The tweakable list on the front page has now been updated for the game version v1.12 (AWE Expansion). You can also find the tweakable list on Github, and the changelist from v1.10 here.
If you are experimenting, tweakables can be changed in-game, in realtime, using the Control Dev Menu.
Cheer mate, don't remember what I was looking for but tweaking FOV fxxks up the cutscenes tho. Also figured out the lines just not showing up in posts properly but are showing on the forum.
Would anyone know how to get Levitate back. I used this mod and I clicked on the infinite hover attribute. When I returned to the game, levitate was gone. I went back into the tweakable inventory, and it shows I have levitate "unlocked" yet it doesn't work. I have the mod that allows you to see what is in the saved game. In the saved game it says Levitate is unlocked. Any advice would be appreciated. I am thinking I must have unknowingly clicked on something in the tweakables list, but I dont know what. But why would it show that levitate is unlocked if it doesn't work? I have restarted the game multiple times and even rebooted the computer but nothing works. I am at a higher level in the game so I can't do anything without levitate.
Don't quote me but I am pretty sure the first line tells the game to use the native resolution for the texture (not some downscaled amount) and the second line is the distance at which the textures scale in (at native res).
No idea what version Unreal is on, but a system like this has basics that are probably pretty well described above.
To save you some reading - these settings are not very intuitive, and the most important one seems to be Max Mip number: <tweakable type="float1" name="Texture Streaming:Max Mip No" value="11.000000"/>
This default seems low, mine is set to 14. Also, the dropped Mips settings lets the engine toss unused or no longer needed Mips; mine is higher than default to free up Mip space for whatever I'm looking at, not lower or 0, but then I'm no Unreal dev and until one shows up, the dirt is linked above lol
Raising this value by 0.15 smoothed out the GI when affected by strong light sources, looks a lot more pleasant in 1080p: <tweakable type="float1" name="VolumeLight:Temporal Weight" value="0.950000"/>(original value 0.800000)
If anyone figures out how to make the SSR look less grainy in 1080p please let me (and others) know! I only looked at that a little in the dev menu, it has some unused filter modes but none that got rid of the grainy'ness completely.
I wanted to remove the bloom, and could do it using Control Dev Menu, but of course that's not permanent and resets every time I enter a new area. I tried to straight up set all the bloom settings to zero in tweakables, but after reloading the game, the bloom is still there. I checked the Control Dev Menu and the bloom's settings are still unchanged. Am I doing it wrong? D: <tweakable type="float1" name="Bloom:Max Luminance" value="0.000000"/> <tweakable type="float1" name="Bloom:Shape XY Curve" value="0.000000"/> <tweakable type="float1" name="Bloom:Shape Z CS" value="0.000000"/> <tweakable type="float1" name="Bloom:Shape0 XY CS" value="0.000000"/> <tweakable type="float1" name="Bloom:Shape1 XY CS" value="0.000000"/> <tweakable type="bool" name="Bloom:Use Explicit WeightsCS" value="1"/> <tweakable type="float1" name="Bloom:WeightCS 1" value="0.000000"/> <tweakable type="float1" name="Bloom:WeightCS 2" value="0.000000"/> <tweakable type="float1" name="Bloom:WeightCS 3" value="0.000000"/> <tweakable type="float1" name="Bloom:WeightCS 4" value="0.000000"/> <tweakable type="float1" name="Bloom:WeightCS 5" value="0.000000"/> <tweakable type="float1" name="Bloom:WeightCS 6" value="0.000000"/> <tweakable type="float1" name="Bloom:WeightCS 7" value="0.000000"/>
117 comments
If you are experimenting, tweakables can be changed in-game, in realtime, using the Control Dev Menu.
<tweakables>
<tweakable type="bool" name="Camera:Override FOV" value="1"/>
<tweakable type="bool" name="Camera:Visualize FOV and DOF" value="1"/>
<tweakable type="float1" name="Camera:Override FOV Value" value="85.000000"/>
</tweakables>
since it's also made by remedy does this mod fix it?
