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Fallout 1 in 2 - Settings
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;sfall configuration settings | |
;v4.4.0.1 | |
[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\<language>\ for sfall to get the translations depending on the game language | |
;TranslationsINI=data\text\<language>\Translations.ini | |
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX | |
[ExtraPatches] | |
;This section allows you to set multiple paths to folders containing mods or patches | |
;Paths to folders and Fallout .dat files are supported | |
;The PatchFileXX options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat) | |
;Starting from 4.4/3.8.40, the game will load custom .dat files and folders from <GameRoot>\mods\mods_order.txt | |
;The files and folders in mods_order.txt will have a higher priority than the PatchFileXX options | |
;The complete order of how the engine loads game data is: | |
;master_patches > critter_patches > mods_order.txt > PatchFileXX > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat | |
;PatchFile0=mods\RP_data | |
;Some details about mods_order.txt: | |
;If mods_order.txt does not exist, sfall will create one in <GameRoot>\mods\ | |
;To install a new mod, copy the file/folder to <GameRoot>\mods\ and add its name to mods_order.txt | |
;Mods will be loaded line by line from top to bottom. You can change the load order in a text editor | |
;To disable a mod temporarily, you can comment it out by adding a ';' or '#' to the beginning of the line | |
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX | |
[Speed] | |
;Set to 1 to enable options related to the game speed adjustment (SpeedMulti#, SpeedKey#, SpeedModKey, and SpeedToggleKey) | |
Enable=0 | |
;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=0 | |
;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 the window position to the center or top-left corner | |
WindowData=-1 | |
;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 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=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>\ (without 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=40 | |
;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=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 | |
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[Sound] | |
;Sets the number of allowed simultaneous sound effects | |
;Set to 0 to leave the default unchanged (i.e. 8). The maximum is 32 | |
NumSoundBuffers=0 | |
;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 | |
;Alternative music files will play 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 | |
;Uncomment these lines to override the names of sound files used by the engine | |
;Filenames are limited to 8 characters (without extension) | |
;MainMenuMusic=07desert | |
WorldMapMusic=03wrldmp | |
;WorldMapCarMusic=20car | |
EndGameMovieMusic0=maybe | |
;EndGameMovieMusic1=10labone | |
;MapLoadingSound=wind2 | |
FadeBackgroundMusic=1 | |
;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=50 | |
;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 | |
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;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=-3 | |
;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=88 | |
;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=63 | |
;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=1 | |
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 v1.9.3324 | |
;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 change the order of how the engine loads game data | |
;Old: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat | |
;New: master_patches > critter_patches > [ExtraPatches] > patchXXX.dat > sfall.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\<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 caret character '^' in dialog msg files to specify alternative text in 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 in-game via script | |
