Lords Of The Fallen

Lords Of The Fallen

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Additional ini settings, no intro vids, custom key/gamepad controls!
(I need help with disabling the intro vids, please see that section)

As a rule I always at the very least LOOK at what is in the config files for any game I get. Some games that use the Unreal engine can be modified so heavily beyond the ingame options that it can make the game look and behave light years from what any console can hope to even touch.

This game has a very simple configuration structure that makes it easy for even novice users to change the look of the game, and/or customize performance. It is mostly based on true/false values, and every setting has a comment as to what it is/does.

THAT BEING SAID

MAKE SURE YOU BACK UP YOUR FILES BEFORE YOU DO ANY CHANGES TO THE ORIGINAL!!!

That's just common sense, but it should be said anyway. First off, you can find the settings file here: C:\Users\-~+*YOURNAME*+~-\Documents\Lords of the Fallen\settings.ini

-----IMPORTANT-----
In order for your changes to remain permanently you may have to make the file 'Read Only' after you are done editing it. Do this by right clicking the file, going to 'Properties', and click the box for 'Read Only', then hit Apply. If you have to re-edit the file afterwards, you must go in the same way and un-check the box for 'Read Only' and then hit Apply.

This is the structure of the default ini file
Code: ////////////////////////////////////////////////////////////////////////// // Fledge Settings file ////////////////////////////////////////////////////////////////////////// // flag indicating whether spoken will be displayed subtitles_enabled = false // flag indicating whether in game text is enabled display_ingame_text = true // flag indicating whether in game combat text is enabled display_ingame_text_combat = true // flag indicating whether in game quest text is enabled display_ingame_text_quest = true // flag indicating whether enemy health bars must be shown display_enemy_health_bars = true // whether save games will be using time stamps savegame_timestamp_enabled = false // general detail level for the game general_detail_level = VeryHigh // vertical look inverted flag vertical_look_inverted = false // control scheme (currently supported values: Default, Option1) control_scheme = Option1 // will the game feature 'finishing sequences'? finishing_sequences_enabled = true // will the camera try to avoid collision by adjusting its own rotation? camera_rotation_adjust_enabled = false // will hud elements be auto-scaled for resolutions other than 1080p? auto_scale_hud_enabled = true // the rotational speed of the camera controller_sensitivity = 2.000 // whether the quest text should be always displayed display_quest_text = true // whether the current enemy should be locked automatically auto_lock_on_enemies = false // master volume master_volume = 0.999 // music volume music_volume = 1 // effect volume effect_volume = 1 // speech volume speech_volume = 1.000 // the size of the windowed render window (e.g. 1024x768) screen_size_windowed = 1280x720 // the size of the fullscreen render window (e.g. 1024x768) screen_size_fullscreen = 3840x2160 // the window mode (Fullscreen, Windowed, WindowedBorderless) window_mode = Fullscreen // game mode name game_mode = Default // vsync flag (true/false) vsync = true // postprocessing quality (Off, Low, Medium, High, VeryHigh) quality_postprocessing = VeryHigh // texture quality (Off, Low, Medium, High, VeryHigh) quality_textures = VeryHigh // shadow quality (Off, Low, Medium, High, VeryHigh) quality_shadows = VeryHigh // geometry quality (Off, Low, Medium, High, VeryHigh) quality_geometry = VeryHigh // volumetric lighting quality quality_volumetric_lighting (Off, Low, Medium, High, VeryHigh) = VeryHigh // anisotropic filtering quality quality_anisotropic_filtering (Off, Low, Medium, High, VeryHigh) = VeryHigh // flag controlling rumble enabled (true/false) rumble_enabled = true // the gamma correction value gamma_correction_value = 0.920 // defines the screen space LOD factor screen_space_lod_factor = 1.000 // defines the distance LOD factor distance_lod_factor = 1.000 // defines if APEX should utilize GPU support (e.g. for APEX Turbulence) if available (true/false) apex_gpu_support_enabled = true // defines the size of the physx timestep to use (a variable timestep will be used if the value is <= 0) physx_fixed_timestep_size = 0.016 // enables lighting of dynamic objects via light probes enable_lightprobe_lighting = true // enables enlighten threads enable_enlighten = true // defines the interval at which the radiosity update scheduler gets updated enlighten_radiosity_update_interval = 0.000 // enables the occlusion culling thread enable_occlusion_culling = true

I don't remember seeing the option to turn vsync on or off in the games ingame options, so if you want it off, just change "true" to "false".

