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;sfall configuration settings
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;v4.3.2
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[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
UseCommandLine = 0
;Uncomment and point to a file to get alternate translations for some sfall messages
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;This file can be placed in text\<language>\ for sfall to get the translations depending on the game language
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;TranslationsINI=sfall\Translations.ini
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[ExtraPatches]
;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
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;If DataLoadOrderPatch is enabled, the data load order is:
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;master_patches > critter_patches > PatchFile99..PatchFile0 > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;Paths to folders and Fallout .dat files are supported
;The PatchFile## options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
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;PatchFile0=mods\RP_data
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;Path to the folder in which the game will automatically search and load custom files (by *.dat mask, including folders)
;The data load order of the files in the folder will be in reverse alphabetical order of the filenames
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;The files placed in this folder will have higher priority than the PatchFile## options
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;This option has no effect in 4.2.6 or later. The path is fixed to <GameRoot>\mods\
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;AutoSearchPath=mods
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[Speed]
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;Set to 1 to enable options related to the game speed adjustment (SpeedMulti#, SpeedKey#, SpeedModKey, and SpeedToggleKey)
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Enable = 1
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
SpeedMulti0 = 50
SpeedMulti1 = 100
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SpeedMulti2 = 200
SpeedMulti3 = 300
SpeedMulti4 = 400
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SpeedMulti5 = 500
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SpeedMulti6 = 600
SpeedMulti7 = 700
SpeedMulti8 = 800
SpeedMulti9 = 900
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;The initial speed at game startup
SpeedMultiInitial = 100
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[Graphics]
;Set to 0 for 8 bit fullscreen
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;Set to 4 for DX9 fullscreen
;Set to 5 for DX9 windowed
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;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
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;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
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;Modes 1, 2 and 3 are no longer supported
Mode = 0
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;If using a DX9 mode, this changes the resolution
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;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
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;If set to 0, use Fallout's native resolution
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GraphicsWidth = 0
GraphicsHeight = 0
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;Window position data. Do not modify
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;Set to -1 or 0 to reset if the window position is incorrect
WindowData = -1
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;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
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;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
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;You can specify multiple shader files, separated by commas
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;GlobalShaderFile=global.fx
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;Set to 1 to automatically enable linear texture filtering when the scale factor is not an integer
;Set to 2 to force-enable linear texture filtering
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;This can be used in conjunction with the GlobalShaderFile option
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TextureFilter = 1
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;Set to 1 to do the palette conversion on the GPU
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;Set to 2 to do the palette conversion on the CPU (used for compatibility with old video cards)
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;Set to 0 to pick automatically
;GPU is faster, but requires v2.0 pixel shader support
GPUBlt = 0
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;Set to 1 to allow using 32-bit textures for talking heads
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;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (w/o extension)
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;The files in the folder should be numbered according to the number of frames in the talking head FRM file (0.png, 1.png, etc.)
;See the text file in the modders pack for a detailed description
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;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
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Use32BitHeadGraphics = 0
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;Set to 1 to automatically search for alternative AVI video files when Fallout tries to play the game movies
;Set to 2 to force AVI videos to fit the screen width
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;Requires DX9 graphics mode
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AllowDShowMovies = 0
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;Fade effect time percentage modifier
;Default is 100. Decrease/increase this value to speed up/slow down fade effects
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FadeMultiplier = 100
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[Interface]
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;Set to 1 to expand the number of action points displayed on the interface bar
;Requires new IFACE_E.frm and HR_IFACE_<res>E.frm files in art\intrface\ (included in sfall.dat) to display correctly
;The minimum supported version of High Resolution Patch is 4.1.8
ActionPointsBar = 0
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;Set to 1 to use the expanded world map interface
;Set to 2 to skip correcting the position of entrance markers on town maps
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
;The resolution of hi-res patch must be set to at least 890x720
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ExpandWorldMap = 0
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;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
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WorldMapTravelMarkers = 0
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;Uncomment these lines to change the appearance of the markers
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;The color index in Fallout default palette (valid range: 1..228; default is 134)
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;TravelMarkerColor=134
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;The length and spacing of the dots in pixels for each type of terrain in worldmap.txt
;Syntax is 'length:spacing', with each pair separated by a comma (valid range: 1..10; default is 2)
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;TravelMarkerStyles=2:2,2:2,2:2,2:2
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;Set to 1 to display terrain types when hovering the cursor over the player's marker on the world map
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WorldMapTerrainInfo = 0
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[Sound]
;Sets the number of allowed simultaneous sound effects
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;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
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NumSoundBuffers = 0
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;Set to 1 to enable fade effects for background music when stopping and starting the playback
FadeBackgroundMusic = 1
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;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats = 0
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;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an ACM
;Set to 2 to play alternative music files even if original ACM files are not present in the music folder
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;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound = 0
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;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in the cfg
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;Set to 2 to overwrite all occurrences of the music path
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OverrideMusicDir = 1
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;Set to 1 to automatically search for new SFX sound files at game startup
;Note: With this option enabled, you will no longer need to use the utility regsnd.exe to register new SFX sounds
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;This will slightly increase the startup time of the game on older computers
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AutoSearchSFX = 1
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[Input]
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;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
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UseScrollWheel = 1
;The mouse Z position is divided by this modifier to calculate the number of inventory
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;slots to scroll. My mouse moves 120 pixels in the z direction for one click of the mouse
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;wheel, but this may vary depending on your mouse manufacturer and windows settings.
