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595 lines
23 KiB
INI
595 lines
23 KiB
INI
;sfall configuration settings
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;v3.6
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[Main]
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;Change to 1 if you want to use command line args to tell sfall to use another ini file.
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UseCommandLine=0
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;Uncomment and point to a file to get alternate translations for some sfall messages
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;TranslationsINI=./Translations.ini
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Sound]
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;Sets the number of allowed simultaneous sound effects
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;Set to 0 to leave the default unchanged (i.e. 4)
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NumSoundBuffers=0
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;Set to 1 to allow attaching sound files to combat float messages
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AllowSoundForFloats=1
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;Set to 1 to automatically search for alternative formats when fallout tries to play an acm
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;This does not effect the play_sfall_sound and stop_sfall_sound script functions
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AllowDShowSound=0
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;Set to 1 to override the music path used by default if not present in the cfg
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;Set to 2 to overwrite all occurances of the music path
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OverrideMusicDir=2
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Speed]
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;Set to 0 to disable everything in this section
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Enable=1
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;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
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SpeedMulti0=50
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SpeedMulti1=100
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SpeedMulti2=150
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SpeedMulti3=200
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SpeedMulti4=300
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SpeedMulti5=500
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SpeedMulti6=1000
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SpeedMulti7=100
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SpeedMulti8=100
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SpeedMulti9=100
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;The initial speed at game startup
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SpeedMultiInitial=100
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Graphics]
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;Set to 0 for 8 bit fullscreen
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;Set to 4 for dx9 fullscreen
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;Set to 5 for dx9 windowed
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;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
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;Modes 1, 2 and 3 are no longer supported
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Mode=0
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;If using a dx9 mode, this changes the resolution
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;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
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;If set to 0, use fallout's native resolution
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GraphicsWidth=0
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GraphicsHeight=0
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;Set to 1 to do the palette conversion on the gpu
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;Set to 2 to do the palette conversion on the cpu
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;Set to 0 to pick automatically
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;GPU is faster, but requires v2.0 pixel shader support
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GPUBlt=0
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;Set to 1 to allow using 32 bit graphics for talking heads
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;Requires graphics mode 4 or 5, and gpublt set to 1
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Use32BitHeadGraphics=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Input]
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;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
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UseScrollWheel=1
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;The mouse Z position is divided by this modifier to calculate the number of inventory
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;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
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;wheel, but this may vary depending on your mouse manufacturer and windows settings.
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;Set to 0 to only ever scroll 1 click
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ScrollMod=0
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;Adjusts mouse sensitivity to some percentage of normal.
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;Negative values are valid, if you want your mouse axis reversed for some reason
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MouseSensitivity=100
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;DX scancode of a key to press when the middle mouse button is clicked
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;The default of 0x30 toggles between your two weapons
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;Set to 0 to disable
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MiddleMouse=0x30
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;Set to 1 to reverse the left and right mouse buttons
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ReverseMouseButtons=0
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;Set these to 1 if you want fallout to access the keyboard or mouse in background mode
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;Try these if you get the 'Failure initializing input devices' error
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BackgroundKeyboard=0
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BackgroundMouse=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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;The modifier key you have to hold down to change any speed settings
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;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
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;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
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SpeedModKey=-1
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;A key to press to toggle the speed tweak on or off
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;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
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SpeedToggleKey=0x00
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;The keys corresponding to the 10 speed slots
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;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
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SpeedKey0=0x52
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SpeedKey1=0x4f
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SpeedKey2=0x50
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SpeedKey3=0x51
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SpeedKey4=0x4b
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SpeedKey5=0x4c
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SpeedKey6=0x4d
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SpeedKey7=0x00
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SpeedKey8=0x00
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SpeedKey9=0x00
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;A key to hold down to move the window around when using graphics mode 5
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;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
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;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
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WindowScrollKey=0
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;A key to press to toggle the highlighting of all items on the ground on the current map
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ToggleItemHighlightsKey=42
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;Enable to highlight containers as well as items
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HighlightContainers=0
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;A key to press to reload your currently equipped weapon
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ReloadWeaponKey=0
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;A key to press to open a debug game editor
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DebugEditorKey=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Misc]
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;Time limit in years. Must be between -3 and 13
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;Set to 0 if you want to die the instant you leave arroyo
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;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
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;Set to -2 to remove the time limit without resetting the date. The game will lock up on 8th of March 2255
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;Set to -3 to remove the time limit, automatically reset the date, but override fallouts GetDate function to return the correct year
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TimeLimit=13
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;World map travel time percentage modifier
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;Modifies how fast in game time passes while you're moving around the map screen without affecting encounter rate
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;100 is normal speed, 0 stops time from passing
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WorldMapTimeMod=100
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;Set to 1 to enable functions relating to overriding the file system
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UseFileSystemOverride=0
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;Set to 1 to use the fallout 1 code to control world map speed
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WorldMapFPSPatch=1
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;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
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WorldMapDelay2=66
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;XX OBSOLETE XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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;XX
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;XX ;This will change the physical speed at which you move across the map
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;XX ;Set to 0 to leave at the default. (i.e. limited by vwait in windowed mode, or by processor speed in fullscreen)
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;XX ;If set to something other than 0, it enforces a maximum fps on the world map screen.
