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@@ -53,8 +53,10 @@ nb-configuration.xml
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Dd]evXP/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
[Ww]in2K/
|
||||
x64/
|
||||
x86/
|
||||
build/
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
/// the contents of this method with the code editor.
|
||||
/// </summary>
|
||||
private void InitializeComponent() {
|
||||
this.components = new System.ComponentModel.Container();
|
||||
this.dataGridView1 = new System.Windows.Forms.DataGridView();
|
||||
this.Column0 = new System.Windows.Forms.DataGridViewTextBoxColumn();
|
||||
this.Column1 = new System.Windows.Forms.DataGridViewTextBoxColumn();
|
||||
@@ -34,6 +35,7 @@
|
||||
this.bSGlobals = new System.Windows.Forms.Button();
|
||||
this.bArrays = new System.Windows.Forms.Button();
|
||||
this.bEdit = new System.Windows.Forms.Button();
|
||||
this.redrawTimer = new System.Windows.Forms.Timer(this.components);
|
||||
this.bCrittersLvar = new System.Windows.Forms.Button();
|
||||
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).BeginInit();
|
||||
this.SuspendLayout();
|
||||
@@ -154,6 +156,11 @@
|
||||
this.bEdit.UseVisualStyleBackColor = true;
|
||||
this.bEdit.Click += new System.EventHandler(this.bEdit_Click);
|
||||
//
|
||||
// redrawTimer
|
||||
//
|
||||
this.redrawTimer.Interval = 200;
|
||||
this.redrawTimer.Tick += new System.EventHandler(this.timer1_Tick);
|
||||
//
|
||||
// bCrittersLvar
|
||||
//
|
||||
this.bCrittersLvar.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
|
||||
@@ -202,6 +209,7 @@
|
||||
private System.Windows.Forms.DataGridViewTextBoxColumn Column1;
|
||||
private System.Windows.Forms.DataGridViewTextBoxColumn Column2;
|
||||
private System.Windows.Forms.DataGridViewTextBoxColumn Column3;
|
||||
internal System.Windows.Forms.Timer redrawTimer;
|
||||
private System.Windows.Forms.Button bCrittersLvar;
|
||||
|
||||
}
|
||||
@@ -137,6 +137,7 @@ namespace FalloutClient {
|
||||
sr.Close();
|
||||
}
|
||||
Redraw();
|
||||
redrawTimer.Start();
|
||||
}
|
||||
|
||||
private void DebugEditor_FormClosing(object sender, FormClosingEventArgs e) {
|
||||
@@ -188,6 +189,7 @@ namespace FalloutClient {
|
||||
default:
|
||||
return;
|
||||
}
|
||||
redrawTimer.Stop();
|
||||
if (e.ColumnIndex == 2) {
|
||||
string str = dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value.ToString();
|
||||
int val;
|
||||
@@ -211,11 +213,13 @@ namespace FalloutClient {
|
||||
connection.WriteInt(converter.GetAsInt(val));
|
||||
}
|
||||
}
|
||||
redrawTimer.Start();
|
||||
}
|
||||
|
||||
private void bEdit_Click(object sender, EventArgs e) {
|
||||
if (dataGridView1.SelectedRows.Count == 0) return;
|
||||
int i = (int)dataGridView1.SelectedRows[0].Tag;
|
||||
redrawTimer.Stop();
|
||||
switch (mode) {
|
||||
case Mode.Arrays: {
|
||||
DataType[] types = new DataType[connection.ArrayLengths[i]];
|
||||
@@ -333,6 +337,7 @@ namespace FalloutClient {
|
||||
}
|
||||
break;
|
||||
}
|
||||
redrawTimer.Start();
|
||||
}
|
||||
|
||||
private void bCrittersLvar_Click(object sender, EventArgs e) {
|
||||
@@ -381,5 +386,9 @@ namespace FalloutClient {
|
||||
private void dataGridView1_RowsAdded(object sender, DataGridViewRowsAddedEventArgs e) {
|
||||
dataGridView1.Rows[e.RowIndex].Tag = e.RowIndex;
|
||||
}
|
||||
|
||||
private void timer1_Tick(object sender, EventArgs e) {
|
||||
connection.WriteDataType(DataTypeSend.RedrawGame);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -129,4 +129,7 @@
|
||||
<metadata name="Column3.UserAddedColumn" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>True</value>
|
||||
</metadata>
|
||||
<metadata name="redrawTimer.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
|
||||
<value>17, 17</value>
|
||||
</metadata>
|
||||
</root>
|
||||
@@ -48,8 +48,10 @@ namespace FalloutClient {
|
||||
}
|
||||
|
||||
public static string[] ShowEditor(DebugEditor form, string[] names, DataType[] types, string[] values, bool isMap = false) {
|
||||
form.redrawTimer.Start();
