GraceCB

DMT Config Options

Sep 30th, 2021 (edited)
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  1. [CustomSettings]
  2. sCloudHardcoreHealthDamage=3
  3. ;this setting determines how much health damage the cloud hardcore penalty does
  4. ;default is 3, must use whole numbers
  5. sCloudHardcoreRadDamage=3
  6. ;same as above but rad damage
  7. ;default is 3
  8. sCloudEquipmentDamage=1
  9. ;I sincerely recommend that you leave this feature on. It may be frustrating, but lots of repair kits, weapon, and armor placements have been balanced assuming that they will likely be duplicates, used for repairing. With this turned off, your armor and weapons will be very easy to maintain and keep at maximum health
  10. sToxicDamageFrequency=20
  11. ;this is the interval at which the hardcore penalty checks to damage health, rad, and equipment durability
  12. ;default is 20, non-default values aren't supported, balance-wise
  13. ;try not to set this to a crazy number, just turn off the other features instead if you don't want any penalties
  14. sCloudProtectionMsgSndHit=1
  15. ;this setting disables the gas mask sound that plays if the cloud protection has enough durability, and the accompanying message if it's durability is too low
  16. sAntitoxinBreathingSound=1
  17. ;this setting disables the modified breathing noise that plays when the cloud checks for the antitoxin's immunity effect if set to 0
  18. sGlobalToxicVisual=1
  19. ;this setting disables the generalized imagespace change when the hardcore penalty applies if set to 0
  20. sBombCollarLock=1
  21. ;Set this to 0 to disable the forced equipping of the bomb collar at the start of DM. The mod has not been balanced for setting this to 0
  22. sSuperHeatedKnifeSelfDamage=1
  23. ;Set this to 0 to disable Super-Heated knives damaging your base and arm health if you don't have a suitable glove on (Gloves auto equip when equipping Super-Heated Comsic Knives)
  24. sEquipmentRemoval=1
  25. ;Set to 0 to disable equipment removal at the start of the DLC
  26. ;This option is COMPLETELY unbalanced, and only vaguely supported. I just set it up cause I was already in here. You'll still get the bonus gear from the starting lists
  27. sPostVaultMalfCollar=1
  28. ;set this to 0 to not get the malfunctioning collar that gives you a sonar indication of the location of unique items in DM
  29. sRepairInCombat=0
  30. ;set this to 1 to bypass the armor and weapon repair kit out-of-combat requirement
  31. sConsumeSilverGoldRepair=1
  32. ;set this to 0 to disable usage of gold and silver coins to improve repair quality when using repair kits
  33. ;when set to 1, this process is automatic. You are not offered a choice
  34. sChipsWithWeight=1
  35. ;set this to 0 to disable SM chip weight
  36. ;heavily, heavily recommended to leave on, the Vault is balanced by it
  37. ;honestly you're lucky that I gave you the option
  38. sDemoChargeinFragMineLoot=1
  39. ;adds demo charges to game-wide frag mine loot
  40. sComplianceDeregulatorAmmo=1
  41. ;by default, the compliance *de*regulator requires overcharged SEC. Set this to 0 to allow it to use any small energy cell
  42. s38SpecialAmmo=1
  43. ;by default, the .38 special only uses .38 special ammo. Set this to 0 to revert it to allow all .357 ammo
  44. sBossChallengePerkVisible=1
  45. ;defeating all bosses grants +5% damage vs abominations via a perk. By default, it's visible in the pip boy. It has no icon, and no particularly interesting text. Set to 0 to make the perk hidden.
  46. ;there will still be a corner message that tells you that you've gained the perk. You will still get the perk if this is set to 0
  47. sRenameCourier7=0
  48. ;Courier 7 is the name of the unique, laser-sighted magnum. Set this to 1 to rename it to Police Chief's Magnum
  49. sVaultElevatorWeightLimit=1
  50. ;this prevents you from using the vault elevator if you're overencumbered
  51. ;once again, heavily, heavily recommended for balance and theming. You're lucky you got an option for this too
  52. sElijahGhostShades=1
  53. ;set to 0 to disable addition of Ghost Sight Shades to Elijah, set to 1 to enable them only if the player has Wild Wasteland, and 2 to guarantee them
  54. sCopPerks=1
  55. ;set to 0 to disable *all* police perks
  56. ;this will remove all police perks if you have any, and turning it back on will *not* give you the perks back if you had them before, but they will be selectable again
  57. sFlechetteShotgunRecipe=1
  58. ;set to 0 to hide the homemade shotgun's recipe
  59. sFlechetteShotgunBigGuns=0
  60. ;set to 1 to change the homemade shotgun to fire both barrels at once, set it's required skill to big guns, and set it's skill requirement at Big Guns 20
  61. sSierraMadreArmorEffects=1
  62. ;adds fire resistance and a crit bonus while using the compliance regulator or it's unique variant
  63. ;this provides a reason to use the SM armor, though it's DR and DT are tangibly worse than Police Vests'
  64. ;strongly recommended, provides the choice between better fire protection against gas bombs, and better overall protection
  65. sPoliceArmorEffects=1
  66. ;adds a little fire resistance, a melee damage bonus, and a single point endurance bonus to police armors
  67. sColtMonitorBigGuns=0
  68. ;sets the colt monitor to Big Guns 45, Airborne to BG 50
  69. sGasBombChanges=1
  70. ;this reduces the force and radius of gas bombs. Strongly recommended
  71. sArmorStatChanges=1
  72. ;this covers the scripted changes to the names and stats of the dead man jumpsuit, bomb collar, and sierra madre armor
  73.  
