Guest User

Untitled

a guest
Nov 22nd, 2023
36
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 51.89 KB | None | 0 0
  1. ;sfall configuration settings
  2. ; v5.0.5
  3.  
  4. [Main]
  5. ModifiedIni=42
  6.  
  7. ;Set the value to 0 to disable the warning message about using external HRP by Mash if you still want to use it for some reason
  8. ;NOTE: Since sfall version 5.0.3, original HRP by Mash is no longer supported
  9. HiResMode=1
  10.  
  11. ;Set to 1 if you want to use command line args to tell sfall to use another ini file
  12. ;The custom ini file overrides the options in ddraw.ini, and can be used to customize your mod so that changes in ddraw.ini will not affect your mod
  13. ;Also for the same purposes your mod can be used fixed file sfall.ini, without having to be specified file in the command line (for sfall 5.0 and higher)
  14. ;This option is always enabled in 4.3.3/3.8.33 or later. In earlier versions this option does nothing, and is only left for compatibility
  15. UseCommandLine=0
  16.  
  17. ;Uncomment and point to a file to get alternate translations for some sfall messages
  18. ;This file can be placed in text\<language>\ for sfall to get the translations depending on the game language
  19. TranslationsINI=./translations.ini
  20.  
  21. ;Set this to a valid path to save a copy of the console contents
  22. ;ConsoleOutputPath=console.txt
  23.  
  24. ;Set the file name and a valid path to save screenshots of the game
  25. ;Limit the length to 32 characters
  26. ;ScreenShot=ScreenShots\shot
  27.  
  28. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  29. [ExtraPatches]
  30. ;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
  31. ;The actual order of data loading is:
  32. ; MASTER_PATCHES > CRITTER_PATCHES > mods > PatchFile99..PatchFile0 > PATCHXXX.DAT > SFALL.DAT > CRITTER_DAT > F2_RES_PATCHES > F2_RES_DAT > MASTER_DAT
  33.  
  34. ;Since sfall version 4.2.6, the path to the game mods folder is always fixed to "<GameRoot>\mods\"
  35. ;this path to the folder in which the game will automatically search and load custom mods (mods are searched by *.dat mask, including folders)
  36. ;The data load order of the files in the folder will be in reverse alphabetical order of the filenames (i.e. files from "a.dat" will have a lower priority than in "z.dat")
  37. ;files specified in the PatchFileXX options will have a lower priority than the files in "a.dat"
  38.  
  39. ;Details about the new mods_order.ini file for orderly loading of mods:
  40. ;Mods placed in this file will be loaded line by line from top to bottom, i.e. resources of the lower mods will have priority over the upper mods
  41. ;You can change their loading order in SF-Confugurator.exe in the Mods tab, or manually in a text editor
  42. ;The mods_order.txt file format from the sfall4 is also supported
  43.  
  44. ;Set it to 0 to disable the automatic search and loading of mods from the 'mods' folder only mods that have been added to the mods_order.ini file will be loaded
  45. ;By default (option enabled), automatic loading of mods will be performed, ONLY for mods that have not been added to the mods_order.ini file
  46. AutoloadingMods=1
  47.  
  48. ;Here you can specify custom paths to Fallout folders and .dat files to determine in which order mods will be loaded
  49. ;Paths to folders and Fallout .dat files are supported
  50. ;The PatchFile## options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
  51. ;PatchFile0=mods\RP_data
  52. ;PatchFile1=
  53.  
  54. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  55. [Speed]
  56. ;Set to 1 to enable options related to the game speed adjustment (SpeedMulti#, SpeedKey#, SpeedModKey, and SpeedToggleKey)
  57. Enable=1
  58.  
  59. ;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
  60. SpeedMulti0=50
  61. SpeedMulti1=100
  62. SpeedMulti2=150
  63. SpeedMulti3=200
  64. SpeedMulti4=300
  65. SpeedMulti5=500
  66. SpeedMulti6=1000
  67. SpeedMulti7=100
  68. SpeedMulti8=100
  69. SpeedMulti9=100
  70.  
  71. ;The initial speed at game startup
  72. SpeedMultiInitial=125
  73.  
  74. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  75. [Graphics]
  76. ;Graphic game mode
  77. ;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
  78. ;A DX7 mode are only available with integrated High Resolution Patch since sfall 5.0
  79. ;Set one of the values below:
  80. ; 0 - for old 8 bit fullscreen (if the high-resolution patch is disabled)
  81. ; 1 - for DX7 fullscreen mode
  82. ; 2 - for DX7 windowed mode
  83. ; 3 - for DX7 fullscreen windowed mode
  84. ; 4 - for DX9 fullscreen mode
  85. ; 5 - for DX9 windowed mode
  86. ; 6 - for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
  87. Mode=6
  88.  
  89. ;Changes the resolution of the game window
  90. ;If the high resolution patch is disabled, the game graphics will be stretched to the set window size
  91. ;For full windowed modes or if the values set to 0, the game will use the current screen resolution
  92. GraphicsWidth=1366
  93. GraphicsHeight=768
  94.  
  95. ;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
  96. ;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
  97. ;You can specify multiple shader files, separated by commas
  98. ;GlobalShaderFile=global.fx
  99.  
  100. ;Set to 1 to automatically enable linear image filtering when the scale factor is not an integer
  101. ;Set to 2 to force-enable linear image filtering
  102. ;This can be used in conjunction with the sharpness shader file in GlobalShaderFile option
  103. TextureFilter=2
  104.  
  105. ;Brightness level. Only for DirectX 9 mode
  106. ; 0 - normal, 10 - maximum
  107. Brightness=0
  108.  
  109. ;Set to 1 to limit the high FPS
  110. ;If during the game you observe a strong heating of your video card, then you can enable option to reduce the workload on your video card
  111. ;in other cases it is not recommended to enable option because it will negatively affect the rendering of the game
  112. LimitFPS=0
  113.  
  114. ;Window position data. Do not modify!
  115. ;Set to -1 or 0, to reset the window position if the window is placed outside the screen
  116. WindowData=-1
  117.  
  118. ;Set to 1 to allow using 32-bit textures for talking heads
  119. ;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (w/o extension)
  120. ;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.)
