is fine enough for me for building and reading notes when using your stuff. Talking about these:

Quote:
Fallout4.ini's [Interface] section:

fInventory3DItemZoomScale=2.6250
fInventory3DItemPosScaleWide=1.7500
fInventory3DItemPosScale=2.1875
fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=1.7143
fWorkbenchItemScreenScale=1.7500
fInspectItemScreenScale=1.7500


Yes those are useful there are several more that are useful too that I have submitted to HaYDeN to make sure first that they will not mess up any of his COOL Flawless Widescreen plugin fix. They are related to the Power Armor issues. As soon as he messages me that they are good and safe I will share. :D

Robert


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I tried many of these suggestions and all work except I cannot see the SPECIAL menu at the beginning of the game.
I am running triple monitors and having issues displaying text. I have attached an screen shot. Does anyone know the fix for this? http://postimg.org/image/tihffefp3/
My configuration can be found here: http://pastebin.com/XVpWFAw7


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doneski wrote:
I tried many of these suggestions and all work except I cannot see the SPECIAL menu at the beginning of the game.
I am running triple monitors and having issues displaying text. I have attached an screen shot. Does anyone know the fix for this? http://postimg.org/image/tihffefp3/
My configuration can be found here: http://pastebin.com/XVpWFAw7


Without more information I am going to guess. You have tried to use the ba2 fix Haldi and others put together in this forum. If that is the case then you need to Undo all those changes since HaYDeN Has finished a Beta version of his plugin for Flawless Widescreen Get the program at the link Here http://www.flawlesswidescreen.org/ The plugins download with the program. When you get it just run the program and from the list select Fallout 4 and read the tab that opens and follow the instructions. Basically you will leave the program running and it will do the rest. Make sure you get all the INI settings back to the Vanilla ones as well as get the Vanilla files back correctly in your Data folder. The Ini edits used here earlier were specific to the early workaround fix and will mess up the new fix. Post back up if you have a problem cleaning them out or you have trouble getting set up and myself or someone will be happy to help you get it worked out. I will be around for an hour or two more and will drop back in to check before I quit for the night.

Robert


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I've been getting the same results as Aiken Drum on Win 7 x64 Ultimate Radeon 290

I've been using Win 10 for a while on other machines though, so I'll try upgrading and report back...


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Now works like a charm on Win10 (other than I'm in 16:10 x 3 so the HUD spills into the bezels)


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stoofer wrote:
I've been getting the same results as Aiken Drum on Win 7 x64 Ultimate Radeon 290

I've been using Win 10 for a while on other machines though, so I'll try upgrading and report back...


Same status I am getting, must be a win 7 x64 thing.

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hmmmm
Diamond Can you post up a little about your system and config? Hard to tell at this point. I assume The game is starting fine its not applying the fixes. On another level if you are comfortable in the INI settings I would suggest make a backup of the ini files *(all 3) and delete them. Start the game normally. Let it detect your settings and create its default INI. Close launcher without starting game and go in and add your custom resolution. ONLY your custom resolution, then start Flawless with the Fallout tab open leave it on and start game normally. If its INI related this will set you up to play! If not we will try to think it out.

Robert


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PostPosted: 29 Dec 2015, 03:37 
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rdunlap wrote:
hmmmm
Diamond Can you post up a little about your system and config? Hard to tell at this point. I assume The game is starting fine its not applying the fixes. On another level if you are comfortable in the INI settings I would suggest make a backup of the ini files *(all 3) and delete them. Start the game normally. Let it detect your settings and create its default INI. Close launcher without starting game and go in and add your custom resolution. ONLY your custom resolution, then start Flawless with the Fallout tab open leave it on and start game normally. If its INI related this will set you up to play! If not we will try to think it out.

Robert


my system specs is in my tag below. I have done everything talked about here, even as far as re-installing game to make sure everything was clean. I always get same results.

I also use the INI.esp mod some one made, so I just have to disable the mod, then touch the ini files.

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I suppose its possible the memory spaces are aligning differently. I dont know enough abut how HaYDeN works his magic to say of win 7 may be the cause. If you have cleared the ini edits and verified that you have the right game files then you may want to PM HaYDeN with your issue or just give him a little and he should see it here. He is in and out quite a bit.

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PostPosted: 30 Dec 2015, 01:16 
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I got the Flawless Widescreen working, but for some reason it refused to detect my Eyefinity setup. It thought I only had 1x1080p display, so the UI in FO4 was completely unusuable and on the far left display. I overrode detection and now it works great. Just putting here in case someone else runs into it...I spent a lot of time trying to "reset" my config to undo all the old fixes when none of that was the issue.

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I wonder why it didn't see the Eyefinity setup? My NVSurround detected correctly. Have you used the Flawless widescreen fix for Skyrim? If so did that one detect? Heck it may be the barrage of drivers updates that came out just after FO4, one of them may not be playing nice. I haven't been able to use Bezel correction since FO4 released due to weird stuff. I am almost ready to try again now that Flawless is working solidly for me. Before this no matter what I did my cross-hairs and stuff wouldn't line up with the actual aim point.

Robert


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PostPosted: 30 Dec 2015, 16:54 
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No idea. This is my first time using Flawless Widescreen, as this game was the first I ran into that I'd consider "unplayable" without significant tweaks. Other games just don't place the UI elements in the middle...this one found a brand new way to be terrible!

AMD just put out a new series of drivers, so maybe the detection relied on something in the old set/app.

There is a small issue still, which is that quest markers aren't quite right. Just takes a bit to get used to.

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rdunlap wrote:
hmmmm
Diamond Can you post up a little about your system and config? Hard to tell at this point. I assume The game is starting fine its not applying the fixes. On another level if you are comfortable in the INI settings I would suggest make a backup of the ini files *(all 3) and delete them. Start the game normally. Let it detect your settings and create its default INI. Close launcher without starting game and go in and add your custom resolution. ONLY your custom resolution, then start Flawless with the Fallout tab open leave it on and start game normally. If its INI related this will set you up to play! If not we will try to think it out.

Robert


FWS isn't working for me, either. Can you be more specific as to what the three .ini files are called, and their locations? I only see two .ini files in my My Games>Fallout4 folder. And in which .ini do I enter the custom resolution you mentioned? I don't see any lines I can change relative to the resolution set in the launcher.

I have also tried Daisuke's widescreen fix instructions on the Nexusmods site without success.

I am running Win 7 64 and have a GTX980 Ti going to three 1920 x 1200 monitors. Attempting to run at 5760 x 1200.

EDIT: Nevermind, I found the proper line in Fallout4Prefs.ini and got it to launch properly, more or less. However, unless I'm wrong, it appears that currently FWS is only useful for 16:9 monitor setups, because with my 16:10 monitors the "center" monitor is shifted about 1/5 of a frame to the right. Is there a workaround for this?


Last edited by morty343 on 30 Dec 2015, 21:36, edited 1 time in total.

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PostPosted: 30 Dec 2015, 21:21 
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In the fallout folder where the game exe is there is another folder called Fallout4 and inside it is another one "Fallout4Prefs.ini one of the issues I had when I installed HaYDeN's fix was a setting in that file that was added for adjusting the layouts. I am relatively sure that the game don't use that file directly. It uses it to create the one in the Games folder. The setting in it was causing the game to create a prefs ini that had a bad setting.

I just backed all 3 up into a zip and deleted them and let fallout recreate vanilla files and changed my resolution. This worked great for me.

The quest markers I usually don't have turned on and wasn't aware that they were skewed, but just turned them on and yes they are somewhat skewed. If memory serves the skyrim fix did that the once or twice i had them on, Just not as badly. I love the new 64 bit engine but it's brought its own set of issues for people to learn and fix. :|

Robert


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PostPosted: 30 Dec 2015, 21:37 
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Thanks, please see my edit above...


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Are you using Bezel correction? In my current setup I cant use Bezel correction or i get an off center crosshair. He put in the description block in the plugin that it was designed for 16:9 but I am pretty sure that's because the Game layout was designed around 16:9. Let me dig up my notes, one of the ini settings will shift the display center. This may cause a strip to the side that's blank or that is black. I have had both before I gave up and switched to no Bezel correction. Its a failure in the NVidea drivers or the engine one. Just no way to be certain at this point.

If i do find the ini settings notes I will PM them to you. These settings I am describing are precisely the ones HaYDeN warns about in his plugin. They can make text popups disappear and all kinds of stuff while running his plugin.

EDIT: One small piece of information. A friend of mine runs AMD and said to ask if you had tried borderless windowed. Basically he said whichever you were running try the other as it seems as if some rigs want one and others want the other. If its like NV then that changes performance some but I don't have a lot of info on it.

Robert


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PostPosted: 30 Dec 2015, 23:01 
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Thanks again,

I'm not attempting bezel correction, as I suspected that would introduce additional headaches. Just wanting it to run in 3x mode...

Just tried all frame options: fullscreen, windowed borderless, and windowed. Issue occurs in all cases...


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rdunlap wrote:
Are you using Bezel correction? In my current setup I cant use Bezel correction or i get an off center crosshair. He put in the description block in the plugin that it was designed for 16:9 but I am pretty sure that's because the Game layout was designed around 16:9. Let me dig up my notes, one of the ini settings will shift the display center. This may cause a strip to the side that's blank or that is black. I have had both before I gave up and switched to no Bezel correction. Its a failure in the NVidea drivers or the engine one. Just no way to be certain at this point.

If i do find the ini settings notes I will PM them to you. These settings I am describing are precisely the ones HaYDeN warns about in his plugin. They can make text popups disappear and all kinds of stuff while running his plugin.

EDIT: One small piece of information. A friend of mine runs AMD and said to ask if you had tried borderless windowed. Basically he said whichever you were running try the other as it seems as if some rigs want one and others want the other. If its like NV then that changes performance some but I don't have a lot of info on it.

Robert


While tinkering with the "bFull Screen" and "bBorderless" settings in the Fallout4Prefs.ini file, the game created a Fallout4Custom.ini file on launch, and in it were some additional settings for [Display], "iLocation X" and "iLocation Y". Entering a value of -150 for "X" somewhat corrected the view towards center (but with the crosshair not shifted). And it did create the vertical strip of desktop to be visible on the far right, as well as the taskbar, even though the prefs were set to borderless. And HUD messages get bridged between two monitors. Sigh.

It appears that using 16:10 monitors creates a slew of additional issues. It would be a godsend if this were addressed...


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Well maybe someone more familiar with AMD stuff will chime in with some better info. One note, you can turn off different parts of the fix one at a time to see if it corrects the issue. The plugin is a Beta and its possible that there is some element in particular that's doing it. its either that or the silly game itself just giving you a hard time about the 16:10 layout. I know the game runs in 16:10 because people have discussed it on other forums.


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rdunlap wrote:
Well maybe someone more familiar with AMD stuff will chime in with some better info. One note, you can turn off different parts of the fix one at a time to see if it corrects the issue. The plugin is a Beta and its possible that there is some element in particular that's doing it. its either that or the silly game itself just giving you a hard time about the 16:10 layout. I know the game runs in 16:10 because people have discussed it on other forums.


Thanks --

FWIW I'm running Nvidia -- GTX980 Ti


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sorry I am working on a mod and doing 3 things with each hand. Had you confused with the other guy i was talking to earlier. :| might be time to slow down and sip some coffee and re-engage brain. The 16:10 has to be throwing the curve at this point. My bag of tricks is empty. I would think 16:10 issues would be height related not width. The NVidia drivers are doing well for me, the only ones that gave me a hard time was the one released a day or so before the game itself and that was frame rate issues only.


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Hi. I am looking for some help. I just installed FO4 for the first time on my PC using an eyefinity 5760X1080 triple monitor setup and Windows 7. The game autodetected my hardware, but did not detect the 3 monitors. It just ran it on the left monitor only. I then tried using the 2.1.99 version of the Flawless Widescreen. When I first tried it, it caused the game to run on all three screens, but in triplicate (as in all 3 screens showing the same 1920X1080 display of the game). Then I tried changing the isize values in the prefs file, even though I supposedly don't have to with this version of the fix. After I edited them, the game did run in full 3 monitor fashion like I wanted, but none of the Flawless Widescreen fixes were applied (i.e. text was still split over the monitors, etc). I tried running the game without the flawless widescreen, and it looked exactly the same, as if FW was not doing anything at all.
Can anyone offer some suggestions? I did see a post a few pages back from hortnon on page 62 who said he overrode detection and got it to work. Does anyone know how he did that and if it might work for me. Any other suggestions? thanks.


