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* although 3.8 doesn't have the path issue as 4.x due to the lack of loading custom .dat, it's better to unify the path in this case. Refactored the code for DataLoadOrderPatch in the same way as 4.x.
762 lines
31 KiB
INI
762 lines
31 KiB
INI
;sfall configuration settings
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;v3.8.22
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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=sfall\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=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 music path used by default (i.e. data\sound\music\) 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=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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;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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;Uncomment the option to use a hardware shader (requires DX9 graphics mode 4 or 5)
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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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;GlobalShaderFile=global.fx
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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 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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;Requires DX9 graphics mode 4 or 5
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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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[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 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 toggle the highlighting of all items on the ground on the current map
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;Set to 0 if you don't want a toggle key, or a DX scancode otherwise
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ToggleItemHighlightsKey=42
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;Set to 1 to also highlight containers
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HighlightContainers=1
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;Set the color of outlines, available colors:
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;0x01 - glowing red
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;0x02 - red
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;0x04 - grey
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;0x08 - glowing green
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;0x10 - bright yellow
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;0x20 - dark yellow
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;0x40 - purple
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OutlineColor=0x10
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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=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 FalloutClient.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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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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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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DataLoadOrderPatch=1
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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 (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.
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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-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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;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 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
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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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;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
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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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;Set to 1 to fix NPCs not checking weapon perks properly when choosing the best weapon in combat
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;Set to 2 to change the priority multiplier for having weapon perk to 3x (the original is 5x)
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;Note that enabling this option can significantly affect the weapon of choice for some NPCs
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AIBestWeaponFix=0
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;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory
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AIDrugUsePerfFix=0
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;Allows the use of tiles over 80x36 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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;Set to 1 to remove window position rounding for script-created windows
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RemoveWindowRounding=1
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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 for the X-axis and 334 for the Y-axis
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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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;Each name in PremadePaths is limited to 11 characters
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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=console.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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;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
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SpeedInterfaceCounterAnims=0
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|
|
|
;These lines allow you to control the karma FRMs displayed on the character screen
|
|
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
|
|
;KarmaFRMs=47,48,49
|
|
;KarmaPoints=-100,100
|
|
|
|
;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
|
|
ScienceOnCritters=0
|
|
|
|
;Modify this value to change the player's speed of rotation on the inventory and character screens
|
|
;Default is 166
|
|
SpeedInventoryPCRotation=166
|
|
|
|
;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
|
|
BoxBarCount=5
|
|
|
|
;Uncomment to set the text colour of the extra interface boxes
|
|
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
|
|
;BoxBarColours=00000
|
|
|
|
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
|
|
BonusHtHDamageFix=1
|
|
|
|
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
|
|
DisplayBonusDamage=0
|
|
|
|
;Set to 1 to display the range of the second attack mode in the inventory when you switch weapon modes in active item slots
|
|
DisplaySecondWeaponRange=1
|
|
|
|
;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
|
|
AnimationsAtOnceLimit=120
|
|
|
|
;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
|
|
RemoveCriticalTimelimits=0
|
|
|
|
;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text
|
|
;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
|
|
;MainMenuFontColour=0x00003C
|
|
;Change the colour of the font used on the main menu for the button text
|
|
;MainMenuBigFontColour=0x3C
|
|
|
|
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
|
|
;0 - Fallout 2 original behaviour
|
|
;1 - Haenlomal's fix, called shots are enabled for HtH attacks
|
|
;2 - Restoring the -1 AP bonus for HtH attacks (i.e. Fallout 1 behaviour)
|
|
FastShotFix=1
|
|
|
|
;Set to 1 to boost the maximum number of script names from 1450 to 10000
|
|
BoostScriptDialogLimit=0
|
|
|
|
;These options modify the checks to see if a critter can carry an additional item, changing which items are counted towards the weight limit and adding an additional size check
|
|
;Set the mode to 0 to disable the size check, 1 to apply to the PC only, 2 to apply to the PC and party members, or 3 to apply to all critters
|
|
;Only the PC uses CritterInvSizeLimit. Other critters will use the unused stat (STAT_unused = 10) or have the size limit of 100 if the stat is not set
|
|
;Add 4 to the mode to limit the weight check to used items only
|
|
;You can use line number 542/543 in proto.msg and line number 35 in inventry.msg to set up custom messages for item size
|
|
CritterInvSizeLimitMode=0
|
|
CritterInvSizeLimit=100
|
|
|
|
;Some bit flags to alter behaviour of the motion sensor
|
|
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
|
|
;2 - Motion sensor doesn't require charges
|
|
;4 - Motion sensor is required to use the item highlight feature
|
|
MotionScannerFlags=1
|
|
|
|
;Set to non-0 to adjust the maximum encounter table size
|
|
;Default is 40, and the maximum is 127
|
|
EncounterTableSize=0
|
|
|
|
;Set to 1 to disable the pipboy alarm button
|
|
DisablePipboyAlarm=0
|
|
|
|
;Uncomment the next four lines to move the main menu buttons and credit text (the 'Copyright(c)' line on the main menu)
|
|
;MainMenuOffsetX=0
|
|
;MainMenuOffsetY=0
|
|
;MainMenuCreditsOffsetX=0
|
|
;MainMenuCreditsOffsetY=0
|
|
|
|
;Prevents you from using super stims on a critter who is at full health.
