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- [CustomSettings]
- sCloudHardcoreHealthDamage=3
- ;this setting determines how much health damage the cloud hardcore penalty does
- ;default is 3, must use whole numbers
- sCloudHardcoreRadDamage=3
- ;same as above but rad damage
- ;default is 3
- sCloudEquipmentDamage=1
- ;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
- sToxicDamageFrequency=20
- ;this is the interval at which the hardcore penalty checks to damage health, rad, and equipment durability
- ;default is 20, non-default values aren't supported, balance-wise
- ;try not to set this to a crazy number, just turn off the other features instead if you don't want any penalties
- sCloudProtectionMsgSndHit=1
- ;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
- sAntitoxinBreathingSound=1
- ;this setting disables the modified breathing noise that plays when the cloud checks for the antitoxin's immunity effect if set to 0
- sGlobalToxicVisual=1
- ;this setting disables the generalized imagespace change when the hardcore penalty applies if set to 0
- sBombCollarLock=1
- ;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
- sSuperHeatedKnifeSelfDamage=1
- ;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)
- sEquipmentRemoval=1
- ;Set to 0 to disable equipment removal at the start of the DLC
- ;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
- sPostVaultMalfCollar=1
- ;set this to 0 to not get the malfunctioning collar that gives you a sonar indication of the location of unique items in DM
- sRepairInCombat=0
- ;set this to 1 to bypass the armor and weapon repair kit out-of-combat requirement
- sConsumeSilverGoldRepair=1
- ;set this to 0 to disable usage of gold and silver coins to improve repair quality when using repair kits
- ;when set to 1, this process is automatic. You are not offered a choice
- sChipsWithWeight=1
- ;set this to 0 to disable SM chip weight
- ;heavily, heavily recommended to leave on, the Vault is balanced by it
- ;honestly you're lucky that I gave you the option
- sDemoChargeinFragMineLoot=1
- ;adds demo charges to game-wide frag mine loot
- sComplianceDeregulatorAmmo=1
- ;by default, the compliance *de*regulator requires overcharged SEC. Set this to 0 to allow it to use any small energy cell
- s38SpecialAmmo=1
- ;by default, the .38 special only uses .38 special ammo. Set this to 0 to revert it to allow all .357 ammo
- sBossChallengePerkVisible=1
- ;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.
- ;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
- sRenameCourier7=0
- ;Courier 7 is the name of the unique, laser-sighted magnum. Set this to 1 to rename it to Police Chief's Magnum
- sVaultElevatorWeightLimit=1
- ;this prevents you from using the vault elevator if you're overencumbered
- ;once again, heavily, heavily recommended for balance and theming. You're lucky you got an option for this too
- sElijahGhostShades=1
- ;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
- sCopPerks=1
- ;set to 0 to disable *all* police perks
- ;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
- sFlechetteShotgunRecipe=1
- ;set to 0 to hide the homemade shotgun's recipe
- sFlechetteShotgunBigGuns=0
- ;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
- sSierraMadreArmorEffects=1
- ;adds fire resistance and a crit bonus while using the compliance regulator or it's unique variant
- ;this provides a reason to use the SM armor, though it's DR and DT are tangibly worse than Police Vests'
- ;strongly recommended, provides the choice between better fire protection against gas bombs, and better overall protection
- sPoliceArmorEffects=1
- ;adds a little fire resistance, a melee damage bonus, and a single point endurance bonus to police armors
- sColtMonitorBigGuns=0
- ;sets the colt monitor to Big Guns 45, Airborne to BG 50
- sGasBombChanges=1
- ;this reduces the force and radius of gas bombs. Strongly recommended
- sArmorStatChanges=1
- ;this covers the scripted changes to the names and stats of the dead man jumpsuit, bomb collar, and sierra madre armor
- [Wasteland Integrations]
- sWeldingGun=1
- sRepairCraftingHammers=1