  121. ;See the text file in the modders pack for a detailed description
  122. ;Requires DX9 graphics mode 4 or 5, and v2.0 pixel shader support (see GPUBlt option)
  123. Use32BitHeadGraphics=0
  124.  
  125. ;Set to 1 to automatically search for alternative AVI video files when Fallout tries to play the game movies
  126. ;Set to 2 to force AVI videos to fit the screen width
  127. ;Requires DX9 graphics mode
  128. ;The codec and format for video movie must be: XVID (MPEG-4 Visual)
  129. AllowDShowMovies=0
  130.  
  131. ;Set to 1 to do the palette conversion on the GPU
  132. ;Set to 2 to do the palette conversion on the CPU (used for compatibility with old video cards)
  133. ;Set to 0 to pick automatically
  134. ;GPU is faster, but requires v2.0 pixel shader support. Palette conversion on CPU is not used since version 5.0.3
  135. GPUBlt=0
  136.  
  137. ;Fade effect time percentage modifier
  138. ;Default is 100. Decrease/increase this value to speed up/slow down fade effects
  139. FadeMultiplier=50
  140.  
  141. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  142. [Interface]
  143. ;Set to 1 to expand the number of action points displayed on the interface bar
  144. ;Requires new IFACE_E.frm and HR_IFACE_<res>E.frm files in art\intrface\ (included in sfall.dat) to display correctly
  145. ;The minimum supported version of High Resolution Patch is 4.1.8
  146. ActionPointsBar=1
  147.  
  148. ;Set to 1 to enable the expanded inventory (second column) for the player
  149. ExpandInventory=1
  150.  
  151. ;Set to 1 to use the expanded world map interface
  152. ;Set to 2 to skip correcting the position of entrance markers on town maps
  153. ;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
  154. ;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
  155. ;The resolution of hi-res patch must be set to at least 890x720
  156. ExpandWorldMap=0
  157.  
  158. ;The number of slots available in the locations list panel of the world map
  159. ;Set to 0 to leave the default unchanged (i.e. 17). The maximum is 127
  160. ;Setting this greater than 17 requires a replacement background image file (WMTABS.frm in art\intrface\), or you'll get glitched graphics
  161. WorldMapSlots=0
  162.  
  163. ;Set to 1 to enable drawing a dotted line when traveling on the world map (similar to Fallout 1)
  164. WorldMapTravelMarkers=0
  165. ;Uncomment these lines to change the appearance of the markers
  166. ;The color index in Fallout default palette (valid range: 1..255; default is 134)
  167. ;TravelMarkerColor=134
  168. ;The length and spacing of the dots in pixels for each type of terrain in worldmap.txt
  169. ;Syntax is 'length:spacing', with each pair separated by a comma (valid range: 1..10; default is 2)
  170. ;TravelMarkerStyles=2:2, 2:2, 2:2, 2:2
  171.  
  172. ;Set to 1 to display terrain types when hovering the cursor over the player's marker on the world map
  173. WorldMapTerrainInfo=0
  174.  
  175. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  176. [Sound]
  177. ;Sets the number of allowed simultaneous sound effects
  178. ;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
  179. NumSoundBuffers=32
  180.  
  181. ;Set to 1 to enable fadeout effects for background music when stopping and starting the playback
  182. FadeBackgroundMusic=1
  183.  
  184. ;Set to 1 to allow attaching sound files to combat float messages
  185. AllowSoundForFloats=1
  186.  
  187. ;Set to 1 to automatically search for alternative formats (mp3, wma, wav) when Fallout tries to play an ACM
  188. ;Playback of alternate music files will be possible even if original ACM files are not present in the Music folder
  189. ;This does not effect the play_sfall_sound and stop_sfall_sound script functions
  190. AllowDShowSound=0
  191.  
  192. ;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in the cfg
  193. ;Set to 2 to overwrite all occurrences of the music path
  194. OverrideMusicDir=2
  195.  
  196. ;Set to 1 to automatically search for new SFX sound files at game startup
  197. ;Note: With this option enabled, you will no longer need to use the utility regsnd.exe to register new SFX sounds
  198. ;This will slightly increase the startup time of the game on older computers
  199. AutoSearchSFX=1
  200.  
  201. ;Overrides the name of the sound file for the game scenes
  202. ;Uncomment to assign an alternate name (8 character limit)
  203. ;MainMenuMusic=07desert
  204. ;WordMapMusic=23world
  205. ;WordMapCarMusic=20car
  206. ;EndGameMovieMusic0=akiss
  207. ;EndGameMovieMusic1=10labone
  208. ;MapLoadingSound=wind2
  209.  
  210. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  211. [Input]
  212. ;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
  213. UseScrollWheel=1
  214.  
  215. ;The mouse Z position is divided by this modifier to calculate the number of inventory
  216. ;slots to scroll. My mouse moves 120 pixels in the z direction for one click of the mouse
  217. ;wheel, but this may vary depending on your mouse manufacturer and windows settings
  218. ;Set to 0 to only ever scroll 1 click
  219. ScrollMod=0
  220.  
  221. ;Adjusts mouse sensitivity to some percentage of normal.
  222. ;Negative values are valid if you want your mouse axis reversed for some reason
  223. MouseSensitivity=100
  224.  
  225. ;Switching between two active items using the middle mouse button
  226. ;DX scancode of a key to press when the middle mouse button is clicked
  227. ;The default of 48 ('B' key) toggles active items. Set to 0 to disable
  228. MiddleMouse=0x30
  229.  
  230. ;Set to 1 to reverse the left and right mouse buttons
  231. ReverseMouseButtons=0
  232.  
  233. ;Set these to 1 if you want Fallout to access the keyboard or mouse in background mode
  234. BackgroundKeyboard=0
  235. ;Set to -1 for exclusive mouse mode (legacy mode)
  236. BackgroundMouse=0
  237.  
  238. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  239. ;Set key code for switching to another keyboard layout (character encoding from XltTable option)
  240. ;1 - Num Lock, 2 - Caps Lock, 3 - Scroll Lock, 0 to disabled
  241. XltKey=3
  242.  