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;XX ;Changing this to something other than 0 is not recommended if you've already applied a world map speed patch to your fallout exe.
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;XX WorldMapFPS=0
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;XX
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;XX ;Only set to 1 if your systems high performance timer is unreliable for some reason
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;XX ForceLowResolutionTimer=0
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;XX
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;XX ;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
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;XX WorldMapEncounterFix=0
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;XX WorldMapEncounterRate=6
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;XX
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;XX ;Obsolete, but can still be used if you know what it does.
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;XX ;WorldMapDelay=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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;The number of slots available in the locations list panel of the world map
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;Set to 0 to leave unchanged. 17 is default.
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;Setting this greater than 17 requires a replacement background frm, or you'll get glitched graphics
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WorldMapSlots=0
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;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
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;StartingMap=
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;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
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;You can use up to 2 %d's in this, if you want to include fallouts version number somewhere
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;VersionString=
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;To use a config file other than fallout.cfg, uncomment the next line and add the name of your new file
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;ConfigFile=
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;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
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;If you want to check for multiple patch files, you can include a %d in the file name (sprintf syntax)
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;By default, only the first patch file found will be used.
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;If you want to load multiple patch files at once, uncomment the NumberPatchLoop line and set it to the number of files to check for
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;PatchFile=patch%03d.dat
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;NumberPatchLoop=100
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;To change the default and starting player models, uncomment the next four lines.
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;The default models can also be changed ingame via script
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;MaleStartModel=hmwarr
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;MaleDefaultModel=hmjmps
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;FemaleStartModel=hfprim
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;FemaleDefaultModel=hfjmps
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;To change the various ingame movies, modify the next 17 lines
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;Most of these can also be changed ingame via script.
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Movie1=iplogo.mve
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Movie2=intro.mve
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Movie3=elder.mve
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Movie4=vsuit.mve
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Movie5=afailed.mve
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Movie6=adestroy.mve
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Movie7=car.mve
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Movie8=cartucci.mve
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Movie9=timeout.mve
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Movie10=tanker.mve
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Movie11=enclave.mve
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Movie12=derrick.mve
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Movie13=artimer1.mve
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Movie14=artimer2.mve
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Movie15=artimer3.mve
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Movie16=artimer4.mve
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Movie17=credits.mve
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;To change the starting year, month or day, uncomment the next 3 lines
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;StartYear=-1
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;StartMonth=-1
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;StartDay=-1
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;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
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;Defaults are 0x1E0 in the x direction and 0x190 in the y direction.
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;Not compatible with the res patch!
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;LocalMapXLimit=480
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;LocalMapYLimit=400
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;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
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;PerksFile=Perks.ini
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;Set to 1 if you want the pipboy to be available at the start of the game
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PipBoyAvailableAtGameStart=0
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;Set to 1 to double the number of available kill types
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;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)
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;Changing this option mid game will not invalidate old save games, but the players kill counters will be completely screwed.