MaleStartModel=hmjmps | |
MaleDefaultModel=hmjmps | |
FemaleStartModel=hfjmps | |
FemaleDefaultModel=hfjmps | |
;To change the various in-game movies, modify the next 17 lines | |
;You can also define additional movies by adding Movie18 - Movie32 lines | |
;Most of these can also be changed in-game 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=0 | |
;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=2 | |
;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=1 | |
;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 50 | |
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=2 | |
;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=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 | |
;This option is always enabled in 4.3.7/3.8.37 or later. The information is left for reference only | |
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 | |
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 (lower - faster; valid range: 0..1000) | |
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=64 | |
;Set to 1 to remove the limits that stop the game from rolling critical successes/failures in the first few days of game time | |
RemoveCriticalTimelimits=1 | |
;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=1 | |
;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 checks for ammo before attacking | |
;By default, a weapon can perform an attack with at least one ammo, regardless of ammo cost calculation | |
;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=250 | |
;Controls the speed of dialog panel animations (lower - faster; valid range: 0..255) | |
DialogPanelAnimDelay=16 | |
;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127) | |
PipboyTimeAnimDelay=25 | |
;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=1 | |
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map | |
WorldMapFontPatch=1 | |
;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=1 | |
;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 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 | |
;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 without fixes prevents the specified item 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 perform First Aid/Doctor skills when you use them 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 | |
StackEmptyWeapons=1 | |
CreditsAtBottom=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 directory for ini files used by scripts | |
;The game will search for ini files first relative to this directory and then relative to the root directory if not found | |
;The path length is limited to 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 | |
;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=32 | |
;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 during sfall initialization | |
Init=1 | |
;Prints messages relating to hook scripts | |
Hook=0 | |
;Prints messages relating to scripting | |
Script=1 | |
;Prints messages relating to the critical table | |
Criticals=0 | |
;Prints messages relating to engine fixes | |
Fixes=0 | |
;Duplicates logs to a dedicated console window alongside the game window | |
;This option uses bit flags to control the types of messages to be shown | |
;All types other than sfall log (bit 1) require DebugMode to be enabled | |
;1 (bit 0) - debug output from the engine | |
;2 (bit 1) - sfall log | |
;4 (bit 2) - messages from debug_msg script function | |
;8 (bit 3) - messages from display_msg script function | |
ConsoleWindow=0 | |
;Console window position and size data. Do not modify | |
;Clear the data to reset the window position and size | |
ConsoleWindowData= | |
;Set the code page for the console window (Default is your system code page) | |
