;sfall configuration settings ;v3.8.22 [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 ;TranslationsINI=.\Translations.ini ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX [Sound] ;Sets the number of allowed simultaneous sound effects ;Set to 0 to leave the default unchanged (i.e. 4) NumSoundBuffers=0 ;Set to 1 to allow attaching sound files to combat float messages AllowSoundForFloats=0 ;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 ;This does not effect the play_sfall_sound and stop_sfall_sound script functions AllowDShowSound=0 ;Set to 1 to override the music path used by default (i.e. data\sound\music\) if not present in the cfg ;Set to 2 to overwrite all occurances of the music path OverrideMusicDir=2 ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX [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 SpeedMulti2=200 SpeedMulti3=300 SpeedMulti4=400 SpeedMulti5=500 SpeedMulti6=600 SpeedMulti7=700 SpeedMulti8=800 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 ;Set to 4 for DX9 fullscreen ;Set to 5 for DX9 windowed ;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders) ;Modes 1, 2 and 3 are no longer supported Mode=0 ;If using a DX9 mode, this changes the resolution ;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map ;If set to 0, use Fallout's native resolution GraphicsWidth=0 GraphicsHeight=0 ;Set to 1 to do the palette conversion on the GPU ;Set to 2 to do the palette conversion on the CPU ;Set to 0 to pick automatically ;GPU is faster, but requires v2.0 pixel shader support GPUBlt=0 ;Set to 1 to allow using 32-bit textures for talking heads ;The texture files should be placed in art\heads\\ (w/o extension) ;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 ;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option) Use32BitHeadGraphics=0 ;Set to 1 to automatically search for alternative avi video files when Fallout tries to play the game movies ;Requires DX9 graphics mode 4 or 5 AllowDShowMovies=0 ;Fade effect time percentage modifier ;Default is 100. Decrease/increase this value to speed up/slow down fade effects FadeMultiplier=100 ;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 ;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. ;Negative values are valid if you want your mouse axis reversed for some reason 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 ;Set these to 1 if you want Fallout to access the keyboard or mouse in background mode ;Try these if you get the 'Failure initializing input devices' error BackgroundKeyboard=0 BackgroundMouse=0 ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ;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 SpeedToggleKey=0 ;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 ;A key to hold down to move the window around when using graphics mode 5 ;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 ;Set to 0 if you don't want a toggle key, or a DX scancode otherwise ToggleItemHighlightsKey=42 ;Set to 1 to also highlight containers HighlightContainers=1 ;Set the color of outlines, available colors: ;0x01 - glowing red ;0x02 - red ;0x04 - grey ;0x08 - glowing green ;0x10 - bright yellow ;0x20 - dark yellow ;0x40 - purple OutlineColor=0x10 ;A key to press to reload your currently equipped weapon ;Set to 0 if you don't want a reload key, or a DX scancode otherwise ReloadWeaponKey=0 ;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window ;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise ItemFastMoveKey=29 ;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 ;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 DebugEditorKey=0 ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX [Misc] ;Changes some of Fallout 2 engine functions to Fallout 1 behavior: ;- disables playing the final movie/credits after the endgame slideshow ;- disables halving the weight for power armor items 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 -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 ;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 ;Set to 1 to use the Fallout 1 code to control world map speed WorldMapFPSPatch=1 ;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement WorldMapDelay2=66 ;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed ;Higher values of WorldMapEncounterRate cause a slower encounter rate 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 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 ;You can use up to 2 %d's in this if you want to include Fallout's version number somewhere ;VersionString= ;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 UseFileSystemOverride=0 ;To use a patch file other than patch000.dat, uncomment the next line and add your new file name ;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax) ;PatchFile=patch%03d.dat ;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 DataLoadOrderPatch=1 ;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 ;Most of these can also be changed ingame via script. 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 ;Both StartMonth and StartDay are 0-indexed (i.e. 0 is January or the first day of a month) ;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 ;Defaults are 480 in the x direction and 400 in the y direction. ;Not compatible with the res patch! ;LocalMapXLimit=480 ;LocalMapYLimit=400 ;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information ;PerksFile=Perks.ini ;Set to 1 if you want the pipboy to be available at the start of the game ;Set to 2 to make the pipboy available by only skipping the vault suit movie check 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) ;Changing this option mid game will not invalidate old save games, but the player's kill counters will be completely screwed. ;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 ;Prevents you from using number keys to enter unvisited areas on a town map TownMapHotkeysFix=1 ;Set to 1 to disable the horrigan encounter DisableHorrigan=0 ;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 NPCAutoLevel=0 ;Change the initial starting location and world map viewport ;Leave at -1 for default StartXPos=-1 StartYPos=-1 ViewXPos=-1 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 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. ;Set to 2 to block all saving in combat SaveInCombatFix=1 ;Point to an ini file containing elevator data ;ElevatorsFile=Elevators.ini ;Uncomment and set a comma delimited list of numbers to use a custom xp table. ;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-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 corrisponds to 's' and 15 to 't' AdditionalWeaponAnims=1 ;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts ;Modifiers affect both NPCs and the player ;BodyHit_Head=-40 ;BodyHit_Left_Arm=-30 ;BodyHit_Right_Arm=-30 ;BodyHit_Torso=0 ;BodyHit_Right_Leg=-20 ;BodyHit_Left_Leg=-20 ;BodyHit_Eyes=-60 ;BodyHit_Groin=-30 ;The modifier for unaimed shots ;BodyHit_Torso_Uncalled=0 ;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 ;To change the path and filename of the critical table file, uncomment the next line ;OverrideCriticalFile=CriticalOverrides.ini ;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 ;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13) ;The