[Engine.GameInfo]
DefaultGame=BIOC_Base.BioSPGame
DefaultServerGame=BIOC_Base.BioSPGame
bAdminCanPause=false
MaxPlayers=16
GameDifficulty=+1.0
bChangeLevels=True
MaxSpectators=2
MaxIdleTime=+0.0
MaxTimeMargin=+1.0
TimeMarginSlack=+1.0
MinTimeMargin=-1.0

[Engine.AccessControl]
IPPolicies=ACCEPT;*

[Engine.GameReplicationInfo]
ServerName=Another Server
ShortName=Server
MessageOfTheDay=

[DefaultPlayer]
Name=Player
team=255
Class=BIOC_Base.BioPlayerController

[Engine.HUD]
bMessageBeep=true
HudCanvasScale=0.95
ConsoleMessageCount=4
ConsoleFontSize=5
MessageFontOffset=0
bShowHud=true
DebugDisplay=AI

[Engine.PlayerController]
bAimingHelp=false
bDynamicNetSpeed=true
InteractDistance=512
DynamicPingThreshold=+400.0
InputClass=class'BIOC_Base.BioPlayerInput'
ForceFeedbackManagerClassName=WinDrv.XnaForceFeedbackManager

[Engine.Weapon]
Priority=-1.0

[Engine.WorldInfo]
DefaultGravityZ=-981.0
RBPhysicsGravityScaling=1.0
SquintModeKernelSize=128.0
TraceAdjust=2

[Engine.UIDataStore_GameResource]
ElementProviderTypes=(ProviderTag="GameTypes",ProviderClassName="Engine.UIGameInfoSummary")

[Engine.UISafeRegionPanel]
RegionPercentages=0.9
RegionPercentages=0.8

[Configuration]
BasedOn=..\Engine\Config\BaseGame.ini

[Engine.Pawn]
m_bBioHesitationOn=TRUE
m_bBioDebugMountFall=FALSE
MaxStepHeight=40.0;
VehicleCheckRadius=500

[BIOC_Base.BioWorldInfo]
; if (m_nScalePawnsToCharacterLevel <=0) then use the character level to scale the pawns to.
m_nScalePawnsToCharacterLevel=0
m_bAdvancedDifficultyScaling=TRUE
m_bAllowTreasureLogging=FALSE;
CurrentGameDir=..\CurrentGame
GlobalTlkFiles=GlobalTlk.GlobalTlk_tlk
lstStateEventMapNames=PlotManagerAuto.StateTransitionMap
lstConsequenceMapNames=PlotManagerAuto.ConsequenceMap
lstOutcomeMapNames=PlotManagerAuto.OutcomeMap
lstQuestMapNames=PlotManagerAuto.QuestMap
lstCodexMapNames=PlotManagerAuto.DataCodexMap
m_fMaxVFXBudget=100.0
m_bShowVinceSurveys=FALSE
m_fGameOverPauseTime=3.0f
m_fConversationInterruptDistance=2500.0f
m_fIdleCameraSpeed=1.0f
m_bDebugCameras=FALSE
m_fNoSkipBuffer=0.7f
m_fLookAtDelays=0.5f
m_fLookAtDelays=0.6f
m_fLookAtDelays=0.7f
m_fLookAtDelays=0.75f
m_fLookAtDelays=0.8f
m_fLookAtDelays=0.9f
m_fLookAtDelays=1.0f
m_fLookAtDelays=1.05f
m_fLookAtDelays=1.1f
m_fLookAtDelays=1.15f
m_fLookAtNoticeMaxRange=500.0f
m_fLookAtNoticeInitialDelay=1.5f
m_fLookAtNoticeDuration=6.0f
m_fLookAtNoticeSpeed=0.2f
m_buybackArrayMaxSize=20
m_bForceDisableTutorials=FALSE
m_bPartyMembersImmuneToExternalForce=TRUE
m_srProfileNotSignedInWarningMsg=174310
srDefaultNoSaveReason=168056;
srNoSaveInCombat=168057;
srTutorialOK=170655
srNoSaveWhenVehicleBadPlace=174024;
m_nDesignerEnableTutorialPlotFlag=7147
; Plot flag that enables difficulty checks for achievements: 2505=Global Plot: Prologue Done
m_nDesignerEnableDifficultyChecksPlotFlag=2505

