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; Stewie Tweaks INI | |
; New options are generated when the game is launched | |
; ---------------------------------------------------------- | |
; Preset by Axonis - October 28th 2021 | |
; http://gist.github.com/Saxonis/6f2721d32b35231777941ee21022c1b2 | |
; Requires Stewie's Tweaks (www.nexusmods.com/newvegas/mods/66347) | |
; ---------------------------------------------------------- | |
[Tweaks] | |
; allows activating while performing another action, e.g. start reloading, open a door and finish reloading on the other side | |
; Axonis: no, because it might make the game easier | |
bAllowActivateWhileAnimPlays = 0 | |
; moving left or right no longer cancels auto-walk | |
; Axonis: YES, quality of life tweak | |
bBetterAutoWalk = 1 | |
; show companions on the compass as white instead of the current HUD color | |
; Axonis: YES, it helps distinguish who is who | |
bCompanionPipColorChange = 1 | |
; add support for the numpad buttons /*-+., enter and 0-9 to be used in console | |
; Axonis: YES, I don't see why not | |
bConsoleNumpadSupport = 1 | |
; show cheat info at the lockpick menu | |
; Axonis: no, cheat | |
bDebugLockpickMenu = 0 | |
; add the marker location name to the "Marker Added" notification at the HUD | |
; Axonis: YES, it's nice to know the name of the new location | |
bDescriptiveMarkerAddedMessage = 1 | |
; disable fast travel | |
; Axonis: no, I don't use it in general, but when I need it it has to be available | |
bDisableFastTravel = 0 | |
; disable the functionality of the "Show Location" button on the quest menu | |
; Axonis: no, it's there for a reason | |
bDisableShowQuestLocation = 0 | |
; stop the container menu showing automatically when opening with lock-pick or a key | |
; Axonis: no, if I unlock a container it's because I want to open it | |
bDontShowContainerAfterLockpick = 0 | |
; allow equipping of broken items | |
; Axonis: no, broken is supposed to be unusable | |
bEquipBrokenItems = 0 | |
; decrease the delay after a successful hack by 2.5 seconds | |
; Axonis: no, it's there to apply a sense of accomplishment | |
bFasterHackingTransition = 0 | |
; removes a hard-coded 3 second delay before menu closing when saving using the pause menu | |
; Axonis: YES, the delay is useless | |
bFasterSaveMenuClose = 1 | |
; allow fast travel when over-encumbered, as the Long Haul perk does | |
; Axonis: no, that would make hoarding too easy | |
bFastTravelOverencumbered = 0 | |
; hide the enemy markers from the compass | |
; Axonis: no, otherwise perception wouldn't be really useful | |
bHideEnemyMarkers = 0 | |
; only show unvisited locations on the compass if they are marked on the map | |
; Axonis: YES, and I've removed this feature from VUI+ since Stewie's implementation will show them at the compass if you take the Explorer perk | |
bHideInvisibleUndiscoveredLocations = 1 | |
; remove companions from VATS | |
; Axonis: YES, it's just an annoynace | |
bIgnoreCompanionsVATS = 1 | |
; remove the block on jumping while aiming | |
; Axonis: no, just land on your feet | |
bJumpWhileAiming = 0 | |
; allow jumping while over-encumbered | |
; Axonis: no, over-encumbered is meant to be used sparingly | |
bJumpWhileOverencumbered = 0 | |
; keep the crosshair on the screen when aiming with non-scoped weapons | |
; Axonis: no, because it doesn't take wobble into account | |
bKeepCrosshairWhenAiming = 0 | |
; retain the Pip-Boy light status when entering an exterior cell | |
; Axonis: YES, it's easier to control stuff when it works in a standardized manner | |
bKeepPipboyLightOnCellChange = 1 | |
; don't reset the bet amount to 1 after playing roulette | |
; Axonis: YES, and thanks Stewie for that | |
bKeepRouletteBetAmount = 1 | |
; allow the use of left clicking to rotate during lock-pick | |
; Axonis: no, I find the default controls to be comfortable | |
bLockpickAllowMouse = 0 | |
; stop the player's automatic reloading when the clip is emptied | |
; Axonis: YES, enriches time management by tokenizing reloading | |
bManualReload = 1 | |
; show unconscious companions on the map, in red | |
; Axonis: YES, see bCompanionPipColorChange | |
bMapShowUnconsciousCompanions = 1 | |
; allow fast travel in mid air | |
; Axonis: no, just land on your feet | |
bMidairFastTravel = 0 | |
; prevent opening the pause menu when switching the game via Alt-Tab | |
; Axonis: no, the pause is useful on a normal game | |
bNoAltTabPause = 0 | |
; stops shooting earning the player ammo casings | |
; Axonis: no, the empty casings are mostly flavor and have little effect on gameplay | |
bNoAmmoCasings = 0 | |
; remove the movement penalty when holding a weapon | |
; Axonis: no, the penalty encourages normal behavior | |
bNoEquippedWeaponMovementPenalty = 0 | |
; remove the delay between hacking attempt | |
; Axonis: no, without the delay I wouldn't try as hard to find the password | |
bNoHackingRetryDelay = 0 | |
; stop the Location Discovered notification at the HUD | |
; Axonis: no, the notification is useful, see bHideInvisibleUndiscoveredLocations | |
bNoLocationPopup = 0 | |
; remove the max bet in casinos and make increments above 1500 increase by 500 (from 100 default) | |
; Axonis: no, not without some mod that would prevent cheating in gambling | |
bNoMaxCasinoBet = 0 | |
; remove minimum distance companions are shown on the world map | |
; Axonis: YES, because you might forget where you left them | |
bNoMinCompanionMapDistance = 1 | |
; prevent opening the Pip-Boy menu when switching the game via Alt-Tab | |
; Axonis: no, the Pip-Boy doesn't open (or close) when pressing Alt+Tab on my game | |
bNoPipboyOnAltTab = 0 | |
; remove quest added notification | |
; Axonis: no, I think it's nice to see their names unfolding | |
bNoQuestAddedPopup = 0 | |
; remove quest completed notification | |
; Axonis: no, I think it's nice to see their names unfolding | |
bNoQuestCompletedPopup = 0 | |
; prevent consumption of books if skill level is already at 100 | |
; Axonis: YES, no need to waste an expensive book | |
bNoSkillBooksAbove100 = 1 | |
; remove the "Loading extra content..." pop-up at the start menu | |
; Axonis: YES, YES, YES, kill that damn pop-up | |
bNoStartMenuDLCPopup = 1 | |
; stop the "Actor is now unconscious" message | |
; Axonis: no, the message is useful | |
bNoUnconciousMessage = 0 | |
; disallow targeting invisible enemies in VATS without EDE's perk | |
; Axonis: YES, as much as I loathe invisible enemies, it's a cheat to use VATS against them | |
bNoVATSTargetInvisible = 1 | |
; disable all XP messages | |
; Axonis: no, bNoXPBarInCombat is good enough | |
bNoXPMessages = 0 | |
; only allow waiting while sitting | |
; Axonis: no, although it does elevate the importance of furniture, it's really bothersome when you really have to wait without a chair nearby | |
bOnlyAllowWaitWhileSitting = 0 | |
; remember the bobby pin health between locks (works through saves) | |
; Axonis: YES, anticheat | |
bRememberBobbyPinHealth = 1 | |
; remove the useless downloads button from the main menu | |
; Axonis: no, because I prefer the way I do this in VUI+ with the space above Quit | |
bRemoveDownloadsButton = 0 | |
; remove the [HIDDEN] etc. label from the HUD | |
; Axonis: no, unless a Perception roll would be taken into account for this label | |
bRemoveSneakLabel = 0 | |
; remove the damage buffer provided for weapons above 75% condition | |
; Axonis: no, the buffer relieves me from trying to keep my weapons at 100% condition at all times | |
bRemoveWeaponDamageBuffer = 0 | |
; Adds a hot-key 'Left-Alt' to instantly end the player death-cam | |
; Axonis: no, I play dead is dead and take care not to die, but when it happens it's supposed to be dramatic | |
bSkipDeathcamHotkey = 0 | |
; add hotkey Tab to go back in the start/pause menu | |
; Axonis: no, there's Esc for that | |
bTabBackInStartMenu = 0 | |
; add hotkey Tab to close terminals | |
; Axonis: no, because Tab is used for opening/closing the Pip-Boy | |
bTabClosesTerminals = 0 | |
; allow use of WASD keys as arrows in menus, and E and space to accept | |
; Axonis: no, although it's getting better and better, I still prefer to use the defaults: arrow keys, arrow keys + shift, page up, page down, and did you know that the JIP-LN plugin allows to move an entire stack of objects by shift+click ? | |
bUseWASDAsArrowKeys = 1 | |
; holding the jump button repeatedly jumps | |
; Axonis: YES, makes it easier to climb on peaks and besides, bJumpingCostsAP | |
bRepeatJumping = 1 | |
; set the condition of the items returned from crafting (default is 80%) | |
; Axonis: default makes sense | |
fCraftedItemHealthPct = 80 | |
; stop the "Screenshot Created" message, optionally printing the message to console instead | |
; Axonis: YES, it's useful when issuing consequtive screenshots | |
bNoScreenshotPopup = 1 | |
; stop the good/bad karma messages and sounds | |
; Axonis: YES, but only reduce consequtive sounds, see [Karma Messages] | |
bNoKarmaMessages = 1 | |
; stop the messages when crippling/critical hitting an enemy | |
; Axonis: no, I want to keep those messages as they were in the original Fallout | |
bNoCrippleCriticalMessages = 0 | |
; remove the movement penalty while aiming | |
; Axonis: no, you're supposed to be moving much slower while aiming | |
bAimingSpeed = 0 | |
; eliminate NPC speech distortion caused by headwear | |
; Axonis: no, not without a cosmetic mod that makes helmets invisible | |
bNoAudioDistortion = 0 | |
; stop scrollwheel changing point of view from 1st->3rd or vice versa | |
; Axonis: no, I find it very useful to zoom in/out my character and I wish I could zoom as much as I can in FO3 | |
bNoScrollwheelPOVChange = 0 | |
; increase the hour countdown speed while waiting or sleeping | |
; Axonis: no, I find the slow time pass to be more immersive than annoying | |
bFasterSleepWait = 0 | |
; disallow use of the Pip-Boy during combat | |
; Axonis: YES, but set it to a small AP cost, see [No Pipboy In Combat] | |
bNoPipBoyInCombat = 1 | |
; make jumping cost action points | |
; Axonis: YES, because it's set up to use a few APs instead, see [Jumping Costs AP] | |
bJumpingCostsAP = 1 | |
; delay XP popups till the end of combat | |
; Axonis: YES, this is how it was in the original Fallout | |
bNoXPBarInCombat = 1 | |
; remove the skill requirement prefix from dialog topics | |
; Axonis: YES, they're the worst kind of spoilers and VUI+ does remove the hardcoded color on those dialog topics for the same reason | |
bNoSkillTags = 1 | |
; adds a configurable movement penalty for when the player is moving backwards or aiming | |
; Axonis: YES, see [Slower Backpedaling] | |
bMovementPenalties = 1 | |
; enable individual hardcore features | |
; Axonis: no, I need them all | |
bHardcoreTweaks = 0 | |
; enable running and jumping for Action Points while over-encumbered | |
; Axonis: no, after heavy playtesting it proved to be a nuisance (at quick drain) or a cheat (at slow drain) | |
bOverencumberedTweak = 0 | |
; stop the 'Quest Failed' message showing upon failing a quest, optionally only show if the quest was started | |
; Axonis: no, it's used to determine game-breaking situations | |
bNoQuestFailedPopup = 0 | |
; use custom icons to show whether an NPC is above or below the player | |
; Axonis: YES, it's a 3D game | |
bCompassNPCHeightIndicator = 1 | |
; use custom icons to show whether a quest marker is above or below the player | |
; Axonis: no, unlike NPCs, location markers can be too far away which complicates the compass | |
bCompassQuestHeightIndicator = 0 | |
; fade the compass NPC markers based on distance to the player | |
; Axonis: YES, an essential gameplay improvement | |
bCompassNPCDistanceBasedAlpha = 1 | |
; fade the compass location markers based on distance to the player | |
; Axonis: no, for the same reason with bCompassQuestHeightIndicator | |
bCompassLocationDistanceBasedAlpha = 0 | |
; disable the alpha effect given to markers on the right edge of compass | |
; Axonis: no, the alpha effect fits the vanilla HUD decorations | |
bDisableCompassEdgeAlpha = 0 | |
; add an asterisk to the entrance prompt of unvisited interiors, and a plus for respawned interiors | |
; Axonis: no, because it would trigger my OCD reflexes; better to let sleeping dogs without an asterisk | |
bPatchUnseenCellName = 0 | |
; add an AP penalty for entering VATS | |
; Axonis: YES, repeated VATS can be exploited for searching enemies or using stunning attacks, see [Entering VATS Costs AP] | |
bEnteringVATSCostsAP = 1 | |
; use incremental save slots for autosave, optionally fullsaving every rotation | |
; Axonis: no, although it's great for most users, I still need the extra safeguards of my SafeAutoSave mod | |
bImprovedAutoSave = 0 | |
; DEBUG OPTION for mod developers, adding a hotkey 'R' to load the last save from the start menu | |
; Axonis: I just open the load menu | |
bContinueGameHotkey = 0 | |
; adds scrollwheel support when allocating skill points | |
; Axonis: YES, that's nice to have just as controllers allocate points by holding the button | |
bLevelUpScrollWheelSupport = 1 | |
; remove the LT/RT from the pipboy texture when a controller is connected | |
; Axonis: YES, UI buttons are already ugly enough, no need to paint this ugliness on the textures themselves | |
bNoLTRTOnPipboy = 1 | |
; stops the crosshair turning red on enemies | |
; Axonis: no, the color change is a nice cue for targeting | |
bNoRedCrosshairOnEnemies = 0 | |
; allows opening of pipboy while the screen shakes (it will look offcentered) | |
; Axonis: no, because I can't be looking at my wrist right now | |
bAllowOpenPipboyDuringCameraShake = 0 | |
; makes left/right movement keys cancel each other if both are held | |
; Axonis: YES, makes sense | |
bLeftAndRightCancelEachOther = 1 | |
; fixes a bug in the Enhanced Camera mod where the player would sink into the ground when changing from first to third person | |
; Axonis: YES, fixes a real annoyance, and another separate plugin bites the dust | |
bFixEnhancedCameraGroundSinkBug = 1 | |
; makes holding shift talk to an npc instead of pickpocketing them while sneaking | |
; Axonis: YES, because it's not obtrusive if you don't need it | |
bTalkWhileSneakingIfShiftIsHeld = 1 | |
; add an AP penalty for performing charged unarmed attacks | |
; Axonis: no, melee power attacks require time and key combinations, so they are well balanced as they are | |
bChargedAttacksCostAP = 0 | |
; adds hotkey 'Q' to drop the currently selected item from the PipBoy menu | |
; Axonis: no, right click works fine and even though Q is better, it still doesn't have a label and I have no way to detect Stewie's Tweaks at VUI+ to add it myself | |
bAddInventoryDropItemHotkey = 0 | |
; skip the "Continue from your last saved game?" prompt when clicking continue game | |
; Axonis: YES, because I've just clicked on "Continue" | |
bInstantContinueButton = 1 | |
; add a distance, beyond which quest markers are hidden | |
; Axonis: YES, it helps reduce clutter on the compass and the markers are always available on the Pip-Boy | |
bDistanceBasedQuestMarkerVisibilty = 1 | |
; set how quickly scoped weapons zoom under [Scope Zoom] | |
; Axonis: no, default is fine | |
bUseCustomSniperZoomRate = 0 | |
; Add hotkeys to instantly equip the crosshair and container selections | |
; Axonis: no, after a lot of playtesting, I've decided that I am too accustomed to the standard controls | |
bQuickUse = 0 | |
; half the 500ms delay before allowing clicking in the dialogue menu | |
; Axonis: no, dialog can have serious consequences and has a lot of clicking, best to avoid an accidental one | |
