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;sfall configuration settings
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;v4.1
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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
;TranslationsINI=./Translations.ini
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[Sound]
;Sets the number of allowed simultaneous sound effects
;Set to 0 to leave the default unchanged (i.e. 4)
NumSoundBuffers = 0
;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats = 1
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;Set to 1 to automatically search for alternative formats when Fallout tries to play an acm
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;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound = 0
;Set to 1 to override the music path used by default if not present in the cfg
;Set to 2 to overwrite all occurances of the music path
OverrideMusicDir = 2
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[Speed]
;Set to 0 to disable everything in this section
Enable = 1
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
SpeedMulti0 = 50
SpeedMulti1 = 100
SpeedMulti2 = 150
SpeedMulti3 = 200
SpeedMulti4 = 300
SpeedMulti5 = 500
SpeedMulti6 = 1000
SpeedMulti7 = 100
SpeedMulti8 = 100
SpeedMulti9 = 100
;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
;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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;Set to 1 to do the palette conversion on the GPU
;Set to 2 to do the palette conversion on the CPU
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;Set to 0 to pick automatically
;GPU is faster, but requires v2.0 pixel shader support
GPUBlt = 0
;Set to 1 to allow using 32 bit graphics for talking heads
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;Requires graphics mode 4 or 5, and GPUBlt set to 1
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Use32BitHeadGraphics = 0
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[Input]
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;Set to 1 to enable the mouse scroll wheel to scroll through 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
;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
;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
;The default of 0x30 toggles between your two weapons
;Set to 0 to disable
MiddleMouse = 0x30
;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
;A key to hold down to move the window around when using graphics mode 5
;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
;A key to press to reload your currently equipped weapon
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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 = 0x1d
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;A key to press to open a debug game editor (requires FalloutClient.exe from the modders pack)
;Set to 0 to disable, or a DX scancode otherwise
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DebugEditorKey = 0
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[Misc]
;Time limit in years. Must be between -3 and 13
;Set to 0 if you want to die the instant you leave arroyo
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
;Set to -2 to remove the time limit without resetting the date. The game will lock up on 8th of March 2255
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;Set to -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
;Set to 1 to enable functions relating to overriding the file system
UseFileSystemOverride = 0
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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
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=
;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
;If you want to check for multiple patch files, you can include a %d in the file name (sprintf syntax)
;By default, only the first patch file found will be used.
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;If you want to load multiple patch files (up to 1000) at once, uncomment the MultiPatches line and set it to 1
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;PatchFile=patch%03d.dat
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;MultiPatches=0
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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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DataLoadOrderPatch = 0
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;Set to 1 to enable loading alternative dialog msg files from text/language/dialog_female/ for female PC
FemaleDialogMsgs = 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
;Most of these can also be changed ingame via script.
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
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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
;Defaults are 0x1E0 in the x direction and 0x190 in the y direction.
;Not compatible with the res patch!
;LocalMapXLimit=480
;LocalMapYLimit=400
;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
;PerksFile=Perks.ini
;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
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TownMapHotkeysFix = 1
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;Set to 1 to disable the horrigan encounter
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
;Set to 1 to override the art_chache_size setting in fallout2.cfg
OverrideArtCacheSize = 0
;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
;Note that even with this option enabled, it is still not advisable to save in combat at all.
;Set to 2 to block all saving in combat
SaveInCombatFix = 1
;Point at an ini file containing elevator data
;ElevatorsFile=Elevators.ini
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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-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
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
AdditionalWeaponAnims = 1
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
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;BodyHit_Head=-40
;BodyHit_Left_Arm=-30
;BodyHit_Right_Arm=-30
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;BodyHit_Torso_Uncalled=0
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;BodyHit_Right_Leg=-20
;BodyHit_Left_Leg=-20
;BodyHit_Eyes=-60
;BodyHit_Groin=-30
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;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
;Set to 1 to prevent corpses from blocking line of fire
CorpseLineOfFireFix = 0
;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
;Set to 0 to idle only if other processes are waiting for processor time
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;Set to 1 (or some higher number if needed, the maximum is 127) to prevent 100% CPU use
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ProcessorIdle = -1
;Set to 1 if using the hero appearance mod
EnableHeroAppearanceMod = 0
;Set to 1 to skip the 3 opening movies
SkipOpeningMovies = 0
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;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.
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;Set to 0 to disable
NPCsTryToSpendExtraAP = 0
;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
;Set to 1 to check all tiles on started (slow)
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;Set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
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AllowLargeTiles = 0
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;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
MoreTiles = 0
;Change the Skilldex cursor FRM numbers
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;Default is 293 for all skills
Lockpick = 293
Steal = 293
Traps = 293
FirstAid = 293
Doctor = 293
Science = 293
Repair = 293
;Remove window position rounding
RemoveWindowRounding = 0
;Set to 1 to add scroll buttons to the pip boy quest list, and remove the quests per area limit
UseScrollingQuestsList = 1
;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
;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
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;Syntax is 'city id:global id', with each city/global pair separated by a comma.