  243. ;The override table of keyboard character codes for other languages, this used when inputting the player's name and description of saved games
  244. ;Allowed at least 94 keyboard character ASCII table codes (from 32 to 125)
  245. ;Code page DOS/866
  246. ;XltTable=32,33,157,35,36,37,38,237,40,41,42,43,161,45,238,47,48,49,50,51,52,53,54,55,56,57,134,166,129,61,158,63,64,148,136,145,130,147,128,143,144,152,142,139,132,156,146,153,135,137,138,155,133,131,140,150,151,141,159,229,92,234,94,95,96,228,168,225,162,227,160,175,224,232,174,171,164,236,226,233,167,169,170,235,165,163,172,230,231,173,239,240,124,154
  247. ;Code page Win-1251 (for font Fallout2 1C version)
  248. XltTable=32,33,221,35,36,37,38,253,40,41,42,43,225,45,254,47,48,49,50,51,52,53,54,55,56,57,198,230,193,61,222,63,64,212,200,209,194,211,192,207,208,216,206,203,196,220,210,217,199,201,202,219,197,195,204,214,215,205,223,245,92,250,94,95,96,244,232,241,226,243,224,239,240,248,238,235,228,252,242,249,231,233,234,251,229,227,236,246,247,237,255,213,124,218
  249.  
  250. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  251. ;The modifier key you have to hold down to change any speed settings
  252. ;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
  253. ;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
  254. SpeedModKey=-1
  255.  
  256. ;A key to press to toggle the speed tweak on or off
  257. ;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
  258. SpeedToggleKey=0x00
  259.  
  260. ;The keys corresponding to the 10 speed slots
  261. ;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
  262. SpeedKey0=0x52
  263. SpeedKey1=0x4f
  264. SpeedKey2=0x50
  265. SpeedKey3=0x51
  266. SpeedKey4=0x4b
  267. SpeedKey5=0x4c
  268. SpeedKey6=0x4d
  269. SpeedKey7=0x00
  270. SpeedKey8=0x00
  271. SpeedKey9=0x00
  272.  
  273. ;A key to hold down to move the window around when using DX9 graphics mode 5
  274. ;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
  275. ;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
  276. WindowScrollKey=0
  277.  
  278. ;A key to press to reload your currently equipped weapon or use the active item
  279. ;Set to 0 if you don't want a reload key, or a DX scancode otherwise
  280. ReloadWeaponKey=19
  281.  
  282. ;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
  283. ;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
  284. ItemFastMoveKey=54
  285.  
  286. ;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
  287. ;To call the'Move Items' window, need hold the key set in the ItemFastMoveKey option
  288. ;Requires ItemFastMoveKey to be enabled
  289. FastMoveFromContainer=1
  290.  
  291. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  292. [Misc]
  293. ;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
  294. ;You can use up to 2 %d's in this if you want to include Fallout's version number somewhere
  295. VersionString=FALLOUT II 1.02.31 RP 2.3.3
  296.  
  297. ;Choose the damage formula used to calculate combat damage.
  298. ;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
  299. ;0 - Fallout default
  300. ;1 - Glovz's Damage Fix
  301. ;2 - Glovz's Damage Fix with Damage Multiplier tweak
  302. ;5 - Haenlomal's Yet Another Ammo Mod.
  303. DamageFormula=5
  304.  
  305. ;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
  306. BonusHtHDamageFix=1
  307.  
  308. ;Alternative behaviors to the Fast Shot trait
  309. ;0 - Fallout 2 original behaviour: -1 AP cost for ranged weapons. Aimed attacks are disabled
  310. ;1 - Haenlomal's tweak: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
  311. ;2 - Alternative behavior: apply -1 AP cost to melee/unarmed weapons and HtH attacks
  312. ;3 - Fallout 1 original behaviour: -1 AP cost for all weapons. Aimed attacks are not available
  313. FastShotFix=0
  314.  
  315. ;Set to 1 to fix the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
  316. SmallFrameFix=0
  317.  
  318. ;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
  319. ;Higher values of WorldMapEncounterRate cause a slower encounter rate (default 5)
  320. WorldMapEncounterFix=1
  321. WorldMapEncounterRate=10
  322.  
  323. ;World map travel time percentage modifier
  324. ;Modifies how fast in game time passes while you're moving around the map screen without affecting encounter rate
  325. ;100 is normal speed, 0 stops time from passing
  326. WorldMapTimeMod=100
  327.  
  328. ;Set to 1 to use the Fallout 1 code to control world map speed
  329. WorldMapFPSPatch=1
  330.  
  331. ;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
  332. ;Default is 66 milliseconds
  333. WorldMapDelay2=66
  334.  
  335. ;Changes some of Fallout 2 engine functions to Fallout 1 behavior:
  336. ;- disables playing the final movie/credits after the endgame slideshow
  337. ;- disables halving the weight for power armor items
  338. ;- endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
  339. Fallout1Behavior=0
  340.  
  341. ;Time limit in years. Must be between -3 and 13
  342. ;Set to 0 if you want to die the instant you leave Arroyo
  343. ;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
  344. ;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
  345. TimeLimit=13
  346.  
  347. ;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
  348. ;StartingMap=
  349.  
  350. ;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
  351. ;ConfigFile=
  352.  
  353. ;Set to 1 to enable script functions relating to overriding the file system
  354. UseFileSystemOverride=0
  355.  
  356. ;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
  357. ;Example: PatchFile=<name%03d>.dat where: Patch - name, % - constant, 03 - number of digits displayed after the name, 03 - i.e. three digits (limit up to 999 files)
  358. PatchFile=DoNotUseAPatchFile.dat
  359.  
  360. ;Set to 1 to use the modified data load order for the engine to find game data
  361. ;This option is always enabled in 4.3/3.8.30 or later (is left for compatibility with older versions)
  362. ;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
  363. ;Modified : master_patches > critter_patches > extra_patches > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
  364. DataLoadOrderPatch=1
  365.  
  366. ;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
  367. ;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
  368. FemaleDialogMsgs=0
  369.  
  370. ;Set to 1 to allow using the special '^' character in dialog msg files to specify the alternative text
  371. ;that will be displayed in the dialogue based on the player's gender
  372. ;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
  373. DialogGenderWords=0
  374.  
  375. ;To change the default and starting player models, uncomment the next four lines.
  376. ;The default models can also be changed ingame via script
  377. ;MaleStartModel=hmwarr
  378. ;MaleDefaultModel=hmjmps
  379. ;FemaleStartModel=hfprim
  380. ;FemaleDefaultModel=hfjmps
  381.  