bDecreasedDialogueClickDelay = 0 | |
; hide NPC names on the prompt if they haven't spoken to the player | |
; Axonis: no, after a lot of testing I've concluded that such a feature would require additional support to be usable (eg. VATS still shows their names, gameplay often assumes knowledge of their names etc) | |
bHideUnknownNPCNames = 0 | |
; halves all earned XP | |
; Axonis: no, I'm using JSUE which already rebalances XP very thoroughly | |
bReduceXP = 0 | |
; adds hotkey Left Alt to instantly end the VATS killcam | |
; Axonis: YES, it may be useful in some cases | |
bVatsExitKey = 1 | |
; don't set the current quest when completing objectives without having a quest active | |
; Axonis: YES, I want to choose quests myself | |
bDontSetQuestWhenCompletingObjectives = 1 | |
; don't allow exiting the hacking menu if an attempt has been made | |
; Axonis: no, otherwise most terminals in the world should have been locked already -- although this is something that could go great with a mod that sets a long timeout for locked terminals | |
bNoExitHacking = 0 | |
; holding W will continually spin the slot machine | |
; Axonis: no, because no other menu functions this way | |
bSlotsAutoSpinHotkey = 0 | |
; use the UK keyboard layout | |
; Axonis: no, and I ~hate~ the UK layout which cuts the left Shift to make space for \ | |
bUKKeyboard = 0 | |
; holding shift allows picking a lock even if you have the key | |
; Axonis: YES, because I'd rather excersise my lockpicking skill when I can | |
bPickLocksEvenWithKey = 1 | |
; hides the quest objective text from the main HUD | |
; Axonis: no, it's not really obtrusive because it only shows when you reload a game etc | |
bRemoveQuestObjectiveAddedText = 0 | |
; don't save sent commands to history if they are identical to the last sent command | |
; Axonis: YES, makes it easier to repeat past commands | |
bConsoleHistoryNoStoreDuplicates = 1 | |
; removes the Quest Added sound when a cinematic killcam plays | |
; Axonis: no, I'm using "Asterra's Many Fixes with Fixes For Minor Annoyances" which fixes it already, but you should enable it otherwise | |
bNoKillcamKillSound = 0 | |
; disallows grabbing of owned items | |
; Axonis: no, grabbing may be necessary in some situations without being a cheat; the best approach would be to make merchants angry after a timeout period of grabbing their wares | |
bNoGrabOwnedItems = 0 | |
; automatically skips the intro video | |
; Axonis: YES, according to MoerasGrizzly -- "This doesn't apply to the 'Blue Moon' intro video, but to the slideshow logos shown when the game starts up" | |
bSkipIntroVideo = 1 | |
; forces first person for VATS camera shots | |
; Axonis: no, although this is very interesting, I'm playing almost exclusively 1st person and this is my only chance to see my character | |
bFirstPersonVATS = 0 | |
; stores/restores console history to ConsoleHistory.txt | |
; Axonis: YES, it should be quite useful and there's already enough clutter from logs etc. to worry about another file at the base folder | |
bRememberConsoleHistory = 1 | |
; allows fast travelling from indoors (you need to take care not to travel out of scripted areas) | |
; Axonis: no, its good for debugging though | |
bAllowUnsafeFastTravel = 0 | |
; makes sneaking holdable rather than toggleable | |
; Axonis: no, default control is fine as it doesn't require pressing too many keys | |
bHoldCrouchToSneak = 0 | |
; stops the landing animation playing | |
; Axonis: no, according to Stewie -- "I created it to stop the anim so you can jump and fire a weapon without it bugging out when you land. The game doesn't feel the same without the anims though." | |
bRemoveLandingAnim = 0 | |
; makes fast travel cost 1 Nuka-Cola Quantum, Quartz or Victory | |
; Axonis: no, that's a nice idea for a dedicated mod though, and it could be expanded with water & food costs and/or Survival requirements | |
bFastTravelCostsSpecialNukaBottles = 0 | |
; removes the ability to sell items in the barter menu | |
; Axonis: no, probably for debug ? | |
bDisableSellingItems = 0 | |
; adds hotkeys 0-9 to select options in the dialog menu (recommended use with VUI+'s numbered topics setting) | |
; Axonis: no, although I do offer this option, I personally prefer my game's UI to be simple | |
bNumberedDialogHotkeys = 0 | |
; set custom buy/sell multipliers for each item type | |
; Axonis: no, although this could be very useful for a trade & barter mod | |
bUseCustomBarterPriceMultipliers = 0 | |
; stops dialog with NPCs being skipped automatically | |
; Axonis: no, but this should be very useful if you can't read the subtitles in time because it keeps a spoken line undefinitely until you click | |
bNoAutoContinueDialog = 0 | |
; disables the radial blur when damaged (optionally only when in god-mode) | |
; Axonis: YES, but only in godmode where you don't really take any damage | |
bDisableHitShader = 1 | |
; sets the max player level and disables the hard-coded +5 per DLC (do not exceed level 100) | |
; Axonis: no, JSawyer Ultimate does that already | |
iMaxCharacterLevel = 0 | |
; adds hotkeys shift and right mouse button to instantly display the current terminal text | |
; Axonis: no, I don't use hotkeys | |
bTerminalInstantDisplayHotkey = 0 | |
; swap the Y and Z keys | |
; Axonis: no, probably useful with other key function alteration options | |
bSwapKeyboardYZKeys = 0 | |
; reloading with a full clips switches ammo type | |
; Axonis: no, because bDoubleTapReloadToChangeAmmoType is better | |
bReloadingWithFullClipSwitchesAmmoType = 0 | |
; add hotkeys to rotate the flycam camera, and increase the run speed | |
; Axonis: no, but I will probably revise this if I make heavy use of tfc | |
bBetterFlycam = 0 | |
; allow NPCs to drop weapons on death even if they are not out | |
; Axonis: no, I'm not sure why this would be useful | |
bNPCsDropWeaponHolsteredWeapon = 0 | |
; prevents reloading if the weapon's clip is not empty | |
; Axonis: no, although this would put the player with the same odds as NPCs, reloading does take time and bReloadingWithFullClipSwitchesAmmoType is more useful with this option off | |
bDisableReloadingNonEmptyClip = 0 | |
; removes the grenade indicator from the HUD | |
; Axonis: no, I guess this is good for some grenade mods though | |
bDisableGrenadeIndicator = 0 | |
; worn power armor is weightless | |
; Axonis: no, the strength bonus is supposed to counter the weight | |
bWeightlessWornPowerArmor = 0 | |
; holding shift when taking a screenshot hides the menus | |
; Axonis: YES, although it still leaves the blur which makes it useful only for hiding HUD elements | |
bShiftScreenshotHidesMenus = 1 | |
; allow fast travel while enemies are nearby | |
; Axonis: no, but I guess it may be useful for debugging | |
bFastTravelWithEnemiesNearby = 0 | |
; disables the player being knocked over in godmode | |
; Axonis: YES, for the same reasons as with other godmode settings | |
bNoKnockdownInGodmode = 1 | |
; change ammo types when reload is pressed twice in quick succession | |
; Axonis: YES, its much easier to use than an extra hotkey | |
bDoubleTapReloadToChangeAmmoType = 1 | |
; failing a lockpick force attempt breaks a bobby pin instead of the lock | |
; Axonis: no, because you're supposed to be using brute force instead of lockpicks | |
bForceLockpickNoBreakLock = 0 | |
; set the controller thumbstick deadzones under [Controller Deadzone] | |
; Axonis: no, I can't playtest it because I'm only using an emulated controller for modding | |
bDisableControllerDeadzones = 0 | |
; increase controller rotation speed to half of sensitivity when looking around with POV held | |
; Axonis: no, same as above | |
bFasterControllerPOVRotate = 0 | |
; hides the cursor while in dialog | |
; Axonis: YES, but only with bOnlyWhenNPCSpeaks | |
bHideCursorInDialog = 1 | |
; remove the wait for the Fallout New Vegas logo to be at full alpha | |
; Axonis: YES, although I didn't realize there's a reduction in the wait | |
bFasterTitleMenu = 1 | |
; holding shift ignores friendly NPCs when entering VATS | |
; Axonis: YES, won't interfere with anything and it might come in handy | |
bShiftIgnoresFriendlyVATS = 1 | |
; perks to earn per level | |
; Axonis: no, unless you're using some alternative balancing (the default 0 doesn't change the standard perk per 2 levels) | |
iPerksPerLevel = 0 | |
; disables the radial blur when an explosion occurs nearby | |
; Axonis: no, that's a nice effect | |
bDisableExplosionInFaceIMOD = 0 | |
; modify skill points earned on levelup under [Skill Points] | |
; Axonis: no, see iPerksPerLevel | |
bModifySkillPointsEarned = 0 | |
; removes the luck skill's effect on gambling | |
; Axonis: no, gambling is a big incentive for Luck | |
bLuckDoesntAffectGambling = 0 | |
; removes the chem worn off screen effect | |
; Axonis: no, its a nice effect | |
bRemoveChemWarnOffIMOD = 0 | |
; allows scrollwheel to zoom while using a scope | |
; Axonis: YES, but only for Binoculars as it would make scoped weapons too powerful, see bBinocularsOnly | |
bAdjustableScopeZoom = 1 | |
; stops popup menus moving the mouse to the center of the screen | |
; Axonis: no, the auto-centering is very useful in the quantity menu | |
bPopupMenusDontMoveCursor = 0 | |
; pressing the iTogglePipboyLight key while aiming with a night vision weapon toggles the night vision effect | |
; Axonis: YES, it just makes sense | |
bAddNightVisionToggle = 1 | |
; holding shift decreases scope wobble at the cost of Action Points | |
; Axonis: no, wobble is meant to be a weapon penalty no need to nerf it with another mechanism | |
bScopeHoldBreath = 0 | |
; wearing power armor scales fall damage (see [Power Armor]) | |
; Axonis: no, because I don't know how a metal suit would affect falling damage | |
bPowerArmorScalesFallDamage = 0 | |
; NPC and player movement speed is scaled by their agility | |
; Axonis: YES, it improves the tokenization of agility and movement penalties, see fAgilityMovementSpeedMult and bMovementPenalties | |
bAgilityScalesMovementSpeed = 1 | |
; disables zooming when aiming with non-scoped weapons | |
; Axonis: no, the vanilla non-scoped zoom is small enough and feels realistic | |
bDisableWeaponFOV = 0 | |
; stops the container category titles being capitalised | |
; Axonis: YES, because it matches the letter case of the container name (also see sInventoryItems and sInventoryAmmo) | |
bNoCapitaliseContainerCategories = 1 | |
; automatically unequip armor when it breaks | |
; Axonis: YES, sounds realistic and matches broken weapon behavior | |
bUnequipBrokenArmor = 1 | |
; don't allow equipping of weapons without the required strength and skill | |
; Axonis: no, it can be cheated with a temporary effect to allow the weapon to be used indefinitely until un-equipped | |
bWeaponRequirementsMatter = 0 | |
; disables sneak attack criticals | |
; Axonis: no, although it could be interesting with bSneakAttackWithoutCrouching | |
bNoSneakAttacksCriticals = 0 | |
; allow sneak attacks on enemies if you're undetected but not sneaking | |
; Axonis: YES, bludgeoning an enemy from the back and then resume crouching doesn't make sense | |
bSneakAttackWithoutCrouching = 1 | |
; removes the tips from the loading screens | |
; Axonis: no, in fact I consider writing a small plugin with rewritten tips for the changes here | |
bDisableLoadingScreenTips = 0 | |
; disables the killcam for companion kills | |
; Axonis: YES, no more annoying random killcams | |
bDisableCompanionKillcam = 1 | |
; automatically pause the game when a save is loaded | |
; Axonis: no, but it might be useful when a save is bloated | |
bPauseOnSaveLoad = 0 | |
; removes fog from interiors | |
; Axonis: no, I see it as dust which I think makes sense | |
bDisableInteriorFog = 0 | |
; improves various aspects of the Hacking minigame | |
; Axonis: YES, prevents erroneous clicks on single characters, prevents re-guessing words, always removes duds when allowance is full etc | |
bImprovedHacking = 1 | |
; add the name of the required key to the end of the "sImpossibleLock" message | |
; Axonis: no, it can be a spoiler and I didn't like the message "It requires a key to open. Brotherhood safehouse key" | |
bLockNeedsKeyShowName = 0 | |
; make the AP and HP bars visible while scoped | |
; Axonis: no, I'm supposed to be focusing 100% on the view and nothing else; that's also the feeling I'm having when using a real scope | |
bScopeVisibleAPHP = 0 | |
; add a 3s delay after combat before the LevelUp menu will show | |
; Axonis: YES, this can be useful to allow some events to properly kick in-between | |
bDelayPostCombatLevelUp = 1 | |
; stops the grabbed item being dropped when jumping | |
; Axonis: YES, it just makes sense and makes grabbing more useful | |
bJumpingDoesntDropGrabbedItem = 1 | |
; disables the Map Marker Added popup | |
; Axonis: no, this disables the Map Marker Added *message* which is pretty useful with bDescriptiveMarkerAddedMessage (thanks Stewie for the clarification) | |
bNoMapMarkerAddedPopup = 0 | |
; prevents the player being selected when clicking in console | |
; Axonis: YES, this is very useful -- the player often gets in the way | |
bNonSelectablePlayerInConsole = 1 | |
; adds extra information when a ref is selected in the console | |
; Axonis: YES, the info is at the reference's title and I'd like to see even more (eg. base id and editor id) | |
bExtraConsoleDetails = 1 | |
; print vanilla debug errors to console | |
; Axonis: no, most of it was just a boot log cluttering the console; such information is useful in logfiles only | |
bPrintErrorsToConsole = 0 | |
; hide quest items in the misc PipBoy page | |
; Axonis:no, although it does de-clutter the Misc items, it also prevents me from knowing if I got an item or not (and some quest items have nice icons) | |
bHideMiscQuestItems = 0 | |
; alters the pickpocket formula to take into account item weight, target perception and detection value | |
; Axonis: YES, see [Pickpocket Overhaul] | |
bPickpocketOverhaul = 1 | |
; prevents the leg crippled sound in godmode | |
; Axonis: YES, because you aren't taking any damage really | |
bGodmodePreventsLegCrippleSound = 1 | |
; earn XP when repairing items | |
; Axonis: no, because you don't get XP when you craft items | |
bRepairsRewardXP = 0 | |
; earn Action Points when killing outside of VATS | |
; Axonis: no, although it would be a nice perk | |
bKillsRewardAP = 0 | |
; prevent the hotkey wheel showing when holding a hotkey | |
; Axonis: no, why hold the key if you don't want to see the hotkeys matrix at the HUD ? | |
bNoHUDHotkeyPopup = 0 | |
; prevent firing if you don't have enough ammo for one burst | |
; Axonis: no, a magazine doesn't have to be fully loaded to feed a gun | |
bClipSizeMatters = 0 | |
; show interior cell names in the HUD region text where the 'Mojave Wasteland' text is | |
; Axonis: YES, its practically a fix | |
bHUDShowRegionNames = 1 | |
; don't reward XP for companion kills | |
; Axonis: YES, again a fix | |
bNoCompanionKillXP = 1 | |
; prevents AP regeneration while overencumbered | |
; Axonis: no, it didn't make the game more fun; being forced to walk while encumbered is enough | |
bNoAPRegenWhileOverencumbered = 0 | |
; disables the character recreation script that runs when leaving the spawn area | |
; Axonis: YES, the character recreation menu is an immersion breaker and a cheat | |
bDisableCharacterRespec = 1 | |
; disables the reputation popups and messages | |
; Axonis: YES, as recommended by Darian Stephens; see [Reputation] | |
bNoReputationMessages = 1 | |