- ;this adds hammers to vendors' crafting supplies pool
- sToiletPaper=1
- ;toilet paper doesn't have any direct uses, it's meant to be sold as a valuable when you find some
- sNitrogenTank=1
- ;the cryo blade will become practically incompletable if this is set to 0
- sRubberGloves=1
- sMakeshiftPoolCueWeapons=1
- sArmorRepairKits=1
- sHomemadeShotgun=1
- sMauser=1
- s22Pistol=1
- s25mmPistol=1
- sAdvancedMachete=1
- sAssaultRifleSilencer=1
- sBayonets=1
- sComplianceRegulator=0
- sCosmicKnifeGauntlet=0
- sCutDownHuntingRifle=1
- sFireBottle=0
- ;this one is misaligned in third person. I recommend you leave it off
- sFlamerRifle=1
- sHeavy12Ga=1
- sHomemadeConcussionGrenade=1
- sHomemadeIncendiaryGrenade=1
- sMultiblastGrenade=1
- sNailBomb=1
- sPickaxe=1
- ;does not affect base game pickaxe statics were switched to real weapons
- sPipeBomb=1
- sPipeWrench=1
- sPolice44=1
- sPoliceCarbine=1
- sPoliceShotgun=1
- sServiceCarbine=1
- sSilencedPoliceRifle=1
- sThrowingCombatKnives=1
- sThrowingKitchenKnives=1
- sThunderSpear=1
- sToasterMine=1
- sUnstableMFC=1
- sJammedAMRMeleeWeapon=1
- ;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
- sWastelandTreasures=1
- ;set this to 0 to disable the addition of gems, nuggets, and coins to wasteland merchant caps lists
- sPocketKnife=1
- sRustyPocketKnife=1
- sThunderStick=1
- ;these will show up rather often if set to 1 without the dynamite refill option set to 1 as well
- sTinGrenadeSpear=1
- ;also recommended for use with Dynamite Refill
- sDynamiteRefill=1
- ;this adds more dynamite to dynamite condition lists, to offset the thunder sticks or tin grenade spears
- sPolice44ConditionList=1
- ;adds option for police 44 to show up where regular .44 revolvers do, at high levels
- sSawedOffRepeaterConditionList=1
- ;adds option to allow the sawed off repeater to show up where regular cowboy repeaters do in base game leveled lists
- sCompetitionSniperRifleConditionList=1
- ;adds option for competition rifles to show up where sniper rifles do at high levels in base game leveled lists
- sReplacementAirScrubber=1
- sCutDownHuntingRifleConditionList=1
- ;can show up where hunting rifles do in base game leveled lists
- sPoliceRCWConditionList=1
- ;can show up where regular laser rcws do in base game leveled lists
- [TTW Patch Options]
- ;these settings do nothing if you don't have the TTW patch installed
- sPoliceCarbine32instead=1
- ;changes the Police Carbine to use .32 caliber instead of 9mm
- sPolice32Sound=1
- ;sets the Police Carbine's sounds to .32 revolver firing sounds, can be turned on regarless of caliber change
- sRandallTheRiveter=1
- ;changes randall's body's weapon to a railway rifle with the appropriate ammo
- sRivetsInAmmoPool=1
- ;adds railway spikes to DM ammo container locations
- ;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
- ;DISCONTINUED .30-06 CHANGES
- [.30-06 Custom Changes]
- ;These settings will do *nothing* if you don't have *my* custom DMT .30-06 plugin installed
- sAdd3006to308=0
- ;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
- ;turned off by default, this is for those that loathe new calibers in their game for their relative lack of usefulness
- sAddDTReductionto3006=0
- ;will also add 5 DT reduction to .30-06 ammo, only does so if sAdd3006to308 is 1
- s3006BattleRifle=1
- s3006BattleRifleWastelandIntegration=1
- ;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
- s3006AutomaticRifleWastelandIntegration=1
- s3006ThisMachine=1
- ;the battle rifle is toggle-able on it's own because of the relative simplicity regarding the scripted changes needed
- ;the automatic rifle is much more obtuse to do by script, so it's *not* optional, and will never be
- s3006SingleShooter=1
- ;changes the Single Shooter to use .30-06 instead of .308
- s3006CompetitionSniperRifle=0
- ;instead of .308
- s3006CleanHuntingRifle=0
- ;this changes the clean hunting rifle, (crafted using 2 hunting rifles, 1 scrap metal, 1 turpentine, and 1 abraxo) to use .30-06
- s3006SportHuntingRifle=1
- ;.30-06 instead of .45-70
- s3006ColtMonitor=0
- ;instead of .308
- s3006MonitorAirborne=1
- ;instead of .308
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