Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

Here's a new bug:

The game becomes unstable if the door to the Becky's basement in The Den is destroyed. Savegame attached.
Steps:1. Destroy the door (with the Molotov in this case).
2a. Hover look at characters (Sulik, the door guard, croupier).
or
2b. Enter, exit the basement. And try to pass through the broken door doorway.
3. Game crashes most of the time.

The crash can be avoided with saving/reloading or exiting/entering the map right after destroying the door.
Happens whether using sfall/hi-res or just clean 1.02 exe.
 

Attachments

Driving from New Reno to Stables (if entering the world map through exit grid) or Golgotha (any way) the Highwayman gets lost.
 

Attachments

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Does anyone know what happened to the ending where you overoptimize the Gecko reactor, Vault City gets tempted to try conquering it and Gecko gets destroyed in the process?
Somehow that ending screen vanished from my game after applying some patch. The game somehow feels wrong this way.
I believed one of the bigger concepts of the game was that neither extreme good or bad was actually the best outcome for the post-apocalyptic balance.

Somehow it feels like somebody tried to make it possible to get a perfect ending on purpose, because they couldnt bear the fact that there was no "perfect ending" up until some fan patch or something...
 
Does anyone know what happened to the ending where you overoptimize the Gecko reactor, Vault City gets tempted to try conquering it and Gecko gets destroyed in the process?
Somehow that ending screen vanished from my game after applying some patch. The game somehow feels wrong this way.
I believed one of the bigger concepts of the game was that neither extreme good or bad was actually the best outcome for the post-apocalyptic balance.

Somehow it feels like somebody tried to make it possible to get a perfect ending on purpose, because they couldnt bear the fact that there was no "perfect ending" up until some fan patch or something...
Fix and optimize the power plant, but do not deliver Gecko's economic data holodisk to McClure.
The 'prefect ending' is inaccessible in vanilla due to a scripting bug, obviously it should be fixed in a patch.
 
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Hey everyone. New here. Loving this patch, but have one question. Did it become impossible to be a quad made man? Every time I enter the room where Mason is (after becoming a made man for Bishop) he attacks me. I tried glitching with the combat mode but no luck so far.
 
In February he said he's planning to push RP 2.4 and new UP. He's probably busy at real life stuff I guess.
 
Hi everyone,

I hope this is the right thread for my problem, if not I'm sorry and please delete/move this post. After having played through Fallout 1 for the first time quite recently I wanted to play Fallout 2 now (GOG copy) and in preparation for it have done some googling for unofficial patches as I expected one to exist as is basically custom for Fallout/Bethesda games :p I installed the latest version of the unofficial patch and noticed that it also installs sfall along with it. The GOG version of Fallout 2 already includes the High Res Patch (version 4.18) which I plan on using to play, but like with Fallout 1 the performance using Dx9 mode or DirectDraw7 is quite awful and fps are fluctuating heavily even in the main menu. I know that deleting the ddraw.dll and using DirectDraw7 solves the issue for Fallout 1 but since sfall fixes some engine issues and enables convenient things like mouse inventory scrolling I would very much like to keep it alongside the High Res Patch.

My question is therefore how do I use sfall alongside the Highres Patch and would deleting sfall disable the unofficial patch or would it work regardless ? Thanks for any help in advance ! :)
 
You should definitely leave ddraw.dll untouched! Just make sure that in ddraw.ini the setting below is set to 0 when you using HiRes patch in DirectDraw7 mode
;Set to 0 for 8 bit fullscreen
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;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
Mode=0
 
Okay, these settings were already correctly setup in my ddraw.ini, but how do I get decent performance with this setup ?

My complete ddraw.ini setup looks like this:

;sfall configuration settings
;v3.7b

[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
UseCommandLine=0

;Uncomment and point to a file to get alternate translations for some sfall messages
;TranslationsINI=./Translations.ini

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

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

;Set to 1 to automatically search for alternative formats when Fallout tries to play an acm
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound=0

;Set to 1 to override the music path used by default if not present in the cfg
;Set to 2 to overwrite all occurances of the music path
OverrideMusicDir=2

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

;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
SpeedMulti0=50
SpeedMulti1=100
SpeedMulti2=150
SpeedMulti3=200
SpeedMulti4=300
SpeedMulti5=500
SpeedMulti6=1000
SpeedMulti7=100
SpeedMulti8=100
SpeedMulti9=100

;The initial speed at game startup
SpeedMultiInitial=100

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;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
Mode=0

;If using a dx9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
;If set to 0, use Fallout's native resolution
GraphicsWidth=0
GraphicsHeight=0

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

;Set to 1 to allow using 32 bit graphics for talking heads
;Requires graphics mode 4 or 5, and gpublt set to 1
;Use32BitHeadGraphics=1

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Input]
;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
UseScrollWheel=1

;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
;wheel, but this may vary depending on your mouse manufacturer and windows settings.
;Set to 0 to only ever scroll 1 click
ScrollMod=0

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

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

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

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

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

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

;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
SpeedToggleKey=0x00

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

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

;A key to press to toggle the highlighting of all items on the ground on the current map
ToggleItemHighlightsKey=42

