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* Fix global script loading on non-Windows Previously, global scripts in .dats and in local FS didn't work due to path separator confusion. Now: * Hardcode global script path to "scripts\gl*.int" (windows separator) * Use Windows fpattern matching inside of dFile (.dats, which always use windows separators) * Use \-paths when listing found global scripts The awkward part is having to vendor a copy of fpattern to force it to use "windows mode". It's possible that we could use this everywhere since windows allows / as separator, but that could cause bugs where we're using fpattern on the native FS. For now keeping the dFile implementation separate makes sense.
204 lines
8.9 KiB
INI
204 lines
8.9 KiB
INI
;sfall configuration settings for Fallout 2 CE
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Main]
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;Set to one to hide areas outside map bounds when using higher than 640x480 resolution, and to zero to disable
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;EnableHighResolutionStencil=1
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Misc]
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;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur
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;MovieTimer_artimer1=5000
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;MovieTimer_artimer2=5000
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;MovieTimer_artimer3=5000
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;MovieTimer_artimer4=5000
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;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
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;StartingMap=V13ent.map
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;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
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;You can use up to 2 %d's in this if you want to include Fallout's version number somewhere
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;VersionString=FALLOUT II v1.02d
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;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
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;ConfigFile=
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;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
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;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax)
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;PatchFile=patch%03d.dat
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;Set to 1 to allow using the caret character '^' in dialog msg files to specify alternative text in dialogue based on the player's gender
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;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
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;DialogGenderWords=0
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;To change the default and starting player models, uncomment the next four lines.
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;The default models can also be changed in-game via script
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;MaleStartModel=hmjmps
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;MaleDefaultModel=hmjmps
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;FemaleStartModel=hfjmps
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;FemaleDefaultModel=hfjmps
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;To change the starting year, month or day, uncomment the next 3 lines
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;Both StartMonth and StartDay are 0-indexed (i.e. 0 is January or the first day of a month)
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;StartYear=2241
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;StartMonth=01
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;StartDay=01
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;Set to 1 if you want the pipboy to be available at the start of the game
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;Set to 2 to make the pipboy available by only skipping the vault suit movie check
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;PipBoyAvailableAtGameStart=1
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;Choose the damage formula used to calculate combat damage.
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;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
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;0 - Fallout default
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;1 - Glovz's Damage Fix
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;2 - Glovz's Damage Fix with Damage Multiplier tweak
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;5 - Haenlomal's Yet Another Ammo Mod
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;DamageFormula=0
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;Prevents you from using 0 to escape from dialogue at any time.
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;DialogueFix=1
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;Prevents you from using number keys to enter unvisited areas on a town map
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TownMapHotkeysFix=1
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;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
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;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
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;Set to 3 to use a new format CriticalOverrides.ini file, with preadded bug fixes
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;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
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;Must be non-zero to use the edit/get/reset_critical script functions
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;OverrideCriticalTable=2
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;Set to 1 to get notification of karma changes in the notification window
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DisplayKarmaChanges=0
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;Set to 1 to skip the 3 opening movies
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;Set to 2 to also skip the splash screen
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SkipOpeningMovies=0
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;Change the Skilldex cursor FRM numbers
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;Default is 293 for all skills
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Lockpick=293
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Steal=293
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Traps=293
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FirstAid=293
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Doctor=293
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Science=293
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Repair=293
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;Uncomment these lines to control the premade characters offered when starting a new game
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;Multiple options should be separated by commas, and there must be the same number of entries in both lines
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;Each name in PremadePaths is limited to 11 characters
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;PremadePaths=combat,diplomat,stealth
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;PremadeFIDs=201,203,202
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;Use this line to modify the list of cities and their associated global variables used for city reputations
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;Syntax is 'city id:global id', with each city/global pair separated by a comma.
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;CityRepsList=0:5001,2:5003,3:5004,4:5005,5:5006,6:5007,7:5008,8:5009,10:5011,11:5012,60:1640
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;Set this to a valid path to save a copy of the console contents
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;ConsoleOutputPath=console.txt
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;Set to 1 to add additional pages of save slots !!! can be implemented !!!
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;ExtraSaveSlots=1
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;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
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;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
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;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
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;Set to 0 to disable
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AutoQuickSave=0
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;These lines allow you to control the karma FRMs displayed on the character screen
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;Number of KarmaPoints should be 1 less than number of KarmaFRMs
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;KarmaFRMs=47,48,49
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;KarmaPoints=-100,100
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;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
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ScienceOnCritters=0
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;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
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BonusHtHDamageFix=1
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;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
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;DisplayBonusDamage=1
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;Set to 1 to remove the limits that stop the game from rolling critical successes/failures in the first few days of game time
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RemoveCriticalTimelimits=0
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;Change the colour of the font used on the main menu for the Fallout/sfall version string and copyright text
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;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
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;1 - change the colour for the version string only
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;2 - underline text for the version string
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;4 - use monospace font for the version string
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;MainMenuFontColour=0x000055
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;Change the colour of the font used on the main menu for the button text
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;MainMenuBigFontColour=0x3C
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;Uncomment the next four lines to move the main menu buttons and credit text (the 'Copyright(c)' line on the main menu)
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;MainMenuOffsetX=392
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;MainMenuOffsetY=26
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;MainMenuCreditsOffsetX=0
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;MainMenuCreditsOffsetY=0
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;These options modify the bullet distribution of burst attacks
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;All the bullets are divided into three groups: center, left, and right
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;These groups will then travel along three parallel tracks, trying to hit targets on the way
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;CenterMult/Div set the ratio of how many bullets go to the center group, and the remaining are divided equally to the left and right sides
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;TargetMult/Div set the ratio of how many bullets in the center group will attack the primary target directly
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;Multiplier values are capped at divisor values
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;ComputeSpray_CenterMult=1
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;ComputeSpray_CenterDiv=3
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;ComputeSpray_TargetMult=1
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;ComputeSpray_TargetDiv=2
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;Set to 1 to make explosions and projectiles emit light
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;ExplosionsEmitLight=1
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;Uncomment these lines to change explosives damage. DmgMax can be set to 9999 at max, and DmgMin is capped at DmgMax
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;Dynamite_DmgMax=50
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;Dynamite_DmgMin=30
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;PlasticExplosive_DmgMax=80
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;PlasticExplosive_DmgMin=40
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;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
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;By default, the files will have consecutive numbers assigned beginning with 0
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;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
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;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
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;You need to use the message_str_game script function to get messages from the files
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;ExtraGameMsgFileList=
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;Set to 1 to display numbered dialogue options
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NumbersInDialogue=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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; Configuration ini files
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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;To change the path and filename of the critical table file, uncomment the next line
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;OverrideCriticalFile=config\CriticalOverrides.ini
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;To add additional books to the game, uncomment the next line and point to a file containing book information
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;See the Books.ini in the modders pack for an example file
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;BooksFile=sfall\Books.ini
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;Point to an ini file containing elevator data
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;ElevatorsFile=config\Elevators.ini
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;Allows you to change the requirements and effects of unarmed attacks
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;See the Unarmed.ini in the modders pack for an example file
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;UnarmedFile=sfall\Unarmed.ini
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;To change some engine parameters for the game mechanics, uncomment the next line
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;TweaksFile=sfall\Tweaks.ini
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Scripts]
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;Uncomment the option to specify an additional directory for ini files used by scripts
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;The game will search for ini files first relative to this directory and then relative to the root directory if not found
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;The path length is limited to 61 characters
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;IniConfigFolder=mods\iniConfigs
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