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Sungod067 wrote:
Hi. I am looking for some help. I just installed FO4 for the first time on my PC using an eyefinity 5760X1080 triple monitor setup and Windows 7. The game autodetected my hardware, but did not detect the 3 monitors. It just ran it on the left monitor only. I then tried using the 2.1.99 version of the Flawless Widescreen. When I first tried it, it caused the game to run on all three screens, but in triplicate (as in all 3 screens showing the same 1920X1080 display of the game). Then I tried changing the isize values in the prefs file, even though I supposedly don't have to with this version of the fix. After I edited them, the game did run in full 3 monitor fashion like I wanted, but none of the Flawless Widescreen fixes were applied (i.e. text was still split over the monitors, etc). I tried running the game without the flawless widescreen, and it looked exactly the same, as if FW was not doing anything at all.
Can anyone offer some suggestions? I did see a post a few pages back from hortnon on page 62 who said he overrode detection and got it to work. Does anyone know how he did that and if it might work for me. Any other suggestions? thanks.


I have not been able to get it to run right my self. I have been just running one screen till The programs working better or another solution comes along. As any of the Menu fixes just don't work right, and also since there is a type of SkyUI out now in Alpha stage for fallout, located here http://www.nexusmods.com/fallout4/mods/3644/? nothing but Flawless is probably going to work for now, when I get it working.

But I can help in making it run on center screen. Go to your .ini files Documents > My Games > Fallout4 (if not on XP), then in Fallout4Custom.ini make yours same as below. This will set the screen to be 1 monitor off of edge of screen, making run on center screen. Leave the Y alone though that will keep it to top of screen :)

[Display]
iLocation X=1920
iLocation Y=0

PS just make sure to rest X Location to X=0 when ever you try running game in widescreen. Really screws with your head when your in triple monitor windowed, and its off set by 1 monitor lol.

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Thanks Diamond. Appreciate the info. Damn you Bethesda!!!!! :-(


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I've made an update to my mod, to work with Flawless Widescreen. You can download it here: http://www.nexusmods.com/fallout4/mods/274/?
It's working great in 2560x1080 and 3440x1440 but should work even on higher resolutions.
All installation instructions are on the nexus site hope you like it ^^ I've also made an animated cursor to the game if someone is interested you can download it to from the optional files.


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Hello there,
thank you for that fix. I am on 5040x1050 and having some issues with the interface, which is optimized for x1080. Those 40 pixel seem to cut off top and bottom.
What needs to be done for 5040x1040?
Thank you!

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sorry if it has been posted, but my hud is fine except in scopes, anyone know how to get rid of the black bars? Tried a mod and it did nothing.


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If I activate the Flawless Widescreen fix, I can display the game on three screens but some of the menus are stretched. Is this normal? :?: :think:

On the other end if I just replace the Fallout4 - Interface.ba2 file with the hacked one, I have no problem whatsoever. :!:


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I forgot to add my mod only works for 21:9 other aspect ratio is not supported because I don't have such screen to make fix ;p


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what resolution are you running? The Flawless Widescreen fixer plugin was designed with a triple 16:9 displays in mind according to HaYDeN. I am at 5760 X 1080 and most everything is perfect. I did have to put some stuff to handle a couple of UI elements into the INI files.

http://www.wsgf.org/forums/viewtopic.ph ... &start=600

about 1/3 of the way down look at the post by GregR I also use those settings to make notes and workshop and inventory stuff look nice.

Robert


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I've found Hayden's flawless widescreen fix is almost perfect. I simply setup eyefinity correctly and forced manual override for the resolution as it was not being detected properly by flawless widescreen, then I changed the resolution in the fallout4 prefs isize settings to my resolution and everthing is pretty much perfect. I send 10 bucks everytime Hayden helps me out as I pretty much rely on him! I don't know what he does for a living, but if everyone he saves sends 10 bucks he won't need to do much else other than fix Bethesda games and he can live as the wealthy guy he deserves to be!

Anyone having issues should probably reinstall or at least get rid of all ini and .ba2 changes.

Many thanks Hayden and all the other people who have worked so hard to make a AAA release work how it should've done out of the box!

Jamie


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Game works great with Fallout4 - Interface.ba2.

But with Flawless Widescreen, I dont have a healthbar, and text doesn't show up on the screen. Plus green background boxes for text are on the right monitor.

3 monitor surround 5760x1200

Does anyone know what ini edits need to be done to move the text and health bar back?


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This may be of interest to you folks...

Power Armor RAINBOX *FIX*
http://www.nexusmods.com/fallout4/mods/7987


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PostPosted: 09 Jan 2016, 13:51 
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claira wrote:
Game works great with Fallout4 - Interface.ba2.

But with Flawless Widescreen, I dont have a healthbar, and text doesn't show up on the screen. Plus green background boxes for text are on the right monitor.

3 monitor surround 5760x1200

Does anyone know what ini edits need to be done to move the text and health bar back?


The best way to get it back to normal is to let Fallout recreate the ini files. The ones causing the trouble for you is the ones for "Interfacesafezone". I just deleted mine and let fallout recreate them. NOTE: you should make copies of them someplace in case Bethesda makes a change that breaks the Flawless widescreen fix.

Robert


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I am sorry that I have only just installed Fallout 4 after installing a SSD and windows 10.
I am running most games in Eyefinity at 5944X1080 (3x 24" screens).
As I have just tried altering the"Fallout4prefs.ini" to this resolution it does not display correctly.
As I am late in this discussion has a suitable fix been created?


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basher wrote:
I am sorry that I have only just installed Fallout 4 after installing a SSD and windows 10.
I am running most games in Eyefinity at 5944X1080 (3x 24" screens).
As I have just tried altering the"Fallout4prefs.ini" to this resolution it does not display correctly.
As I am late in this discussion has a suitable fix been created?



It has been created :). go to http://www.flawlesswidescreen.org/ and download flawless widescreen. follow the directions to enable the Fallout 4 fix. When you get that right post up about it and I will share some INI tweaks to make the Power Armor and build mode menus look clean.

Robert


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I am new to this and I am not quite sure what process to follow?
Currently all the .ini files are set to run on at 16.9 and 1920x1080, and have not been edited.
My eyefinity is set up correctly (running crysis 3 with no issues).
Do I have to run the app then close it before starting the game or does it need to run in the background?


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I am not able to apply the FWS fix. I have tried deleting the Fallout4Pref.ini and Fallout4.ini files in the My games/Fallout 4 directory. I have also deleted the Fallout4Pef.ini file in the Fallout 4 directory in my steam installation. Relauching the game has recreated the vanilla 2 files in My games/Fallout 4 directory but not recreated the file in the steam installation. I have tried FWS with automatic detection on and off. Nothing seems to work. I have been at this for several hours and tried to follow the posts in the previous pages but I cannot get the FWS plugin to work. Running windows 7. Can someone please help?


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basher wrote:
I am new to this and I am not quite sure what process to follow?
Currently all the .ini files are set to run on at 16.9 and 1920x1080, and have not been edited.
My eyefinity is set up correctly (running crysis 3 with no issues).
Do I have to run the app then close it before starting the game or does it need to run in the background?


The app needs to stay running, it can be minimized or such, just not closed. This does not mean it will work, as I can not get it working my self.

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If I run the app minimised without altering any other settings all that happens is that it displays the game on my left monitor instead of the middle one, with cut off text.
do I have to alter any other files?


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Hello all,

first sorry for my nasty english (i'm not english), i left school in 1985. My problem:

Since i install the beta-patch 1.3 the game crashes when i go to the building part. If i install the original Interface.ba2 file i can enter the building part, but the transfer-menu is very big and not usable.

So i think, the moddded interface.ba2 is not fully compatible with the new patch. Is there a chance that someone can fix the modded interface.ba2 so that the building part can be accessed?

Oh i forgot, i play on three 27" monitor with NV-Surround in 5760x1080.

At last i want to tell you that you are doing a very great job!!

Greetings
Helmut


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PostPosted: 19 Jan 2016, 15:40 
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Vinny wrote:
I am not able to apply the FWS fix. I have tried deleting the Fallout4Pref.ini and Fallout4.ini files in the My games/Fallout 4 directory. I have also deleted the Fallout4Pef.ini file in the Fallout 4 directory in my steam installation. Relauching the game has recreated the vanilla 2 files in My games/Fallout 4 directory but not recreated the file in the steam installation. I have tried FWS with automatic detection on and off. Nothing seems to work. I have been at this for several hours and tried to follow the posts in the previous pages but I cannot get the FWS plugin to work. Running windows 7. Can someone please help?


I wonder if it's the Windows 7 that is the issue. Flawless Widescreen has worked for me at 5760x1200 on Windows 10, Surround with dual 970s.

The only issues I had with it were the quest icons and recon scope target markers not appearing in the right spot unless you look right at them, and the console area stretching into the other monitors a bit as if it was maybe sized for a 1080 height then was stretched in all dimensions until it fit my 1200 pixel height. I went back to using the other HUD fix mainly for the recon scope part because that's my scope of choice, but otherwise it was good.


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I can also confirm that the new patch 1.3 CTD when I try to go into build mode with the interface.ba2. In the mean time, flawless widescreen sort of works, except I cant see my health bar, stamina, and any notifications that pop up. I'm running at 7680 x 1440.


hellnut wrote:
Hello all,

first sorry for my nasty english (i'm not english), i left school in 1985. My problem:

Since i install the beta-patch 1.3 the game crashes when i go to the building part. If i install the original Interface.ba2 file i can enter the building part, but the transfer-menu is very big and not usable.

So i think, the moddded interface.ba2 is not fully compatible with the new patch. Is there a chance that someone can fix the modded interface.ba2 so that the building part can be accessed?

Oh i forgot, i play on three 27" monitor with NV-Surround in 5760x1080.

At last i want to tell you that you are doing a very great job!!

Greetings
Helmut


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I cant get Fallout 4 working with Flawless Widescreen either. I run NV surround 7680 x 1440 on Windows 10. When I have applied the fix in FWS, the only thing I can see on screen (the middle one) is a green vertical bar and no text.

I really would like to get this working, but everything I have tried so far renders this result. Maybe I should try the .ba2 edit instead.

How does one reset the changes that FWS makes to the game settings? Is there a way to do it without a reinstall of the game?


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i've made a small update for Haldi's adjusted interface file, as i can't get the flawless widescreen patch to work with the current beta, and entering workshop mode with the current patch causes an instant crash. i'm uploading it here in the hope this proves useful to others.

Workshop with the new and rather lackluster settler job "menu" has been re-adjusted (as per Haldi's original fix).
The power armour hud's compass scale has been corrected (this was bothering me).
Translation files have been updated.
Includes the fix for the SPECIAL menu.

This should work whether you're on the beta or not, but i make no guarantees as i haven't personally tested it without.

and fwiw: thanks for all the hard work :)


Attachments:
Fallout4 - Interface.7z [21.39 MiB]
Downloaded 544 times


Last edited by Haldi on 22 Jan 2016, 04:27, edited 1 time in total.
Mod Edit by Haldi: Added the whole Interface.ba2 as 7zip file
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Many, many thanks to you Warboy1982 and the guy who made the File (Haldi ?)!!! You both are great programmers and it is very nice that you share your work with the community.

Everything is working now like a charm. I played about 5 hours yesterday (shame to me, i know...) and there wasn't one single CTD.

Have a nice weekend all
Helmut


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glad to hear it got you back up and running, Helmut.

a small update: i noticed the icons on the map were a little messed up, so i updated it to the new version as well.


Attachments:
Fallout4 - Interface.7z [21.4 MiB]
Downloaded 513 times


Last edited by Warboy1982 on 26 Jan 2016, 02:39, edited 2 times in total.
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I take it I have to download the file unzip it and apply the changes to the correct text file.
I cannot unzip it as it is saved as a xxxxx.7z not xxxxx.zip


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PostPosted: 25 Jan 2016, 20:31 
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http://www.7-zip.org/

Better than zip :)

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PostPosted: 28 Jan 2016, 17:28 
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Thanks Haldi.
I have already expanded it using winrar (with help from warboy1982)
I have now been playing it on three monitors.
The only irritation is the text size when bartering or collecting items is very large.


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Has anyone tried this:

http://www.nexusmods.com/fallout4/mods/102/?

Just curious about how well it performs, but don't want to trash my game as it is mostly perfect....finally.

