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- ;sfall configuration settings
- ; v5.0.5
- [Main]
- ModifiedIni=42
- ;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
- ;NOTE: Since sfall version 5.0.3, original HRP by Mash is no longer supported
- HiResMode=1
- ;Set to 1 if you want to use command line args to tell sfall to use another ini file
- ;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
- ;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)
- ;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
- UseCommandLine=0
- ;Uncomment and point to a file to get alternate translations for some sfall messages
- ;This file can be placed in text\<language>\ for sfall to get the translations depending on the game language
- TranslationsINI=./translations.ini
- ;Set this to a valid path to save a copy of the console contents
- ;ConsoleOutputPath=console.txt
- ;Set the file name and a valid path to save screenshots of the game
- ;Limit the length to 32 characters
- ;ScreenShot=ScreenShots\shot
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [ExtraPatches]
- ;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
- ;The actual order of data loading is:
- ; MASTER_PATCHES > CRITTER_PATCHES > mods > PatchFile99..PatchFile0 > PATCHXXX.DAT > SFALL.DAT > CRITTER_DAT > F2_RES_PATCHES > F2_RES_DAT > MASTER_DAT
- ;Since sfall version 4.2.6, the path to the game mods folder is always fixed to "<GameRoot>\mods\"
- ;this path to the folder in which the game will automatically search and load custom mods (mods are searched by *.dat mask, including folders)
- ;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")
- ;files specified in the PatchFileXX options will have a lower priority than the files in "a.dat"
- ;Details about the new mods_order.ini file for orderly loading of mods:
- ;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
- ;You can change their loading order in SF-Confugurator.exe in the Mods tab, or manually in a text editor
- ;The mods_order.txt file format from the sfall4 is also supported
- ;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
- ;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
- AutoloadingMods=1
- ;Here you can specify custom paths to Fallout folders and .dat files to determine in which order mods will be loaded
- ;Paths to folders and Fallout .dat files are supported
- ;The PatchFile## options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
- ;PatchFile0=mods\RP_data
- ;PatchFile1=
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Speed]
- ;Set to 1 to enable options related to the game speed adjustment (SpeedMulti#, SpeedKey#, SpeedModKey, and SpeedToggleKey)
- 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=125
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Graphics]
- ;Graphic game mode
- ;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
- ;A DX7 mode are only available with integrated High Resolution Patch since sfall 5.0
- ;Set one of the values below:
- ; 0 - for old 8 bit fullscreen (if the high-resolution patch is disabled)
- ; 1 - for DX7 fullscreen mode
- ; 2 - for DX7 windowed mode
- ; 3 - for DX7 fullscreen windowed mode
- ; 4 - for DX9 fullscreen mode
- ; 5 - for DX9 windowed mode
- ; 6 - for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
- Mode=6
- ;Changes the resolution of the game window
- ;If the high resolution patch is disabled, the game graphics will be stretched to the set window size
- ;For full windowed modes or if the values set to 0, the game will use the current screen resolution
- GraphicsWidth=1366
- GraphicsHeight=768
- ;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
- ;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
- ;You can specify multiple shader files, separated by commas
- ;GlobalShaderFile=global.fx
- ;Set to 1 to automatically enable linear image filtering when the scale factor is not an integer
- ;Set to 2 to force-enable linear image filtering
- ;This can be used in conjunction with the sharpness shader file in GlobalShaderFile option
- TextureFilter=2
- ;Brightness level. Only for DirectX 9 mode
- ; 0 - normal, 10 - maximum
- Brightness=0
- ;Set to 1 to limit the high FPS
- ;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
- ;in other cases it is not recommended to enable option because it will negatively affect the rendering of the game
- LimitFPS=0
- ;Window position data. Do not modify!
- ;Set to -1 or 0, to reset the window position if the window is placed outside the screen
- WindowData=-1
- ;Set to 1 to allow using 32-bit textures for talking heads
- ;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (w/o extension)
- ;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.)
