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- ;sfall configuration settings
- ;v3.7b
- [Main]
- ;Change to 1 if you want to use command line args to tell sfall to use another ini file.
- UseCommandLine=0
- ;Uncomment and point to a file to get alternate translations for some sfall messages
- TranslationsINI=./translations.ini
- ;Ensure that the RP ddraw.ini file is being used
- ModifiedIni=42
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Sound]
- ;Sets the number of allowed simultaneous sound effects
- ;Set to 0 to leave the default unchanged (i.e. 4)
- NumSoundBuffers=0
- ;Set to 1 to allow attaching sound files to combat float messages
- AllowSoundForFloats=1
- ;Set to 1 to automatically search for alternative formats when Fallout tries to play an acm
- ;This does not effect the play_sfall_sound and stop_sfall_sound script functions
- AllowDShowSound=0
- ;Set to 1 to override the music path used by default if not present in the cfg
- ;Set to 2 to overwrite all occurances of the music path
- OverrideMusicDir=2
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Speed]
- ;Set to 0 to disable everything in this section
- Enable=1
- ;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
- SpeedMulti0=50
- SpeedMulti1=100
- SpeedMulti2=150
- SpeedMulti3=200
- SpeedMulti4=300
- SpeedMulti5=500
- SpeedMulti6=1000
- SpeedMulti7=100
- SpeedMulti8=100
- SpeedMulti9=100
- ;The initial speed at game startup
- SpeedMultiInitial=100
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Graphics]
- ;Set to 0 for 8 bit fullscreen
- ;Set to 4 for dx9 fullscreen
- ;Set to 5 for dx9 windowed
- ;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
- ;Modes 1, 2 and 3 are no longer supported
- Mode=5
- ;If using a dx9 mode, this changes the resolution
- ;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
- ;If set to 0, use Fallout's native resolution
- GraphicsWidth=1920
- GraphicsHeight=1080
- ;Set to 1 to do the palette conversion on the gpu
- ;Set to 2 to do the palette conversion on the cpu
- ;Set to 0 to pick automatically
- ;GPU is faster, but requires v2.0 pixel shader support
- GPUBlt=1
- ;Set to 1 to allow using 32 bit graphics for talking heads
- ;Requires graphics mode 4 or 5, and gpublt set to 1
- Use32BitHeadGraphics=1
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Input]
- ;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
- UseScrollWheel=1
- ;The mouse Z position is divided by this modifier to calculate the number of inventory
- ;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
- ;wheel, but this may vary depending on your mouse manufacturer and windows settings.
- ;Set to 0 to only ever scroll 1 click
- ScrollMod=0
- ;Adjusts mouse sensitivity to some percentage of normal.
- ;Negative values are valid if you want your mouse axis reversed for some reason
- MouseSensitivity=100
- ;DX scancode of a key to press when the middle mouse button is clicked
- ;The default of 0x30 toggles between your two weapons
- ;Set to 0 to disable
- MiddleMouse=0x30
- ;Set to 1 to reverse the left and right mouse buttons
- ReverseMouseButtons=0
- ;Set these to 1 if you want Fallout to access the keyboard or mouse in background mode
- ;Try these if you get the 'Failure initializing input devices' error
- BackgroundKeyboard=0
- BackgroundMouse=0
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- ;The modifier key you have to hold down to change any speed settings
- ;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
- ;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
- SpeedModKey=-1
- ;A key to press to toggle the speed tweak on or off
- ;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
- SpeedToggleKey=0x00
- ;The keys corresponding to the 10 speed slots
- ;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
- SpeedKey0=0x52
- SpeedKey1=0x4f
- SpeedKey2=0x50
- SpeedKey3=0x51
- SpeedKey4=0x4b
- SpeedKey5=0x4c
- SpeedKey6=0x4d
- SpeedKey7=0x00
- SpeedKey8=0x00
- SpeedKey9=0x00
- ;A key to hold down to move the window around when using graphics mode 5
- ;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
- ;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
- WindowScrollKey=0
- ;A key to press to toggle the highlighting of all items on the ground on the current map
- ToggleItemHighlightsKey=42
- ;Set to 1 to also highlight containers
- ;Set to 2 for purple outlines
- HighlightContainers=1
- ;A key to press to reload your currently equipped weapon
- ReloadWeaponKey=0
- ;A key to press to open a debug game editor
- DebugEditorKey=0
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Misc]
- ;Time limit in years. Must be between -3 and 13
- ;Set to 0 if you want to die the instant you leave arroyo
- ;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
- ;Set to -2 to remove the time limit without resetting the date. The game will lock up on 8th of March 2255
- ;Set to -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
- TimeLimit=13
- ;World map travel time percentage modifier
- ;Modifies how fast in game time passes while you're moving around the map screen without affecting encounter rate
- ;100 is normal speed, 0 stops time from passing
- WorldMapTimeMod=100
- ;Set to 1 to enable functions relating to overriding the file system
- UseFileSystemOverride=0
- ;Set to 1 to use the Fallout 1 code to control world map speed
- WorldMapFPSPatch=1
- ;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
- WorldMapDelay2=66
- ;XX OBSOLETE XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- ;XX
- ;XX ;This will change the physical speed at which you move across the map
- ;XX ;Set to 0 to leave at the default. (i.e. limited by vwait in windowed mode, or by processor speed in fullscreen)
- ;XX ;If set to something other than 0, it enforces a maximum fps on the world map screen.