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Hi. I was hoping someone might be able to help me. I have been playing F4 for about a month now on a 5760X1080 setup. I have been using a combination of Flawless Widescreen and the Widescreen Fix mod by Daisuke. Although not perfect, it was good enough for me to play. then all of a sudden about two days ago, something happened and it doesn't work right anymore. As far as I can tell, the Widescreen Fix mod is still doing what it's supposed to, but the Flawless Widescreen is no longer having an effect. the main thing that is impacted is when I am at a workbench, or bartering with someone. The text now goes off the top/bottom of the screen, so I can't see all of it. I tried running F4 with and without Flawless Widescreen running, and it looks exactly the same. it's like it all of a sudden doesn't have an impact anymore.

See below...

Attachment:
ScreenShot2.jpg
ScreenShot2.jpg [ 821.42 KiB | Viewed 5559 times ]


the Flawless Widescreen box says this

-"Fallout 4 - Path=C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Fallout4.exe (64bit)
Base Address=0x3F5F0000, Process ID=4596, Version=Automatically Detect (Hybrid) -> Detected: 1.2.37.0 (Steam)
Resolution=5760x1080, Aspect=5.333, Monitors=3x1, Bezel Comp=False - (\\.\CustomDisplay on FWS Virtual Adapter)

(First Person FOV) FOV=80.00 (Third Person FOV) FOV=70.00 (Weapon FOV) FOV=80.00
(HUDScaling) Right=5760, Bottom=1080, Left=1920, Top=0, Width=1920, Height=1080, HUDAspect=1.78, HUDRatio=3.04

so it obviously detects the game. Does anyone know why this might have happened all of sudden and how I might fix it. I have not made any other changes to my game that would have caused this.

Thanks!


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PostPosted: 02 Feb 2016, 02:38 
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Sungod067 wrote:
Hi. I was hoping someone might be able to help me. I have been playing F4 for about a month now on a 5760X1080 setup. I have been using a combination of Flawless Widescreen and the Widescreen Fix mod by Daisuke. Although not perfect, it was good enough for me to play. then all of a sudden about two days ago, something happened and it doesn't work right anymore. As far as I can tell, the Widescreen Fix mod is still doing what it's supposed to, but the Flawless Widescreen is no longer having an effect. the main thing that is impacted is when I am at a workbench, or bartering with someone. The text now goes off the top/bottom of the screen, so I can't see all of it. I tried running F4 with and without Flawless Widescreen running, and it looks exactly the same. it's like it all of a sudden doesn't have an impact anymore.

See below...

Attachment:
ScreenShot2.jpg


the Flawless Widescreen box says this

-"Fallout 4 - Path=C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Fallout4.exe (64bit)
Base Address=0x3F5F0000, Process ID=4596, Version=Automatically Detect (Hybrid) -> Detected: 1.2.37.0 (Steam)
Resolution=5760x1080, Aspect=5.333, Monitors=3x1, Bezel Comp=False - (\\.\CustomDisplay on FWS Virtual Adapter)

(First Person FOV) FOV=80.00 (Third Person FOV) FOV=70.00 (Weapon FOV) FOV=80.00
(HUDScaling) Right=5760, Bottom=1080, Left=1920, Top=0, Width=1920, Height=1080, HUDAspect=1.78, HUDRatio=3.04

so it obviously detects the game. Does anyone know why this might have happened all of sudden and how I might fix it. I have not made any other changes to my game that would have caused this.

Thanks!


I am almost 100% certain this is due to the 1.3 patch that has occurred. I am getting the exact same thing as you. I am not using FWS because it just didn't work on my system. So I was using the stuff that worked fine from before. Now I am unable to use the trading interface at all. Most of it is offscreen. This is the same type of problem I had when first making a character. You could not assign your SPECIAL stats because most of the box was offscreen. UGH!!!!


EDIT TO ADD: I also cannot see the weapon status info on the HUD (ammo remaining, etc.), nor can I see my health status.



OK EDITED TO ADD MORE:

I was able to fix this, mostly. Normally I never used FWS because it just didn't do anything that the old fixes didn't do and it was actually worse on some. But I decided to try it anyway. No effect. OK so now I went in and restarted the game and on a whim, looked at the Settings screen from the preload screen (i.e. not in game). The graphics settings were all set really low. So I manually set everything back to Ultra level. The aspect setting was 16:9 and I left it there. Upon running the game everything was working as intended...actually better. All the green rectangles are now where they are supposed to be.

The only problem still is that I cannot see my health or my weapon status on the HUD when not in power armor. So I cannot see my hit points, my radiation level, my weapon ammo stats, etc. Pretty significant issue but does not make it unplayable. I am thinking this may be an actual patch problem because FWS fixed all the other stuff for me.


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PostPosted: 02 Feb 2016, 17:41 
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So now after the 1.3 Patch, I cannot see the following:

  • "Tip Text" during game load where it tells you about the picture that is being displayed
  • Weapon Status bar that shows ammo, etc.
  • Character status bar that shows hit points, radiation level, etc.
  • New Quest Text
  • Exhaustion/AP progress bar (shown when running, when in combat, etc.)
  • Quicksave notification ("Quicksaving...")

The collection of these has now made the game basically unplayable. Does anyone else have the same problem or know of any way to re-enable these features? I have only a couple of mods (timetravel, Darker Nights, and True Storms) but I have the same issue when running vanilla FO4 as well.

Edit to add: I disabled my Eyefinity group and ran in a 1440 borderless windowed instance and still have this issue. So it looks like it may be specific to the patch itself and not related to Widescreen. But is anyone else seeing this problem?


Last edited by phlimm on 02 Feb 2016, 19:46, edited 1 time in total.

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PostPosted: 02 Feb 2016, 19:28 
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So what I have figured out after trying many things is that the items I listed above will not be shown when running Windowed Mode. But if I turn Windowed Mode off, I cannot run at my resolution (5520 x 1010) and it only runs on a single monitor. Any ideas on a fix are welcome.


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PostPosted: 02 Feb 2016, 21:51 
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Everything works fine for me in nvidia surround with the Flawless Widescreen fix +some ini edit to make the workshop icons larger.
Cant see any difference since the new patch at all. Only have a nude mod.. works like a charm.

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PostPosted: 04 Feb 2016, 00:19 
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Just in case this avoids headaches, I put together a package and instructions that worked for me on my setup thanks to the hard work put in this thread.

My specs that matter are the following:

i7 3770k @ 4.5Ghz
32Gb DDR3 @ 1866Mhz
Asus Strix R9 390x @ stock factory OC
Eyefinity @ 6048 x 1200

Pack info and instructions:

Fallout 4 @ 6048 x 1200 at Ultra Settings FXAA.
If you want it at 1080, you'll need to modify the Fallout4Prefs.ini file by changing 1200 to 1080.

Always backup original files before proceeding.

Go to:
Documents\my games\Fallout4

Replace both .ini files with the ones in this pack

Go to:
Steam\steamapps\common\Fallout 4

Drag Interface Folder and accept replace prompts

Go to:
Steam\steamapps\common\Fallout 4\Data

Rename Fallout4 - Interface.ba2 to Fallout4 - Interface.ba2.old
Copy Fallout4 - Interface.ba2 from package to
Steam\steamapps\common\Fallout 4\Data

Start Fallout 4

If anything doesn't work, you can delete both .ini files
and the Fallout 4 folder here: AppData\Local
and delete the new Fallout4 - Interface.ba2 and rename
Fallout4 - Interface.ba2.old to Fallout4 - Interface.ba2

Start Fallout 4 and everything will be set to default

Hope this helps!!

Attachment:
Fallout4 2016-02-03 18-42-34-36.jpg
Fallout4 2016-02-03 18-42-34-36.jpg [ 563.65 KiB | Viewed 5310 times ]


Attachment:
Fallout4 2016-02-03 18-42-48-11.jpg
Fallout4 2016-02-03 18-42-48-11.jpg [ 1.01 MiB | Viewed 5307 times ]


Attachment:
Fallout4 2016-02-03 18-44-13-51.jpg
Fallout4 2016-02-03 18-44-13-51.jpg [ 1.42 MiB | Viewed 5295 times ]


Click Spoiler for download link :triplewide: :onethumb: :onethumb: :twothumb:


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PostPosted: 04 Feb 2016, 03:26 
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I would recommend that anyone having issues with flawless patch since the update look at their INI files and check to see if they have the old ba2 file still being used. I have no issues at all on 5670X1080 using flawless. the only left over issues are the aspect of the workshop icons and the PA interface aspect and they are fixable using INI edits very specifically.

Robert


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PostPosted: 04 Feb 2016, 21:49 
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rdunlap wrote:
I would recommend that anyone having issues with flawless patch since the update look at their INI files and check to see if they have the old ba2 file still being used. I have no issues at all on 5670X1080 using flawless. the only left over issues are the aspect of the workshop icons and the PA interface aspect and they are fixable using INI edits very specifically.

Robert

It works also in 7930*1440 without problems for me.
I only have the icons ini modifications to make them bigger.
I think that if you are in 16/9 you don't need the modified interface files at all even if you are using bezel correction like me.


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PostPosted: 05 Feb 2016, 03:27 
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MTLBoomCat wrote:
Just in case this avoids headaches, I put together a package and instructions that worked for me on my setup thanks to the hard work put in this thread.

Pack info and instructions:

Go to:
Documents\my games\Fallout4

Replace both .ini files with the ones in this pack

Go to:
Steam\steamapps\common\Fallout 4

Drag Interface Folder and accept replace prompts

Go to:
Steam\steamapps\common\Fallout 4\Data

Rename Fallout4 - Interface.ba2 to Fallout4 - Interface.ba2.old
Copy Fallout4 - Interface.ba2 from package to
Steam\steamapps\common\Fallout 4\Data

Start Fallout 4

If anything doesn't work, you can delete both .ini files
and the Fallout 4 folder here: AppData\Local
and delete the new Fallout4 - Interface.ba2 and rename
Fallout4 - Interface.ba2.old to Fallout4 - Interface.ba2

Start Fallout 4 and everything will be set to default

Hope this helps!!


This fixed all my problems except one. Now that I have all the needed information on screen again, it is all teeny and squished. Which settings drive the dimensions of the HUD?

Image

Image

And THANKS A LOT! for this package. :D



EDIT: I had to remove the Interfaces folder from Steam\steamapps\common\Fallout 4 because it would crash directly to desktop whenever I tried to enter Workshop mode. I did not originally have an interfaces folder there which I thought was odd. Also the Quest Marker and the Tracking Tag that gets put on an enemy seems to move if turn from left to right. I have to go back and forth to see when it stop moving to find where the actual tagged area or person is.


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PostPosted: 05 Feb 2016, 07:12 
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anteronoid wrote:
Everything works fine for me in nvidia surround with the Flawless Widescreen fix +some ini edit to make the workshop icons larger.
Cant see any difference since the new patch at all. Only have a nude mod.. works like a charm.


What are the ini edits you are using to make the workshop icons larger?


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PostPosted: 06 Feb 2016, 03:59 
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newparad1gm wrote:
anteronoid wrote:
Everything works fine for me in nvidia surround with the Flawless Widescreen fix +some ini edit to make the workshop icons larger.
Cant see any difference since the new patch at all. Only have a nude mod.. works like a charm.


What are the ini edits you are using to make the workshop icons larger?


This ones :onethumb:
http://www.wsgf.org/forums/viewtopic.php?p=162830#p162830

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PostPosted: 09 Feb 2016, 17:15 
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Hey guys, for anyone still having issues with Fallout 1.3 (with the flawless patch or anything) I have compiled all of the information again into a tutorial here:
https://www.youtube.com/watch?v=_ODDVWEoZuE

This has the partial fix for workshop icon sizes as well as the compiled files (with some minor updates) provided by MTLBoomCat. Hope this helps guys!


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PostPosted: 14 Feb 2016, 04:53 
I have the issue on 5760 x 1200 that with all the mentioned mods the HUD is still a few inches to low :( Had this game since it was out, and still unable to play more than an hour or so :( gonna blow up freaking bethesda, I can really not believe how ignorant they are considering the fact that there is not only 10 eyefinity / surround users out there, but a couple thousand...


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PostPosted: 23 Feb 2016, 12:43 
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Hello all,

yesterday steam installed the new beta patch 1.4 and - like a month ago with beta 1.3 - the game CTD while going into the build mode. It seems that the modified Interface.ba2 has to be modified for every new patch again. :roll:

@WARBOY1982: Have you time and could you be so gentle to modify the Interface.ba2 again? I will praise to the Lord for your soul if you could do that again, m8... :cheers:

Or maybe is there an easy way that i could change the file (Interface.ba2) on my own, so that i won't disturb you anymore?