  382. ;To change the various ingame movies, modify the next 17 lines
  383. ;You can also define additional movies by adding Movie18 - Movie32 lines
  384. ;Most of these can also be changed ingame via script
  385. Movie1=iplogo.mve
  386. Movie2=intro.mve
  387. Movie3=elder.mve
  388. Movie4=vsuit.mve
  389. Movie5=afailed.mve
  390. Movie6=adestroy.mve
  391. Movie7=car.mve
  392. Movie8=cartucci.mve
  393. Movie9=timeout.mve
  394. Movie10=tanker.mve
  395. Movie11=enclave.mve
  396. Movie12=derrick.mve
  397. Movie13=artimer1.mve
  398. Movie14=artimer2.mve
  399. Movie15=artimer3.mve
  400. Movie16=artimer4.mve
  401. Movie17=credits.mve
  402.  
  403. ;To change the starting year, month or day, uncomment the next 3 lines
  404. ;Both StartMonth and StartDay are 0-indexed (i.e. 0 is January or the first day of a month)
  405. ;StartYear=-1
  406. ;StartMonth=-1
  407. ;StartDay=-1
  408.  
  409. ;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
  410. ;Defaults are 480 in the x direction and 400 in the y direction.
  411. ;Not work with the Hi-Res patch by Mash!
  412. ;LocalMapXLimit=480
  413. ;LocalMapYLimit=400
  414.  
  415. ;Set to 1 if you want the pipboy to be available at the start of the game
  416. ;Set to 2 to make the pipboy available by only skipping the vault suit movie check
  417. PipBoyAvailableAtGameStart=0
  418.  
  419. ;Set to 1 to double the number of available kill types
  420. ;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)
  421. ;Changing this option mid game will not invalidate old save games, but the player's kill counters will be completely screwed.
  422. ;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
  423. ;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
  424. ExtraKillTypes=0
  425.  
  426. ;Prevents you from using 0 to escape from dialogue at any time.
  427. DialogueFix=1
  428.  
  429. ;Set to 1 to disable the horrigan encounter
  430. DisableHorrigan=0
  431.  
  432. ;Set to 1 to disable the random element in NPC levelling.
  433. ;This will cause all NPC party members to automatically level up as soon as the player reaches the requirements
  434. NPCAutoLevel=1
  435.  
  436. ;Change the initial starting location and world map viewport
  437. ;Leave at -1 for default
  438. StartXPos=-1
  439. StartYPos=-1
  440. ViewXPos=-1
  441. ViewYPos=-1
  442.  
  443. ;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
  444. ;Note that even with this option enabled, it is still not advisable to save in combat (obsolete information)
  445. ;Set to 2 to block all saving in combat
  446. SaveInCombatFix=1
  447.  
  448. ;Uncomment and set a comma delimited list of numbers to use a custom xp table.
  449. ;Player's level is capped once the highest specified level is reached
  450. ;XPTable=50,100,200
  451.  
  452. ;Set to 1 to enable additional weapon animation codes from 'o' to 't'
  453. ;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
  454. ;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
  455. ;Since sfall version 5.0.5 the option is always enabled and the option does not affect anything
  456. AdditionalWeaponAnims=1
  457.  
  458. ;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
  459. ;Modifiers affect both NPCs and the player
  460. ;BodyHit_Head=-40
  461. ;BodyHit_Left_Arm=-30
  462. ;BodyHit_Right_Arm=-30
  463. ;BodyHit_Torso=0
  464. ;BodyHit_Right_Leg=-20
  465. ;BodyHit_Left_Leg=-20
  466. ;BodyHit_Eyes=-60
  467. ;BodyHit_Groin=-30
  468. ;The modifier for unaimed shots
  469. ;BodyHit_Torso_Uncalled=0
  470.  
  471. ;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
  472. ;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
  473. ;Set to 3 to use a new format CriticalOverrides.ini file, with preadded bug fixes
  474. ;Set to 4 to enable only the script functions using the default critical table (w/o fixes bug)
  475. ;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
  476. ;Must be non-zero to use the edit/get/reset_critical script functions
  477. OverrideCriticalTable=2
  478.  
  479. ;Set to 1 to get notification of karma changes in the notification window
  480. DisplayKarmaChanges=1
  481.  
  482. ;Set to 1 to force the player to play the idle animation when reloading their weapon
  483. PlayIdleAnimOnReload=1
  484.  
  485. ;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
  486. ;The corpses of critters with 'Ages' flag set or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
  487. ;Default is 6. Set to 0 for a 12-hour timer
  488. CorpseDeleteTime=6
  489.  
  490. ;Set to 1 if using the hero appearance mod
  491. ;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
  492. ;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
  493. EnableHeroAppearanceMod=1
  494.  
  495. ;Set to 1 to skip the 3 opening movies
  496. ;Set to 2 to also skip displaying image the splash screen
  497. SkipOpeningMovies=1
  498.  
  499. ;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
  500. ;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
  501. ;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
  502. AllowLargeTiles=0
  503.  
  504. ;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
  505. ;Note: Since sfall version 5.0.1 the option is always enabled
  506. MoreTiles=1
  507.  
  508. ;Change the Skilldex cursor FRM numbers
  509. ;Default is 293 for all skills
  510. Lockpick=293
  511. Steal=293
  512. Traps=293
  513. FirstAid=293
  514. Doctor=293
  515. Science=293
  516. Repair=293
  517.  
  518. ;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
  519. ;Set to 2 to use a different set of scroll buttons
  520. ;Note: Since sfall 5.0.1 adds support for pages for quests by default
  521. UseScrollingQuestsList=1
  522.  
  523. ;To change the location of quest list scroll buttons, uncomment the next two lines
  524. ;Defaults are 140 for the X-axis and 334 for the Y-axis
  525. ;QuestsScrollButtonsX=140
  526. ;QuestsScrollButtonsY=334
  527.  
  528. ;Uncomment these lines to control the premade characters offered when starting a new game
  529. ;Multiple options should be separated by commas, and there must be the same number of entries in both lines
  530. ;Premade names not should exceed 11 characters
  531. ;PremadePaths=combat,diplomat,stealth
  532. ;PremadeFIDs=201,203,202
  533.  