|
|
SuperStimExploitFix=0
|
|
|
|
;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
|
|
InventoryApCost=4
|
|
QuickPocketsApCostReduction=2
|
|
|
|
;Set to 1 to allow objects seeing through other objects that have their ShootThru flag set
|
|
;Note that enabling this option can cause unexpected NPC behavior in some situations
|
|
ObjCanSeeObj_ShootThru_Fix=0
|
|
|
|
;Set to 1 to fix the broken obj_can_hear_obj script function
|
|
ObjCanHearObjFix=0
|
|
|
|
;Set to 1 to enable the mood argument of start_gdialog script function to be available for talking heads
|
|
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
|
|
StartGDialogFix=0
|
|
|
|
;Set to 1 to fix and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
|
|
;This also changes the behavior of the result flags arguments
|
|
;called_shot - additional damage, when the damage received by the target is above the specified minimum damage
|
|
;num_attacks - the number of free action points on the first turn only
|
|
;attacker_results - unused, must be 0 or not equal to the target_results argument when specifying result flags for the target
|
|
AttackComplexFix=0
|
|
|
|
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
|
|
ComputeSprayMod=0
|
|
|
|
;These options modify the bullet distribution of burst attacks if ComputeSprayMod is 1
|
|
;All the bullets are divided into three groups: central, left and right
|
|
;These three groups will then travel along three parallel tracks, trying to hit targets on the way
|
|
;CenterMult/Div set the ratio of how many bullets go to the central group, and remaining bullets are divided equally to left and right sides
|
|
;TargetMult/Div set the ratio of how many bullets in the central group will attack the primary target directly
|
|
;Multipliers are capped at divisor values
|
|
ComputeSpray_CenterMult=1
|
|
ComputeSpray_CenterDiv=3
|
|
ComputeSpray_TargetMult=1
|
|
ComputeSpray_TargetDiv=2
|
|
|
|
;Set to 1 to make explosions and projectiles emit light
|
|
ExplosionsEmitLight=0
|
|
|
|
;Uncomment these lines to change explosives damage. DmgMax can be set to 9999 at max, and DmgMin is capped at DmgMax
|
|
;Dynamite_DmgMax=50
|
|
;Dynamite_DmgMin=30
|
|
;PlasticExplosive_DmgMax=80
|
|
;PlasticExplosive_DmgMin=40
|
|
|
|
;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur
|
|
;MovieTimer_artimer1=90
|
|
;MovieTimer_artimer2=180
|
|
;MovieTimer_artimer3=270
|
|
;MovieTimer_artimer4=360
|
|
|
|
;Set to 1 to enable the new arrays behavior (default behavior)
|
|
;Set to 0 for backward compatibility with pre-3.4 scripts
|
|
arraysBehavior=1
|
|
|
|
;Set to 1 to add proper checks if there is enough ammo to use weapons that use multiple ammo per shot
|
|
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
|
|
|
|
;Allows you to directly control other critters in combat
|
|
;Set to 0 to disable
|
|
;Set to 1 to control all critters in combat
|
|
;Set to 2 to control all party members
|
|
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
|
|
ControlCombat=0
|
|
;ControlCombatPIDList=62,89,97,107,160,161
|
|
|
|
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
|
|
StackEmptyWeapons=0
|
|
|
|
;Changes the way weapon reloading works when you drag ammo onto a weapon in the inventory
|
|
;Set to -1 to disable (vanilla behavior with the 'Move Items' window)
|
|
;Set to 0 to use all the ammo boxes to reload
|
|
;Set to 1 or more to reserve the specified amount of ammo boxes and use all the rest to reload
|
|
;If the amount of ammo boxes in the inventory is less than or equal to the reserve, only one box will be used
|
|
ReloadReserve=-1
|
|
|
|
;Set to 1 to change the counter in the 'Move Items' window to start with maximum number, except in the barter screen
|
|
ItemCounterDefaultMax=0
|
|
|
|
;Set to 1 to leave the music playing in dialogue with talking heads
|
|
EnableMusicInDialogue=0
|
|
|
|
;Set to 1 to prevent the player from running while sneaking without Silent Running perk
|
|
DontTurnOffSneakIfYouRun=0
|
|
|
|
;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3)
