Modhold
Fallout 3
Freev1.14

Interior Optimization Project

Optimizes more than 200 interior cells with roombounds and occlusion planes.

detra3 @detra
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Made by detra, shared here under the author's own permission to upload it to other sites. Original page Are you detra?
>> The TTW version can be found here <<

This mod is the Fallout 3 equivalent to New Vegas' ExRB - Extended Roombounds, though far bigger in scope, as I've optimized more than 200 interior cells (217, to be exact, the list of which can be found at the bottom) across both the main game and its expansions, many of which hadn't been optimized at all. And I'm not just talking about tiny insignificant buildings, but factories, offices, metro tunnels, and multiple vaults. How did I achieve that? By placing a ton of roombounds and portals, and in some cases occlusion planes. And while most of these are entirely new, I've also modified some cells that had actually been optimized before, but could have been optimized further, in my opinion. And I did actually cover some tiny building here and there. Not because they needed it, but because their layout was so simple that each of them took like 30 seconds, so I thought "Why the hell not?"

However, due to the number of cells covered, I cannot guarantee that I didn't miss any occlusion bugs (objects flickering in and out of existence, holes in the world, the entire cell vanishing for a second). But I did test every single cell and used the JIP MiniMap to try and cover every nook and cranny, though it wasn't very helpful on vertically designed maps. So if you notice any of the afforementioned issues, and have made sure that my mod wins every conflict in regards to room markers and portals, please open the console, click on a nearby object and give me the FormID so I can quickly check on it.

But keep in mind that this mod is NOT compatible with any mod that makes major changes to the layout of the affected cells, or adds new sections to those cells. So if you notice giant gaping holes where part of the map should be, or areas that are never rendered at all, then you've most likely found a conflict (unless I was too blind to notice such glaring issues). Fixing it should be easy in most cases, but only if you tell me which mod is responsible. Don't just drop your modlist in the comments and expect me to figure it out myself! And if you don't want to wait for a patch, just delete the affected cell from my mod.

Questions:



Q: Does this mean a fully modded game runs smooth as butter now?


A: I wish. But some cells are so open in their design (like the Citadel lab or the Rivet City Market), or so tightly packed together and chaotic in their layout that fully optimizing them is nigh impossible without making changes to their layout, which goes beyond the scope of this mod.

Q: So how much of a difference will this mod make?

A: No idea. Depends entirely on what mods you have installed. And since I don't have the space to install lots of texture and mesh replacers right now, I can't test how much of a difference a heavily modded game would make. But I can give you examples from the mods I've patched:

GNR Building Redux has some drops to 40 FPS (down from 144, at 1440p) in its newly added rooms, but with my patch, it's more around 70 to 100.

Meanwhile, some of the bedrooms in Reilly's Rangers Compound Redux cause drops down to 50 FPS when you turn around, but with my patch, you lose maybe 1 or 2 FPS.

I've also started working on the same kind of mod for A World of Pain, where the Capital Research Operations cell can drop as low as 30 FPS. But my optimized version only drops to around 70. Don't ask me when the mod is going to be released, though. I've only done that one cell so far.

You can also find some comparison shots in the screenshot gallery (check the top left corner for the FPS). Though keep in mind that they were made with a GTX 1070 and an i5-6500, and without Heap Replacer or DXVK. So if you have a more recent system, your FPS should hopefully be better.

Q: Will this affect cells added by other mods?

No, each cell needs to be optimized manually.

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

Should be fine in regards to the roombounds, as I tested it myself with GNR and Reilly's compound and multiple bugfixes of the main mod. But doing that with the patched mods will most likely result in misplaced doors and the like, which I also experienced during that test.

Q: I've optimized a cell better than you did!

Not a question, but cool! Can you send me the plugin so I can incorporate those changes into the mod, assuming they're truly better?

Q: Where did you get this minimap from?

A: That's the Jip Minimap, but you'll have to play New Vegas to use it.

