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872 lines
38 KiB
INI
872 lines
38 KiB
INI
;sfall configuration settings
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;v4.3
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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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;This file can be placed in text\<language>\ for sfall to get the translations depending on the game language
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;TranslationsINI=sfall\Translations.ini
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[ExtraPatches]
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;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
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;If DataLoadOrderPatch is enabled, the data load order is:
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;master_patches > critter_patches > PatchFile99..PatchFile0 > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
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;Paths to folders and Fallout .dat files are supported
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;The PatchFile## options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
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;PatchFile0=mods\RP_data
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;Path to the folder in which the game will automatically search and load custom files (by *.dat mask, including folders)
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;The data load order of the files in the folder will be in reverse alphabetical order of the filenames
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;The files placed in this folder will have higher priority than the PatchFile## options
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;This option has no effect in 4.2.6 or later. The path is fixed to <GameRoot>\mods\
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;AutoSearchPath=mods
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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=200
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SpeedMulti3=300
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SpeedMulti4=400
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SpeedMulti5=500
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SpeedMulti6=600
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SpeedMulti7=700
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SpeedMulti8=800
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SpeedMulti9=900
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;The initial speed at game startup
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SpeedMultiInitial=100
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;Set to 1 to also affect the playback speed of MVE video files without an audio track
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AffectPlayback=0
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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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;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
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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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;Window position data. Do not modify
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;Set to 0 to reset if the window position is incorrect
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WindowData=0
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;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
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;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
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;You can specify multiple shader files, separated by commas
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;GlobalShaderFile=global.fx
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;Set to 1 to automatically enable linear texture filtering when the scale factor is not an integer
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;Set to 2 to force-enable linear texture filtering
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;This can be used in conjunction with the GlobalShaderFile option
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TextureFilter=1
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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 (used for compatibility with old video cards)
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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 textures for talking heads
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;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (w/o extension)
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;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.)
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;See the text file in the modders pack for a detailed description
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;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
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Use32BitHeadGraphics=0
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;Set to 1 to automatically search for alternative AVI video files when Fallout tries to play the game movies
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;Set to 2 to force AVI videos to fit the screen width
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;Requires DX9 graphics mode
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AllowDShowMovies=0
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;Fade effect time percentage modifier
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;Default is 100. Decrease/increase this value to speed up/slow down fade effects
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FadeMultiplier=100
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Interface]
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;Set to 1 to expand the number of action points displayed on the interface bar
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;Requires new IFACE_E.frm and HR_IFACE_<res>E.frm files in art\intrface\ (included in sfall.dat) to display correctly
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;The minimum supported version of High Resolution Patch is 4.1.8
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ActionPointsBar=0
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;Set to 1 to use the expanded world map interface
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;Set to 2 to skip correcting the position of entrance markers on town maps
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;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
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;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
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;The resolution of hi-res patch must be set to at least 890x720
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ExpandWorldMap=0
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;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
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WorldMapTravelMarkers=0
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;Uncomment these lines to change the appearance of the markers
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;The color index in Fallout default palette (valid range: 1..255; default is 134)
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;TravelMarkerColor=134
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;The length and spacing of the dots in pixels for each type of terrain in worldmap.txt
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;Syntax is 'length:spacing', with each pair separated by a comma (valid range: 1..10; default is 2)
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;TravelMarkerStyles=2:2,2:2,2:2,2:2
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;Set to 1 to display terrain types when hovering the cursor over the player's marker on the world map
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WorldMapTerrainInfo=0
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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). The maximum is 32
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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=0