ConsoleCodePage=0 |
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;The F2_RES Configuration file 12/12/2013 | |
;A High Resolution Mod For Fallout 2 | |
; | |
;Comments start with ; anything on a line after a comment is not visible to program | |
;################################################################################################################## | |
[MAIN] | |
; Affects Windows Vista/7/8 and above. Allows hi-res patch settings to be changed without admin privileges | |
; if installed in the "Program Files" directory. | |
; When UAC_AWARE=0 the hi-res patches settings will be stored in the game folder as usual. | |
; When UAC_AWARE=1 the hi-res patches settings will be stored in the users roaming app data folder. | |
; For Vista this is usually "C:\Documents and Settings\'your user name'\Application Data\Fallout2". | |
; For Windows 7/8 this is usually "C:\Users\'your user name'\AppData\Roaming\Fallout2". | |
UAC_AWARE=0 | |
; Set GRAPHICS_MODE=0 to enable Basic mode which supports resolution change only(required for sfalls Graphic modes). | |
; Set GRAPHICS_MODE=1 to enable Direct Draw 7 mode. | |
; Set GRAPHICS_MODE=2 to enable DirectX9 mode. | |
GRAPHICS_MODE=1 | |
; Set SCALE_2X=1 to scale the game x2. | |
; Note: This will increase the minimum resolution to from 640x480 to 1280x960. | |
SCALE_2X=1 | |
; Set the Fullscreen resolution here. | |
SCR_WIDTH=0 | |
SCR_HEIGHT=0 | |
; Set the Fullscreen colours here. | |
; 8 for 8bit colour output (original) | |
; 16 for 16bit colour output (set only if your not using Sfall with graphics modes 4 or 5) | |
; 32 for 32bit colour output (set only if your not using Sfall with graphics modes 4 or 5) | |
COLOUR_BITS=8 | |
; Set the Fullscreen refresh rate here. | |
; Set REFRESH_RATE=0 for driver default. | |
REFRESH_RATE=0 | |
; Set WINDOWED=1 to enable windowed mode. | |
WINDOWED=1 | |
; Window size and position data, Do not modify. | |
WIN_DATA=2C0000000000000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0C0100003C000000F60500006C030000D0 | |
; Hi-Res Patch data file and patch folder(Loaded after master.dat) | |
f2_res_dat=f2_res.dat | |
f2_res_patches=data\ | |
WINDOWED_FULLSCREEN=1 | |
;################################################################################################################## | |
[INPUT] | |
; Set ALT_MOUSE_INPUT=0 to allow Sfalls mouse input functions to work. | |
; Set ALT_MOUSE_INPUT=1 to enable alternate mouse input control built into the hi-res patch. | |
ALT_MOUSE_INPUT=0 | |
; Set EXTRA_WIN_MSG_CHECKS=1 to prevent the "NOT RESPONDING" error that may occur in windowed mode. | |
; Adds extra windows message checks to several loops during combat and fade effects. | |
; This setting is always enabled if ALT_MOUSE_INPUT=1. | |
EXTRA_WIN_MSG_CHECKS=1 | |
; Set SCROLLWHEEL_FOCUS_PRIMARY_MENU=1 for inventory, barter, loot screens etc. to make mouse wheel control default to the PC's item list unless the cursor is hovering over another list. | |
SCROLLWHEEL_FOCUS_PRIMARY_MENU=1 | |
;################################################################################################################## | |
[EFFECTS] | |
; Play the game in black and white.(Pixote's zany idea) | |
; Set IS_GRAY_SCALE=1 to enable. | |
IS_GRAY_SCALE=0 | |
;################################################################################################################## | |
[HI_RES_PANEL] | |
; if DISPLAY_LIST_DESCENDING=0 resolutions are listed from lowest to highest. | |
; if DISPLAY_LIST_DESCENDING=1 resolutions are listed from highest to lowest. | |
DISPLAY_LIST_DESCENDING=1 | |
;################################################################################################################## | |
[MOVIES] | |
; if MOVIE_SIZE=0 - movies remain their original size. | |
; if MOVIE_SIZE=1 - movies will stretch to fit the screen while maintaining the aspect ratio of the original. | |