Known Issues:

Throughout the whole game, there are pieces of clutter (mostly rubble, I think) that are placed in a way that causes them to be present on two sides of a wall. Doesn't matter in a vanilla game, but with roombounds added to the mix, some of them flicker in and out of existence, which is why you'll find some disabled or moved pieces of rubble in the plugin. Didn't notice much of them, but I wouldn't be surprised if there were more.

If you have too much time on your hand and want to check for more issues yourself, I can only give you the following advice: run into every wall (or rather walk, otherwise you may run right through a bugged portal without realizing it) and hug every corner, especially around doorways.

How to report bugs:

If you find a bugged area, please click on a nearby object with the console open and take a screenshot of it, so that I can see where exactly the issue is. Then post it in the bugs sections. If clicking on an object does nothing, back away from the bugged area and try again.

Compatibility:

May not be entirely accurate for FO3. I'm just assuming that these mods are made the same way as their TTW ports.

Fallout 3 3DNPC Bundle: Fully Compatible if you load my mod after it, as there's a dirty edit to a room marker that would cause issues otherwise.

A Trail of Crumbs: Fully Compatible.

GNR Building Redux (no longer available): Incompatible due to major layout changes that cannot be accounted for in the main plugin. So I've provided a patch for it.

District of Columbia: [color=#ffff00]Mostly compatible, but disables the room markers in Freedom Street Station and makes further changes to the cell layout that require a patch. Otherwise I could have added native support to the main plugin.

Megaton Open: [color=#00ff00]Fully Compatible.
[/color]

Museum Halls of Today: Fully Compatible.

New Air in Big Town: Changes the layout of some buildings and therefore required a patch. Didn't really seem to like Room Markers that much, however, as the walls kept bugging out, so I mostly used occlusion planes instead. But the mod should also be an ESM and I personally don't like the aesthetics of it, so I wouldn't recommend it.

Point Lookout Reborn: Fully Compatible.


Rebuild the Capital: Should be fully compatible, since it mostly disables trash and stays within the confines of the original maps when it doesn't. But I did extend some roombounds for its new doors, just in case.

Raiders of the Capital Wastelands: I've accounted for its change to zWheatonArmory, and the rest should be compatible, as the only Evergreen Mills cell I touch is EverGreenMillsBazaar, where the roombounds still line up despite the layout changes. Just make sure Evergreen.esm loads after my mod to keep its cell settings intact.

Reilly's Rangers Compound Redux (no longer available): Absolutely not compatible, as it might as well be a completely different building. One that actually looks nice and is nowhere near as cramped as the orignal, so I made a patch in which I optimized the place from scratch.

Rivet City Reborn: Makes some minor layout changes to a few cells that I've accounted for in the main plugin by increasing the size of the room markers.


Vault 101 Revisited: Fully Compatible, as it uses completely different cells for its version of Vault 101. Which also means that it won't benefit from my optimizations.