  534. ;Use this line to modify the list of cities and their associated global variables used for city reputations
  535. ;Syntax is 'city id:global id', with each city/global pair separated by a comma.
  536. ;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
  537.  
  538. ;Set to 1 to add additional pages of save slots
  539. ;Note: Starting from 4.3.1 the option is always enabled
  540. ExtraSaveSlots=1
  541.  
  542. ;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two options
  543. ;Quick save will cyclically overwrite the save from the first slot of the page to the slot specified in the parameter
  544. ;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
  545. ;Set to 0 to disable
  546. AutoQuickSave=5
  547. ;AutoQuickSavePage is the page number to use auto save, valid range: 0..999 (if ExtraSaveSlots is enabled)
  548. ;Set to -1 to use the current selected page (not recommended)
  549. AutoQuickSavePage=0
  550.  
  551. ;Set to 1 to speed up the HP/AC counter animations
  552. ;Set to 2 to update the HP/AC counters instantly
  553. ;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
  554. SpeedInterfaceCounterAnims=0
  555.  
  556. ;These lines allow you to control the karma FRMs displayed on the character screen
  557. ;Number of KarmaPoints should be 1 less than number of KarmaFRMs
  558. KarmaFRMs=128,146,129,125,152,127,147,134,176
  559. KarmaPoints=-1000,-750,-500,-249,250,500,750,1000
  560.  
  561. ;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
  562. ScienceOnCritters=0
  563.  
  564. ;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
  565. BoxBarCount=5
  566.  
  567. ;Uncomment to set the text colour of the extra interface boxes
  568. ;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
  569. BoxBarColours=11111
  570.  
  571. ;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
  572. DisplayBonusDamage=1
  573.  
  574. ;Set to 1 to display additional unused stat (STAT_unused) in the character interface
  575. DisplayUnusedStat=0
  576. ;Identifier skilldex (FID) for the stat image
  577. UnusedStatImage=0
  578.  
  579. ;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
  580. AnimationsAtOnceLimit=127
  581.  
  582. ;Set to 1 to remove the limits the rolling critical successes/failures in the first few days of game time
  583. RemoveCriticalTimelimits=0
  584.  
  585. ;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text
  586. ;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
  587. ;MainMenuFontColour=0x00003C
  588. ;Change the colour of the font used on the main menu for the button text
  589. ;MainMenuBigFontColour=0x3C
  590.  
  591. ;Set to 1 to boost the maximum number of script names from 1450 to 10000
  592. BoostScriptDialogLimit=1
  593.  
  594. ;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
  595. ;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
  596. ;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
  597. ;Add 4 to the mode to limit the weight check to used items only
  598. ;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
  599. CritterInvSizeLimitMode=0
  600. CritterInvSizeLimit=200
  601.  
  602. ;Some bit flags to alter behaviour of the motion sensor
  603. ;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
  604. ;2 - Motion sensor doesn't require charges
  605. MotionScannerFlags=1
  606.  
  607. ;Set a value greater than 40 to change the maximum encounter table size (enc_## in worldmap.txt)
  608. ;Note: Setting this greater than 50 requires renumbering all message lines for the encounter tables in worldmap.msg
  609. ;The messages for each table must be numbered from (3000 + table number * 100) to (3099 + table number * 100)
  610. ;so that the message numbers for the Encounter Table 1 will now be numbered from 3100 to 3199
  611. ;Default is 40, and the maximum is 100
  612. EncounterTableSize=0
  613.  
  614. ;Set to 1 to disable the pipboy alarm button
  615. DisablePipboyAlarm=0
  616.  
  617. ;Uncomment the next four lines to move the main menu buttons and credit text (the 'Copyright(c)' line on the main menu)
  618. ;MainMenuOffsetX=0
  619. ;MainMenuOffsetY=0
  620. ;MainMenuCreditsOffsetX=0
  621. ;MainMenuCreditsOffsetY=0
  622.  
  623. ;Prevents you from using super stims on a critter who is at full health.
  624. SuperStimExploitFix=0
  625.  
  626. ;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
  627. InventoryApCost=4
  628. QuickPocketsApCostReduction=2
  629.  
  630. ;Set to 1 to enable the balanced bullet distribution formula for burst attacks
  631. ;Set to 2 to enable an alternate formula based on the skill level of the character's weapon (the mod only affects player character and party members),
  632. ;where the higher the skill level (above 100%) the more bullets will be in the central group, and vice versa at a low skill, the characters get PENALTY when distributing bullets
  633. ;options ComputeSpray_TargetMult/TargetDiv can also affect the calculation
  634. ;NOTE: These settings will be overridden by other scripting mods
  635. ComputeSprayMod=0
  636.  
  637. ;These options modify the bullet distribution of burst attacks if ComputeSprayMod is enabled
  638. ;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
  639. ;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
  640. ;TargetMult/Div set the ratio of how many bullets in the central group will attack the primary target directly
  641. ;Calculation of the divider: Div/Mult=divisor (the total value of the divisor cannot be less than one)
  642. ;The default values correspond to the vanilla formula
  643. ComputeSpray_CenterMult=1
  644. ComputeSpray_CenterDiv=3
  645. ComputeSpray_TargetMult=1
  646. ComputeSpray_TargetDiv=2
  647.  
  648. ;Set to 1 to make explosions and projectiles emit light
  649. ExplosionsEmitLight=1
  650.  
  651. ;Uncomment these lines to change explosives damage. DmgMax can be set to 9999 at max, and DmgMin is capped at DmgMax
  652. ;Dynamite_DmgMax=50
  653. ;Dynamite_DmgMin=30
  654. ;PlasticExplosive_DmgMax=80
  655. ;PlasticExplosive_DmgMin=40
  656.  
  657. ;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur
  658. ;MovieTimer_artimer1=90
  659. ;MovieTimer_artimer2=180
  660. ;MovieTimer_artimer3=270
  661. ;MovieTimer_artimer4=360
  662.  
  663. ;Set to 1 to add proper check for ammo before attacking
  664. ;By default, weapons can make attacks when at least one ammo is left, regardless of ammo cost calculations
  665. ;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
  666. CheckWeaponAmmoCost=1
  667.  
