emxd

Created Diff never expires
;sfall configuration settings
;sfall configuration settings
;v4.2.7
;v4.2.7


[Main]
[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
UseCommandLine=0
UseCommandLine=0
ModifiedIni=42
;Uncomment and point to a file to get alternate translations for some sfall messages
;Uncomment and point to a file to get alternate translations for some sfall messages
;TranslationsINI=sfall\Translations.ini
;TranslationsINI=sfall\Translations.ini


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[ExtraPatches]
[ExtraPatches]
;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
;The priority of read files will be higher than the files in patchXXX.dat
;The priority of read files will be higher than the files in patchXXX.dat
;If DataLoadOrderPatch is enabled, the data load order will be:
;If DataLoadOrderPatch is enabled, the data load order will be:
;master_patches > critter_patches > PatchFile99 - PatchFile0 > patchXXX.dat > ...
;master_patches > critter_patches > PatchFile99 - PatchFile0 > patchXXX.dat > ...
;Paths to folders and Fallout .dat files are supported. The available range for PatchFile option names is from 0 to 99
;Paths to folders and Fallout .dat files are supported. The available range for PatchFile option names is from 0 to 99
;The greater numbers take precedence over lesser numbers
;The greater numbers take precedence over lesser numbers
;PatchFile0=mods\RP_data
;PatchFile0=mods\RP_data


;Path to the folder in which the game will automatically search and load custom files (by *.dat mask, including folders)
;Path to the folder in which the game will automatically search and load custom files (by *.dat mask, including folders)
;The data load order of the files in the folder will be in reverse alphabetical order of the filenames
;The data load order of the files in the folder will be in reverse alphabetical order of the filenames
;The files placed in this folder will have higher priority than the PatchFileXX options
;The files placed in this folder will have higher priority than the PatchFileXX options
;This option has no effect in v4.2.6 or later. The default path is <GameRoot>\mods\
;This option has no effect in v4.2.6 or later. The default path is <GameRoot>\mods\
;AutoSearchPath=mods
;AutoSearchPath=mods


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[Speed]
[Speed]
;Set to 0 to disable everything in this section
;Set to 0 to disable everything in this section
Enable=1
Enable=1


;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
SpeedMulti0=50
SpeedMulti0=50
SpeedMulti1=100
SpeedMulti1=100
SpeedMulti2=200
SpeedMulti2=200
SpeedMulti3=300
SpeedMulti3=300
SpeedMulti4=400
SpeedMulti4=400
SpeedMulti5=500
SpeedMulti5=500
SpeedMulti6=600
SpeedMulti6=600
SpeedMulti7=700
SpeedMulti7=700
SpeedMulti8=800
SpeedMulti8=800
SpeedMulti9=900
SpeedMulti9=900


;The initial speed at game startup
;The initial speed at game startup
SpeedMultiInitial=100
SpeedMultiInitial=1000


;Set to 1 to also affect the playback speed of mve video files without an audio track
;Set to 1 to also affect the playback speed of mve video files without an audio track
AffectPlayback=0
AffectPlayback=0


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[Graphics]
[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 0 for 8 bit fullscreen
;Set to 4 for DX9 fullscreen
;Set to 4 for DX9 fullscreen
;Set to 5 for DX9 windowed
;Set to 5 for DX9 windowed
;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
;Modes 1, 2 and 3 are no longer supported
Mode=0
Mode=0


;If using a DX9 mode, this changes the resolution
;If using a DX9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
;If set to 0, use Fallout's native resolution
;If set to 0, use Fallout's native resolution
GraphicsWidth=0
GraphicsWidth=0
GraphicsHeight=0
GraphicsHeight=0


;Window position data. Do not modify
;Window position data. Do not modify
;Set to 0 to reset if the window position is incorrect
;Set to 0 to reset if the window position is incorrect
WindowData=0
WindowData=0


;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
;GlobalShaderFile=global.fx
;GlobalShaderFile=global.fx


;Set to 1 to do the palette conversion on the GPU
;Set to 1 to do the palette conversion on the GPU
;Set to 2 to do the palette conversion on the CPU
;Set to 2 to do the palette conversion on the CPU
;Set to 0 to pick automatically
;Set to 0 to pick automatically
;GPU is faster, but requires v2.0 pixel shader support
;GPU is faster, but requires v2.0 pixel shader support
GPUBlt=0
GPUBlt=0