|
||||
EditorWindow editor = new EditorWindow(names, types, values, isMap);
|
||||
editor.ShowDialog();
|
||||
form.redrawTimer.Stop();
|
||||
if (editor.save) {
|
||||
if (valueInHex) editor.ConvertValues(false);
|
||||
return editor.values;
|
||||
@@ -70,8 +72,10 @@ namespace FalloutClient {
|
||||
}
|
||||
|
||||
public static string[] ShowEditor(DebugEditor form, string[] lvalues) {
|
||||
form.redrawTimer.Start();
|
||||
EditorWindow editor = new EditorWindow(lvalues);
|
||||
editor.ShowDialog();
|
||||
form.redrawTimer.Stop();
|
||||
if (editor.save) {
|
||||
if (valueInHex) editor.ConvertValues(false);
|
||||
return editor.values;
|
||||
@@ -15,7 +15,8 @@ namespace FalloutClient {
|
||||
if (args.Length == 1 && args[0] == "-debugedit") {
|
||||
Application.Run(new DebugEditor(new EditorConnection()));
|
||||
} else {
|
||||
MessageBox.Show("The debug editor can only be run from the game.",
|
||||
MessageBox.Show("The debug editor can only be run from the game.\n" +
|
||||
"Use the key assigned to the DebugEditorKey option in ddraw.ini to run the debugger.",
|
||||
"sfall Debug Editor", MessageBoxButtons.OK, MessageBoxIcon.Stop);
|
||||
}
|
||||
}
|
||||
@@ -31,6 +32,7 @@ namespace FalloutClient {
|
||||
SetArray = 10,
|
||||
GetLocal = 11,
|
||||
SetLocal = 12,
|
||||
Exit = 254
|
||||
Exit = 254,
|
||||
RedrawGame = 255
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,7 @@ using System.Runtime.InteropServices;
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("sfall")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2019")]
|
||||
[assembly: AssemblyCopyright("Copyright (C) 2022")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
[assembly: AssemblyVersion("4.1.9.0")]
|
||||
[assembly: AssemblyFileVersion("4.1.9.0")]
|
||||
[assembly: AssemblyVersion("4.1.9.1")]
|
||||
[assembly: AssemblyFileVersion("4.1.9.1")]
|
||||
@@ -9,14 +9,13 @@
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>FalloutClient</RootNamespace>
|
||||
<AssemblyName>FalloutClient</AssemblyName>
|
||||
<AssemblyName>FalloutDebug</AssemblyName>
|
||||
<FileUpgradeFlags>
|
||||
</FileUpgradeFlags>
|
||||
<OldToolsVersion>3.5</OldToolsVersion>
|
||||
<UpgradeBackupLocation>
|
||||
</UpgradeBackupLocation>
|
||||
<TargetFrameworkVersion>v2.0</TargetFrameworkVersion>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<PublishUrl>publish\</PublishUrl>
|
||||
<Install>true</Install>
|
||||
<InstallFrom>Disk</InstallFrom>
|
||||
@@ -29,6 +28,7 @@
|
||||
<MapFileExtensions>true</MapFileExtensions>
|
||||
<ApplicationRevision>0</ApplicationRevision>
|
||||
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<UseApplicationTrust>false</UseApplicationTrust>
|
||||
<BootstrapperEnabled>false</BootstrapperEnabled>
|
||||
</PropertyGroup>
|
||||
@@ -42,14 +42,14 @@
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<DebugType>none</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<CheckForOverflowUnderflow>true</CheckForOverflowUnderflow>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugSymbols>false</DebugSymbols>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
@@ -7,22 +7,51 @@
|
||||
; be used to remove their hardcoded effects, and add new stat/skill effects
|
||||
|
||||
[PerksTweak]
|
||||
;Change the penalty distance and distance bonus for 'Weapon Scope Range' weapon perk
|
||||
;Changes the bonus for 'Master Trader' perk (ID 17)
|
||||
;25 - default bonus
|
||||
MasterTraderBonus=25
|
||||
|
||||
;Changes the distance bonus for 'Weapon Long Range' weapon perk (ID 58)
|
||||
;2 - no bonus, 4 - default bonus
|
||||
WeaponLongRangeBonus=4
|
||||
|
||||
;Changes the hit chance bonus for 'Weapon Accurate' weapon perk (ID 59)
|
||||
;0 - no bonus, 125 - maximum bonus, 20 - default bonus
|
||||
WeaponAccurateBonus=20
|
||||
|
||||
;Change the penalty distance and distance bonus for 'Weapon Scope Range' weapon perk (ID 64)
|
||||
;0 - no penalty, 8 - default penalty
|
||||
WeaponScopeRangePenalty=8
|
||||
;2 - no bonus, 5 - default bonus
|
||||
WeaponScopeRangeBonus=5
|
||||
|
||||