- ;See the text file in the modders pack for a detailed description
- ;Requires DX9 graphics mode 4 or 5, and v2.0 pixel shader support (see GPUBlt option)
- Use32BitHeadGraphics=0
- ;Set to 1 to automatically search for alternative AVI video files when Fallout tries to play the game movies
- ;Set to 2 to force AVI videos to fit the screen width
- ;Requires DX9 graphics mode
- ;The codec and format for video movie must be: XVID (MPEG-4 Visual)
- AllowDShowMovies=0
- ;Set to 1 to do the palette conversion on the GPU
- ;Set to 2 to do the palette conversion on the CPU (used for compatibility with old video cards)
- ;Set to 0 to pick automatically
- ;GPU is faster, but requires v2.0 pixel shader support. Palette conversion on CPU is not used since version 5.0.3
- GPUBlt=0
- ;Fade effect time percentage modifier
- ;Default is 100. Decrease/increase this value to speed up/slow down fade effects
- FadeMultiplier=50
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Interface]
- ;Set to 1 to expand the number of action points displayed on the interface bar
- ;Requires new IFACE_E.frm and HR_IFACE_<res>E.frm files in art\intrface\ (included in sfall.dat) to display correctly
- ;The minimum supported version of High Resolution Patch is 4.1.8
- ActionPointsBar=1
- ;Set to 1 to enable the expanded inventory (second column) for the player
- ExpandInventory=1
- ;Set to 1 to use the expanded world map interface
- ;Set to 2 to skip correcting the position of entrance markers on town maps
- ;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
- ;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
- ;The resolution of hi-res patch must be set to at least 890x720
- ExpandWorldMap=0
- ;The number of slots available in the locations list panel of the world map
- ;Set to 0 to leave the default unchanged (i.e. 17). The maximum is 127
- ;Setting this greater than 17 requires a replacement background image file (WMTABS.frm in art\intrface\), or you'll get glitched graphics
- WorldMapSlots=0
- ;Set to 1 to enable drawing a dotted line when traveling on the world map (similar to Fallout 1)
- WorldMapTravelMarkers=0
- ;Uncomment these lines to change the appearance of the markers
- ;The color index in Fallout default palette (valid range: 1..255; default is 134)
- ;TravelMarkerColor=134
- ;The length and spacing of the dots in pixels for each type of terrain in worldmap.txt
- ;Syntax is 'length:spacing', with each pair separated by a comma (valid range: 1..10; default is 2)
- ;TravelMarkerStyles=2:2, 2:2, 2:2, 2:2
- ;Set to 1 to display terrain types when hovering the cursor over the player's marker on the world map
- WorldMapTerrainInfo=0
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Sound]
- ;Sets the number of allowed simultaneous sound effects
- ;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
- NumSoundBuffers=32
- ;Set to 1 to enable fadeout effects for background music when stopping and starting the playback
- FadeBackgroundMusic=1
- ;Set to 1 to allow attaching sound files to combat float messages
- AllowSoundForFloats=1
- ;Set to 1 to automatically search for alternative formats (mp3, wma, wav) when Fallout tries to play an ACM
- ;Playback of alternate music files will be possible even if original ACM files are not present in the Music folder
- ;This does not effect the play_sfall_sound and stop_sfall_sound script functions
- AllowDShowSound=0
- ;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in the cfg
- ;Set to 2 to overwrite all occurrences of the music path
- OverrideMusicDir=2
- ;Set to 1 to automatically search for new SFX sound files at game startup
- ;Note: With this option enabled, you will no longer need to use the utility regsnd.exe to register new SFX sounds
- ;This will slightly increase the startup time of the game on older computers
- AutoSearchSFX=1
- ;Overrides the name of the sound file for the game scenes
- ;Uncomment to assign an alternate name (8 character limit)
- ;MainMenuMusic=07desert
- ;WordMapMusic=23world
- ;WordMapCarMusic=20car
- ;EndGameMovieMusic0=akiss
- ;EndGameMovieMusic1=10labone
- ;MapLoadingSound=wind2
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Input]
- ;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
- UseScrollWheel=1
- ;The mouse Z position is divided by this modifier to calculate the number of inventory
- ;slots to scroll. My mouse moves 120 pixels 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
- ;Switching between two active items using the middle mouse button
- ;DX scancode of a key to press when the middle mouse button is clicked
- ;The default of 48 ('B' key) toggles active items. 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
- BackgroundKeyboard=0
- ;Set to -1 for exclusive mouse mode (legacy mode)
- BackgroundMouse=0
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- ;Set key code for switching to another keyboard layout (character encoding from XltTable option)