; add a button to sort/filter the inventory | |
; Axonis: no, because the button doesn't look like part of the game (although it's nicely drawn) but see bClickingActiveTabTogglesSorting | |
bShowInventorySortButton = 0 | |
; show the number hotkeys in the Controls menu | |
; Axonis: no, because they don't show up on the hotkey wheel (I need to ask Stewie to provide some UI-xml data to show them at VUI+) | |
bAllowRebindNumkeys = 0 | |
; hide the clip/remaining label | |
; Axonis: no, such things are better handled by dedicated UI extensions such as oHUD | |
bHideAmmoLabel = 0 | |
; clicking on the current pipboy inventory tab toggles sorting/filtering | |
; Axonis: YES, we can have some nice sorting without burdening the UI | |
bClickingActiveTabTogglesSorting = 1 | |
; prevents the vaultboy showing on the HUD when a limb is crippled (not the LMB indicator) | |
; Axonis: no, I think the HUD paperdoll is a useful cue | |
bDisableHUDCrippledLimbIndicator = 0 | |
; adds a background to the console | |
; Axonis: no, not sure what it does because I didn't get a background | |
bConsoleBackground = 0 | |
; show weight and value for an individual item when viewing stacks of items | |
; Axonis: YES, because multiplication is easier than division | |
bIndividialItemStats = 1 | |
; add RGB sliders for the main HUD color to the settings menu | |
; Axonis: YES, even though I prefer to stick to defaults, it's nice to have an option for my partially color-blind eyes | |
bAddRGBSliders = 1 | |
; show faction currencies in the misc page for containers, and show Caps in the PipBoy misc tab | |
; Axonis: no, it clutters the container menu and Caps are shown at the Pip-Boy Items already | |
bShowCurrencyInContainers = 0 | |
; hide the grenade indicator for projectiles whose explosions do no damage | |
; Axonis: YES, makes sense to only allow the indicator for something that would harm you | |
bHideGrenadeIndicatorForNoDamageExplosions = 1 | |
; add a * to the prompt for NPCs who haven't been spoken to | |
; Axonis: no, see bPatchUnseenCellName | |
bUnspokenNPCIndicator = 0 | |
; don't scale armor damage threshold based on condition when worn by NPCs | |
; Axonis: no, it's only fair to play by the same rules | |
bNoScaleNpcDamageThresholdByCondition = 0 | |
; don't scale armor damage resistance based on condition when worn by NPCs | |
; Axonis: no, see bNoScaleNpcDamageThresholdByCondition | |
bNoScaleNpcDamageResistanceByCondition = 0 | |
; disables hardcoded one-time tutorial messages, e.g. hacking, lockpick, pipboy | |
; Axonis: YES, you can always open the tutorial at the Help option at the Start/Pause menu | |
bDisableTutorialMessages = 1 | |
; make vendors obey their Buy/Sell flags, restricting which items they accept | |
; Axonis: YES, selling guns to a Followers doctor doesn't make sense | |
bBarterCheckActorBuySellFlags = 1 | |
; fix a vanilla bug where unavailable radios aren't sorted to the bottom of the list | |
; Axonis: YES, bugfix | |
bSortUnavailableRadiosToBottom = 1 | |
; prevents companions saying when they are injured, needing ammo, weapons etc. | |
; Axonis: no, although there are a few cases where such messages are wrong (eg. with recharger weapons) | |
bRemoveFollowerTopics = 0 | |
; remembers the selected ref when closing the console (provided it is still loaded) | |
; Axonis: YES, this is a nice QOL tweak when debugging | |
bKeepSelectedConsoleRef = 1 | |
; allow sleeping in owned beds | |
; Axonis: no, the idea behind bed ownership is that people would disturb your sleep | |
bSleepInOwnedBeds = 0 | |
; don't progress time or hardcore needs when fast traveling | |
; Axonis: no, fast travel is almost a cheat so let's keep it at "almost" | |
bNoFastTravelTimeChange = 0 | |
; show the names of actors detecting you while sneaking | |
; Axonis: no, it makes sneaking too powerful; just take the chance with what you've got | |
bDetectedByWhom = 0 | |
; adds an AP cost for running | |
; Axonis: YES, but a low cost which will allow free running with Endurance=8 (see [Running Costs AP]) | |
bRunningCostsAP = 1 | |
; hide completed quests in the PipBoy | |
; Axonis: no, they are nicely sorted under active quests | |
bHideCompletedQuests = 0 | |
; alter masked NPC audio distortion to be similar to Fallout 3 | |
; Axonis: YES, as far as I know, Fallout 3 supports some additional distortion features | |
bUseFallout3AudioDistortion = 1 | |
; hold the wait key to show the Wait menu | |
; Axonis: no, it's better for menus to be responsive otherwise players think there are problems in their game | |
bHoldWaitKeyToShowMenu = 0 | |
; don't hide the XP bar when closing menus (e.g. when hacking/lockpicking) | |
; Axonis: YES, it's nice to see the XP gains | |
bKeepXPBarWhenClosingMenus = 1 | |
; allow picking locks of any level | |
; Axonis: no, that would kill the lockpicking skill | |
bPickLocksWithoutSkill = 0 | |
; allow hacking terminals of any level | |
; Axonis: no, same as bPickLocksWithoutSkill | |
bHackTerminalsWithoutSkill = 0 | |
; allows turning to 230 degrees from vanilla 180 and 360 degrees in third person | |
; Axonis: YES, as it encourages using furniture | |
bTurnFurtherWhileSeated = 1 | |
; allows unconscious actors to be looted | |
; Axonis: no, it will affect essential gameplay balances | |
bLootUnconsciousVictims = 0 | |
; show map markers added this session in red | |
; Axonis: no, the Pip-Boy is using a monochrome tube | |
bColorRecentlyAddedMapMarkers = 0 | |
; open the pipboy to the Inventory tab when using the PipBoy key | |
; Axonis: no, I prefer to open the last opened tab | |
bOpenPipboyToInventoryByDefault = 0 | |
; show the amount of ammo a weapon uses per shot, e.g. Tri-Beam MF Cell x 3 | |
; Axonis: YES, this is essentially an interface bug fix | |
bShowWeaponAmmoUseInMenus = 1 | |
; changes the sleep/wait clock to be in 24 hour format | |
; Axonis: YES, to match the original Fallout [from Unnecessary Tweaks by TrueCourierSix] | |
b24HourSleepWaitClock = 1 | |
; date format for PipBoy and sleep/wait menu - 0: MM.DD.YY, 1: DD.MM.YY, 2: YY.MM.DD | |
; Axonis: 1, to match the original Fallout [from Unnecessary Tweaks by TrueCourierSix] | |
iDateFormat = 1 | |
; changes the PipBoy clock to be in 12 hour format | |
; Axonis: no, to match the original Fallout [from Unnecessary Tweaks by TrueCourierSix] | |
b12HourPipboyClock = 0 | |
; add a warning in the subtitles bar if the opened container is set to respawn | |
; Axonis: YES, unsafe containers are rare in New Vegas, but it’s better to be safe than sorry [from Unnecessary Tweaks by TrueCourierSix] | |
bContainerRespawnsMessage = 1 | |
; show respawned cells as red, and visited cells as white on the local map | |
; Axonis: no, because this is supposed to be known by the dungeon master only, not the player [from Unnecessary Tweaks by TrueCourierSix] | |
bLocalMapRespawnedCellIndicator = 0 | |
; don't show the Place/Remove marker when placing markers on the map | |
; Axonis: YES, the pop-up doesn't make sense since there's no other purpose for clicking on the map [from Unnecessary Tweaks by TrueCourierSix] | |
bNoPlaceMarkerPopup = 1 | |
; show the value and weight for a whole stack of items while looting and indicate the weight in red if it would overencumber you | |
; Axonis: YES, this is an improvement of the great Better Pickup Prompt by Ladez [from Unnecessary Tweaks by TrueCourierSix] | |
;- If you pick up a stack of items, Weight and Value are multiplied by the number of items in it | |
;- If an item is going to over-encumber you, Weight is displayed in red | |
;- Weight now properly accounts for Pack Rat perk | |
;- Weight is displayed with one decimal, two if needed | |
;- Weight and Value are now displayed for item types that were ignored. | |
bBetterPickupPrompt = 1 | |
; hides equipped items in the barter menu | |
; Axonis: no, because I sometimes need to compare with what I'm using [from Unnecessary Tweaks by TrueCourierSix] | |
bHideEquippedItemsInBarter = 0 | |
; hides equipped items in the containers | |
; Axonis: no, because I sometimes need to store my equipped items [from Unnecessary Tweaks by TrueCourierSix] | |
bHideEquippedItemsInContainers = 0 | |
; prevents the 'worn off' message for food items | |
; Axonis: YES, the message is quite annoying because food is not supposed to affect time-critical situations [from Unnecessary Tweaks by TrueCourierSix] | |
bNoFoodWornOffMessage = 1 | |
; don't hide the quest/location added text while aiming | |
; Axonis: YES, the text is useful and not distracting | |
bQuestTextVisibleWhileAiming = 1 | |
; allow teammates to use the meltdown effect if the player has the Meltdown perk | |
; Axonis: no, its too powerful and collateral to give it to friendly AI | |
bAllowTeammatesUseMeltdown = 0 | |
; prevents damage from your own explosions | |
; Axonis: no, explosion damage is meant to be risky | |
bNoSelfExplosionDamage = 0 | |
; prevents activating certain object types unless the key is held | |
; Axonis: YES, but only for auto-pickup see [Activate Key] | |
bHoldToActivate = 1 | |
; store pipboy scroll positions between sessions (per save) | |
; Axonis: YES, it can reduce uncessary scrolling | |
bRememberPipboyScrollPositions = 1 | |
; weapons always deal their max damage regardless of condition | |
; Axonis: no, cheat | |
bNoWeaponConditionDamagePenalty = 0 | |
; stops player scale affecting melee damage | |
; Axonis: no, if I would tweak scale, I'd rather have my mass affect melee damage | |
bPlayerMeleeDamageIgnoresScale = 0 | |
; hide the faction reputation from map markers on the world map | |
; Axonis: no, it can be helpful | |
bHideMapMarkerFactionReputation = 0 | |
; show - and + on weapon DPS/DAM relative to the equipped weapon | |
; Axonis: no, it causes wrapping (which is a mess) on the DPS/DAM fields on some items | |
bCompareWeaponStats = 0 | |
; allow sleeping/waiting in combat, midair or trespassing (configurable) | |
; Axonis: no, waiting is already a non-realistic function, better to keep it somehow restricted | |
bSleepWaitAnywhere = 0 | |
; remove the black loading screen when loading an interior cell, and prevent actors being faded in | |
; Axonis: YES, its better to show loading screens when there's actual loading (at least more than a fraction of a second) | |
bNoInteriorBlackLoadingScreen = 1 | |
; stops NPC and player scale affecting their melee damage | |
; Axonis: no, see bPlayerMeleeDamageIgnoresScale | |
bCharacterMeleeDamageIgnoresScale = 0 | |
; skip the assign skill points screen if you have no points to assign | |
; Axonis: YES, practically a bugfix | |
bSkipSkillMenuIfNoPointsToAssign = 1 | |
; allow a custom scale applied to armor DR/DT based on their condition | |
; Axonis: no, not for now due to limited time -- will have to revise later as it requires a lot of testing | |
bCustomArmorConditionPenalty = 0 | |
; prevents weapons being damaged when shot at | |
; Axonis: no, it's quite realistic and fun for surgical hits | |
bHittingWeaponsDoesntDamageThem = 0 | |
; removes load screen backgrounds when exiting interiors | |
; Axonis: no, these can take more time than a couple seconds, so it's better to be seeing an image and a tip than a black screen | |
bNoExteriorLoadScreens = 0 | |
; fixes a black rectangle when loading and incorrect FOV in some menus when in (21:9) resolution | |
; Axonis: YES, thanks to this setting I was able to configure Kobu's Better Binoculars (my Quick Install version) for my screen -- see [Ultrawide Support] | |
bUltrawideSupport = 1 | |
; makes armor weightless while it is worn | |
; Axonis: no, that's what Strength is for | |
bWeightlessWornArmor = 0 | |
; stops NPC and player scale affecting their non-melee damage | |
; Axonis: YES, although mods that use scaled NPCs may be depending on the extra damage | |
bCharacterNonMeleeDamageIgnoresScale = 1 | |
; stops player scale affecting non-melee damage | |
; Axonis: YES, see bCharacterNonMeleeDamageIgnoresScale | |
bPlayerNonMeleeDamageIgnoresScale = 1 | |
; makes aid items weightless in non-hardcore | |
; Axonis: YES, even though I always play hardcore, this is practically a bugfix for non-hardcore | |
bWeightlessAidItems = 1 | |
; hides the crosshair in first person | |
; Axonis: no, you've got to stop worrying and love the crosshair which is an essential UI element | |
bHideCrosshairInFirstPerson = 0 | |
; prevents bans from casinos | |
; Axonis: no, its a necessary balance measure as in real life | |
bNoCasinoBans = 0 | |
; allows NPCs to land sneak attack criticals on the player | |
; Axonis: no, because I don't know how the game thinks I'm not aware of the attack -- eg. sometimes I see enemies but the game doesn't start battle music | |
bNPCsCanSneakCritPlayer = 0 | |
; allows NPCs to disarm the player | |
; Axonis: YES, because it's in the original Fallout | |
bNPCsCanDisarmPlayer = 1 | |
; only allow sneak attack criticals with melee weapons | |
; Axonis: no, it would make the game too difficult but perhaps it can be replaced with a critical multiplier for guns instead of 100% | |
bSneakCriticalsOnlyMeleeWeapons = 0 | |
; unhide quest items and armors with no DR or DT from the repair services menu | |
; Axonis: YES, it's more natural to have them behave as real items | |
bShowQuestAndNoDRDTItemsInRepairMenu = 1 | |
; adds a fatigue indicator similar to the FOD and H20 labels in hardcore | |
; Axonis: YES, its a K.O. indicator that shows only when needed | |
bHUDFatigueIndicator = 1 | |
; inverts the direction of category change when using scrollwheel on the container title | |
; Axonis: no, because I think it as an alphabetical list so wheel down goes from A to B | |
bInvertContainerTitleScrollwheelDirection = 0 | |
; disable godmode when loading a save | |
; Axonis: YES, I usually forget it's set | |
bDisableGodmodeOnLoad = 1 | |
; open the PipBoy and use weapon hotkeys while reloading | |
; Axonis: no, the Pip-Boy requires manual control | |
bAllowWeaponHotkeysAndPipBoyWhileReloading = 0 | |
; prevent teammates from being disarmed in combat | |
; Axonis: YES, because it's a real pain to waste time searching for dropped unique weapons you gave your companion | |
bNoDisarmCompanions = 1 | |
; allows firing weapons while lower body animations are playing | |
; Axonis: YES, it's cinematic and doesn't really affect game balance | |
bAllowFiringWhileLanding = 1 | |
; allows firing weapons while starting to aim | |
; Axonis: YES, there's no gameplay reason not to | |
bFireWhileAiming = 1 | |
; don't allow opening console till initial loading is finished | |
; Axonis: YES, even though I thought this was already imposed | |
bDontAllowConsoleTillLoadingIsDone = 1 | |
; allow melee power attacks while overencumbered | |
; Axonis: no, otherwise overencumbered won't be a serious as it has to be | |
bPowerAttackWhileOverencumbered = 0 | |
; slowly regenerate breath when not underwater | |
; Axonis: no, in my experience breath is recovered quickly | |
bSlowBreathRegen = 0 | |
; show the scroll menu when clicking on a note in the PipBoy | |
; Axonis: no, although this looks great with Stewie's Book menu (www.nexusmods.com/newvegas/mods/67278) it's just more immersive to show notes at the Pip-Boy where they are stored (but I would prefer to read books at Misc Items using the Book Menu) | |
bNoteMenuShowSeparateMenu = 0 | |
; don't set the current quest when gaining a new objective with no quest active | |
; Axonis: YES, I prefer to control my current quest selection | |
bDontSetQuestWhenObjectivesAdded = 1 | |
; fixes a bug where attack loop weapons would not play their attack sound when briefly stopped | |