- ;XX ;Changing this to something other than 0 is not recommended if you've already applied a world map speed patch to your Fallout exe.
- ;XX WorldMapFPS=0
- ;XX
- ;XX ;Only set to 1 if your systems high performance timer is unreliable for some reason
- ;XX ForceLowResolutionTimer=0
- ;XX
- ;XX ;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
- ;XX WorldMapEncounterFix=0
- ;XX WorldMapEncounterRate=6
- ;XX
- ;XX ;Obsolete, but can still be used if you know what it does.
- ;XX ;WorldMapDelay=0
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- ;The number of slots available in the locations list panel of the world map
- ;Set to 0 to leave unchanged. 17 is default.
- ;Setting this greater than 17 requires a replacement background frm, or you'll get glitched graphics
- WorldMapSlots=21
- ;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
- ;StartingMap=
- ;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
- ;You can use up to 2 %d's in this if you want to include Fallout's version number somewhere
- VersionString=FALLOUT II 1.02.31 RP 2.3.3
- ;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
- ;ConfigFile=
- ;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
- ;If you want to check for multiple patch files, you can include a %d in the file name (sprintf syntax)
- ;By default, only the first patch file found will be used.
- ;If you want to load multiple patch files at once, uncomment the NumberPatchLoop line and set it to the number of files to check for
- PatchFile=DoNotUseAPatchFile.dat
- ;NumberPatchLoop=100
- ;To change the default and starting player models, uncomment the next four lines.
- ;The default models can also be changed ingame via script
- ;MaleStartModel=hmwarr
- ;MaleDefaultModel=hmjmps
- ;FemaleStartModel=hfprim
- ;FemaleDefaultModel=hfjmps
- ;To change the various ingame movies, modify the next 17 lines
- ;Most of these can also be changed ingame via script.
- Movie1=iplogo.mve
- Movie2=intro.mve
- Movie3=elder.mve
- Movie4=vsuit.mve
- Movie5=afailed.mve
- Movie6=adestroy.mve
- Movie7=car.mve
- Movie8=cartucci.mve
- Movie9=timeout.mve
- Movie10=tanker.mve
- Movie11=enclave.mve
- Movie12=derrick.mve
- Movie13=artimer1.mve
- Movie14=artimer2.mve
- Movie15=artimer3.mve
- Movie16=artimer4.mve
- Movie17=credits.mve
- ;To change the starting year, month or day, uncomment the next 3 lines
- ;StartYear=-1
- ;StartMonth=-1
- ;StartDay=-1
- ;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
- ;Defaults are 0x1E0 in the x direction and 0x190 in the y direction.
- ;Not compatible with the res patch!
- ;LocalMapXLimit=480
- ;LocalMapYLimit=400
- ;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
- ;PerksFile=Perks.ini
- ;Set to 1 if you want the pipboy to be available at the start of the game
- PipBoyAvailableAtGameStart=0
- ;Set to 1 to double the number of available kill types
- ;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
- ;Changing this option mid game will not invalidate old save games, but the players kill counters will be completely screwed.
- ;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
- ;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
- ExtraKillTypes=0
- ;Choose the damage formula used to calculate combat damage.
- ;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
- ;0 - Fallout default
- ;1 - Glovz's Damage Fix
- ;2 - Glovz's Damage Fix with Damage Multiplier tweak
- ;5 - Haenlomal's Yet Another Ammo Mod.
- DamageFormula=5
- ;Prevents you from using 0 to escape from dialogue at any time.