[BIOC_Base.BioHUD]
m_fSafeAreaX=0.05
m_fSafeAreaY=0.05
m_bUseGeneratedItemNames=TRUE

[BIOC_Base.BioPlayerController]
m_fMovementStickDeadzone=0.3
m_fMovementDebounceDeadzone=0.0
m_fMovementWalkRunTrans=0.8
m_fMovementWalkUpperMult=1.2
m_fLeaveConvPitch=-20.0
m_srVehicleExitFailureMsg=172833	; "Mako requires level ground for safe egress." when exit fails
m_srVehicleExitAButtonMsg=172832	; "Continue" that appears beside the A button
CoverEnterInterval=0.0	; Length of time to enter cover
CoverExitCameraAngle=85	; Camera angle from cover direction that causes cover exit
CoverMovementModifier=0.25	; Movement modifier when in cover
ZoomMovementModifier=0.8	; Movement modifier while zoomed
m_fForwardStormInputWeight=1.5
InputClass=class'BIOC_Base.BioPlayerInput'
m_bUseCameraRelativeInputForVehicle=FALSE;
m_bDebugVehicleUse=TRUE;
PlayerSquadClass=BIOG_StrategicAI.BioSquadPlayer
m_fMoveToCoverSearchRadius_Short=350.0
m_fMoveToCoverSearchRadius_Medium=800.0
m_fMoveToCoverSearchRadius_Long=1600.0
m_fMoveToCoverSearchRange_Short=1200.0
m_fMoveToCoverSearchRange_Medium=2400.0
m_fMoveToDropDistance=4000.0
m_fMoveToDelayTime=1.5
m_fTacticalDelayTime=1.0
m_bUpdateRadarHud=FALSE;
m_fRadarGUISize=76.5
m_fMaxZDifference=2000.0
m_fDifferenceScale=100.0
m_fCoverMoveSuppersionTime=0.3
m_bBackLockedToWallForCover=FALSE
; drift angle=m_fSniperNoiseCoefficient * noise + m_fSniperNoiseConstant
; noise=RootOf( ( drift angle - m_fSniperNoiseConstant ) / m_fSniperNoiseCoefficient )
m_fSniperNoiseConstant=0.90f;
m_fSniperNoiseCoefficient=0.60f;
m_bZoomCamFocusOnTarget=TRUE;

[BIOC_Base.BioAIController]
m_fPartyCoverSearchRadius=750.0
m_bDesignerClearAllActionsDisplay=FALSE
m_bPawnTeleportOnFailure=FALSE
m_AIWeaponTargetStepoutBiases=0.5;
m_AIPowerTargetStepoutBiases=1.0

[BIOC_Base.BioCameraManager]
m_fCameraTraceRange=10000.0
m_fVehicleTraceRange=40000.0
m_fSniperTraceRange=40000.0
m_fHidePawnRadiusFactor=0.76f

[BIOC_Base.BioCamera]
m_bCameraIsWidescreen=true

[BIOC_Base.BioCameraUtility]
m_bDoCamShake=1

[BIOC_Base.BioCameraBehavior]
m_minSensitivity=(m_yaw=0.5f,m_pitch=0.5f);
m_maxSensitivity=(m_yaw=1.5f,m_pitch=1.5f);

[BIOC_Base.BioTlkFile]
m_bDisplayStringId=false

[BIOC_Base.BioCharacterImporter]
m_stockPlayerCharacter=(m_Label="Soldier",m_Gender=BIO_ATTRIBUTE_PAWN_GENDER_MALE,m_FirstName="John",m_origin=BIO_PLAYER_CHARACTER_BACKGROUND_ORIGIN_EARTHBORN,m_notoriety=BIO_PLAYER_CHARACTER_BACKGROUND_NOTORIETY_SURVIVOR,nBonusTalentID=-1)
m_femaleActorType=BIOG_Female_Player_C.Human.Human_Female
m_maleActorType=BIOG_Male_Player_C.Human.Human_Male
m_MAX_TALENT_PREREQS=1;

[BIOC_Base.BioSPGame]
m_sDefaultPlayerActorType=BIOG_Male_Player_C.Human.Human_Male
EnableCombatLogging=0