Greetings
Helmut


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PostPosted: 24 Feb 2016, 17:27 
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Talk about frustrating.. I upgraded my AMD Radeon HD7970 over the past weekend to an R9 390X with a new Mobo, CPU and RAM then clean reloaded Windows 10. Loaded AMD Crimson Drivers and Flawless widescreen and now Fallout 4 has no HUD at all on the main menu. I tried MTLBoomCats files and it made no difference. No problem I thought I'll just play on one screen well low and behold I discovered that the AMD crimson drivers don't have the ability to disable my eyefinity outside monitors on my 3x1 setup like my old drivers/GPU did. Thanks to AMD's driver shortcomings I have to find a new way to twitch stream I guess?? I'll have to try borderless windowed mode until AMD hopefully puts the monitor disable feature back..I really don't want to go backwards in driver version and lose performance ... </rant over>

Loud72


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PostPosted: 24 Feb 2016, 23:27 
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loud72 wrote:
No problem I thought I'll just play on one screen well low and behold I discovered that the AMD crimson drivers don't have the ability to disable my eyefinity outside monitors on my 3x1 setup like my old drivers/GPU did.

You can still access the old-style Catalyst Control Center by going to Preferences, Radeon Additional Settings. Some features have been shifted to the main Radeon Settings or removed entirely (like profile hotkeys) but you can manually enable/disable your Eyefinity group (whereas under Radeon Settings you have to actually discard it to break up the group).


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PostPosted: 25 Feb 2016, 06:24 
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Disabling the eyefinity group leaves all three monitors showing the same view. Wouldn't that put my full screen game onto all three and use more GPU than it would if the other two were disabled?


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PostPosted: 25 Feb 2016, 14:19 
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If the monitor shows the exact same picture I think there is no performance loss even if it's mirrored on 3 screens.

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PostPosted: 25 Feb 2016, 16:15 
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Roger that, in that case I can just click the power button and turn the outside pair off :)


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PostPosted: 01 Mar 2016, 03:08 
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hellnut wrote:
Hello all,

yesterday steam installed the new beta patch 1.4 and - like a month ago with beta 1.3 - the game CTD while going into the build mode. It seems that the modified Interface.ba2 has to be modified for every new patch again. :roll:

@WARBOY1982: Have you time and could you be so gentle to modify the Interface.ba2 again? I will praise to the Lord for your soul if you could do that again, m8... :cheers:

Or maybe is there an easy way that i could change the file (Interface.ba2) on my own, so that i won't disturb you anymore?

Greetings
Helmut



Can confirm this now that 1.4 is official and live. Crash to desktop when trying to access the workshop using the modified interface.ba2 (and the Add-Ons menu options is missing from the save/load/etc screen menu). All menus such as store and HUD text across the bottom are unusable with the new interface.ba2 :evil: Hopefully a fix will be on the way or a tutorial so we can do it ourselves.


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PostPosted: 01 Mar 2016, 07:21 
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phlimm wrote:
hellnut wrote:
Hello all,

yesterday steam installed the new beta patch 1.4 and - like a month ago with beta 1.3 - the game CTD while going into the build mode. It seems that the modified Interface.ba2 has to be modified for every new patch again. :roll:

@WARBOY1982: Have you time and could you be so gentle to modify the Interface.ba2 again? I will praise to the Lord for your soul if you could do that again, m8... :cheers:

Or maybe is there an easy way that i could change the file (Interface.ba2) on my own, so that i won't disturb you anymore?

Greetings
Helmut



Can confirm this now that 1.4 is official and live. Crash to desktop when trying to access the workshop using the modified interface.ba2 (and the Add-Ons menu options is missing from the save/load/etc screen menu). All menus such as store and HUD text across the bottom are unusable with the new interface.ba2 :evil: Hopefully a fix will be on the way or a tutorial so we can do it ourselves.

I agree. The wide screen file hack seems to work better for my setup than the Flawless memory hack. Help with this would be much appreciated!


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PostPosted: 03 Mar 2016, 00:55 
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I'm having same issues as those listed above. As soon as Bethesda updated Fallout 4 to the 1.4 patch I have CTD as soon as I try to get into any workshop. I'm currently using Haldi's fix with the Interface.ba2 file and I have tried all the one's he has updated but with no luck. Does anyone know of a fix or anything?


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PostPosted: 03 Mar 2016, 02:51 
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I've been having the same issues, but seem to have managed to get things working again.
I copied over the full game from a backup I had, then I deleted the 3 ini files in "Documents/My Games/Fallout 4"

I also removed all the mod files I was running and made sure they were deleted. Then I ran the game and setup at 1920x1080 and let the game decide my settings. Launched the game and loaded my save. Quit the game after checking the CTD workshop issue didn't happen.
I then reinstalled the "Fallout4Prefs.ini" and "Fallout4.ini" but not the customprefs.ini. These 2 ini files are the ones that I had previously modded. Loaded and checked, again no CTD. Finally dropped the interfaces ba2 in and everything worked great again.

I'll try to reinstate my mods one at a time and see what happens.

However on an different issue (not sure where to post this), I am able to access WSGF from everywhere except my home (unless using 4g on my phone). I get a 500 server error regardless of what page i try to get to on WSGF. Does anybody have any suggestions.
I'm on Optus cable. WSGF is included in my white list. Thanks for any help you guys can offer.

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PostPosted: 03 Mar 2016, 03:45 
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Longpig7 wrote:
I've been having the same issues, but seem to have managed to get things working again.
I copied over the full game from a backup I had, then I deleted the 3 ini files in "Documents/My Games/Fallout 4"

I also removed all the mod files I was running and made sure they were deleted. Then I ran the game and setup at 1920x1080 and let the game decide my settings. Launched the game and loaded my save. Quit the game after checking the CTD workshop issue didn't happen.
I then reinstalled the "Fallout4Prefs.ini" and "Fallout4.ini" but not the customprefs.ini. These 2 ini files are the ones that I had previously modded. Loaded and checked, again no CTD. Finally dropped the interfaces ba2 in and everything worked great again.

I'll try to reinstate my mods one at a time and see what happens.

However on an different issue (not sure where to post this), I am able to access WSGF from everywhere except my home (unless using 4g on my phone). I get a 500 server error regardless of what page i try to get to on WSGF. Does anybody have any suggestions.
I'm on Optus cable. WSGF is included in my white list. Thanks for any help you guys can offer.


This did not work for me. Always get a CTD when I put in the modded interfaces.ba2 file. And with your working version are you able to see/build the new items from the workshop like the new signs and the meat bags? Also do you see the Add-Ons option on the loading screen?

I really hope we can get a fix or at least instructions on how to fix for this soon, it is unplayable ATM.


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PostPosted: 03 Mar 2016, 03:50 
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phlimm wrote:
Longpig7 wrote:
I've been having the same issues, but seem to have managed to get things working again.
I copied over the full game from a backup I had, then I deleted the 3 ini files in "Documents/My Games/Fallout 4"

I also removed all the mod files I was running and made sure they were deleted. Then I ran the game and setup at 1920x1080 and let the game decide my settings. Launched the game and loaded my save. Quit the game after checking the CTD workshop issue didn't happen.
I then reinstalled the "Fallout4Prefs.ini" and "Fallout4.ini" but not the customprefs.ini. These 2 ini files are the ones that I had previously modded. Loaded and checked, again no CTD. Finally dropped the interfaces ba2 in and everything worked great again.

I'll try to reinstate my mods one at a time and see what happens.

However on an different issue (not sure where to post this), I am able to access WSGF from everywhere except my home (unless using 4g on my phone). I get a 500 server error regardless of what page i try to get to on WSGF. Does anybody have any suggestions.
I'm on Optus cable. WSGF is included in my white list. Thanks for any help you guys can offer.


This did not work for me. Always get a CTD when I put in the modded interfaces.ba2 file. And with your working version are you able to see/build the new items from the workshop like the new signs and the meat bags? Also do you see the Add-Ons option on the loading screen?

I really hope we can get a fix or at least instructions on how to fix for this soon, it is unplayable ATM.


I'll have a look later when i get home if i get a chance, only got it running again late last night.

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PostPosted: 03 Mar 2016, 10:08 
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Just whipped this up myself using Haldi tutorial on editing .ba2 files.

Gimmie a heads up if you find any errors, but it seems to be working ok on my end

for (5760x1080)

I have a 5mb limit for uploading, so unfortunately I had to split it into multiple archives


Attachments:
File comment: All in One download
Fallout4 - Interface-FULL.zip [21.37 MiB]
Downloaded 1189 times
Fallout4 - Interface.part5.rar [1.39 MiB]
Downloaded 518 times
Fallout4 - Interface.part4.rar [5 MiB]
Downloaded 451 times
Fallout4 - Interface.part3.rar [5 MiB]
Downloaded 494 times
Fallout4 - Interface.part2.rar [5 MiB]
Downloaded 525 times
Fallout4 - Interface.part1.rar [5 MiB]
Downloaded 475 times


Last edited by Haldi on 05 Mar 2016, 07:45, edited 1 time in total.
mod edit by Haldi: Added a full zip download.
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PostPosted: 03 Mar 2016, 11:05 
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Longpig7 wrote:

However on an different issue (not sure where to post this), I am able to access WSGF from everywhere except my home (unless using 4g on my phone). I get a 500 server error regardless of what page i try to get to on WSGF. Does anybody have any suggestions.
I'm on Optus cable. WSGF is included in my white list. Thanks for any help you guys can offer.


Any ideas?

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PostPosted: 04 Mar 2016, 02:32 
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Gamefreak3333 wrote:
Just whipped this up myself using Haldi tutorial on editing .ba2 files.

Gimmie a heads up if you find any errors, but it seems to be working ok on my end

for (5760x1080)

I have a 5mb limit for uploading, so unfortunately I had to split it into multiple archives


When I try to multi extract this with 7Zip it says it is missing part 6. HOWEVER - the file works! THANK YOU!! :D


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PostPosted: 04 Mar 2016, 04:52 
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phlimm wrote:
When I try to multi extract this with 7Zip it says it is missing part 6. HOWEVER - the file works! THANK YOU!! :D


I tried downloading it from another computer and it downloaded fine, if anyone else gets a missing part 6 as well, please let me know and I will re-upload.


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PostPosted: 04 Mar 2016, 05:33 
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Gamefreak3333,
This WORKED for me.

Thank you, you are the man!


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PostPosted: 04 Mar 2016, 05:50 
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phlimm wrote:
I really hope we can get a fix or at least instructions on how to fix for this soon, it is unplayable ATM.

Instructions are placed all over this whole thread :)
There are about 25 files and 150 lines of code to modify for all the fixes we found.
With Aspect ratio, centered hud, green background shades...

Gamefreak3333 wrote:
Just whipped this up myself using Haldi tutorial on editing .ba2 files.

Gj.
Let me see if I can edit your post in Tapatalk and upload the file as one.
... When I find a WiFi, not gonna download 22mb via 384kbits xD

Edit: nope, only pictures allowed in Tapatalk. Will try via homepage when I'm in a WiFi which is not blacklisted for spaming ^^

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PostPosted: 04 Mar 2016, 15:05 
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I have just extracted all the files to the correct folder using Win-RAR and all appears o.k.
Al my thanks to Gamefreak3333


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PostPosted: 05 Mar 2016, 04:22 
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Gamefreak3333 wrote:
Just whipped this up myself using Haldi tutorial on editing .ba2 files.

Gimmie a heads up if you find any errors, but it seems to be working ok on my end

for (5760x1080)

I have a 5mb limit for uploading, so unfortunately I had to split it into multiple archives


Hey probably is newb question but I see that you have 5 different files to extract. Is there any way you can give an install how to because I'm assuming that all of these 5 files I'm going to have to merge as 1 Ba2 file and then replace Haldi's Old Fix. How would I go about doing that? I've downloaded WinMerge but it goes off on the deep end when it comes to me using it! Could you explain the steps needed to do in order for your fix to work??

Thank You and Much Appreciated!!!!

Can't wait to get my game going again!!!!!!!!!!!!!!!! :rockout:


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PostPosted: 05 Mar 2016, 06:01 
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MrGrim wrote:
Gamefreak3333 wrote:
Just whipped this up myself using Haldi tutorial on editing .ba2 files.