  668. ;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
  669. CombatPanelAnimDelay=1000
  670. ;Controls the speed of dialog panel animations (lower - faster; valid range: 0..255)
  671. DialogPanelAnimDelay=0
  672. ;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
  673. PipboyTimeAnimDelay=50
  674.  
  675. ;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
  676. StackEmptyWeapons=0
  677.  
  678. ;Changes the way weapon reloading works when you drag ammo onto a weapon in the inventory
  679. ;Set to -1 to disable (vanilla behavior with the 'Move Items' window)
  680. ;Set to 0 to use all the ammo boxes to reload
  681. ;Set to 1 (or more) to reserve the specified amount of ammo boxes and use all the rest to reload
  682. ;If the amount of ammo boxes in the inventory is less than or equal to the reserve, only one box will be used
  683. ReloadReserve=0
  684.  
  685. ;Set to 1 to change the counter in the 'Move Items' window to start with maximum number, except in the barter screen
  686. ItemCounterDefaultMax=0
  687.  
  688. ;Set to 1 to leave the music playing (no decrease volume) in dialogue with NPCs w/o talking heads
  689. EnableMusicInDialogue=1
  690.  
  691. ;Set to 1 so that the sneak mode does not turn off when the "Run Always" option is set, without need to hold the Shift key
  692. DontTurnOffSneakIfYouRun=1
  693.  
  694. ;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3)
  695. ;Set to 0 to disable switching. Default is 3
  696. UseWalkDistance=3
  697.  
  698. ;Changes the displayed message when you recover from the negative effects of radiation exposure
  699. ;The value is the message number in misc.msg (Default is 3003: "You feel better")
  700. RadEffectsRemovalMsg=3003
  701.  
  702. ;Set to 1 to display messages about radiation for the active geiger counter
  703. ActiveGeigerMsgs=1
  704.  
  705. ;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
  706. CanSellUsedGeiger=1
  707.  
  708. ;Set to 1 to skip weapon equip/unequip animations when performing various actions
  709. InstantWeaponEquip=1
  710.  
  711. ;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
  712. ;By default, the files will have consecutive numbers assigned beginning with 0
  713. ;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
  714. ;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
  715. ;You need to use the message_str_game script function to get messages from the files
  716. ;ExtraGameMsgFileList=
  717.  
  718. ;Set to 1 to display numbered dialogue options
  719. NumbersInDialogue=1
  720.  
  721. ;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
  722. WorldMapFontPatch=0
  723.  
  724. ;Set to 1 to use Fallout's normal text font for death screen subtitles
  725. ;Requires changing the color of subtitles in death.pal palette to white color (index 220) to display the text correctly
  726. DeathScreenFontPatch=0
  727.  
  728. ;Set to 1 to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations
  729. DisplaySwiftLearnerExp=1
  730.  
  731. ;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
  732. PartyMemberExtraInfo=1
  733.  
  734. ;Set to 1 to allow in the control panel of party member by re-pressing the buttons of the best weapons/armor to remove the equipped item
  735. PartyMemberTakeOffItem=1
  736.  
  737. ;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
  738. ;Set to 2 to also skip loading the game/combat difficulty settings
  739. SkipLoadingGameSettings=1
  740.  
  741. ;Set to 1 to displays the electric stats of the armor in the player's inventory
  742. ;Set to 2 will replace the name of the player's character in the inventory by the health points
  743. DisplayElectricalResist=1
  744.  
  745. ;Set to 1 to disable the knockback effect for punch attacks, the knockback effect for kicks attacks will be preserved
  746. DisablePunchKnockback=0
  747.  
  748. ;Changes the base value of the duration of the knockout effect (valid range: 35..100, default is 35)
  749. ;The formula for the duration in ticks is: 10 * (value - 3 * EN)
  750. KnockoutTime=35
  751.  
  752. ;Set to 1 to allow the player's character to automatically move towards the attack target if the distance exceeds the attack range when using a unarmed attack or melee weapons
  753. AutoMoveToAttack=0
  754.  
  755. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  756. ; Critical Modding options
  757. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  758. ;Change the following options with some caution if you are sure exactly what you are doing
  759.  
  760. ;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
  761. ;Set to 0 if another mod you're using has custom vehicles
  762. CarChargingFix=1
  763.  
  764. ;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
  765. ;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
  766. CarPlacedTileFix=1
  767.  
  768. ;Set to 1 to fix obj_can_see_obj script function to allow critters to see through objects with 'ShootThru' flag set and other critters in front of them
  769. ;Note that enabling this option can cause unexpected NPC behavior in some cases, e.g. initiating combat or dialogue when the player is behind certain obstacles
  770. ObjCanSeeObj_ShootThru_Fix=0
  771.  
  772. ;Set to 1 to fix the broken obj_can_hear_obj script function
  773. ObjCanHearObjFix=0
  774.  
  775. ;Set to 1 to enable the 'mood' argument of start_gdialog script function for talking heads
  776. ;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
  777. StartGDialogFix=0
  778.  
  779. ;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
  780. ;New behavior of the arguments:
  781. ;called_shot - additional damage that would be applied in any case when hitting to the target
  782. ;num_attacks - the number of free action points on the first turn only
  783. AttackComplexFix=0
  784.  
  785. ;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
  786. ;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
  787. ;Note that enabling this option may cause unexpected results with some existing game scripts
  788. ;It is recommended to enable this option only when developing a new project
  789. CreateObjectSidFix=0
  790.  
  791. ;Set to 1 to fix the execution of the 'use_p_proc' procedure for grave type containers when they are in the open state
  792. ;By default, using open graves does not run the 'use_p_proc' procedure of attached script like other containers
  793. ;It is recommended to enable this option only when developing a new project, otherwise it will cause problems in existing grave scripts
  794. GraveContainersFix=0
  795.  
  796. ;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
  797. ;Note that enabling this option can affect the weapon of choice for some NPCs
  798. AIBestWeaponFix=1
  799.  
  800. ;Set to 1 to fix the bug of using First Aid/Doctor skills when using them on the player
  801. ;This will cause the party member to apply his/her skills when you use First Aid/Doctor skills on the player, but only if
  802. ;the player is standing next to the party member
  803. ;Note that because the related engine function is not fully implemented, enabling this option without a global script
  804. ;that overrides First Aid/Doctor functions has very limited usefulness
  805. PartyMemberSkillFix=0
  806.  