; if MOVIE_SIZE=2 - movies will stretch to fill the screen. | |
MOVIE_SIZE=1 | |
;################################################################################################################## | |
[MAPS] | |
; if EDGE_CLIPPING_ON=0 - area beyond map edges is visible. | |
; if EDGE_CLIPPING_ON=1 - area beyond map edges is hidden. | |
EDGE_CLIPPING_ON=1 | |
; if IGNORE_MAP_EDGES=0 - Hi-Res map scroll edges are enabled. | |
; if IGNORE_MAP_EDGES=1 - Hi-Res map scroll edges are ignored. | |
IGNORE_MAP_EDGES=1 | |
; if IGNORE_PLAYER_SCROLL_LIMITS=0 - scroll limits from player are controlled by the variables SCROLL_DIST_X and SCROLL_DIST_Y found below. | |
; if IGNORE_PLAYER_SCROLL_LIMITS=1 - scroll limits from the player are ignored. | |
IGNORE_PLAYER_SCROLL_LIMITS=1 | |
;SCROLL DISTANCE FROM PLAYER | |
;HALF_SCRN equals half the screen width when used by SCROLL_DIST_X. | |
;HALF_SCRN equals half the screen height width when used by SCROLL_DIST_Y. | |
SCROLL_DIST_X=HALF_SCRN ; ORIGINAL 480 | |
SCROLL_DIST_Y=HALF_SCRN ; ORIGINAL 400 | |
;Extends the path finding range by increasing the number of path nodes. | |
;Multiples of 2000 nodes, 1=2000(original), 2=4000, 3=6000, ...etc, 20=40000(max). | |
NumPathNodes=10 | |
; Set FOG_OF_WAR=1 to enable Fog Of War. | |
FOG_OF_WAR=0 | |
; Set FOG_LIGHT_LEVEL between 0-10 to change the fog light level | |
; 0 = Off, 1 = darkest, 10 = brightest. See readme for further details. | |
FOG_LIGHT_LEVEL=4 | |
ZOOM_LEVEL=1 | |
IS_ZOOM_BOUND_BY_EDGES=0 | |
;################################################################################################################## | |
[IFACE] | |
; if IFACE_BAR_MODE=0 - the bottom of the map view window sits at the top of the IFACE Bar. | |
; if IFACE_BAR_MODE=1 - the bottom of the map view window extends to the base of the screen and is overlapped by the IFACE Bar. | |
IFACE_BAR_MODE=1 | |
;if IFACE_BAR_SIDE_ART=0 - Black, No Iface-bar side art used. | |
;if IFACE_BAR_SIDE_ART=1 - Metal look Iface-bar side art used. | |
;if IFACE_BAR_SIDE_ART=2 - Leather look Iface-bar side art used. | |
IFACE_BAR_SIDE_ART=1 | |
;if IFACE_BAR_SIDES_ORI=0 - Iface-bar side graphics extend from the Iface-Bar to the Screen edges. | |
;if IFACE_BAR_SIDES_ORI=1 - Iface-bar side graphics extend from the Screen edges to the Iface-Bar. | |
IFACE_BAR_SIDES_ORI=0 | |
;This will increase the width of the interface bar expanding the area used to display text. | |
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width. | |
IFACE_BAR_WIDTH=800 | |
;W.I.P. - A small mod that replaces the Ammo Metre. | |
;if ALTERNATE_AMMO_METRE=0 - Disabled. | |
;if ALTERNATE_AMMO_METRE=1 - Single colour, the colours used can be set below with the ALTERNATE_AMMO_LIGHT and ALTERNATE_AMMO_DARK options. | |
;if ALTERNATE_AMMO_METRE=2 - Changes colour depending how much ammo remains in your current weapon. | |
;if ALTERNATE_AMMO_METRE=3 - Divides the metre into several differently coloured sections. | |
ALTERNATE_AMMO_METRE=2 | |
;ALTERNATE_AMMO_LIGHT and ALTERNATE_AMMO_DARK set the palette offsets of particular colours used when ALTERNATE_AMMO_METRE is set to 1. | |
;ALTERNATE_AMMO_LIGHT is the main colour, ALTERNATE_AMMO_DARK is the darker glow colour. | |
;Some possible combinations to try are: | |
; green - light 0xC4, dark 0x4B | |
; yellow - light 0x3A, dark 0x42 | |
; orange - light 0x91, dark 0x9A | |
; red - light 0x84, dark 0x8C | |
ALTERNATE_AMMO_LIGHT=196 | |
ALTERNATE_AMMO_DARK=75 | |
;################################################################################################################## | |
[MAINMENU] | |
; if set to 0 - main-menu image will display at its original size. | |
; if set to 1 - main-menu image will stretch to fit the screen while maintaining its aspect ratio. | |
; if set to 2 - main-menu image will stretch to fill the screen. | |