; Axonis: YES, bugfix | |
bSpinWeaponsSoundFix = 1 | |
; turn slower while aiming | |
; Axonis: YES, it's more realistic, it helps precise aiming and it doesn't affect binoculars | |
bTurnSlowerWhileAiming = 1 | |
; show the sneak indicator while standing | |
; Axonis: no, the sneak indicator is already a cheat let's keep it to sneaking only | |
bShowSneakLabelWhileStanding = 0 | |
; automatically target the head when entering VATS | |
; Axonis: YES, it can reduce time spent in targeting | |
bVATSAutoTargetHead = 1 | |
; scrolling only changes camera height if the 'Change View' key is held | |
; Axonis: no, I prefer vanilla controls, and I really like to be able to easily change camera zoom in some cases | |
bOnlyChangeCameraHeightIfPOVKeyHeld = 0 | |
; disables zooming when aiming with a weapon holstered | |
; Axonis: no, that's closer to an eye focus rather than zoom | |
bDisableHolsteredWeaponFOVZoom = 0 | |
; show - and + on armor DT and DR relative to the equipped armors | |
; Axonis: no, because I prefer armor to be shown consistently with weapons and I use bCompareWeaponStats=0 for a good reason | |
bCompareArmorStats = 0 | |
; allow entering VATS while animations play (e.g. while jumping) | |
; Axonis: no, just land on your feet | |
bAllowVATSWhileAnimsPlay = 0 | |
; heal robotic companions with scrap metal instead of stimpaks | |
; Axonis: YES, that's really a game design bug fix and well implemented one with proper strings; see [Robot Companion Healing] | |
bRobotCompanionsHealWithScrapMetal = 1 | |
; automatically convert taken screenshots into various formats e.g. jpg | |
; Axonis: no, it requires processing time | |
bCustomScreenshotFormat = 0 | |
; prepend [MODNAME.esp] when a mod prints to console | |
; Axonis: YES, make it easier to read console messages (although mod authors should keep their damn debugging out of the console when releasing the final product) | |
bModConsolePrintsIncludeName = 1 | |
; show the time remaining for temporary status effects in the Stats Menu | |
; Axonis: YES, this is essential information and they all fit on the EFF rows with VUI+ | |
bStatsMenuShowEffectTimeRemaining = 1 | |
; scale the volume of songs during dialogue | |
; Axonis: YES, I no longer have to turn off my radio prior to talking | |
bScaleRadioSongVolumeDuringDialogue = 1 | |
; always use the first person sound when attempting to fire with an empty clip | |
; Axonis: YES, even though I always use 1st person in combat, I think it should be useful for those who don't | |
bUseFirstPersonEmptyClipSound = 1 | |
; add a hotkey 'Ctrl-F' to filter various menus | |
; Axonis: YES, very useful and well implemented; won't affect the UI if you don't need it | |
bMenuSearch = 1 | |
; allow use of keyboard and mouse to move around while a controller is connected | |
; Axonis: YES, it won't show the mouse pointer but will allow basic controls, nice | |
bAllowKeyboardAndMouseWithControllerConnected = 1 | |
; multiply critical damage for all weapons | |
; Axonis: no, it's better to fine tune such values per weapon with a simple plugin | |
bScaleCriticalDamage = 0 | |
; holding the attack button for grenades decreases their detonation timer | |
; Axonis: YES, makes grenades more realistic and the default settings will prevent self-injury | |
bCookableGrenades = 1 | |
; automatically set an output file for the console | |
; Axonis: YES, with all those console files floating around another one won't hurt | |
bUseConsoleOutputFile = 1 | |
; speed up the quest and note menus by only recreating them if your quest/notes state has changed | |
; Axonis: YES, a great boon to UI speed especially as you progress in the game and the lists become heavily populated | |
bCacheQuestAndNoteMenu = 1 | |
; don't stop the current holotape when viewing other notes | |
; Axonis: YES, just as you can resume normal activity when listening to a holotape | |
bKeepHolotapePlayingWhenSelectingOtherNotes = 1 | |
; smooth the ironsights animation by interpolating between the non-aiming and aiming camera positions | |
; Axonis: YES, simply improves the animation | |
bSmoothIronsightsCameraTransition = 1 | |
; disables the messages when hardcore needs and radiation levels increase/decrease | |
; Axonis: no, they are good for tension -- in fact they could be spiced up to sound more alarming | |
bDisableNeedsMessages = 0 | |
; allows firing automatic weapons even if they are animating already (e.g. miniguns spinning up) | |
; Axonis: no, the delay is realistic | |
bAutoWeaponNoFiringDelay = 0 | |
; allows crouching while (un)equipping weapons | |
; Axonis: no, its more fun to manage your actions | |
bCrouchWhileEquippingWeapons = 0 | |
; shows recently killed NPCs on the compass until they have been moused over | |
; Axonis: YES, greatly reduces search & loot time | |
bRecentlyDeadNPCIndicator = 1 | |
; prevents the controller back button closing the PipBoy | |
; Axonis: no, I don't really know because I only use a controller for mod development | |
bControllerBackButtonDoesntClosePipBoy = 0 | |
; set the maximum number of NPC ticks on the compass, overriding the vanilla gamesetting | |
; Axonis: no, no need to I'm rarely bothered by too many ticks | |
iHUDMaxCompassNPCTicks = 0 | |
; only show blood splatters above a minimum health damage threshold | |
; Axonis: YES, that's both realistic and a useful indication of damage, also see [Blood Splatters] | |
bMinBloodSplatterHealthDamage = 1 | |
; makes items weightless, options for each category | |
; Axonis: no, all items should have weight with some exceptions handled by a gameplay mod | |
bWeightlessItems = 0 | |
; stop firing the current burst if the target is already dead | |
; Axonis: no, burst does have its disadvantages | |
bVATSStopBurstIfTargetDead = 0 | |
; allows hold/releasing for throwables similar to grenades | |
; Axonis: no, these they have no detonation timer | |
bHoldAndReleaseThrowables = 0 | |
; allows sleep/waiting while max health is reduced by effects | |
; Axonis: YES, its more natural to let such effects subside first | |
bAllowSleepWaitWithReducedMaxHealth = 1 | |
; makes kill XP depend on the level difference between the player and killed actor | |
; Axonis: no, vanilla XP per level is already semi-logarithmic for this very reason | |
bLevelDifferenceAffectsCombatXP = 0 | |
; allow swapping ammo types while weapon is holstered | |
; Axonis: no, cheat | |
bSwapAmmoWithWeaponHolstered = 0 | |
; allows wearing power armor without the Power Armor Training perk | |
; Axonis: no, cheat | |
bPowerArmorNeedsNoTraining = 0 | |
; colors various HUD elements e.g. HP bar when health is low | |
; Axonis: no, because of my partial color blindness | |
bColoredHUDBars = 0 | |
; scales jump height based on character speedmult actor value | |
; Axonis: no, it didn't work for me and I don't use a tweaked speedmult anyway (light armor and Agility benefits do not affect speedmult) | |
bSpeedMultScalesJumpHeight = 0 | |
; don't alert actors when stealing their items (excludes pickpocketing) | |
; Axonis: no, cheat | |
bStealingSendsNoAlarm = 0 | |
; only allow sneak attack criticals to the head | |
; Axonis: YES, this strikes a balance between gameplay and common sense (sneak attack criticals are mostly illogical but fun) | |
bSneakCriticalsHeadshotsOnly = 1 | |
; sort the Pipboy Notes tab | |
; Axonis: no, I prefer them sorted by last taken as in vanilla | |
bSortPipboyNotes = 0 | |
; sort the Pipboy Quests tab | |
; Axonis: no, I prefer them sorted by last updated as in vanilla | |
bSortPipboyQuests = 0 | |
; disables steam/gog achievements | |
; Axonis: YES, disabling those is a greater achievement | |
bDisableAchievements = 1 | |
; include weapon poison effects when viewing weapons in the PipBoy | |
; Axonis: no, it won't show for weapons with mods and such a discrepancy can lead to confusion | |
bShowWeaponPoisonEffects = 0 | |
; hide unavailable radios in the PipBoy | |
; Axonis: no, there aren't really that many to need such a function | |
bHideUnavailableRadios = 0 | |
; show XP in the Stats Menu as a percentage | |
; Axonis: no, after playtesting I found that when I really need to know this stat, absolute values are more useful | |
bStatsMenuPercentageXP = 0 | |
; allow unequipping weapon mods | |
; Axonis: YES, and it doesn't allow exploiting the All Things in Modder Nation challenge (goodbye WMM) | |
bUnequipWeaponMods = 1 | |
; stops NPC-NPC damage using the fDiffMultHPByPC gamesetting | |
; Axonis: no, after playtesting I decided that Hard is better to be hard for everyone (you can also use Normal with a challenge mod such as Qolore7's Survival Mode-Style Damage, Vicious Wastes or JSawyer Ultimate) | |
bDifficultyDoesntAffectNPCToNPCDamage = 0 | |
; prevents combat music playing | |
; Axonis: no, it indicates the player character is aware of combat | |
bDisableCombatMusic = 0 | |
; prevent the message when a weapon breaks and keep it equipped | |
; Axonis: no, see bEquipBrokenItems | |
bKeepBrokenItemsEquipped = 0 | |
; allows pickpocketing items NPCs have equipped | |
; Axonis: no, it should not be possible to pickpocket one's clothes | |
bPickpocketWornItems = 0 | |
; allow movement during VATS killcams | |
; Axonis: YES, and there are other annoying issues with the VATS "time stop" for the player | |
bMoveDuringVATSPlayback = 1 | |
; clicking instantly displays the rest of a note page | |
; Axonis: no, 300 baud is the limit | |
bClickingShowsTerminalText = 0 | |
; place low condition items at the top of the repair list | |
; Axonis: no, it goes against standard inventory sorting | |
bInvertPipboyRepairMenuSorting = 0 | |
; sort the repair services menu alphabetically and by condition, with worn items at the top | |
; Axonis: no, see bInvertPipboyRepairMenuSorting | |
bSortRepairServicesMenu = 0 | |
; allow movement outside world borders, showing the 'Leaving Region' warning | |
; Axonis: no, the limitation is meant to prevent the player character from realizing it's not a real world | |
bDisableRegionBordersKeepMessage = 0 | |
; prevent 'recurring' challenges from resetting their progress when completed | |
; Axonis: no, it's safer to be handled via plugin (perhaps some recurring challenges could be used for other mechanisms) | |
bNoRecurringChallenges = 0 | |
; add an indicator that a challenge is recurring when viewed in the PipBoy | |
; Axonis: YES, its a non-obstrusive string added next to the challenge progress | |
bRecurringChallengeIndicator = 1 | |
; modify how far away general subtitles are shown | |
; Axonis: no, default is low to avoid confusion in crowded areas | |
bCustomSubtitleDistance = 0 | |
; delay display of the scope overlay when aiming in, and optionally prevent scoped aiming while reloading | |
; Axonis: YES, more realistic -- see [Scoped Weapons] | |
bScopeVisibilityDelay = 1 | |
; display the location discovered text as a corner message | |
; Axonis: no, it looks nice with those large fonts | |
bLocationDiscoveredCornerMessage = 0 | |
; prevent use of healing items in [Danger] | |
; Axonis: no, enemies use them too in combat | |
bNoHealingInCombat = 0 | |
; hide 'Ranks' in the description for traits in the Trait menu | |
; Axonis: YES, they are redundant, Traits can only have requirements; it's always nice to remove redundant stuff from descriptions | |
bHideRanksInTraitMenu = 1 | |
; sort the level up menu perks | |
; Axonis: no, I'm really used to vanilla level-based sorting | |
bSortPerkMenu = 0 | |
; scale the volume of background music during dialogue | |
; Axonis: YES, as it was in the original Fallout | |
bScaleMusicVolumeDuringDialogue = 1 | |
; allow dequeuing actions and exiting vats while zooming in/out | |
; Axonis: no, my VATS is too fast to allow actions while focusing on a new target (BTW, my computer is really old and I don't understand why I don't have these VATS slowdowns people are talking about) | |
bLessRestrictiveVATSMenu = 0 | |
; suppress player turning anims to prevent the glide when stopping while turning | |
; Axonis: no, I'd rather glide | |
bNoTurningAnim = 0 | |
; customise the length of time the 'Added to inventory' message is shown | |
; Axonis: no, it's OK in my experience; the problem is multiple items being added in Mojave Express dropboxes but I have fixed this by script that's included in the Unofficious Patch Plus | |
bCustomAddToInventoryMessageTimer = 0 | |
; prevent the red crosshair when mousing over invisible enemies in the distance | |
; Axonis: YES, for the same reasons with bNoVATSTargetInvisible | |
bHideRedCrosshairOnDistantInvisibleTargets = 1 | |
; remember ammo type and count for all player weapons | |
; Axonis: YES, the game should not forget your selected ammo (and seems to be working better than Remember Selected Ammo) | |
bRememberWeaponAmmos = 1 | |
; make melee and unarmed damage use body part damage multipliers | |
; Axonis: no, I think it overlaps with the limb condition mechanism | |
bLocationalMeleeDamage = 0 | |
; pressing holster weapon while animations play will holster when the anims finish | |
; Axonis: YES, it's a nice usability improvement to have keys apply whenever possible | |
bQueueWeaponHolsteringWhileAnimsPlay = 1 | |
; don't lock terminals after too many hacking attempts | |
; Axonis: no, it's like a free powerful perk | |
bNoLockFailedTerminals = 0 | |
; delay the reputation change popup dialog till after combat | |
; Axonis: YES, "delays till 3s after combat instead of immediately after combat" -- Stewie | |
bDelayPostCombatReputationPopup = 1 | |
; remove the limit on the number of characters in the player's name | |
; Axonis: no, the limit is necessary to retain a maximum name width for UI layout purposes | |
bNoPlayerNameLimit = 0 | |
; skip to the vigor tester review page | |
; Axonis: no, the "cowboy" descriptions are nice | |
bSkipVigorTesterSpecialPages = 0 | |
; make grabbing owned items carry the same faction penalty as stealing | |
; Axonis: no, it's too draconian; perhaps after a timeout ? | |
bGrabbingItemsIsCrime = 0 | |
; make fatal non-sneak critical hits always explode or dismember limbs | |
; Axonis: YES, makes sense but it would be better to have an additional random factor | |
bFatalNonSneakCritsAlwaysGib = 1 | |
; set a minimum cost for buying free items (e.g. ammo casings) | |
; Axonis: YES, there goes another free meal | |
bNoFreeBarterItems = 1 | |
; set a custom number of SPECIAL points to allocate | |
; Axonis: no, default is fine | |
bCustomSpecialPoints = 0 | |
; use weapon hotkeys while firing | |
; Axonis: no, it allows you to immediately switch from a heavy melee weapon that is currently swinging | |
bAllowWeaponHotkeysWhileFiring = 0 | |
; allow movement during the open PipBoy anim | |
; Axonis: no, the Pip-Boy already performs a totally cheating timestop with very few motion and AP penalties | |
bMoveDuringOpenPipboyAnim = 0 | |
; use non-ironsight anims and recoil patterns for scoped weapons to prevent weapons staying in your face when unscoping while firing | |
; Axonis: YES, seems more like a bug fix | |
bHipFireAnimsWhileScoped = 1 | |
; restores the '2' weapon hotkey | |
; Axonis: YES, depriving such an easily accessible button from hotkeys was a developer mistake anyway | |
bRestore2Hotkey = 1 | |
; include grabbed item weight when determining if player is overencumbered | |
; Axonis: no, item grabbing is just a utility function, no need to complicate it | |
bEncumbranceIncludesGrabbedItems = 0 | |
; use a custom formula for hacking answer length | |
; Axonis: no, default is fine | |
bCustomHackingAnswerLength = 0 | |
; hide NPCs on the compass ticks if you aren't in [Danger] | |
