;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
;Set to 1 to speed up the hp/ac counter animations
SpeedInterfaceCounterAnims=0
;These lines allow you to control the karma frm's displayed on the character screen
;KarmaFRMsCount=3
;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
;Modify this value to change the players speed of rotation on the inventory and character screens
;Default is 166
SpeedInventoryPCRotation=166
;Uncomment to set the text colour of the extra 5 interface boxes
;The line must contain a 5 digits, each either a 0 for green or 1 for red
;BoxBarColours=00000
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
BonusHtHDamageFix=1
;Modify the maximum number of animations allowed to run on a map. (Default is 32)
AnimationsAtOnceLimit=120
;Set to 1 to fix issues with the wield_obj_critter script function.
WieldObjCritterFix=1
;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
;Set to 1 to fix the problem with melee weapon equiped npcs being unable to attack multi-hex critters
MultiHexPathingFix=1
;Change the colour of the font used on the main menu for the fallout/sfall version number
;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
;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
;Set the mode to 0 to disable the size check, 1 to apply to pc only, 2 to apply to the pc and party members, or 3 to apply to all critters
;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
;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
;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
;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
;These options change the bullet distribution of burst attacks
;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
;Set the mod to 1 to enable the next four lines
;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
;Multipliers are capped at divisor values.
ComputeSprayMod=0
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
;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
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set it to a comma delimited list of PIDs