;Changes the distance bonus for 'Weapon Long Range' weapon perk
|
||||
;2 - no bonus, 4 - default bonus
|
||||
WeaponLongRangeBonus=4
|
||||
;Changes the resistance bonuses for 'Vault City Inoculations' perk (ID 78)
|
||||
;valid range: -100..100, 10 - default bonus
|
||||
VaultCityInoculationsPoisonBonus=10
|
||||
VaultCityInoculationsRadBonus=10
|
||||
|
||||
;Changes the hit chance bonus for 'Weapon Accurate' weapon perk
|
||||
;0 - no bonus, 200 - maximum bonus, 20 - default bonus
|
||||
WeaponAccurateBonus=20
|
||||
;Changes the damage bonus per level for 'Demolition Expert' perk (ID 82)
|
||||
;999 - maximum bonus, 10 - default bonus
|
||||
DemolitionExpertBonus=10
|
||||
|
||||
;Changes the strength bonus for 'Weapon Handling' perk
|
||||
;0 - no bonus, 10 - maximum bonus, 3 - default bonus
|
||||
;Changes the damage bonus for 'Living Anatomy' perk (ID 97)
|
||||
;125 - maximum bonus, 5 - default bonus
|
||||
LivingAnatomyBonus=5
|
||||
|
||||
;Changes the damage bonus for 'Pyromaniac' perk (ID 101)
|
||||
;125 - maximum bonus, 5 - default bonus
|
||||
PyromaniacBonus=5
|
||||
|
||||
;Changes the skill bonus per level for 'Salesman' perk (ID 103)
|
||||
;999 - maximum bonus, 20 - default bonus
|
||||
SalesmanBonus=20
|
||||
|
||||
;Changes the percent chance for 'Stonewall' perk (ID 104)
|
||||
;valid range: 0..100, 50 - default percent
|
||||
StonewallPercent=50
|
||||
|
||||
;Changes the strength bonus for 'Weapon Handling' perk (ID 106)
|
||||
;0 - no bonus, 10 - maximum bonus, 3 - default bonus
|
||||
WeaponHandlingBonus=3
|
||||
|
||||
;##############################################################################
|
||||
|
||||
@@ -1,11 +1,22 @@
|
||||
;This file lets you set the formula for calculating skills
|
||||
|
||||
[skills]
|
||||
BasedOnPoints=0 ;Set to 1 to base skill costs on spent points instead of current level
|
||||
;Changes the initial bonus to skill level for tag skills
|
||||
;valid range: 0..100, 20 - default bonus
|
||||
TagSkillBonus=20
|
||||
|
||||
Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
|
||||
SkillBase1=50 ;Big guns has a base of 50
|
||||
SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
|
||||
SkillImage1=72
|
||||
;Changes the behavior of tag skills
|
||||
;Set to 1 to give the initial skill bonus to the fourth tag skill from "Tag!" perk (Fallout 1 behavior)
|
||||
;Set to 2 to disable the double bonus of skill points for tag skills
|
||||
;Set to 3 to use both modes
|
||||
TagSkillMode=0
|
||||
|
||||
SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points
|
||||
;Set to 1 to base skill costs on the number of additional points in a skill instead of the current level
|
||||
BasedOnPoints=0
|
||||
|
||||
;Examples
|
||||
;Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
|
||||
;SkillBase1=50 ;Big guns has a base of 50
|
||||
;SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
|
||||
;SkillImage1=72
|
||||
;SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points
|
||||
|
||||
@@ -6,6 +6,10 @@
|
||||
;multi[x] - where x is from 0 to 6, the multiplier of st/pe/en/etc.
|
||||
;shift[x] - shifts the base stat before the multiplication
|
||||
|
||||
[Main]
|
||||
;Set to 1 to take the bonus values of SPECIAL stats into account when calculating maximum hit points
|
||||
;Set to 0 for the Fallout original behavior (bonus stats do not affect maximum hit points)
|
||||
HPDependOnBonusStats=0
|
||||
|
||||
;max hp
|
||||
[7]
|
||||
|
||||
@@ -4,7 +4,7 @@ KarmaGain=You gained %d karma.
|
||||
KarmaLoss=You lost %d karma.
|
||||
HighlightFail1=You aren't carrying a motion sensor.
|
||||
HighlightFail2=Your motion sensor is out of charge.
|
||||
SuperStimExploitMsg=You cannot use a super stim on someone who is not injured!
|
||||
SuperStimExploitMsg=You cannot use this item on someone who is not injured!
|
||||
BlockedCombat=You cannot enter combat at this time.
|
||||
SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again.
|
||||
PartyLvlMsg=Lvl:
|
||||
@@ -16,3 +16,20 @@ NPCPickupFail=%s cannot pick up the item.