  74. [Wasteland Integrations]
  75. sWeldingGun=1
  76. sRepairCraftingHammers=1
  77. ;this adds hammers to vendors' crafting supplies pool
  78. sToiletPaper=1
  79. ;toilet paper doesn't have any direct uses, it's meant to be sold as a valuable when you find some
  80. sNitrogenTank=1
  81. ;the cryo blade will become practically incompletable if this is set to 0
  82. sRubberGloves=1
  83. sMakeshiftPoolCueWeapons=1
  84. sArmorRepairKits=1
  85. sHomemadeShotgun=1
  86. sMauser=1
  87. s22Pistol=1
  88. s25mmPistol=1
  89. sAdvancedMachete=1
  90. sAssaultRifleSilencer=1
  91. sBayonets=1
  92. sComplianceRegulator=0
  93. sCosmicKnifeGauntlet=0
  94. sCutDownHuntingRifle=1
  95. sFireBottle=0
  96. ;this one is misaligned in third person. I recommend you leave it off
  97. sFlamerRifle=1
  98. sHeavy12Ga=1
  99. sHomemadeConcussionGrenade=1
  100. sHomemadeIncendiaryGrenade=1
  101. sMultiblastGrenade=1
  102. sNailBomb=1
  103. sPickaxe=1
  104. ;does not affect base game pickaxe statics were switched to real weapons
  105. sPipeBomb=1
  106. sPipeWrench=1
  107. sPolice44=1
  108. sPoliceCarbine=1
  109. sPoliceShotgun=1
  110. sServiceCarbine=1
  111. sSilencedPoliceRifle=1
  112. sThrowingCombatKnives=1
  113. sThrowingKitchenKnives=1
  114. sThunderSpear=1
  115. sToasterMine=1
  116. sUnstableMFC=1
  117. sJammedAMRMeleeWeapon=1
  118. ;the jammed anti material rifle is a relatively good, heavy melee weapon, which can be used to repair regular AMRs. This integration places it in high level melee lists. It can be repaired with high repair, or used to repair a regular AMR
  119. sWastelandTreasures=1
  120. ;set this to 0 to disable the addition of gems, nuggets, and coins to wasteland merchant caps lists
  121. sPocketKnife=1
  122. sRustyPocketKnife=1
  123. sThunderStick=1
  124. ;these will show up rather often if set to 1 without the dynamite refill option set to 1 as well
  125. sTinGrenadeSpear=1
  126. ;also recommended for use with Dynamite Refill
  127. sDynamiteRefill=1
  128. ;this adds more dynamite to dynamite condition lists, to offset the thunder sticks or tin grenade spears
  129. sPolice44ConditionList=1
  130. ;adds option for police 44 to show up where regular .44 revolvers do, at high levels
  131. sSawedOffRepeaterConditionList=1
  132. ;adds option to allow the sawed off repeater to show up where regular cowboy repeaters do in base game leveled lists
  133. sCompetitionSniperRifleConditionList=1
  134. ;adds option for competition rifles to show up where sniper rifles do at high levels in base game leveled lists
  135. sReplacementAirScrubber=1
  136. sCutDownHuntingRifleConditionList=1
  137. ;can show up where hunting rifles do in base game leveled lists
  138. sPoliceRCWConditionList=1
  139. ;can show up where regular laser rcws do in base game leveled lists
  140.  
  141. [TTW Patch Options]
  142. ;these settings do nothing if you don't have the TTW patch installed
  143. sPoliceCarbine32instead=1
  144. ;changes the Police Carbine to use .32 caliber instead of 9mm
  145. sPolice32Sound=1
  146. ;sets the Police Carbine's sounds to .32 revolver firing sounds, can be turned on regarless of caliber change
  147. sRandallTheRiveter=1
  148. ;changes randall's body's weapon to a railway rifle with the appropriate ammo
  149. sRivetsInAmmoPool=1
  150. ;adds railway spikes to DM ammo container locations
  151. ;there are enough parts to craft a railway rifle in the safehouses separate from the Randall option. This is recommended for anyone with RandallTheRiveter set to 1
  152.  
  153.  
  154.  
  155.  
  156. ;DISCONTINUED .30-06 CHANGES
  157. [.30-06 Custom Changes]
  158. ;These settings will do *nothing* if you don't have *my* custom DMT .30-06 plugin installed
  159. sAdd3006to308=0
  160. ;if set to 1, all .30-06 ammo will get a 30% damage bonus, and increase condition damage by 15% on top of it's normal effects, and be usable by any .308 weapon
  161. ;turned off by default, this is for those that loathe new calibers in their game for their relative lack of usefulness
  162. sAddDTReductionto3006=0
  163. ;will also add 5 DT reduction to .30-06 ammo, only does so if sAdd3006to308 is 1
  164. s3006BattleRifle=1
  165. s3006BattleRifleWastelandIntegration=1
  166. ;to nullify the need for patches with other battle rifle and automatic rifle integrations, there's a wasteland integration option here that adds the weapons to NV and TTW
  167. s3006AutomaticRifleWastelandIntegration=1
  168. s3006ThisMachine=1
  169. ;the battle rifle is toggle-able on it's own because of the relative simplicity regarding the scripted changes needed
  170. ;the automatic rifle is much more obtuse to do by script, so it's *not* optional, and will never be
  171. s3006SingleShooter=1
  172. ;changes the Single Shooter to use .30-06 instead of .308
  173. s3006CompetitionSniperRifle=0
  174. ;instead of .308
  175. s3006CleanHuntingRifle=0
  176. ;this changes the clean hunting rifle, (crafted using 2 hunting rifles, 1 scrap metal, 1 turpentine, and 1 abraxo) to use .30-06
  177. s3006SportHuntingRifle=1
  178. ;.30-06 instead of .45-70
  179. s3006ColtMonitor=0
  180. ;instead of .308
  181. s3006MonitorAirborne=1
  182. ;instead of .308
  183.  
  184.  
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