- ;1 - Num Lock, 2 - Caps Lock, 3 - Scroll Lock, 0 to disabled
- XltKey=3
- ;The override table of keyboard character codes for other languages, this used when inputting the player's name and description of saved games
- ;Allowed at least 94 keyboard character ASCII table codes (from 32 to 125)
- ;Code page DOS/866
- ;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
- ;Code page Win-1251 (for font Fallout2 1C version)
- 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
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- ;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 DX9 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 reload your currently equipped weapon or use the active item
- ;Set to 0 if you don't want a reload key, or a DX scancode otherwise
- ReloadWeaponKey=19
- ;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
- ;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
- ItemFastMoveKey=54
- ;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
- ;To call the'Move Items' window, need hold the key set in the ItemFastMoveKey option
- ;Requires ItemFastMoveKey to be enabled
- FastMoveFromContainer=1
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Misc]
- ;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
- ;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
- ;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
- BonusHtHDamageFix=1
- ;Alternative behaviors to the Fast Shot trait
- ;0 - Fallout 2 original behaviour: -1 AP cost for ranged weapons. Aimed attacks are disabled
- ;1 - Haenlomal's tweak: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
- ;2 - Alternative behavior: apply -1 AP cost to melee/unarmed weapons and HtH attacks
- ;3 - Fallout 1 original behaviour: -1 AP cost for all weapons. Aimed attacks are not available
- FastShotFix=0
- ;Set to 1 to fix the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
- SmallFrameFix=0
- ;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
- ;Higher values of WorldMapEncounterRate cause a slower encounter rate (default 5)
- WorldMapEncounterFix=1
- WorldMapEncounterRate=10
- ;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 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
- ;Default is 66 milliseconds
- WorldMapDelay2=66
- ;Changes some of Fallout 2 engine functions to Fallout 1 behavior:
- ;- disables playing the final movie/credits after the endgame slideshow
- ;- disables halving the weight for power armor items
- ;- endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
- Fallout1Behavior=0
- ;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 or -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
- TimeLimit=13
- ;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 use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
- ;ConfigFile=
- ;Set to 1 to enable script functions relating to overriding the file system
- UseFileSystemOverride=0
- ;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
- ;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)
- PatchFile=DoNotUseAPatchFile.dat
- ;Set to 1 to use the modified data load order for the engine to find game data
- ;This option is always enabled in 4.3/3.8.30 or later (is left for compatibility with older versions)
- ;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
- ;Modified : master_patches > critter_patches > extra_patches > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
- DataLoadOrderPatch=1
- ;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
- ;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
- FemaleDialogMsgs=0
- ;Set to 1 to allow using the special '^' character in dialog msg files to specify the alternative text
- ;that will be displayed in the dialogue based on the player's gender
- ;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
- DialogGenderWords=0
- ;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
- ;You can also define additional movies by adding Movie18 - Movie32 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
- ;Both StartMonth and StartDay are 0-indexed (i.e. 0 is January or the first day of a month)
- ;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 480 in the x direction and 400 in the y direction.
- ;Not work with the Hi-Res patch by Mash!
- ;LocalMapXLimit=480
- ;LocalMapYLimit=400
- ;Set to 1 if you want the pipboy to be available at the start of the game
- ;Set to 2 to make the pipboy available by only skipping the vault suit movie check
- 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 player's 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
- ;Prevents you from using 0 to escape from dialogue at any time.
- DialogueFix=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
- ;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 (obsolete information)
- ;Set to 2 to block all saving in combat
- SaveInCombatFix=1
- ;Uncomment and set a comma delimited list of numbers to use a custom xp table.