|
||||
RaceText=Race
|
||||
StyleText=Style
|
||||
DoneBtn=Done
|
||||
|
||||
;Custom names for player's unarmed attacks (max 16 characters)
|
||||
[Unarmed]
|
||||
;Punch=Punch:
|
||||
;Kick=Kick:
|
||||
;StrongPunch=Strong Punch:
|
||||
;HammerPunch=Hammer Punch:
|
||||
;Haymaker=Haymaker:
|
||||
;Jab=Jab:
|
||||
;PalmStrike=Palm Strike:
|
||||
;PiercingStrike=Piercing Strike:
|
||||
;StrongKick=Strong Kick:
|
||||
;SnapKick=Snap Kick:
|
||||
;PowerKick=Power Kick:
|
||||
;HipKick=Hip Kick:
|
||||
;HookKick=Hook Kick:
|
||||
;PiercingKick=Piercing kick:
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
;Game engine tweaks
|
||||
|
||||
[Main]
|
||||
|
||||
|
||||
[Items]
|
||||
;Override the PIDs of the standard healing drugs that AI will use in combat
|
||||
;Set to -1 if you don't want AI to identify this item as a healing drug
|
||||
;Note: Starting from sfall 4.3.1/3.8.31, you can set a new flag (FlagsExt: 0x04000000)
|
||||
;in the proto for other items, so AI will use them for healing in combat as well
|
||||
STIMPAK=40
|
||||
SUPER_STIMPAK=144
|
||||
HEALING_POWDER=237
|
||||
@@ -0,0 +1,66 @@
|
||||
; This file lets you configure the requirements and effects of unarmed attacks
|
||||
|
||||
; You can leave the value empty or omit the parameter to use the engine default value
|
||||
|
||||
; Strong Punch
|
||||
[8]
|
||||
ReqLevel=1 ; required player level
|
||||
SkillLevel=55 ; required Unarmed skill level
|
||||
|
||||
; Required stats
|
||||
Stat0=0 ; ST
|
||||
Stat1=0 ; PE
|
||||
Stat2=0 ; EN
|
||||
Stat3=0 ; CH
|
||||
Stat4=0 ; IN
|
||||
Stat5=6 ; AG
|
||||
Stat6=0 ; LK
|
||||
|
||||
MinDamage=1
|
||||
MaxDamage=2
|
||||
BonusDamage=3 ; bonus damage added to the minimum and maximum damage
|
||||
BonusCrit=0 ; value of the critical hit chance
|
||||
APCost=
|
||||
|
||||
Penetrate=0 ; set to 1 to make the attack reduce target's armor DT (the formula is determined by the engine or a hook script)
|
||||
Secondary=0 ; set to 1 to assign the attack to the secondary mode (be careful when setting this parameter)
|
||||
|
||||
; Hammer Punch
|
||||
[9]
|
||||
|
||||
; Haymaker
|
||||
[10]
|
||||
|
||||
; Jab
|
||||
[11]
|
||||
|
||||
; Palm Strike
|
||||
[12]
|
||||
|
||||
; Piercing Strike
|
||||
[13]
|
||||
|
||||
; Strong Kick
|
||||
[14]
|
||||
|
||||
; Snap Kick
|
||||
[15]
|
||||
|
||||
; Power Kick
|
||||
[16]
|
||||
|
||||
; Hip Kick
|
||||
[17]
|
||||
|
||||
; Hook Kick
|
||||
[18]
|
||||
|
||||
; Piercing Kick
|
||||
[19]
|
||||
|
||||
; Default attacks (any requirements are ignored)
|
||||
; Punch
|
||||
[4]
|
||||
|
||||
; Kick
|
||||
[5]
|
||||
+152
-99
@@ -1,16 +1,18 @@
|
||||
;sfall configuration settings
|
||||
;v3.8.28.1
|
||||
;v3.8.33.1
|
||||
|
||||
[Main]
|
||||
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
|
||||
;Set to 1 if you want to use command line arguments to tell sfall to use another ini file
|
||||
;This option is always enabled in 4.3.3/3.8.33 or later. The information is left for reference only
|
||||
UseCommandLine=0
|
||||
|
||||
;Uncomment and point to a file to get alternate translations for some sfall messages
|
||||
;This file can be placed in text\<language>\ for sfall to get the translations depending on the game language
|
||||
;TranslationsINI=sfall\Translations.ini
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Speed]
|
||||
;Set to 0 to disable everything in this section
|
||||
;Set to 1 to enable options related to the game speed adjustment (SpeedMulti#, SpeedKey#, SpeedModKey, and SpeedToggleKey)
|
||||
Enable=1
|
||||
|
||||
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
|
||||
@@ -28,9 +30,6 @@ SpeedMulti9=900
|
||||
;The initial speed at game startup
|
||||
SpeedMultiInitial=100
|
||||
|
||||
;Set to 1 to also affect the playback speed of MVE video files without an audio track
|
||||
AffectPlayback=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Graphics]
|
||||
;Set to 0 for 8 bit fullscreen
|
||||