Covered Cells:
SpoilerAlexandriaArms01

AnchorageWM01

AnchorageWM02

AnchorageWM03

AnchorageWMMid

AndaleOldManHarrisHouse

ArlingtonLibrary01

ArlingtonLibrary02

ArlingtonLibrary03

BigTownCommonHouse1

BigTownCommonHouse2

BigTownRedClinic

BigTownTownHall

CanterburyGarage

CanterburyUncleRoesHouse

CapitolBuilding01b

ChryslusBuilding01

ChryslusBuilding03

CitadelARing

CitadelBRing

CitadelLab

CliffsideCavern01

CliffsideCavern02

CorvegaFactory01

DclawSanc01

DLC01AshurPalace

DLC01PowerPlant

DLC01SteelMill02

DLC01TowerEntrance

DLC01zUptownApt

DLC02CommCenter

DLC02GlacierCave

DLC02VSS01

DLC02zcBaileysToWasteland

DLC03AirControlStairs01

DLC03EnclaveBase01

DLC03EnclaveTower

DLC03EternalGlowBasement

DLC03GhoulHideout

DLC03PPurity03

DLC03zAFB01

DLC03zCitadelPit

DLC04Bank

DLC04BlackhallManor01

DLC04Lab01

DLC04Mine01

DLC04Mine02

DLC04Mine03

DLC04RitualSiteBasement

DLC04SpyBunker

DLC05EngineRoom

DLC05ExLab01

DLC05ExLab02

DLC05ExLab03

DLC05ExLab04

DLC05Hangar

DLC05HoldingCells

DLC05LivingQuarters

DLC05RobotAssembly

DLC05sewer01

DLC05SpaceBridge01

DukovsPlace01

EverGreenMillsBazaar

FloodedSewer01

Forge03

FortBannister01

FortBannister02

FortBannister03

FortC02

FortC03

FortIndependence01

FortIndependence02

FranklinMetro01

FranklinMetro02

FriendshipMetro01

FriendshipMetro02

FriendshipMetroUtility

GermPoliceHQ01

GermPoliceHQ02

GermPoliceHQ03

GNR01

HamiltonsHideaway01

HazmatDisposal01

HubrisComics02

HubrisComics03

JuryStStation01

JuryStStation02

LairAntAgonizer02

LairAntAgonizer03

LincolnMuseum

LL

LLGrandChamber

LLMurderPass

LLOfficeBuilding

LLSouvenirShop

LOBEnterprises01

LOBEnterprises03

LOBEnterprises04

MamaDolces01

MarigoldStation01

MarigoldStation02

MegatonTheBrassLantern

MerestiMetro01

MerestiMetro02

MetroCenter02

MetroCenter03

MetroCenter04

MetroCenter05

MetroCenter06

MetroCenter08

MuseumAmerican01

MuseumAmerican03

MuseumAmericanEntrance

MuseumTech02NEW

NorthwestSenecaMetro01

NtlGuardDepot04

NtlGuardDepot05

NtlGuardDepot06

NtnlArchives01

NtnlArchives02

NtnlArchives03

NukaColaPlant01

NukaColaPlant02

NukaColaPlant03

OasisCave01

OasisCave02

OasisCave03

OldOlney01

OurLadyHope01

OurLadyHope02

OurLadyHope04

PFallsEulogysPad

PFallsLockAndLoad

PPurity03

RCHangarDeckAft

RCLowerDeck

RCStairwell

RCTower

RCUpperDeckMid

RedRacer01

RedRacer03

RockCreekCaverns

RooseveltHS03

ShalebridgeCavern01

ShalebridgeCavern02

StatesmanHotel01

StatesmanHotel02

StatesmanHotel03

SuperDuperMart

TaftTunnel01

TaftTunnel02

TakomaStation

Tenpenny03

Tenpenny03Attack

TepidSewer01

Underworld9thCircle

UnderworldCarolsPlace

UnderworldConcourse

Vault87a

Vault87c

Vault92a

Vault92aOverseer

Vault92b

Vault92c

Vault92d

Vault101a

Vault101b

Vault101bMS16

Vault101dMS16

Vault106a

Vault106b

Vault106c

Vault108a

Vault112Garage

VaultTecHQ01

VaultTecHQ02

VaultTecHQ03

WarringtonStation01

WarringtonStation02

WarringtonStation03

YaoGuaiDen01

YaoGuaiDen02

zAnnandaleTalonHQ

zArlingtonHouse

zBethOffice01

zBethOffice02

zBethSewer

zcArlingtonToFalls

zcArlingtonToWasteland

zcChevyToVernon

zcGeorgetownToMall

zcPennAveToGeorgetown

zcPennAveToMall

zcPennAveToSeward

zDCint05a

zDCint05b

zDCint08b

zDCint09a

zDCint12b

zDCint12RangerCompound

zDCint17a

zDCint17b

zDCWorld06Sewer

zDLC03CarTunnel

zFairfaxMaintenance

zFairfaxMetro

zFFWastelandEncounter08

zGenericSewer

zLenfantCapitolPost

zMq11skybridgeAccess

zPlungerSewer

zPowerStationInterior01

zPS08Interior

ZTakomaNiftyThrifty

zToxicDump01

zWheatonArmory

zWolfDen

Credits

detra

Permissions

The author allows uploads to other sites: "You can upload this file to other sites but you must credit me as the creator of the file". The original page is linked at the top of the description. Shared on Modhold with that permission and credited to the author; the files are the author's own, unchanged.