- DialogueFix=1
- ;Prevents you from using number keys to enter unvisited areas on a town map
- TownMapHotkeysFix=1
- ;Set to 1 to disable the horrigan encounter
- DisableHorrigan=0
- ;Set to 1 to disable the random element in npc levelling.
- ;This will cause all npc party members to automatically level up as soon as the player reaches the requirements
- NPCAutoLevel=1
- ;Change the initial starting location and world map viewport
- ;Leave at -1 for default
- StartXPos=-1
- StartYPos=-1
- ViewXPos=-1
- ViewYPos=-1
- ;Set to 1 to force Fallout not to use multiple processor cores even if they are available
- SingleCore=1
- ;Set to 1 to override the art_chache_size setting in fallout2.cfg
- OverrideArtCacheSize=1
- ;Set to 1 to fix issues with the GainXXX perks not giving all the bonuses that they should
- GainStatPerkFix=1
- ;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
- ;Note that even with this option enabled, it is still not advisable to save in combat at all.
- ;Set to 2 to block all saving in combat
- SaveInCombatFix=1
- ;Point at an ini file containing elevator data
- ElevatorsFile=Elevators.ini
- ;Uncomment and set to a comma delimited list of numbers to use a custom xp table.
- ;Players level is capped once the highest specified level is reached
- ;XPTable=50,100,200
- ;Set to 1 to enable additional weapon animations codes from o-t
- ;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
- ;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
- AdditionalWeaponAnims=1
- ;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
- ;BodypartHitMod0=-40
- ;BodypartHitMod1=-30
- ;BodypartHitMod2=-30
- ;BodypartHitMod3=0
- ;BodypartHitMod4=-20
- ;BodypartHitMod5=-20
- ;BodypartHitMod6=-60
- ;BodypartHitMod7=-30
- ;BodypartHitMod8=0
- ;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
- ;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
- ;Set to 3 to use a new format CriticalOverrides.ini file, with preadded bug fixes
- ;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
- ;Must be non-zero to use the edit/get/reset_critical script functions
- OverrideCriticalTable=2
- ;Set to 1 to get notification of karma changes in the notification window
- DisplayKarmaChanges=1
- ;Set to 1 to always reload messages, rather than only at map load
- AlwaysReloadMsgs=0
- ;Set to 1 to force the player to play the idle animation when reloading their weapon
- PlayIdleAnimOnReload=1
- ;Set to 1 to prevent corpses from blocking line of fire
- CorpseLineOfFireFix=1
- ;Set a number of milliseconds to idle each input loop
- ;Set to -1 to disable
- ;Set to 0 to idle only if other processes are waiting for processor time
- ;Set to 1 (or some higher number if needed) to prevent 100% cpu use
- ProcessorIdle=-1
- ;Set to 1 if using the hero appearance mod
- EnableHeroAppearanceMod=1
- ;Set to 1 to skip the 3 opening movies
- SkipOpeningMovies=0
- ;Causes npc's 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=1
- ;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
- ;Set to 1 to check all tiles on started (slow)
- ;set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
- AllowLargeTiles=0
- ;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
- ;Remove window position rounding
- RemoveWindowRounding=0
- ;Set to 1 to add scroll buttons to the pip boy quest list, and remove the quests per area limit
- UseScrollingQuestsList=1
- ;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
- ;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.
- ;CityRepsCount=19
- ;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308
- ;Set this to a valid path to save a copy of the console contents
- ;ConsoleOutputPath="bingle.txt"
- ;Set to 1 to add additional pages of save slots
- ExtraSaveSlots=1
- ;Set to 1 to speed up the hp/ac counter animations
- ;Set to 2 to update the hp/ac counter instantly when the number is not negative
- SpeedInterfaceCounterAnims=2
- ;These lines allow you to control the karma frm's displayed on the character screen
- KarmaFRMsCount=9
- KarmaFRMs=128,146,129,125,152,127,147,134,176
- KarmaPoints=-1000,-750,-500,-249,250,500,750,1000
- ;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 players speed of rotation on the inventory and character screens
- ;Default is 166
- SpeedInventoryPCRotation=166
- ;Uncomment to set the text colour of the extra 5 interface boxes
- ;The line must contain a 5 digits, each either a 0 for green or 1 for red
- BoxBarColours=11111
- ;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=1
- ;Modify the maximum number of animations allowed to run on a map. (Default is 32)
- 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
- ;Set to 1 to enable party members with level 6 protos to reach level 6
- NPCStage6Fix=1
- ;Change the colour of the font used on the main menu for the Fallout/sfall version number
- ;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
- ;MainMenuFontColour=0x0600003c
- ;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
- ;Allows you to edit the skill tables
- ;Point the next line at an ini file containing the replacement skill data
- ;SkillsFile=Skills.ini
- ;Set to 1 to boost the maximum number of script names from 1450 to 10000
- BoostScriptDialogLimit=1
- ;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
- ;See the Stats.ini in the modders pack for an example file
- ;DerivedStats=Stats.ini
- ;These options modify the checks to see if a critter can carry an additional item, changing which items are counted towards the weight limit and adding an additional size check
- ;Set the mode to 0 to disable the size check, 1 to apply to pc only, 2 to apply to the pc and party members, or 3 to apply to all critters
- ;Only the PC uses CritterInvSizeLimit. Other critters will use the extra unused stat (STAT_unused = 10)
- ;Add 4 to the mode to limit the weight check to used items only
- CritterInvSizeLimitMode=0
- CritterInvSizeLimit=200
- ;Some bit flags to alter behaviour of the motion sensor
- ;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
- ;2 - Motion sensor doesn't require charges
- ;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
- ;Prevents you from using super stims on a critter who is at full health.