; Axonis: no, otherwise perception will be useless | |
bNoCompassPipsIfNotInDanger = 0 | |
; use 1st person (high-res) models for NPCs' weapons | |
; Axonis: no, they are usually too far away to justify extra processing | |
bForceHiResWeaponModels = 0 | |
; show nearby doors on the compass | |
; Axonis: no, it will flood the compass with markers | |
bShowDoorsOnCompass = 0 | |
; include the limb name in critical hit messages | |
; Axonis: no, combat messages should be terse, this isn't a turn-based game | |
bCriticalHitMessagesIncludeLimbName = 0 | |
; make menu fading in/out ignore timescale | |
; Axonis: YES, more like a bug fix really | |
bMenuFadesIgnoreTimescale = 1 | |
; require moving to stand up when seated | |
; Axonis: YES, although I think it already works this way (eg. I can activate a radio while sitting) | |
bActivatingDoesntStandUp = 1 | |
; prevent the 'skill increased by 0' if reading a book with no bonus | |
; Axonis: no, I'd still prefer to know I'm reading a skill book | |
bNoSkillMessageIfIncreaseIsZero = 0 | |
; fade icons for NPCs, doors etc. on the left side of the compass | |
; Axonis: YES, because it works this way on the right side (best would be no fade at all though) | |
bCompassFadeLeftSide = 1 | |
; darken and add a faint shadow to console output text | |
; Axonis: YES, for the same reasons with VUI+ shadows | |
bConsoleTextShadow = 1 | |
; play an alternate levelup sound every N levels | |
; Axonis: no, I think it just complicates it for no real gameplay improvement | |
bAlternateLevelupSounds = 0 | |
; play the XP gained sound when hacking or lockpicking at max player level | |
; Axonis: no, because you don't gain XP | |
bMinigamesPlayXPSoundAtMaxLevel = 0 | |
; hip fire in VATS if you weren't aiming when entering it (does not affect accuracy) | |
; Axonis: no, just aim first | |
bVATSHipFire = 0 | |
; allow use of anim variants, similar to firing animation variants - requires both 1st and 3rd person anim files | |
; Axonis: YES, adds support for reload and equip/unequip animation variants and it won't affect anything if you don't need it (to enable reload variants see [Anim Variants]) | |
bUseAnimVariants = 1 | |
; make reload jams affected by reload speed multipliers | |
; Axonis: no, even though it only scales jam clearing speed (and not jam chance which would be irrelevant), agility is already a super-stat and it would be a mistake to make it even more important from a gameplay POV | |
bReloadJamsAffectedByAgility = 0 | |
; scale movement speed when wading through water | |
; Axonis: YES, as a realism flavor and affects NPCs too -- see [Water Scales Movement Speed] | |
bRunSlowerInWater = 1 | |
; make using PipBoy light or holster hotkeys not take longer when time is slowed down | |
; Axonis: YES, bugfix | |
bPipboyLightAndHolsteringIgnoreTimescale = 1 | |
; make all NPCs on the compass use the hud color even if they are hostile | |
; Axonis: no, makes the game too hard | |
bHostilesUseNeutralColorOnCompass = 0 | |
; scale jump height based on agility | |
; Axonis: no, it's your muscles that make you jump high, not your hand-eye coordination | |
bAgilityScalesJumpHeight = 0 | |
; optimises some vanilla functions to decrease loading times and improve general performance | |
; Axonis: YES, it definitely feels faster | |
bInlineVanillaFunctions = 1 | |
; don't scale damage by NPCs based on their weapon condition | |
; Axonis: no, see bNoScaleNpcDamageThresholdByCondition | |
bNoScaleNpcDamageByCondition = 0 | |
; use weapon hotkeys while switching weapons | |
; Axonis: YES, unlike bAllowWeaponHotkeysAndPipBoyWhileReloading this doesn't cheat the required equipping animation which has to play before the new weapon starts to equip | |
bAllowWeaponHotkeysWhileEquipping = 1 | |
; print which anims are currently active into the console, type TDT to see them with console closed | |
; Axonis: no, should be useful for mod authors but players may be confused with it | |
bAnimDebugging = 0 | |
; add support for 'partial' reload anims when reloading with a non-empty clip | |
; Axonis: YES, it won't affect the game for those who don't need it | |
bPartialReloads = 1 | |
; make NPCs earn ammo casings when firing their weapons | |
; Axonis: YES, adds some loot variance with very little effect on balance | |
bNPCsEarnAmmoCasings = 1 | |
; drain action points before taking damage when drowning | |
; Axonis: YES, drowning in dead is dead was infuriating | |
bDrowningDrainsAP = 1 | |
; speed up the animation for entering the lockpick menu | |
; Axonis: no, it's not *that* slow | |
bFasterEnterLockpickMenu = 0 | |
; prevent scrollwheel affecting windows outside NV | |
; Axonis: YES, even though I don't think I have such an issue myself | |
bPreventInactiveWindowScrolling = 1 | |
; gain XP when using keys on locks | |
; Axonis: no, cheat | |
bUsingKeysRewardsXP = 0 | |
; use the item icon (if it exists) in 'added to inventory' messages (you will need an icon replacer or they will be off-centered) | |
; Axonis: no, I don't see how this works because I added casino chips and I see no chip icons which do exist | |
bAddItemUsesItemIcon = 0 | |
; always show the nearest undiscovered location on the compass or map | |
; Axonis: no, see bHideInvisibleUndiscoveredLocations | |
bShowNearestUndiscoveredLocation = 0 | |
; use left/right dpad to cycle weapon hotkeys | |
bWeaponCycleUpDownHotkeys = 0 | |
; disallow repairing if repair skill is less than the weapon's skill requirement | |
; Axonis: no, a repairman doesn't have to be a great weapon user | |
bRepairRequiresWeaponSkill = 0 | |
; use the player's weapon max range to determine the max VATS targeting distance | |
; Axonis: no, cheat | |
bMaxVATSDistanceUsesWeaponRange = 0 | |
; add a minimum interval between player pain sounds | |
; Axonis: no, I really never had too frequent pain sounds | |
bLessFrequentPlayerPainSounds = 0 | |
; calculate actor light levels (used for sneaking) more frequently | |
; Axonis: YES, vanilla is 3 seconds | |
bMoreFrequentNPCLightUpdates = 1 | |
; zoom in where the cursor is instead of the center of the map | |
; Axonis: YES, makes it easier to focus | |
bBetterMapZoom = 1 | |
; use left/right movement to control the bobby pin | |
; Axonis: no, because the mouse better emulates the player character's hands | |
bLockPickMenuKeyboardMovement = 0 | |
; keep the pause menu open after saving | |
; Axonis: no, I almost always want to return to the game | |
bSavingDoesntClosePauseMenu = 0 | |
; hold shift to store all visible items in the current container | |
; Axonis: YES, by holding Shift, the Take All button becomes a "Store All" which makes it easy to manage stuff in various containers | |
bContainerMenuStoreAllHotkey = 1 | |
; prevent the 'take all' button closing the container | |
; Axonis: no, it's a time saver as it is | |
bContainerTakeAllDoesntCloseMenu = 0 | |
; prevent bloody mess dismembering/exploding limbs that weren't hit | |
; Axonis: YES, it's more acceptable (even in its weird context), plus you can collect heads for bounties | |
bBloodyMessGibTargetedLimbOnly = 1 | |
; hotkeying an item to the same slot it already has will remove the hotkey | |
; Axonis: YES, it corrects a design flaw -- hotkeys should never perform parallel functions | |
bDeselectHotkeys = 1 | |
; show a confirmation message when taking all items from a container | |
; Axonis: no, see bContainerTakeAllDoesntCloseMenu | |
bTakeAllConfirmation = 0 | |
; sort the recipe menu | |
; Axonis: YES, the default bSortRecipeMenu=3 will sort by craftable, then skill met, then alhabetically so it's still nicely sorted | |
bSortRecipeMenu = 1 | |
; scale reload sound pitch and length based on the game time multiplier | |
; Axonis: YES, to sound like the other effects | |
bReloadSoundsAffectedByTimescale = 1 | |
; remove the confirmation prompt when poisoning a weapon | |
; Axonis: YES, the message is a bit clunky (same probably goes for the Weapon Binding Ritual) | |
bNoPoisonConfirm = 1 | |
; don't earn extra ammo when taking an NPCs weapon | |
; Axonis: no, there should be some loaded ammo | |
bNoAmmoFromTakingNPCWeapon = 0 | |
; skip the exit confirmation when clicking Quit Game in the main menu | |
; Axonis: YES, it doesn't affect the pause menu | |
bNoExitConfirm = 1 | |
; show damage resistance when using the living anatomy perk, remove decimal places and hide DR/DT if they're zero | |
; Axonis: YES, it's a nice cleanup although I'd retain the zero values for consistency | |
bLivingAnatomyShowDR = 1 | |
; always show the perk screen when leveling up even if you have no points to assign | |
; Axonis: no, it'll be confusing | |
bPreviewPerksOnLevelUp = 0 | |
; places map markers right at hovered locations | |
; Axonis: no, just right click | |
bPlaceMarkersAtLocations = 0 | |
; allow pickpocketing even if you've already been caught | |
; Axonis: no, this rule is meant to balance things out without adding too many complications (such as: in a post-holocaust scenario you'd be shot) | |
bAllowPickpocketIfAlreadyCaught = 0 | |
; hide the crosshair during killcams | |
; Axonis: YES, looks better and provides a cue that it's a killcam | |
bHideCrosshairInKillcams = 1 | |
; prevent fast travel if legs are crippled | |
; Axonis: YES, otherwise it doesn't mean anything | |
bNoFastTravelIfLegsCrippled = 1 | |
; hide the healthbar during killcams | |
; Axonis: YES, it also helps distinguish a killcam (can be an issue with modified killcam time scaling) | |
bHideHealthbarInKillcams = 1 | |
; move the compass when rotating while holding the POV button for the vanity camera | |
; Axonis: YES, makes it easier to use | |
bHUDRotatesWithVanityCam = 1 | |
; show the current weapon name above AP when it's equipped | |
; Axonis: YES, it feels like a vanilla feature | |
bHUDWeaponNameLabel = 1 | |
; append the count to consecutive duplicate single line console messages | |
; Axonis: no, I really don't understand it | |
bCompressDuplicateConsoleMessages = 0 | |
; prevent the pipboy idle (sway) anims playing | |
; Axonis: no, it's immersive | |
bNoPipboyIdleAnims = 0 | |
; add a character selector for filtering the save/load menu | |
; Axonis: YES, very useful but I didn't like its appearance so I modified it to better integrate with the UI | |
bSaveCharacterSelector = 1 | |
; pressing the hotkey for the current equipped weapon will holster or draw instead of unequipping | |
; Axonis: no, it can lead to accidental holstering | |
bHotkeyHolstersWeaponIfEquipped = 1 | |
; prevent repairing items if not at a workbench | |
; Axonis: no, but it could provide a bonus (or a small penalty without it) and keep in mind that ED-E and Veronica should count as a workbench | |
bPreventRepairIfNotAtWorkbench = 0 | |
; allow panning the camera with right click or Y on controller and increase min zoom | |
; Axonis: no, I'm only using a controller for testing purposes, so I don't really know | |
bImprovedRaceMenu = 0 | |
; show the faction name underneath the map marker name | |
; Axonis: no, because I have cleaned the NCRCF and it still shows as Powder Ganger territory | |
bMapMarkersShowFactionName = 0 | |
; hides the Stats menu reputation tab and button if you don't have any faction reputations | |
; Axonis: YES, the empty screen is confusing | |
bHideReputationTabIfEmpty = 1 | |
; make the show quest notes button show notes for all started, non-completed quests | |
; Axonis: YES, all taken quests should be relevant and therefore all related notes should be relevant | |
bShowActiveQuestNotesShowsAllStartedQuests = 1 | |
; adds hotkeys 0-9 to select options in the computers menu | |
; Axonis: no, hotkeys aren't a good match for variable options and I don't like to make the Computer Menu look act like a menu instead of a screen | |
bNumberedComputerHotkeys = 0 | |
; show book effects when viewing them in the PipBoy | |
; Axonis: YES, its only natural to know their contents | |
bShowBookEffects = 1 | |
; make right clicking the category change to the previous category in container/barter/recipe menus | |
;Axonis: no, just click at the left arrow | |
bRightClickChangesToPreviousContainerCategory = 0 | |
; automatically continue game at the start menu | |
;Axonis: no, a corrupted save can lead to confusion | |
bAutoContinueGame = 0 | |
; sort the misc stats page of the Stats menu | |
; Axonis: YES, it's the General page | |
bSortMiscStats = 1 | |
; show the 'Take All' button when viewing companion inventories | |
; Axonis: YES, no reason to remove this option in the first place | |
bTakeAllInCompanionContainers = 1 | |
; prevent sounds playing when walking through bushes | |
; Axonis: no, sounds are realistc and if you need such edits it's always better to apply them by plugin overwrites to make them obvious to everyone, no need to do them via low level code that very few coders understand | |
bPreventBushPassthroughSounds = 0 | |
; synchronize the left/right item categories like in Fallout 4 | |
; Axonis: no, because if "no" isn't an option, it's not Fallout | |
bSynchronizeContainerCategories = 0 | |
; randomly alternate between cinematic/player view killcams | |
; Axonis: YES, variety is good | |
bRandomizeKillcamMode = 1 | |
; don't damage melee weapons when hitting dead NPCs | |
; Axonis: YES, bugfix (unless hitting rocks damages a melee weapon too) | |
bNoDamageMeleeWeaponIfTargetDead = 1 | |
; show the current lockpick/hacking skill levels in their popup messages | |
; Axonis: YES, reduces Pip-Boy lookups | |
bLockpickHackingMessageShowsCurrentSkill = 1 | |
; prevent the unequip sound when the player dies | |
; Axonis: no, it's not annoying | |
bNoDropWeaponSoundOnPlayerDeath = 0 | |
; allow clicking or pressing A to toggle keyboard/controller | |
; Axonis: no, I don't really use controllers to know anything about it (sounds nice though) | |
bToggleControllerIfAttackPressed = 0 | |
; allow adjusting the max walking, jumping and autowalk angles | |
; Axonis: no, huh ? | |
bBillyGoatMode = 0 | |
; show the items a weapon/armor can be repaired with by holding ALT while opening the repair menu | |
; Axonis: no, too many hotkeys | |
bRepairItemsPreview = 0 | |
; make explosion knockdown avoidance chance based on strength instead of agility | |
; Axonis: YES, because agility has become a superstat with all those mods | |
bExplosionKnockdownAvoidanceUsesStrength = 1 | |
; add mousewheel to scroll through hotkeyed weapons | |
; Axonis: no, use standard hotkeys for weapons and let the mousewheel apply zoom which is quite important | |
bMousewheelScrollsWeaponHotkeys = 0 | |
; cap the levelup menu max skill values based on SPECIAL skills | |
; Axonis: YES, that's an important balance roleplaying tweak that disallows oxymorons such as uncharismatic great speakers | |
bCapSkillsBySPECIAL = 1 | |
; only use the fActionPointsRunAndGunMult gamesetting when in combat | |
; Axonis: no, because I don't understand why I would want to do that from the description, I might be willing to run and gun as a surprise | |
bRunAndGunAPInCombatOnly = 0 | |
; automatically pick up explosives after disarming them | |
; Axonis: YES, I always do that anyway | |
bDisarmingMinesPicksThemUp = 1 | |
; don't scale crit chance for automatic weapons by their fire rate | |
; Axonis: no, because most weapons with high fire rate rely on critical chance | |
bCritChanceIgnoresFireRate = 0 | |
; hides hotkeyed items in the barter menu | |
; Axonis: no, there's really no need to puzzle players with such exceptions on the Barter menu, neither with bHideEquippedItemsInBarter nor this one | |
bHideHotkeyedItemsInBarter = 0 | |