-------WARNING------
The settings below are for ADVANCED USERS ONLY.
I have no idea what some of them do, or how they affect the game. Some may do nothing, others may make it look better, change physx, or even break the game entirely. Some may crash your computer.
USE/TRY THEM AT YOUR OWN RISK - I TAKE NO RESPONSIBILITY FOR WHAT YOU DO TO YOUR PC


So! Everyone got that? Yes? Great, let's move on. Here are some additional settings that you can add to the ini file. Again, I have no idea if any of them work at all, I am just passing on the information.
I found this information on the guru3d.com forums, and it was originally posted by a user named N1GhTW4lK3R. The link to the page is here[forums.guru3d.com].

Here are the additional settings that you can add to the ini. One of them is Antialiasing, which I can't imagine why it wasn't included in the ingame settings to begin with. Aaaaannyway, here is the code, HAPPY TWEAKING!

//allow loading from binary, if newer than xml? (true/false) allow_binary_cache //will data files load binary? (true/false) load_from_binary_files //fullscreen mode flag (true/false) fullscreen //resources are loaded when needed, not automatically on startup/level switch load_resources_on_demand //resource package type (Development, PerLevelDirectories, PakFiles) resource_package_type //lighting quality (Off, Low, Medium, High, VeryHigh) quality_lighting //antialiasing quality (Off, Low, Medium, High, VeryHigh) quality_antialiasing //the language for in game text game_language_text //update level asset association flags on startup? update_levelflags_on_startup //the symbolic name of the rendering process to use rendering_process //the init mode for the string table stringtable_init_mode //the language for in game speech game_language_voice //the image set selector hint for the image set mgr img_set_selector_hint //controls the max frame rate for the app max_frame_rate //whether to load speech audio from source files or from bank (for development / faster iteration) load_speechaudio_from_sourcefiles //will connecting with the fmod designer profiler be supported? (true/false) enable_FMOD_profiler //defines the type of path finding obstacles to consider when pathing. Values: None/StaticOnly/All path_finding_obstacles_used //defines the safe zone for the ui gui_area_size //the name of the font to use by default default_font_name //tracking log mode(Off, Timestamp, NoTimestamp) tracking_log_mode //will data files be preloaded on startup? (true/false) enable_prefetching // apex_destructible_lod_unit_cost //defines the apex destructible lod benefit apex_destructible_lod_benefit //defines the apex particle lod unit cost apex_particles_lod_unit_cost //defines the apex particle lod benefit apex_particles_lod_benefit //defines if APEX cloth assets should be loaded or not apex_cloth_support_enabled //defines the apex clothing lod unit cost // apex_clothing_lod_unit_cost // apex_lod_resource_budget //defines the apex clothing lod benefit apex_clothing_lod_benefit //enables lighting of dynamic objects via light probes enable_lightprobe_lighting //defines the size of the physx timestep to use (a variable timestep will be used if the value is <= 0) physx_fixed_timestep_size //defines the complexity of the APEX effects used quality_apex //defines the amount of memory CUDA is allowed to allocate on the GPU upfront apex_gpu_base_memory_size //radiosity scale factor for dynamic objects (lit by lightprobes) enlighten_radiosity_scale_dynamic //radiosity scale factor for static objects (lit by lightmap) enlighten_radiosity_scale_static //defines the interval at which the radiosity update scheduler gets updated enlighten_radiosity_update_interval //enables enlighten threads enable_enlighten //a fixed frame rate for the game fixed_frame_rate //the file name for input recording/playback input_recording_playback_filename //the input recording/playback mode (None, Record, RecordTimestamped, Playback, PlaybackTimestamped) input_recording_playback_mode //enables the occlusion culling thread enable_occlusion_culling //the path pointing to the rendering-related source files rendering_resource_base_path //execute the level intro cutscenes when using the level profiling feature profiling_play_intro_cutscenes


Please post your results if you try any of these! If they do work, we can compile a super ini, or even post pre-configured ini files for lower end systems, or for people with performance problems.



