mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Added extra comment for CarChargingFix to ddraw.ini. Edited the description of DisplayName in sfall-mods.ini because of the new BoxBarCount option. Minor edits to hookscripts.txt.
663 lines
25 KiB
INI
663 lines
25 KiB
INI
;sfall configuration settings
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;v4.1
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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 inventory, barter, and loot screens
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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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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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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=0
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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 reload your currently equipped weapon
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;Set to 0 if you don't want a reload key, or a DX scancode otherwise
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ReloadWeaponKey=0
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;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
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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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ItemFastMoveKey=0x1d
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;A key to press to open a debug game editor (requires FalloutClient.exe from the modders pack)
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;Set to 0 to disable, or a DX scancode otherwise
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DebugEditorKey=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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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 Fallout's 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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;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
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;Higher values of WorldMapEncounterRate cause a slower encounter rate
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WorldMapEncounterFix=0
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WorldMapEncounterRate=5
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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 Fallout's version number somewhere
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;VersionString=
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;To use a config file other than fallout2.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 (up to 1000) at once, uncomment the MultiPatches line and set it to 1
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;PatchFile=patch%03d.dat
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;MultiPatches=0
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;Set to 1 to use the modified data load order for the engine to find game data
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;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
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;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
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DataLoadOrderPatch=0
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;Set to 1 to enable loading alternative dialog msg files from text/language/dialog_female/ for female PC
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FemaleDialogMsgs=0
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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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;Both StartMonth and StartDay are 0-indexed
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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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;Set to 2 to make the pipboy available by only skipping the vault suit movie check
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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 player's 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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;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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;Prevents you from using number keys to enter unvisited areas on a town map
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TownMapHotkeysFix=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 to 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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;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 a comma delimited list of numbers to use a custom xp table.
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;Player's 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 animation 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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;BodyHit_Head=-40
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;BodyHit_Left_Arm=-30
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;BodyHit_Right_Arm=-30
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;BodyHit_Torso_Uncalled=0
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;BodyHit_Right_Leg=-20
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;BodyHit_Left_Leg=-20
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;BodyHit_Eyes=-60
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;BodyHit_Groin=-30
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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, the maximum is 127) 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 NPCs 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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;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
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MoreTiles=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 pipboy quest list, and remove the quests per area limit
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;Set to 2 to use a different set of scroll buttons
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UseScrollingQuestsList=1
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;To change the location of quest list scroll buttons, uncomment the next two lines
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;Defaults are 140 in the x direction and 334 in the y direction
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;QuestsScrollButtonsX=140
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;QuestsScrollButtonsY=334
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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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;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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;Set to 2 to update the HP/AC counters instantly
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SpeedInterfaceCounterAnims=0
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;These lines allow you to control the karma FRMs displayed on the character screen
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;Number of KarmaPoints should be 1 less than number of KarmaFRMs
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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 player's 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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;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
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BoxBarCount=5
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;Uncomment to set the text colour of the extra interface boxes
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;The line must contain the same number of digits as the value of BoxBarCount, 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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;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
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DisplayBonusDamage=0
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;Set to 1 to display the range of the second attack mode in the inventory when you switch weapon modes in active item slots
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DisplaySecondWeaponRange=1
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;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
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AnimationsAtOnceLimit=120
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;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
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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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;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
|
|
;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 extra unused stat (STAT_unused = 10)
|
|
;Add 4 to the mode to limit the weight check to used items only
|
|
CritterInvSizeLimitMode=0
|
|
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
|
|
;2 - Motion sensor doesn't require charges
|
|
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 with their ShootThru flag set
|
|
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 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
|
|
|
|
;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 at the maximum number of items
|
|
ItemCounterDefaultMax=0
|
|
|
|
;Allows 9 options (lines of text) to be displayed correctly in a dialog window
|
|
DialogOptions9Lines=1
|
|
|
|
;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
|
|
|
|
;Set to 1 to fix the bug that 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 scenary/critters
|
|
;Set to 0 if another mod you're using has custom vehicles
|
|
CarChargingFix=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
|
|
;By default, the files will have consecutive numbers assigned beginning with 0
|
|
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
|
|
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
|
|
;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 keep the selected attack mode when moving the weapon between active item slots
|
|
KeepWeaponSelectMode=1
|
|
|
|
;Set to 1 to display full item description for weapon/ammo in 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 sfall built-in credits at the bottom of credits.txt contents instead of at the top
|
|
CreditsAtBottom=0
|
|
|
|
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
|
[Scripts]
|
|
;Comma-separated list of masked paths to load global scripts from
|
|
;Only use single slash \ as directory separator
|
|
;Paths outside of scripts folder are supported
|
|
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
|
|
|
|
;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 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 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
|
|
|
|
;Change to 1 to skip the compatibility mode check
|
|
SkipCompatModeCheck=0
|
|
|
|
;Set to 1 to skip the executable file size check
|
|
;Does not require enabling 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 enabling sfall debugging mode
|
|
;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 Fallout's address space, and to make arbitrary calls into Fallout's code
|
|
AllowUnsafeScripting=0
|
|
|
|
;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
|
|
InjectAllGameHooks=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
|