;Set to 0 to only ever scroll 1 click
ScrollMod = 0
;Adjusts mouse sensitivity to some percentage of normal.
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;Negative values are valid if you want your mouse axis reversed for some reason
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MouseSensitivity = 100
;DX scancode of a key to press when the middle mouse button is clicked
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;The default of 48 ('B' key) toggles between your active items
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;Set to 0 to disable
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MiddleMouse = 48
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;Set to 1 to reverse the left and right mouse buttons
ReverseMouseButtons = 0
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;Set these to 1 if you want Fallout to access the keyboard or mouse in background mode
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;Try these if you get the 'Failure initializing input devices' error
BackgroundKeyboard = 0
BackgroundMouse = 0
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;The modifier key you have to hold down to change any speed settings
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
SpeedModKey = -1
;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
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SpeedToggleKey = 0
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;The keys corresponding to the 10 speed slots
;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
SpeedKey0 = 0x52
SpeedKey1 = 0x4f
SpeedKey2 = 0x50
SpeedKey3 = 0x51
SpeedKey4 = 0x4b
SpeedKey5 = 0x4c
SpeedKey6 = 0x4d
SpeedKey7 = 0x00
SpeedKey8 = 0x00
SpeedKey9 = 0x00
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;A key to hold down to move the window around when using DX9 graphics mode 5
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;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
WindowScrollKey = 0
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;A key to press to reload your currently equipped weapon or use the active item
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;Set to 0 if you don't want a reload key, or a DX scancode otherwise
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ReloadWeaponKey = 0
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;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
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;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
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ItemFastMoveKey = 29
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;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
;Requires ItemFastMoveKey to be enabled
FastMoveFromContainer = 0
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;A key to press to open a debug game editor
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;Set to 0 to disable, or a DX scancode otherwise
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;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
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DebugEditorKey = 0
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[Misc]
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;Changes some of Fallout 2 engine functions to Fallout 1 behavior:
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;- disables playing the final movie/credits after the endgame slideshow
;- disables halving the weight for power armor items
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;- endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
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Fallout1Behavior = 0
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;Time limit in years. Must be between -3 and 13
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;Set to 0 if you want to die the instant you leave Arroyo
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;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
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;Set to -2 or -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
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TimeLimit = 13
;World map travel time percentage modifier
;Modifies how fast in game time passes while you're moving around the map screen without affecting encounter rate
;100 is normal speed, 0 stops time from passing
WorldMapTimeMod = 100
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;Set to 1 to use the Fallout 1 code to control world map speed
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WorldMapFPSPatch = 1
;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
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;Default is 66 milliseconds
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WorldMapDelay2 = 66
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;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
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;Higher values of WorldMapEncounterRate cause a slower encounter rate
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WorldMapEncounterFix = 0
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WorldMapEncounterRate = 5
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;The number of slots available in the locations list panel of the world map
;Set to 0 to leave unchanged. 17 is default.
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;Setting this greater than 17 requires a replacement background FRM, or you'll get glitched graphics
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WorldMapSlots = 0
;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
;StartingMap=
;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=
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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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;Set to 1 to enable script functions relating to overriding the file system
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UseFileSystemOverride = 0
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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 use the modified data load order for the engine to find game data
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;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
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;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
;DataLoadOrderPatch=1
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;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
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;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
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FemaleDialogMsgs = 0
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;Set to 1 to allow using the special '^' character in dialog msg files to specify the alternative text
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;that will be displayed in the 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.