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;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an ACM
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;Set to 2 to play alternative music files even if original ACM files are not present in the music folder
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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 default music path with data\sound\music\ if music_path is not present in the cfg
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;Set to 2 to overwrite all occurrences of the music path
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OverrideMusicDir=1
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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 the 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 pixels 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 DX9 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 or use the active item
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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=29
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;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
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;Requires ItemFastMoveKey to be enabled
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FastMoveFromContainer=0
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;A key to press to open a debug game editor
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;Set to 0 to disable, or a DX scancode otherwise
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;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
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DebugEditorKey=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Misc]
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;Changes some of Fallout 2 engine functions to Fallout 1 behavior:
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;- disables playing the final movie/credits after the endgame slideshow
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;- disables halving the weight for power armor items
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;- endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
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Fallout1Behavior=0
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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 or -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 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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;Default is 66 milliseconds
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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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;Set to 1 to enable functions relating to overriding the file system
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UseFileSystemOverride=0
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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 load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax)
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;PatchFile=patch%03d.dat
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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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;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
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;DataLoadOrderPatch=1
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;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
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;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
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FemaleDialogMsgs=0
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;Set to 1 to allow using the special '^' character in dialog msg files to specify the alternative text
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;that will be displayed in the dialogue based on the player's gender
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;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
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DialogGenderWords=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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;You can also define additional movies by adding Movie18 - Movie32 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 (i.e. 0 is January or the first day of a month)
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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 480 in the x direction and 400 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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;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 (obsolete information)
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;Set to 2 to block all saving in combat
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SaveInCombatFix=1
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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 to 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 corresponds 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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;Modifiers affect both NPCs and the player
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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=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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;The modifier for unaimed shots
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;BodyHit_Torso_Uncalled=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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;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
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;The corpses of critters with 'Ages' flag set or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
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;Default is 6. Set to 0 for a 12-hour timer
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CorpseDeleteTime=6
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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 (WinXP/2000: if processes have equal priority)
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;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 127
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ProcessorIdle=-1
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;Set to 1 if using the hero appearance mod
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;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
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;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
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EnableHeroAppearanceMod=0
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;Set to 1 to skip the 3 opening movies
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;Set to 2 to also skip the splash screen
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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 the priority score calculation for choosing the best weapon for NPCs
|
|
;Note that enabling this option can affect the weapon of choice for some NPCs
|
|
AIBestWeaponFix=1
|
|
|
|
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory
|
|
;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
|
|
;Note: chem_primary_desire w/o fixes prevents the specified item PID from being consumed if all three values in the list are the same PID
|
|
;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
|
|
AIDrugUsePerfFix=0
|
|
|
|
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
|
|
;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
|
|
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
|
|
AllowLargeTiles=0
|
|
|
|
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
|
|
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 remove window position rounding for script-created windows
|
|
RemoveWindowRounding=1
|
|
|
|
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
|
|
;Set to 2 to use a different set of scroll buttons
|
|
UseScrollingQuestsList=1
|
|
|
|
;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=console.txt
|
|
|
|
;Set to 1 to add additional pages of save slots
|
|
ExtraSaveSlots=0
|
|
|
|
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
|
|
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10)
|
|
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled
|
|
