Difference between revisions of "Settings"
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== Note to Editors == | == Note to Editors == | ||
When documenting new settings, please try to add the setting to an existing page documenting a group of related settings. If the setting does not fit well with any existing pages, consider what other settings exist (that may be undocumented) that relate to the new setting, create a new page to document all of the settings as a group, and add this new group as its own category here. Please refer to existing settings pages for stylistic guidance ([[fWeaponConditionJamXX]] and [[Experience Settings]] are good examples). | |||
__TOC__ | __TOC__ | ||
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*[[fAVDCarryWeightMult]] | *[[fAVDCarryWeightMult]] | ||
*[[fAVDCarryWeightsBase]] | *[[fAVDCarryWeightsBase]] | ||
=== | === Derived Skill Settings === | ||
=== [[Movement Settings]] | [[Derived Skill Settings]] control actor skill value bonuses given by stats and starting skill values. | ||
*fAVDTagSkillBonus | |||
*fAVDSkillPrimaryBonusMult | |||
*fAVDSkillLuckBonusMult | |||
*fAVDSkillBarterBase | |||
*fAVDSkillBigGunsBase | |||
*fAVDSkillEnergyWeaponsBase | |||
*fAVDSkillExplosivesBase | |||
*fAVDSkillLockpickBase | |||
*fAVDSkillLuckBonusBase | |||
*fAVDSkillMedicineBase | |||
*fAVDSkillMeleeWeaponsBase | |||
*fAVDSkillRepairBase | |||
*fAVDSkillScienceBase | |||
*fAVDSkillSmallGunsBase | |||
*fAVDSkillSneakBase | |||
*fAVDSkillSpeechBase | |||
*fAVDSkillUnarmedBase | |||
=== Movement Settings === | |||
[[Movement Settings]] control how fast actors move. | |||
* fMoveRunMult | * fMoveRunMult | ||
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=== AI Settings === | === AI Settings === | ||
These settings govern how actors behave in the gameworld. | |||
*[[fCombatFollowRadiusMult]] | |||
==== Guard Package Settings ==== | ==== Guard Package Settings ==== | ||
These settings apply to actors running the [[Guard Package]] | These settings apply to actors running the [[Guard Package]] | ||
*[[fAITrespassWarningTimer]] | *[[fAITrespassWarningTimer]] | ||
*[[iGuardWarnings]] | *[[iGuardWarnings]] | ||
== Health Settings == | |||
*[[fAVDHealthLevelMult]] - short: used for calculating new HP when advance a level. A static base. | |||
*[[fAVDNPCHealthLevelMult]] - short: the same (?) for NPC | |||
*[[fAVDHealthEnduranceMult]] - short: used for calculating new HP when advance a level based on Endurance | |||
*[[fAVDNPCHealthEnduranceMult]] - short: the same (?) for NPC | |||
*[[fAVDNPCHealthEnduranceOffset]] - ??? | |||
==== Sandbox Package Settings ==== | ==== Sandbox Package Settings ==== | ||
These settings apply to actors running the [[Sandbox Package]] | These settings apply to actors running the [[Sandbox Package]] | ||
*[[iSandBoxPreventRepeatedActionTime]] | *[[iSandBoxPreventRepeatedActionTime]] | ||
* | *iSandboxBreakfastMax | ||
* | *iSandboxBreakfastMin | ||
* | *iSandboxDinnerMax | ||
* | *iSandboxDinnerMin | ||
* | *iSandboxLunchMax | ||
* | *iSandboxLunchMin | ||
* | *iSandboxMealDurationMax | ||
* | *iSandboxMealDurationMin | ||
* | *iSandboxSleepDurationMax | ||
* | *iSandboxSleepDurationMin | ||
*[[ | *iSandboxSleepStartMax | ||
*[[ | *iSandboxSleepStartMin | ||
== Experience Settings == | |||
[[Experience Settings]] control how much experience the player gains from certain actions and how much experience is required to level. | |||
*iXPBase | |||
*iXPBumpBase | |||
== Leveled Item Settings == | |||
*[[LeveledItem#Game_settings|iLevItemLevelDifferenceMax]] | |||
== Combat Settings == | == Combat Settings == | ||
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*[[fCombatConfidenceModifierMin]] | *[[fCombatConfidenceModifierMin]] | ||
*[[fCombatDamageBonusSneakingMult]] | *[[fCombatDamageBonusSneakingMult]] | ||
*[[fCombatDistance]] | |||
*[[fCombatDistanceMin]] | |||
*[[fCombatThreatRatioUpdateTime]] | *[[fCombatThreatRatioUpdateTime]] | ||
*[[fCombatUnarmedCritDamageMult]] | *[[fCombatUnarmedCritDamageMult]] | ||
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=== VATS Settings === | === VATS Settings === | ||
[[VATS Settings]] control the behavior of [[VATS]] | |||