;The default models can also be changed ingame via script
;MaleStartModel=hmwarr
;MaleDefaultModel=hmjmps
;FemaleStartModel=hfprim
;FemaleDefaultModel=hfjmps
;To change the various ingame movies, modify the next 17 lines
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;You can also define additional movies by adding Movie18 - Movie32 lines
;Most of these can also be changed ingame via script
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Movie1 = iplogo.mve
Movie2 = intro.mve
Movie3 = elder.mve
Movie4 = vsuit.mve
Movie5 = afailed.mve
Movie6 = adestroy.mve
Movie7 = car.mve
Movie8 = cartucci.mve
Movie9 = timeout.mve
Movie10 = tanker.mve
Movie11 = enclave.mve
Movie12 = derrick.mve
Movie13 = artimer1.mve
Movie14 = artimer2.mve
Movie15 = artimer3.mve
Movie16 = artimer4.mve
Movie17 = credits.mve
;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=-1
;StartMonth=-1
;StartDay=-1
;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
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;Defaults are 480 in the x direction and 400 in the y direction.
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;Not compatible with the res patch!
;LocalMapXLimit=480
;LocalMapYLimit=400
;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 = 0
;Set to 1 to double the number of available kill types
;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
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;Changing this option mid game will not invalidate old save games, but the player's kill counters will be completely screwed.
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;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
ExtraKillTypes = 0
;Choose the damage formula used to calculate combat damage.
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
;0 - Fallout default
;1 - Glovz's Damage Fix
;2 - Glovz's Damage Fix with Damage Multiplier tweak
;5 - Haenlomal's Yet Another Ammo Mod.
DamageFormula = 0
;Prevents you from using 0 to escape from dialogue at any time.
DialogueFix = 1
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;Prevents you from using number keys to enter unvisited areas on a town map
TownMapHotkeysFix = 1
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;Set to 1 to disable the Horrigan encounter
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DisableHorrigan = 0
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;Set to 1 to disable the random element in NPC levelling.
;This will cause all NPC party members to automatically level up as soon as the player reaches the requirements
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NPCAutoLevel = 0
;Change the initial starting location and world map viewport
;Leave at -1 for default
StartXPos = -1
StartYPos = -1
ViewXPos = -1
ViewYPos = -1
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;Set to 1 to force Fallout not to use multiple processor cores even if they are available
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SingleCore = 1
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;Set to 1 to override the art_cache_size setting in fallout2.cfg
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OverrideArtCacheSize = 0
;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
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;Note that even with this option enabled, it is still not advisable to save in combat
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;Set to 2 to block all saving in combat
SaveInCombatFix = 1
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;Uncomment and set a comma delimited list of numbers to use a custom xp table.
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;Player's level is capped once the highest specified level is reached
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;XPTable=50,100,200
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;Set to 1 to enable additional weapon animation codes from o to t
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;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
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;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
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AdditionalWeaponAnims = 1
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
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;Modifiers affect both NPCs and the player
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;BodyHit_Head=-40
;BodyHit_Left_Arm=-30
;BodyHit_Right_Arm=-30
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;BodyHit_Torso=0
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;BodyHit_Right_Leg=-20
;BodyHit_Left_Leg=-20
;BodyHit_Eyes=-60
;BodyHit_Groin=-30
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;The modifier for unaimed shots
;BodyHit_Torso_Uncalled=0
2015-07-07 00:44:58 +07:00
;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
;Set to 3 to use a new format CriticalOverrides.ini file, with preadded bug fixes
;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
;Must be non-zero to use the edit/get/reset_critical script functions
OverrideCriticalTable = 2
;Set to 1 to get notification of karma changes in the notification window
DisplayKarmaChanges = 0
;Set to 1 to always reload messages, rather than only at map load
AlwaysReloadMsgs = 0
;Set to 1 to force the player to play the idle animation when reloading their weapon
PlayIdleAnimOnReload = 0
2019-03-15 19:17:37 +08:00
;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
2020-08-09 12:17:32 +08:00
;The corpses of critters with 'Ages' flag set or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
2019-03-16 08:47:37 +08:00
;Default is 6. Set to 0 for a 12-hour timer
2019-03-15 19:17:37 +08:00
CorpseDeleteTime = 6
2015-07-07 00:44:58 +07:00
;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
2020-01-23 23:13:50 +08:00
;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
2021-05-07 15:48:40 +08:00
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 30
2015-07-07 00:44:58 +07:00
ProcessorIdle = -1
;Set to 1 if using the hero appearance mod
2019-10-15 11:40:59 +08:00
;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
2019-04-30 06:45:22 +08:00
;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
2015-07-07 00:44:58 +07:00
EnableHeroAppearanceMod = 0
;Set to 1 to skip the 3 opening movies
2019-06-29 19:24:56 +08:00
;Set to 2 to also skip the splash screen
2015-07-07 00:44:58 +07:00
SkipOpeningMovies = 0
2018-10-26 06:46:24 +08:00
;Causes NPCs who complete their combat turn with AP left over will try and find other ways to spend it.