; hides hotkeyed items in the container menu | |
; Axonis: no, see bHideHotkeyedItemsInBarter | |
bHideHotkeyedItemsInContainers = 0 | |
[Screenshot Popup] | |
; print the message to console | |
bPrintToConsole = 1 | |
[Hotkeys] | |
; see http://fose.silverlock.org/fose_command_doc.html#DirectX_Scancodes for keycodes | |
iScreenshotKey = 183 | |
iPipboyStatsKey = 59 | |
iPipboyItemsKey = 60 | |
iPipboyDataKey = 61 | |
iVATSAcceptKey = 18 | |
; exits to main menu | |
iExitToMainMenuKey = 0 | |
; quits the game | |
iExitGameKey = 0 | |
; toggles the pipboy light | |
iTogglePipboyLightKey = 0 | |
; disables player collision while held (X is 45) | |
iDisableCollisionKey = 0 | |
; continually presses the use key while held (N is 49) | |
iRepeatActivateKey = 0 | |
; replaces the vanilla hotkey (~) | |
iConsoleKey = 0 | |
; equip the last equipped weapon | |
iEquipLastWeaponKey = 0 | |
; holster the current weapon, disables holding reload to holster weapon | |
iHolsterWeaponKey = 0 | |
; open the PipBoy map | |
iOpenMapKey = 0 | |
; open the PipBoy quests tab | |
iOpenQuestsKey = 0 | |
; decrease the radio volume | |
iRadioVolumeDownKey = 0 | |
; increase the radio volume | |
iRadioVolumeUpKey = 0 | |
; hide various HUD elements, see the Hide HUD Key section | |
iHideHUDKey = 0 | |
; toggles the visibility of all menus | |
iToggleMenusKey = 0 | |
; toggles True Ironsights mode | |
iToggleTrueIronSightsKey = 0 | |
; toggles visibility of the crosshair | |
iToggleCrosshairKey = 0 | |
; open the PipBoy radios tab | |
iOpenRadioKey = 0 | |
; open the PipBoy local map | |
iOpenLocalMapKey = 0 | |
; switch to using ##SightingNode2 if the weapon has one | |
iToggleSightingNodeHotkey = 0 | |
; toggles the sneak indicator visibility | |
iToggleSneakIndicatorKey = 0 | |
; drops the equipped weapon | |
iDropEquippedWeaponKey = 0 | |
; smoothens movements of the camera | |
iToggleSmoothCameraKey = 0 | |
; select the next radio station | |
iNextRadioStationKey = 0 | |
; select the previous radio station | |
iPrevRadioStationKey = 0 | |
; skip the current radio song or topic | |
iSkipRadioSongKey = 0 | |
[Karma Messages] | |
; Axonis: enabled by bNoKarmaMessages -- don't remove the messages... | |
bRemoveEvilMessage = 0 | |
bRemoveEvilSound = 0 | |
bRemoveGoodMessage = 0 | |
bRemoveGoodSound = 0 | |
; stop the bad karma sound playing if played within this time from another bad karma sound | |
; Axonis: ...but play the sound less frequently | |
iRepeatKarmaSoundIgnoreTime = 1000 | |
; ignore karma messages and sounds if the change in karma is below this value | |
iKarmaIncreaseThreshold = 0 | |
; ignore karma messages and sounds if the change in karma is below this value | |
iKarmaDecreaseThreshold = 0 | |
[Cripple-Critical Messages] | |
bPatchCritical = 1 | |
bPatchCripple = 1 | |
[Aiming Speed] | |
; remove melee penalty | |
bPatchMelee = 1 | |
; remove non-melee penalty | |
bPatchNonMelee = 1 | |
[Audio Distortion] | |
; distorts all sounds | |
bDeepFried = 0 | |
[Scrollwheel POV] | |
bDisableFirstToThird = 1 | |
bDisableThirdToFirst = 1 | |
[Sleep Wait] | |
iWaitTimeMS = 300 | |
; show a message when waiting is prevented | |
bSitWaitShowMessage = 1 | |
; makes the wait time unaffected by the sgtm command | |
bDontScaleWithTimescale = 1 | |
[No Pipboy In Combat] | |
; Axonis: enabled by bNoPipBoyInCombat -- allow Pip-Boy use with a small Action Point cost to enrich AP management during combat without penalizing too much, and show the warning message since it would rarely show up | |
bShowMessage = 1 | |
bAllowPipboyUsingActionPoints = 1 | |
iPipboyAPCost = 10 | |
[Jumping Costs AP] | |
; Axonis: enabled by bJumpingCostsAP -- prevent free jumping which is too advantageous against the AI, but set the cost to a very small value to tokenize it without stressing the player too much | |
iJumpAPCost = 3 | |
bJumpWithoutEnoughAP = 0 | |
[Combat XP] | |
iCombatXPDelayMS = 3000 | |
[No Skill Tags] | |
; remove red outline on dialog options that would fail | |
bRemoveRedOutline = 1 | |
; setting: 0 keeps the entire skill tag, 1 removes the tag, and 2 keeps the skill but not the number, i.e. [Speech] | |
iRemoveTags = 1 | |
; add a % symbol for percentage based skill checks (TTW) | |
bAddPercentSymbol = 0 | |
; remove the [SUCCESS] and [FAILED] responses | |
bRemoveFailedSuccessText = 1 | |
; don't show XP bar for XP earned in dialogue | |
bNoXPPopupInDialogue = 0 | |
[Slower Backpedaling] | |
; Axonis: enabled by bMovementPenalties -- apply small changes to add some realistic flavor and prevent cheating melee enemies with a long stick, but otherwise don't change gameplay too much | |
iLeftStrafeSpeedPercentage = 93 | |
iRightStrafeSpeedPercentage = 93 | |
iFrontLeftSpeedPercentage = 96 | |
iFrontRightSpeedPercentage = 96 | |
iBackSpeedPercentage = 86 | |
iBackLeftSpeedPercentage = 89 | |
iBackRightSpeedPercentage = 89 | |
iMeleeAimSpeedPercentage = 100 | |
iAimSpeedPercentage = 100 | |
[Hardcore Tweaks] | |
; use hardcore ammo weight | |
bAmmoWeight = 1 | |
; make (hired) companions essential | |
bEssentialCompanions = 0 | |
; make sleeping heal the player | |
bSleepingHeals = 0 | |
[Over Encumbered] | |
; always allow running but continue to drain AP | |
bAllowRunWithoutEnoughAP = 0 | |
bJumpWithoutEnoughAP = 1 | |
bRemoveEncumbranceMessage = 0 | |
; scale the AP drain based on the degree of overencumberment | |
bWeightBasedAPPenalty = 0 | |
iAPDrainCost = 1 | |
iAPDrainIntervalMS = 100 | |
iJumpAPCost = 5 | |
[No Quest Failed] | |
; stop the "Quest Failed" message only if the quest wasn't started | |
bQuestFailedOnlyIfStarted = 0 | |
[Menu WASD] | |
; WASD menu buttons always work but conflict with vanilla bindings | |
bOldMenuWASD = 1 | |
; holding a WASD key repeats the action, as with the arrow keys | |
bWASDKeysRepeat = 1 | |
; stops the spacebar key closing container menus | |
bNoSpaceClosesContainer = 1 | |
; stops the inventory selection disappearing when activating an item | |
bInventorySelectionAlwaysVisible = 1 | |
; defaults the selection to be on the right hand container | |
bContainerDefaultToRightSide = 1 | |
; holding shift scales the zoom speed | |
bShiftScalesMapZoomSpeed = 1 | |
; holding shift scales the arrow key scroll speed in containers | |
bShiftScalesContainerArrowKeys = 1 | |
; holding shift scales the mousewheel scroll by 4 for all menus | |
bShiftScalesMousewheel = 0 | |
; holding alt moves the map menu, up/down zooms | |
bMapMenuWASD = 1 | |
; using map menu WASD resets the selection reticle to the center of the screen | |
bMapMenuWASDCentersSelectionReticle = 1 | |
; always allow movement with the WASD keys by ignoring WASD + E XML hotkeys | |
bAlwaysAllowWASD = 0 | |
; make the 'E' key behave like spacebar in menus | |
bSelectWithEKey = 0 | |
; make tab return to the Inventory rather than closing the PipBoy for the Weapon Mod and Repair menus | |
bTabReturnsToInventory = 0 | |
[Compass Height Indicator] | |
iHeightThreshold = 200 | |
[Unvisited Cell Indicator] | |
bUnnameUnvisitedCells = 0 | |
bPatchRespawnedCellName = 0 | |
; show a * on visited cells | |
bShowVisitedCellsPrompt = 0 | |
[Entering VATS Costs AP] | |
; Axonis: enabled by bEnteringVATSCostsAP -- a small value should deter me from cheating VATS to search for enemies, or using it to repeatedly perform a single stunning attack | |
iEnterVATSAPCost = 10 | |
bNoVATSIfNotEnoughAP = 1 | |
; only charge AP if there were no targets found | |
; Axonis: see reasoning for "single stunning attack" above | |
bFailOnly = 0 | |
; charge AP if exiting VATS without selecting a target | |
bChargeOnVATSNoTargetsExit = 0 | |
[Save Manager] | |
; delay between autosaves in seconds | |
iAutoSaveTimer = 0 | |
; number of autosave slots, when the max slot is reached it will begin overwriting from slot 0 | |
iMaxAutoSaveCount = 3 | |
; fullsave every time the max slot is reached | |
bPeriodicFullsave = 0 | |
; hotkey to reload the current loaded save (as if the player died) | |
iReloadCurrentSaveKey = 0 | |
; hotkey to create a fullsave | |
iCreateSaveKey = 0 | |
; hotkey to create an incremental save | |
iIncrementalSaveKey = 0 | |
; number of incremental save slots | |
iMaxIncrementalSaveCount = 5 | |
; internal counter for autosave index, do not edit | |
_iAutoSaveIndex = 0 | |
; internal counter for incremental save index, do not edit | |
_iIncrementalSaveIndex = 0 | |
; hide the mod and vanilla autosave messages | |
bHideAutosaveMessage = 0 | |
; autosave when discovering a new location | |
bSaveOnLocationDiscovered = 0 | |
; autosave when completing a quest | |
bSaveOnQuestCompleted = 0 | |
; create a save when exiting the game | |
bSaveOnExitGame = 0 | |
; prevent autosaves within this time of each other (in seconds) | |
iMinAutosaveInterval = 0 | |
; only increase the incremental save slot if it's been this long since last slot change (in seconds) | |
iIncrementalSaveSlotChangeInterval = 0 | |
; prevent timed autosaves if in [Danger] | |
bPreventAutosaveInCombat = 0 | |
; create a save before the levelup menu is shown | |
bSavePreLevelUp = 0 | |
; prevent saving from scripts | |
bPreventScriptedSaves = 0 | |
[Charged Attacks] | |
iChargedAttackAPCost = 20 | |
; max AP cost for charged attacks | |
iChargedAttackAPCostMax = 30 | |
; extra action points per point of weight for the current weapon | |
fChargedAttackWeaponWeightAPMult = 2.000000 | |
[Quest Marker] | |
; Axonis: enabled by bDistanceBasedQuestMarkerVisibilty | |
; maximum exterior distance from which to show quest markers | |
; Axonis: same as iMapMarkerVisibleDistance | |
fMaxExteriorQuestMarkerDistance = 10000 | |
; maximum interior distance from which to show quest markers | |
; Axonis: a higher value was needed for McCarran | |
fMaxInteriorQuestMarkerDistance = 3000 | |
[Scope Zoom] | |
; rate at which scoped weapons will zoom, vanilla is 0.25, setting to 0 zooms instantly | |
fScopeFOVTimeChange = 0.250000 | |
; also zoom out at the modified rate | |
bZoomOutAtSameRate = 0 | |
[Quick Use] | |
; Holding shift will equip/use the crosshair item during gameplay | |
; Axonis: I've tested this a lot and I found that it conflicts with the way I'm using Shift to control my speed while scavenging, resulting in accidental use of stuff I want to pick up | |
bRealtimeQuickUse = 0 | |
; right clicking an inventory item in a container will use the item (excludes armor) | |
bContainerRightClick = 0 | |
; add a hotkey 'F' to use the selected item in a container (excludes armor) | |
bContainerHotkey = 0 | |
; adds support for books | |
bBookSupport = 0 | |
; show the Book Menu when shift activating notes - requires Book Menu Restored | |
bNoteSupport = 0 | |
; show item stats e.g. DPS, DAM, DT and DR | |
bShowItemStats = 0 | |
; show 'Re-read' on the prompt for notes that have already been read | |
bShowReReadOnSeenNotes = 0 | |
[NPC Names] | |
; show names on dead NPCs even if they haven't spoken to the player | |
bShowNameOnDeadNPCs = 1 | |
[Quest Added] | |
; hides the quest completed objective text | |
bHideCompletedObjectivePopup = 0 | |
[Console] | |
; max number of commands to store | |
iSentHistoryMaxSize = 200 | |
[VATS Exit Key] | |
; instantly end the vats playback rather than waiting for the current action to end | |
bInstantEnd = 1 | |
[Terminal Exit] | |
; locks out of the terminal if exiting after making an attempt | |
bFailOnEarlyExit = 0 | |
[Better Autowalk] | |
; allows backwards autowalking | |
bAllowBackwardsAutowalk = 0 | |
[Barter Prices] | |
; don't scale the price of purified water | |
bConstantPurifiedWaterPrice = 0 | |
; sell multipliers | |
fSellMultArmor = 1.000000 | |
fSellMultWeapon = 1.000000 | |
fSellMultAid = 1.000000 | |
fSellMultAmmo = 1.000000 | |
fSellMultMisc = 1.000000 | |
; buy multipliers | |
fBuyMultArmor = 1.000000 | |
fBuyMultWeapon = 1.000000 | |
fBuyMultAid = 1.000000 | |
fBuyMultAmmo = 1.000000 | |
fBuyMultMisc = 1.000000 | |
fSellMultWeaponMod = 1.000000 | |
fBuyMultWeaponMod = 1.000000 | |
[Hit Shader] | |
; Axonis: enabled by bDisableHitShader | |
bOnlyDisableInGodmode = 1 | |
[Flycam] | |
; speed multiplier applied while aiming | |
fAimSpeedMult = 0.500000 | |
; speed multiplier applied while running | |
fRunSpeedMult = 2.000000 | |
; multiplier for scrollwheel affecting fly speed | |
fScrollSpeedScale = 1.000000 | |
; rotation speed multiplier (Z and C keys) | |
fRotateSpeedMult = 1.000000 | |
; adds the hotkey 'reload' to enable a smooth camera | |
bSmoothCamera = 1 | |
; Changes GameSettings (After ESPs have loaded) | |
[GameSettings] | |
; Axonis: fit more map on the available space at min zoom (default max zoom is fine) | |
fWorldMapMinZoom = 0.5 | |
fLocalMapMinZoom = 0.08 | |
; Axonis: decrease the distance for discovered and undiscovered locations at the compass to reduce marker clutter | |
iMapMarkerVisibleDistance = 10000 | |
; Axonis: with bNoCapitaliseContainerCategories, the following should be in lower case too | |
sInventoryItems = Items | |
sInventoryAmmo = Ammo | |
sRecipes = Recipes | |
; Axonis: somewhat improved combat AI at no gameplay cost, compatible with NPCs Can Miss & Vicious Wastes; based on geckwiki.com/index.php?title=Category:Combat | |
fAIUseWeaponDistance = 19000 | |
fCharacterDefaultTurningSpeed = 112 | |
fCombatAbsoluteMaxRangeMult = 7 | |
fCombatCoverMaxRangeMult = 4 | |
fCombatFiringArcStationaryTurnMult = 0.8 | |
fConfidenceAverage = 0.25 | |
fConfidenceBrave = 0.12 | |
fConfidenceCautious = 0.4 | |
fCoverFiringReloadClipPercent = 0.4 | |
fCoverWaitReloadClipPercent = 0.6 | |
fFleeDistanceExterior = 7000 | |
iCombatTargetLostRemoveSearchCount = 3 | |
; Axonis: weapon jam while firing (thanks to Suuk_Reunne for Gameplay Revised - nexusmods.com/newvegas/mods/34889) | |
fWeaponConditionJam1 = 0.2 | |
fWeaponConditionJam2 = 0.15 | |
fWeaponConditionJam3 = 0.1 | |
fWeaponConditionJam4 = 0.05 | |
; Axonis: faster killcam | |
fKillCameraTime = 2.3 | |
; Axonis: elevate the importance of Barter (thanks to Suuk_Reunne for Gameplay Revised - nexusmods.com/newvegas/mods/34889) | |
fBarterBuyBase = 1.7 | |
fBarterBuyMult = -0.7 | |
fBarterSellBase = 0.3 | |
fBarterSellMult = 0.7 | |
; Axonis: see [Pickpocket Overhaul] | |
fPickPocketMaxChance = 95 | |
[Lockpick] | |
; reset the current bobby pin health when failing to force a lock | |
bLockpickForceResetPinHealth = 0 | |
; prevent use of Lockpick Menu with no bobby pins | |
bPreventUseLockWithNoBobbyPins = 1 | |
[Dialog Hotkeys] | |
; display list numbers for topics in dialog | |
bPrependDialogNumberHotkeys = 0 | |
; add hotkey 'Tab' to select the last option | |
bTabClicksLastTopic = 0 | |
[Controller Deadzone] | |
; deadzone value, set above zero if your character moves without the sticks being moved | |
iControllerDeadzone = 0 | |
[Skill Points] | |
; base skill points to be added before Intelligence bonus | |
iSkillPointBase = 10 | |
; skill points per intelligence | |
fPointsPerInt = 0.500000 | |
[Dialog Hide Mouse] | |
; only hide the cursor while the NPC is talking | |
bOnlyWhenNPCSpeaks = 1 | |
[Adjustable Zoom] | |
; allow zooming on non-scoped weapons | |
bZoomableNonScopedWeapons = 0 | |
; rate at which weapons are zoomed | |
fZoomRate = 0.025000 | |
; multiplier applied to zoom rate while shift is held | |
fShiftZoomModifier = 2.000000 | |
; resets the current zoom when changing weapons | |
bResetZoomOnWeaponChange = 1 | |
; apply smoothing to the change in zoom | |
bSmoothScrollZoom = 1 | |
; resets the current zoom if unscoped for this long, set to 0 to disable | |
iScopeResetTimeMS = 0 | |
; only allow zooming with binoculars | |
; Axonis: YES, combined with Kobu's Better Binoculars this will make Binoculars actually useful | |
