Difference between revisions of "Settings"

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imported>SnakeChomp
(→‎Weapon Damage: Unlink individual setting pages)
imported>SnakeChomp
(→‎Weapon Settings: Formatting pass)
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== Weapon Settings ==
== Weapon Settings ==


=== Weapon Auto Aim ===
=== Auto Aim Settings ===


These settings are used to configure the autoaim feature in Fallout 3
These settings are used to configure the auto-aim feature in Fallout 3


* fAutoAimMaxDegrees
* fAutoAimMaxDegrees
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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.


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=== Gun Spread Settings ===
=== Gun Spread Settings ===
These settings control weapon accuracy. The higher the resulting value, the more the gun will wave around while the player is holding it.


For information on how these settings effect gun spread, see the [[Gun Spread Formula]].
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
* fGunSpreadSkillBase
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=== Rate of Fire ===
=== Rate of Fire ===
These settings control the rate of fire for guns based on the condition of the weapon.


* [[fWeaponConditionRateOfFireXX]]
[[fWeaponConditionRateOfFireXX]] settings control the rate of fire for guns based on the condition of the weapon.
** fWeaponConditionRateOfFire1
 
** fWeaponConditionRateOfFire2
* fWeaponConditionRateOfFire1
** fWeaponConditionRateOfFire3
* fWeaponConditionRateOfFire2
** fWeaponConditionRateOfFire4
* fWeaponConditionRateOfFire3
** fWeaponConditionRateOfFire5
* fWeaponConditionRateOfFire4
** fWeaponConditionRateOfFire6
* fWeaponConditionRateOfFire5
** fWeaponConditionRateOfFire7
* fWeaponConditionRateOfFire6
** fWeaponConditionRateOfFire8
* fWeaponConditionRateOfFire7
** fWeaponConditionRateOfFire9
* fWeaponConditionRateOfFire8
** fWeaponConditionRateOfFire10
* fWeaponConditionRateOfFire9
* fWeaponConditionRateOfFire10


=== Jamming After Reload ===
=== Jamming After Reload ===
These 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.


* [[fWeaponConditionReloadJamXX]]
[[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
* fWeaponConditionReloadJam1
** fWeaponConditionReloadJam3
* fWeaponConditionReloadJam2
** fWeaponConditionReloadJam4
* fWeaponConditionReloadJam3
** fWeaponConditionReloadJam5
* fWeaponConditionReloadJam4
** fWeaponConditionReloadJam6
* fWeaponConditionReloadJam5
** fWeaponConditionReloadJam7
* fWeaponConditionReloadJam6
** fWeaponConditionReloadJam8
* fWeaponConditionReloadJam7
** fWeaponConditionReloadJam9
* fWeaponConditionReloadJam8
** fWeaponConditionReloadJam10
* fWeaponConditionReloadJam9
* fWeaponConditionReloadJam10


=== Jamming While Firing ===
=== Jamming While Firing ===
These settings control the chance your weapon will jam instead of firing based on the condition of your weapon. They appear to not work very well with automatic weapons and are all set to 0 by default because of this. See the [[fWeaponConditionJamXX]] page for more information.


* [[fWeaponConditionJamXX]]
[[fWeaponConditionJamXX]] settings control the chance your weapon will jam instead of firing based on the condition of your weapon. There is currently a bug effecting game play using automatic weapons when these settings are enabled, and they are all set to 0 by default because of this.
** fWeaponConditionJam1
 
** fWeaponConditionJam2
* fWeaponConditionJam1
** fWeaponConditionJam3
* fWeaponConditionJam2
** fWeaponConditionJam4
* fWeaponConditionJam3
** fWeaponConditionJam5
* fWeaponConditionJam4
** fWeaponConditionJam6
* fWeaponConditionJam5
** fWeaponConditionJam7
* fWeaponConditionJam6
** fWeaponConditionJam8
* fWeaponConditionJam7
** fWeaponConditionJam9
* fWeaponConditionJam8
** fWeaponConditionJam10
* fWeaponConditionJam9
* fWeaponConditionJam10


== Non-Actor Activatable Objects Settings ==
== Non-Actor Activatable Objects Settings ==

Revision as of 23:15, 26 December 2008

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

Please use {{Setting}} on when adding new settings. See the template page for an example.

For groups of settings, please create a Redirect from each setting to the group's page (which should include "XX" to indicate the variable), and use {{SettingGroup}}.