Gimmie a heads up if you find any errors, but it seems to be working ok on my end

for (5760x1080)

I have a 5mb limit for uploading, so unfortunately I had to split it into multiple archives


Hey probably is newb question but I see that you have 5 different files to extract. Is there any way you can give an install how to because I'm assuming that all of these 5 files I'm going to have to merge as 1 Ba2 file and then replace Haldi's Old Fix. How would I go about doing that? I've downloaded WinMerge but it goes off on the deep end when it comes to me using it! Could you explain the steps needed to do in order for your fix to work??

Thank You and Much Appreciated!!!!

Can't wait to get my game going again!!!!!!!!!!!!!!!! :rockout:


Should be as simple as downloading all 5 and extracting any one of them (with winrar or whatever .rar extractor you use) . Its archived to search for the other files then extract. If there is an error in extracting its because you are missing one of the parts


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PostPosted: 05 Mar 2016, 20:40 
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Many thanks Gamefreak3333 for uploading, every time I get a chance to play some FO4 steam go and break it with an update :clap:

I'm having an issue with the scope:

Image



Does anyone know whats up with this? Apart from the ba2 file, should I change somerthing else? My res is 5760 x 1080.


Thanks in advance.


G.


Attachments:
2016-03-05_00001.jpg
2016-03-05_00001.jpg [ 1.15 MiB | Viewed 4737 times ]

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dr1v3n l1k3 stol3n wrote:
Does anyone know whats up with this?

The blur effect or the squeezed scope?
Seems like someone did not a perfect job in fixing scopemenu.swf :P *SCNR*
The problem lies in the stretched hud due to the header edit and centering the scope.
To fix this you need to manually edit each and every scope to be in the center and NOT the whole scopemenu.swf
You need to incrementally increase the starting points and the middle of the scope in the svg file.
It's a PITA and takes forever.

Edit: I see I forgot to include this in the Tutorial I put on the first post.
If anyone finds my Post where I describe how to fix the scope please link it here.
Searching is extremely annoying in Tapatalk, or generally on Mobiles.

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PostPosted: 06 Mar 2016, 12:38 
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Many thanks Haldi, I will give a look for that post and give it a go when I get a chance... to be honest I may switch to iron sights for a while :D

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PostPosted: 06 Mar 2016, 13:21 
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Haldi wrote:
dr1v3n l1k3 stol3n wrote:
Does anyone know whats up with this?

The blur effect or the squeezed scope?
Seems like someone did not a perfect job in fixing scopemenu.swf :P *SCNR*
The problem lies in the stretched hud due to the header edit and centering the scope.
To fix this you need to manually edit each and every scope to be in the center and NOT the whole scopemenu.swf
You need to incrementally increase the starting points and the middle of the scope in the svg file.
It's a PITA and takes forever.

Edit: I see I forgot to include this in the Tutorial I put on the first post.
If anyone finds my Post where I describe how to fix the scope please link it here.
Searching is extremely annoying in Tapatalk, or generally on Mobiles.


whoopsidoozle, check this groovy jam, Here is the fix, normally I run a scope mod, that changes the scopes. However included is the pic of my scope, and now the fixed default.


Attachments:
Fallout4 - Interface.part5.rar [1.39 MiB]
Downloaded 632 times
Fallout4 - Interface.part4.rar [5 MiB]
Downloaded 756 times
Fallout4 - Interface.part3.rar [5 MiB]
Downloaded 600 times
Fallout4 - Interface.part2.rar [5 MiB]
Downloaded 563 times
Fallout4 - Interface.part1.rar [5 MiB]
Downloaded 573 times
File comment: Default Scope
2016-03-06_00002.jpg
2016-03-06_00002.jpg [ 726.35 KiB | Viewed 5611 times ]
File comment: Modded Scope
2016-03-06_00001.jpg
2016-03-06_00001.jpg [ 853.08 KiB | Viewed 5591 times ]
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PostPosted: 06 Mar 2016, 13:44 
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Gamefreak3333 wrote:
Haldi wrote:
dr1v3n l1k3 stol3n wrote:
Does anyone know whats up with this?

The blur effect or the squeezed scope?
Seems like someone did not a perfect job in fixing scopemenu.swf :P *SCNR*
The problem lies in the stretched hud due to the header edit and centering the scope.
To fix this you need to manually edit each and every scope to be in the center and NOT the whole scopemenu.swf
You need to incrementally increase the starting points and the middle of the scope in the svg file.
It's a PITA and takes forever.

Edit: I see I forgot to include this in the Tutorial I put on the first post.
If anyone finds my Post where I describe how to fix the scope please link it here.
Searching is extremely annoying in Tapatalk, or generally on Mobiles.


whoopsidoozle, check this groovy jam, Here is the fix, normally I run a scope mod, that changes the scopes. However included is the pic of my scope, and now the fixed default.


Many thanks again Gamefreak, you sir are whats colloquially known as a bloody legend, :twothumb:

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PostPosted: 06 Mar 2016, 19:00 
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Simply way of extracting via Win-Rar
1, Create a folder to store the archive files.
2, Download the five archive files into the folder.
3, Highlight all files.
4, Right click and select "open" (or open with if Win-Rar is not associated and select Win_Rar)
5, In Win-Rar select extract and point it to the created folder.
6, Re-name the existing BA2 file in the Fallout 4 "Data" folder.
7, Copy the created BA2 file into the Fallout 4 "Data" folder.
I know this seems obvious but it may help. :thumbup:


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PostPosted: 06 Mar 2016, 20:46 
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Impressive.
Gj

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Haldi wrote:
phlimm wrote:
I really hope we can get a fix or at least instructions on how to fix for this soon, it is unplayable ATM.

Instructions are placed all over this whole thread :)
There are about 25 files and 150 lines of code to modify for all the fixes we found.
With Aspect ratio, centered hud, green background shades


So I found the instructions because now with the new DLC of course Interfaces is broken again. I am able to extract everything and modify the values.

BUT reimporting seems to do nothing. The interface file "Date Modified" does not change, and I don't see any change in gameplay. As a test I changed the background color for the BarterMenu to red (255,51,51). I saved my change then ran the reimport. None of the file attributes changed. So then I extracted what should have been the modified Interfaces file and the background color for BarterMenu was 51,51,51.

I am using the tutorial posted here. I use the F option for Force when it comes up and am importing all the swfs, not just the ones that were edited.

Any ideas as to what is wrong? None of the files show as read only.


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PostPosted: 24 Mar 2016, 05:40 
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Try a different working folder. Make sure the originl file doesnt exist anymore

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Haldi wrote:
Try a different working folder. Make sure the originl file doesnt exist anymore


I did move the working folder. If I delete the original file, it gives me an error. Yes, this is when I am trying to reimport the swf's back into the ba2.


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PostPosted: 25 Mar 2016, 19:29 
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phlimm wrote:
new DLC of course Interfaces is broken again..


My old interface.ba2 I uploaded still works you just have to re-copy it back into the data folder.

However dont let that stop you from learning how to fix it yourself :cheers:


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PostPosted: 25 Mar 2016, 22:37 
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Gamefreak3333 wrote:
phlimm wrote:
new DLC of course Interfaces is broken again..


My old interface.ba2 I uploaded still works you just have to re-copy it back into the data folder.

However dont let that stop you from learning how to fix it yourself :cheers:

Yes, that's what I am trying to do. So when reintegrating, you remove the original that you extracted?


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PostPosted: 26 Mar 2016, 00:56 
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phlimm wrote:
Gamefreak3333 wrote:
phlimm wrote:
new DLC of course Interfaces is broken again..


My old interface.ba2 I uploaded still works you just have to re-copy it back into the data folder.

However dont let that stop you from learning how to fix it yourself :cheers:

Yes, that's what I am trying to do. So when reintegrating, you remove the original that you extracted?


I'm confused at where you are confused. If you just wana play the game you can just copy the interface.ba2 I made earlier into your data file

If you are confused at Haldi tutorial for extracting a custom interface.ba2 I can maybe make another tutorial for that part since I remember getting a little stuck there as well. The .txt file ,in the program, doesn't really do it justice for explaining


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Gamefreak3333 wrote:
I'm confused at where you are confused. If you just wana play the game you can just copy the interface.ba2 I made earlier into your data file

If you are confused at Haldi tutorial for extracting a custom interface.ba2 I can maybe make another tutorial for that part since I remember getting a little stuck there as well. The .txt file ,in the program, doesn't really do it justice for explaining


Here is what I encounter:

1. Extract the ba2 file. No problem. It is in a separate folder.
2. Make changes to a SWF file. No problem. As a test, I changed the background color for Barter to red (255,51,51) instead of gray (51,51,51).
3. Reintegrate. If the ba2 file is not in the folder listed in the reintegrate command I get an error. Fine I say, it must be overwriting the original. Put the original back and redo the command. Command completes. Yes, I get the prompt about file size being off and yes I choose (f)orce.
4. Copy new file into Fallout 4 folder. Test. Problem. Nothing has changed in game.
5. Test of the whole process. Extract what should be the altered ba2 file into a different working folder. Check the SWF for barter. Background color is NOT red (255,51,51), but the default gray (51,51,51).
6. Rerun steps 1-3. Check "file modified" date/time after reintegration. It has not changed, indicating that nothing has been done.


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I don't know if anyone else is receiving this error since 1.4 or if it's been around since a little before that, but every time I launch the game it just launches to a black screen with the windows 'waiting' circle spinning over my mouse cursor and never does anything. I used to be able to play on three monitors fine. Any suggestions or ideas?


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Ulterior wrote:
I don't know if anyone else is receiving this error since 1.4 or if it's been around since a little before that, but every time I launch the game it just launches to a black screen with the windows 'waiting' circle spinning over my mouse cursor and never does anything. I used to be able to play on three monitors fine. Any suggestions or ideas?


You can try the Interface file that I made. It works on my system since I opted in for the 1.4 Survival Mode beta and I just tested it with 1.5 that was updated today.

There may be some difference in the scope sights than you are used to because I have not figured out how to add the missing components to the new update (any suggestions are gladly accepted).

Attachment:
Fallout4 - Interface.part1.rar [5 MiB]
Downloaded 804 times

Attachment:
Fallout4 - Interface.part2.rar [5 MiB]
Downloaded 580 times

Attachment:
Fallout4 - Interface.part3.rar [5 MiB]
Downloaded 585 times

Attachment:
Fallout4 - Interface.part4.rar [5 MiB]
Downloaded 558 times

Attachment:
Fallout4 - Interface.part5.rar [2.7 MiB]
Downloaded 628 times


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PostPosted: 27 Apr 2016, 18:36 
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Soooooooooo
Who's gonna be the first to try and fix the interface via Creation Kit?


http://www.creationkit.com/fallout4/ind ... =Main_Page

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phlimm wrote:
Ulterior wrote:
I don't know if anyone else is receiving this error since 1.4 or if it's been around since a little before that, but every time I launch the game it just launches to a black screen with the windows 'waiting' circle spinning over my mouse cursor and never does anything. I used to be able to play on three monitors fine. Any suggestions or ideas?


You can try the Interface file that I made. It works on my system since I opted in for the 1.4 Survival Mode beta and I just tested it with 1.5 that was updated today.

There may be some difference in the scope sights than you are used to because I have not figured out how to add the missing components to the new update (any suggestions are gladly accepted).


Am I the only one who uses the flawless widescreen fix? I ask because I wonder if I missed something and everyone is using the old fixes for a reason. By old fixes I mean the original way we used to do it, via extracting and editing shockwave files, not the old files themselves. Also did someone figure out how to fix the weird lighting issues, or are people just turning the bComputeShaderDeferredTiledLighting variable off? Please and thank you in advance for a little insight.


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PostPosted: 29 Apr 2016, 11:36 
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Peer_Review wrote:
phlimm wrote:
Ulterior wrote:
I don't know if anyone else is receiving this error since 1.4 or if it's been around since a little before that, but every time I launch the game it just launches to a black screen with the windows 'waiting' circle spinning over my mouse cursor and never does anything. I used to be able to play on three monitors fine. Any suggestions or ideas?


You can try the Interface file that I made. It works on my system since I opted in for the 1.4 Survival Mode beta and I just tested it with 1.5 that was updated today.

There may be some difference in the scope sights than you are used to because I have not figured out how to add the missing components to the new update (any suggestions are gladly accepted).


Am I the only one who uses the flawless widescreen fix? I ask because I wonder if I missed something and everyone is using the old fixes for a reason. By old fixes I mean the original way we used to do it, via extracting and editing shockwave files, not the old files themselves. Also did someone figure out how to fix the weird lighting issues, or are people just turning the bComputeShaderDeferredTiledLighting variable off? Please and thank you in advance for a little insight.