;Set to 1 to also highlight containers
;Set to 2 for purple outlines
HighlightContainers=0

;A key to press to reload your currently equipped weapon
ReloadWeaponKey=0

;A key to press to open a debug game editor
DebugEditorKey=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]

;Time limit in years. Must be between -3 and 13
;Set to 0 if you want to die the instant you leave arroyo
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
;Set to -2 to remove the time limit without resetting the date. The game will lock up on 8th of March 2255
;Set to -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
TimeLimit=13

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

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

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

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

;XX OBSOLETE XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;XX
;XX ;This will change the physical speed at which you move across the map
;XX ;Set to 0 to leave at the default. (i.e. limited by vwait in windowed mode, or by processor speed in fullscreen)
;XX ;If set to something other than 0, it enforces a maximum fps on the world map screen.
;XX ;Changing this to something other than 0 is not recommended if you've already applied a world map speed patch to your Fallout exe.
;XX WorldMapFPS=0
;XX
;XX ;Only set to 1 if your systems high performance timer is unreliable for some reason
;XX ForceLowResolutionTimer=0
;XX
;XX ;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
;XX WorldMapEncounterFix=0
;XX WorldMapEncounterRate=6
;XX
;XX ;Obsolete, but can still be used if you know what it does.
;XX ;WorldMapDelay=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

;The number of slots available in the locations list panel of the world map
;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
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
;StartingMap=

;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this if you want to include Fallout's version number somewhere
VersionString=FALLOUT II 1.02.31

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

;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
;If you want to check for multiple patch files, you can include a %d in the file name (sprintf syntax)
;By default, only the first patch file found will be used.
;If you want to load multiple patch files at once, uncomment the NumberPatchLoop line and set it to the number of files to check for
PatchFile=DoNotUseAPatchFile.dat
;NumberPatchLoop=100

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

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

;To change the starting year, month or day, uncomment the next 3 lines
;StartYear=-1
;StartMonth=-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
;Defaults are 0x1E0 in the x direction and 0x190 in the y direction.
;Not compatible with the res patch!
;LocalMapXLimit=480
;LocalMapYLimit=400

;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
;PerksFile=Perks.ini

;Set to 1 if you want the pipboy to be available at the start of the game
PipBoyAvailableAtGameStart=0

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

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

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

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

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

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

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

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

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

;Set to 1 to fix issues with the GainXXX perks not giving all the bonuses that they should
GainStatPerkFix=1

;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.
;Set to 2 to block all saving in combat
SaveInCombatFix=1

;Point at an ini file containing elevator data
;ElevatorsFile=Elevators.ini

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

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

;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
;BodypartHitMod0=-40
;BodypartHitMod1=-30
;BodypartHitMod2=-30
;BodypartHitMod3=0
;BodypartHitMod4=-20
;BodypartHitMod5=-20
;BodypartHitMod6=-60
;BodypartHitMod7=-30
;BodypartHitMod8=0

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

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

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

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

;Set to 1 to prevent corpses from blocking line of fire
CorpseLineOfFireFix=1

;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
;Set to 0 to idle only if other processes are waiting for processor time
;Set to 1 (or some higher number if needed) to prevent 100% cpu use
ProcessorIdle=-1

;Set to 1 if using the hero appearance mod
EnableHeroAppearanceMod=0

;Set to 1 to skip the 3 opening movies
SkipOpeningMovies=0

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

;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
;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
AllowLargeTiles=0

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

;Remove window position rounding
RemoveWindowRounding=0

;Set to 1 to add scroll buttons to the pip boy quest list, and remove the quests per area limit
UseScrollingQuestsList=1

;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
;PremadePaths=combat,diplomat,stealth
;PremadeFIDs=201,203,202

;Use this line to modify the list of cities and their associated global variables used for city reputations
;Syntax is 'city id : global id',with each city/global pair separated by a comma.
;CityRepsCount=19
;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
;ConsoleOutputPath="bingle.txt"

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

;Set to 1 to speed up the hp/ac counter animations
;Set to 2 to update the hp/ac counter instantly when the number is not negative
SpeedInterfaceCounterAnims=0

;These lines allow you to control the karma frm's displayed on the character screen
;KarmaFRMsCount=3
;KarmaFRMs=47,48,49
;KarmaPoints=-100,100

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

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

;Uncomment to set the text colour of the extra 5 interface boxes
;The line must contain a 5 digits, each either a 0 for green or 1 for red
;BoxBarColours=00000

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

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

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

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

;Set to 1 to enable party members with level 6 protos to reach level 6
NPCStage6Fix=1

;Change the colour of the font used on the main menu for the Fallout/sfall version number
;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
;MainMenuFontColour=0x0600003c

;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
;0 - Fallout 2 original behaviour
;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)
FastShotFix=1

;Allows you to edit the skill tables
;Point the next line at an ini file containing the replacement skill data
;SkillsFile=Skills.ini

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

;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
;See the Stats.ini in the modders pack for an example file
;DerivedStats=Stats.ini