;Only NPCs with AP left equal to or greater than the value given here will be considered.
2015-07-07 00:44:58 +07:00
;Set to 0 to disable
NPCsTryToSpendExtraAP = 0
2021-04-29 11:54:20 +08:00
;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
;Note that enabling this option can affect the weapon of choice for some NPCs
AIBestWeaponFix = 1
2018-09-02 10:55:14 +08:00
2021-08-19 23:09:03 +08:00
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as a preference list when using drugs in their inventory
2021-04-14 16:18:33 +08:00
;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
2021-04-18 13:09:06 +08:00
;Note: chem_primary_desire w/o fixes prevents the specified item PID from being consumed if all three values in the list are the same PID
2021-04-14 16:18:33 +08:00
;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
2018-11-25 23:58:13 +08:00
AIDrugUsePerfFix = 0
2021-04-18 13:09:06 +08:00
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
2015-07-07 00:44:58 +07:00
AllowLargeTiles = 0
2018-05-28 09:27:53 +08:00
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
MoreTiles = 0
;Change the Skilldex cursor FRM numbers
2015-07-07 00:44:58 +07:00
;Default is 293 for all skills
Lockpick = 293
Steal = 293
Traps = 293
FirstAid = 293
Doctor = 293
Science = 293
Repair = 293
2019-11-21 00:45:10 +08:00
;Set to 1 to remove window position rounding for script-created windows
RemoveWindowRounding = 1
2018-08-12 19:07:52 +08:00
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
;Set to 2 to use a different set of scroll buttons
2015-07-07 00:44:58 +07:00
UseScrollingQuestsList = 1
2018-08-12 19:07:52 +08:00
;To change the location of quest list scroll buttons, uncomment the next two lines
2018-08-26 14:53:47 +08:00
;Defaults are 140 for the X-axis and 334 for the Y-axis
2018-08-12 19:07:52 +08:00
;QuestsScrollButtonsX=140
;QuestsScrollButtonsY=334
2015-07-07 00:44:58 +07:00
;Uncomment these lines to control the premade characters offered when starting a new game
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
2019-10-16 12:24:54 +08:00
;Each name in PremadePaths is limited to 11 characters
2015-07-07 00:44:58 +07:00
;PremadePaths=combat,diplomat,stealth
;PremadeFIDs=201,203,202
;Use this line to modify the list of cities and their associated global variables used for city reputations
2018-07-28 22:27:32 +08:00
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
2015-07-07 00:44:58 +07:00
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308
;Set this to a valid path to save a copy of the console contents
2019-11-21 00:45:10 +08:00
;ConsoleOutputPath=console.txt
2015-07-07 00:44:58 +07:00
;Set to 1 to add additional pages of save slots
ExtraSaveSlots = 0
2018-09-06 07:01:14 +08:00
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
2021-08-13 10:54:57 +08:00
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
2021-08-12 15:07:24 +08:00
;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
2021-08-13 10:54:57 +08:00
;Set to 0 to disable
2018-09-06 07:01:14 +08:00
AutoQuickSave = 0
2021-08-13 10:54:57 +08:00
;AutoQuickSavePage is the page number to start at if ExtraSaveSlots is enabled (valid range: 0..999)
;Set to -1 to use the current selected page (not recommended)
2021-08-12 15:07:24 +08:00
AutoQuickSavePage = 1
2018-09-06 07:01:14 +08:00
2017-03-09 13:56:37 +08:00
;Set to 1 to speed up the HP/AC counter animations
;Set to 2 to update the HP/AC counters instantly
2018-11-09 12:29:07 +08:00
;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
2015-07-07 00:44:58 +07:00
SpeedInterfaceCounterAnims = 0
2018-05-28 09:27:53 +08:00
;These lines allow you to control the karma FRMs displayed on the character screen
2017-03-04 19:55:37 +07:00
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
2015-07-07 00:44:58 +07:00
;KarmaFRMs=47,48,49
;KarmaPoints=-100,100
;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
ScienceOnCritters = 0
