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;sfall configuration settings
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;v3.8.28
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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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;TranslationsINI=sfall\Translations.ini
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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
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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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;Set to 1 to also affect the playback speed of MVE video files without an audio track
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AffectPlayback = 0
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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
;Set to 0 to reset if the window position is incorrect
WindowData = 0
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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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;GlobalShaderFile=global.fx
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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
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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 draw a dotted line while traveling on the world map (similar to Fallout 1)
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WorldMapTravelMarkers = 0
;Uncomment these lines to change the appearance of the markers
;The color index in Fallout default palette (valid range: 1..228; default is 134)
;TravelMarkerColor=134
;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)
;TravelMarkerStyles=2:2,2:2,2:2,2:2
;Set to 1 to display terrain types when hovering the cursor over the player's marker on the world map
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
;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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[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
;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
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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
;A key to press to toggle the highlighting of all items on the ground on the current map
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;Set to 0 if you don't want a toggle key, or a DX scancode otherwise
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ToggleItemHighlightsKey = 42
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;Set to 1 to also highlight containers
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HighlightContainers = 1
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;Set to 1 to also highlight lootable corpses
HighlightCorpses = 1
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;Set the color of outlines, available colors:
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;1 - glowing red
;2 - red
;4 - grey
;8 - glowing green
;16 - bright yellow
;32 - dark yellow
;64 - purple
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;You can set a custom color from the game palette by multiplying the color index value by 256 (available since sfall 3.8.27)
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OutlineColor = 16
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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 FalloutClient.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
;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
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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
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 functions relating to overriding the file system
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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DataLoadOrderPatch = 1
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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
;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
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;Note that even with this option enabled, it is still not advisable to save in combat at all (obsolete information)
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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
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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
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;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
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;The corpses of critters with 'Ages' flag set or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
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;Default is 6. Set to 0 for a 12-hour timer
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CorpseDeleteTime = 6
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;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
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;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
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;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 127
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ProcessorIdle = -1
;Set to 1 if using the hero appearance mod
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;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
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;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
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EnableHeroAppearanceMod = 0
;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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;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
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;Set to 1 to fix NPCs not checking weapon perks properly when choosing the best weapon in combat
;Set to 2 to change the priority multiplier for having weapon perk to 3x (the original is 5x)
;Note that enabling this option can significantly affect the weapon of choice for some NPCs
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AIBestWeaponFix = 0
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;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory
AIDrugUsePerfFix = 0
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;Allows the use of tiles over 80x36 in size. sfall will just split and resave them at startup
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;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
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;Set to 1 to remove window position rounding for script-created windows
RemoveWindowRounding = 1
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;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
2018-10-06 23:18:07 +08:00
;Set to 2 to use a different set of scroll buttons
2015-07-07 00:44:58 +07:00
UseScrollingQuestsList = 1
2018-10-06 23:18:07 +08:00
;To change the location of quest list scroll buttons, uncomment the next two lines
;Defaults are 140 for the X-axis and 334 for the Y-axis
;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 13:06:43 +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 22:33:28 +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 00:49:18 +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
2019-12-28 09:27:45 +08:00
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10)
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled
;The quick saves will be rotated from the first slot on the page to the n-th slot
;Set to 0 to disable. AutoQuickSave will use the current selected page if AutoQuickSavePage is disabled
AutoQuickSave = 0
AutoQuickSavePage = 0
2017-02-21 23:15:26 +08:00
;Set to 1 to speed up the HP/AC counter animations
;Set to 2 to update the HP/AC counters instantly
2018-11-10 10:08:08 +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 10:15:02 +08:00
;These lines allow you to control the karma FRMs displayed on the character screen
2017-03-05 00:31:35 +08:00
;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