MAIN_MENU_SIZE=1 | |
; if set to 1 - hi-res main-menu graphics are used instead of original 'mainmenu.frm'. | |
USE_HIRES_IMAGES=1 | |
; if set to 1 - menu-buttons, text & text-background are scaled up for better visibility when using hi-res graphics. | |
SCALE_BUTTONS_AND_TEXT_MENU=1 | |
; When using a hi-res background, MENU_BG_OFFSET_X & MENU_BG_OFFSET_Y equal the | |
; distances in pixels from the top button to Menu Background Graphic edges. | |
MENU_BG_OFFSET_X=-24 | |
MENU_BG_OFFSET_Y=-24 | |
;################################################################################################################## | |
[STATIC_SCREENS] | |
; if set to 0 - background image will display at its original size. | |
; if set to 1 - background image will stretch to fit the screen while maintaining its aspect ratio. | |
; if set to 2 - background image will stretch to fill the screen. | |
DEATH_SCRN_SIZE=1 | |
END_SLIDE_SIZE=1 | |
HELP_SCRN_SIZE=1 | |
SPLASH_SCRN_SIZE=1 | |
;################################################################################################################## | |
[OTHER_SETTINGS] | |
; For UK, French & German versions | |
; if CD_CHECK=0 - Fallout2 will load without CD_ROM | |
; if CD_CHECK=1 - Fallout2 will check for the CD_ROM before running | |
CD_CHECK=0 | |
; if DIALOG_SCRN_BACKGROUND=0 - Map and Iface-bar are VISIBLE while viewing the Dialog Screen. | |
; if DIALOG_SCRN_BACKGROUND=1 - Map and Iface-bar are HIDDEN while viewing the Dialog Screen. | |
DIALOG_SCRN_BACKGROUND=0 | |
; Set DIALOG_SCRN_ART_FIX=1 to enable Continuum's new dialog screen graphic. | |
DIALOG_SCRN_ART_FIX=1 | |
; Increases the length of time the Splash screen is displayed in seconds | |
SPLASH_SCRN_TIME=2 | |
; Set to 1 to reduce CPU usage and heat generation by allowing the system to go idle. | |
; This setting should not be enabled if Sfalls "ProcessorIdle" setting is also enabled as this will likly cause slowdowns. | |
CPU_USAGE_FIX=0 | |
; Set to 1 to enable a small adjustment to the mouse selection rect for the PC's inventory on the barter window. | |
BARTER_PC_INV_DROP_FIX=1 | |
; Original value = 60, decrease/increase this value to quicken/slowdown fade effects. | |
FADE_TIME_MODIFIER=60 | |
; Set to 1 to enable, recalculates fade time length each time a transitional fade occurs. | |
; May be useful if the length of transitional fade effects seems to randomly change between game restarts. | |
FADE_TIME_RECALCULATE_ON_FADE=0 | |
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[debug] | |
mode=environment | |
output_map_data_info=1 | |
show_load_info=1 | |
show_script_messages=1 | |
show_tile_num=1 | |
[preferences] | |
brightness=1.038629 | |
combat_difficulty=1 | |
combat_looks=1 | |
combat_messages=1 | |
combat_speed=36 | |
combat_taunts=1 | |
game_difficulty=1 | |
item_highlight=1 | |
language_filter=0 | |
mouse_sensitivity=1.000000 | |
player_speedup=1 | |
running=1 | |
subtitles=1 | |
target_highlight=2 | |
text_base_delay=3.557078 | |
text_line_delay=1.022831 | |
violence_level=3 | |
[sound] | |
cache_size=448 | |
debug=0 | |
debug_sfxc=0 | |
device=-1 | |
dma=-1 | |
initialize=1 | |
irq=-1 | |
master_volume=32767 | |
music=1 | |
music_path1=data\sound\music\ | |
music_path2=..\data\sound\music\ | |
music_volume=23939 | |
port=-1 | |
sndfx_volume=32767 | |
sounds=1 | |
speech=1 | |
speech_volume=32767 | |
[system] | |
art_cache_size=261 | |
cdlock=G:\cdlock.dat | |
color_cycling=1 | |
critter_dat=..\critter.dat | |
critter_patches=data | |
cycle_speed_factor=1 | |
executable=game | |
free_space=20480 | |
hashing=1 | |
interrupt_walk=1 | |
language=english | |
master_dat=..\master.dat | |
master_patches=data | |
scroll_lock=0 | |
splash=1 | |
times_run=5 | |
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[Fo1in2] | |
; Unique settings for Fallout et Tu. | |