corpses of critters with 'Ages' flag or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear ;Default is 6. Set to 0 for a 12-hour timer 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 ;Set to 1 (or some higher number if needed, the maximum is 127) to prevent 100% CPU use ProcessorIdle=-1 ;Set to 1 if using the hero appearance mod ;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj ;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen EnableHeroAppearanceMod=0 ;Set to 1 to skip the 3 opening movies ;Set to 2 to also skip the splash screen SkipOpeningMovies=0 ;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. ;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 AllowLargeTiles=0 ;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383 MoreTiles=0 ;Change the Skilldex cursor FRM numbers ;Default is 293 for all skills Lockpick=293 Steal=293 Traps=293 FirstAid=293 Doctor=293 Science=293 Repair=293 ;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 ;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 ;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 ;Each name in PremadePaths is limited to 11 characters ;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 ;Syntax is 'city id:global id', with each city/global pair separated by a comma. ;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 ;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 ;Set to 2 to update the HP/AC counters instantly ;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat SpeedInterfaceCounterAnims=0 ;These lines allow you to control the karma FRMs displayed on the character screen ;Number of KarmaPoints should be 1 less than number of KarmaFRMs ;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 player's speed of rotation on the inventory and character screens ;Default is 166 SpeedInventoryPCRotation=166 ;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 ;BoxBarColours=00000 ;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly. BonusHtHDamageFix=1 ;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory DisplayBonusDamage=0 ;Set to 1 to display the range of the second attack mode in the inventory when you switch weapon modes in active item slots DisplaySecondWeaponRange=1 ;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127) 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 ;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text ;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 ;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 ;Set to 1 to boost the maximum number of script names from 1450 to 10000 BoostScriptDialogLimit=0 ;Allows you to edit the skill tables ;Point the next line to an ini file containing the replacement skill data ;SkillsFile=Skills.ini ;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 the 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 unused stat (STAT_unused = 10) or have the size limit of 100 if the stat is not set ;Add 4 to the mode to limit the weight check to used items only ;You can use line number 542/543 in proto.msg and line number 35 in inventry.msg to set up custom messages for item size CritterInvSizeLimitMode=0 CritterInvSizeLimit=100 ;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 ;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 ;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 that have their ShootThru flag set ;Note that enabling this option can cause unexpected NPC behavior in some situations 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 and repurpose the unused called_shot/num_attacks arguments of attack_complex script function ;This also changes the behavior of the result flags arguments ;called_shot - additional damage, when the damage received by the target is above the specified minimum damage ;num_attacks - the number of free action points on the first turn only ;attacker_results - unused, must be 0 or not equal to the target_results argument when specifying result flags for the target AttackComplexFix=0 ;Set to 1 to enable the balanced bullet distribution formula for burst attacks ComputeSprayMod=0 ;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 ;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 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 ;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127) PipboyTimeAnimDelay=50 ;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 a comma delimited list of PIDs ControlCombat=0 ;ControlCombatPIDList=62,89,97,107,160,161 ;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before StackEmptyWeapons=0 ;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 ;Set to 1 to change the counter in the 'Move Items' window to start with maximum number, except in the barter screen ItemCounterDefaultMax=0 ;Set to 1 to leave the music playing in dialogue with talking heads EnableMusicInDialogue=0 ;Set to 1 to prevent the player from running while sneaking without Silent Running perk 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) UseWalkDistance=3 ;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 ;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 ;ExtraGameMsgFileList= ;Set to 1 to display numbered dialogue options NumbersInDialogue=0 ;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map WorldMapFontPatch=0 ;Set to 1 to display full item description for weapon/ammo in the barter screen FullItemDescInBarter=0 ;Set to 1 to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations DisplaySwiftLearnerExp=1 ;Set to 1 to display party member's current level/AC/addict flag on the combat control panel PartyMemberExtraInfo=0 ;Set to 1 to prevent the inventory/loot/automap interfaces from being placed on top of other script-created windows InterfaceDontMoveOnTop=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 ;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top CreditsAtBottom=0 ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX [Debugging] ;Extra sfall configuration settings that can be used by modders ;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini ;Set to 1 to enable sfall debugging mode Enable=0 ;Fallout 2 Debug Patch ;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 ;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg: ;------- ;[debug] ;mode=environment ;output_map_data_info=1 ;show_load_info=1 ;show_script_messages=1 ;show_tile_num=1 ;[sound] ;debug=1 ;debug_sfxc=1 ;------- 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 ;Change to 1 to skip the compatibility mode check SkipCompatModeCheck=0 ;Set to 1 to skip the executable file size check ;Does not require sfall debugging mode SkipSizeCheck=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 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 give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code ;Does not require sfall debugging mode AllowUnsafeScripting=0 ;Set to 1 to force critters to display combat float messages ;Requires AllowSoundForFloats to be enabled Test_ForceFloats=0 ;These options control what output is saved in the debug log (sfall-log.txt) ;Prints messages duing sfall initialization Init=0 ;Prints messages relating to hook scripts Hook=0 ;Prints messages relating to scripting Script=0 ;Prints messages relating to the critical table Criticals=0