2017-02-21 23:01:21 +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
2019-11-01 21:14:03 +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 13:32:18 +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 10:35:17 +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
;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
2019-03-04 12:55:34 +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
2017-03-11 20:14:25 +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 09:48:27 +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 21:38:43 +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 09:48:27 +08:00
CritterInvSizeLimit = 100
2015-07-07 00:44:58 +07:00
;Some bit flags to alter behaviour of the motion sensor
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
;2 - Motion sensor doesn't require charges
;4 - Motion sensor is required to use the item highlight feature
MotionScannerFlags = 1
2020-09-03 14:24:00 +08:00
;Set a value greater than 40 to change the maximum encounter table size (enc_## in worldmap.txt)
;Note: Setting this greater than 50 requires renumbering all message lines for the encounter tables in worldmap.msg
;so that the message numbers for each table will start from (3000 + table number * 100)
;Default is 40, and the maximum is 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 12:29:15 +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
2018-09-30 16:31:29 +08:00
;Set to 1 to fix the broken obj_can_hear_obj script function
ObjCanHearObjFix = 0
2018-10-15 09:57:55 +08:00
;Set to 1 to enable the mood argument of start_gdialog script function to be available for talking heads
2018-09-30 16:31:29 +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 20:42:46 +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 10:27:18 +08:00
;called_shot - additional damage when hitting the target
2019-01-23 09:24:32 +08:00
;num_attacks - the number of free action points on the first turn only
AttackComplexFix = 0
2020-02-02 21:49:54 +08:00
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
2020-02-08 08:48:02 +08:00
;Note: To perform the unsigned integer division, use the new 'div' operator
2020-02-02 21:49:54 +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 00:49:18 +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
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
;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
;Allows you to directly control other critters in combat
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 2 to control all party members
2016-05-10 17:18:31 +08:00
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
2015-07-07 00:44:58 +07:00
ControlCombat = 0
;ControlCombatPIDList=62,89,97,107,160,161
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 16:01:39 +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 06:53:51 +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 10:10:16 +08:00
;Set to 1 to prevent the player from running while sneaking without Silent Running perk
DontTurnOffSneakIfYouRun = 0
2018-12-28 20:06:55 +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 22:01:05 +08:00
;Changes the displayed message when you recover from the negative effects of radiation exposure
2020-04-03 12:20:27 +08:00
;The value is the message number in misc.msg (Default is 3003: 'You feel better')
2020-03-31 21:38:43 +08:00
RadEffectsRemovalMsg = 3003
2020-03-30 21:15:19 +08:00
;Set to 1 to display messages about radiation for the active geiger counter
ActiveGeigerMsgs = 1
2019-05-10 10:44:34 +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 13:55:43 +08:00
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
2018-08-14 23:57:29 +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 13:55:43 +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
;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 09:33:40 +08:00
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
WorldMapFontPatch = 0
2020-08-20 13:42:16 +08:00
;Set to 1 to use Fallout's normal text font for death screen subtitles
2020-08-22 10:51:07 +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 13:42:16 +08:00
DeathScreenFontPatch = 0
2019-02-21 10:57:53 +08:00
;Set to 1 to display full item description for weapon/ammo in the barter screen
2018-11-19 21:26:14 +08:00
FullItemDescInBarter = 0
2018-11-07 09:39:11 +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 09:34:14 +08:00
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
2018-10-19 11:07:30 +08:00
PartyMemberExtraInfo = 0
2018-10-17 09:34:14 +08:00
2020-05-08 10:38:32 +08:00
;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
;Set to 2 to also skip loading the game/combat difficulty settings
SkipLoadingGameSettings = 0
2018-10-02 12:15:48 +08:00
;Set to 1 to prevent the inventory/loot/automap interfaces from being placed on top of other script-created windows
InterfaceDontMoveOnTop = 0
2019-03-17 10:38:32 +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 11:09:35 +08:00
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
2019-03-31 23:00:52 +08:00
;Note that enabling this option can break the map changes in Modoc and Vault 15
2019-03-30 11:09:35 +08:00
DisableSpecialMapIDs = 0
2019-08-09 11:59:45 +08:00
;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
2019-07-04 12:11:00 +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 00:49:18 +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 12:09:48 +08:00
;OverrideCriticalFile=sfall\CriticalOverrides.ini
2019-11-21 00:49:18 +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 12:09:48 +08:00
;DerivedStats=sfall\Stats.ini
2019-11-21 00:49:18 +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 12:09:48 +08:00
;SkillsFile=sfall\Skills.ini
2019-11-21 00:49:18 +08:00
;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
2019-12-01 12:09:48 +08:00
;PerksFile=sfall\Perks.ini
2019-11-21 00:49:18 +08:00
;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
2019-12-01 12:09:48 +08:00
;BooksFile=sfall\Books.ini
2019-11-21 00:49:18 +08:00
;Point to an ini file containing elevator data
2019-12-01 12:09:48 +08:00
;ElevatorsFile=sfall\Elevators.ini
2019-11-21 00:49:18 +08:00
2015-07-07 15:59:35 +08:00
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
2015-07-07 00:44:58 +07:00
[Debugging]
2015-10-27 12:26:01 +08:00
;Extra sfall configuration settings that can be used by modders
2015-07-07 00:44:58 +07:00
;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini
2015-10-27 12:26:01 +08:00
;Set to 1 to enable sfall debugging mode
2015-10-11 16:42:21 +07:00
Enable = 0
2020-03-24 10:55:28 +08:00
;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
2016-08-30 13:11:06 +08:00
;Fallout 2 Debug Patch
2019-09-24 16:01:39 +08:00
;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
2020-03-24 10:55:28 +08:00
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
2016-08-30 13:11:06 +08:00
;-------
;[debug]
;mode=environment
;output_map_data_info=1
;show_load_info=1
;show_script_messages=1
;show_tile_num=1
;[sound]
2019-11-21 00:49:18 +08:00
;debug=0
;debug_sfxc=0
2016-08-30 13:11:06 +08:00
;-------
2015-07-07 00:44:58 +07:00
DebugMode = 0
2019-08-09 11:59:45 +08:00
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
HideObjIsNullMsg = 0
2019-05-02 21:01:19 +08:00
;Set to 1 to stop Fallout from deleting non read-only 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
2020-08-18 13:45:49 +08:00
;Set to 1 to force sfall to search for global scripts every time the game loads rather than only the first time
AlwaysFindScripts = 0
2019-05-07 23:08:47 +08:00
;Set to 1 to force critters to display combat float messages
;Requires AllowSoundForFloats to be enabled
Test_ForceFloats = 0
2016-08-30 13:11:06 +08:00
;These options control what output is saved in the debug log (sfall-log.txt)
2015-07-07 00:44:58 +07:00
;Prints messages duing sfall initialization
2015-10-27 12:26:01 +08:00
Init = 0
2015-07-07 00:44:58 +07:00
;Prints messages relating to hook scripts
Hook = 0
;Prints messages relating to scripting
Script = 0
;Prints messages relating to the critical table
2015-10-27 12:26:01 +08:00
Criticals = 0