-------------------------------------------------------------------------------------
TO NOT SHOW INTRO VIDEOS
Go to C:\Program Files (x86)\Steam\SteamApps\common\Lords Of The Fallen\videos (this may change depending on where your steam library is located). Either rename, move, or delete the files:
  • lotf_logo_alienware.bk2
  • lotf_logo_nvidia.bk2
  • lotf_logos_bn_ci_d13.bk2
  • lotf_logos_ci_d13.bk2
The only problem I am having is that it seems like the game is hardwired to wait for those vids. By renaming them I got the game to not show them, but it still takes a good 5-10 seconds to get to the main menu. I tried doing the same with ALL of the vids in there, but it still has a black screen for a while until you get to the main menu... like the vids are playing, but not being seen or heard. Deleting them and/or moving them has the same result. Anyone have any ideas?

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HOW TO CUSTOMIZE CONTROLS

If you go to your game directory, for example C:\Program Files (x86)\Steam\SteamApps\common\Lords Of The Fallen\ there are several ini files for the keybinds and gamepad controls. One of them is labeled 'bindings - Custom.ini'. In it the structure is kind-of confusing, so I decided to edit one of the other files directly, namely 'bindings - Option2' and then copy the changes I made to 'bindings.ini'.

THIS STILL HAS TO BE TESTED - I am just putting it in here so that people know where to look, and that custom controls CAN be done. Here is the ORIGINAL ini structure for 'bindings.ini' - this has been unchanged from the default. Use it as a blueprint to see what you may want to change, or as a backup in case you FUBAR your ini file ;-)