;Set to 1 to allow using 32-bit textures for talking heads
;Set to 1 to allow using 32-bit textures for talking heads
;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (w/o extension)
;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (w/o extension)
;The files in the folder should be numbered according to the number of frames in the talking head FRM file (0.png, 1.png, etc.)
;The files in the folder should be numbered according to the number of frames in the talking head FRM file (0.png, 1.png, etc.)
;See the text file in the modders pack for a detailed description
;See the text file in the modders pack for a detailed description
;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
Use32BitHeadGraphics=0
Use32BitHeadGraphics=0


;Set to 1 to automatically search for alternative avi video files when Fallout tries to play the game movies
;Set to 1 to automatically search for alternative avi video files when Fallout tries to play the game movies
;Set to 2 to force avi videos to fit the screen width
;Set to 2 to force avi videos to fit the screen width
;Requires DX9 graphics mode
;Requires DX9 graphics mode
AllowDShowMovies=0
AllowDShowMovies=0


;Fade effect time percentage modifier
;Fade effect time percentage modifier
;Default is 100. Decrease/increase this value to speed up/slow down fade effects
;Default is 100. Decrease/increase this value to speed up/slow down fade effects
FadeMultiplier=100
FadeMultiplier=100


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[Interface]
[Interface]
;Set to 1 to expand the number of action points displayed on the interface bar
;Set to 1 to expand the number of action points displayed on the interface bar
;Requires new IFACE_E.frm and HR_IFACE_<res>E.frm files in art\intrface\ (included in sfall.dat) to display correctly
;Requires new IFACE_E.frm and HR_IFACE_<res>E.frm files in art\intrface\ (included in sfall.dat) to display correctly
;The minimum supported version of High Resolution Patch is 4.1.8
;The minimum supported version of High Resolution Patch is 4.1.8
ActionPointsBar=0
ActionPointsBar=0


;Set to 1 to use the expanded world map interface
;Set to 1 to use the expanded world map interface
;Set to 2 to skip correcting the position of entrance markers on town maps
;Set to 2 to skip correcting the position of entrance markers on town maps
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
;The resolution of hi-res patch must be set to at least 890x720
;The resolution of hi-res patch must be set to at least 890x720
ExpandWorldMap=0
ExpandWorldMap=0


;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
WorldMapTravelMarkers=0
WorldMapTravelMarkers=1
;Uncomment these lines to change the appearance of the markers
;Uncomment these lines to change the appearance of the markers
;The color index in Fallout default palette (valid range: 1..255; default is 134)
;The color index in Fallout default palette (valid range: 1..255; default is 134)
;TravelMarkerColor=134
;TravelMarkerColor=134
;The length and spacing of the dots in pixels for each type of terrain in worldmap.txt
;The length and spacing of the dots in pixels for each type of terrain in worldmap.txt
;Syntax is 'length:spacing', with each pair separated by a comma (valid range: 1..10; default is 2)
;Syntax is 'length:spacing', with each pair separated by a comma (valid range: 1..10; default is 2)
;TravelMarkerStyles=2:2,2:2,2:2,2:2
;TravelMarkerStyles=2:2,2:2,2:2,2:2


;Set to 1 to display terrain types when hovering the cursor over the player's marker on the world map
;Set to 1 to display terrain types when hovering the cursor over the player's marker on the world map
WorldMapTerrainInfo=0
WorldMapTerrainInfo=1


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[Sound]
[Sound]
;Sets the number of allowed simultaneous sound effects
;Sets the number of allowed simultaneous sound effects
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
NumSoundBuffers=0
NumSoundBuffers=0


;Set to 1 to allow attaching sound files to combat float messages
;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=0
AllowSoundForFloats=0


;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an acm
;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an acm
;Set to 2 to play alternative music files even if original acm files are not present in the music folder
;Set to 2 to play alternative music files even if original acm files are not present in the music folder
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound=0
AllowDShowSound=0


;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in the cfg
;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in the cfg
;Set to 2 to overwrite all occurrences of the music path
;Set to 2 to overwrite all occurrences of the music path
OverrideMusicDir=1
OverrideMusicDir=1