- ;Player's level is capped once the highest specified level is reached
- ;XPTable=50,100,200
- ;Set to 1 to enable additional weapon animation codes from 'o' to '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 corresponds to 's' and 15 to 't'
- ;Since sfall version 5.0.5 the option is always enabled and the option does not affect anything
- AdditionalWeaponAnims=1
- ;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
- ;Modifiers affect both NPCs and the player
- ;BodyHit_Head=-40
- ;BodyHit_Left_Arm=-30
- ;BodyHit_Right_Arm=-30
- ;BodyHit_Torso=0
- ;BodyHit_Right_Leg=-20
- ;BodyHit_Left_Leg=-20
- ;BodyHit_Eyes=-60
- ;BodyHit_Groin=-30
- ;The modifier for unaimed shots
- ;BodyHit_Torso_Uncalled=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
- ;Set to 4 to enable only the script functions using the default critical table (w/o fixes bug)
- ;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 force the player to play the idle animation when reloading their weapon
- PlayIdleAnimOnReload=1
- ;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
- ;The corpses of critters with 'Ages' flag set or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
- ;Default is 6. Set to 0 for a 12-hour timer
- CorpseDeleteTime=6
- ;Set to 1 if using the hero appearance mod
- ;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
- ;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
- EnableHeroAppearanceMod=1
- ;Set to 1 to skip the 3 opening movies
- ;Set to 2 to also skip displaying image the splash screen
- SkipOpeningMovies=1
- ;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
- ;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
- ;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
- AllowLargeTiles=0
- ;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
- ;Note: Since sfall version 5.0.1 the option is always enabled
- MoreTiles=1
- ;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
- ;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
- ;Set to 2 to use a different set of scroll buttons
- ;Note: Since sfall 5.0.1 adds support for pages for quests by default
- UseScrollingQuestsList=1
- ;To change the location of quest list scroll buttons, uncomment the next two lines
- ;Defaults are 140 for the X-axis and 334 for the Y-axis
- ;QuestsScrollButtonsX=140
- ;QuestsScrollButtonsY=334
- ;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
- ;Premade names not should exceed 11 characters
- ;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.
- ;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 to 1 to add additional pages of save slots
- ;Note: Starting from 4.3.1 the option is always enabled
- ExtraSaveSlots=1
- ;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two options
- ;Quick save will cyclically overwrite the save from the first slot of the page to the slot specified in the parameter
- ;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
- ;Set to 0 to disable
- AutoQuickSave=5
- ;AutoQuickSavePage is the page number to use auto save, valid range: 0..999 (if ExtraSaveSlots is enabled)
- ;Set to -1 to use the current selected page (not recommended)
- AutoQuickSavePage=0
- ;Set to 1 to speed up the HP/AC counter animations
- ;Set to 2 to update the HP/AC counters instantly
- ;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
- SpeedInterfaceCounterAnims=0
- ;These lines allow you to control the karma FRMs displayed on the character screen
- ;Number of KarmaPoints should be 1 less than number of KarmaFRMs
- KarmaFRMs=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 the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
- BoxBarCount=5
- ;Uncomment to set the text colour of the extra interface boxes
- ;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
- BoxBarColours=11111
- ;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
- DisplayBonusDamage=1
- ;Set to 1 to display additional unused stat (STAT_unused) in the character interface
- DisplayUnusedStat=0
- ;Identifier skilldex (FID) for the stat image
- UnusedStatImage=0
- ;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
- AnimationsAtOnceLimit=127
- ;Set to 1 to remove the limits the rolling critical successes/failures in the first few days of game time
- RemoveCriticalTimelimits=0
- ;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text
- ;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
- ;MainMenuFontColour=0x00003C
- ;Change the colour of the font used on the main menu for the button text
- ;MainMenuBigFontColour=0x3C
- ;Set to 1 to boost the maximum number of script names from 1450 to 10000
- BoostScriptDialogLimit=1
- ;These options modify the checks to see if a critter can carry an additional item, changing which items are counted towards the weight limit and adding an additional size check