[BIOC_Base.BioActorBehavior]
m_bAreShieldsDisabled=FALSE
AllowFriendlyCollateral=FALSE
m_fFiringObsticalAbortPercentage=0.33
m_fFiringAbortCutoffRadius=300.0
bUseStringRefActorGameName=TRUE
bDisableFacefx=FALSE
m_bPhysicsDamageEnabled=TRUE
m_bPhysicsDamageLoggingEnabled=FALSE
m_fPhysicsDamagePerRelVel=0.02f
m_fPhysicsDamageImpulsePerRelVel=0.01f
m_fHenchAimLagFactor=0.25
m_fMaxHenchAimDist=300.0

[BIOC_Base.BioBaseSquad]
m_fGrimeIncGrime=0.0025;
m_fGrimeIncDirt=0.00125;
m_fGrimeIncPeriod=0.5;

[BIOC_Base.BioSquadAI]
m_nPerceptionFrequency=1.0		; Amount of time in seconds it takes the entire squad to update perception versus the player squad

[BIOC_Base.BioInventory]
m_fTreasureStdDev=0.35
m_nResourceIdOffset=-1000
m_nPlotItemOffset=-10000
m_nMaxCredits=9999999
m_nMaxGrenades=5
m_fMaxSalvage=999
m_fMaxMedigel=5
srInventoryTitle=151385

[BIOC_Base.BioItem]
m_fSalvageMultiplier=0.1

[BIOC_Base.BioCameraBehaviorConversation]
m_nProceduralCameraClass=
m_bIdleCamEnabled=FALSE

[BIOC_Base.BioStage]
m_bUseOldProceduralCameraAdjust=FALSE
m_bDisableProceduralCameraAdjust=FALSE

[BIOC_Base.BioConversation]
m_bNewConversationSystem=TRUE
m_fShowRepliesOffset=2.0
m_fShowLastLineOffset=5.0
m_bDisplayNonAmbientName=TRUE
m_fSubtitleTimingModifier=0.5
m_fSubtitleTimingMinimum=2.0
m_bEnableLookAtWithStage=TRUE
m_bRemoveWeapons=TRUE
m_bEnableConvCooking=TRUE
m_fVOInterruptRampDownTime=1.0
m_colSubtitleColor=(R=204,G=255,B=255,A=255)
m_nmTutorialConversation=nor10_joker_dlg
m_fTutorialDelay=10.0
m_bNextLinePreLoadEnabled=TRUE
m_aForceConvCooking=nor10_backgrounds_dlg
m_aForceConvCooking=nor10_joker_dlg
m_aForceConvCooking=nor10_ambient_01_dlg
m_aForceConvCooking=nor10_ambient_02_dlg
m_aForceConvCooking=nor10_navigator_dlg
m_aForceConvCooking=nor10_doctor_dlg
m_aForceConvCooking=nor10_comm_room_dlg
m_aForceConvCooking=nor10_captain_dlg
m_aForceConvCooking=nor10_jenkins_dlg
m_aForceConvCooking=nor10_landing_bay_dlg

[BIOC_Base.BioSubtitles]
m_DefaultRenderMode=SUBTITLE_RENDER_TOP

[BIOC_Base.BioPawnBehavior]
m_fStabilityAtMaxError=0.0
m_fStabilityAtMinError=1.0
m_bDrawReiculeSimDebugCircles=0
m_LootGUIMechanism=eBioLootGUINever;
m_bEnableLeaning=FALSE;
m_fPainSoundDamageThreshold=1.0f
m_bAllowPhysicsOnDeadBodies=FALSE
m_fMeshAdjCheckFrequency=0.15f
m_fMeshAdjFarCheckFrequency=1.0f
m_fMeshAdjFarCheckDistance=2000.0f
m_fBleedOutThreshold=0.25f
;          actualDmg=originalDmg * DR
m_fBleedOutMinDamageResistance=0.25f
m_fBleedOutCasualMinDamageResistance=0.1f
m_fHardCoreEnemyDamageReduction=0.75f
m_fInsanityEnemyDamageReduction=0.5f
; (.0017 pctofmax/sec) * 6 secs=0.01 pctofmax => 1% of max per 6 secs
m_fBleedOutMinHealthRegenRate=0.0017f
m_fCasualBonusHealthRegenRate=2.0f
; the values must be >=1.0f
m_fBleedOutSoundDurationStart=2.0f
m_fBleedOutSoundDurationEnd=1.0f
m_fBleedOutSoundVolumeStart=0.5f
m_fBleedOutSoundVolumeEnd=1.0f
m_nmBleedOutVFXParameter=fb_Damage
m_nMountStrref=166110
m_fDeathCapabilityActivationTime=2
m_fVehicleExpScaleFactor=0.4
m_fHenchDamageResistance=0.75
m_fHenchCasualDamageResistance=0.5
m_aTargetTipDefaults=159225	//Humanoid cretures that can be talked to.