I can only speak for myself but the reason I moved away from using the FWS fix is because the game is more unstable when I use it. In particular when I was quick saving, which do a lot, I would CTD every 10 to 20min. Very annoying and thus, I moved away from it.

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Sorry guys, no joy. :(

Using 5760x1200. Nothing seems to work.
Tried the interface.ba2 file / crashes, little 2 line ini edit, the bigger one on the main page, it even mentions 16:10 in it.

Is there another fix somewhere?
A link to that maybe, pls.

(I suspect I won't get it in time for my "moving / disconect" time out, which was the plan.)

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Can anyone tell me where I can find an interface file for v1.5 in 21:9 aspect ratio?

I was following this thread since the beginning as the 21:9 was dead a week after launch. The first ba2 that was released has worked for through every update until now, prolly because of the menu changes. All the updates to the interface files after the first one created tiny text in game. I'm now having the same problem as the in game menu options have changed I can no longer use that initial interface file and the updated ones in this thread create minuscule text. I'm really getting tired of this, I hate bethesda.


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Looks like the 1.5 totally ruined my ability to use 3 monitors. I get a crash to desktop when the game gets past the load screen and is about to show me in my area and without any errors. I've tried it all. Adding the old fixes the internal Data files and editing the ini file. I keep seeing reference to a tutorial for editing the ba2 file but I cannot find it for the life of me. So does anyone have it working on 5760x1080 (6006 X 1080 bezel correction). Or could kindly point me in the right direction? I'm a software developer but I don't know what is used to decompile.


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Peer_Review wrote:
phlimm wrote:
Ulterior wrote:
I don't know if anyone else is receiving this error since 1.4 or if it's been around since a little before that, but every time I launch the game it just launches to a black screen with the windows 'waiting' circle spinning over my mouse cursor and never does anything. I used to be able to play on three monitors fine. Any suggestions or ideas?


You can try the Interface file that I made. It works on my system since I opted in for the 1.4 Survival Mode beta and I just tested it with 1.5 that was updated today.

There may be some difference in the scope sights than you are used to because I have not figured out how to add the missing components to the new update (any suggestions are gladly accepted).


Am I the only one who uses the flawless widescreen fix? I ask because I wonder if I missed something and everyone is using the old fixes for a reason. By old fixes I mean the original way we used to do it, via extracting and editing shockwave files, not the old files themselves. Also did someone figure out how to fix the weird lighting issues, or are people just turning the bComputeShaderDeferredTiledLighting variable off? Please and thank you in advance for a little insight.


I'm also only using FWS fix, and I have no issues, even with mods and after patches it works fine.

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mjolnir wrote:
I keep seeing reference to a tutorial for editing the ba2 file but I cannot find it for the life of me.

This?


http://www.wsgf.org/forums/viewtopic.ph ... 54#p162454

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Haldi wrote:
mjolnir wrote:
I keep seeing reference to a tutorial for editing the ba2 file but I cannot find it for the life of me.

This?


http://www.wsgf.org/forums/viewtopic.ph ... 54#p162454


Yes!

Thank you so much!! Not sure how I could miss it, but all the best and good on you!


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So, for patch 1.5, do we have a widescreen fix without HUD stretch?


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DocMAX wrote:
So, for patch 1.5, do we have a widescreen fix without HUD stretch?


The Flawless Widescreen fix still works fine for me with patch 1.5. No HUD stretched or anything. :onethumb:
I only use that fix, no edited files or anything.

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PostPosted: 03 May 2016, 19:23 
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anteronoid wrote:
DocMAX wrote:
So, for patch 1.5, do we have a widescreen fix without HUD stretch?


The Flawless Widescreen fix still works fine for me with patch 1.5. No HUD stretched or anything. :onethumb:
I only use that fix, no edited files or anything.


Same here. I like not having to re-edit interface files constantly. This way I can use the custom HUD I made or any other without having it only for a specific AR. Anyone else who might want to use it should remember to remove all the edits for the interface, but any other edits are fine. The FW fix makes more sense. I already have a hard enough time not throwing a cup through my monitor every time I find a new texture that needs to be redone.

I barely even get to play since the game looks so horrendous. I can get past graphics in most games. It actually is a very low priority as long as the game is good; which I think this one is. I sure do miss the days when it was an actual RPG, but I can get behind a well fleshed out open world shooter. To get back to the thought about graphics. There are two things that drive me absolutely mad. I mean literally spend 500 hours making textures for a 40 hour game mad (read:Mass Effect) . Those two things are bad shadows and poor texture work. If you are going to spend years making a game, then release it with textures so bad that if asked to think of a single word to describe your game I can only think "blurry" that is a shame. Especially when the rest of the game is so beautifully handcrafted. It makes me feel like perhaps the care they take crafting the story sucks up too many resources. Which is why I am thoroughly thrilled and excited to see all Bioware's new games in Dice's Frostbite Engine. Where Bethesda's Zombie engine that could needs to be given the Old Yeller treatment. Dice's engine (memory leaks not withstanding) is an amazing piece of tech. I feel like this might be getting a little ranty so.. yeah Flawless Widescreen no issues.


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PostPosted: 03 May 2016, 22:38 
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Peer_Review wrote:
anteronoid wrote:
DocMAX wrote:
So, for patch 1.5, do we have a widescreen fix without HUD stretch?


The Flawless Widescreen fix still works fine for me with patch 1.5. No HUD stretched or anything. :onethumb:
I only use that fix, no edited files or anything.


Same here. I like not having to re-edit interface files constantly. This way I can use the custom HUD I made or any other without having it only for a specific AR. Anyone else who might want to use it should remember to remove all the edits for the interface, but any other edits are fine. The FW fix makes more sense. I already have a hard enough time not throwing a cup through my monitor every time I find a new texture that needs to be redone.

I barely even get to play since the game looks so horrendous. I can get past graphics in most games. It actually is a very low priority as long as the game is good; which I think this one is. I sure do miss the days when it was an actual RPG, but I can get behind a well fleshed out open world shooter. To get back to the thought about graphics. There are two things that drive me absolutely mad. I mean literally spend 500 hours making textures for a 40 hour game mad (read:Mass Effect) . Those two things are bad shadows and poor texture work. If you are going to spend years making a game, then release it with textures so bad that if asked to think of a single word to describe your game I can only think "blurry" that is a shame. Especially when the rest of the game is so beautifully handcrafted. It makes me feel like perhaps the care they take crafting the story sucks up too many resources. Which is why I am thoroughly thrilled and excited to see all Bioware's new games in Dice's Frostbite Engine. Where Bethesda's Zombie engine that could needs to be given the Old Yeller treatment. Dice's engine (memory leaks not withstanding) is an amazing piece of tech. I feel like this might be getting a little ranty so.. yeah Flawless Widescreen no issues.


Yes, I felt the same first when loaded it up first time. Very blurry and much of it is because of the bad AA. I couldnt play that way. Took me an hour of tinkering and googling and found a solution that works for me. I have used this fixes since day one and I'm pleased with the result of the SMAA and TAA+SHARP (im using SMAA) tweak with ReShade. Have a look at the examples and the guide there, try it out. It made a huge difference for me. http://www.tweakguides.com/Fallout4_1.html

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PostPosted: 08 May 2016, 17:28 
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I hate to be "that guy", but this thread is 72 pages long with information spread out all over the place. I tried to follow the instructions on page 1, but keep CTD when loading the game. Can someone please link or write a step-by-step guide to get Fallout 4 working (relatively well) in a eyefinity/surround setup?


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PostPosted: 08 May 2016, 18:10 
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jedolley wrote:
I hate to be "that guy", but this thread is 72 pages long with information spread out all over the place. I tried to follow the instructions on page 1, but keep CTD when loading the game. Can someone please link or write a step-by-step guide to get Fallout 4 working (relatively well) in a eyefinity/surround setup?


Use the Flawless Widescreen plug in.

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PostPosted: 08 May 2016, 19:34 
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anteronoid wrote:
jedolley wrote:
I hate to be "that guy", but this thread is 72 pages long with information spread out all over the place. I tried to follow the instructions on page 1, but keep CTD when loading the game. Can someone please link or write a step-by-step guide to get Fallout 4 working (relatively well) in a eyefinity/surround setup?


Use the Flawless Widescreen plug in.


Do I still set the resolution in the .ini file? Anything else that I need to do other than install the FW FO4 plug in?

EDIT: w/o editing the .ini file, my resolution was not right so I went ahead and fixed it and launched the game. Everything seems to look right with the FW plugin except for when using the Power Armor... The HUD is still a bit off. Is there a fix, or is that to be expected?

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PostPosted: 09 May 2016, 11:12 
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I use the fallout Config tool for all resolution and other changes.
http://www.nexusmods.com/fallout4/mods/102/?

I have not noticed any Power Armor HUD problems though.

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PostPosted: 09 May 2016, 18:25 
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anteronoid wrote:
jedolley wrote:
I hate to be "that guy", but this thread is 72 pages long with information spread out all over the place. I tried to follow the instructions on page 1, but keep CTD when loading the game. Can someone please link or write a step-by-step guide to get Fallout 4 working (relatively well) in a eyefinity/surround setup?


Use the Flawless Widescreen plug in.


Are there any "undocumented" ways to get Flawless Widescreen to work with three 1920 x 1200 monitors in Nvidia Surround?


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PostPosted: 15 May 2016, 09:28 
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Any chance someone could help me out here? Im trying to get Fo4 running in 5760x 1080. Tried loading Gamefreak3333 ba2 with no effect. Is it possible someone could outline exactly where im going wrong?
Hardware is 2x 290x in CF.
Changed isizew=5760
Extracted the ba2 to ..\Fallout4\Data
Ran the game, loads to the start menu, when trying to load a save, CTD...
running AMD driver v 16.15.2211
CF profile set 1:1, tried with CF disabled as well to no effect

Please Help!


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PostPosted: 15 May 2016, 09:31 
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Also to add, pretty much any ba2 replacements result in CTD


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PostPosted: 18 May 2016, 23:05 
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Hi all - this was working fine until the 1.5 update and now it crashes to desktop when loading game if the ba2 file is replaced. Any idea what's causing this and how to fix please?


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PostPosted: 19 May 2016, 00:09 
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b0x3d wrote:
Hi all - this was working fine until the 1.5 update and now it crashes to desktop when loading game if the ba2 file is replaced. Any idea what's causing this and how to fix please?


Just remove any edits you made to to the [interface] section of falloutprefs.ini. Then just start Flawless Widescreen and select the fallout 4 plugin.
Start the game and your all good to go. You can use any custom UI without having to edit it, or wait for someone else to edit it.


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PostPosted: 21 May 2016, 07:36 
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Does anyone have a manual fix for 5760x1080? Flawless causes my game to crash randomly.

EDIT: Apparently the latest files in this thread work just fine.


Last edited by Presidential Candidate on 21 May 2016, 10:44, edited 1 time in total.

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PostPosted: 21 May 2016, 09:03 
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Peer_Review wrote:
b0x3d wrote:
Hi all - this was working fine until the 1.5 update and now it crashes to desktop when loading game if the ba2 file is replaced. Any idea what's causing this and how to fix please?


Just remove any edits you made to to the [interface] section of falloutprefs.ini. Then just start Flawless Widescreen and select the fallout 4 plugin.
Start the game and your all good to go. You can use any custom UI without having to edit it, or wait for someone else to edit it.


Thanks mate! :rockout:


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PostPosted: 23 May 2016, 00:12 
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I'm running an AMD/Intel rig, I'm too tired to dig up my exact specs. Using the Flawless widescreen fix did terrifying things to my game. It didn't fix the HUD stretching, and kind of made things worse. All text, except for the loading screen text, is missing. Am I forgetting something?


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PostPosted: 24 May 2016, 18:50 
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Fliael wrote:
I'm running an AMD/Intel rig, I'm too tired to dig up my exact specs. Using the Flawless widescreen fix did terrifying things to my game. It didn't fix the HUD stretching, and kind of made things worse. All text, except for the loading screen text, is missing. Am I forgetting something?


Did you first configure the game to run in triple wide resolution?
FWS fixer wont do that for you and everything would probably look pretty fucked up like your describing if using FWS without the correct multi screen resolution set.
Also make sure your not using other ini edits for HUD/text correction or custom interface files. Do a "check integrity of cache files" check in the Steam client for a clean slate and try again. Also make sure your FWS is set to your specs on the FWS configuration settings. ie Enable AMD detection and Enable Display Detection Override, etc etc.