- SuperStimExploitFix=0
- ;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
- InventoryApCost=4
- QuickPocketsApCostReduction=2
- ;Set to 1 to allow objects seeing through other objects with their ShootThru flag set
- ObjCanSeeObj_ShootThru_Fix=0
- ;Set to 1 to use the balanced bullet distribution formula for burst attacks
- ComputeSprayMod=1
- ;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=1
- ;Uncomment these lines to change explosives damage. DmgMax can be set to 9999 at max, and DmgMin is capped at DmgMax
- ;Dynamite_DmgMax=50
- ;Dynamite_DmgMin=30
- ;PlasticExplosive_DmgMax=80
- ;PlasticExplosive_DmgMin=40
- ;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur
- ;MovieTimer_artimer1=90
- ;MovieTimer_artimer2=180
- ;MovieTimer_artimer3=270
- ;MovieTimer_artimer4=360
- ;Set to 1 to enable the new arrays behavior
- ;Set to 0 for backward compatibility with pre-3.4 scripts
- arraysBehavior=1
- ;Set to 1 to add proper checks if there is enough ammo to use weapons that use multiple ammo per shot
- CheckWeaponAmmoCost=1
- ;To add additional books to the game, uncomment the next line and point to a file containing book information
- ;See the Books.ini in the modders pack for an example file
- ;BooksFile=Books.ini
- ;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
- CombatPanelAnimDelay=1000
- ;Controls the speed of dialog panel animations (lower - faster; valid range: 0..255)
- DialogPanelAnimDelay=33
- ;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
- PipboyTimeAnimDelay=50
- ;Allows you to directly control other critters in combat
- ;Set to 0 to disable
- ;Set to 1 to control all critters in combat
- ;Set to 2 to control all party members
- ;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set it to a comma delimited list of PIDs
- ControlCombat=0
- ;ControlCombatPIDList=62,89,97,107,160,161
- ;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
- StackEmptyWeapons=1
- ;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
- ;Allows 9 options (lines of text) to be displayed correctly in a dialog window
- DialogOptions9Lines=1
- ;Set to 1 to leave the music playing in dialogue with talking heads
- EnableMusicInDialogue=1
- ;Set to 1 to fix the bug that unable to sell used geiger counters or stealth boys
- CanSellUsedGeiger=1
- ;Set to 1 to fix the issue with being able to charge the car by using cells on other scenary/critters
- CarChargingFix=1
- ;Set to 1 to skip weapon equip/unequip animations when performing various actions
- InstantWeaponEquip=1
- ;To change the carry weight limit, uncomment the next line (Default is 999)
- ;CarryWeightLimit=999
- ;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 enable debugging output to screen or 2 to create a debug.log file
- ;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
- DebugMode=0
- ;Change to 1 to skip the compatibility mode check
- SkipCompatModeCheck=0
- ;Set to 1 to skip the executable file size check
- SkipSizeCheck=0
- ;If you're testing changes to the Fallout exe, you can override the crc that sfall looks for here
- ;You can use several hex values, separated by commas
- ;ExtraCRC=0x00000000,0x00000000
- ;Set to 1 to stop Fallout from deleting non readonly protos at startup
- ;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
- DontDeleteProtos=0
- ;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
- AllowUnsafeScripting=0
- ;These options control what output is saved in the debug log
- ;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
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