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[Input]
[Input]
;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
UseScrollWheel=1
UseScrollWheel=1


;The mouse Z position is divided by this modifier to calculate the number of inventory
;The mouse Z position is divided by this modifier to calculate the number of inventory
;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
;wheel, but this may vary depending on your mouse manufacturer and windows settings.
;wheel, but this may vary depending on your mouse manufacturer and windows settings.
;Set to 0 to only ever scroll 1 click
;Set to 0 to only ever scroll 1 click
ScrollMod=0
ScrollMod=0


;Adjusts mouse sensitivity to some percentage of normal.
;Adjusts mouse sensitivity to some percentage of normal.
;Negative values are valid if you want your mouse axis reversed for some reason
;Negative values are valid if you want your mouse axis reversed for some reason
MouseSensitivity=100
MouseSensitivity=100


;DX scancode of a key to press when the middle mouse button is clicked
;DX scancode of a key to press when the middle mouse button is clicked
;The default of 0x30 toggles between your two weapons
;The default of 0x30 toggles between your two weapons
;Set to 0 to disable
;Set to 0 to disable
MiddleMouse=0x30
MiddleMouse=0x30


;Set to 1 to reverse the left and right mouse buttons
;Set to 1 to reverse the left and right mouse buttons
ReverseMouseButtons=0
ReverseMouseButtons=0


;Set these to 1 if you want Fallout to access the keyboard or mouse in background mode
;Set these to 1 if you want Fallout to access the keyboard or mouse in background mode
;Try these if you get the 'Failure initializing input devices' error
;Try these if you get the 'Failure initializing input devices' error
BackgroundKeyboard=0
BackgroundKeyboard=0
BackgroundMouse=0
BackgroundMouse=0


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;The modifier key you have to hold down to change any speed settings
;The modifier key you have to hold down to change any speed settings
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
SpeedModKey=-1
SpeedModKey=-1


;A key to press to toggle the speed tweak on or off
;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
SpeedToggleKey=0
SpeedToggleKey=41


;The keys corresponding to the 10 speed slots
;The keys corresponding to the 10 speed slots
;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
SpeedKey0=0x52
SpeedKey0=0x52
SpeedKey1=0x4f
SpeedKey1=0x4f
SpeedKey2=0x50
SpeedKey2=0x50
SpeedKey3=0x51
SpeedKey3=0x51
SpeedKey4=0x4b
SpeedKey4=0x4b
SpeedKey5=0x4c
SpeedKey5=0x4c
SpeedKey6=0x4d
SpeedKey6=0x4d
SpeedKey7=0x00
SpeedKey7=0x00
SpeedKey8=0x00
SpeedKey8=0x00
SpeedKey9=0x00
SpeedKey9=0x00


;A key to hold down to move the window around when using DX9 graphics mode 5
;A key to hold down to move the window around when using DX9 graphics mode 5
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
WindowScrollKey=0
WindowScrollKey=0


;A key to press to reload your currently equipped weapon or use the active item
;A key to press to reload your currently equipped weapon or use the active item
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
ReloadWeaponKey=0
ReloadWeaponKey=0


;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
ItemFastMoveKey=29
ItemFastMoveKey=42


;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
;Requires ItemFastMoveKey to be enabled
;Requires ItemFastMoveKey to be enabled
FastMoveFromContainer=0
FastMoveFromContainer=0


;A key to press to open a debug game editor
;A key to press to open a debug game editor
;Set to 0 to disable, or a DX scancode otherwise
;Set to 0 to disable, or a DX scancode otherwise
;Requires sfall debugging mode and FalloutClient.exe from the modders pack
;Requires sfall debugging mode and FalloutClient.exe from the modders pack
DebugEditorKey=0
DebugEditorKey=0


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[Misc]
[Misc]
;Changes some of Fallout 2 engine functions to Fallout 1 behavior:
;Changes some of Fallout 2 engine functions to Fallout 1 behavior:
;- disables playing the final movie/credits after the endgame slideshow
;- disables playing the final movie/credits after the endgame slideshow
;- disables halving the weight for power armor items
;- disables halving the weight for power armor items
;- endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
;- endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
Fallout1Behavior=0
Fallout1Behavior=0