bBinocularsOnly = 1 | |
; minimum scope FOV (max-zoom) | |
fMinFOV = 7.500000 | |
; maximum scope FOV (min-zoom) | |
fMaxFOV = 75.000000 | |
; maximum multiplier applied to weapon FOV (min-zoom) | |
fMaxFOVMult = 10.000000 | |
; minimum multiplier applied to weapon FOV (max-zoom) | |
fMinFOVMult = 0.000000 | |
; key to zoom in | |
iZoomInKey = 0 | |
; key to zoom out | |
iZoomOutKey = 0 | |
[Night Vision] | |
; default state for night vision toggle | |
bDisableVisionByDefault = 0 | |
; enables night vision during the day | |
bAllowNightVisionDuringDay = 0 | |
[Hold Breath] | |
; AP cost for holding breath | |
iScopeHoldBreathAPDrain = 2 | |
; time between decreasing AP | |
iScopeHoldBreathAPDrainIntervalMS = 80 | |
; wobble multiplier while breath is held | |
fScopeHoldBreathWobbleMult = 0.100000 | |
; only allow holding breath if you have the required weapon strength | |
bRequireWeaponStrength = 0 | |
; only allow holding breath if you have the required weapon skill | |
bRequireWeaponSkill = 0 | |
; keyboard key to hold breath | |
iHoldBreathKey = 42 | |
[Power Armor] | |
; fall damage multiplier when wearing Power Armor | |
fFallDamageMult = 0 | |
; only affect the player | |
bPlayerOnly = 0 | |
[Double Reload Swaps Ammo Type] | |
; pressing Reload additional times will swap the ammo type | |
bAllowMultipleQuickChanges = 1 | |
; time in milliseconds that the Reload key must be pressed within to swap ammo types | |
iAmmoSwapTimeMS = 500 | |
[Agility Scales Movement Speed] | |
; additional movement multiplier per agility point | |
; Axonis: enabled by bAgilityScalesMovementSpeed; at max agility we'll have a 10% increase in speed which is like a free Travel Light perk, but acceptable with the bMovementPenalties settings | |
fAgilityMovementSpeedMult = 0.020000 | |
; scale NPC movement speeds | |
bNPCs = 1 | |
; scale player movement speeds | |
bPlayer = 1 | |
[Weapon Requirements Matter] | |
; ignore strength requirement | |
bIgnoreStrengthRequirement = 0 | |
; ignore skill requirement | |
bIgnoreSkillRequirement = 0 | |
; ignore requirements for throwables and mines | |
bIgnoreThrowables = 0 | |
; ignore strength requirement for weapons that aren't of type 2HL or 2HH | |
bIgnoreNonHeavyStrengthRequirement = 0 | |
[Hacking] | |
; prevent single character attempts, i.e. clicking on "/" won't use an attempt | |
bNoSingleCharacterAttempts = 1 | |
; remove a dud instead of replenishing allowance if allowance is already full | |
bRemoveDudIfAllowanceFull = 1 | |
; prevent attempts at guessing the same word | |
bNoAllowRepeatWords = 1 | |
; don't print the clicked on string with the "Dud removed" and "Allowance replenished" messages | |
bNoSpecialInputPrinting = 0 | |
; make 'Dud removed.' ignore guessed words (unless they're the only words left) | |
bNoRemoveGuessedWords = 0 | |
; prints guesses as a single line without the 'Entry denied', e.g. HORIZON (1/7) | |
bCompactGuesses = 0 | |
; make scrolling to the edge of the screen wrap around to the other side | |
bOverscroll = 0 | |
[INI] | |
; sort the ini alphabetically | |
bSortAlphabetically = 0 | |
; add new settings to the top of the ini | |
bPrependNewSettings = 0 | |
; allow INIs in the Tweaks\INIs folder to overwrite the main INI | |
bMultiINISupport = 1 | |
; adds a button in the pause->settings menu for configuring Tweaks (you must restart game for changes to apply) | |
bTweaksMenuButton = 1 | |
[Logging] | |
; print general errors to console | |
bGeneralErrors = 1 | |
; print havok errors to console | |
bHavokErrors = 0 | |
; print save/load errors to console | |
bSaveLoadErrors = 0 | |
; print general messages | |
bGeneralMessages = 0 | |
[Hide Misc Items] | |
; show Sunset Sarsaparilla Star caps | |
bDontHideStarCaps = 0 | |
[Pickpocket Overhaul] | |
; Axonis: enabled by bPickpocketOverhaul because vanilla pickpocketing is useless (see forums.nexusmods.com/index.php?/topic/2318259-pickpocket-is-absurdly-broken-and-needs-complete-overhaul) | |
; gain XP from successful pickpocketing | |
; Axonis: no, it can be heavily cheated with my reduced cap | |
bRewardXP = 0 | |
; add the pickpocket success chance to the bottom of the container menu | |
; Axonis: YES, although I'd rather have a perk to provide this powerful feature | |
bShowPickpocketSuccessRate = 1 | |
; Axonis: by reducing base chance and increasing fPickPocketMaxChance, we can allow the player to play with their strengths on a much greater scale; token management is always fun | |
fBaseChance = 10 | |
; Axonis: sneak factor is fine tuned for some test cases | |
fPlayerSneakMult = 0.89 | |
; Axonis: item value should have some importance; a character would be keeping an eye on their prized possessions | |
fItemValueMult = 0.03 | |
; Axonis: prevent items of ridiculous size from being pickpocketed | |
fItemWeightMult = 6 | |
; Axonis: target's perception should play an important role | |
fTargetPerceptionMult = 7 | |
; Axonis: just like stealing, it shouldn't be feasible when you're detected | |
fDetectionValueMult = 0.2 | |
; Axonis: high Luck and Agility factors will counter the reduced base chance | |
fPlayerLuckMult = 1.7 | |
fPlayerAgilityMult = 3 | |
; multiplier applied to items that are currently worn | |
; Axonis: disabled by bPickpocketWornItems = 0 | |
fWornItemChanceMult = 1 | |
[Repair] | |
; XP rewarded for repairing items | |
iRepairRewardXP = 1 | |
[Kill AP Reward] | |
; AP rewarded for kills | |
iKillRewardAmount = 0 | |
[Region Names] | |
; show the name of map markers when approaching them | |
bRegionNamesUpdateNearMapMarkers = 0 | |
[Companion Kill XP] | |
; companion hits count towards the iXPDeathRewardHealthThreshold after the player has hit the NPC | |
bCompanionHitsCountAfterPlayerDamage = 1 | |
[Reputation] | |
; Enabled by bNoReputationMessages | |
; prevent the popup menus | |
; DarianLStephens: I keep this disabled so the popups aren't simply hidden period, but instead obey the other settings in this section | |
bHidePopups = 0 | |
; prevent the top left corner messages when gaining reputation | |
; DarianLStephens: I like to know whenever I gain reputation for whatever reason, even if I'm at max already and it doesn't actually affect it | |
bHideGainMessages = 0 | |
; prevent the top left corner messages when losing reputation | |
; DarianLStephens: Just so it obeys the following scripted section | |
bHideLossMessages = 1 | |
; prevent loss popup and message only if already at the min reputation and if the change was not from a script command | |
; DarianLStephens: I don't need to see that I lost legion reputation for the millionth time after I kill a death squad when I'm already vilified, but I am still interested to know if anything I do specifically is something they dislike, I,E is done via script function from a quest or something. | |
; DarianLStephens: To be clear, the message will still show for anything UNTIL you reach minimum reputation, then it'll stop warning you each and every time. | |
bHideNonScriptedLossesIfAtMin = 1 | |
; prevent gain popup and message only if already at the max reputation and if the change was not from a script command | |
; DarianLStephens: Reputation gains are nearly always done via scripted functions anyway, but since it's less common to get them, I like to let them show up whenever still. | |
bHideNonScriptedGainsIfAtMax = 0 | |
[Compass] | |
; show enemies who are firing on the compass | |
bShowFiringEnemies = 0 | |
[Clip Rounds] | |
; show the total ammo count instead of clip/remaining | |
bShowTotalRemaining = 0 | |
[Inventory Button] | |
; button mode, see readme for details | |
; 0 - Hide Weightless | |
; 1 - Sort By Weight | |
; 2 - Hide Quest Items | |
; 3 - Hide Weightless And Quest Items | |
; Axonis: mode 3 is best because quest items are weightless | |
iMode = 3 | |
; hotkey for controller mode (see readme for keys) | |
iControllerHotkey = 18 | |
; add the button/hotkey to the PipBoy | |
bPipBoy = 1 | |
; add the button/hotkey to Containers | |
bContainer = 1 | |
; add the button/hotkey to Barter | |
bBarter = 1 | |
; hotkey for cycling button modes | |
iControllerCycleModeKey = 17 | |
; weight under which items will be hidden for hide weight modes | |
fHideWeightThreshold = 0.000000 | |
; brighten the sort button icon while sorting/filtering is active | |
bUseAlphaForEnabledIndicator = 0 | |
[VATS] | |
; hold shift to show friendlies in VATS | |
bHideFriendliesByDefault = 0 | |
[Overencumbered AP] | |
; scale applied to the Action Points regen rate while overencumbered | |
fOverencumberedAPRegenScale = 0.000000 | |
; apply the scale to AP regen only if the player is moving | |
bWhileMovingOnly = 0 | |
[Detected By Whom] | |
; names to show (maximum of 8) | |
iMaxNameCount = 5 | |
[Reduced XP] | |
; multiplier applied to XP, the result is rounded up | |
fXPMultiplier = 0.500000 | |
[Running Costs AP] | |
; base action points cost | |
; Axonis: a low base cost ensures that even characters with very low Endurance won't lose their entire APs with a stride | |
fAPDrainCostBase = 0.35 | |
; endurance multiplier, formula is "iAPDrainCostBase + fRunAPEnduranceMult * (Endurance - 5)" | |
; Axonis: formula is "iAPDrainCostBase + fRunAPEnduranceMult * (5 - Endurance)" and the following setting provides free running at Endurance = 8 | |
fRunAPEnduranceMult = 0.05 | |
; time between AP reductions | |
iAPDrainIntervalMS = 100 | |
; always allow running but continue to drain AP | |
; Axonis: YES, otherwise it turns into a grind for low Endurance characters | |
bAllowRunWithoutEnoughAP = 1 | |
[Wait Key] | |
; time required to hold the wait key before showing the wait menu | |
iKeyHoldTimeMS = 0 | |
[Container Respawn Warning] | |
; Warning message for respawning containers | |
sWarningText = Storing items here seems unsafe. | |
[Place Marker Popup] | |
; right clicking always places the map marker, holding shift and right clicking removes it | |
bPlaceMarkerShiftToReset = 0 | |
[Activate Key] | |
; time the key must be held before activating | |
iActivateKeyHoldTimeMS = 200 | |
; Axonis: disabled delay on all activators because it proved to be really bothersome in playtesting | |
bContainers = 0 | |
bCrafting = 0 | |
bFurniture = 0 | |
bTerminals = 0 | |
bWater = 0 | |
; automatically take items while the activate key is held | |
; Axonis: YES, makes it much easier to hoard junk by sweeping the floor (enabled by bHoldToActivate) | |
bTakeItemsWhileKeyHeld = 1 | |
; time the key must be held before taking items | |
iActivateKeyTakeItemsHoldTimeMS = 300 | |
; prevents auto-pickup of items that would encumber the player, unless the player is already encumbered | |
; Axonis: YES, it makes autopickup easier | |
bAutoPickupEncumbranceThreshold = 1 | |
; delay stealing the first item within an interval | |
; Axonis: no, because it blocks stealing with bTakeItemsWhileKeyHeld | |
bStealing = 0 | |
; interval (in milliseconds) after stealing where no delay is required to steal again | |
iStealTimerMS = 10000 | |
[Repeated Activate Key] | |
; don't activate objects, only take items when the key is held | |
bOnlyTakeItems = 0 | |
[Sleep Wait Anywhere] | |
bTrespassing = 1 | |
bCombat = 1 | |
bTakingDamage = 1 | |
bMidair = 1 | |
bInRadiation = 1 | |
bUnderwater = 1 | |
[Interior Transition] | |
bFadeIn = 1 | |
[Armor Condition Penalty] | |
; scale applied to DR/DT when below the condition threshold | |
fScale = 1.000000 | |
[Ultrawide Support] | |
; fov scale applied to menus and scope zoom, vanilla is 0.75 | |
; Axonis: enabled by bUltrawideSupport, configured for my 16:10 screen; Stewie's default is 0.997200 | |
fMenuFOVScale = 0.85 | |
[Manual Reload] | |
; prevents the automatic reload when ammo is picked up and your weapon is empty | |
bNoReloadOnAmmoPickup = 1 | |
; prevents the firing animation when the clip is emptied | |
bPreventFiringAnimWhenEmpty = 1 | |
; weapons with clips this size and below will reload automatically | |
iAutoReloadClipSizeThreshold = 0 | |
; play the empty clip sound when the clip is emptied for automatic weapons | |
bAutoWeaponsPlayEmptyClipSound = 1 | |
; automatically reload semi-fire weapons | |
bAutoWeaponsOnly = 0 | |
; reload when trying to fire with an empty clip | |
bReloadWhenFiringWithEmptyClip = 0 | |
[Map Hotkey] | |
; bring up the local map when in an interior | |
bShowLocalMapInInteriors = 0 | |
[Water Breath] | |
; rate at which breath is restored to max | |
fBreathRegainRate = 0.200000 | |
; show the breath meter when not underwater | |
bShowBreathMeterOutOfWater = 1 | |
[Note Menu] | |
; require the shift key to be held to show the note menu | |
bRequireShiftHeld = 0 | |
[Turn Speed] | |
; scale applied to X axis rotation while aiming | |
fAimingScaleX = 0.600000 | |
; scale applied to Y axis rotation while aiming | |
fAimingScaleY = 0.600000 | |
[Weightless Worn Power Armor] | |
; make power armor helmets only weightless if torso power armor is also equipped | |
bRequireTorsoArmorForWeightlessHelmet = 0 | |
; make power armor only weightless for player/teammates if they have the Power Armor Training perk | |
bRequirePowerArmorTraining = 0 | |
[Robot Companion Healing] | |
; Axonis: enabled by bRobotCompanionsHealWithScrapMetal | |
; base health restored per scrap metal | |
; Axonis: unlike stimpacks for living organisms, repairing a robot with scrap metal isn't as simple as an injection... | |
fBase = 10 | |
; bonus health restored per player repair skill | |
; Axonis: ...your repair skill should be more important and... | |
fRepairMult = 0.6 | |
; bonus health restored if the player has the robotics expert perk | |
; Axonis: ...robotics expertice even more so | |
fRoboticsExpertBonus = 50 | |
[Screenshot Format] | |
; copies the screenshot to the clipboard | |
bCopyToClipboard = 1 | |
; format - jpg, tiff, bmp | |
sExtension = Jpg | |
; jpg quality (0-100) | |
iJpgQuality = 100 | |
; tiff compression - None, Rle, LZW | |
sTiffCompression = None | |
; tiff color depth | |
iTiffColorDepth = 8 | |
[Mod Console Prints] | |
; prepend the script ID instead of the mod name | |
bIncludeScriptID = 0 | |
[Radio Volume] | |
; multiplier applied to song volume when in conversation | |
fDialogueSongVolumeMult = 0.200000 | |
[Item Commands] | |
; refresh the inventory menu when calling the commands from console | |
bRefreshInventory = 1 | |
[Weapon FOV] | |
; only disable the weapon FOV for weapons that have ironsights | |
bExcludeNonSightedWeapons = 0 | |
[Critical Hits] | |
; multiplier applied to weapon damage for critical hits | |
fCriticalDamageMult = 1.000000 | |
[Equip Last Weapon Hotkey] | |
; don't set the last equipped weapon to be a thrown weapon | |
bIgnoreThrowables = 0 | |
; add mousewheel to change weapons | |
bMousewheelSupport = 0 | |
[Cookable Grenades] | |
; always throw grenades the same distance regardless of time held | |
bDisableGrenadeDistanceIncrease = 1 | |
; overcooked grenades will explode in your hand | |
bOvercookedGrenadesExplode = 0 | |
; minimum detonation timer for thrown grenades | |
fMinGrenadeTimer = 1.000000 | |
; play a sound every second a grenade is held | |
bPlaySound = 1 | |
; play the sound for the last 3 seconds of the timer | |
bTimerCountdown = 1 | |
; editor ID of the sound to play | |
sSoundName = WPNThisMachineReloadPt3 | |
; editor ID of the sound to play for the final second when using countdown | |
sSoundNameAlt = WPNThisMachineReloadPt1 | |
[Menu Search] | |
bMapMenu = 1 | |
bInventoryMenu = 1 | |
bStatsMenu = 1 | |
bContainerMenu = 1 | |
bBarterMenu = 1 | |
bLevelUpMenuSearch = 1 | |
bRecipeMenuSearch = 1 | |