// load/save //KC_F5 = VK_QUICKSAVE //KC_F9 = VK_QUICKLOAD //KC_F6 = VK_AUTOSAVE //KC_F10 = VK_AUTOLOAD // dbg/dev KC_F2 = VK_TOGGLE_3RD_PERSON_CAMERA KC_TAB = VK_TOGGLE_DEBUG_PANEL KC_P = VK_TOGGLE_DEBUG_PANEL KC_F3 = VK_PUSH_EDITING_GAMESTATE_KEEP_CAMERA_XFORM KC_F12 = VK_TOGGLE_GUI KC_ESCAPE = VK_SHOW_MENU KC_ADD = VK_INCREASE_GAME_SPEED KC_SUBTRACT = VK_DECREASE_GAME_SPEED KC_F7 = VK_RESET_GAME_SPEED // player1 keyboard KC_W = VK_MOVE_FORWARD KC_S = VK_MOVE_BACKWARD KC_A = VK_MOVE_LEFT KC_D = VK_MOVE_RIGHT KC_UP = VK_MOVE_CAM_FORWARD KC_DOWN = VK_MOVE_CAM_BACKWARD KC_LEFT = VK_MOVE_CAM_LEFT KC_RIGHT = VK_MOVE_CAM_RIGHT KC_SPACE = VK_JUMP KC_R = VK_INTERACT KC_I = VK_TOGGLE_INVENTORY KC_O = VK_TOGGLE_CURSOR_LOCKED KC_LSHIFT = VK_SPRINT KC_LCONTROL = VK_WALK KC_MBUTTON_RIGHT = VK_ACTION_LEFT_HAND_NORMAL KC_Q = VK_ACTION_LEFT_HAND_HEAVY KC_MBUTTON_LEFT = VK_ACTION_RIGHT_HAND_NORMAL KC_E = VK_ACTION_RIGHT_HAND_HEAVY KC_F = VK_CYCLE_STANCE KC_Y = VK_SELECT_NEXT_ITEM KC_X = VK_SELECT_SPELL KC_MBUTTON_MIDDLE = VK_TOGGLE_TARGET_LOCK KC_1 = VK_USE_ITEM KC_2 = VK_USE_SPECIAL_SKILL KC_MWHEEL_UP = VK_LOCK_NEXT_ENEMY_WEST KC_MWHEEL_DOWN = VK_LOCK_NEXT_ENEMY_EAST KC_TAB = VK_TOGGLE_TARGET_LOCK // player1 gamepad KC_X360_PAD_LTHUMB_UP = VK_MOVE_FORWARD KC_X360_PAD_LTHUMB_DOWN = VK_MOVE_BACKWARD KC_X360_PAD_LTHUMB_LEFT = VK_MOVE_LEFT KC_X360_PAD_LTHUMB_RIGHT = VK_MOVE_RIGHT KC_X360_PAD_RTHUMB_LEFT = VK_LOOK_LEFT KC_X360_PAD_RTHUMB_RIGHT = VK_LOOK_RIGHT KC_X360_PAD_RTHUMB_UP = VK_LOOK_UP KC_X360_PAD_RTHUMB_DOWN = VK_LOOK_DOWN // player2 gamepad KC_X360_PAD2_LTHUMB_UP = VK_MOVE_CAM_FORWARD KC_X360_PAD2_LTHUMB_DOWN = VK_MOVE_CAM_BACKWARD KC_X360_PAD2_LTHUMB_LEFT = VK_MOVE_CAM_LEFT KC_X360_PAD2_LTHUMB_RIGHT = VK_MOVE_CAM_RIGHT KC_X360_PAD2_RTHUMB_LEFT = VK_LOOK_CAM_LEFT KC_X360_PAD2_RTHUMB_RIGHT = VK_LOOK_CAM_RIGHT KC_X360_PAD2_RTHUMB_UP = VK_LOOK_CAM_UP KC_X360_PAD2_RTHUMB_DOWN = VK_LOOK_CAM_DOWN KC_X360_PAD2_RTHUMB_PRESS = VK_ACTIVATE_FREE_CAM_GAME_STATE KC_X360_PAD_A = VK_INTERACT KC_X360_PAD_B = VK_JUMP //KC_X360_PAD_B = VK_SPRINT KC_X360_PAD_X = VK_USE_ITEM KC_X360_PAD_Y = VK_USE_SPECIAL_SKILL KC_X360_PAD_DPAD_LEFT = VK_NEXT_GAUNTLET KC_X360_PAD_DPAD_RIGHT = VK_CYCLE_STANCE KC_X360_PAD_DPAD_UP = VK_SELECT_SPELL KC_X360_PAD_DPAD_DOWN = VK_SELECT_NEXT_ITEM KC_X360_PAD_RSHOULDER = VK_ACTION_RIGHT_HAND_NORMAL KC_X360_PAD_RTRIGGER = VK_ACTION_RIGHT_HAND_HEAVY KC_X360_PAD_LSHOULDER = VK_ACTION_LEFT_HAND_NORMAL KC_X360_PAD_LTRIGGER = VK_ACTION_LEFT_HAND_HEAVY KC_X360_PAD_LTHUMB_PRESS = VK_SPRINT KC_X360_PAD_RTHUMB_PRESS = VK_TOGGLE_TARGET_LOCK KC_X360_PAD_BACK = VK_TOGGLE_INVENTORY KC_X360_PAD_START = VK_SHOW_MENU //KC_G = VK_DECREASE_GAMMA //KC_H = VK_INCREASE_GAMMA //KC_J = VK_RESET_GAMMA KC_F2 = VK_ACTIVATE_FREE_CAM_GAME_STATE

So on top of posting customized ini configs for the main settings, feel free to post customized bindings that you feel people would find useful. I am going to post my own just as soon as I test everything.
Last edited by ModerateThundr; Oct 29, 2014 @ 3:06am
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Showing 1-15 of 17 comments
Arbadacarba Oct 29, 2014 @ 2:15am 
Thanks.

oh and first!
ModerateThundr Oct 29, 2014 @ 2:18am 
Originally posted by Abracadabra:
Thanks.

oh and first!

lol you're welcome, and YAY! :B1:
ModerateThundr Oct 29, 2014 @ 2:20am 
Oh, and I should point out that the settings on the original ini file that I posted are NOT the default values.

I only posted the basic ini structure so that you can see what is in there before you go poking around yourself.
ArmoredLesbian Oct 29, 2014 @ 2:22am 
Thanks, this is useful.
ModerateThundr Oct 29, 2014 @ 2:33am 
So far the only ones I have added/changed are:
// vsync flag (true/false) vsync = false //lighting quality (Off, Low, Medium, High, VeryHigh) quality_lighting = VeryHigh //antialiasing quality (Off, Low, Medium, High, VeryHigh) quality_antialiasing = VeryHigh //controls the max frame rate for the app max_frame_rate = 62 //will data files be preloaded on startup? (true/false) enable_prefetching = true

I have a high-end system though, so I am setting everything I can to max. Because of the lack of options, people may want to create a profile for the game using their drivers to override certain things like AA, AF, and Tesselation. nVidia users can do this in nVidia Inspector, and AMD users can do it via the Catalyst Control Center or (my preference:) by using RadeonPro.