- ;Set the mode to 0 to disable the size check, 1 to apply to the PC only, 2 to apply to the PC and party members, or 3 to apply to all critters
- ;Only the PC uses CritterInvSizeLimit. Other critters will use the unused stat (STAT_unused = 10) or have the size limit of 100 if the stat is not set
- ;Add 4 to the mode to limit the weight check to used items only
- ;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
- 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
- MotionScannerFlags=1
- ;Set a value greater than 40 to change the maximum encounter table size (enc_## in worldmap.txt)
- ;Note: Setting this greater than 50 requires renumbering all message lines for the encounter tables in worldmap.msg
- ;The messages for each table must be numbered from (3000 + table number * 100) to (3099 + table number * 100)
- ;so that the message numbers for the Encounter Table 1 will now be numbered from 3100 to 3199
- ;Default is 40, and the maximum is 100
- EncounterTableSize=0
- ;Set to 1 to disable the pipboy alarm button
- DisablePipboyAlarm=0
- ;Uncomment the next four lines to move the main menu buttons and credit text (the 'Copyright(c)' line on the main menu)
- ;MainMenuOffsetX=0
- ;MainMenuOffsetY=0
- ;MainMenuCreditsOffsetX=0
- ;MainMenuCreditsOffsetY=0
- ;Prevents you from using super stims on a critter who is at full health.
- SuperStimExploitFix=0
- ;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
- InventoryApCost=4
- QuickPocketsApCostReduction=2
- ;Set to 1 to enable the balanced bullet distribution formula for burst attacks
- ;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),
- ;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
- ;options ComputeSpray_TargetMult/TargetDiv can also affect the calculation
- ;NOTE: These settings will be overridden by other scripting mods
- ComputeSprayMod=0
- ;These options modify the bullet distribution of burst attacks if ComputeSprayMod is enabled
- ;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
- ;Calculation of the divider: Div/Mult=divisor (the total value of the divisor cannot be less than one)
- ;The default values correspond to the vanilla formula
- 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 add proper check for ammo before attacking
- ;By default, weapons can make attacks when at least one ammo is left, regardless of ammo cost calculations
- ;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
- CheckWeaponAmmoCost=1
- ;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=0
- ;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
- PipboyTimeAnimDelay=50
- ;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
- StackEmptyWeapons=0
- ;Changes the way weapon reloading works when you drag ammo onto a weapon in the inventory
- ;Set to -1 to disable (vanilla behavior with the 'Move Items' window)
- ;Set to 0 to use all the ammo boxes to reload
- ;Set to 1 (or more) to reserve the specified amount of ammo boxes and use all the rest to reload
- ;If the amount of ammo boxes in the inventory is less than or equal to the reserve, only one box will be used
- ReloadReserve=0
- ;Set to 1 to change the counter in the 'Move Items' window to start with maximum number, except in the barter screen
- ItemCounterDefaultMax=0
- ;Set to 1 to leave the music playing (no decrease volume) in dialogue with NPCs w/o talking heads
- EnableMusicInDialogue=1
- ;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
- DontTurnOffSneakIfYouRun=1
- ;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3)
- ;Set to 0 to disable switching. Default is 3
- UseWalkDistance=3
- ;Changes the displayed message when you recover from the negative effects of radiation exposure
- ;The value is the message number in misc.msg (Default is 3003: "You feel better")
- RadEffectsRemovalMsg=3003
- ;Set to 1 to display messages about radiation for the active geiger counter
- ActiveGeigerMsgs=1
- ;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
- CanSellUsedGeiger=1
- ;Set to 1 to skip weapon equip/unequip animations when performing various actions
- InstantWeaponEquip=1
- ;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
- ;By default, the files will have consecutive numbers assigned beginning with 0
- ;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
- ;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
- ;You need to use the message_str_game script function to get messages from the files
- ;ExtraGameMsgFileList=
- ;Set to 1 to display numbered dialogue options
- NumbersInDialogue=1
- ;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
- WorldMapFontPatch=0
- ;Set to 1 to use Fallout's normal text font for death screen subtitles