[BIOC_Base.BioAttributesItemWeaponRanged]
TEMP_CONFIG_m_Kickback=0.05
TEMP_CONFIG_m_DriftAngleMin=2.0
TEMP_CONFIG_m_ImpactJumpPerShot=0.20
TEMP_CONFIG_m_ImpactRollStepSizeMax=60.0
TEMP_CONFIG_m_DriftAngleMax=5.0
TEMP_CONFIG_m_ImpactAngle=0.5
TEMP_CONFIG_m_ImpactTrackingSpeed=4.0
TEMP_CONFIG_m_TrackingPenalty=0.5
TEMP_CONFIG_m_DriftSizeMin=0.1
TEMP_CONFIG_m_SelRangeClose=500.0
TEMP_CONFIG_m_SelRangeFar=1000.0
TEMP_CONFIG_m_SelHalfAngleClose=12.0
TEMP_CONFIG_m_SelHalfAngleFar=8.0
TEMP_CONFIG_m_HeatPerShot=0.0
TEMP_CONFIG_m_HeatMax=1.0
TEMP_CONFIG_m_HeatLossRate=1.0
TEMP_CONFIG_m_HeatLossRateWhileOverheated=1.0
TEMP_CONFIG_m_HeatMin=0.0

[BIOC_Base.BioItemWeaponRanged]
m_fBestRangeConst=10.0
m_fMinRangeConst=4000.0
m_fMaxRangeConst=60.0

[BIOC_Base.BioWeapon]
m_fWeaponShotImpactNoise=1.0
m_nActivatedMatParamName=WPN_MASTER_Emis_ColourTint
m_vActivatedMatParamColor_Active=(R=1,G=2,B=20)
m_vActivatedMatParamColor_Inactive=(R=20,G=2,B=1)

[BIOC_Base.BioWeaponRanged]
m_fProjectilesSpreadModifier=0.2
m_nTraceFireTestType=0
m_fOverlapRecurseBreakoutDistance=50
m_nTotalNumberStrips=10
m_nTotalNumberCloseStrips=2
m_nCloseStripLength=1500
m_nWeaponVFXLevel=0
m_fVehicleFireDistance=60000
m_fWeaponFireDistance=20000
m_fSniperFireDistance=40000
PortArmsPistolDistance=15.0
PortArmsShotgunDistance=10.0
PortArmsAssaultDistance=10.0
PortArmsSniperDistance=35.0
m_fMaxVFXIntensity=6.0f;
m_fMinVFXIntensity=0.0f;
m_fMaxVFXDecalIntensity=1.0f;
m_fMinVFXDecalIntensity=0.0f;

[BIOC_Base.BioPower]
m_fBestRangeConst=40.0
m_fAreaAttackThresholdConst=100.0

[BIOC_Base.BioSpectatorModeCamera]
m_cameras=(sName="Conversation 1",vLocation=(X=184.637939,Y=154.217850,Z=68.554634),rRotation=(Pitch=-2800,Yaw=35852,Roll=0),rLockRotation=(Pitch=-2800,Yaw=35854,Roll=0))
m_cameras=(sName="Conversation 2",vLocation=(X=138.519409,Y=108.968567,Z=78.599426),rRotation=(Pitch=-692,Yaw=-37608,Roll=0),rLockRotation=(Pitch=-690,Yaw=27929,Roll=0))
m_cameras=(sName="Conversation 3",vLocation=(X=98.165581,Y=69.723267,Z=87.513168),rRotation=(Pitch=2488,Yaw=35964,Roll=0),rLockRotation=(Pitch=2488,Yaw=35964,Roll=0))

[BIOC_Base.BioActiveShoot]
m_isLoopingFireAnimationRateVariable=TRUE
m_fLeanDelayTime=1
m_fLeanDelayVarianceTime=0.5