;Time limit in years. Must be between -3 and 13
;Time limit in years. Must be between -3 and 13
;Set to 0 if you want to die the instant you leave arroyo
;Set to 0 if you want to die the instant you leave arroyo
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
;Set to -2 or -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
;Set to -2 or -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
TimeLimit=13
TimeLimit=13


;World map travel time percentage modifier
;World map travel time percentage modifier
;Modifies how fast in game time passes while you're moving around the map screen without affecting encounter rate
;Modifies how fast in game time passes while you're moving around the map screen without affecting encounter rate
;100 is normal speed, 0 stops time from passing
;100 is normal speed, 0 stops time from passing
WorldMapTimeMod=100
WorldMapTimeMod=100


;Set to 1 to use the Fallout 1 code to control world map speed
;Set to 1 to use the Fallout 1 code to control world map speed
WorldMapFPSPatch=1
WorldMapFPSPatch=1


;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
WorldMapDelay2=66
WorldMapDelay2=66


;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
;Higher values of WorldMapEncounterRate cause a slower encounter rate
;Higher values of WorldMapEncounterRate cause a slower encounter rate
WorldMapEncounterFix=0
WorldMapEncounterFix=0
WorldMapEncounterRate=5
WorldMapEncounterRate=5


;The number of slots available in the locations list panel of the world map
;The number of slots available in the locations list panel of the world map
;Set to 0 to leave unchanged. 17 is default.
;Set to 0 to leave unchanged. 17 is default.
;Setting this greater than 17 requires a replacement background FRM, or you'll get glitched graphics
;Setting this greater than 17 requires a replacement background FRM, or you'll get glitched graphics
WorldMapSlots=0
WorldMapSlots=0


;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
;StartingMap=
;StartingMap=


;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this if you want to include Fallout's version number somewhere
;You can use up to 2 %d's in this if you want to include Fallout's version number somewhere
;VersionString=
;VersionString=


;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
;ConfigFile=
;ConfigFile=


;Set to 1 to enable functions relating to overriding the file system
;Set to 1 to enable functions relating to overriding the file system
UseFileSystemOverride=0
UseFileSystemOverride=0


;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax)
;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax)
;PatchFile=patch%03d.dat
;PatchFile=patch%03d.dat


;Set to 1 to use the modified data load order for the engine to find game data
;Set to 1 to use the modified data load order for the engine to find game data
;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
DataLoadOrderPatch=1
DataLoadOrderPatch=1


;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
FemaleDialogMsgs=0
FemaleDialogMsgs=0


;Set to 1 to allow using the special '^' character in dialog msg files to specify the alternative text
;Set to 1 to allow using the special '^' character in dialog msg files to specify the alternative text
;that will be displayed in the dialogue based on the player's gender
;that will be displayed in the dialogue based on the player's gender
;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
DialogGenderWords=0
DialogGenderWords=0


;To change the default and starting player models, uncomment the next four lines.
;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed ingame via script
;The default models can also be changed ingame via script
;MaleStartModel=hmwarr
;MaleStartModel=hmwarr
;MaleDefaultModel=hmjmps
;MaleDefaultModel=hmjmps
;FemaleStartModel=hfprim
;FemaleStartModel=hfprim
;FemaleDefaultModel=hfjmps
;FemaleDefaultModel=hfjmps


;To change the various ingame movies, modify the next 17 lines
;To change the various ingame movies, modify the next 17 lines
;You can also define additional movies by adding Movie18 - Movie32 lines
;You can also define additional movies by adding Movie18 - Movie32 lines
;Most of these can also be changed ingame via script
;Most of these can also be changed ingame via script
Movie1=iplogo.mve
Movie1=iplogo.mve
Movie2=intro.mve
Movie2=intro.mve
Movie3=elder.mve
Movie3=elder.mve
Movie4=vsuit.mve
Movie4=vsuit.mve
Movie5=afailed.mve
Movie5=afailed.mve
Movie6=adestroy.mve
Movie6=adestroy.mve
Movie7=car.mve
Movie7=car.mve
Movie8=cartucci.mve
Movie8=cartucci.mve
Movie9=timeout.mve
Movie9=timeout.mve
Movie10=tanker.mve
Movie10=tanker.mve
Movie11=enclave.mve
Movie11=enclave.mve
Movie12=derrick.mve
Movie12=derrick.mve
Movie13=artimer1.mve
Movie13=artimer1.mve
Movie14=artimer2.mve
Movie14=artimer2.mve
Movie15=artimer3.mve
Movie15=artimer3.mve
Movie16=artimer4.mve
Movie16=artimer4.mve
Movie17=credits.mve
Movie17=credits.mve


