Fallout New Vegas
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[INFORMATIONS]

# bUseIndividual (0/1)
Set this to 1 to use individual configuration for each addiction of the game.
On game start, this .ini will be populated of all settings you need for all addictions.
Just exit the game and edit them.

# fMinDelayBetweenAC and fMaxDelayBetweenAC (any)
Choose the min and max delay (in hours) between two Auto-Consume (AC) tests for an addiction.

# fChancesOfAC and fMaxChancesOfAC (0-100)
The first setting will manage chances (in %) of AC at the of each addiction delay.
The second one is a limiter, if you want to avoid 100% chances of triggering the AC. Choose your x% max chances.

# bChancesMultiply (0/1)
Choose if each time an AC test fails, chances will increase for next test.
If OFF (0), each test will have chances to success equal to fChancesOfAC.
If ON (1), the first test will have fChancesOfAc to success, the second one will have (fChancesOfAc × 2) and so on.

# bChancesReset (0/1)
Choose if, after a successfull AC test, chances are reset to initial value if the player don't own any ingestible related to the addiction.
bChancesMultiply needs to be set to 1 for this setting to do something.

# fEnduranceMatters (any)
(ENDURANCE × fEnduranceMatters) will be reduce from chances for AC.
Set this to 0 to disable this feature.

# fChemResistPerk (any)
When having Chem Resistant perk, final chances for AC will be (chances × fChemResistPerk)%.
Set this to 1 to disable this feature.

# bInCombatAC (0/1)
Choose if AC can occurs in combat.

# iNoAnimIngestOnAC (0-2)
Handle compatibility with my Animated Ingestibles mod, by disabling temporary Animated Ingestibles' functions.
0 -> do nothing, animation of Animated Ingestibles will triggers when AC, depending on it's own settings
1 -> stop Animated Ingestibles when AC
2 -> stop Animated Ingestibles when AC, but only in combat

# bMessageAC (0/1)
Show or not message when AC.

# bBadEffects (0/1)
Enables bad effects when AC and not owning the right item. Recommended.

# bGoodEffects (0/1)
Enables good effects when AC and owning the right item.

# bHandleTimeBounds (0/1)
It's recommended to let this value to 1. If not, sleep and wait times wont increase AC chances when bChancesMultiply is set to 1

# iFrenzyStartChances (0-100) and iFrenzyStopChances (0-100)
Choose the chances (in %) to enter in Frenzy state when triggering AC but don't have the right item to consumme.
The second variable are the chances of ending frenzy state when killing something.

# fFrenzyLowHPMultCh (1-any)
Choose the multiplier that will apply to frenzy chances when HP < 50%.
Set to 1 to disable.

# bFrenzyWhenCritState (0/1) and iFrenzyDelayBetween (any)
With the first setting set to 1, Frenzy could start not only when triggering AC but don't have the right item to consumme but also after that, while you are in combat.
The 'begin frenzy' test is done every 10 seconds. iFrenzyDelayBetween is used to delay this more. A setting of 3 means (3×10) seconds between two tests.

# bWithdMessage (0/1)
Show message when entering critical withdrawal state (after a successfull AC test but no itm owned).

# bWithdSound (0/1)
Play a sound when entering critical withdrawal state.

# iWithdAnimation (0-4 or 666)
Play an animation when entering critical withdrawal state. 0 to disable. 666 to random. 1-4 for specific animation.

# bFrenzyMessage (1/0)
Show message when starting a frenzy.