;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 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 extra unused stat (STAT_unused = 10)
;Add 4 to the mode to limit the weight check to used items only
CritterInvSizeLimitMode=0
CritterInvSizeLimit=200

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

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

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

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

;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
InventoryApCost=4
QuickPocketsApCostReduction=2

;Set to 1 to allow objects seeing through other objects with their ShootThru flag set
ObjCanSeeObj_ShootThru_Fix=0

;Set to 1 to use the balanced bullet distribution formula for burst attacks
ComputeSprayMod=1

;These options modify the bullet distribution of burst attacks if ComputeSprayMod is 1
;All the bullets are divided into three groups: central, left and right
;These three groups will then travel along three parallel tracks, trying to hit targets on the way
;CenterMult/Div set the ratio of how many bullets go to the central group, and remaining bullets are divided equally to left and right sides
;TargetMult/Div set the ratio of how many bullets in the central group will attack the primary target directly
;Multipliers are capped at divisor values
ComputeSpray_CenterMult=1
ComputeSpray_CenterDiv=3
ComputeSpray_TargetMult=1
ComputeSpray_TargetDiv=2

;Set to 1 to make explosions and projectiles emit light
ExplosionsEmitLight=0

;Uncomment these lines to change explosives damage. DmgMax can be set to 9999 at max, and DmgMin is capped at DmgMax
;Dynamite_DmgMax=50
;Dynamite_DmgMin=30
;PlasticExplosive_DmgMax=80
;PlasticExplosive_DmgMin=40

;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur
;MovieTimer_artimer1=90
;MovieTimer_artimer2=180
;MovieTimer_artimer3=270
;MovieTimer_artimer4=360

;Set to 1 to enable the new arrays behavior
;Set to 0 for backward compatibility with pre-3.4 scripts
arraysBehavior=1

;Set to 1 to add proper checks if there is enough ammo to use weapons that use multiple ammo per shot
CheckWeaponAmmoCost=0

;To add additional books to the game, uncomment the next line and point to a file containing book information
;See the Books.ini in the modders pack for an example file
;BooksFile=Books.ini

;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
CombatPanelAnimDelay=1000
;Controls the speed of dialog panel animations (lower - faster; valid range: 0..255)
DialogPanelAnimDelay=33
;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
PipboyTimeAnimDelay=50

;Allows you to directly control other critters in combat
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 2 to control all party members
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set it to a comma delimited list of PIDs
ControlCombat=0
;ControlCombatPIDList=62,89,97,107,160,161

;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
StackEmptyWeapons=0

;Changes the way weapon reloading works when you drag ammo onto a weapon in the inventory
;Set to -1 to disable (vanilla behavior with the 'Move Items' window)
;Set to 0 to use all the ammo boxes to reload
;Set to 1 or more to reserve the specified amount of ammo boxes and use all the rest to reload
;If the amount of ammo boxes in the inventory is less than or equal to the reserve, only one box will be used
ReloadReserve=-1

;Allows 9 options (lines of text) to be displayed correctly in a dialog window
DialogOptions9Lines=1

;Set to 1 to leave the music playing in dialogue with talking heads
EnableMusicInDialogue=0

;Set to 1 to fix the bug that unable to sell used geiger counters or stealth boys
CanSellUsedGeiger=1

;Set to 1 to fix the issue with being able to charge the car by using cells on other scenary/critters
CarChargingFix=1

;Set to 1 to skip weapon equip/unequip animations when performing various actions
InstantWeaponEquip=0

;To change the carry weight limit, uncomment the next line (Default is 999)
;CarryWeightLimit=999

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Debugging]
;Extra sfall configuration settings that can be used by modders
;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini

;Set to 1 to enable sfall debugging mode
Enable=0

;Set to 1 to enable debugging output to screen or 2 to create a debug.log file
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
DebugMode=0

;Change to 1 to skip the compatibility mode check
SkipCompatModeCheck=0

;Set to 1 to skip the executable file size check
SkipSizeCheck=0

;If you're testing changes to the Fallout exe, you can override the crc that sfall looks for here
;You can use several hex values, separated by commas
;ExtraCRC=0x00000000,0x00000000

;Set to 1 to stop Fallout from deleting non readonly protos at startup
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
DontDeleteProtos=0

;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
AllowUnsafeScripting=0

;These options control what output is saved in the debug log

;Prints messages duing sfall initialization
Init=0
;Prints messages relating to hook scripts
Hook=0
;Prints messages relating to scripting
Script=0
;Prints messages relating to the critical table
Criticals=0

And my High Res Patch settings (via the patcher) are 1080p, 60Hz, 32bit and Direct Draw 7 and with these ddraw.ini and High Res settings the game feels incredibly wonky and sluggish, as soon as I delete the ddraw.dll it becomes smooth and playable so what can I do to get smooth gameplay with the dll present ? Switching to dx9 doesn't help either and my system is more than capable of handling this game ;) (i7 3770k@4.5, 16GB Ram, GTX 980ti) so I'm a bit clueless as how to fix this.
 
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