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;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308
;Set this to a valid path to save a copy of the console contents
;ConsoleOutputPath="bingle.txt"
;Set to 1 to add additional pages of save slots
ExtraSaveSlots = 0
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;Set to 1 to speed up the HP/AC counter animations
;Set to 2 to update the HP/AC counters instantly
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SpeedInterfaceCounterAnims = 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
;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
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;Modify this value to change the player's speed of rotation on the inventory and character screens
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;Default is 166
SpeedInventoryPCRotation = 166
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;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
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;BoxBarColours=00000
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
BonusHtHDamageFix = 1
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;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
DisplayBonusDamage = 0
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;Set to 1 to display the range of the second attack mode in the inventory when you switch weapon modes in active item slots
DisplaySecondWeaponRange = 1
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;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
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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
;Set to 1 to enable party members with level 6 protos to reach level 6
NPCStage6Fix = 0
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;Change the colour of the font used on the main menu for the Fallout/sfall version number
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;It's the last byte ('3c' by default) that picks the colour used. The first byte supplies additional flags
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;MainMenuFontColour=0x0600003c
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
;0 - Fallout 2 original behaviour
;1 - Haenlomal's fix, called shots are enabled for HtH attacks
;2 - Restoring the -1 AP bonus for HtH attacks (i.e. Fallout 1 behaviour)
FastShotFix = 1
;Allows you to edit the skill tables
;Point the next line at an ini file containing the replacement skill data
;SkillsFile=Skills.ini
;Set to 1 to boost the maximum number of script names from 1450 to 10000
BoostScriptDialogLimit = 0
;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
;DerivedStats=Stats.ini
;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
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;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
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;Only the PC uses CritterInvSizeLimit. Other critters will use the extra unused stat (STAT_unused = 10)
;Add 4 to the mode to limit the weight check to used items only
CritterInvSizeLimitMode = 0
CritterInvSizeLimit = 200
;Some bit flags to alter behaviour of the motion sensor
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;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
;2 - Motion sensor doesn't require charges
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MotionScannerFlags = 1
;Set to non-0 to adjust the maximum encounter table size
;Default is 40, and the maximum is 127
EncounterTableSize = 0
;Set to 1 to disable the pipboy alarm button
DisablePipboyAlarm = 0
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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)
;MainMenuOffsetX=0
;MainMenuOffsetY=0
;MainMenuCreditsOffsetX=0
;MainMenuCreditsOffsetY=0
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;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
;Set to 1 to allow objects seeing through other objects with their ShootThru flag set
ObjCanSeeObj_ShootThru_Fix = 0
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;Set to 1 to enable the balanced bullet distribution formula for burst attacks
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ComputeSprayMod = 0
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;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
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;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
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;Multipliers are capped at divisor values
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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
;Set to 1 to enable the new arrays behavior
;Set to 0 for backward compatibility with pre-3.4 scripts
arraysBehavior = 1
;Set to 1 to add proper checks if there is enough ammo to use weapons that use multiple ammo per shot
CheckWeaponAmmoCost = 0
;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
;BooksFile=Books.ini
;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
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;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
PipboyTimeAnimDelay = 50
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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
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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
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;Set to 1 to change the counter in the 'Move Items' window to start at the maximum number of items
ItemCounterDefaultMax = 0
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;Allows 9 options (lines of text) to be displayed correctly in a dialog window
2015-11-03 16:14:27 +08:00
DialogOptions9Lines = 1
;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
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;Set to 1 to fix the bug that unable to sell used geiger counters or stealth boys
CanSellUsedGeiger = 1
2015-10-06 10:01:55 +08:00
2016-03-11 11:32:24 +08:00
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenary/critters
CarChargingFix = 1
2016-04-21 09:21:12 +08:00
;Set to 1 to skip weapon equip/unequip animations when performing various actions
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InstantWeaponEquip = 0
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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
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
2018-06-19 06:03:36 +08:00
;Set to 1 to keep the selected attack mode when moving the weapon between active item slots
KeepWeaponSelectMode = 1
2018-07-28 22:27:32 +08:00
;Set to 1 to display full item description for weapon/ammo in barter screen
FullItemDescInBarter = 0
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;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
2017-04-19 10:37:04 +08:00
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Scripts]
;Comma-separated list of masked paths to load global scripts from
;Only use single slash \ as directory separator
;Paths outside of scripts folder are supported
GlobalScriptPaths = scripts\gl*.int,scripts\sfall\gl*.int
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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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;Fallout 2 Debug Patch
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;Set to 1 to enable debugging output to screen or 2 to create a debug.log file
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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]
;debug=1
;debug_sfxc=1
;-------
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DebugMode = 0
;Change to 1 to skip the compatibility mode check
2015-10-27 12:26:01 +08:00
SkipCompatModeCheck = 0
2015-07-07 00:44:58 +07:00
;Set to 1 to skip the executable file size check
2017-03-16 22:52:58 +08:00
;Does not require enabling sfall debugging mode
2015-07-07 00:44:58 +07:00
SkipSizeCheck = 0
2017-03-09 13:56:37 +08:00
;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
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;You can use several hex values, separated by commas
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;Does not require enabling sfall debugging mode
2015-07-29 16:07:26 +08:00
;ExtraCRC=0x00000000,0x00000000
2015-07-07 00:44:58 +07:00
2015-10-27 12:26:01 +08:00
;Set to 1 to stop Fallout from deleting non readonly protos at startup
2015-07-07 00:44:58 +07:00
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
DontDeleteProtos = 0
2015-10-27 12:26:01 +08:00
;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
AllowUnsafeScripting = 0
2015-07-07 00:44:58 +07:00
2018-07-05 21:52:53 +08:00
;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
InjectAllGameHooks = 0
2016-08-30 13:11:06 +08:00
;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 = 0
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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 = 0