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;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
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;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
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ExtraKillTypes=0
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;Choose the damage formula used to calculate combat damage.
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;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
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;0 - Fallout default
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;1 - Glovz's Damage Fix
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;2 - Glovz's Damage Fix with Damage Multiplier tweak
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;4 - Jim's Formula
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;5 - Haenlomal's Yet Another Ammo Mod.
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DamageFormula=0
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;Prevents you from using 0 to escape from dialogue at any time.
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DialogueFix=1
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;Set to 1 to disable the horrigan encounter
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DisableHorrigan=0
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;Set to 1 to disable the random element in npc levelling.
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;This will cause all npc party members to automatically level up as soon as the player reaches the requirements
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NPCAutoLevel=0
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;Change the initial starting location and world map viewport
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;Leave at -1 for default
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StartXPos=-1
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StartYPos=-1
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ViewXPos=-1
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ViewYPos=-1
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;Set to 1 for force fallout not to use multiple processor cores even if they are available
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SingleCore=1
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;Set to 1 to override the art_chache_size setting in fallout2.cfg
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OverrideArtCacheSize=0
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;Set to 1 to fix issues with the GainXXX perks not giving all the bonuses that they should
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GainStatPerkFix=1
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;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
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;Note that even with this option enabled, it is still not advisable to save in combat at all.
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;Set to 2 to block all saving in combat
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SaveInCombatFix=1
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;Point at an ini file containing elevator data
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;ElevatorsFile=Elevators.ini
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;Uncomment and set to a comma delimited list of numbers to use a custom xp table.
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;Players level is capped once the highest specified level is reached
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;XPTable=50,100,200
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;Set to 1 to enable additional weapon animations codes from o-t
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;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
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;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
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AdditionalWeaponAnims=1
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;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
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;BodypartHitMod0=-40
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;BodypartHitMod1=-30
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;BodypartHitMod2=-30
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;BodypartHitMod3=0
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;BodypartHitMod4=-20
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;BodypartHitMod5=-20
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;BodypartHitMod6=-60
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;BodypartHitMod7=-30
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;BodypartHitMod8=0
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;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
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;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
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;Set to 3 to use a new format CriticalOverrides.ini file, with preadded bug fixes
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;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
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;Must be non-zero to use the edit/get/reset_critical script functions
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OverrideCriticalTable=2
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;Set to 1 to get notification of karma changes in the notification window
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DisplayKarmaChanges=0
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;Set to 1 to always reload messages, rather than only at map load
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AlwaysReloadMsgs=0
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;Set to 1 to force the player to play the idle animation when reloading their weapon
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PlayIdleAnimOnReload=0
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;Set to 1 to prevent corpses from blocking line of fire
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CorpseLineOfFireFix=0
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;Set a number of milliseconds to idle each input loop
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;Set to -1 to disable
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;Set to 0 to idle only if other processes are waiting for processor time
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;Set to 1 (or some higher number if needed) to prevent 100% cpu use
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ProcessorIdle=-1
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;Set to 1 if using the hero appearance mod
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EnableHeroAppearanceMod=0
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;Set to 1 to skip the 3 opening movies
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SkipOpeningMovies=0
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;Causes npc's who complete their combat turn with ap left over will try and find other ways to spend it.
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;Only npcs with ap left equal to or greater than the value given here will be considered.
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;Set to 0 to disable
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NPCsTryToSpendExtraAP=0
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;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
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;Set to 1 to check all tiles on started (slow)
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;set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
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AllowLargeTiles=0
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;Change the skilldex cursor frm numbers
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;Default is 293 for all skills
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Lockpick=293
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Steal=293
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Traps=293
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FirstAid=293
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Doctor=293
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Science=293
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Repair=293
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;Remove window position rounding
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RemoveWindowRounding=0
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;Set to 1 to add scroll buttons to the pip boy quest list, and remove the quests per area limit
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UseScrollingQuestsList=1
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;Uncomment these lines to control the premade characters offered when starting a new game
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;Multiple options should be separated by commas, and there must be the same number of entries in both lines
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;PremadePaths=combat,diplomat,stealth
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;PremadeFIDs=201,203,202
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;Use this line to modify the list of cities and their associated global variables used for city reputations
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;Syntax is 'city id : global id',with each city/global pair separated by a comma.