2017-03-09 13:56:37 +08:00
;Modify this value to change the player's speed of rotation on the inventory and character screens
2015-07-07 00:44:58 +07:00
;Default is 166
SpeedInventoryPCRotation = 166
2018-07-21 08:54:25 +08:00
;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
BoxBarCount = 5
;Uncomment to set the text colour of the extra interface boxes
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
2015-07-07 00:44:58 +07:00
;BoxBarColours=00000
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
BonusHtHDamageFix = 1
2015-10-05 16:59:47 +08:00
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
DisplayBonusDamage = 0
2016-08-30 13:11:06 +08:00
;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
2015-07-07 00:44:58 +07:00
AnimationsAtOnceLimit = 120
;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
RemoveCriticalTimelimits = 0
2019-08-22 13:12:32 +08:00
;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text
2019-08-23 10:32:07 +08:00
;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
;MainMenuFontColour=0x00003C
;Change the colour of the font used on the main menu for the button text
;MainMenuBigFontColour=0x3C
2015-07-07 00:44:58 +07:00
2020-09-05 10:39:22 +08:00
;Alternative behaviors to the Fast Shot trait
2021-04-29 11:54:20 +08:00
;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons. Aimed attacks are disabled
;1 - Haenlomal's tweak: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
2020-09-05 10:39:22 +08:00
;2 - Alternative behavior: apply -1 AP cost to melee/unarmed weapons and HtH attacks
2021-04-29 11:54:20 +08:00
;3 - Fallout 1 original behavior: -1 AP cost for all weapons. Aimed attacks are disabled
FastShotFix = 0
2015-07-07 00:44:58 +07:00
2021-01-29 10:46:14 +08:00
;Set to 1 to fix the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
SmallFrameFix = 0
2019-03-04 12:47:59 +08:00
;Set to 1 to boost the maximum number of script names from 1450 to 10000
BoostScriptDialogLimit = 0
2015-07-07 00:44:58 +07:00
;These options modify the checks to see if a critter can carry an additional item, changing which items are counted towards the weight limit and adding an additional size check
2017-03-09 13:56:37 +08:00
;Set the mode to 0 to disable the size check, 1 to apply to the PC only, 2 to apply to the PC and party members, or 3 to apply to all critters
2018-09-20 09:41:49 +08:00
;Only the PC uses CritterInvSizeLimit. Other critters will use the unused stat (STAT_unused = 10) or have the size limit of 100 if the stat is not set
2015-07-07 00:44:58 +07:00
;Add 4 to the mode to limit the weight check to used items only
2020-03-31 21:06:23 +08:00
;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
2015-07-07 00:44:58 +07:00
CritterInvSizeLimitMode = 0
2018-09-20 09:41:49 +08:00
CritterInvSizeLimit = 100
2015-07-07 00:44:58 +07:00
;Some bit flags to alter behaviour of the motion sensor
2017-03-16 01:21:20 +07:00
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
;2 - Motion sensor doesn't require charges
2015-07-07 00:44:58 +07:00
MotionScannerFlags = 1
2020-09-03 14:20:23 +08:00
;Set a value greater than 40 to change the maximum encounter table size (enc_## in worldmap.txt)
;Default is 40, and the maximum is 100
2020-09-05 10:39:22 +08:00
;Note: Setting this greater than 50 requires renumbering all message lines for the encounter tables in worldmap.msg
;The messages for each table must be numbered from (3000 + table number * 100) to (3099 + table number * 100)
2015-07-07 00:44:58 +07:00
EncounterTableSize = 0
;Set to 1 to disable the pipboy alarm button
DisablePipboyAlarm = 0
2016-11-08 10:25:41 +08:00
;Uncomment the next four lines to move the main menu buttons and credit text (the 'Copyright(c)' line on the main menu)
;MainMenuOffsetX=0
;MainMenuOffsetY=0
;MainMenuCreditsOffsetX=0
;MainMenuCreditsOffsetY=0
2015-07-07 00:44:58 +07:00
;Prevents you from using super stims on a critter who is at full health.