@@ -48,8 +47,8 @@ GraphicsWidth=0
|
||||
GraphicsHeight=0
|
||||
|
||||
;Window position data. Do not modify
|
||||
;Set to 0 to reset if the window position is incorrect
|
||||
WindowData=0
|
||||
;Set to -1 or 0 to reset if the window position is incorrect
|
||||
WindowData=-1
|
||||
|
||||
;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
|
||||
;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
|
||||
@@ -62,7 +61,7 @@ WindowData=0
|
||||
TextureFilter=1
|
||||
|
||||
;Set to 1 to do the palette conversion on the GPU
|
||||
;Set to 2 to do the palette conversion on the CPU
|
||||
;Set to 2 to do the palette conversion on the CPU (used for compatibility with old video cards)
|
||||
;Set to 0 to pick automatically
|
||||
;GPU is faster, but requires v2.0 pixel shader support
|
||||
GPUBlt=0
|
||||
@@ -77,6 +76,7 @@ Use32BitHeadGraphics=0
|
||||
;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
|
||||
;Requires DX9 graphics mode
|
||||
;The recommended video codec is Xvid
|
||||
AllowDShowMovies=0
|
||||
|
||||
;Fade effect time percentage modifier
|
||||
@@ -103,6 +103,9 @@ WorldMapTerrainInfo=0
|
||||
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
|
||||
NumSoundBuffers=0
|
||||
|
||||
;Set to 1 to enable fade effects for background music when stopping and starting the playback
|
||||
FadeBackgroundMusic=1
|
||||
|
||||
;Set to 1 to allow attaching sound files to combat float messages
|
||||
AllowSoundForFloats=0
|
||||
|
||||
@@ -115,13 +118,18 @@ AllowDShowSound=0
|
||||
;Set to 2 to overwrite all occurrences of the music path
|
||||
OverrideMusicDir=1
|
||||
|
||||
;Set to 1 to automatically search for new SFX sound files at game startup
|
||||
;Note: With this option enabled, you will no longer need to use the utility regsnd.exe to register new SFX sounds
|
||||
;This will slightly increase the startup time of the game on older computers
|
||||
AutoSearchSFX=1
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Input]
|
||||
;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
|
||||
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
|
||||
;slots to scroll. My mouse moves 120 pixels 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
|
||||
@@ -131,9 +139,9 @@ ScrollMod=0
|
||||
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
|
||||
;The default of 48 ('B' key) toggles between your active items
|
||||
;Set to 0 to disable
|
||||
MiddleMouse=0x30
|
||||
MiddleMouse=48
|
||||
|
||||
;Set to 1 to reverse the left and right mouse buttons
|
||||
ReverseMouseButtons=0
|
||||
@@ -151,7 +159,7 @@ BackgroundMouse=0
|
||||
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
|
||||
;Set to 0 if you don't want a toggle key, or a DX scancode otherwise
|
||||
SpeedToggleKey=0
|
||||
|
||||
;The keys corresponding to the 10 speed slots
|
||||
@@ -207,7 +215,7 @@ FastMoveFromContainer=0
|
||||
|
||||
;A key to press to open a debug game editor
|
||||
;Set to 0 to disable, or a DX scancode otherwise
|
||||
;Requires sfall debugging mode and FalloutClient.exe from the modders pack
|
||||
;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
|
||||
DebugEditorKey=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -219,7 +227,7 @@ DebugEditorKey=0
|
||||
Fallout1Behavior=0
|
||||
|
||||
;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 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 or -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
|
||||
TimeLimit=13
|
||||
@@ -233,6 +241,7 @@ WorldMapTimeMod=100
|
||||
WorldMapFPSPatch=1
|
||||
|
||||
;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
|
||||
;Default is 66 milliseconds
|
||||
WorldMapDelay2=66
|
||||
|
||||
;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
|
||||
@@ -241,8 +250,8 @@ WorldMapEncounterFix=0
|
||||
WorldMapEncounterRate=5
|
||||
|
||||
;The number of slots available in the locations list panel of the world map
|
||||
;Set to 0 to leave unchanged. 17 is default.