;To change the starting year, month or day, uncomment the next 3 lines
;To change the starting year, month or day, uncomment the next 3 lines
;Both StartMonth and StartDay are 0-indexed (i.e. 0 is January or the first day of a month)
;Both StartMonth and StartDay are 0-indexed (i.e. 0 is January or the first day of a month)
;StartYear=-1
;StartYear=-1
;StartMonth=-1
;StartMonth=-1
;StartDay=-1
;StartDay=-1


;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
;Defaults are 480 in the x direction and 400 in the y direction.
;Defaults are 480 in the x direction and 400 in the y direction.
;Not compatible with the res patch!
;Not compatible with the res patch!
;LocalMapXLimit=480
;LocalMapXLimit=480
;LocalMapYLimit=400
;LocalMapYLimit=400


;Set to 1 if you want the pipboy to be available at the start of the game
;Set to 1 if you want the pipboy to be available at the start of the game
;Set to 2 to make the pipboy available by only skipping the vault suit movie check
;Set to 2 to make the pipboy available by only skipping the vault suit movie check
PipBoyAvailableAtGameStart=0
PipBoyAvailableAtGameStart=0


;Set to 1 to double the number of available kill types
;Set to 1 to double the number of available kill types
;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
;Changing this option mid game will not invalidate old save games, but the player's kill counters will be completely screwed.
;Changing this option mid game will not invalidate old save games, but the player's kill counters will be completely screwed.
;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
ExtraKillTypes=0
ExtraKillTypes=0


;Choose the damage formula used to calculate combat damage.
;Choose the damage formula used to calculate combat damage.
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
;0 - Fallout default
;0 - Fallout default
;1 - Glovz's Damage Fix
;1 - Glovz's Damage Fix
;2 - Glovz's Damage Fix with Damage Multiplier tweak
;2 - Glovz's Damage Fix with Damage Multiplier tweak
;5 - Haenlomal's Yet Another Ammo Mod.
;5 - Haenlomal's Yet Another Ammo Mod.
DamageFormula=0
DamageFormula=0


;Prevents you from using 0 to escape from dialogue at any time.
;Prevents you from using 0 to escape from dialogue at any time.
DialogueFix=1
DialogueFix=1


;Prevents you from using number keys to enter unvisited areas on a town map
;Prevents you from using number keys to enter unvisited areas on a town map
TownMapHotkeysFix=1
TownMapHotkeysFix=1


;Set to 1 to disable the Horrigan encounter
;Set to 1 to disable the Horrigan encounter
DisableHorrigan=0
DisableHorrigan=1


;Set to 1 to disable the random element in NPC levelling.
;Set to 1 to disable the random element in NPC levelling.
;This will cause all NPC party members to automatically level up as soon as the player reaches the requirements
;This will cause all NPC party members to automatically level up as soon as the player reaches the requirements
NPCAutoLevel=0
NPCAutoLevel=1


;Change the initial starting location and world map viewport
;Change the initial starting location and world map viewport
;Leave at -1 for default
;Leave at -1 for default
StartXPos=-1
StartXPos=-1
StartYPos=-1
StartYPos=-1
ViewXPos=-1
ViewXPos=-1
ViewYPos=-1
ViewYPos=-1


;Set to 1 to force Fallout not to use multiple processor cores even if they are available
;Set to 1 to force Fallout not to use multiple processor cores even if they are available
SingleCore=1
SingleCore=1


;Set to 1 to override the art_chache_size setting in fallout2.cfg
;Set to 1 to override the art_chache_size setting in fallout2.cfg
OverrideArtCacheSize=0
OverrideArtCacheSize=0