SuperStimExploitFix = 0
;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
InventoryApCost = 4
QuickPocketsApCostReduction = 2
2020-08-09 12:17:32 +08:00
;Set to 1 to fix obj_can_see_obj script function to allow critters to see through objects with 'ShootThru' flag set and other critters in front of them
;Note that enabling this option can cause unexpected NPC behavior in some cases, e.g. initiating combat or dialogue when the player is behind certain obstacles
2015-07-07 00:44:58 +07:00
ObjCanSeeObj_ShootThru_Fix = 0
2018-08-19 00:33:10 +08:00
;Set to 1 to fix the broken obj_can_hear_obj script function
ObjCanHearObjFix = 0
2021-05-06 10:36:06 +08:00
;Set to 1 to enable the 'mood' argument of start_gdialog script function for talking heads
2018-09-30 16:24:15 +08:00
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
StartGDialogFix = 0
2020-07-31 20:35:58 +08:00
;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
;New behavior of the arguments:
2020-08-01 10:22:30 +08:00
;called_shot - additional damage when hitting the target
2019-01-23 09:22:03 +08:00
;num_attacks - the number of free action points on the first turn only
AttackComplexFix = 0
2021-05-04 12:39:07 +08:00
;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
;Note that enabling this option may cause unexpected results with some existing game scripts
2021-05-02 10:34:16 +08:00
CreateObjectSidFix = 0
2021-11-08 13:45:35 +08:00
;Set to 1 to fix the execution of the 'use_p_proc' procedure for grave type containers when they are in the open state
2021-11-06 22:44:14 +08:00
;By default, using open graves does not run the 'use_p_proc' procedure of attached script like other containers
2021-11-08 13:45:35 +08:00
;Note that enabling this option will cause problems for existing grave scripts
2021-11-06 22:44:14 +08:00
GraveUseProcFix = 0
2020-02-02 20:22:36 +08:00
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
2020-02-08 08:41:04 +08:00
;Note: To perform the unsigned integer division, use the new 'div' operator
2020-02-02 20:22:36 +08:00
DivisionOperatorFix = 1
2016-10-11 11:58:17 +08:00
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
2016-11-07 10:16:57 +08:00
ComputeSprayMod = 0
2016-04-07 12:04:24 +08:00
;These options modify the bullet distribution of burst attacks if ComputeSprayMod is 1
;All the bullets are divided into three groups: central, left and right
;These three groups will then travel along three parallel tracks, trying to hit targets on the way
2015-07-07 00:44:58 +07:00
;CenterMult/Div set the ratio of how many bullets go to the central group, and remaining bullets are divided equally to left and right sides
;TargetMult/Div set the ratio of how many bullets in the central group will attack the primary target directly
2016-04-07 12:04:24 +08:00
;Multipliers are capped at divisor values
2015-07-07 00:44:58 +07:00
ComputeSpray_CenterMult = 1
ComputeSpray_CenterDiv = 3
ComputeSpray_TargetMult = 1
ComputeSpray_TargetDiv = 2
;Set to 1 to make explosions and projectiles emit light
ExplosionsEmitLight = 0
;Uncomment these lines to change explosives damage. DmgMax can be set to 9999 at max, and DmgMin is capped at DmgMax
;Dynamite_DmgMax=50
;Dynamite_DmgMin=30
;PlasticExplosive_DmgMax=80
;PlasticExplosive_DmgMin=40
;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur
;MovieTimer_artimer1=90
;MovieTimer_artimer2=180
;MovieTimer_artimer3=270
;MovieTimer_artimer4=360
2019-11-21 00:45:10 +08:00
;Set to 1 to enable the new arrays behavior (default behavior)
2015-07-07 00:44:58 +07:00
;Set to 0 for backward compatibility with pre-3.4 scripts
2021-08-11 14:09:39 +08:00
ArraysBehavior = 1
2015-07-07 00:44:58 +07:00
2021-10-25 10:18:16 +08:00
;Set to 1 to add proper check for ammo before attacking and proper calculation of the number of burst rounds
;By default, weapons can make attacks when at least one ammo is left, regardless of ammo cost calculations
2021-10-27 22:02:09 +08:00
;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
2015-07-07 00:44:58 +07:00
CheckWeaponAmmoCost = 0
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
CombatPanelAnimDelay = 1000
;Controls the speed of dialog panel animations (lower - faster; valid range: 0..255)
DialogPanelAnimDelay = 33
2016-02-16 16:44:24 +08:00
;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
PipboyTimeAnimDelay = 50
2015-07-07 00:44:58 +07:00
2015-07-07 15:59:35 +08:00
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
StackEmptyWeapons = 0
2015-07-07 00:44:58 +07:00
2015-11-17 12:56:03 +08:00
;Changes the way weapon reloading works when you drag ammo onto a weapon in the inventory
;Set to -1 to disable (vanilla behavior with the 'Move Items' window)
;Set to 0 to use all the ammo boxes to reload
;Set to 1 or more to reserve the specified amount of ammo boxes and use all the rest to reload
;If the amount of ammo boxes in the inventory is less than or equal to the reserve, only one box will be used
ReloadReserve = -1
2019-09-24 11:52:50 +08:00
;Set to 1 to change the counter in the 'Move Items' window to start with maximum number, except in the barter screen
2018-06-06 06:33:46 +08:00
ItemCounterDefaultMax = 0
2015-11-03 16:14:27 +08:00
;Set to 1 to leave the music playing in dialogue with talking heads
EnableMusicInDialogue = 0
2017-05-26 10:36:14 +08:00
;Set to 1 to prevent the player from running while sneaking without Silent Running perk