[BIOC_Base.BioArtPlaceable]
CoverSearchRadius=500.0
CoverSearchRadiusSlotSize_XY=20
CoverSearchRadiusSlotSize_Z=90
m_fMaxRelevancyDistance=6250000.0
m_bDisregardLineTestsFromBasedActor=TRUE;
m_nMaxCorpseVisibilityCleanupAttempts=4		;If after this many tries, the body has not gone off screen, use the distance threshold
m_fCorpseCleanupFirstAttemptTime=5.0			;How many seconds to wait until the first corpse cleanup attempt
m_fCorpseCleanupAttemptRetryTime=2.0			;How many seconds to wait between cleanup tries
m_fMaxCorpseCleanupDistanceThreshold=4000.0		;FOR NON SKELETAL MESH CORPSES: Distance the corpse must be from the camera before it is cleaned up even if it is in view (in centimeters)
m_fMaxCorpseCleanupScreenSizeThreshold=0.20		;FOR SKELETAL MESH CORPSES: The corpse must take up this much screen space or less before it is cleaned up even if it is in view (see FSkeletalMeshObject::MaxDistanceFactor)

[engine.controller]
m_fPredictionThreshold=400.0
StormMeleeCheckInterval=0.3

[BIOC_Base.BioVehicleBase]
m_bShowVehicleDebugHUD=FALSE;

[BIOC_Base.BioVehicleBehaviorBase]
m_bVehicleAudioEnable=TRUE;
m_fPainSoundDamageThreshold=1;
m_fLowShieldThreshold=0.2
m_aTargetTipDefaults=159224 //Text for using the vehicle

[BIOC_Base.BioPawn]
m_PLAYERLEVELHACK=20
m_isCameraShakeEnabled=TRUE
m_fWeaponLOSThreshold=0.666
PortArmsPlayerInterval=0.1
PortArmsNPCInterval=0.5
PortArmsWedgeHeight=5
PortArmsWedgeRadius=5
CoverPlayerInterval=0.1	; Player cover update interval - length of time between cover updates
CoverNPCInterval=0.2		; NPC cover update interval - length of time between cover updates
CoverStickyInterval=0.5	; Amount of time sticky cover holds you in cover
CoverStickyResetInterval=0.1	; Amount of time it takes to reset sticky cover
CoverTestDistance=50		; Forward distance to check for cover (collision radius is added in code)
CoverTestAngle=45		; Entrance angle for cover, push the stick within this angle into cover to enter
CoverFireTestDistance=55	; Distance forward from the lean out position to test to see if it is available
CoverFireTestRadius=25	; Radius for the extent on player fire position tests
CoverFireTestHeight=5		; Height for the extent on player fire position tests
CoverStepTestRadius=15	; Radius for the extent on testing to the lean fire position from the player position
CoverStepTestHeight=25	; Height for the extent on testing to the lean fire position from the player position
CoverMoveDirectionAngle=45	; Sticky cover movement angle. If the stick is being moved in this arc it will activate sticky cover
CoverTransferCameraAngle=40	; Camera angle past the cover direction that cancels the lean on a given side
m_fEnableCCDMultiplierThreshold=10.0
m_nMaxCorpseVisibilityCleanupAttempts=4		;If after this many tries, the body has not gone off screen, use the distance threshold
m_fCorpseCleanupFirstAttemptTime=5.0			;How many seconds to wait until the first corpse cleanup attempt
m_fCorpseCleanupAttemptRetryTime=2.0			;How many seconds to wait between cleanup tries
m_fMaxCorpseCleanupDistanceThreshold=4000.0		;FOR NON SKELETAL MESH CORPSES: Distance the corpse must be from the camera before it is cleaned up even if it is in view (in centimeters)
m_fMaxCorpseCleanupScreenSizeThreshold=0.10		;FOR SKELETAL MESH CORPSES: The corpse must take up this much screen space or less before it is cleaned up even if it is in view (see FSkeletalMeshObject::MaxDistanceFactor)
m_fCrouchNoiseModifier=0.5
m_fWalkNoiseModifier=1.0
m_fRunNoiseModifier=1.5
m_fDeathNoisePeriod=1.0
m_fDeathNoiseMagnitude=1.0
m_fMaxRelevancyDistance=100000000.0
m_fBumpMultiplierMin=3.0;
m_fBumpMultiplierMax=8.0;
m_fLookMultiplier=8.0;
m_nWrinkleHighestLOD=0
m_sWrinkleMaterialIdentifier=_face
m_fChatterSuppressionDuration=3.0f