Good luck! :thumbup:

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PostPosted: 29 May 2016, 15:33 
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Okay I used the .ini fix on hear and it looks great except when I do transfers and such. Which I also can't create my name at the very beginning of the storyline. Any fix on this?

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What do I need to edit to fix the bottom of terminal text being cut off? Like when there are large blobs on screen the last line or two always get cut off. The other thing is notes are too small to read what fixes that? I'm pretty sure they're both ini edits


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PostPosted: 17 Jun 2016, 19:00 
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When updated to Fallout 4 v1.5 these empty brown info boxes appeared in the upper right screen when using WSGF with triple screens.


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PostPosted: 25 Jun 2016, 18:21 
Ok so i finally bought FO4 last night on steam summer sale. (6/24/16 ) And it looks like we are on v 1.6 now. I am having a heck of a time finding information on how to get this working on the newest version as nobody seems to put dates on the updated links for various files. Also Flawless widescreen website is down? What do I need to do to get this game playable in eyefinity at 5760x1080?


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Please could the community help me.

I was using the interface.ba2 fix posted a few pages back however this is not working now. Also flawless widescreen crashes to desktop without any error messages.

Is there any fixes for 5760x1080 UI?


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PostPosted: 12 Jul 2016, 05:36 
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The benefits of using the tool from http://www.flawlesswidescreen.org/ pretty much outstrip the hassle of using a customized ba2 files, unless you know what you're doing and can edit them yourself. Believe me, I held on to using modified ba2 file up to 1.4 and finally realized that 90-95% of what I needed was in the memory hack (the tool above). After backing out all the screen modifications I made in the ini files, it works great in every game patch since. I am using Surround in 5760x1200.

The Flawless Widescreen tool is easy: Download and install it. Run the tool and click on Fallout 4 in the Available Plugins. Change options as you see fit but you should be fine with defaults. Make sure this tool is running on your system at the time you start Fallout 4. Very important.

Quick edit: I did actually keep a few edits in my ini for workshop icon sizes. If it helps, here's what I put in my fallout4.ini file under [Interface]:

fNoteDistance=12.0000
fBookDistance=36.6667
fWorkshopMenuItem3DScale=2.0000


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PostPosted: 25 Jul 2016, 23:12 
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Hi guys, does anybody have an idea how to solve this? I haven't touched Fallout 4 in months, now I went back to it and oddly enough I cannot make it work anymore in a triple screen setup. I never uninstalled it in the first place so the settings remained the same. After I encountered the issue I did try erasing the old settings and redoing everything from scratch but I always get the same result: when the game launches it reverts my resolution to a non-bezel compensated one (so everything looks messed up from one screen to the next) and it adds a weird looking blue bar to the far right of the screen:

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PostPosted: 28 Jul 2016, 14:34 
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Francesco wrote:
Hi guys, does anybody have an idea how to solve this? I haven't touched Fallout 4 in months, now I went back to it and oddly enough I cannot make it work anymore in a triple screen setup. I never uninstalled it in the first place so the settings remained the same. After I encountered the issue I did try erasing the old settings and redoing everything from scratch but I always get the same result: when the game launches it reverts my resolution to a non-bezel compensated one (so everything looks messed up from one screen to the next) and it adds a weird looking blue bar to the far right of the screen:

Image


Remove all settings and edits and use http://www.flawlesswidescreen.org/ tool.
Works for me after every update and patch to the game so far.
Easy and Simple. :thumbup:

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PostPosted: 28 Jul 2016, 22:54 
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anteronoid wrote:
Remove all settings and edits and use http://www.flawlesswidescreen.org/ tool.
Works for me after every update and patch to the game so far.
Easy and Simple. :thumbup:

I already tried that but it had no effect, I removed the Fallout4Prefs.ini file in the main Fallout 4 folder and all the other *.ni files in Documents/My Games/Fallout4.

Am I missing something?


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PostPosted: 29 Jul 2016, 11:18 
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Francesco wrote:
anteronoid wrote:
Remove all settings and edits and use http://www.flawlesswidescreen.org/ tool.
Works for me after every update and patch to the game so far.
Easy and Simple. :thumbup:

I already tried that but it had no effect, I removed the Fallout4Prefs.ini file in the main Fallout 4 folder and all the other *.ni files in Documents/My Games/Fallout4.

Am I missing something?


Have you removed those custom *.ba2 files as well?

If you have fresh .ini files this tool could come in handy to configure the resolution/fullscreen parameters at first start and then lock the .ini files.
http://www.nexusmods.com/fallout4/mods/102/?tab=2

Also you have to configure the FWS tool to your settings.
Start the FWS first, load the Fallout4 plugin, then the game.
In the status window/log you should see if it detects the game exe when you start it.
Also, the FWS might not work with pirate versions.

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PostPosted: 29 Jul 2016, 22:29 
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anteronoid wrote:
Start the FWS first, load the Fallout4 plugin, then the game.
In the status window/log you should see if it detects the game exe when you start it.

Thank you for helping me out, we are getting closer to the solution. I realized I have left out an important chunk of information: last year I had a setup of 3x 22" 16:10 monitors @ 5332x1050 bezel comp. while I first played Fallout 4, while my config nowadays is 3x 27" 16:9 monitors @ 5912x1080 bezel comp.

Even though I changed my new resolution with Fallout4ConfigTool, I found out through Flawless Widescreen that somehow my old resolution is still set somewhere as you can see from the screenshot. The game launches using the wrong res and it also says Bezel Comp=False, that is why everything looks messed up. Where could this file be? I have already checked the .ini files and they are fine.

Image

Image


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PostPosted: 30 Jul 2016, 19:02 
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Francesco wrote:
anteronoid wrote:
Start the FWS first, load the Fallout4 plugin, then the game.
In the status window/log you should see if it detects the game exe when you start it.

Thank you for helping me out, we are getting closer to the solution. I realized I have left out an important chunk of information: last year I had a setup of 3x 22" 16:10 monitors @ 5332x1050 bezel comp. while I first played Fallout 4, while my config nowadays is 3x 27" 16:9 monitors @ 5912x1080 bezel comp.

Even though I changed my new resolution with Fallout4ConfigTool, I found out through Flawless Widescreen that somehow my old resolution is still set somewhere as you can see from the screenshot. The game launches using the wrong res and it also says Bezel Comp=False, that is why everything looks messed up. Where could this file be? I have already checked the .ini files and they are fine.

Image

Image


Not sure if this will help your situation, but if using FWS I have found I also have to set my desktop resolution to the same as that of the game if I want bezel compensation. I.e. set my desktop to use bezel compensation.


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morty343 wrote:
Not sure if this will help your situation, but if using FWS I have found I also have to set my desktop resolution to the same as that of the game if I want bezel compensation. I.e. set my desktop to use bezel compensation.

They are indeed the same: 5912x1080 is my desktop res and I used FalloutConfigTool to set the game with the same res.

Oddly enough though, when I start the game it reverts to my old resolution from my old setup (which is that 5332x1050 displayed in Flawless Widescreen). So I am thinking there must be some other file in which the old resolution has been stored, other than the .ini files in the ...SteamApps\common\Fallout 4\Fallout4 folder and Documents\My Games\Fallout 4. Must be a simple fix, once you know what to edit.


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EDIT: thanks to the following AeXiPHiXiON post I found out why Flawless Widescreen was showing the wrong res: the "enable display detection override" was activated with the wrong resolution and had to be corrected. I was so focused in tinkering with the Fallout 4 .ini files that I completely forgot about this setting menu in Flawless Widescreen. D'OH! :doh:

Image


Last edited by Francesco on 16 Aug 2016, 17:46, edited 2 times in total.

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:triplewide:

After a bunch of reading on this thread I have a pretty easy way to get to 5760x1080 and also 11520x2160 (unplayable on my system, dual AMD 7800, like 0.5 fps)

Required both of these tools

Fallout 4 Configuration Tool - By Bilago, http://www.nexusmods.com/fallout4/mods/102/?
Flawless Widescreen, https://www.flawlesswidescreen.org/

To edit ini files use Notepad plus plus, https://notepad-plus-plus.org/

In the Launcher Options, set your resolution, Low, Medium, High, Ultra.

In the _Display_ section of Documents\my games\Fallout4\Fallout4Prefs.ini, set your Display size as below and then make this file READONLY, this will prevent further modification by the Launcher Options.
bTopMostWindow=0
bMaximizeWindow=0
bBorderless=1
bFull Screen=1
iSize H=1080 (or 2160)
iSize W=5760 (or 11520)

Instead of making changes to the Fallout4.ini I used Flawless widescreen and the config tool

Attachment:
flawless01.GIF
flawless01.GIF [ 77.27 KiB | Viewed 9693 times ]


Attachment:
File comment: Flawless
flawless02.GIF
flawless02.GIF [ 242.9 KiB | Viewed 9704 times ]


To get to 11520x2160 I had to edit C:\Program Files (x86)\Flawless Widescreen\settings.xml after making the changes above. The width box only allows 4 digits.

The display size should be greyed out if you made the Fallout4Prefs.ini readonly

Attachment:
config01.GIF
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I use the config tool to change my FOV and camera follow distance.

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config02.GIF
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Once you use the config tool it will create a file called Documents\my games\Fallout4\Fallout4Custom.ini

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Last edited by AeXiPHiXiON on 07 Aug 2016, 06:48, edited 1 time in total.

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PostPosted: 07 Aug 2016, 04:54 
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Exactly what I'm doing, works great even after new patches. :)

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PostPosted: 16 Aug 2016, 17:47 
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Thank you AeXiPHiXiON, that was very helpful!


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PostPosted: 16 Aug 2016, 20:09 
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Hello all, i taking a break F4 about half year and started new game, after all DLC and patches in clean install steam F4+FWS.
All fine, very good, after all manually mods for f4, just run FWS. But one thing don't fix, - small workshop icons.
I use a search, but what i found - for older versions F4.
Anybody have decision?


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PostPosted: 20 Aug 2016, 21:11 
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I've read through most of this thread, and can't see a solution to my issue. I'm using Surround, and I can get it to play in 5760x1080. Everything looks great. Using Flawless and HUD looks good. THe issue is, I can't seem to click anything with my mouse. When in inventory, or putting things in containers, I have to Escape out and enable my XBOX controller.

If I disable Surround, and play the game on one monitor, mouse functions work great.

I have "mouse fix" checked on Flawless. I installed the Fallout 4 config tool, but that didn't seem to help. Maybe there is a setting in there I don't see. Anyone know how to fix this?

EDIT: I seemed to somehow fix it. I'm not sure how. I was messing aroudn with the config tool, and got the game to the point where it wouldn't load. So, I had a bunch of copies of my INI files. Deleted the modded ones, and restored back to the original ini files. Forgot to mention, I'm running FO ver 1.5 with all DLC.


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PostPosted: 23 Aug 2016, 00:03 
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DJCyRo wrote:
I've read through most of this thread, and can't see a solution to my issue. I'm using Surround, and I can get it to play in 5760x1080. Everything looks great. Using Flawless and HUD looks good. THe issue is, I can't seem to click anything with my mouse. When in inventory, or putting things in containers, I have to Escape out and enable my XBOX controller.

If I disable Surround, and play the game on one monitor, mouse functions work great.

I have "mouse fix" checked on Flawless. I installed the Fallout 4 config tool, but that didn't seem to help. Maybe there is a setting in there I don't see. Anyone know how to fix this?

EDIT: I seemed to somehow fix it. I'm not sure how. I was messing aroudn with the config tool, and got the game to the point where it wouldn't load. So, I had a bunch of copies of my INI files. Deleted the modded ones, and restored back to the original ini files. Forgot to mention, I'm running FO ver 1.5 with all DLC.

i catch this bug. help check all point in FWS, i think it was "3D object fix". it help.


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PostPosted: 02 Sep 2016, 05:15 
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Hi

I was wondering if I could get some advice. I recently started playing Fallout 4 again after a few months off and noticed that its not displaying correctly when using Flawless Widescreen. Firstly, the main display when using the power armour goes over my main screen and secondly, all in game messages/prompts re missions, etc are only displayed as yellow bars a 1/4 of the way over on my right hand monitor.

To me it just seems a simple scaling issue but I am unsure of how to fix this. It is also noticeable on the loading screens as all text that is associated with these isn't viable and the item displayed (ie weapon, workbench) seems much larger than usual.