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;CityRepsCount=19
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;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
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;Set this to a valid path to save a copy of the console contents
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;ConsoleOutputPath="bingle.txt"
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;Set to 1 to add additional pages of save slots
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ExtraSaveSlots=0
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;Set to 1 to speed up the hp/ac counter animations
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SpeedInterfaceCounterAnims=0
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;These lines allow you to control the karma frm's displayed on the character screen
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;KarmaFRMsCount=3
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;KarmaFRMs=47,48,49
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;KarmaPoints=-100,100
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;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
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ScienceOnCritters=0
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;Modify this value to change the players speed of rotation on the inventory and character screens
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;Default is 166
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SpeedInventoryPCRotation=166
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;Uncomment to set the text colour of the extra 5 interface boxes
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;The line must contain a 5 digits, each either a 0 for green or 1 for red
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;BoxBarColours=00000
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;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
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BonusHtHDamageFix=1
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;Modify the maximum number of animations allowed to run on a map. (Default is 32)
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AnimationsAtOnceLimit=120
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;Set to 1 to fix issues with the wield_obj_critter script function.
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WieldObjCritterFix=1
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;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
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RemoveCriticalTimelimits=0
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;Set to 1 to enable party members with level 6 protos to reach level 6
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NPCStage6Fix=0
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;Set to 1 to fix the problem with melee weapon equiped npcs being unable to attack multi-hex critters
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MultiHexPathingFix=1
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;Change the colour of the font used on the main menu for the fallout/sfall version number
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;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
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;MainMenuFontColour=0x0600003c
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;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
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;0 - Fallout 2 original behaviour
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;1 - Haenlomal's fix, called shots are enabled for HtH attacks
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;2 - Restoring the -1 AP bonus for HtH attacks (i.e. Fallout 1 behaviour)
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FastShotFix=1
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;Allows you to edit the skill tables
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;Point the next line at an ini file containing the replacement skill data
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;SkillsFile=Skills.ini
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;Set to 1 to boost the maximum number of script names from 1450 to 10000
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BoostScriptDialogLimit=0
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;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
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;See the Stats.ini in the modders pack for an example file
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;DerivedStats=Stats.ini
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;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
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;Set the mode to 0 to disable the size check, 1 to apply to pc only, 2 to apply to the pc and party members, or 3 to apply to all critters
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;Only the PC uses CritterInvSizeLimit. Other critters will use the extra unused stat (STAT_unused = 10)
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;Add 4 to the mode to limit the weight check to used items only
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CritterInvSizeLimitMode=0
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CritterInvSizeLimit=200
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;Some bit flags to alter behaviour of the motion sensor
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;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
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;2 - Motion sensor doesn't require charges
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;4 - Motion sensor is required to use the item highlight feature
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|
MotionScannerFlags=1
|
|
|
|
;Set to non-0 to adjust the maximum encounter table size
|
|
;Default is 40, and the maximum is 127
|
|
EncounterTableSize=0
|
|
|
|
;Set to 1 to disable the pipboy alarm button
|
|
DisablePipboyAlarm=0
|
|
|
|
;Prevents you from using super stims on a critter who is at full health.
|
|
SuperStimExploitFix=0
|
|
|
|
;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
|
|
InventoryApCost=4
|
|
QuickPocketsApCostReduction=2
|
|
|
|
;Set to 1 to allow objects seeing through other objects with their ShootThru flag set
|
|
ObjCanSeeObj_ShootThru_Fix=0
|
|
|
|
;These options change the bullet distribution of burst attacks
|
|
;All the bullets are divided into three groups: central, left and right. These three groups will then travel along three parallel tracks, trying to hit targets on the way
|
|
;Set the mod to 1 to enable the next four lines
|
|
;CenterMult/Div set the ratio of how many bullets go to the central group, and remaining bullets are divided equally to left and right sides
|
|
;TargetMult/Div set the ratio of how many bullets in the central group will attack the primary target directly
|
|
;Multipliers are capped at divisor values.