  807. ;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as a preference list when using drugs in their inventory
  808. ;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
  809. ;Note: chem_primary_desire w/o fixes prevents the specified item PID from being consumed if all three values in the list are the same PID
  810. ;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
  811. AIDrugUsePerfFix=0
  812.  
  813. ;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
  814. ;Set to -1 to disable the special death message when the global variable is set
  815. SpecialDeathGVAR=491
  816.  
  817. ;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
  818. ;Note that enabling this option will break the map changes in Modoc and Vault 15 in Fallout 2
  819. DisableSpecialMapIDs=0
  820.  
  821. ;Set to 1 to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45
  822. ;Area 45 automatically disappears from the world map, and Area 46 appears on the world map
  823. ;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
  824. DisableSpecialAreas=0
  825.  
  826. ;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
  827. ;Note: To perform the unsigned integer division, use the new 'div' operator
  828. ;Since version 4.3.4 the option is always enabled.
  829. ;DivisionOperatorFix=1
  830.  
  831. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  832. ; Configuration ini files
  833. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  834.  
  835. ;To change the path and filename of the critical table file, uncomment the next line
  836. ;OverrideCriticalFile=sfall\CriticalOverrides.ini
  837.  
  838. ;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
  839. ;See the Stats.ini in the modders pack for an example file
  840. ;DerivedStats=sfall\Stats.ini
  841.  
  842. ;Allows you to edit the skill tables
  843. ;Point the next line to an ini file containing the replacement skill data
  844. ;SkillsFile=sfall\Skills.ini
  845.  
  846. ;To add additional perks to the game, uncomment the next line and point to a file containing perk information
  847. ;See the Perks.ini in the modders pack for an example file
  848. ;PerksFile=sfall\Perks.ini
  849.  
  850. ;To add additional books to the game, uncomment the next line and point to a file containing book information
  851. ;See the Books.ini in the modders pack for an example file
  852. ;BooksFile=sfall\Books.ini
  853.  
  854. ;Allows you to change some parameters for drugs and their addictions
  855. ;See the Drugs.ini in the modders pack for an example file
  856. ;DrugsFile=sfall\Drugs.ini
  857.  
  858. ;Point to an ini file containing elevator data
  859. ElevatorsFile=Elevators.ini
  860.  
  861. ;Allows you to change the requirements and effects of unarmed attacks
  862. ;See the Unarmed.ini in the modders pack for an example file
  863. ;UnarmedFile=sfall\Unarmed.ini
  864.  
  865. ;To change some engine parameters for the game mechanics, uncomment the next line
  866. ;TweakFile=sfall\Tweaks.ini
  867.  
  868. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  869. [CombatAI]
  870. ;Causes NPCs who complete their combat turn with ap left over will try and find other ways to spend it
  871. ;Only NPCs with ap left equal to or greater than the value given here will be considered
  872. ;The optimal value for set are values in the range: 3-5, set a lower value will cause the NPCs are always moving closer to its target
  873. ;Set to 0 to disable. This option is disabled when the improved AI behavior is enabled (SmartBehavior option)
  874. NPCsTryToSpendExtraAP=3
  875.  
  876. ;Set to 1 to allow NPCs to use their Aggression setting (defined in ai.txt) in random encounters
  877. ;With this option enabled, the Aggression parameter is used as the critter's aggression level
  878. ;and the higher the value, the more likely the critter will attack the player or another team in combat
  879. ;It will diversify combat encounters in which there are two/three or more teams, one of which fights and the others are inactive
  880. ;The option works only if the SmartBehavior option is enabled
  881. EncounterAggression=0
  882.  
  883. ;Set the to 1, to that friendly NPCs will clear the path if the path is blocked when moving to the target
  884. ;Similar to the "Push Away" action for the player's
  885. NPCPushOnMoveBlock=1
  886.  
  887. ;Set to 1, so that the AI can looting corpses while searching items in combat
  888. ;Set to 2, will disallow the members of the player's party from looting the corpses of critters in search of weapons
  889. LootingCorpses=1
  890.  
  891. ;Set to 1, to enable improved AI behavior
  892. SmartBehavior=1
  893.  
  894. ;Enables the tactic of using available shelters in combat (works only with SmartBehavior)
  895. ;The NPC will try to hide behind a nearby obstacle (for example, non-shooting barrel, or around the corner of the house)
  896. HidingTactics=1
  897.  
  898. ;Set to 1, to increase the count of action points for the critters depending on the combat difficulty setting
  899. ;+2 AP for the Normal, +4 AP for the Hard, for Easy difficulty no additional points are added
  900. ;Only for the SmartBehavior option
  901. DifficultyMode=0
  902.  
  903. ;When the improved AI behavior option is enabled, NPCs will always try to switch to the best weapons available in their inventory during combat
  904. ;Set to 1, will allow NPCs to additionally search for the best weapons located on the map within their reach
  905. ;Only for the SmartBehavior option
  906. TakeBetterWeapons=1
  907.  
  908. ;Set to 1, to force the NPC find more suitable targets at the beginning of each turn of the combat
  909. ;Only for the SmartBehavior option
  910. TryToFindTargets=1
  911.  
  912. ;Adds additional checks to prevent shooting in burst weapon mode if friendly NPCs are located on the line of fire
  913. ;Set to 0 to to prevent a shoot burst with an INTx10% chance if a friendly NPC is located on the line of fire (default mode for sfall since 4.2.5)
  914. ;Set to 1 to always prevent a shoot burst if a friendly NPC is located on the line of fire
  915. ;Set to 2 to increase the number of evaluation checks friendly fire for bullets (except weapons like flamethrower)
  916. ; the number of additional evaluation checks is based on the INTx8 of the attacking NPC (by default the game uses only one check)
  917. ;Set to 3 to use modes 1 and 2 simultaneously;Set to -1 to disable sfall tweak
  918. CheckBurstFriendlyFire=0
  919.  
  920. ;Set to 1 to use the RunAwayMode values of the AI-packet for NPCs, to calculating the percentage min_hp of the maximum health points of the NPC, instead of the fixed min_hp values
  921. ;It is not recommended to set if the current values of the RunAwayMode parameters in AI.txt are not revised.