Thanks in advance for your support


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PostPosted: 07 Sep 2016, 07:26 
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Hello everyone. I have patched the Interface.ba2 file to the latest update 1.7. This should be the last update for this needed since the game is not being updated anymore.I took the original Interface.ba2 file from this thread and just patched it over to the 1.7 update. This was done with all the DLC's installed.I have been running it for a few days now without any problems.

I myself like the BA2 fix over the flawless widescreen which for me caused problems.I used all the original tweaks in the ini file just like with the older BA2 files.

Below is the link to download it from until Haldi sets it up on the forum
https://drive.google.com/file/d/0B_gSkLM_nwikZUNJQ04zc3Y4cWs/view?usp=sharing


Last edited by Razzar99 on 10 Sep 2016, 08:16, edited 1 time in total.

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PostPosted: 10 Sep 2016, 01:24 
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Hey Razzer, you could upload it to megaupload, dropbox, mediafire or google. I would really appreciate it, as I just got back into fallout but flawless still causes lots of problems. I'll pm you.


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PostPosted: 11 Sep 2016, 01:21 
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The reason this file is so big is because the new update has added a new folder to it called scripts.That is why the old ba.2 doesnt work anymore


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PostPosted: 11 Sep 2016, 04:26 
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Hey man, thanks for uploading that, I can finally get back into fallout.


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PostPosted: 30 Sep 2016, 01:59 
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Getting back to FO4 after a long break but I'm facing a problem trying to use the Flawless wide screen fixer: It doesn't seem to be showing me my health bar, ammo and its not populating the text for pop-up notifications like xp earned etc.

If I use the modified interfaces files provided earlier in the thread all those things show up but I suspect its leading to random silent CTDs, hence why I'm trying to figure out why the Flawless fixer isn't entirely working for me. I'm not using any other sort of HUD mods and I've tried unchecking and checking the HUD Fix and 'Contrain HUD to 16:9' options within Flawless but the health & ammo bar status continue to elude me when using it.

For background this is a freshly installed FO4 without any edits to the .inis except just to establish the full screen & resolution (5760x1080), its also on win10 if that makes a difference too and this is a brand new build, no vestiges of my old play through would exist. My previously experience was under win7 but way back before even patch 1.5, none of the DLCs had even been released before I'd give the game a break.

Pls halp, the random crashes that I suspect are coming from the modified interfaces file are gettin' to me but I can't prove it without playing long enough...but without the health & ammo status that's kind of hard to do ;)

Anyone else meet this?

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PostPosted: 30 Sep 2016, 05:35 
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Bumpinthenight wrote:
Getting back to FO4 after a long break but I'm facing a problem trying to use the Flawless wide screen fixer: It doesn't seem to be showing me my health bar, ammo and its not populating the text for pop-up notifications like xp earned etc.

If I use the modified interfaces files provided earlier in the thread all those things show up but I suspect its leading to random silent CTDs, hence why I'm trying to figure out why the Flawless fixer isn't entirely working for me. I'm not using any other sort of HUD mods and I've tried unchecking and checking the HUD Fix and 'Contrain HUD to 16:9' options within Flawless but the health & ammo bar status continue to elude me when using it.

For background this is a freshly installed FO4 without any edits to the .inis except just to establish the full screen & resolution (5760x1080), its also on win10 if that makes a difference too and this is a brand new build, no vestiges of my old play through would exist. My previously experience was under win7 but way back before even patch 1.5, none of the DLCs had even been released before I'd give the game a break.

Pls halp, the random crashes that I suspect are coming from the modified interfaces file are gettin' to me but I can't prove it without playing long enough...but without the health & ammo status that's kind of hard to do ;)

Anyone else meet this?


As long as everything is Vanilla (No modified files in /Data/Interface and the Interface.ba2) and your interface section looks like this. There should be no issues.

(In Fallout.ini or Fallout4Custom.ini if there are any edits in there)

[Interface]
fSafeZoneX=15.0
fSafeZoneY=15.0
fSafeZoneXWide=64.0
fSafeZoneYWid=36.0
fSafeZoneXWide16x10=64.0
fSafeZoneYWide16x10=36.0


If that is all the case Just to be sure, remove any and all files in /Data/Interface and try seeing what that does.

The nice part about the FW fix is you can mod the game just like normal without needing to Re-Edit Interface flash headers. If you still can't get it to work download and install Def_UI from the nexus and install it like any other mod. In the first menu of the installer It will have a selection of aspect ratios. Just pick 16:9 (Default). This will put a very nice Customizable HUD in the game. Since loose files always overwrite Bethesda Archives this will tell us whether or not the issue is the game or something else.

One other thing you should look at is in the FW settings panel. Under display detection make sure you have Enable Display Detection override unchecked. Since your not downsampling or using bezel correction there shouldn't be a need for that to be checked with a standard 16:3 aspect ratio.

If all else fails and you can't get it going and want to play. Just use the modified interface files the guy a couple comments up posted. Then go into your GPU control panel and set Max Rendered Frames to as high as you can stand without killing too much performance. This should help with some of the weird memory related crashing issues related to the high amounts of Textures streamed in and out and Post effects being rendered for your resolution. Another thing you can do to help is, Like with all Bethesda game the SLI profile is sub-optimal. If you have an Nvidia card and know what Nvidia Inspector is change SLI_PREDEFINED_GPU_COUNT_DX10_FOUR to SLI_PREDEFINED_GPU_COUNT_DX10_TWO, and all the stuttering as you turn or move around should vanish. If you don't have Nvidia or only 1 card don't worry about it.

One other helpful thing; Even if you don't use ENB downloading it then only put the d3d11.dll and enblocal.ini in your Fallout 4 main directory and set it to look like this.

[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=false
ProxyLibrary=

[GLOBAL]
ApplyStabilityPatch=true
UsePatchSpeedhackWithoutGraphics=true

[MEMORY]
ForceVideoMemorySize=true (This you can try true or false, it is different for everybody. Some people true works better, some false.
VideoMemorySizeMb=10240

[ENGINE]
ForceVSync=false
VSyncSkipNumFrames=0

[LIMITER]
EnableFPSLimit=false
FPSLimit=61.0

[INPUT]
KeyCombination=16
KeyUseEffect=123
KeyFPSLimit=32
KeyShowFPS=33
KeyScreenshot=44
KeyEditor=13

[FIX]
DisableFakeLights=true

For DirectX11 and higher games GPU drivers do an okay job at caching any assets that can't fit in video memory into system memory. It isn't great though, and even lightning fast system ram is slow compared to two generation old Video Memory. So as draw calls get processed and assets that are in system memory get called and transferred to Video memory there can be some slow downs. Usually seen in the form of your GPU usage % dropping for a slight second, and the ensuing stutter. The method used by ENB does a better job than the GPU drivers do. So as much of a prick I think the ENB author is; and as corrupt as I find his usage of his status, and his 50,000 strong army of adolescent Skyrim fans, there isn't really a better option. Especially when you consider after 20+ years Bethesda still doesn't optimize their assets (At all), are using an engine that needed to be put out of it's misery years ago, then get what seems to be unpaid interns to do their mesh work and rigging. With that said they sure do excel at world crafting and narrative. As per usual I find myself incapable of brevity so this is where I'll end. Post any finding or results you get. We'll get it figured out for you one way or another. :twothumb:


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PostPosted: 30 Sep 2016, 10:27 
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Peer_Review wrote:
As long as everything is Vanilla (No modified files in /Data/Interface and the Interface.ba2) and your interface section looks like this. There should be no issues.

(In Fallout.ini or Fallout4Custom.ini if there are any edits in there)

[Interface]
fSafeZoneX=15.0
fSafeZoneY=15.0
fSafeZoneXWide=64.0
fSafeZoneYWid=36.0
fSafeZoneXWide16x10=64.0
fSafeZoneYWide16x10=36.0


If that is all the case Just to be sure, remove any and all files in /Data/Interface and try seeing what that does.


Modding those SafeZone values did it! Awesome! I can now use the Flawless tool and see the full HUD like intended. Thank you so much!

Btw right for the general FPS and stability etc I'll circle back on that one, I really hope it was just the modified interfaces file we'd been passing around here since the beginning but if its not I'll be back to try some more stuff. I vividly remember the game being quite stable the previous time I'd played though but that was a whole different computer, OS, patch level of the game and set of mods too so who knows right? Thanks again!

Hayden - if you ever pass through here and catch this comment it'd be pretty awesome if the tool mentioned something about the above values being required as well, that was the only different between a stock install and what it took for your tool to work. Thank you too of course, you've supported us through so many of Bethesda's unfortunate interfaces decisions over the years.

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PostPosted: 01 Oct 2016, 15:30 
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Quick (maybe dumb) question. Is Flawless Widescreen considered a Mod by the game? Meaning achievements would be disabled? I am not using any other mods (just ini tweaks). Thanks!


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PostPosted: 01 Oct 2016, 15:55 
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PerfectCr wrote:
Quick (maybe dumb) question. Is Flawless Widescreen considered a Mod by the game? Meaning achievements would be disabled? I am not using any other mods (just ini tweaks). Thanks!

No, its not.
Also you will be warned if you load a game with mods. Game will ask you if you want to continue and disable achievements for that save. Once disabled for that save you cant go back.

And since i'm such a perve apparently, i couldn't resist playing with NUCLEAR Nude Mod and screwed the achievements (those damn wet skins is irresistible) . :doh:
http://www.nexusmods.com/fallout4/mods/1608/? :D

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PostPosted: 02 Oct 2016, 03:24 
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anteronoid wrote:
PerfectCr wrote:
Quick (maybe dumb) question. Is Flawless Widescreen considered a Mod by the game? Meaning achievements would be disabled? I am not using any other mods (just ini tweaks). Thanks!

No, its not.
Also you will be warned if you load a game with mods. Game will ask you if you want to continue and disable achievements for that save. Once disabled for that save you cant go back.

Awesome thank you so much!


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PostPosted: 26 Oct 2016, 18:28 
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Hey everyone! I literally just noticed all the downloads and comments because of the pack I put together. Glad you guys got your issues sorted out. Going to attempt to reply to everyone that hasn't figured their stuff out yet and for those who have, you are very welcome but remember, all I did was facilitate, everyone else did the grunt work. Can't wait until Bethesda gets on this!


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PostPosted: 26 Oct 2016, 23:58 
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MTLBoomCat wrote:
Can't wait until Bethesda gets on this!

They won't. Never Ever!
Skyrim broke the HUD with every damn patch they made. It wasn't any better for Fallout 4.
They simply ignore this.

And don't expect anything for the Skyrim HD Remake...

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PostPosted: 02 Mar 2017, 22:05 
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I'm new to this triple monitor business. I decided on 3x4k monitors and a 1080 and one of the first games I tried to play is Fallout 4. I downloaded Flawless Widescreen after reading quite a bit of this thread, and it won't let me manually configure 11520x2160 and it doesn't automatically detect it either. Any advice?

edit: Flawless Widescreen suggested I use the default .ini so I did, but after it didn't work, I made a simple change to resolution to manually enter 11520x2160 and now it works. Prior to using Flawless, I did try to simply make changes to the .ini but everything was stretched and wrong no matter which way I changed it, except the HUD in power armor. With Flawless everything seems close to normal except the power armor HUD which spills over onto my left and right monitors with a convex vertical border that goes about 10-20% into the right and left monitors. Any suggestions?


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PostPosted: 28 Aug 2018, 11:07 
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Don't know if this is the right place but I'm looking to solve a problem with Fallout4. I've got triple monitors w/triplehead2go. I'm running a 5040x1050 resolution. I had everything working fine and one day started to play and discovered that I now had large text on my inventory/barter text. Didn't use to be that way. I went back to the normal 1 screen 1680x1050 and the text was ok. So it appears it's the stretching of the larger resolution. I think my original ini files somehow got corrupted or deleted and had to make new ones. I disabled my mods to see if something messed with it but that wasn't it. Whatever fix I had done originally is gone or something else is causing it.


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PostPosted: 24 Oct 2018, 20:40 
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I cant for the life of me get this to work, im probably doing it wrong though. Am I supposed to use both of the fixes listed on the first post? because neither of them seem to work and both just makes my game crash. Can someone give me a play by play of what to do, navigating 77 pages worth of posts is obnoxious.

Unmodded game
5760x1080


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PostPosted: 20 May 2019, 16:35 
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Old ass necro bump here, but can we get an update or a tutorial on how to update this for the current version? Presently, installing any of these patches just CTD's


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