*fVATSAutomaticMeleeDamageMult | |||
*fVATSCriticalChanceBonus | |||
*fVATSDamageToWeaponMult | |||
*fVATSDestructibleMult | |||
*fVATSDistanceFactor | |||
*fVATSH2HWarpDistanceMult | |||
*fVATSHitChanceMult | |||
*fVATSMaxChance | |||
*fVATSMaxEngageDistance | |||
*fVATSMeleeMaxDistance | |||
*fVATSMeleeReachMult | |||
*fVATSParalyzePalmChance | |||
*fVATSPlayerDamageMult | |||
*fVATSShotBurstTime | |||
*fVATSShotLongBurstTime | |||
*fVATSSkillFactor | |||
*fVATSSpreadMult | |||
*fVATSStealthMult | |||
*fVATSStrangerDistance | |||
*fVATSStrangerOdds | |||
*iVATSStrangerMaxHP | |||
*iVATSConcentratedFireBonus | |||
=== Mine Settings === | |||
[[Mine Settings]] control the behavior of mines placed in the game world, either in the editor or by actors. | |||
* | *fMinesAgeMax | ||
* | *fMinesDelayMin | ||
* | *fMineExteriorRadiusMult | ||
== Weapon Settings == | == Weapon Settings == | ||
=== | === Auto Aim Settings === | ||
[[Auto Aim Settings]] are used to configure the auto-aim feature. | |||
* fAutoAimMaxDegrees | * fAutoAimMaxDegrees | ||
* | * fAutoAimMaxDegrees3rdPerson | ||
* fAutoAimMaxDegreesMelee | * fAutoAimMaxDegreesMelee | ||
* fAutoAimMaxDegreesMiss | * fAutoAimMaxDegreesMiss | ||
* fAutoAimMaxDegreesVATS | * fAutoAimMaxDegreesVATS | ||
* | * fAutoAimMaxDistance | ||
* fAutoAimMeleeChaseMult | * fAutoAimMeleeChaseMult | ||
* fAutoAimMissRatioHigh | * fAutoAimMissRatioHigh | ||
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===Weapon Damage=== | ===Weapon Damage=== | ||
These settings are used in the [[Weapon Damage Formula]] to calculate weapon damage. | These settings are used in the [[Weapon Damage Formula]] to calculate weapon damage. | ||
* | *fAVDMeleeDamageStrengthMult | ||
* | *fAVDMeleeDamageStrengthOffset | ||
* | *fDamageGunWeapCondMult | ||
* | *fDamageGunWeapCondBase | ||
* | *fDamageMeleeWeapCondMult | ||
* | *fDamageMeleeWeapCondBase | ||
* | *fDamageSkillBase | ||
* | *fDamageSkillMult | ||
* | *fDamageWeaponMult | ||
*fAVDUnarmedDamageBase | |||
*fAVDUnarmedDamageMult | |||
===Weapon Critical Hit Chance=== | ===Weapon Critical Hit Chance=== | ||
These settings are used in the [[Critical Hit Chance Formula]]. | |||
These settings | |||
* [[ | *fWeaponConditionCriticalChanceMult | ||
*fAVDCritLuckMult | |||
*fAVDCritLuckBase | |||
*fVATSCriticalChanceBonus | |||
* | === Gun Spread Settings === | ||
* | |||
* | These settings are used in the [[Gun Spread Formula]] to determine how well the actor can aim their gun. The higher the resulting value, the more the gun will wave around while the actor is holding it. | ||
* | |||
* | * fGunSpreadSkillBase | ||
* | * fGunSpreadSkillMult | ||
* | * fGunSpreadIronSightsBase | ||
* | * fGunSpreadIronSightsMult | ||
* | * fGunSpreadArmBase | ||
* | * fGunSpreadArmMult | ||
* fGunSpreadRunBase | |||
* fGunSpreadRunMult | |||
* fGunSpreadWalkBase | |||
* fGunSpreadWalkMult | |||
* fGunSpreadCrouchBase | |||
* fGunSpreadCrouchMult | |||
* fGunSpreadCondBase | |||
* fGunSpreadCondMult | |||
=== Rate of Fire === | === Rate of Fire === | ||
[[fWeaponConditionRateOfFireXX]] settings control the rate of fire for guns based on the condition of the weapon. | |||
* fWeaponConditionRateOfFire1 | |||
* fWeaponConditionRateOfFire2 | |||
* fWeaponConditionRateOfFire3 | |||
* fWeaponConditionRateOfFire4 | |||
* fWeaponConditionRateOfFire5 | |||
* fWeaponConditionRateOfFire6 | |||
* fWeaponConditionRateOfFire7 | |||
* fWeaponConditionRateOfFire8 | |||
* fWeaponConditionRateOfFire9 | |||
* fWeaponConditionRateOfFire10 | |||
=== Jamming After Reload === | === Jamming After Reload === | ||
[[fWeaponConditionReloadJamXX]] settings control the chance your weapon has to jam after reloading based on the condition of your weapon. Note that weapons with the "No jam after reload" flag set on the [[Weapons|weapon form]] ignore these settings. | |||
* fWeaponConditionReloadJam1 | |||
* fWeaponConditionReloadJam2 | |||
* fWeaponConditionReloadJam3 | |||
* fWeaponConditionReloadJam4 | |||
* fWeaponConditionReloadJam5 | |||
* fWeaponConditionReloadJam6 | |||
* fWeaponConditionReloadJam7 | |||
* fWeaponConditionReloadJam8 | |||
* fWeaponConditionReloadJam9 | |||
* fWeaponConditionReloadJam10 | |||