  922. NPCRunAwayMode=0
  923.  
  924. ;Set to 1 to allows the for all critters or party members with "whomever" to search a new target at the beginning of each turn of the combat
  925. ;This affects the run of the HOOK_FINDTARGET hook
  926. ReFindTargets=0
  927.  
  928. ;Set to 1, to allow the use for the NPC of the "AttackWho" value from the AI-packet when searching and sorting targets
  929. ;It is not recommended to enable it if don't use your own algorithm for searching targets in the HOOK_FINDTARGET script
  930. ;This affects the run of the HOOK_FINDTARGET hook
  931. NPCAttackWhoFix=0
  932.  
  933. ;Set to 1 to fix the behavior of AI in combat when the NPC attempts to pick up an item at the end of its turn without having enough action points
  934. ItemPickUpFix=1
  935.  
  936. ;Set to 1 to fix the NPC's behavior when switching weapons at the end of its turn when the NPC doesn't have enough action points
  937. NPCSwitchingWeaponFix=1
  938.  
  939. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  940. [Scripts]
  941. ;Comma-separated list of masked paths to load global scripts from
  942. ;Only use single backslash \ as the directory separator
  943. ;Paths outside of scripts folder are supported
  944. ;The default paths are <game_root>\data\scripts\ and <game_root>\scripts\sfall\
  945. GlobalScriptPaths=scripts\, scripts\sfall\
  946.  
  947. ;Uncomment the line to specify an alternative path for to load of hook scripts
  948. ;The default path is <game_root>\data\scripts\
  949. ;HookScriptPath=scripts\sfall\
  950.  
  951. ;Uncomment the option to specify an additional folder path for scripted ini configuration files
  952. ;the game will search the ini files relative this directory, if the file is not found, the search will proceed relative the root directory of the game
  953. ;The maximum length of the specified path is 61 characters
  954. ;IniConfigFolder=mods\iniConfigs\
  955.  
  956. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  957. [System]
  958. ;Set a number of milliseconds to idle each input loop
  959. ;Set to -1 to disable
  960. ;Set to 0 to idle only if other processes are waiting for processor time (WinXP: if the process priorities are equal)
  961. ;Set to 1 (or some higher number if needed, the maximum is 30) to prevent 100% CPU use
  962. ProcessorIdle=1
  963.  
  964. ;Set to 1 to force Fallout not to use multiple processor cores even if they are available
  965. SingleCore=0
  966.  
  967. ;Set to 1 to override the reserved art cache size to 256mb, relative to the size setting in the game configuration file
  968. OverrideArtCacheSize=1
  969.  
  970. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  971. [Mapper]
  972. ;Sets the limit for the number of maps for the BIS map editor (mapper2.exe)
  973. ;Valid range: 160 to 1000. The default is 255
  974. MapsLimit=255
  975.  
  976. ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  977. [Debugging]
  978. ;Extra sfall configuration settings that can be used by modders
  979. ;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini
  980.  
  981. ;Set to 1 to enable internal sfall debugging mode
  982. ;Not recommended to enable for regular game
  983. Enable=0
  984.  
  985. ;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
  986. ;Set to 2 to also disable the memory address check in unsafe script functions
  987. ;Does not require sfall debugging mode
  988. AllowUnsafeScripting=1
  989.  
  990. ;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
  991. ;You can use several hex values, separated by commas
  992. ;Does not require sfall debugging mode
  993. ;ExtraCRC=0x00000000,0x00000000
  994.  
  995. ;Change to 1 to skip the compatibility mode check
  996. SkipCompatModeCheck=0
  997.  
  998. ;Fallout 2 debug message output modes. By default, debug messages are output to the sfall-log.txt file.
  999. ;Set to 1 to output debugging information to the game window
  1000. ;Set to 2 to output debug information only to the debug.log file
  1001. ;Set to 3 to use both 1 and 2 debugging modes
  1002. ;Set to 4 to output the messages to the sfall-log.txt file and display them in the system console window
  1003. ;Does not require sfall debugging mode
  1004. ;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
  1005. ;-------
  1006. ;[debug]
  1007. ;mode=environment
  1008. ;output_map_data_info=1
  1009. ;show_load_info=1
  1010. ;show_script_messages=1
  1011. ;show_tile_num=1
  1012. ;[sound]
  1013. ;debug=0
  1014. ;debug_sfxc=0
  1015. ;-------
  1016. DebugMode=0
  1017.  
  1018. ;Set the code page for the console debug window. The default code page is the one defined by your system
  1019. ;ConsoleCP=
  1020.  
  1021. ;A key to press to open a debug game editor
  1022. ;Set to 0 to disable, or a DX scancode otherwise
  1023. ;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
  1024. DebugEditorKey=0
  1025.  
  1026. ;Show/hide the display of the hex grid in the game by pressing the set key DIK_H (35)
  1027. ;Uncomment line to enable, or set custom DX scancode for toggle key
  1028. ;MapGridToggleKey=35
  1029.  
  1030. ;Set to 1,to using the number keys to enter unvisited areas on a town map
  1031. ;Does not require sfall debugging mode
  1032. TownMapHotkeys=0
  1033.  
  1034. ;Set to 1 to hide error messages in debug log output when a null value is passed to the function as an object
  1035. HideObjIsNullMsg=0
  1036.  
  1037. ;Set to 1 to stop Fallout from deleting non read-only protos at startup
  1038. ;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
  1039. DontDeleteProtos=0
  1040.  
  1041. ;Set to 1 to always reload messages, rather than only at map load
  1042. AlwaysReloadMsgs=0
  1043.  
  1044. ;Set to 1 to force critters to display combat float messages
  1045. ;Requires AllowSoundForFloats to be enabled
  1046. ;Test_ForceFloats=0
  1047.  
  1048. ;These options control what output is saved in the debug log (sfall-log.txt)
  1049. ;Prints messages duing sfall initialization
  1050. Init=1
  1051. ;Prints messages relating to hook scripts
  1052. Hook=0
  1053. ;Prints messages relating to scripting
  1054. Script=0
  1055. ;Prints messages relating to the critical table
  1056. Criticals=1
  1057. ;Prints messages relating to engine fixes
  1058. Fixes=1
Add Comment
Please, Sign In to add comment