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Added full ddraw.ini + other config files and all relevant artifacts from latest modderspack.
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;This is the old critical override format.
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;I advise against using it, due to the effects on loading times
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;Enable overriding the critical hit tables
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;For details on the tables and their values, see:
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; http://falloutmods.wikia.com/wiki/Critical_hit_tables
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;In the section names, the first two digits are the critter type
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; the third digit is the body part, (0-8) and the forth is the
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; level of critical hit (0-5)
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[c_01_0_0]
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DamageMultiplier=100
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EffectFlags=0
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StatCheck=0
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StatMod=0
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FailureEffect=0
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Message=0
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FailMessage=0
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;This is the new critical hit table override format
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;It's faster loading than the old one, and is compatible with the extra kill types option
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;Note that the player's critter number is now 38 rather than 19
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;Enable overriding the critical hit tables
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;For details on the tables and their values, see:
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; http://falloutmods.wikia.com/wiki/Critical_hit_tables
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[c_00] ; The entries for the 'men' critter type
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Enabled=1 ; Tell sfall that we want to modify this table
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Part0=1 ; Tell sfall that we want to modify the head entries
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; If we had set 'Enabled=2' then sfall will assume you want to modify all
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; parts, and will not check the PartX entries
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[c_00_0] ; The entries for the head table of the men critter type.
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e0_DamageMultiplier=100 ;First level critical
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e0_EffectFlags=0
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e0_StatCheck=0
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e0_StatMod=0
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e0_FailureEffect=0
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e0_Message=0 ; This is an index into the msg file, not a string
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e0_FailMessage=0
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e1_... ; Second level critical
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... ; And so on up to the hardest hitting level 5 critical
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e5_...
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;You can skip any entries from this section to leave them at their defaults
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;Any missing entries for critters 19-37 will be replaced by a 0, since they have no default
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;Note that the UOP fixes are included in the defaults, and do not need to be
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; added manually when using this override format, as opposed to the old one
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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
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; the fake perk scripting functions rather than make modifications
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; in this file, as some perks have hardcoded effects which may
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; catch you out
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;Since traits need to be picked before any scripts run, they
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; 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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;This is a modification to perk 119
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[119]
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Name=Example
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Desc=This is an example perk~Second line
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Image=72
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Ranks=1
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Level=1
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Type=0
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Stat=-1
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StatMag=0
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Skill1=-1
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Skill1Mag=0
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Skill2=-1
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Skill2Mag=0
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STR=0
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PER=0
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END=0
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CHR=0
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INT=0
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AGL=0
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LCK=0
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;This is a modification to trait 0
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[t0]
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NoHardcode=0
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Name=Example
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Desc=This is an example trait
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Image=72
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StatMod=0|-1 ;Subtract 1 from strength
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SkillMod=0|20|1|-5 ;Add 20 to the players small guns skill and subtract 5 from big guns
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;This file lets you set the formula for calculating skills
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[skills]
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BasedOnPoints=0 ;Set to 1 to base skill costs on spent points instead of current level
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Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
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SkillBase1=50 ;Big guns has a base of 50
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SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
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SkillImage1=72
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SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points
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;This file can be used to set the relationship between derived stats and base stats
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;Put the stat id in brackets, then use the following keys
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;base - the initial value of the stat
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;min - the lower limit of the stat after applying the base stats,
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; but before adding any extra/perk/trait bonuses
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;multi[x] - where x is from 0 to 6, the multiplier of st/pe/en/etc.
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;shift[x] - shifts the base stat before the multiplication
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;max hp
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[7]
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base=15 ; base of 15
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multi0=1 ; +1*st
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multi2=2 ; +2*en
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;max ap
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[8]
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base=5 ; base of 5
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multi5=0.5 ; +0.5*ag
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;ac
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[9]
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multi5=1
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;melee damage
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[11]
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min=1
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shift0=-5
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multi0=1
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;carry weight
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[12]
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base=25
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multi0=25
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;sequence
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[13]
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multi1=2
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;heal rate
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[14]
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min=1
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multi2=0.3333333333
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;critical chance
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[15]
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multi6=1
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;rad resist
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[31]
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multi2=2
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;poison resist
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[32]
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multi2=5
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[sfall]
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SaveInCombat=Cannot save at this time
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KarmaGain=You gained %d karma.
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KarmaLoss=You lost %d karma.
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HighlightFail1=You aren't carrying a motion sensor.
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HighlightFail2=Your motion sensor is out of charge.
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SuperStimExploitMsg=You cannot use a super stim on someone who is not injured!
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BlockedCombat=You cannot enter combat at this time.
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SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again.
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[AppearanceMod]
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RaceText=Race
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StyleText=Style
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MainButtonText=Appearance
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; Allows to reassign books to different object PIDs, text messages.
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; Maximum 30 books are allowed (25 if overrideVanilla is 0)
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[main]
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; total number of books in this file
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count=5
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; set to 1 to override all vanilla books, so you will have to define ALL books in this file;
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; otherwise only new books are defined here
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overrideVanilla=0
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; count starts from 1
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[1]
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; book item PID
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PID=626
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; textID from proto.msg which displayed when reading book
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TextID=802
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; corresponding skill
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Skill=15
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@@ -0,0 +1,26 @@
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;Controls the elevators
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;Image must match up with the image of an existing elevator
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;Make sure you specify the correct number of exit targets
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;The maximum number of elevators is currently capped at 50
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;Override elevator 0
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[000]
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;This elevator uses the frm of the original forth elevator
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Image=4
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;Set up the first exit point
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ID1=49
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Elevation1=0
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Tile1=14920
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;Second exit point
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ID2=49
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Elevation2=1
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Tile2=15120
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;Third exit point
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ID3=50
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Elevation3=0
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Tile3=12944
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;No forth exit point
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sfall's main configuration options appear in ddraw.ini, but there are several other configuration files that it can read in for modding purposes.
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books.ini: Lets you override/add books to the game (associated PIDs, skills and messages)
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perks.ini: Lets you override the name/description/frm image/other stats of perks and traits
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elevators.ini: Lets you override which elevators lead where
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CriticalOverrides.ini: Lets you make modifications to the critical hit tables
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Translations.ini: Contains some text strings which sfall displays, to allow their translation
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Skills.ini: Lets you change the formula used for calculating skills
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stats.ini: Lets you change the formula used to calculate the derived stats
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