|
||||
;Setting this greater than 17 requires a replacement background FRM, or you'll get glitched graphics
|
||||
;Set to 0 to leave the default unchanged (i.e. 17). The maximum is 127
|
||||
;Setting this greater than 17 requires a replacement WMTABS.frm file in art\intrface\, or you'll get glitched graphics
|
||||
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
|
||||
@@ -255,7 +264,7 @@ WorldMapSlots=0
|
||||
;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
|
||||
;ConfigFile=
|
||||
|
||||
;Set to 1 to enable functions relating to overriding the file system
|
||||
;Set to 1 to enable script functions relating to overriding the file system
|
||||
UseFileSystemOverride=0
|
||||
|
||||
;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
|
||||
@@ -265,8 +274,18 @@ UseFileSystemOverride=0
|
||||
;Set to 1 to use the modified data load order for the engine to find game data
|
||||
;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
|
||||
;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
|
||||
DataLoadOrderPatch=1
|
||||
|
||||
;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
|
||||
;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
|
||||
FemaleDialogMsgs=0
|
||||
|
||||
;Set to 1 to allow using the special '^' character in dialog msg files to specify the alternative text
|
||||
;that will be displayed in the dialogue based on the player's gender
|
||||
;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
|
||||
DialogGenderWords=0
|
||||
|
||||
;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
|
||||
@@ -303,7 +322,7 @@ Movie17=credits.mve
|
||||
|
||||
;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 480 in the x direction and 400 in the y direction.
|
||||
;Not compatible with the res patch!
|
||||
;Not compatible with the hi-res patch!
|
||||
;LocalMapXLimit=480
|
||||
;LocalMapYLimit=400
|
||||
|
||||
@@ -349,11 +368,11 @@ ViewYPos=-1
|
||||
;Set to 1 to force Fallout not to use multiple processor cores even if they are available
|
||||
SingleCore=1
|
||||
|
||||
;Set to 1 to override the art_chache_size setting in fallout2.cfg
|
||||
;Set to 1 to override the art_cache_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 (obsolete information)
|
||||
;Note that even with this option enabled, it is still not advisable to save in combat
|
||||
;Set to 2 to block all saving in combat
|
||||
SaveInCombatFix=1
|
||||
|
||||
@@ -361,7 +380,7 @@ SaveInCombatFix=1
|
||||
;Player's level is capped once the highest specified level is reached
|
||||
;XPTable=50,100,200
|
||||
|
||||
;Set to 1 to enable additional weapon animation codes from o to t
|
||||
;Set to 1 to enable additional weapon animation codes from 'o' to 't'
|
||||
;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 corresponds to 's' and 15 to 't'
|
||||
AdditionalWeaponAnims=1
|
||||
@@ -403,7 +422,7 @@ CorpseDeleteTime=6
|
||||
;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 (WinXP/2000: if processes have equal priority)
|
||||
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 127
|
||||
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 30
|
||||
ProcessorIdle=-1
|
||||
|
||||
;Set to 1 if using the hero appearance mod
|
||||
@@ -420,17 +439,9 @@ SkipOpeningMovies=0
|
||||
;Set to 0 to disable
|
||||
NPCsTryToSpendExtraAP=0
|
||||
|
||||
;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
|
||||
AIBestWeaponFix=0
|
||||
|
||||
;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
|
||||
|
||||
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them at startup
|
||||
;Set to 1 to check all tiles on started (slow)
|
||||
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile ids that need checking
|
||||
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
|
||||
;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
|
||||
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
|
||||
AllowLargeTiles=0
|
||||
|
||||
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
|
||||
@@ -446,9 +457,6 @@ Doctor=293
|
||||
Science=293
|
||||
Repair=293
|
||||
|
||||
;Set to 1 to remove window position rounding for script-created windows
|
||||
RemoveWindowRounding=1
|
||||
|
||||
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
|
||||
;Set to 2 to use a different set of scroll buttons
|
||||
UseScrollingQuestsList=1
|
||||
@@ -475,12 +483,13 @@ UseScrollingQuestsList=1
|
||||
ExtraSaveSlots=0
|
||||
|
||||
;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
|
||||
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
|
||||
;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
|
||||
;Set to 0 to disable
|
||||
AutoQuickSave=0
|
||||
AutoQuickSavePage=0
|
||||
;AutoQuickSavePage is the page number to start at if ExtraSaveSlots is enabled (valid range: 0..999)
|
||||
;Set to -1 to use the current selected page (not recommended)
|
||||
AutoQuickSavePage=1
|
||||
|
||||
;Set to 1 to speed up the HP/AC counter animations
|
||||
;Set to 2 to update the HP/AC counters instantly
|
||||
@@ -525,11 +534,14 @@ RemoveCriticalTimelimits=0
|
||||
;MainMenuBigFontColour=0x3C
|
||||
|
||||
;Alternative behaviors to the Fast Shot trait
|
||||
;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons; aimed attacks are disabled
|
||||
;1 - Haenlomal's fix: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
|
||||