DontTurnOffSneakIfYouRun = 0
2018-12-28 20:04:19 +08:00
;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3)
;Set to 0 to disable switching. (Default is 3)
UseWalkDistance = 3
2020-04-01 22:00:16 +08:00
;Changes the displayed message when you recover from the negative effects of radiation exposure
2020-04-03 12:16:09 +08:00
;The value is the message number in misc.msg (Default is 3003: 'You feel better')
2020-03-31 21:06:23 +08:00
RadEffectsRemovalMsg = 3003
2020-03-30 21:06:11 +08:00
;Set to 1 to display messages about radiation for the active geiger counter
ActiveGeigerMsgs = 1
2019-05-09 22:22:02 +08:00
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
2015-11-03 16:14:27 +08:00
CanSellUsedGeiger = 1
2015-10-06 10:01:55 +08:00
2019-08-13 13:53:41 +08:00
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
2018-08-19 00:33:10 +08:00
;Set to 0 if another mod you're using has custom vehicles
2016-03-11 11:32:24 +08:00
CarChargingFix = 1
2019-08-13 13:53:41 +08:00
;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
CarPlacedTileFix = 1
2016-04-21 09:21:12 +08:00
;Set to 1 to skip weapon equip/unequip animations when performing various actions
2016-02-16 16:44:24 +08:00
InstantWeaponEquip = 0
2016-05-11 15:33:01 +08:00
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
2018-07-24 12:07:02 +08:00
;By default, the files will have consecutive numbers assigned beginning with 0
2018-07-28 22:27:32 +08:00
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
2018-07-24 12:07:02 +08:00
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
2016-05-11 15:33:01 +08:00
;You need to use the message_str_game script function to get messages from the files
2016-05-10 17:18:31 +08:00
;ExtraGameMsgFileList=
2016-07-26 11:03:56 +08:00
;Set to 1 to display numbered dialogue options
NumbersInDialogue = 0
2018-05-30 09:27:58 +08:00
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
WorldMapFontPatch = 0
2018-05-29 16:22:58 +08:00
2020-08-20 13:32:40 +08:00
;Set to 1 to use Fallout's normal text font for death screen subtitles
2020-08-22 10:48:46 +08:00
;Requires changing the color of subtitles in death.pal palette to white color (index 220) to display the text correctly
2020-08-20 13:32:40 +08:00
DeathScreenFontPatch = 0
2019-02-21 10:53:55 +08:00
;Set to 1 to display full item description for weapon/ammo in the barter screen
2018-07-28 22:27:32 +08:00
FullItemDescInBarter = 0
2018-08-12 19:07:52 +08:00
;Set to 1 to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations
DisplaySwiftLearnerExp = 1
2018-10-17 09:31:29 +08:00
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
2018-10-19 10:27:00 +08:00
PartyMemberExtraInfo = 0
2018-10-17 09:31:29 +08:00
2018-10-24 11:57:38 +08:00
;Set to 1 to fix the bug of using First Aid/Doctor skills when using them on the player
;This will cause the party member to apply his/her skills when you use First Aid/Doctor skills on the player, but only if
;the player is standing next to the party member
;Note that because the related engine function is not fully implemented, enabling this option without a global script
;that overrides First Aid/Doctor functions has very limited usefulness
PartyMemberSkillFix = 0
2020-05-08 10:41:56 +08:00
;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
2018-10-20 09:53:16 +08:00
;Set to 2 to also skip loading the game/combat difficulty settings
SkipLoadingGameSettings = 0
2019-03-17 10:35:12 +08:00
;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
;Set to -1 to disable the special death message when the global variable is set
SpecialDeathGVAR = 491
2019-03-30 11:07:16 +08:00
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
2021-04-25 11:18:55 +08:00
;Note that enabling this option will break the map changes in Modoc and Vault 15 in Fallout 2
2019-03-30 11:07:16 +08:00
DisableSpecialMapIDs = 0
2021-04-25 11:18:55 +08:00
;Set to 1 to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45:
;Area 45 automatically disappears from the world map, and Area 46 appears on the world map
;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
DisableSpecialAreas = 0
2019-08-09 11:47:33 +08:00
;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
2019-07-04 12:00:10 +08:00
;The formula for the duration in ticks is: 10 * (value - 3 * EN)
KnockoutTime = 35
2016-07-26 11:03:56 +08:00
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
2016-07-18 16:54:13 +08:00
CreditsAtBottom = 0
2019-11-21 00:45:10 +08:00
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Configuration ini files
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;To change the path and filename of the critical table file, uncomment the next line
2019-12-01 11:58:13 +08:00
;OverrideCriticalFile=sfall\CriticalOverrides.ini
2019-11-21 00:45:10 +08:00
;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
;See the Stats.ini in the modders pack for an example file
2019-12-01 11:58:13 +08:00
;DerivedStats=sfall\Stats.ini
2019-11-21 00:45:10 +08:00
;Allows you to edit the skill tables
;Point the next line to an ini file containing the replacement skill data
2019-12-01 11:58:13 +08:00
;SkillsFile=sfall\Skills.ini
2019-11-21 00:45:10 +08:00
2021-08-19 23:09:03 +08:00
;To add additional perks to the game, uncomment the next line and point to a file containing perk information
