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Fallout 1 in 2 - Settings
;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
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[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
;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=-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
;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
[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
[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
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
[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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