;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons. Aimed attacks are disabled
|
||||
;1 - Haenlomal's tweak: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
|
||||
;2 - Alternative behavior: apply -1 AP cost to melee/unarmed weapons and HtH attacks
|
||||
;3 - Fallout 1 original behavior: -1 AP cost for all weapons; aimed attacks are disabled
|
||||
FastShotFix=1
|
||||
;3 - Fallout 1 original behavior: -1 AP cost for all weapons. Aimed attacks are disabled
|
||||
FastShotFix=0
|
||||
|
||||
;Set to 1 to fix the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
|
||||
SmallFrameFix=0
|
||||
|
||||
;Set to 1 to boost the maximum number of script names from 1450 to 10000
|
||||
BoostScriptDialogLimit=0
|
||||
@@ -540,7 +552,7 @@ BoostScriptDialogLimit=0
|
||||
;Add 4 to the mode to limit the weight check to used items only
|
||||
;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
|
||||
CritterInvSizeLimitMode=0
|
||||
CritterInvSizeLimit=100
|
||||
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
|
||||
@@ -570,27 +582,6 @@ SuperStimExploitFix=0
|
||||
InventoryApCost=4
|
||||
QuickPocketsApCostReduction=2
|
||||
|
||||
;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
|
||||
ObjCanSeeObj_ShootThru_Fix=0
|
||||
|
||||
;Set to 1 to fix the broken obj_can_hear_obj script function
|
||||
ObjCanHearObjFix=0
|
||||
|
||||
;Set to 1 to enable the mood argument of start_gdialog script function to be available for talking heads
|
||||
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
|
||||
StartGDialogFix=0
|
||||
|
||||
;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:
|
||||
;called_shot - additional damage when hitting the target
|
||||
;num_attacks - the number of free action points on the first turn only
|
||||
AttackComplexFix=0
|
||||
|
||||
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
|
||||
;Note: To perform the unsigned integer division, use the new 'div' operator
|
||||
DivisionOperatorFix=1
|
||||
|
||||
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
|
||||
ComputeSprayMod=0
|
||||
|
||||
@@ -620,11 +611,9 @@ ExplosionsEmitLight=0
|
||||
;MovieTimer_artimer3=270
|
||||
;MovieTimer_artimer4=360
|
||||
|
||||
;Set to 1 to enable the new arrays behavior (default 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
|
||||
;Set to 1 to add proper check for ammo before attacking and proper calculation of the number of burst rounds
|
||||
;By default, weapons can make attacks when at least one ammo is left, regardless of ammo cost calculations
|
||||
;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
|
||||
CheckWeaponAmmoCost=0
|
||||
|
||||
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
|
||||
@@ -638,8 +627,8 @@ PipboyTimeAnimDelay=50
|
||||
;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 a comma delimited list of PIDs
|
||||
ControlCombat=0
|
||||
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
|
||||
;ControlCombatPIDList=62,89,97,107,160,161
|
||||
|
||||
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
|
||||
@@ -662,7 +651,7 @@ EnableMusicInDialogue=0
|
||||
DontTurnOffSneakIfYouRun=0
|
||||
|
||||
;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)
|
||||
;Default is 3. Set to 0 to disable switching
|
||||
UseWalkDistance=3
|
||||
|
||||
;Changes the displayed message when you recover from the negative effects of radiation exposure
|
||||
@@ -675,14 +664,6 @@ ActiveGeigerMsgs=1
|
||||
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
|
||||
CanSellUsedGeiger=1
|
||||
|
||||
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
|
||||
;Set to 0 if another mod you're using has custom vehicles
|
||||
CarChargingFix=1
|
||||
|
||||
;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
|
||||
|
||||
;Set to 1 to skip weapon equip/unequip animations when performing various actions
|
||||
InstantWeaponEquip=0
|
||||
|
||||
@@ -716,14 +697,6 @@ PartyMemberExtraInfo=0
|
||||
;Set to 2 to also skip loading the game/combat difficulty settings
|
||||
SkipLoadingGameSettings=0
|
||||
|
||||
;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
|
||||
|
||||
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
|
||||
;Note that enabling this option can break the map changes in Modoc and Vault 15
|
||||
DisableSpecialMapIDs=0
|
||||
|
||||
;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
|
||||
;The formula for the duration in ticks is: 10 * (value - 3 * EN)
|
||||
KnockoutTime=35
|
||||
@@ -731,6 +704,72 @@ KnockoutTime=35
|
||||
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
|
||||
CreditsAtBottom=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
; Critical modding options - the following options should be changed with caution
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
|
||||
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
|
||||
;Set to 0 if another mod you're using has custom vehicles
|
||||
CarChargingFix=1
|
||||
|
||||
;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
|
||||
|
||||
;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
|
||||
ObjCanSeeObj_ShootThru_Fix=0
|
||||
|
||||
;Set to 1 to fix the broken obj_can_hear_obj script function
|
||||
ObjCanHearObjFix=0
|
||||
|
||||
;Set to 1 to enable the 'mood' argument of start_gdialog script function for talking heads
|
||||
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
|
||||
StartGDialogFix=0
|
||||
|
||||