Also, there are some specific nVidia ONLY options in the additional settings. For instance there is one that directly affects CUDA, so AMD users, make sure you know whether your card can even use some of those settings BEFORE you add them! Google is your friend! :-D

Enjoy!
ScMerlin Oct 29, 2014 @ 2:45am 
I tried changing postprocessing and volumetric lighting to off and AF to 16x, but still not working (even as read-only)
ModerateThundr Oct 29, 2014 @ 3:08am 
Originally posted by ScPhantom:
I tried changing postprocessing and volumetric lighting to off and AF to 16x, but still not working (even as read-only)

How can you tell? When you load the ingame menu, the settings it shows won't be correct, and can actually crash your game if you try to change them sometimes.
ModerateThundr Oct 29, 2014 @ 3:09am 
I EDITED THE OP WITH MORE HELPFUL HINTS..... NEED HELP WITH DISABLING THE INTROS, AND PEOPLE TO LET ME KNOW IF THEIR CUSTOM BINDS WORK!

Thanks!!!

EDIT:
You should also note that whatever keybind config you choose has to be selected on your main settings ini file:
// control scheme (currently supported values: Default, Option1)
control_scheme = Option1

So you MIGHT have to make your changes to bindings - Option1.ini for them to take effect.
Last edited by ModerateThundr; Oct 29, 2014 @ 3:13am
ScMerlin Oct 29, 2014 @ 3:10am 
Originally posted by The ReKonstructor:
Originally posted by ScPhantom:
I tried changing postprocessing and volumetric lighting to off and AF to 16x, but still not working (even as read-only)

How can you tell? When you load the ingame menu, the settings it shows won't be correct, and can actually crash your game if you try to change them sometimes.
I have not experienced any crashes when i change settings. Postprocessing seems to be disabled now. I have problems disabling volumetric lighting and changing AF to 16x, as it keeps reverting to 4x after reset. I trust the in-game display settings more then setting.ini
ModerateThundr Oct 29, 2014 @ 3:16am 
You can't trust the ingame settings, since the game is running off of the settings.ini, regardless of what it says in the game. I don't know of any way to prove to you that the options you select in the ini are the ones that are being used, not the game menu settings. Once you set your settings in the ini file you shouldn't even open the ingame menu, because that can mess all the changes you made up. Just make your changes in the ini, and start the game. Don't even look at the menu.
Trust me, I have been doing this a long time. The game reads the ini settings, not the ingame menu.
ModerateThundr Oct 29, 2014 @ 3:22am 
Basically, the ingame menu is what puts those values into the settings.ini file to begin with. So if you set your AF to High in the game, it will write that value in the settings.ini file. So if you change the settings.ini file (the game must NOT be running while you do this), mark it as read-only, then start the game, the game is therefore FORCED to go with the settings that are in the ini, since it can no longer write to it by itself. I have done this on hundreds of games. A lot of games have custom tools that do this stuff for you via a GUI... the best ones I have seen are for Skyrim and Borderlands 2.
But getting back to the point, the game depends on the ini file to tell it what the settings are, not the other way around. Once you click read-only, it is set in stone. The game runs off those settings, or it doesn't run.
Last edited by ModerateThundr; Oct 29, 2014 @ 3:23am
ScMerlin Oct 29, 2014 @ 3:30am 
Originally posted by The ReKonstructor:
Basically, the ingame menu is what puts those values into the settings.ini file to begin with. So if you set your AF to High in the game, it will write that value in the settings.ini file. So if you change the settings.ini file (the game must NOT be running while you do this), mark it as read-only, then start the game, the game is therefore FORCED to go with the settings that are in the ini, since it can no longer write to it by itself. I have done this on hundreds of games. A lot of games have custom tools that do this stuff for you via a GUI... the best ones I have seen are for Skyrim and Borderlands 2.
But getting back to the point, the game depends on the ini file to tell it what the settings are, not the other way around. Once you click read-only, it is set in stone. The game runs off those settings, or it doesn't run.
Except the fact that i can clearly see postprocessing enabled while it was set to Off in setting.ini. I later checked in-game, and it said enabled too. My FPS counter was around the value for Very High settings, even though setting.ini is set at only High
ModerateThundr Oct 29, 2014 @ 3:54am 
Okay, well after playing for a couple minutes in the monastary I can say without doubt that all my settings are working.
Also, as I said, once you change the settings in the ini, DO NOT open the options menu AT ALL. Not only will it give you false readings, but it can screw up other settings that are not in the ini. The exe itself has settings buried in it, in fact thats where most of the extra settings come from.