;The quick saves will be rotated from the first slot on the page to the n-th slot
|
|
;Set to 0 to disable. AutoQuickSave will use the current selected page if AutoQuickSavePage is disabled
|
|
AutoQuickSave=0
|
|
AutoQuickSavePage=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
|
|
|
|
;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
|
|
|
|
;Alternative behaviors to the Fast Shot trait
|
|
;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons. Aimed attacks are disabled
|
|
;1 - Haenlomal's tweak: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
|
|
;2 - Alternative behavior: apply -1 AP cost to melee/unarmed weapons and HtH attacks
|
|
;3 - Fallout 1 original behavior: -1 AP cost for all weapons. Aimed attacks are disabled
|
|
FastShotFix=0
|
|
|
|
;Set to 1 to fix the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
|
|
SmallFrameFix=0
|
|
|
|
;Set to 1 to boost the maximum number of script names from 1450 to 10000
|
|
BoostScriptDialogLimit=0
|
|
|
|
;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 message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
|
|
CritterInvSizeLimitMode=0
|
|
CritterInvSizeLimit=100
|
|
|
|
;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 a value greater than 40 to change the maximum encounter table size (enc_## in worldmap.txt)
|
|
;Default is 40, and the maximum is 100
|
|
;Note: Setting this greater than 50 requires renumbering all message lines for the encounter tables in worldmap.msg
|
|
;The messages for each table must be numbered from (3000 + table number * 100) to (3099 + table number * 100)
|
|
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 fix obj_can_see_obj script function to allow critters to see through objects with 'ShootThru' flag set and other critters in front of them
|
|
;Note that enabling this option can cause unexpected NPC behavior in some cases, e.g. initiating combat or dialogue when the player is behind certain obstacles
|
|
ObjCanSeeObj_ShootThru_Fix=0
|
|
|
|
;Set to 1 to fix the broken obj_can_hear_obj script function
|
|
ObjCanHearObjFix=0
|
|
|
|
;Set to 1 to enable the mood argument of start_gdialog script function to be available for talking heads
|
|
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
|
|
StartGDialogFix=0
|
|
|
|
;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
|
|
;New behavior of the arguments:
|
|
;called_shot - additional damage when hitting the target
|
|
;num_attacks - the number of free action points on the first turn only
|
|
AttackComplexFix=0
|
|
|
|
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
|
|
;Note: To perform the unsigned integer division, use the new 'div' operator
|
|
DivisionOperatorFix=1
|
|
|
|
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
|
|
ComputeSprayMod=0
|
|
|
|
;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 (default behavior)
|
|
;Set to 0 for backward compatibility with pre-3.4 scripts
|
|
arraysBehavior=1
|
|
|
|
;Set to 1 to add proper checks to see if there is enough ammo to attack with weapons that use multiple ammo per shot
|
|
CheckWeaponAmmoCost=0
|
|
|
|
;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 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
|
|
|
|
;Changes the displayed message when you recover from the negative effects of radiation exposure
|
|
;The value is the message number in misc.msg (Default is 3003: 'You feel better')
|
|
RadEffectsRemovalMsg=3003
|
|
|
|
;Set to 1 to display messages about radiation for the active geiger counter
|
|
ActiveGeigerMsgs=1
|
|
|
|
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
|
|
CanSellUsedGeiger=1
|
|
|
|
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
|
|
;Set to 0 if another mod you're using has custom vehicles
|
|
CarChargingFix=1
|
|
|
|
;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
|
|
;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
|
|
CarPlacedTileFix=1
|
|
|
|
;Set to 1 to skip weapon equip/unequip animations when performing various actions
|
|
InstantWeaponEquip=0
|
|
|
|
;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 use Fallout's normal text font for death screen subtitles
|
|
;Requires changing the color of subtitles in death.pal palette to white color (index 220) to display the text correctly
|
|
DeathScreenFontPatch=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 fix the bug of using First Aid/Doctor skills when using them on the player
|
|
;This will cause the party member to apply his/her skills when you use First Aid/Doctor skills on the player, but only if
|
|
;the player is standing next to the party member
|
|
;Note that because the related engine function is not fully implemented, enabling this option without a global script
|
|
;that overrides First Aid/Doctor functions has very limited usefulness
|
|
PartyMemberSkillFix=0
|
|
|
|
;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
|
|
;Set to 2 to also skip loading the game/combat difficulty settings
|
|
SkipLoadingGameSettings=0
|
|
|
|
;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
|
|
;Set to -1 to disable the special death message when the global variable is set
|
|
SpecialDeathGVAR=491
|
|
|
|
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
|
|
;Note that enabling this option will break the map changes in Modoc and Vault 15 in Fallout 2
|
|
DisableSpecialMapIDs=0
|
|
|
|
;Set to 1 to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45:
|
|
;Area 45 automatically disappears from the world map, and Area 46 appears on the world map
|
|
;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
|
|
DisableSpecialAreas=0
|
|
|
|
;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
|
|
; Configuration ini files
|
|
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
|
|
|
;To change the path and filename of the critical table file, uncomment the next line
|
|
;OverrideCriticalFile=sfall\CriticalOverrides.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=sfall\Stats.ini
|
|
|
|
;Allows you to edit the skill tables
|
|
;Point the next line to an ini file containing the replacement skill data
|
|
;SkillsFile=sfall\Skills.ini
|
|
|
|
;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
|
|
;PerksFile=sfall\Perks.ini
|
|
|
|
;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=sfall\Books.ini
|
|
|
|
;Allows you to change some parameters for drugs and their addictions
|
|
;See the Drugs.ini in the modders pack for an example file
|
|
;DrugsFile=sfall\Drugs.ini
|
|
|
|
;Point to an ini file containing elevator data
|
|
;ElevatorsFile=sfall\Elevators.ini
|
|
|
|
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
|
[Scripts]
|
|
;Comma-separated list of masked paths to load global scripts from
|
|
;Only use single backslash \ as the directory separator
|
|
;Paths outside of scripts folder are supported
|
|
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
|
|
|
|
;Uncomment the option to specify an additional folder path for ini files used by scripts
|
|
;The game will search for the ini files relative to this directory
|
|
;If the file is not found, the search will proceed relative to the root directory of the game
|
|
;The maximum length of the specified path is 61 characters
|
|
;IniConfigFolder=mods\iniConfigs
|
|
|
|
;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
|
|
|
|
;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
|
|
;Set to 2 to also disable the memory address check in unsafe script functions
|
|
;Does not require sfall debugging mode
|
|
AllowUnsafeScripting=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 skip the executable file size check
|
|
;Does not require sfall debugging mode
|
|
SkipSizeCheck=0
|
|
|
|
;Change to 1 to skip the compatibility mode check
|
|
SkipCompatModeCheck=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=0
|
|
;debug_sfxc=0
|
|
;-------
|
|
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
|
|
|
|
;Set to 1 to stop Fallout from deleting non read-only protos at startup
|
|
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
|
|
DontDeleteProtos=0
|
|
|
|
;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
|
|
InjectAllGameHooks=0
|
|
|
|
;Set to 1 to force sfall to search for global/hook scripts every time the game loads rather than only the first time
|
|
AlwaysFindScripts=0
|
|
|
|
;Set to 1 to force critters to display combat float messages
|
|
;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=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
|
|
;Prints messages relating to engine fixes
|
|
Fixes=1
|