|
|
ComputeSprayMod=0
|
|
ComputeSpray_CenterMult=1
|
|
ComputeSpray_CenterDiv=3
|
|
ComputeSpray_TargetMult=1
|
|
ComputeSpray_TargetDiv=2
|
|
|
|
;Set to 1 to make explosions and projectiles emit light
|
|
ExplosionsEmitLight=0
|
|
|
|
;Uncomment these lines to change explosives damage. DmgMax can be set to 9999 at max, and DmgMin is capped at DmgMax
|
|
;Dynamite_DmgMax=50
|
|
;Dynamite_DmgMin=30
|
|
;PlasticExplosive_DmgMax=80
|
|
;PlasticExplosive_DmgMin=40
|
|
|
|
;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur
|
|
;MovieTimer_artimer1=90
|
|
;MovieTimer_artimer2=180
|
|
;MovieTimer_artimer3=270
|
|
;MovieTimer_artimer4=360
|
|
|
|
;Set to 1 to enable the new arrays behavior
|
|
;Set to 0 for backward compatibility with pre-3.4 scripts
|
|
arraysBehavior=1
|
|
|
|
;Set to 1 to add proper checks if there is enough ammo to use weapons that use multiple ammo per shot
|
|
CheckWeaponAmmoCost=0
|
|
|
|
;To add additional books to the game, uncomment the next line and point to a file containing book information
|
|
;See the Books.ini in the modders pack for an example file
|
|
;BooksFile=Books.ini
|
|
|
|
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
|
|
CombatPanelAnimDelay=1000
|
|
;Controls the speed of dialog panel animations (lower - faster; valid range: 0..255)
|
|
DialogPanelAnimDelay=33
|
|
|
|
;Allows you to directly control other critters in combat
|
|
;Set to 0 to disable
|
|
;Set to 1 to control all critters in combat
|
|
;Set to 2 to control all party members
|
|
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set it to a comma delimited list of PIDs
|
|
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
|
|
|
|
; Fixes corrupting saves which cause Too Many Items Bug
|
|
TooManyItemsBugFix=1
|
|
|
|
; Allow for 9 options (lines of text) to be displayed correctly in a dialog window
|
|
DialogOptions9Lines=1
|
|
|
|
; Fix for minor visual glitch when picking up solo item from the top of inventory
|
|
; and there is multiple item stack at the bottom of inventory
|
|
; also fixes inability to reload weapon by dragging ammo from inventory to weapon that is in inventory too (not in hands)
|
|
InventoryDragIssuesFix=1
|
|
|
|
; Should fix Jet Antidote not working on NPCs
|
|
NPCDrugAddictionFix=1
|
|
|
|
; Fix for NPC stats being dropped if he has armor equipped and the same type of armor in his inventory,
|
|
; AND either he level ups or you order him to take of his armor via dialog option
|
|
ArmorCorruptsNPCStatsFix=1
|
|
|
|
; Fixes bug when if you move to another map while NPC is unconscious, he will turn into a container
|
|
NPCTurnsIntoContainerFix=1
|
|
|
|
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
|
[Debugging]
|
|
;extra sfall configuration settings that can be used by the modders version of sfall
|
|
;No options in this section have any effect in the standard version of sfall
|
|
;They are specific to the debug build included in the modders pack
|
|
;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini
|
|
|
|
;Set to 1 to enable debugging output to screen or 2 to create a debug.log file
|
|
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout.cfg
|
|
DebugMode=0
|
|
|
|
;Change to 1 to skip the compatibility mode check
|
|
SkipCompatModeCheck=1
|
|
|
|
;Set to 1 to skip the executable file size check
|
|
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
|
|
; ExtraCRC=0x00000000,0x00000000
|
|
|
|
;Set to 1 to stop fallout from deleting non readonly 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 fallouts address space, and to make arbitrary calls into fallout's code
|
|
AllowUnsafeScripting=1
|
|
|
|
;These options control what output is saved in the debug log
|
|
|
|
;Prints messages duing sfall initialization
|
|
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=1
|