;sfall configuration settings ;v4.3.6 [Main] ;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash ;The required settings will be read from the f2_res.ini configuration file of the original hi-res patch HiResMode=1 ;Set to 1 if you want to use command line arguments to tell sfall to use another ini file ;This option is always enabled in 4.3.3/3.8.33 or later. The information is left for reference only UseCommandLine=0 ;Uncomment and point to a file to get alternate translations for some sfall messages ;This file can be placed in text\\ for sfall to get the translations depending on the game language ;TranslationsINI=data\text\\Translations.ini ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX [ExtraPatches] ;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game ;If DataLoadOrderPatch is enabled, the data load order is: ;master_patches > critter_patches > [extra patches] > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat ;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\fo1_base PatchFile1=mods\fo1_interface PatchFile2=mods\fo1_classic_worldmap PatchFile3=mods\Anim_ImprovedSMutantDeath PatchFile4=mods\fo1_maps_mountains ;PatchFile5=mods\InterfaceUpscaled ;PatchFile6=mods\fo1_barter_formula ;PatchFile7=mods\fo1_lang_german PatchFile8=mods\fo1_lang_french ;PatchFile9=mods\fo1_robodog ;PatchFile10=mods\ShowLootWeight ;PatchFile11=mods\fo1_alternative_forcefields ;PatchFile12=mods\fo1_new_premades ;Path to the folder in which the game will automatically search and load custom files (by *.dat mask, including folders) ;The data load order of the files in the folder will be in reverse alphabetical order of the filenames ;The files placed in this folder will have higher priority than the PatchFile## options ;This option has no effect in 4.2.6 or later. The path is fixed to \mods\ ;AutoSearchPath=mods ;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=200 SpeedMulti3=300 SpeedMulti4=400 SpeedMulti5=500 SpeedMulti6=600 SpeedMulti7=700 SpeedMulti8=800 SpeedMulti9=900 ;The initial speed at game startup SpeedMultiInitial=100 ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX [Graphics] ;Set to 0 for 8 bit fullscreen ;Set to 4 for DX9 fullscreen ;Set to 5 for DX9 windowed ;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution) ;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders) ;Modes 1, 2 and 3 are no longer supported ;If using the hi-res patch by Mash, this option will always be read from the main ddraw.ini file Mode=4 ;If using a DX9 mode, this changes the resolution ;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map ;If set to 0, use Fallout's native resolution GraphicsWidth=0 GraphicsHeight=0 ;Window position data. Do not modify ;Set to -1 or 0 to reset if the window position is incorrect WindowData=-1 ;Uncomment the option to use a hardware shader (requires DX9 graphics mode) ;The shader file .fx must be placed in \\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 texture filtering when the scale factor is not an integer ;Set to 2 to force-enable linear texture filtering ;This can be used in conjunction with the GlobalShaderFile option TextureFilter=1 ;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 GPUBlt=0 ;Set to 1 to allow using 32-bit textures for talking heads ;The texture files should be placed in art\heads\\ (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 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 recommended video codec is Xvid AllowDShowMovies=0 ;Fade effect time percentage modifier ;Default is 100. Decrease/increase this value to speed up/slow down fade effects FadeMultiplier=100 ;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_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=0 ;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 the hi-res patch must be set to at least 890x720 ExpandWorldMap=1 ;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1) WorldMapTravelMarkers=1 ;Uncomment these lines to change the appearance of the markers ;The color index in Fallout default palette (valid range: 1..228; 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=1:2,2:1,1:2,1:2 ;Set to 1 to display terrain types when hovering the cursor over the player's marker on the world map WorldMapTerrainInfo=1 ;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 allow attaching sound files to combat float messages AllowSoundForFloats=0 ;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an ACM ;Set to 2 to play alternative music files 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=1 ;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 FadeBackgroundMusic=0 ;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 ;DX scancode of a key to press when the middle mouse button is clicked ;The default of 48 ('B' key) toggles between your active items ;Set to 0 to disable MiddleMouse=48 ;Set to 1 to reverse the left and right mouse buttons ReverseMouseButtons=0 ;Set these to 1 if you want Fallout to access the keyboard or mouse in background mode ;Try these if you get the 'Failure initializing input devices' error BackgroundKeyboard=0 BackgroundMouse=0 ;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 ;Set to 0 if you don't want a toggle key, or a DX scancode otherwise SpeedToggleKey=0 ;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=29 ;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey ;Requires ItemFastMoveKey to be enabled FastMoveFromContainer=0 ;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 ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX [Misc] ;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=1 ;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 ;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 ;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 WorldMapEncounterFix=0 WorldMapEncounterRate=5 ;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 WMTABS.frm file in art\intrface\, or you'll get glitched graphics WorldMapSlots=12 ;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=V13ent.map ;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 ET TU v1.8.3032 ;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=1 ;To use a patch file other than patch000.dat, uncomment the next line and add your new file name ;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax) ;PatchFile=patch%03d.dat ;Set to 1 to use the modified data load order for the engine to find game data ;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat ;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat ;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only DataLoadOrderPatch=1 ;Set to 1 to load alternative dialog msg files from text\\dialog_female\ for female PC ;Set to 2 to also load subtitle files from text\\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: ) 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=hmjmps MaleDefaultModel=hmjmps FemaleStartModel=hfjmps 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=ovrintro.mve Movie4=vexpld.mve Movie5=cathexp.mve Movie6=dipedv.mve Movie7=ovrrun.mve Movie8=blank.mve Movie9=blank.mve Movie10=blank.mve Movie11=walkm.mve Movie12=walkw.mve Movie13=boil1.mve Movie14=boil2.mve Movie15=boil3.mve Movie16=blank.mve Movie17=blank.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=2161 StartMonth=11 StartDay=3 ;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. ;Does 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=2 ;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 ;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=1 ;Prevents you from using 0 to escape from dialogue at any time. DialogueFix=1 ;Prevents you from using number keys to enter unvisited areas on a town map TownMapHotkeysFix=1 ;Set to 1 to disable the Horrigan encounter DisableHorrigan=1 ;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=823 StartYPos=72 ViewXPos=600 ViewYPos=0 ;Set to 1 to force Fallout not to use multiple processor cores even if they are available SingleCore=1 ;Set to 1 to override the art_cache_size setting in fallout2.cfg OverrideArtCacheSize=0 ;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 ;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=1000,3000,6000,10000,15000,21000,28000,36000,45000,55000,66000,78000,91000,105000,120000,136000,153000,171000,190000,210000 ;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' 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 ;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=3 ;Set to 1 to get notification of karma changes in the notification window DisplayKarmaChanges=0 ;Set to 1 to always reload messages, rather than only at map load AlwaysReloadMsgs=0 ;Set to 1 to force the player to play the idle animation when reloading their weapon PlayIdleAnimOnReload=0 ;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 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/2000: if processes have equal priority) ;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 30 ProcessorIdle=-1 ;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 the splash screen SkipOpeningMovies=0 ;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. ;Set to 0 to disable NPCsTryToSpendExtraAP=0 ;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 MoreTiles=0 ;Change the Skilldex cursor FRM numbers ;Default is 293 for all skills Lockpick=293 Steal=293 Traps=293 FirstAid=293 Doctor=293 Science=293 Repair=293 ;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 UseScrollingQuestsList=0 ;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 ;Each name in PremadePaths is limited to 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=0:5001,2:5003,3:5004,4:5005,5:5006,6:5007,7:5008,8:5009,10:5011,11:5012,60:1640 ;Set this to a valid path to save a copy of the console contents ;ConsoleOutputPath=console.txt ;Set to 1 to add additional pages of save slots ExtraSaveSlots=1 ;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines ;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page ;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10) ;Set to 0 to disable AutoQuickSave=0 ;AutoQuickSavePage is the page number to start at if ExtraSaveSlots is enabled (valid range: 0..999) ;Set to -1 to use the current selected page (not recommended) AutoQuickSavePage=1 ;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=47,48,49 ;KarmaPoints=-100,100 ;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots) ScienceOnCritters=0 ;Modify this value to change the player's speed of rotation on the inventory and character screens ;Default is 166 SpeedInventoryPCRotation=166 ;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=00000 ;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly. BonusHtHDamageFix=1 ;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory DisplayBonusDamage=1 ;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127) AnimationsAtOnceLimit=120 ;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time RemoveCriticalTimelimits=0 ;Change the colour of the font used on the main menu for the Fallout/sfall version string 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 ;1 - change the colour for the version string only ;2 - underline text for the version string ;4 - use monospace font for the version string MainMenuFontColour=0x000055 ;Change the colour of the font used on the main menu for the button text ;MainMenuBigFontColour=0x3C ;Alternative behaviors to the Fast Shot trait ;0 - Fallout 2 original behavior: -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 behavior: -1 AP cost for all weapons. Aimed attacks are disabled FastShotFix=3 ;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 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) ;Default is 40, and the maximum is 100 ;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) 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=392 MainMenuOffsetY=26 ;MainMenuCreditsOffsetX=0 ;MainMenuCreditsOffsetY=0 ;Prevents you from using super stims on a critter who is at full health. SuperStimExploitFix=1 ;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk InventoryApCost=4 QuickPocketsApCostReduction=1 ;These options modify the bullet distribution of burst attacks ;All the bullets are divided into three groups: center, left, and right ;These 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 center group, and the remaining are divided equally to the left and right sides ;TargetMult/Div set the ratio of how many bullets in the center group will attack the primary target directly ;Multiplier values are capped at divisor values ComputeSpray_CenterMult=1 ComputeSpray_CenterDiv=3 ComputeSpray_TargetMult=1 ComputeSpray_TargetDiv=2 ;Set to 1 to make explosions and projectiles emit light ExplosionsEmitLight=1 ;Uncomment these lines to change explosives damage. DmgMax can be set to 9999 at max, and DmgMin is capped at DmgMax ;Dynamite_DmgMax=50 ;Dynamite_DmgMin=30 ;PlasticExplosive_DmgMax=80 ;PlasticExplosive_DmgMin=40 ;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur MovieTimer_artimer1=5000 MovieTimer_artimer2=5000 MovieTimer_artimer3=5000 MovieTimer_artimer4=5000 ;Set to 1 to add proper check for ammo before attacking and proper calculation of the number of burst rounds ;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=0 ;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535) CombatPanelAnimDelay=1000 ;Controls the speed of dialog panel animations (lower - faster; valid range: 0..255) DialogPanelAnimDelay=33 ;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127) PipboyTimeAnimDelay=50 ;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before StackEmptyWeapons=1 ;Changes the way weapon reloading works when you drag ammo onto a weapon in the inventory ;Set to -1 to disable (vanilla behavior with the 'Move Items' window) ;Set to 0 to use all the ammo boxes to reload ;Set to 1 or more to reserve the specified amount of ammo boxes and use all the rest to reload ;If the amount of ammo boxes in the inventory is less than or equal to the reserve, only one box will be used ReloadReserve=-1 ;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 in dialogue with talking heads EnableMusicInDialogue=0 ;Set to 1 to prevent the player from running while sneaking without Silent Running perk DontTurnOffSneakIfYouRun=0 ;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3) ;Default is 3. Set to 0 to disable switching 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=0 ;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=0 ;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=1 ;Set to 1 to display full item description for weapon/ammo in the barter screen FullItemDescInBarter=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=0 ;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=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 display sfall built-in credits at the bottom of credits.txt contents instead of at the top CreditsAtBottom=1 ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ; Critical modding options - the following options should be changed with caution ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ;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 when hitting 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 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 ;Note that enabling this option will cause problems for 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 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 ;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 ;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=1 ;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 ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ; Configuration ini files ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ;To change the path and filename of the critical table file, uncomment the next line OverrideCriticalFile=config\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=config\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=config\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=config\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 ;TweaksFile=sfall\Tweaks.ini RemoveWindowRounding=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 GlobalScriptPaths=scripts\gl_*.int,scripts\sfall\gl*.int ;Uncomment the option to specify an additional folder path for ini files used by scripts ;The game will search for the ini files relative to this directory ;If the file is not found, the search will proceed relative to the root directory of the game ;The maximum length of the specified path is 61 characters ;IniConfigFolder=mods\iniConfigs ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX [Debugging] ;Extra sfall configuration settings that can be used by modders ;This section is not affected by the 'UseCommandLine' option. It will always be read from the main ddraw.ini file ;Set to 1 to enable sfall debugging mode 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=2 ;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 ;Set to 1 to skip the compatibility mode check ;Does not require sfall debugging mode SkipCompatModeCheck=0 ;Fallout 2 Debug Patch ;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both the screen and debug.log ;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 to 1 to hide error messages in debug output when a null value is passed to the function as an object HideObjIsNullMsg=0 ;A key to press to toggle the display of the hex grid on the map on or off ;Set to 0 to disable, or a DX scancode otherwise MapGridToggleKey=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 force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist InjectAllGameHooks=0 ;Set to 1 to force sfall to search for global/hook scripts every time the game loads rather than only the first time AlwaysFindScripts=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=1 ;Prints messages relating to scripting Script=1 ;Prints messages relating to the critical table Criticals=1 ;Prints messages relating to engine fixes Fixes=1