=== Jamming While Firing === | === Jamming While Firing === | ||
[[fWeaponConditionJamXX]] settings control the chance your weapon will jam instead of firing based on the condition of your weapon. There is currently a bug affecting game play using automatic weapons when these settings are enabled, and they are all set to 0 by default because of this. | |||
* fWeaponConditionJam1 | |||
* fWeaponConditionJam2 | |||
* fWeaponConditionJam3 | |||
* fWeaponConditionJam4 | |||
* fWeaponConditionJam5 | |||
* fWeaponConditionJam6 | |||
* fWeaponConditionJam7 | |||
* fWeaponConditionJam8 | |||
* fWeaponConditionJam9 | |||
* fWeaponConditionJam10 | |||
== Non-Actor Activatable Objects Settings == | == Non-Actor Activatable Objects Settings == | ||
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=== Lock Settings === | === Lock Settings === | ||
[[iLockLevelMaxXXX]] settings control the description that the interface uses to describe a locked object, based on the lock difficulty. | |||
* | * iLockLevelMaxVeryEasy | ||
** | * iLockLevelMaxEasy | ||
** | * iLockLevelMaxAverage | ||
** | * iLockLevelMaxHard | ||
** | * iLockLevelMaxVeryHard | ||
** | * iLockLevelMaxImpossible | ||
** | |||
== Miscellaneous == | |||
=== Barter System === | |||
These settings are used in the [[Barter System Formula]]. | |||
*fBarterBuyBase | |||
*fBarterBuyMult | |||
*fBarterSellBase | |||
*fBarterSellMult | |||
=== Item Value and Condition === | |||
These settings are used to compute [[Item_Condition_And_Value]]. | |||
*fItemConditionValueBase | |||
*fItemConditionValueMult | |||
*fItemConditionValueExp | |||
== Uncategorized Settings == | == Uncategorized Settings == | ||
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=== Floating Point Numeral Settings === | === Floating Point Numeral Settings === | ||
* [[ArmorRatingMax]] | |||
* [[ArmorRatingMult]] | |||
* [[ArmorRatingWeightLightMaxMod]] | |||
* [[fAbsorbCoreColorB]] | * [[fAbsorbCoreColorB]] | ||
* [[fAbsorbCoreColorG]] | * [[fAbsorbCoreColorG]] | ||
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* [[fAISocialRadiusToTriggerConversation]] | * [[fAISocialRadiusToTriggerConversation]] | ||
* [[fAIYieldBase]] | * [[fAIYieldBase]] | ||
* [[fArmorRatingBase]] | |||
* [[fArmorRatingConditionBase]] | |||
* [[fArmorRatingConditionMult]] | |||
* [[fAutoDoorActivateDistance]] | * [[fAutoDoorActivateDistance]] | ||
* [[fBarterSellBase]] | * [[fBarterSellBase]] | ||
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* [[fDamagePowerAttackSideBonus]] | * [[fDamagePowerAttackSideBonus]] | ||
* [[fDamagePowerAttackStandBonus]] | * [[fDamagePowerAttackStandBonus]] | ||
* [[fDamageToArmorPercentage]] | * [[fDamageToArmorPercentage]] | ||
* [[fDamageToWeaponPercentage]] | * [[fDamageToWeaponPercentage]] | ||
* [[fDamageWeaponConditionBase]] | * [[fDamageWeaponConditionBase]] | ||
* [[fDamageWeaponConditionMult]] | * [[fDamageWeaponConditionMult]] | ||
* [[fDaytimeColorExtension]] | * [[fDaytimeColorExtension]] | ||
* [[fDeathForceForceMax]] | |||
* [[fDeathForceForceMin]] | |||
* [[fDetectionCommentTimer]] | * [[fDetectionCommentTimer]] | ||
* [[fDetectionSneakLightMod]] | * [[fDetectionSneakLightMod]] | ||
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* [[fDyingTimer]] | * [[fDyingTimer]] | ||
* [[fEnchantmentGoldMult]] | * [[fEnchantmentGoldMult]] | ||
* [[fEssentialDeathTime]] | |||
* [[fFatigueAttackWeaponBase]] | * [[fFatigueAttackWeaponBase]] | ||
* [[fFatigueAttackWeaponMult]] | * [[fFatigueAttackWeaponMult]] | ||
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* [[fFurnitureMarker14DeltaZ]] | * [[fFurnitureMarker14DeltaZ]] | ||
* [[fFurnitureMarker14HeadingDelta]] | * [[fFurnitureMarker14HeadingDelta]] | ||
* [[fGrenadeFriction]] | |||
* [[fGrenadeRestitution]] | |||
* [[fHandFatigueDamageBase]] | * [[fHandFatigueDamageBase]] | ||
* [[fHandFatigueDamageMult]] | * [[fHandFatigueDamageMult]] | ||
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=== Integer Numeral Game Settings=== | === Integer Numeral Game Settings=== | ||
* [[iActivatePickLength]] | |||
* [[iAIDefaultAttackChance]] | * [[iAIDefaultAttackChance]] | ||
* [[iAIDefaultBlockChance]] | * [[iAIDefaultBlockChance]] | ||