;See the Perks.ini in the modders pack for an example file
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;PerksFile=sfall\Perks.ini
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;To add additional books to the game, uncomment the next line and point to a file containing book information
;See the Books.ini in the modders pack for an example file
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;BooksFile=sfall\Books.ini
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;Allows you to change some parameters for drugs and their addictions
;See the Drugs.ini in the modders pack for an example file
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;DrugsFile=sfall\Drugs.ini
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;Point to an ini file containing elevator data
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;ElevatorsFile=sfall\Elevators.ini
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;Allows you to change the requirements and effects of unarmed attacks
;See the Unarmed.ini in the modders pack for an example file
;UnarmedFile=sfall\Unarmed.ini
;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]
;Comma-separated list of masked paths to load global scripts from
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;Only use single backslash \ as the directory separator
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;Paths outside of scripts folder are supported
GlobalScriptPaths = scripts\gl*.int,scripts\sfall\gl*.int
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;Uncomment the option to specify an additional folder path for ini files used by scripts
;The game will search for the ini files relative to this directory
;If the file is not found, the search will proceed relative to the root directory of the game
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;The maximum length of the specified path is 61 characters
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;IniConfigFolder=mods\iniConfigs
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Debugging]
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;Extra sfall configuration settings that can be used by modders
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;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini
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;Set to 1 to enable sfall debugging mode
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Enable = 0
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;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
;Set to 2 to also disable the memory address check in unsafe script functions
;Does not require sfall debugging mode
AllowUnsafeScripting = 0
;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
;You can use several hex values, separated by commas
;Does not require sfall debugging mode
;ExtraCRC=0x00000000,0x00000000
;Set to 1 to skip the executable file size check
;Does not require sfall debugging mode
SkipSizeCheck = 0
;Change to 1 to skip the compatibility mode check
SkipCompatModeCheck = 0
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;Fallout 2 Debug Patch
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;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both the screen and debug.log
;Does not require sfall debugging mode
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;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
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;-------
;[debug]
;mode=environment
;output_map_data_info=1
;show_load_info=1
;show_script_messages=1
;show_tile_num=1
;[sound]
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;debug=0
;debug_sfxc=0
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;-------
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DebugMode = 0
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;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
HideObjIsNullMsg = 0
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;Set to 1 to stop Fallout from deleting non read-only protos at startup
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;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
DontDeleteProtos = 0
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;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
InjectAllGameHooks = 0
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;Set to 1 to force sfall to search for global/hook scripts every time the game loads rather than only the first time
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AlwaysFindScripts = 0
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;Set to 1 to force critters to display combat float messages
;Requires AllowSoundForFloats to be enabled
Test_ForceFloats = 0
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;These options control what output is saved in the debug log (sfall-log.txt)
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;Prints messages duing sfall initialization
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Init = 1
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;Prints messages relating to hook scripts
Hook = 0
;Prints messages relating to scripting
Script = 0
;Prints messages relating to the critical table
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Criticals = 1
;Prints messages relating to engine fixes
Fixes = 1