- ;Requires changing the color of subtitles in death.pal palette to white color (index 220) to display the text correctly
- DeathScreenFontPatch=0
- ;Set to 1 to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations
- DisplaySwiftLearnerExp=1
- ;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
- PartyMemberExtraInfo=1
- ;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
- PartyMemberTakeOffItem=1
- ;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
- ;Set to 2 to also skip loading the game/combat difficulty settings
- SkipLoadingGameSettings=1
- ;Set to 1 to displays the electric stats of the armor in the player's inventory
- ;Set to 2 will replace the name of the player's character in the inventory by the health points
- DisplayElectricalResist=1
- ;Set to 1 to disable the knockback effect for punch attacks, the knockback effect for kicks attacks will be preserved
- DisablePunchKnockback=0
- ;Changes the base value of the duration of the knockout effect (valid range: 35..100, default is 35)
- ;The formula for the duration in ticks is: 10 * (value - 3 * EN)
- KnockoutTime=35
- ;Set to 1 to 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
- AutoMoveToAttack=0
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- ; Critical Modding options
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- ;Change the following options with some caution if you are sure exactly what you are doing
- ;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
- ;Set to 0 if another mod you're using has custom vehicles
- CarChargingFix=1
- ;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
- ;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
- CarPlacedTileFix=1
- ;Set to 1 to 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
- ;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
- ObjCanSeeObj_ShootThru_Fix=0
- ;Set to 1 to fix the broken obj_can_hear_obj script function
- ObjCanHearObjFix=0
- ;Set to 1 to enable the 'mood' argument of start_gdialog script function for talking heads
- ;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
- StartGDialogFix=0
- ;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
- ;New behavior of the arguments:
- ;called_shot - additional damage that would be applied in any case when hitting to the target
- ;num_attacks - the number of free action points on the first turn only
- AttackComplexFix=0
- ;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
- ;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
- ;Note that enabling this option may cause unexpected results with some existing game scripts
- ;It is recommended to enable this option only when developing a new project
- CreateObjectSidFix=0
- ;Set to 1 to fix the execution of the 'use_p_proc' procedure for grave type containers when they are in the open state
- ;By default, using open graves does not run the 'use_p_proc' procedure of attached script like other containers
- ;It is recommended to enable this option only when developing a new project, otherwise it will cause problems in existing grave scripts
- GraveContainersFix=0
- ;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
- ;Note that enabling this option can affect the weapon of choice for some NPCs
- AIBestWeaponFix=1
- ;Set to 1 to fix the bug of using First Aid/Doctor skills when using them on the player
- ;This will cause the party member to apply his/her skills when you use First Aid/Doctor skills on the player, but only if
- ;the player is standing next to the party member
- ;Note that because the related engine function is not fully implemented, enabling this option without a global script
- ;that overrides First Aid/Doctor functions has very limited usefulness
- PartyMemberSkillFix=0
- ;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as a preference list when using drugs in their inventory
- ;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
- ;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
- ;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
- AIDrugUsePerfFix=0
- ;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
- ;Set to -1 to disable the special death message when the global variable is set
- SpecialDeathGVAR=491
- ;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
- ;Note that enabling this option will break the map changes in Modoc and Vault 15 in Fallout 2
- DisableSpecialMapIDs=0
- ;Set to 1 to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45
- ;Area 45 automatically disappears from the world map, and Area 46 appears on the world map
- ;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
- DisableSpecialAreas=0
- ;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
- ;Note: To perform the unsigned integer division, use the new 'div' operator
- ;Since version 4.3.4 the option is always enabled.