* [[iArmorWeightHelmet]] | * [[iArmorWeightHelmet]] | ||
* [[iArmorWeightShield]] | * [[iArmorWeightShield]] | ||
* [[iCombatDismemberPartChance]] | |||
* [[iCrimeAlarmRecDistance]] | * [[iCrimeAlarmRecDistance]] | ||
* [[iCrimeGoldAttackMin]] | * [[iCrimeGoldAttackMin]] | ||
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* fMoveLegConditionMult | * fMoveLegConditionMult | ||
== New Vegas Only Settings == | |||
These settings exist only in Fallout: New Vegas. This section is not comprehensive, nor intended to have any great degree of permanency- it should probably be rearranged. | |||
* [[fMinDamMultiplier]] | |||
* [[fHCDehydrationRate]] | |||
* [[fHCStarvationrate]] | |||
* [[fHCSleepDeprevationRate]] | |||
* [[iHUDMaxCompassNPCTicks]] | |||
</div> | </div> | ||
[[Category:Gameplay]] | [[Category:Gameplay]] |
Latest revision as of 17:06, 9 November 2012
As you can see, there are hundreds of game settings. Some are relatively innocent, such as fSneakSleepBonus, which determines the Sneak bonus an actor gets if the target is sleeping. Others can break the game in a heartbeat. Be very careful with any changes to make to these settings.
Game settings use a naming convention which identifies what kind of data the setting accepts. "f" settings are floats (numbers with decimals), "i" settings are integers (whole numbers) and "s" settings are strings.
Know what a game setting does that isn't explained here? Spread the knowledge by documenting it!
Note to Editors[edit | edit source]
When documenting new settings, please try to add the setting to an existing page documenting a group of related settings. If the setting does not fit well with any existing pages, consider what other settings exist (that may be undocumented) that relate to the new setting, create a new page to document all of the settings as a group, and add this new group as its own category here. Please refer to existing settings pages for stylistic guidance (fWeaponConditionJamXX and Experience Settings are good examples).
Actor Settings[edit | edit source]
These are settings related to actors.
Derived Statistic Settings[edit | edit source]
These settings control various Derived Statistics, such as default skill levels, weight carrying capacity, action points, etc.
Derived Skill Settings[edit | edit source]
Derived Skill Settings control actor skill value bonuses given by stats and starting skill values.
- fAVDTagSkillBonus
- fAVDSkillPrimaryBonusMult
- fAVDSkillLuckBonusMult
- fAVDSkillBarterBase
- fAVDSkillBigGunsBase
- fAVDSkillEnergyWeaponsBase
- fAVDSkillExplosivesBase
- fAVDSkillLockpickBase
- fAVDSkillLuckBonusBase
- fAVDSkillMedicineBase
- fAVDSkillMeleeWeaponsBase
- fAVDSkillRepairBase
- fAVDSkillScienceBase
- fAVDSkillSmallGunsBase
- fAVDSkillSneakBase
- fAVDSkillSpeechBase
- fAVDSkillUnarmedBase
Movement Settings[edit | edit source]
Movement Settings control how fast actors move.
- fMoveRunMult
- fMoveSneakMult
- fMoveNoWeaponMult
- fMoveOneCrippledLegSpeedMult
- fMoveTwoCrippledLegsSpeedMult
AI Settings[edit | edit source]
These settings govern how actors behave in the gameworld.
Guard Package Settings[edit | edit source]
These settings apply to actors running the Guard Package
Health Settings[edit | edit source]
- fAVDHealthLevelMult - short: used for calculating new HP when advance a level. A static base.
- fAVDNPCHealthLevelMult - short: the same (?) for NPC
- fAVDHealthEnduranceMult - short: used for calculating new HP when advance a level based on Endurance
- fAVDNPCHealthEnduranceMult - short: the same (?) for NPC
- fAVDNPCHealthEnduranceOffset - ???
Sandbox Package Settings[edit | edit source]
These settings apply to actors running the Sandbox Package
- iSandBoxPreventRepeatedActionTime
- iSandboxBreakfastMax
- iSandboxBreakfastMin
- iSandboxDinnerMax
- iSandboxDinnerMin
- iSandboxLunchMax
- iSandboxLunchMin
- iSandboxMealDurationMax
- iSandboxMealDurationMin
- iSandboxSleepDurationMax
- iSandboxSleepDurationMin
- iSandboxSleepStartMax
- iSandboxSleepStartMin
Experience Settings[edit | edit source]
Experience Settings control how much experience the player gains from certain actions and how much experience is required to level.