|
|
;Set to 0 to disable switching. (Default is 3)
|
|
UseWalkDistance=3
|
|
|
|
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
|
|
CanSellUsedGeiger=1
|
|
|
|
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
|
|
;Set to 0 if another mod you're using has custom vehicles
|
|
CarChargingFix=1
|
|
|
|
;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
|
|
;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
|
|
CarPlacedTileFix=1
|
|
|
|
;Set to 1 to skip weapon equip/unequip animations when performing various actions
|
|
InstantWeaponEquip=0
|
|
|
|
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
|
|
;You need to use the message_str_game script function to get messages from the files
|
|
;ExtraGameMsgFileList=
|
|
|
|
;Set to 1 to display numbered dialogue options
|
|
NumbersInDialogue=0
|
|
|
|
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
|
|
WorldMapFontPatch=0
|
|
|
|
;Set to 1 to display full item description for weapon/ammo in the barter screen
|
|
FullItemDescInBarter=0
|
|
|
|
;Set to 1 to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations
|
|
DisplaySwiftLearnerExp=1
|
|
|
|
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
|
|
PartyMemberExtraInfo=0
|
|
|
|
;Set to 1 to prevent the inventory/loot/automap interfaces from being placed on top of other script-created windows
|
|
InterfaceDontMoveOnTop=0
|
|
|
|
;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
|
|
;Set to -1 to disable the special death message when the global variable is set
|
|
SpecialDeathGVAR=491
|
|
|
|
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
|
|
;Note that enabling this option can break the map changes in Modoc and Vault 15
|
|
DisableSpecialMapIDs=0
|
|
|
|
;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
|
|
;The formula for the duration in ticks is: 10 * (value - 3 * EN)
|
|
KnockoutTime=35
|
|
|
|
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
|
|
CreditsAtBottom=0
|
|
|
|
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
|
; 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
|
|
|
|
;Point to an ini file containing elevator data
|
|
;ElevatorsFile=sfall\Elevators.ini
|
|
|
|
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
|
[Debugging]
|
|
;Extra sfall configuration settings that can be used by modders
|
|
;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini
|
|
|
|
;Set to 1 to enable sfall debugging mode
|
|
Enable=0
|
|
|
|
;Fallout 2 Debug Patch
|
|
;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both the screen and debug.log
|
|
;Does not require sfall debugging mode
|
|
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg:
|
|
;-------
|
|
;[debug]
|
|
;mode=environment
|
|
;output_map_data_info=1
|
|
;show_load_info=1
|
|
;show_script_messages=1
|
|
;show_tile_num=1
|
|
;[sound]
|
|
;debug=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
|
|
|
|
;Change to 1 to skip the compatibility mode check
|
|
SkipCompatModeCheck=0
|
|
|
|
;Set to 1 to skip the executable file size check
|
|
;Does not require sfall debugging mode
|
|
SkipSizeCheck=0
|
|
|
|
;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
|
|
;You can use several hex values, separated by commas
|
|
;Does not require sfall debugging mode
|
|
;ExtraCRC=0x00000000,0x00000000
|
|
|
|
;Set to 1 to stop Fallout from deleting non read-only protos at startup
|
|
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
|
|
DontDeleteProtos=0
|
|
|
|
;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
|
|
;Does not require sfall debugging mode
|
|
AllowUnsafeScripting=0
|
|
|
|
;Set to 1 to force critters to display combat float messages
|
|
;Requires AllowSoundForFloats to be enabled
|
|
Test_ForceFloats=0
|
|
|
|
;These options control what output is saved in the debug log (sfall-log.txt)
|
|
;Prints messages duing sfall initialization
|
|
Init=0
|
|
;Prints messages relating to hook scripts
|
|
Hook=0
|
|
;Prints messages relating to scripting
|
|
Script=0
|
|
;Prints messages relating to the critical table
|
|
Criticals=0
|