;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:
|
||||
;called_shot - additional damage when hitting the target
|
||||
;num_attacks - the number of free action points on the first turn only
|
||||
AttackComplexFix=0
|
||||
|
||||
;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
|
||||
;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
|
||||
;Note that enabling this option may cause unexpected results with some existing game scripts
|
||||
CreateObjectSidFix=0
|
||||
|
||||
;Set to 1 to fix the execution of the 'use_p_proc' procedure for grave type containers when they are in the open state
|
||||
;By default, using open graves does not run the 'use_p_proc' procedure of attached script like other containers
|
||||
;Note that enabling this option will cause problems for existing grave scripts
|
||||
GraveContainersFix=0
|
||||
|
||||
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
|
||||
;Note: To perform the unsigned integer division, use the new 'div' operator
|
||||
DivisionOperatorFix=1
|
||||
|
||||
;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
|
||||
;Note that enabling this option can affect the weapon of choice for some NPCs
|
||||
AIBestWeaponFix=1
|
||||
|
||||
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as a preference list when using drugs in their inventory
|
||||
;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
|
||||
;Note: chem_primary_desire w/o fixes prevents the specified item PID from being consumed if all three values in the list are the same PID
|
||||
;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
|
||||
AIDrugUsePerfFix=0
|
||||
|
||||
;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
|
||||
|
||||
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
|
||||
;Note that enabling this option will break the map changes in Modoc and Vault 15 in Fallout 2
|
||||
DisableSpecialMapIDs=0
|
||||
|
||||
;Set to 1 to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45:
|
||||
;Area 45 automatically disappears from the world map, and Area 46 appears on the world map
|
||||
;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
|
||||
DisableSpecialAreas=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
; Configuration ini files
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -746,7 +785,8 @@ CreditsAtBottom=0
|
||||
;Point the next line to an ini file containing the replacement skill data
|
||||
;SkillsFile=sfall\Skills.ini
|
||||
|
||||
;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
|
||||
;To add additional perks to the game, uncomment the next line and point to a file containing perk information
|
||||
;See the Perks.ini in the modders pack for an example file
|
||||
;PerksFile=sfall\Perks.ini
|
||||
|
||||
;To add additional books to the game, uncomment the next line and point to a file containing book information
|
||||
@@ -756,6 +796,13 @@ CreditsAtBottom=0
|
||||
;Point to an ini file containing elevator data
|
||||
;ElevatorsFile=sfall\Elevators.ini
|
||||
|
||||
;Allows you to change the requirements and effects of unarmed attacks
|
||||
;See the Unarmed.ini in the modders pack for an example file
|
||||
;UnarmedFile=sfall\Unarmed.ini
|
||||
|
||||
;To change some engine parameters for the game mechanics, uncomment the next line
|
||||
;TweaksFile=sfall\Tweaks.ini
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Debugging]
|
||||
;Extra sfall configuration settings that can be used by modders
|
||||
@@ -774,11 +821,8 @@ AllowUnsafeScripting=0
|
||||
;Does not require sfall debugging mode
|
||||
;ExtraCRC=0x00000000,0x00000000
|
||||
|
||||
;Set to 1 to skip the executable file size check
|
||||
;Set to 1 to skip the compatibility mode check
|
||||
;Does not require sfall debugging mode
|
||||
SkipSizeCheck=0
|
||||
|
||||
;Change to 1 to skip the compatibility mode check
|
||||
SkipCompatModeCheck=0
|
||||
|
||||
;Fallout 2 Debug Patch
|
||||
@@ -801,11 +845,18 @@ DebugMode=0
|
||||
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
|
||||
HideObjIsNullMsg=0
|
||||
|
||||
;A key to press to toggle the display of the hex grid on the map on or off
|
||||
;Set to 0 to disable, or a DX scancode otherwise
|
||||
MapGridToggleKey=0
|
||||
|
||||
;Set to 1 to stop Fallout from deleting non read-only protos at startup
|
||||
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
|
||||
DontDeleteProtos=0
|
||||
|
||||
;Set to 1 to force sfall to search for global scripts every time the game loads rather than only the first time
|
||||
;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
|
||||
InjectAllGameHooks=0
|
||||
|
||||
;Set to 1 to force sfall to search for global/hook scripts every time the game loads rather than only the first time
|
||||
AlwaysFindScripts=0
|
||||
|
||||
;Set to 1 to force critters to display combat float messages
|
||||
@@ -814,10 +865,12 @@ Test_ForceFloats=0
|
||||
|
||||
;These options control what output is saved in the debug log (sfall-log.txt)
|
||||
;Prints messages duing sfall initialization
|
||||
Init=0
|
||||
Init=1
|
||||
;Prints messages relating to hook scripts
|
||||
Hook=0
|
||||
;Prints messages relating to scripting
|
||||
Script=0
|
||||
;Prints messages relating to the critical table
|
||||
Criticals=0
|
||||
Criticals=1
|
||||
;Prints messages relating to engine fixes
|
||||
Fixes=1
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user