;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
;Note that even with this option enabled, it is still not advisable to save in combat at all (obsolete information)
;Note that even with this option enabled, it is still not advisable to save in combat at all (obsolete information)
;Set to 2 to block all saving in combat
;Set to 2 to block all saving in combat
SaveInCombatFix=1
SaveInCombatFix=1


;Uncomment and set a comma delimited list of numbers to use a custom xp table.
;Uncomment and set a comma delimited list of numbers to use a custom xp table.
;Player's level is capped once the highest specified level is reached
;Player's level is capped once the highest specified level is reached
;XPTable=50,100,200
;XPTable=50,100,200


;Set to 1 to enable additional weapon animation codes from o-t
;Set to 1 to enable additional weapon animation codes from o-t
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
AdditionalWeaponAnims=1
AdditionalWeaponAnims=1


;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
;Modifiers affect both NPCs and the player
;Modifiers affect both NPCs and the player
;BodyHit_Head=-40
;BodyHit_Head=-40
;BodyHit_Left_Arm=-30
;BodyHit_Left_Arm=-30
;BodyHit_Right_Arm=-30
;BodyHit_Right_Arm=-30
;BodyHit_Torso=0
;BodyHit_Torso=0
;BodyHit_Right_Leg=-20
;BodyHit_Right_Leg=-20
;BodyHit_Left_Leg=-20
;BodyHit_Left_Leg=-20
;BodyHit_Eyes=-60
;BodyHit_Eyes=-60
;BodyHit_Groin=-30
;BodyHit_Groin=-30
;The modifier for unaimed shots
;The modifier for unaimed shots
;BodyHit_Torso_Uncalled=0
;BodyHit_Torso_Uncalled=0


;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
;Set to 3 to use a new format CriticalOverrides.ini file, with preadded bug fixes
;Set to 3 to use a new format CriticalOverrides.ini file, with preadded bug fixes
;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
;Must be non-zero to use the edit/get/reset_critical script functions
;Must be non-zero to use the edit/get/reset_critical script functions
OverrideCriticalTable=2
OverrideCriticalTable=2


;Set to 1 to get notification of karma changes in the notification window
;Set to 1 to get notification of karma changes in the notification window
DisplayKarmaChanges=0
DisplayKarmaChanges=1


;Set to 1 to always reload messages, rather than only at map load
;Set to 1 to always reload messages, rather than only at map load
AlwaysReloadMsgs=0
AlwaysReloadMsgs=0


;Set to 1 to force the player to play the idle animation when reloading their weapon
;Set to 1 to force the player to play the idle animation when reloading their weapon
PlayIdleAnimOnReload=0
PlayIdleAnimOnReload=0


;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
;The corpses of critters with 'Ages' flag set or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
;The corpses of critters with 'Ages' flag set or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
;Default is 6. Set to 0 for a 12-hour timer
;Default is 6. Set to 0 for a 12-hour timer
CorpseDeleteTime=6
CorpseDeleteTime=6


;Set a number of milliseconds to idle each input loop
;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
;Set to -1 to disable
;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 127
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 127
ProcessorIdle=-1
ProcessorIdle=-1


;Set to 1 if using the hero appearance mod
;Set to 1 if using the hero appearance mod
;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
EnableHeroAppearanceMod=0
EnableHeroAppearanceMod=0


;Set to 1 to skip the 3 opening movies
;Set to 1 to skip the 3 opening movies
;Set to 2 to also skip the splash screen
;Set to 2 to also skip the splash screen
SkipOpeningMovies=0
SkipOpeningMovies=1


;Causes NPCs who complete their combat turn with AP left over will try and find other ways to spend it.
;Causes NPCs who complete their combat turn with AP left over will try and find other ways to spend it.
;Only NPCs with AP left equal to or greater than the value given here will be considered.
;Only NPCs with AP left equal to or greater than the value given here will be considered.
;Set to 0 to disable
;Set to 0 to disable
NPCsTryToSpendExtraAP=0
NPCsTryToSpendExtraAP=0