- iXPBase
- iXPBumpBase
Leveled Item Settings[edit | edit source]
Combat Settings[edit | edit source]
- fCombatConfidenceModifierMax
- fCombatConfidenceModifierMin
- fCombatDamageBonusSneakingMult
- fCombatDistance
- fCombatDistanceMin
- fCombatThreatRatioUpdateTime
- fCombatUnarmedCritDamageMult
- fKnockdownBaseHealthThreshold
- fKnockdownCurrentHealthThreshold
- fMinimumFatigue
VATS Settings[edit | edit source]
VATS Settings control the behavior of VATS
- fVATSAutomaticMeleeDamageMult
- fVATSCriticalChanceBonus
- fVATSDamageToWeaponMult
- fVATSDestructibleMult
- fVATSDistanceFactor
- fVATSH2HWarpDistanceMult
- fVATSHitChanceMult
- fVATSMaxChance
- fVATSMaxEngageDistance
- fVATSMeleeMaxDistance
- fVATSMeleeReachMult
- fVATSParalyzePalmChance
- fVATSPlayerDamageMult
- fVATSShotBurstTime
- fVATSShotLongBurstTime
- fVATSSkillFactor
- fVATSSpreadMult
- fVATSStealthMult
- fVATSStrangerDistance
- fVATSStrangerOdds
- iVATSStrangerMaxHP
- iVATSConcentratedFireBonus
Mine Settings[edit | edit source]
Mine Settings control the behavior of mines placed in the game world, either in the editor or by actors.
- fMinesAgeMax
- fMinesDelayMin
- fMineExteriorRadiusMult
Weapon Settings[edit | edit source]
Auto Aim Settings[edit | edit source]
Auto Aim Settings are used to configure the auto-aim feature.
- fAutoAimMaxDegrees
- fAutoAimMaxDegrees3rdPerson
- fAutoAimMaxDegreesMelee
- fAutoAimMaxDegreesMiss
- fAutoAimMaxDegreesVATS
- fAutoAimMaxDistance
- fAutoAimMeleeChaseMult
- fAutoAimMissRatioHigh
- fAutoAimMissRatioLow
- fAutoAimScreenPercentage
Weapon Damage[edit | edit source]
These settings are used in the Weapon Damage Formula to calculate weapon damage.
- fAVDMeleeDamageStrengthMult
- fAVDMeleeDamageStrengthOffset
- fDamageGunWeapCondMult
- fDamageGunWeapCondBase
- fDamageMeleeWeapCondMult
- fDamageMeleeWeapCondBase
- fDamageSkillBase
- fDamageSkillMult
- fDamageWeaponMult
- fAVDUnarmedDamageBase
- fAVDUnarmedDamageMult
Weapon Critical Hit Chance[edit | edit source]
These settings are used in the Critical Hit Chance Formula.
- fWeaponConditionCriticalChanceMult
- fAVDCritLuckMult
- fAVDCritLuckBase
- fVATSCriticalChanceBonus
Gun Spread Settings[edit | edit source]
These settings are used in the Gun Spread Formula to determine how well the actor can aim their gun. The higher the resulting value, the more the gun will wave around while the actor is holding it.
- fGunSpreadSkillBase
- fGunSpreadSkillMult
- fGunSpreadIronSightsBase
- fGunSpreadIronSightsMult
- fGunSpreadArmBase
- fGunSpreadArmMult
- fGunSpreadRunBase
- fGunSpreadRunMult
- fGunSpreadWalkBase
- fGunSpreadWalkMult
- fGunSpreadCrouchBase
- fGunSpreadCrouchMult
- fGunSpreadCondBase
- fGunSpreadCondMult
Rate of Fire[edit | edit source]
fWeaponConditionRateOfFireXX settings control the rate of fire for guns based on the condition of the weapon.
- fWeaponConditionRateOfFire1
- fWeaponConditionRateOfFire2
- fWeaponConditionRateOfFire3
- fWeaponConditionRateOfFire4
- fWeaponConditionRateOfFire5
- fWeaponConditionRateOfFire6
- fWeaponConditionRateOfFire7
- fWeaponConditionRateOfFire8
- fWeaponConditionRateOfFire9
- fWeaponConditionRateOfFire10
Jamming After Reload[edit | edit source]
fWeaponConditionReloadJamXX settings control the chance your weapon has to jam after reloading based on the condition of your weapon. Note that weapons with the "No jam after reload" flag set on the weapon form ignore these settings.
- fWeaponConditionReloadJam1
- fWeaponConditionReloadJam2
- fWeaponConditionReloadJam3
- fWeaponConditionReloadJam4
- fWeaponConditionReloadJam5
- fWeaponConditionReloadJam6
- fWeaponConditionReloadJam7
- fWeaponConditionReloadJam8
- fWeaponConditionReloadJam9
- fWeaponConditionReloadJam10
Jamming While Firing[edit | edit source]
fWeaponConditionJamXX settings control the chance your weapon will jam instead of firing based on the condition of your weapon. There is currently a bug affecting game play using automatic weapons when these settings are enabled, and they are all set to 0 by default because of this.
