Interior Optimization Project
🟡 Updated this yearPreview

🔍 Analysis
- 👍 1.9% endorsement rate — high engagement, a strong quality signal
- 🏆 #12 of 13 Performance mods in this game by downloads
📋 About This Mod
Optimizes more than 200 interior cells with roombounds and occlusion planes.
>> 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.
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- detra
- Version
- 1.14
- Downloads
- 13,740
- Endorsements
- 255
- Category
- Performance
- Created
- 5/1/2024
- Updated
- 2/28/2026
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