<tweakable type="float1" name="Texture Streaming:Max texture load time per update (ms)" value="100.000000"/>
<tweakable type="float1" name="Texture Streaming:Max texture request time per update (ms)" value="10.000000"/>
<tweakable type="int" name="Texture Streaming:Update Slices" value="1"/>
<tweakable type="float1" name="Texture Streaming:Distance scale" value="0.250000"/>
<tweakable type="float1" name="Texture Streaming:Mip target bias" value="0.500000"/>
<tweakable type="int" name="Texture Streaming:Min Pool Size MB" value="500"/>
<tweakable type="int" name="Texture Streaming:Target texture pool size MB" value="2048"/>
<tweakable type="int" name="Texture Streaming:Max Dropped Mips (Characters)" value="2"/>
<tweakable type="int" name="Texture Streaming:Max Dropped Mips (Player)" value="0"/>
<tweakable type="bool" name="LOD: Use ObjectScaleOverride" value="1"/>
<tweakable type="float1" name="LOD: ObjectScaleOverride" value="5.000000"/>
<tweakable type="float1" name="Hierarchy LOD:Distance scale" value="5.000000"/>
If you are getting crashes using this mod on GOG version, disable the gog overlay. That's what fixed it for me.
no more washed texture whiteboards
<tweakable type="float1" name="Texture Streaming:Max texture load time per update (ms)" value="100.000000"/>
<tweakable type="float1" name="Texture Streaming:Max texture request time per update (ms)" value="10.000000"/>
<tweakable type="int" name="Texture Streaming:Update Slices" value="1"/>
<tweakable type="float1" name="Texture Streaming:Distance scale" value="0.250000"/>
<tweakable type="float1" name="Texture Streaming:Mip target bias" value="0.500000"/>
<tweakable type="int" name="Texture Streaming:Min Pool Size MB" value="500"/>
<tweakable type="int" name="Texture Streaming:Target texture pool size MB" value="2048"/>
<tweakable type="int" name="Texture Streaming:Max Dropped Mips (Characters)" value="2"/>
<tweakable type="int" name="Texture Streaming:Max Dropped Mips (Player)" value="0"/>
<tweakable type="bool" name="LOD: Use ObjectScaleOverride" value="1"/>
<tweakable type="float1" name="LOD: ObjectScaleOverride" value="5.000000"/>
<tweakable type="float1" name="Hierarchy LOD:Distance scale" value="5.000000"/>
<tweakable type="bool" name="LOD: Use ObjectScaleOverride" value="1"/>
<tweakable type="float1" name="LOD: ObjectScaleOverride" value="5.000000"/>
and im pretty sure you want your distance scale to be higher, right?
https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Textures/Streaming/Config/
No idea what version Unreal is on, but a system like this has basics that are probably pretty well described above.
To save you some reading - these settings are not very intuitive, and the most important one seems to be Max Mip number:
<tweakable type="float1" name="Texture Streaming:Max Mip No" value="11.000000"/>
This default seems low, mine is set to 14. Also, the dropped Mips settings lets the engine toss unused or no longer needed Mips; mine is higher than default to free up Mip space for whatever I'm looking at, not lower or 0, but then I'm no Unreal dev and until one shows up, the dirt is linked above lol
Someone know which code to write in order to remove all enemies healthbar please ?
And I still can't figure out how to remove the "threat arrow indicator".
Does someone know how to remove the "threat arrow" when there is an enemy at proximity ?
Thanks
<tweakable type="float1" name="VolumeLight:Temporal Weight" value="0.950000"/>
(original value 0.800000)If anyone figures out how to make the SSR look less grainy in 1080p please let me (and others) know! I only looked at that a little in the dev menu, it has some unused filter modes but none that got rid of the grainy'ness completely.
<tweakable type="float1" name="Bloom:Max Luminance" value="0.000000"/>
<tweakable type="float1" name="Bloom:Shape XY Curve" value="0.000000"/>
<tweakable type="float1" name="Bloom:Shape Z CS" value="0.000000"/>
<tweakable type="float1" name="Bloom:Shape0 XY CS" value="0.000000"/>
<tweakable type="float1" name="Bloom:Shape1 XY CS" value="0.000000"/>
<tweakable type="bool" name="Bloom:Use Explicit WeightsCS" value="1"/>
<tweakable type="float1" name="Bloom:WeightCS 1" value="0.000000"/>
<tweakable type="float1" name="Bloom:WeightCS 2" value="0.000000"/>
<tweakable type="float1" name="Bloom:WeightCS 3" value="0.000000"/>
<tweakable type="float1" name="Bloom:WeightCS 4" value="0.000000"/>
<tweakable type="float1" name="Bloom:WeightCS 5" value="0.000000"/>
<tweakable type="float1" name="Bloom:WeightCS 6" value="0.000000"/>
<tweakable type="float1" name="Bloom:WeightCS 7" value="0.000000"/>