- fWeaponConditionJam1
- fWeaponConditionJam2
- fWeaponConditionJam3
- fWeaponConditionJam4
- fWeaponConditionJam5
- fWeaponConditionJam6
- fWeaponConditionJam7
- fWeaponConditionJam8
- fWeaponConditionJam9
- fWeaponConditionJam10
Non-Actor Activatable Objects Settings[edit | edit source]
Lock Settings[edit | edit source]
iLockLevelMaxXXX settings control the description that the interface uses to describe a locked object, based on the lock difficulty.
- iLockLevelMaxVeryEasy
- iLockLevelMaxEasy
- iLockLevelMaxAverage
- iLockLevelMaxHard
- iLockLevelMaxVeryHard
- iLockLevelMaxImpossible
Miscellaneous[edit | edit source]
Barter System[edit | edit source]
These settings are used in the Barter System Formula.
- fBarterBuyBase
- fBarterBuyMult
- fBarterSellBase
- fBarterSellMult
Item Value and Condition[edit | edit source]
These settings are used to compute Item_Condition_And_Value.
- fItemConditionValueBase
- fItemConditionValueMult
- fItemConditionValueExp
Uncategorized Settings[edit | edit source]
Floating Point Numeral Settings[edit | edit source]
- ArmorRatingMax
- ArmorRatingMult
- ArmorRatingWeightLightMaxMod
- fAbsorbCoreColorB
- fAbsorbCoreColorG
- fAbsorbCoreColorR
- fAbsorbGlowColorB
- fAbsorbGlowColorG
- fAbsorbGlowColorR
- fActorArmorDesirabilityDamageMult
- fActorStrengthEncumbranceMult
- fActorSwimBreathBase
- fActorSwimBreathMult
- fActorTeleportFadeSeconds
- fAIDefaultAttackDuringRecoilStaggerBonus
- fAIDefaultAttackSkillMult
- fAIDefaultBlockDuringAttackMult
- fAIDefaultBlockNoAttackMult
- fAIDefaultBlockSkillMult
- fAIFleeConfBase
- fAIFleeHealthMult
- fAIMaxHeadTrackDistance
- fAIMaxSmileDistance
- fAIPowerAttackRecoilBonus
- fAISocialchanceForConversation
- fAISocialRadiusToTriggerConversation
- fAIYieldBase
- fArmorRatingBase
- fArmorRatingConditionBase
- fArmorRatingConditionMult
- fAutoDoorActivateDistance
- fBarterSellBase
- fBribeBase
- fBribeCurve
- fBribeScale
- fChase3rdPersonXYMult
- fClothingClassScale
- fClothingJewelryScale
- fCombatGiantCreatureReachMult
- fCombatHitConeAngle
- fCombatSoundArmorPct
- fCombatSoundFleshPct
- fCombatSoundWeaponPct
- fCombatSpeakAttackChance
- fCombatSpeakHitChance
- fCombatSpeakHitThreshold
- fCombatSpeakPowerAttackChance
- fCrimeAlarmRespMult
- fDamagePowerAttackBackBonus
- fDamagePowerAttackBonus
- fDamagePowerAttackForwardBonus
- fDamagePowerAttackSideBonus
- fDamagePowerAttackStandBonus
- fDamageToArmorPercentage
- fDamageToWeaponPercentage
- fDamageWeaponConditionBase
- fDamageWeaponConditionMult
- fDaytimeColorExtension
- fDeathForceForceMax
- fDeathForceForceMin
- fDetectionCommentTimer
- fDetectionSneakLightMod
- fDifficultyDamageMultiplier
- fDispActorPerMult
- fDispTargetFactionRankBase
- fDispTargetPerMult
- fDistanceProjectileExplosionDetection
- fDyingTimer
- fEnchantmentGoldMult
- fEssentialDeathTime
- fFatigueAttackWeaponBase
- fFatigueAttackWeaponMult
- fFatigueBase
- fFatigueBlockSkillBase
- fFatigueBlockSkillMult
- fFatigueCastBase
- fFatigueJumpBase
- fFatigueJumpMult
- fFatigueMult
- fFatigueReturnBase
- fFatigueReturnMult
- fFatigueRunBase
- fFatigueRunMult
- fFightAggrBase
- fFightFriendDispBase
- fFirstPersonCameraMult
- fFurnitureMarker01DeltaX
- fFurnitureMarker01DeltaY
- fFurnitureMarker01DeltaZ
- fFurnitureMarker01HeadingDelta
- fFurnitureMarker02DeltaX
- fFurnitureMarker02DeltaY
- fFurnitureMarker02DeltaZ
- fFurnitureMarker02HeadingDelta
- fFurnitureMarker03DeltaX
- fFurnitureMarker03DeltaY
- fFurnitureMarker03DeltaZ
- fFurnitureMarker03HeadingDelta
- fFurnitureMarker04DeltaX
- fFurnitureMarker04DeltaY