;Set to 1 to fix NPCs not checking weapon perks properly when choosing the best weapon in combat
;Set to 1 to fix NPCs not checking weapon perks properly when choosing the best weapon in combat
;Set to 2 to change the priority multiplier for having weapon perk to 3x (the original is 5x)
;Set to 2 to change the priority multiplier for having weapon perk to 3x (the original is 5x)
;Note that enabling this option can significantly affect the weapon of choice for some NPCs
;Note that enabling this option can significantly affect the weapon of choice for some NPCs
AIBestWeaponFix=0
AIBestWeaponFix=0


;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory
AIDrugUsePerfFix=0
AIDrugUsePerfFix=0


;Allows the use of tiles over 80x36 in size. sfall will just split and resave them at startup
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them at startup
;Set to 1 to check all tiles on started (slow)
;Set to 1 to check all tiles on started (slow)
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile ids that need checking
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile ids that need checking
AllowLargeTiles=0
AllowLargeTiles=0


;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
MoreTiles=0
MoreTiles=0


;Change the Skilldex cursor FRM numbers
;Change the Skilldex cursor FRM numbers
;Default is 293 for all skills
;Default is 293 for all skills
Lockpick=293
Lockpick=293
Steal=293
Steal=293
Traps=293
Traps=293
FirstAid=293
FirstAid=293
Doctor=293
Doctor=293
Science=293
Science=293
Repair=293
Repair=293


;Set to 1 to remove window position rounding for script-created windows
;Set to 1 to remove window position rounding for script-created windows
RemoveWindowRounding=1
RemoveWindowRounding=1


;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
;Set to 2 to use a different set of scroll buttons
;Set to 2 to use a different set of scroll buttons
UseScrollingQuestsList=1
UseScrollingQuestsList=1


;To change the location of quest list scroll buttons, uncomment the next two lines
;To change the location of quest list scroll buttons, uncomment the next two lines
;Defaults are 140 for the X-axis and 334 for the Y-axis
;Defaults are 140 for the X-axis and 334 for the Y-axis
;QuestsScrollButtonsX=140
;QuestsScrollButtonsX=140
;QuestsScrollButtonsY=334
;QuestsScrollButtonsY=334


;Uncomment these lines to control the premade characters offered when starting a new game
;Uncomment these lines to control the premade characters offered when starting a new game
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
;Each name in PremadePaths is limited to 11 characters
;Each name in PremadePaths is limited to 11 characters
;PremadePaths=combat,diplomat,stealth
;PremadePaths=combat,diplomat,stealth
;PremadeFIDs=201,203,202
;PremadeFIDs=201,203,202


;Use this line to modify the list of cities and their associated global variables used for city reputations
;Use this line to modify the list of cities and their associated global variables used for city reputations
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308


;Set this to a valid path to save a copy of the console contents
;Set this to a valid path to save a copy of the console contents
;ConsoleOutputPath=console.txt
;ConsoleOutputPath=console.txt


;Set to 1 to add additional pages of save slots
;Set to 1 to add additional pages of save slots
ExtraSaveSlots=0
ExtraSaveSlots=1


;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10)
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10)
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled
;The quick saves will be rotated from the first slot on the page to the n-th slot
;The quick saves will be rotated from the first slot on the page to the n-th slot
;Set to 0 to disable. AutoQuickSave will use the current selected page if AutoQuickSavePage is disabled
;Set to 0 to disable. AutoQuickSave will use the current selected page if AutoQuickSavePage is disabled
AutoQuickSave=0
AutoQuickSave=0
AutoQuickSavePage=0
AutoQuickSavePage=0


;Set to 1 to speed up the HP/AC counter animations
;Set to 1 to speed up the HP/AC counter animations
;Set to 2 to update the HP/AC counters instantly
;Set to 2 to update the HP/AC counters instantly
;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
SpeedInterfaceCounterAnims=0
SpeedInterfaceCounterAnims=2


;These lines allow you to control the karma FRMs displayed on the character screen
;These lines allow you to control the karma FRMs displayed on the character screen
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
;KarmaFRMs=47,48,49
;KarmaFRMs=47,48,49
;KarmaPoints=-100,100
;KarmaPoints=-100,100


;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
ScienceOnCritters=0
ScienceOnCritters=0


;Modify this value to change the player's speed of rotation on the inventory and character screens
;Modify this value to change the player's speed of rotation on the inventory and character screens
;Default is 166
;Default is 166
SpeedInventoryPCRotation=166
SpeedInventoryPCRotation=166