; Fallout 1 default values are always 0 unless stated otherwise! | |
; Enable expanded ending slides? | |
GVAR_ENABLE_EXPANDED_ENDING=0 | |
; Enable the motorcycle (Fo2-style vehicle)? | |
GVAR_ENABLE_MOTORCYCLE=1 | |
; Enable merchant inventory restocking (Fo2-style)? | |
GVAR_ENABLE_FO2_MERCHANT_RESTOCK=1 | |
; Enable satellite quest locations (Fo2-style)? | |
GVAR_ENABLE_SATELLITE_LOCATIONS=1 | |
; Enable party size limitations (Fo2-style)? (Amount of party members is CHA/2) | |
GVAR_ENABLE_FO2_PARTY_LIMIT=0 | |
; Enable Fo2 critter (Geckos, etc) in encounters? | |
GVAR_ENABLE_FO2_CRITTERS=1 | |
; Enable Cavern maps (Fo2-style)? | |
GVAR_ENABLE_CAVE_MAPS=1 | |
; The Mr. Handy robot in the Military Base can be recruited? | |
GVAR_ENABLE_MR_HANDY_HIRELING=1 | |
; Enable the Floating Eye party member in The Glow? | |
GVAR_ENABLE_EYEBOT_HIRELING=1 | |
; Enable walking through doors without using them (Arcanum-style)? | |
GVAR_ENABLE_AUTO_DOORS=1 | |
; Enable doors closing automatically | |
GVAR_ENABLE_AUTO_DOORS_CLOSING=1 | |
; Destroy critter's worn armor on death? (Dramatically helps balancing the game) | |
GVAR_ENABLE_ARMOR_DESTROY_MOD=1 | |
; Enable Miles to upgrade more than just one Power Armor? | |
GVAR_ENABLE_UNLIMITED_HPA=1 | |
; Enable alternative disguise system? (Allow party members to pass if they wear appropriate clothing) | |
GVAR_ENABLE_ALTERNATIVE_DISGUISE=1 | |
; Enable V13 Vault Suit armor item? (Can be equipped by party members) | |
GVAR_ENABLE_ARMOR_VAULT_SUIT=1 | |
; Weapons can be upgraded (Fo2-style)? | |
GVAR_ENABLE_WEAPON_UPGRADES=1 | |
; Enable unique Dogmeat style (red dog)? | |
GVAR_ENABLE_RED_DOGMEAT=0 | |
; Enable unique Brotherhood of Steel Combat Armor style for NPCs? (Darker variant, fitting to the inventory icon) | |
GVAR_ENABLE_BOS_CA=1 | |
; Enable alternative Khan armor styles? | |
GVAR_ENABLE_KHAN_ART_FIX=1 | |
; Enable better item rewards from Talus and Mathia at the Brotherhood of Steel? | |
GVAR_ENABLE_ALTERNATIVE_BOS_REWARD=1 | |
; Enable the Shady Sands merchant? | |
GVAR_ENABLE_SHADY_SANDS_MERCHANT=1 | |
; Enable various characters that were cut from the vanilla game? | |
GVAR_ENABLE_CUT_CHARACTERS=1 | |
; Enable seasonal environment lighting (Fo2-style, sun goes down earlier when in winter, etc)? | |
GVAR_ENABLE_FO2_SEASONAL_LIGHTING=1 | |
; Enable resting until 08:00 in the morning (Fo2-style)? | |
GVAR_ENABLE_FO2_0800_RESTING=0 | |
; Enable tougher super mutants to make the endgame more of a challenge? | |
; OVERKILL NOTE: 0 is vanilla, 1 is tweaked. Every step above 1 will multiply the base hitpoints! | |
GVAR_ENABLE_TOUGH_MUTANTS=1 | |
; Enable tougher humans to make the mid-game more of a challenge? | |
; OVERKILL NOTE: 0 is vanilla, 1 is tweaked. Every step above 1 will multiply the base hitpoints! | |
GVAR_ENABLE_TOUGH_HUMANS=1 | |
; Enable radiation effects in the zones around the Glow? | |
GVAR_ENABLE_EXPANDED_RADIATION=1 | |
; Enable more car wreck variations in city encounters? | |
GVAR_ENABLE_EXPANDED_WRECKS=1 | |
; Enable Fo2-style worldmap interface? | |
GVAR_ENABLE_FO2_WORLDMAP=1 | |
; Change the amount of days to get the Water Chip? | |
; NOTE: It is highly advised to keep this timer at default value! | |
; 150 days are enough to save the Vault. Increasing or disabling it removes all tension from the gaming experience! | |
; Water Timer = 150 days | |
GVAR_VAULT13_WATER_DAYS=150 | |
; Change the amount of days after a town gets invaded by mutants? | |
; In Fallout 1, all invasions except Vault 13 and Necropolis are disabled. | |
; Vault 13 = 500 days | |
; Necropolis = 110 days | |
; Boneyard = 90 days | |
; The Hub = 140 days | |
; Brotherhood = 170 days | |
; Junktown = 200 days | |
; Shady Sands = 230 days | |
GVAR_VAULT_13_INVASION_DAYS=0 | |
GVAR_NECROPOLIS_INVASION_DAYS=110 | |
GVAR_BONEYARD_INVASION_DAYS=0 | |
GVAR_THE_HUB_INVASION_DAYS=0 | |