- fFurnitureMarker04DeltaZ
- fFurnitureMarker04HeadingDelta
- fFurnitureMarker11DeltaX
- fFurnitureMarker11DeltaY
- fFurnitureMarker11DeltaZ
- fFurnitureMarker11HeadingDelta
- fFurnitureMarker12DeltaX
- fFurnitureMarker12DeltaY
- fFurnitureMarker12DeltaZ
- fFurnitureMarker12HeadingDelta
- fFurnitureMarker13DeltaX
- fFurnitureMarker13DeltaY
- fFurnitureMarker13DeltaZ
- fFurnitureMarker13HeadingDelta
- fFurnitureMarker14DeltaX
- fFurnitureMarker14DeltaY
- fFurnitureMarker14DeltaZ
- fFurnitureMarker14HeadingDelta
- fGrenadeFriction
- fGrenadeRestitution
- fHandFatigueDamageBase
- fHandFatigueDamageMult
- fHandHealthMax
- fHandReachMult
- fIdleChatterCommentTimer
- fImpactShaderMaxMagnitude
- fInfamyBountyMod
- fJumpDoubleMult
- fJumpFallTimeMult
- fJumpHeightMax
- fKnockdownChance
- fKnockdownDamageMult
- fLeafRockAmountSwayInfluence
- fLeafRockSpeedSwayInfluence
- fLeafRockTimeScale
- fLeafRustleAmountSwayInfluence
- fLeafRustleSpeedSwayInfluence
- fLeafRustleTimeScale
- fLockPickAutoBase
- fLockPickAutoDifficulty
- fLowLevelNPCBaseHealthMult
- fMagicCasterSkillCostBase
- fMagicCasterSkillCostMult
- fMagicCostScale
- fMagicDiseaseTransferMult
- fMagicExplosionAgilityMult
- fMagicFatigueDrainBase
- fMagicFatigueDrainMult
- fMagicFogMaximumDistance
- fMagicFogOptimalDistance
- fMagickaReturnBase
- fMagickaReturnMult
- fMagicLightHeightOffset
- fMagicLightRadiusBase
- fMagicSpellLevelApprenticeMin
- fMagicSpellLevelExpertMin
- fMagicSpellLevelJourneymanMin
- fMagicSpellLevelMasterMin
- fMagicTelekinesiDistanceMult
- fMagicTelekinesisLiftPowerMult
- fMasserAngleFadeEnd
- fMasserAngleFadeStart
- fMasserAngleShadowEarlyFade
- fMaxArmorRating
- fMoveCharWalkMax
- fMoveCharWalkMin
- fMoveCreatureWalkMax
- fMoveCreatureWalkMin
- fMoveEncumEffect
- fMoveWeightMax
- fNPCAttributeHealthMult
- fNPCBaseMagickaMult
- fNPCGeneticVariation
- fPathAvoidanceCreatureIntLimit
- fPCBaseMagickaMult
- fPerkSneakAttackMarksmanApprenticeMult
- fPerkSneakAttackMarksmanExpertMult
- fPerkSneakAttackMarksmanJourneymanMult
- fPerkSneakAttackMarksmanMasterMult
- fPerkSneakAttackMarksmanNoviceMult
- fPersuasionCurve
- fPersuasionMod
- fPersuasionReactionDislike
- fPersuasionReactionHate
- fPickPocketActorSkillBase
- fPickPocketActorSkillMult
- fPickPocketAmountMult
- fPickPocketMaxChance
- fPickPocketTargetSkillMult
- fPlayerDeathReloadTime
- fPotionGoldValueMult
- fPotionT1AleDurMult
- fPotionT1AleMagMult
- fPotionT1CalDurMult
- fPotionT1RetDurMult
- fPotionT2AleDurMult
- fPotionT3AleMagMult
- fPowerAttackFatiguePenalty
- fRechargeGoldMult
- fRegionGenTexGenMatch
- fRegionGenTexGenNotMatch
- fRegionGenTexPlacedMatch
- fRegionGenTexPlacedNotMatch
- fRepairArmorerMult
- fRockitDamageBonusWeightMult
- fSecundaAngleFadeEnd
- fSecundaAngleFadeStart
- fSecundaAngleShadowEarlyFade
- fSecundaSpeed
- fSkillUseExp
- fSkillUseFactor
- fSneakBaseValue
- fSneakBootWeightBase
- fSneakBootWeightMult
- fSneakLightMult
- fSneakMaxDistance
- fSneakRunningMult
- fSneakSkillMult
- fSneakSleepBonus
- fSneakSoundLosMult
- fSneakTargetAttackBonus
- fSneakTargetInCombatBonus
- fSpeechDelay
- fSpellCastingDetectionMod
- fSpellmakingGoldMult
- fStarsRotateDays
- fStarsRotateXAxis
- fStarsRotateYAxis
- fStarsRotateZAxis
- fStatsHealthStartMult
- fSunAlphaTransTime
- fSunMinimumGlareScale
- fSunReduceGlareSpeed
- fTorchLightLevelMorning
- fTorchLightLevelNight
- fTrainingCostMult
- fTreeFarDistanceBase
- fTreeNearDistanceBase
- fTreeWindVariance
- fVanityModeAutoDelay
- fWeatherFlashAmbient
- fWeatherFlashDuration
- fWeatherTransMax
- fWortcraftChanceIntDenom
