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Minor edits to Perks.ini (120 CPL) and ddraw.ini
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@@ -1,7 +1,7 @@
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;This file handles modifications to perks and traits
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;This file handles modifications to perks and traits
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;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make modifications
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;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make
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; in this file, as some perks have hardcoded effects which may catch you out
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; modifications in this file, as some perks have hardcoded effects which may catch you out
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;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can
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;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can
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; be used to remove their hardcoded effects, and add new stat/skill effects
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; be used to remove their hardcoded effects, and add new stat/skill effects
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@@ -64,20 +64,25 @@ Enable=0
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;Image: The line number (0-indexed) of the corresponding FRM in skilldex.lst
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;Image: The line number (0-indexed) of the corresponding FRM in skilldex.lst
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;Ranks: The number of perk levels
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;Ranks: The number of perk levels
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;Level: The minimum required level
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;Level: The minimum required level
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;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
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;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both
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; Skill1 and Skill2
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;Stat: The modified stat or -1 if you don't want to change any stats
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;Stat: The modified stat or -1 if you don't want to change any stats
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;StatMag: The increased/decreased value to the modified stat
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;StatMag: The increased/decreased value to the modified stat
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;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864), it checks GVAR.
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;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864),
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; For example, if Skill1=0x4000004, then the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value
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; it checks the corresponding GVAR
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; For example, if Skill1=0x4000004, the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value
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;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative value is interpreted as the maximum requirement.
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;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative
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; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements, the perk will be available in the
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; value is interpreted as the maximum requirement
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; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available if player has big guns skill >= 120
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; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements,
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; the perk will be available in the selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available
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; if player has big guns skill >= 120
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;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as maximum requirements.
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;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as
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; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not used as requirements
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; maximum requirements
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; but to add to corresponding SPECIAL stats
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; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not
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; used as requirements but to add to corresponding SPECIAL stats
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;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
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;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
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+2
-2
@@ -38,7 +38,7 @@ SpeedMultiInitial=100
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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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;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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;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
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;Modes 1, 2 and 3 are no longer supported
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;This option will always be read from the main ddraw.ini file when using the hi-res patch by Mash
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;If using the hi-res patch by Mash, this option will always be read from the main ddraw.ini file
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Mode=0
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Mode=0
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;If using a DX9 mode, this changes the resolution
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;If using a DX9 mode, this changes the resolution
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@@ -525,7 +525,7 @@ AnimationsAtOnceLimit=120
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;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
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;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
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RemoveCriticalTimelimits=0
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RemoveCriticalTimelimits=0
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;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text
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;Change the colour of the font used on the main menu for the Fallout/sfall version string and copyright text
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;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
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;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
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;1 - change the colour for the version string only
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;1 - change the colour for the version string only
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;2 - underline text for the version string
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;2 - underline text for the version string
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