GVAR_BROTHERHOOD_INVASION_DAYS=0 | |
GVAR_JUNKTOWN_INVASION_DAYS=0 | |
GVAR_SHADY_SANDS_INVASION_DAYS=0 | |
GVAR_AGATHA_IS_ENABLED=1 | |
GVAR_BOS_LORRI_CHA_ENABLED=1 | |
GVAR_BOS_LORRI_SEX_ENABLED=1 | |
[FIXT] | |
; Enable / Disable all Fixt additions? | |
; Most of the following settings will only work if this is set to 1! | |
GVAR_FIXT_ENABLED=1 | |
; Player starts with: 0==Fo1 default, 1==only base items, 2==only Tag items, 3==no items | |
GVAR_IRONMAN_MODE=0 | |
; How many operations per stat can the player get? -- (1 to 10) | |
GVAR_BOS_LORRI_NUM_OPS_ALLOWED=1 | |
; Do the "active" hookers exist in The Hub's Downtown? | |
GVAR_ENABLE_HOOKERS=1 | |
; Does Chris the bounty hunter respawn endlessly? -- (as in Fallout 2) | |
GVAR_HUNTER_RESPAWNS=0 | |
[DEBUG] | |
; Activate debug menu (use binocular on player)? | |
GVAR_ENABLE_DEBUG_MENU=0 | |
; Show debug messages? | |
GVAR_ENABLE_DEBUG_MESSAGES=0 | |
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fo1_base | |
fo1_interface | |
Anim_ImprovedSMutantDeath | |
fo1_maps_mountains | |
InterfaceUpscaled | |
;fo1_barter_formula | |
;fo1_lang_german | |
;fo1_lang_french | |
;fo1_robodog | |
;ShowLootWeight | |
;fo1_alternative_forcefields | |
;fo1_new_premades | |
fo1_v15_rework | |
fo1_footprints |
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[Highlighting] | |
; DX scancode of a key to press to highlight items on the ground | |
; 42 - SHIFT key | |
; 29 - LCntrl | |
Key=29 | |
; Set to 1 to also highlight containers | |
Containers=1 | |
; Set to 1 to also highlight lootable corpses | |
Corpses=1 | |
; Set to 1 to also highlight critters, with the same rules as in combat | |
Critters=1 | |
; Set to 1 to only highlight objects in the player's line-of-sight | |
CheckLOS=0 | |
; Set the color of outlines for items, corpses, and containers; available colors: | |
; 1 - glowing red | |
; 2 - red | |
; 4 - grey | |
; 8 - glowing green | |
; 16 - bright yellow | |
; 32 - dark yellow | |
; 64 - purple | |
; You can set a custom color from the game palette by multiplying the color index value by 256 (in 4.2.7 or later) | |
OutlineColor=16 | |
; Motion Scanner mode: | |
; 0 - ignored | |
; 1 - requires Motion Scanner present in player inventory to activate highlighting | |
; 2 - requires Motion Scanner and also requires 1 charge on every use (depleted scanner will not work anymore) | |
MotionScanner=0 | |
[CombatControl] | |
;Allows you to directly control other critters in combat | |
;Set to 0 to disable | |
;Set to 1 to control all critters in combat (allowed only in sfall debugging mode) | |
;Set to 2 to control all party members | |
;Set to 3 to let you order party members to attack specified targets after your first attack instead of controlling them directly | |
Mode=3 | |
;If you want to control only specific critters, uncomment the PIDList line and set a comma delimited list of PIDs | |
; Ian, Tycho, Katja, Tandi, Dogmeat, Mr.Handy, Floating Eye, Rae, Vasquez | |
PIDList=76,210,302,63,122,313,345,346,347 | |
;Set a comma delimited list of perk IDs for perks to be inherited from the player during the combat control | |
PerksList=0,73 | |
;Set to 1 to allow the player to gain a positive reputation when killing NPCs while controlling other critters | |
GainReputation=0 | |
;Choose a notification box to display the name of the controlled critter above the interface bar | |
;Must be between 5 and (4 + the value of BoxBarCount in ddraw.ini) | |
;For sfall 4.1.6+ the number for the notification box is set automatically, so just use any value | |
;Set to 0 to disable | |
DisplayName=1 | |
;Set the color of display name, available colors: | |
;0 - green | |
;1 - red | |
;2 - white | |
;3 - yellow | |
;4 - dark yellow | |
;5 - blue | |
;6 - purple | |
;7 - dull pink | |
DisplayNameColor=0 |
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