; refresh the menu when closing the search - set to 0 if you want to use keyboard hotkeys to navigate the filtered menus | |
bRemoveFilterWhenClosingSearch = 1 | |
; clear the input string when focusing the searchbar | |
bClearInputWhenReopeningSearch = 1 | |
; search quest objectives for input string | |
bQuestIncludeObjectives = 1 | |
; include completed objectives in search | |
bQuestIncludeCompletedObjectives = 1 | |
bSaveMenuSearch = 1 | |
[Console Output] | |
; filename for the console output | |
sFilename = ConsoleOut.txt | |
[Smooth Iron Sights Camera] | |
; time taken to transition between the camera positions | |
iAimTransitionTimeMS = 225 | |
; which easing function will be applied to the movement (listed in the readme) | |
iEasingFunction = 1 | |
[Disable Needs Messages] | |
bRadiation = 1 | |
bDehydration = 1 | |
bHunger = 1 | |
bSleep = 1 | |
[Recently Dead NPC Indicator] | |
; lifetime for dead NPC ticks | |
iDeadActorMaxTimerMS = 0 | |
; only show actors killed by the player or companions | |
bPlayerOrTeammateKillsOnly = 0 | |
; red/green/blue color in hexadecimal, e.g. 0xFF0088 | |
uRGB = 0x7f7f73 | |
; only show actors damaged by the player | |
bPlayerDamagedOnly = 0 | |
[Companion HUD Color] | |
; red/green/blue color in hexadecimal | |
uRGB = 0xffffff | |
[No Firing Delay] | |
; ignores the need for heavy weapons to spin up before firing | |
bIncludeHeavyWeapons = 1 | |
[Blood Splatters] | |
; minimum health damage of an attack for blood splatters to show | |
; Axonis: the default damage threshold for blood splatter was too low; see [bMinBloodSplatterHealthDamage] | |
fMinHealthDamage = 8.000000 | |
[Weightless Items] | |
bArmor = 1 | |
bAid = 1 | |
bAmmo = 1 | |
bWeapons = 1 | |
bMisc = 1 | |
[XP Formula] | |
iXPRewardBase = 10 | |
fXPLevelDifferenceScale = 2.000000 | |
[Colored HUD Bars] | |
; threshold ratio of current/max Health for coloring HP bar red | |
fRedHealthThreshold = 0.330000 | |
; threshold ratio of current/max Action Points for coloring AP bar red | |
fRedActionPointsThreshold = 0.330000 | |
[Note Sorting] | |
; sorting mode, see readme for details | |
iNoteSortingMode = 0 | |
[Extra Console Details] | |
; show the extra details from ToggleFullHelp (attached scripts etc.) | |
bUseFullHelp = 0 | |
; show the current player cell name | |
bCellName = 0 | |
; show the current player cell editor ID | |
bCellEditorId = 0 | |
; show the mesh path of the selected ref | |
bMeshPath = 0 | |
[Quest Sorting] | |
; sorting mode, see readme for details | |
iQuestSortingMode = 0 | |
[NPC Damage] | |
; damage multiplier for NPCs hitting each other | |
fNPCToNPCDamageMult = 1.000000 | |
; multiplier for damage dealt by companions to NPCs | |
fDamageByTeammateMult = 1.000000 | |
; multiplier for damage dealt to companions by NPCs | |
fDamageToTeammateMult = 1.000000 | |
[Weapon Modding] | |
; hide the mod button for non-moddable weapons | |
; Axonis: YES, less button clutter | |
bHideModButtonForNonModdableWeapons = 1 | |
; show unowned weapon mods | |
; Axonis: YES, vanilla behavior | |
bItemModMenuShowUnownedMods = 1 | |
; editor ID of the sound to play when removing weapon mods | |
sRemoveItemModSound = UIItemGunsSmallUp | |
; only allow weapon modding if at a workbench | |
bRequireWorkbench = 0 | |
[Subtitles] | |
; distance to show subtitles from - vanilla is 500 units | |
fSubtitleDistance = 1000.000000 | |
[Scoped Weapons] | |
; Axonis: Enabled by bScopeVisibilityDelay | |
; required aiming time before the scope overlay is shown | |
iScopeVisibilityDelayMS = 150 | |
; aim out while reloading or weapon jams | |
; Axonis: YES, slightly harder but realistic and easier to understand why you've stopped firing | |
bStopAimingWhileReloading = 1 | |
; forces the 'uses 1st person iron sights anims' flag on all weapons | |
bAlwaysShowWeaponAnimation = 0 | |
; delay scopes in 3rd person | |
; Axonis: YES, it addresses a conflict with Enhanced Camera | |
bDelayInThirdPerson = 1 | |
[Perk Sorting] | |
; sorting mode, see readme for details | |
iPerkSortingMode = 0 | |
[RGB Sliders] | |
; make terminals copy the HUD color | |
bTerminalsUseHUDColor = 0 | |
[Music Volume] | |
; multiplier applied to music volume when in conversation | |
; Axonis: enabled by [bScaleMusicVolumeDuringDialogue], set slightly higher to reduce a steep fade-in | |
fDialogueMusicVolumeMult = 0.400000 | |
[Message Times] | |
; time the 'added to inventory' message is shown (in seconds) | |
fAddItem = 1.000000 | |
[Respawned Cell Indicator] | |
; color respawned cells in red | |
bColorRespawnedCells = 1 | |
; color unvisited cells in white | |
bColorUnvisitedCells = 1 | |
[Critical Hits Gib] | |
; prevent non-critical hits exploding or dismembering limbs | |
bOnlyCritsGib = 0 | |
[Barter Items] | |
; cost for buying items with no value (e.g. ammo casings) | |
fFreeItemCost = 1.000000 | |
[Remember Weapon Ammos] | |
; forget stored ammo/type when weapons are dropped or transferred | |
bInventoryOnly = 1 | |
; remember ammo count as well as type for all weapons | |
bIncludeCount = 1 | |
[SPECIAL Points] | |
; number of SPECIAL points to allocate | |
iNumPointsToAllocate = 35 | |
[Unsafe Fast Travel] | |
; show a warning when travelling from restricted areas | |
bShowWarning = 1 | |
[Weapon Hotkeys] | |
; Axonis: enabled by bRestore2Hotkey | |
; scancode of the keyboard hotkey | |
; Axonis: leave this to default 3 to allow the second hotkey slot to work for keyboard button 2 | |
iSecondSlotKey = 3 | |
[Hacking Formula] | |
; base word length | |
fBaseWordLength = 4.000000 | |
; multiplier applied on difficulty before adding to word length | |
fDifficultyWordLengthMult = 2.000000 | |
; characters removed from answer if you have the computer whiz perk | |
fComputerWhizLengthBonus = 0.000000 | |
; characters added to answer if terminal ref ID is odd | |
fOddTerminalIDBonus = 1.000000 | |
; max answer length (maximum 12) | |
iMaxWordLength = 12 | |
; min answer length (minimum 2) | |
iMinWordLength = 4 | |
; min guesses | |
iMinAttempts = 4 | |
; max guesses | |
iMaxAttempts = 4 | |
[Compass Doors] | |
; max distance to show doors in exteriors | |
iExteriorMaxDistance = 2750 | |
; max distance to show doors in interiors | |
iInteriorMaxDistance = 1750 | |
; color visited cells | |
bVisitedIndicator = 1 | |
; visited cell red/green/blue color in hexadecimal, e.g. 0xFF0088 | |
uVistedRGB = 0x7f7f73 | |
; scale the door icon's alpha based on distance to the player | |
bFadeIconByDistance = 0 | |
[Melee Locational Hits] | |
; use hit multiplier for attacks by the player | |
bPlayerAttacks = 1 | |
; use hit multiplier for attacks by NPCs on the player | |
bNonPlayerAttacks = 1 | |
; use hit multiplier for NPC-NPC attacks | |
bNpcToNpcAttacks = 1 | |
[Scope HUD Visibility] | |
; visibility flags, see readme for more information | |
iFlags = 0xb | |
[Alt Levelup Sound] | |
iLevelA = 5 | |
iLevelB = 10 | |
sSoundA = MUSMysteriousStrangerA01 | |
sSoundB = MUSMysteriousStrangerA02 | |
[Holdable Throwables] | |
; allow holding mines before throwing them | |
bMineSupport = 1 | |
[Anim Variants] | |
; allow reload variants | |
bReloads = 1 | |
; allow equip/unequip variants | |
bEquips = 0 | |
; allow aim/aimIS variants | |
bAims = 0 | |
[Water Scales Movement Speed] | |
; max movement speed penalty when wading through water | |
; Axonis: enabled by bRunSlowerInWater -- default 0.5 is too low and makes it like slow motion | |
fWadingMovementMult = 0.77 | |
[Agility Affects Jump Height] | |
; multiplier added per agility point above 1 | |
fAgilityMult = 0.050000 | |
[Disable XP Messages] | |
bKills = 1 | |
bDiscoverLocation = 1 | |
bRewardXPCommand = 1 | |
bSpeechChallenges = 1 | |
bHacking = 1 | |
bLockPick = 1 | |
[Interior Fog Remover] | |
; distance over which far fog is removed - setting too low will cause visual bugs in some caves | |
fFogFarDistanceThreshold = 2700.000000 | |
[Key XP Reward] | |
; XP rewarded for using a key on a container/door | |
iUseKeyRewardXP = 20 | |
[VATS Uses Weapon Distance] | |
; maximum range to check for targets | |
fMaxDistance = 5000 | |
; minimum range to check for targets | |
fMinDistance = 1500 | |
; multiplier applied to the weapon's max range | |
fRangeMult = 1.200000 | |
[Combat Sounds] | |
; minimum time between player pain sounds (in ms) | |
iMinPlayerPainSoundIntervalMS = 10000 | |
[Detection Light Timer] | |
; time between updates (in seconds), vanilla is 3 seconds | |
fIntervalTimer = 0.250000 | |
[Show Closest Location] | |
; show the closest undiscovered location on the map | |
bMapMenu = 1 | |
; show the closest undiscovered location on the compass | |
bCompass = 1 | |
[Lockpick Menu Movement] | |
; base speed for left/right keyboard movement | |
fBaseSpeed = 8 | |
; scale while shift is held | |
fShiftScale = 2.500000 | |
; scale while ctrl is held | |
fCtrlScale = 0.400000 | |
[Take All Confirmation] | |
; confirmation message for taking all items | |
sMessageText = Are you sure you want to take all items? | |
; minimum number of items for the message to appear | |
iMinItemCount = 10 | |
[Recipe Sorting] | |
; sorting mode, see readme for details | |
iRecipeSortingMode = 3 | |
[Unequip Broken Armor] | |
; UI message when armor breaks | |
sArmorBreakMessage = Your %s has broken | |
[Character Selector] | |
; text to display in the Save/Load menu while character filter isn't applied | |
sAllText = Characters | |
[Current Weapon Hotkey] | |
; pressing the weapon key for an already equipped weapon will do nothing | |
bDontHolsterWeapon = 0 | |
[Improved Race Menu] | |
; prevent the player swaying while in the menu | |
bNoAnims = 0 | |
; scale the camera X direction movement speed | |
fPanXScale = 1.000000 | |
; scale the camera Y direction movement speed | |
fPanYScale = 1.000000 | |
[Computer Hotkeys] | |
; display list numbers for menu options | |
bPrependOptionNumber = 0 | |
[Book Effects] | |
; prefix before the 'Skill +1' text shown under Effects | |
sPrefix = Permanent | |
[Item Cycle Keys] | |
; ignore armors/aid etc. | |
bWeaponsOnly = 1 | |
[Map Marker Factions] | |
; only show location reputations if you have reputation with that faction | |
bRequireReputation = 0 | |
[Living Anatomy] | |
; show the targeted NPC's healthbar even if they have max health | |
bAlwaysShowHealth = 0 | |
[Synchronized Container Categories] | |
; prevent the category automatically changing when transferring the last item in a category | |
bPreventSwitchWhenEmptyingCategory = 0 | |
[Lockpick/Hacking Messages] | |
; message shown if lockpick requirements aren't met | |
sLockpickMessage = You have %d/%d lockpick skill required to pick this lock. | |
; message shown if hacking requirements aren't met | |
sHackingMessage = You have %d/%d science skill required to hack this terminal. | |
[Slope Climbing] | |
; maximum walking angle in degrees, vanilla is 47 | |
fWalkAngle = 60.000000 | |
; maximum jumping angle | |
fJumpAngle = 75.000000 | |
; maximum angle while automove is enabled | |
fAutoWalkAngle = 85.000000 | |
[Place Marker At Location] | |
; add support for doors on the local map | |
bLocalMapDoors = 0 | |
[SPECIAL Caps Skills] | |
; max value for skills | |
iSkillCap = 100 | |
; base value | |
fSkillBase = 50.000000 | |
; multiplier applied to SPECIAL skills | |
fSPECIALMult = 5.000000 | |
; multiplier applied to luck | |
fLuckMult = 0.500000 |
Thank you for the great comments and insight aswell 👍
; holding shift ignores friendly NPCs when entering VATS
; Axonis: YES, won't interfere with anything and it might come in handy
bShiftIgnoresFriendlyVATS = 0
On line 588, shouldn't this be enabled then, as per your comment?
On Line #922
Your understanding of the tweak is incorrect, and it was not included in Unnecessary Tweaks.
bNoMapMarkerAddedPopup prevents the "Map marker added" corner message that occurs when an NPC adds a location to your PipBoy (the setting should have probably been named "Message" instead of "Popup"). You probably want to leave this disabled, especially seeing as you have bDescriptiveMarkerAddedMessage enabled.
@lStewieAl - Thanks for the pointer!
Your ini has a few settings that have been removed/renamed.
bActivateButtonGrabs - removed as I was unhappy with the implementation
bAddDisableCollisionKey - moved to [Hotkeys]
bAddRepeatActivateHotkey - moved to [Hotkeys]
bRemoveHelpButton - moved to [Hotkeys]
bUseCustomHotkeys - removed because MCM didn't support it
fMaxScopeFOVMult - renamed to fMaxFOVMult
fMinScopeFOVMult - renamed to fMinFOVMult
The [Disable Collision], [Toggle Pipboy Light] and [Repeated Activate] sections (redundant with the [Hotkeys] section.
The [Compass Alpha] section (redundant as the setting is now calculated using the same value the game uses).
@lStewieAl - Great, I'll clean them up. It also seems that I had misunderstood bAddRepeatActivateHotkey.
'bNoReputationMessages'
I personally like it enabled, along with further customization in the [Reputation] section.
Specifically, I have my settings like this:
; prevent the popup menus
bHidePopups = 0
; I keep this disabled so the popups aren't simply hidden period, but instead obey the other settings in this section
; prevent the top left corner messages when gaining reputation
bHideGainMessages = 0
; I like to know whenever I gain reputation for whatever reason, even if I'm at max already and it doesn't actually affect it
; prevent the top left corner messages when losing reputation
bHideLossMessages = 1
; Just so it obeys the following scripted section
; prevent loss popup and message only if already at the min reputation and if the change was not from a script command
bHideNonScriptedLossesIfAtMin = 1
; I don't need to see that I lost legion reputation for the millionth time after I kill a death squad when I'm already vilified, but I am still interested to know if anything I do specifically is something they dislike, I,E is done via script function from a quest or something.
; To be clear, the message will still show for anything UNTIL you reach minimum reputation, then it'll stop warning you each and every time.
; prevent gain popup and message only if already at the max reputation and if the change was not from a script command
bHideNonScriptedGainsIfAtMax = 0
; Reputation gains are nearly always done via scripted functions anyway, but since it's less common to get them, I like to let them show up whenever still.
Also, I believe you intended to enable 'bDontSetQuestWhenObjectivesAdded', judging by your comment on it.
@DarianLStephens - Thank you, your suggestions will be included in the next version.
I found out from Stewie recently that bCacheQuestAndNoteMenu includes Deselect Quests, so bDeselectQuests is basically redundant.
I found out from Stewie recently that bCacheQuestAndNoteMenu includes Deselect Quests, so bDeselectQuests is basically redundant.
There is no difference if you keep bDeselectQuests enabled too.
; always use the first person sound when attempting to fire with an empty clip
; Axonis: YES, even though I always use 1st person in combat, I think it should be useful for those who don't
bUseFirstPersonEmptyClipSound = 0
Looks like this setting should be 1 ?
bUseFirstPersonEmptyClipSound = 0
Looks like this setting should be 1 ?
Yes, on the next version.
; delay the reputation change popup dialog till after combat
; Axonis: YES, although I thought it was this way already ?
bDelayPostCombatReputationPopup = 1
Whoops, it delays till 3s after combat instead of immediately after combat.
bDelayPostCombatReputationPopup = 1
Whoops, it delays till 3s after combat instead of immediately after combat.
No problem, I've quoted that in the new version.
At line #99
Shouldn't this be a 1 ?