;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
BoxBarCount=5
BoxBarCount=5


;Uncomment to set the text colour of the extra interface boxes
;Uncomment to set the text colour of the extra interface boxes
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
;BoxBarColours=00000
;BoxBarColours=00000


;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
BonusHtHDamageFix=1
BonusHtHDamageFix=1


;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
DisplayBonusDamage=0
DisplayBonusDamage=0


;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
AnimationsAtOnceLimit=120
AnimationsAtOnceLimit=120


;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
RemoveCriticalTimelimits=0
RemoveCriticalTimelimits=0


;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text
;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text
;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
;MainMenuFontColour=0x00003C
;MainMenuFontColour=0x00003C
;Change the colour of the font used on the main menu for the button text
;Change the colour of the font used on the main menu for the button text
;MainMenuBigFontColour=0x3C
;MainMenuBigFontColour=0x3C


;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
;0 - Fallout 2 original behaviour
;0 - Fallout 2 original behaviour
;1 - Haenlomal's fix, called shots are enabled for HtH attacks
;1 - Haenlomal's fix, called shots are enabled for HtH attacks
;2 - Restoring the -1 AP bonus for HtH attacks (i.e. Fallout 1 behaviour)
;2 - Restoring the -1 AP bonus for HtH attacks (i.e. Fallout 1 behaviour)
FastShotFix=1
FastShotFix=1


;Set to 1 to boost the maximum number of script names from 1450 to 10000
;Set to 1 to boost the maximum number of script names from 1450 to 10000
BoostScriptDialogLimit=0
BoostScriptDialogLimit=1


;These options modify the checks to see if a critter can carry an additional item, changing which items are counted towards the weight limit and adding an additional size check
;These options modify the checks to see if a critter can carry an additional item, changing which items are counted towards the weight limit and adding an additional size check
;Set the mode to 0 to disable the size check, 1 to apply to the PC only, 2 to apply to the PC and party members, or 3 to apply to all critters
;Set the mode to 0 to disable the size check, 1 to apply to the PC only, 2 to apply to the PC and party members, or 3 to apply to all critters
;Only the PC uses CritterInvSizeLimit. Other critters will use the unused stat (STAT_unused = 10) or have the size limit of 100 if the stat is not set
;Only the PC uses CritterInvSizeLimit. Other critters will use the unused stat (STAT_unused = 10) or have the size limit of 100 if the stat is not set
;Add 4 to the mode to limit the weight check to used items only
;Add 4 to the mode to limit the weight check to used items only
;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
CritterInvSizeLimitMode=0
CritterInvSizeLimitMode=0
CritterInvSizeLimit=100
CritterInvSizeLimit=100


;Some bit flags to alter behaviour of the motion sensor
;Some bit flags to alter behaviour of the motion sensor
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
;2 - Motion sensor doesn't require charges
;2 - Motion sensor doesn't require charges
MotionScannerFlags=1
MotionScannerFlags=1


;Set to non-0 to adjust the maximum encounter table size
;Set to non-0 to adjust the maximum encounter table size
;Default is 40, and the maximum is 127
;Default is 40, and the maximum is 127
EncounterTableSize=0
EncounterTableSize=0


;Set to 1 to disable the pipboy alarm button
;Set to 1 to disable the pipboy alarm button
DisablePipboyAlarm=0
DisablePipboyAlarm=0


;Uncomment the next four lines to move the main menu buttons and credit text (the 'Copyright(c)' line on the main menu)
;Uncomment the next four lines to move the main menu buttons and credit text (the 'Copyright(c)' line on the main menu)
;MainMenuOffsetX=0
;MainMenuOffsetX=0
;MainMenuOffsetY=0
;MainMenuOffsetY=0
;MainMenuCreditsOffsetX=0
;MainMenuCreditsOffsetX=0
;MainMenuCreditsOffsetY=0
;MainMenuCreditsOffsetY=0


;Prevents you from using super stims on a critter who is at full health.
;Prevents you from using super stims on a critter who is at full health.
SuperStimExploitFix=0
SuperStimExploitFix=0


;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets pe
;Change the AP cost for accessing inventory in combat, and the related effect of