[BIOC_Base.BioInterface_Appearance]
m_bEnableMorphFaces=TRUE
m_bForceRunTimeUpdates=FALSE	;force run-time updates of all appearances -- to ease art work-flow and should be FALSE in final game

[BIOC_Base.BioActivePower]
m_bSkipPowerCooldown=FALSE
m_fLeanDelayTime=0.5
m_fLeanDelayVarianceTime=0.5
m_fMaxWaitTimeForAnimation=5.0f

[Cover]
DefaultStandingHeight=88
DefaultCrouchedHeight=55
DefaultRadius=30
DefaultLeanLeftDistance=60
DefaultLeanRightDistance=60

[DynamicCover]
m_fStandingCoverHeight=170
m_fMidLevelCoverHeight=120;
m_fLowLevelCoverHeight=70;
m_fStandingCoverTestHeight=121;
m_fMidLevelCoverTestHeight=71;
m_fLowLevelCoverTestHeight=40;

[BIOC_Base.BioEvtSysTrackVOElementsInst]
m_aDefaultActorTypes=(sTag="voelems_player_male",sActorType="BIOG_Male_Player_C.Human.Human_Male");
m_aDefaultActorTypes=(sTag="voelems_player_female",sActorType="BIOG_Female_Player_C.Human.Human_Female");
m_aDefaultActorTypes=(sTag="hench_humanmale",sActorType="BIOG_HumanMale_Hench_C.hench_humanmale");
m_aDefaultActorTypes=(sTag="hench_humanfemale",sActorType="BIOG_HumanFemale_Hench_C.hench_humanfemale");
m_aDefaultActorTypes=(sTag="hench_asari",sActorType="BIOG_Asari_Hench_C.hench_asari");
m_aDefaultActorTypes=(sTag="hench_turian",sActorType="BIOG_Turian_Hench_C.hench_turian");
m_aDefaultActorTypes=(sTag="hench_krogan",sActorType="BIOG_Krogan_Hench_C.hench_krogan");
m_aDefaultActorTypes=(sTag="hench_quarian",sActorType="BIOG_Quarian_Hench_C.hench_quarian");
m_aDefaultActorTypes=(sTag="pro10_jenkins",sActorType="BIOG_Jenkins_Hench_C.hench_jenkins");

[BIOC_Base.BioSunActor]
; fStartFading=5.0;
fFadeTime=2.0;

[BIOC_Base.BioGrenadeProjectileFrisbee]
m_fExplosionNoise=2;
m_fStickNoise=0.25;

[BIOC_Base.BioPhysicsSounds]
m_sPhysicsSoundEntity=snd_phys_proto.se_physics
m_fMaxMass=100.0f
m_fMaxSpeed=500.0f
m_fMinTimeBetweenSoundByActor=0.300f 	   ;the lowers Period that a actor is allowed to play a physics sound.
m_nMaxSimultaneousSounds=3		   ;number of audio tracks dedicated to playing physics sounds.
m_bPhysicsSoundDebug=FALSE

[BIOC_Base.BioShop]
m_resourceInfoArray[0]=(m_name=169889,m_description=0,m_lotSize=0,m_unitPrice=1.0,m_iconIndex=0)
m_resourceInfoArray[1]=(m_name=169890,m_description=0,m_lotSize=50,m_unitPrice=10.0,m_iconIndex=0)
m_resourceInfoArray[2]=(m_name=169891,m_description=0,m_lotSize=10,m_unitPrice=20.0,m_iconIndex=0)
m_resourceInfoArray[3]=(m_name=169892,m_description=0,m_lotSize=1,m_unitPrice=50.0,m_iconIndex=0)
BIOSHOP_MINIMUM_PRICE_ADJUSTMENT=0.0
BIOSHOP_MAXIMUM_PRICE_ADJUSTMENT=0.15

[BIOC_Base.BioAttributesPawnPlayer]
MINIMUM_SKILL_HAGGLE=0.0
MAXIMUM_SKILL_HAGGLE=0.15
MINIMUM_SKILL_SALESMAN=0.0
MAXIMUM_SKILL_SALESMAN=0.15