- fWortcraftChanceLuckDenom
Integer Numeral Game Settings[edit | edit source]
- iActivatePickLength
- iAIDefaultAttackChance
- iAIDefaultBlockChance
- iArmorWeightHelmet
- iArmorWeightShield
- iCombatDismemberPartChance
- iCrimeAlarmRecDistance
- iCrimeGoldAttackMin
- iCrimeGoldJailBreak
- iCrimeGoldStealHorse
- iDeathDropWeaponChance
- iHoursToRespawnCell
- iLevCreaLevelDifferenceMax
- iLevItemLevelDifferenceMax
- iLowLevelNPCMaxLevel
- iLowResponsiblityLevel
- iMagicMaxPotionsApprentice
- iMagicMaxPotionsExpert
- iMagicMaxPotionsJourneyman
- iMagicMaxPotionsMaster
- iMagicMaxPotionsNovice
- iMapMarkerRevealDistance
- iMapMarkerVisibleDistance
- iMasserSize
- iMinClipSizeToAddReloadDelay
- iNPCBasePerLevelHealthMult
- iNumberActorsInCombatPlayer
- iPCStartSpellSkillLevel
- iPerkBlockStaggerChance
- iPerkExtraBarterGoldMaster
- iSoulLevelValueCommon
- iSoulLevelValueGrand
- iSoulLevelValueGreater
- iSoulLevelValueLesser
- iSoulLevelValuePetty
Character String Game Settings[edit | edit source]
- sAddItemtoInventory
- sAddItemtoInventoryText
- sAddItemtoSpellList
- sAgilityDescription
- sAnimationCanNotEquipWeapon
- sAnimationCanNotUnequip
- sAttributeDescAgility
- sAttributeDescEndurance
- sAttributeDescIntelligence
- sAttributeDescLuck
- sAttributeDescPersonality
- sAttributeDescSpeed
- sAttributeDescStrength
- sAttributeDescWillpower
- sCanNotEquipAlchemy
- sCanNotEquipQuestArrows
- sCanNotEquipRepairHammer
- sCanNotEquipSoulGem
- sCanNotReadBood
- sCanNotTrainAnymore
- sCanNotTrainHigher
- sCombatDescription
- sContinueText
- sDerivedAttributeDescEncumbrance
- sDerivedAttributeDescFatigue
- sDerivedAttributeDescHealth
- sDerivedAttributeDescMagicka
- sDiscoveredText
- sDropEquippedItemWarning
- sEnduranceDescription
- sEssentialCharacterDown
- sFavoredAttributes
- sHairColor0
- sHairColor1
- sHairColor10
- sHairColor11
- sHairColor12
- sHairColor13
- sHairColor14
- sHairColor15
- sHairColor2
- sHairColor3
- sHairColor4
- sHairColor5
- sHairColor6
- sHairColor7
- sHairColor8
- sHairColor9
- sHitParticleMetal
- sHitParticleStone
- sHitParticleWood
- sImpossibleLock
- sIntellegenceDescription
- sKeyLocked
- sLevelDefault
- sLevelDoneWarning
- sLevelUp11
- sLevelUp12
- sLevelUp15
- sLevelUp17
- sLevelUp18
- sLevelUp19
- sLevelUp20
- sLevelUp4
- sLevelUp6
- sLoadWhilePlaying
- sLockLevelNameImpossible
- sLowSoul
- sLuckDescription
- sMagicDescription
- sMajorSkills
- sMiscNumPlacesDiscovered
- sMonthHeartFire
- sMonthMidYear
- sMonthRainsHand
- sNoFastTravelCombat
- sNoFastTravelScriptBlock
- sNoHammer
- sNoLockPick
- sNoLockPickKey
- sNoMortor
- sNoSleepCombat
- sNoSleepHostilActorsNear
- sNoSleepInOwnedBed
- sNoSoul
- sNoSoulGem
- sNoSoulInGem
- sNoTalkFleeing
- sNoWaitHostilActorsNear
- sNoWaitInCombat
- sNoWaitUnderWater
- sNoWaitWhileAlarmSounding
- sOpenWithKey
- sOverEncumbered
- sPersonalityDescription
- sPlayerLeavingBorderRegion
- sReturnToMainMenu
- sSoulGemTooSmall
- sSpecialization
- sStealthDescription
- sStrengthDescription
- sSuccessfulSneakAttackEnd
- sTravelQuestion
- sUnequipItemOnPlayer
- sVampireFeedQuestion
- sVarlaStoneMessage
- sWillPowerDescription
Unused Settings[edit | edit source]
These settings were probably carried over from Oblivion, or superseded by other settings, and are not actually used anymore.
- fDamageStrengthBase
- fDamageStrengthMult
- fMoveLegConditionMult
New Vegas Only Settings[edit | edit source]
These settings exist only in Fallout: New Vegas. This section is not comprehensive, nor intended to have any great degree of permanency- it should probably be rearranged.