- ;DivisionOperatorFix=1
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- ; Configuration ini files
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- ;To change the path and filename of the critical table file, uncomment the next line
- ;OverrideCriticalFile=sfall\CriticalOverrides.ini
- ;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
- ;See the Stats.ini in the modders pack for an example file
- ;DerivedStats=sfall\Stats.ini
- ;Allows you to edit the skill tables
- ;Point the next line to an ini file containing the replacement skill data
- ;SkillsFile=sfall\Skills.ini
- ;To add additional perks to the game, uncomment the next line and point to a file containing perk information
- ;See the Perks.ini in the modders pack for an example file
- ;PerksFile=sfall\Perks.ini
- ;To add additional books to the game, uncomment the next line and point to a file containing book information
- ;See the Books.ini in the modders pack for an example file
- ;BooksFile=sfall\Books.ini
- ;Allows you to change some parameters for drugs and their addictions
- ;See the Drugs.ini in the modders pack for an example file
- ;DrugsFile=sfall\Drugs.ini
- ;Point to an ini file containing elevator data
- ElevatorsFile=Elevators.ini
- ;Allows you to change the requirements and effects of unarmed attacks
- ;See the Unarmed.ini in the modders pack for an example file
- ;UnarmedFile=sfall\Unarmed.ini
- ;To change some engine parameters for the game mechanics, uncomment the next line
- ;TweakFile=sfall\Tweaks.ini
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [CombatAI]
- ;Causes NPCs 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
- ;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
- ;Set to 0 to disable. This option is disabled when the improved AI behavior is enabled (SmartBehavior option)
- NPCsTryToSpendExtraAP=3
- ;Set to 1 to allow NPCs to use their Aggression setting (defined in ai.txt) in random encounters
- ;With this option enabled, the Aggression parameter is used as the critter's aggression level
- ;and the higher the value, the more likely the critter will attack the player or another team in combat
- ;It will diversify combat encounters in which there are two/three or more teams, one of which fights and the others are inactive
- ;The option works only if the SmartBehavior option is enabled
- EncounterAggression=0
- ;Set the to 1, to that friendly NPCs will clear the path if the path is blocked when moving to the target
- ;Similar to the "Push Away" action for the player's
- NPCPushOnMoveBlock=1
- ;Set to 1, so that the AI can looting corpses while searching items in combat
- ;Set to 2, will disallow the members of the player's party from looting the corpses of critters in search of weapons
- LootingCorpses=1
- ;Set to 1, to enable improved AI behavior
- SmartBehavior=1
- ;Enables the tactic of using available shelters in combat (works only with SmartBehavior)
- ;The NPC will try to hide behind a nearby obstacle (for example, non-shooting barrel, or around the corner of the house)
- HidingTactics=1
- ;Set to 1, to increase the count of action points for the critters depending on the combat difficulty setting
- ;+2 AP for the Normal, +4 AP for the Hard, for Easy difficulty no additional points are added
- ;Only for the SmartBehavior option
- DifficultyMode=0
- ;When the improved AI behavior option is enabled, NPCs will always try to switch to the best weapons available in their inventory during combat
- ;Set to 1, will allow NPCs to additionally search for the best weapons located on the map within their reach
- ;Only for the SmartBehavior option
- TakeBetterWeapons=1
- ;Set to 1, to force the NPC find more suitable targets at the beginning of each turn of the combat
- ;Only for the SmartBehavior option
- TryToFindTargets=1
- ;Adds additional checks to prevent shooting in burst weapon mode if friendly NPCs are located on the line of fire
- ;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)
- ;Set to 1 to always prevent a shoot burst if a friendly NPC is located on the line of fire
- ;Set to 2 to increase the number of evaluation checks friendly fire for bullets (except weapons like flamethrower)
- ; the number of additional evaluation checks is based on the INTx8 of the attacking NPC (by default the game uses only one check)
- ;Set to 3 to use modes 1 and 2 simultaneously;Set to -1 to disable sfall tweak
- CheckBurstFriendlyFire=0
- ;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
- ;It is not recommended to set if the current values of the RunAwayMode parameters in AI.txt are not revised.