[BIOC_Base.BioTalent]
m_MAX_TALENT_RANK=12

[BIOC_Base.BioTalentContainer]
m_PASSIVE_RANK_ICON=0
m_LOCKED_RANK_ICON=28
m_UNLOCKED_RANK_ICON=29
srPluralUnlockRequirement=169070
srSingularUnlockRequirement=169080
srRequiredUnlockRequirement=169082

[BIOC_Base.BioItemSophisticated]
m_MIN_ITEM_SOPHISTICATION=1
m_MAX_ITEM_SOPHISTICATION=10
m_srSophistication=160871
m_srSophistication=160872
m_srSophistication=160873
m_srSophistication=160874
m_srSophistication=160875
m_srSophistication=165064
m_srSophistication=165065
m_srSophistication=165066
m_srSophistication=165067
m_srSophistication=165068

[BIOC_Base.BioSaveGame]
m_bUseNewSaveSystem=TRUE;
m_bIgnoreDLCRequirements=FALSE;
m_fAutoSaveTime=300.0
m_nNumSaveSlots=5;
m_fAutoSaveAttemptDelay=2.0;
m_bFilterCharacterSaves=true
m_bDissableAutoSave=TRUE;
m_nSaveGameSize=4194304
m_bEnableLimitedSaves=FALSE;
m_nMaxSaveGames=999;
m_GameSpecificOptions=OPTION_TYPE_COMBAT_DIFFICULTY;
m_GameSpecificOptions=OPTION_TYPE_AUTO_LEVELUP;
m_GameSpecificOptions=OPTION_TYPE_SUBTITLES;
m_GameSpecificOptions=OPTION_TYPE_TARGET_ASSIST_MODE;
m_GameSpecificOptions=OPTION_TYPE_SQUAD_POWER_USE;
m_GameSpecificOptions=OPTION_TYPE_AUTO_SAVE;
m_srQuickSaveComplete=181127;
m_srQuickSaveFail=181126;

[BIOC_Base.BioCameraTransition]
m_fNormalizedDisplacementScale=0.2
m_fNormalizedDisplacementScaleClamp=1000
m_fNormalizedDisplacementThreshold=0.999

[BIOGame.Movies]
StartupMovie=BWLogo
StartupMovie=MSGS_Logo_blkFadeOut
StartupMovie=publisher
LoadingMovie=GLO_Relay_LOAD
DisableTextureStreamingAll=TRUE

[BIOC_Base.BioEvtSysTrackDOF]
m_fDOFDefaultBlurKernel=5.0
m_fDOFDefaultExponent=5.0
m_fDOFDefaultMaxNearBlur=0.9
m_fDOFDefaultMaxFarBlur=0.8

[BIOC_Base.BioArtPlaceableBehavior]
m_aTargetTipDefaults=159226	//0 Target tip text for unlocked containers and doors
m_aTargetTipDefaults=159227	//1 Target tip text for locked objects with easy decryption
m_aTargetTipDefaults=159228	//2 Target tip text for locked objects with medium decryption
m_aTargetTipDefaults=159229	//3 Target tip text for locked objects with hard decryption
m_aTargetTipDefaults=159230	//4 Target tip text for locked objects and the player skill not sufficient
m_aTargetTipDefaults=159231	//5 Target tip text for locked objects and the player salvage is insufficient -- even with minigame.
m_aTargetTipDefaults=159232	//6 Target tip text for locked objects and the salvage is low.
m_aTargetTipDefaults=159233	//7 Target tip text for malfunctioning objects with Easy Electronics.
m_aTargetTipDefaults=159234	//8 Target tip text for malfunctioning objects with Medium Electronics.
m_aTargetTipDefaults=159235	//9 Target tip text for malfunctioning objects with Hard Electronics.
m_aTargetTipDefaults=159236	//10 Target tip text for malfunctioning objects and the player skill not sufficient
m_aTargetTipDefaults=159237	//11 Target tip text for malfunctioning objects and the player salvage is insufficient -- even with minigame.
m_aTargetTipDefaults=159238	//12 Target tip text for malfunctioning objects and the salvage is low.