I don't know what to say to prove any of this to you, except for maybe check out google on how ini settings (and changing them) affect a game. There are THOUSANDS of examples for you.

How exactly can you tell that postprocessing is on anyway? And your FPS counter can't tell you anything about what is or isn't enabled in the game. FPS depends on a LOT of things, not just a generic "high" setting.

Also, if all you are trying to do is turn off postprocessing, why are you messing with the ini at all? That is an ingame option already. Messing with ini and config files is to enable/disable things that you can't do from inside the game itself. A perfect example is this game with the AA. On here you can set the AA, but there is no option for it in the game. I have confirmed that there is a difference between the AA settings in the game by what you set in the ini.

I am just trying to understand, and help you to understand at the same time. Like I said several times already, you can NOT look at the settings in the game if you have set them manually inside the ini. They won't be right. So when you say that PP was clearly on, AND it showed that it was on in the ingame settings, THAT could have been your problem. Some games store changed settings in system ram or in a temp file, and then the settings.ini file is changed when you exit the game.
But still, how could you tell that PP was on to begin with, without ever looking at the menu?
ScMerlin Oct 29, 2014 @ 4:16am 
Originally posted by The ReKonstructor:
Okay, well after playing for a couple minutes in the monastary I can say without doubt that all my settings are working.
Also, as I said, once you change the settings in the ini, DO NOT open the options menu AT ALL. Not only will it give you false readings, but it can screw up other settings that are not in the ini. The exe itself has settings buried in it, in fact thats where most of the extra settings come from.

I don't know what to say to prove any of this to you, except for maybe check out google on how ini settings (and changing them) affect a game. There are THOUSANDS of examples for you.

How exactly can you tell that postprocessing is on anyway? And your FPS counter can't tell you anything about what is or isn't enabled in the game. FPS depends on a LOT of things, not just a generic "high" setting.

Also, if all you are trying to do is turn off postprocessing, why are you messing with the ini at all? That is an ingame option already. Messing with ini and config files is to enable/disable things that you can't do from inside the game itself. A perfect example is this game with the AA. On here you can set the AA, but there is no option for it in the game. I have confirmed that there is a difference between the AA settings in the game by what you set in the ini.

I am just trying to understand, and help you to understand at the same time. Like I said several times already, you can NOT look at the settings in the game if you have set them manually inside the ini. They won't be right. So when you say that PP was clearly on, AND it showed that it was on in the ingame settings, THAT could have been your problem. Some games store changed settings in system ram or in a temp file, and then the settings.ini file is changed when you exit the game.
But still, how could you tell that PP was on to begin with, without ever looking at the menu?
As i said, i looked at the setting menu AFTER i saw postprocessing was still enabled even though i had set it as Off in settings.ini. Postprocessing is easy to spot if it is enabled or not. Also, the reason i am messing with setting.ini file is because the in-game display option it self is bugged and will not let me change some of the settings.
Also yes FPS is relative, however; with setting.ini at high and in-game at very high i get 20 fps. if however i set in-game settings to high as well i get 40 fps. If those two statements is not proof of that the in-game settings "beat" setting.ini file i don't know what will
KyrenCross Oct 29, 2014 @ 4:21am 
Post processing will always enable by default when you launch the game. Even if you change the settings in the ini or in the main menu. After you restart the game, it will automatically enable.

For me it looks horrible so you can immediately tell it's on without touching the options when you first boot up the game. After you cahnge it, you would immediately know the difference cause it's more better and crisper.
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Date Posted: Oct 29, 2014 @ 2:14am
Posts: 17