- NPCRunAwayMode=0
- ;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
- ;This affects the run of the HOOK_FINDTARGET hook
- ReFindTargets=0
- ;Set to 1, to allow the use for the NPC of the "AttackWho" value from the AI-packet when searching and sorting targets
- ;It is not recommended to enable it if don't use your own algorithm for searching targets in the HOOK_FINDTARGET script
- ;This affects the run of the HOOK_FINDTARGET hook
- NPCAttackWhoFix=0
- ;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
- ItemPickUpFix=1
- ;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
- NPCSwitchingWeaponFix=1
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Scripts]
- ;Comma-separated list of masked paths to load global scripts from
- ;Only use single backslash \ as the directory separator
- ;Paths outside of scripts folder are supported
- ;The default paths are <game_root>\data\scripts\ and <game_root>\scripts\sfall\
- GlobalScriptPaths=scripts\, scripts\sfall\
- ;Uncomment the line to specify an alternative path for to load of hook scripts
- ;The default path is <game_root>\data\scripts\
- ;HookScriptPath=scripts\sfall\
- ;Uncomment the option to specify an additional folder path for scripted ini configuration files
- ;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
- ;The maximum length of the specified path is 61 characters
- ;IniConfigFolder=mods\iniConfigs\
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [System]
- ;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 (WinXP: if the process priorities are equal)
- ;Set to 1 (or some higher number if needed, the maximum is 30) to prevent 100% CPU use
- ProcessorIdle=1
- ;Set to 1 to force Fallout not to use multiple processor cores even if they are available
- SingleCore=0
- ;Set to 1 to override the reserved art cache size to 256mb, relative to the size setting in the game configuration file
- OverrideArtCacheSize=1
- ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- [Mapper]
- ;Sets the limit for the number of maps for the BIS map editor (mapper2.exe)
- ;Valid range: 160 to 1000. The default is 255
- MapsLimit=255
- ;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 internal sfall debugging mode
- ;Not recommended to enable for regular game
- Enable=0
- ;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
- ;Set to 2 to also disable the memory address check in unsafe script functions
- ;Does not require sfall debugging mode
- AllowUnsafeScripting=1
- ;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
- ;You can use several hex values, separated by commas
- ;Does not require sfall debugging mode
- ;ExtraCRC=0x00000000,0x00000000
- ;Change to 1 to skip the compatibility mode check
- SkipCompatModeCheck=0
- ;Fallout 2 debug message output modes. By default, debug messages are output to the sfall-log.txt file.
- ;Set to 1 to output debugging information to the game window
- ;Set to 2 to output debug information only to the debug.log file
- ;Set to 3 to use both 1 and 2 debugging modes
- ;Set to 4 to output the messages to the sfall-log.txt file and display them in the system console window
- ;Does not require sfall debugging mode
- ;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
- ;-------
- ;[debug]
- ;mode=environment
- ;output_map_data_info=1
- ;show_load_info=1
- ;show_script_messages=1
- ;show_tile_num=1
- ;[sound]
- ;debug=0
- ;debug_sfxc=0
- ;-------
- DebugMode=0
- ;Set the code page for the console debug window. The default code page is the one defined by your system
- ;ConsoleCP=
- ;A key to press to open a debug game editor
- ;Set to 0 to disable, or a DX scancode otherwise
- ;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
- DebugEditorKey=0
- ;Show/hide the display of the hex grid in the game by pressing the set key DIK_H (35)
- ;Uncomment line to enable, or set custom DX scancode for toggle key
- ;MapGridToggleKey=35
- ;Set to 1,to using the number keys to enter unvisited areas on a town map
- ;Does not require sfall debugging mode
- TownMapHotkeys=0
- ;Set to 1 to hide error messages in debug log output when a null value is passed to the function as an object
- HideObjIsNullMsg=0
- ;Set to 1 to stop Fallout from deleting non read-only protos at startup
- ;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
- DontDeleteProtos=0
- ;Set to 1 to always reload messages, rather than only at map load
- AlwaysReloadMsgs=0
- ;Set to 1 to force critters to display combat float messages
- ;Requires AllowSoundForFloats to be enabled
- ;Test_ForceFloats=0
- ;These options control what output is saved in the debug log (sfall-log.txt)
- ;Prints messages duing sfall initialization
- Init=1
- ;Prints messages relating to hook scripts
- Hook=0
- ;Prints messages relating to scripting
- Script=0
- ;Prints messages relating to the critical table
- Criticals=1
- ;Prints messages relating to engine fixes
- Fixes=1
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