[BIOC_Base.BioAttributesPawnVehicle]
m_ConfigVehicleName=160931

[BIOC_Base.BioGamerProfile]
m_bDefaultYAxisInverted=FALSE;
m_DefaultGammaPostProcessTemplate=0;
m_nDefaultCombatDifficulty=1;
m_nDefaultDialogMode=0;
m_nDefaultAutoLevelUp=1;
m_nDefaultAutoEquip=0;
m_nDefaultTutorialFlag=1;
m_nDefaultSubTitles=1;
m_nDefaultAutoPauseEnemySighted=0;
m_nDefaultAutoPauseSquadMemberDown=0;
m_nDefaultMusicVolume=100;
m_nDefaultFXVolume=100;
m_nDefaultDialogVolume=100;
m_nDefaultSouthpawFlag=0;
m_nDefaultTargetingAssistMode=1;
m_nDefaultHorizontalCombatSensitivity=50;
m_nDefaultVerticalCombatSensitivity=50;
m_nDefaultHorizontalExplorationSensitivity=50;
m_nDefaultVerticalExplorationSensitivity=50;
m_nDefaultControllerSensativityLow=30;
m_nDefaultControllerSensativityMedium=50;
m_nDefaultControllerSensativityHigh=70;
m_nmSKU=ENPLES
m_nDefaultRumbleFlag=1;
m_nDefaultAutoPauseBleedOut=0;
m_nDefaultMotionBlur=1;
m_nDefaultFilmGrain=1;
m_nDefaultSquadPowerUse=2;
m_nDefaultAnalogSensePerc=50;
m_nDefaultMouseSensePerc=50;
m_nDefaultInvertMouseState=0;
m_nDefaultAutoSave=1;
m_nAchievedCombatDifficultyOverride=-1;
m_nDefaultTargetingAssistModifierHigh=2.0    ; easier game-play, 1.0 < value < ?
m_nDefaultTargetingAssistModifierNormal=1.0  ; normal game-play, value = 1.0
m_nDefaultTargetingAssistModifierLow=0.5     ; harder game-play, 0.0 < value < 1.0

[BIOC_Base.BioCameraBehaviorFollowSniper]
m_fNoiseChangeSpeedMin=1.0;			// radians per second
m_fNoiseChangeSpeedMax=2.0;			// radians per second
m_fNoiseChangeAccelerationMin=0.1;	// radians per second squared
m_fNoiseChangeAccelerationMax=1.75;	// radians per second squared
m_fNoiseScaleRate=182;				// angle-in-UUs per second
m_fConfigCamStickScalar=0.5;

[BIOC_Base.BioCameraZoom]
m_focusConfig=(m_fNearClipFactor=0.035f,m_fNearClipMax=100,m_fInnerRadiusFactor=0.5f,m_fMinRate=10000,m_fDuration=0.5f,m_fFalloffExponent=2,m_fBlurKernelSize=2,m_fMaxNearBlurAmount=1,m_fMaxFarBlurAmount=1,m_clrModulateBlur=(R=255,G=255,B=255,A=255));
m_magnificationConfig=(m_fCamSpeedFactor=0.5f,m_fFOVFactor=0.5f,m_nLevelCount=2,m_fTransitionDuration=0.5f)

[BIOC_Base.BioPlayerSelection]
m_fSelectionRangeDebug=5000.0;
m_fSelectionRangePlayer=4000.0;
m_fSelectionRangeVehicle=12000;
m_fSelectionHalfAngleDebug=40.0;
m_fSelectionHalfAnglePlayer=10.0;
m_fSelectionHalfAngleVehicle=5.0;
m_fSelectionRangeCamFOVAngleThreshold=1000.0f;	//within the specified range the selection cone closely matches the Camera FOV.

[BIOC_Base.BioMapNote]
m_fUpdateDelay=1.0; // Check whether the map note has become visible once a second.

[BIOC_Base.BioVFXTemplate]
m_afCostTable[0]=1.0
m_afCostTable[1]=2.0
m_afCostTable[2]=3.0
m_afCostTable[3]=4.0
m_afCostTable[4]=5.0

[BIOC_Base.BioVisualEffectPool]
m_fDecayPeriod=60.0

[BIOC_Base.BioPowerManager]
m_fPowerHalfAngle=4.0f

[IniVersion]
0=1206520026.000000
1=1489457498.000000

[ShaderCacheOverride]
ForceRebuiltLocalShaderCache102=False

