forked from teamnwah/openmw-tes3coop
Added comments (and commentary) to the settings-default.cfg file.
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# WARNING: Editing this file might have no effect, as these
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# WARNING: Editing this file might have no effect, as these settings
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# settings are overwritten by your user settings file.
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# are overwritten by your user settings file. Your user settings file
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# varies with your operating system:
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#
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# Linux: $HOME/.config/openmw
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# Mac: $HOME/Library/Preferences/openmw
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# Windows: C:\Users\Username\Documents\my games\openmw
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# This path may vary depending on your installation hard drive, your
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# Windows username, and your default language.
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#
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# Additionally, the user settings file is often written to disk when
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# exiting OpenMW, so comments and changes to that file may also be
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# discarded after running OpenMW. While most changes to the file will
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# reflect setting changes made in game, some settings can have a wider
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# range of values in the settings file than the GUI settings widgets
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# allow. You may want to exercise some caution and backup this file
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# when editing it by hand.
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[Video]
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[Camera]
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resolution x = 800
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resolution y = 600
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fullscreen = false
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window border = true
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screen = 0
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# Minimize the window if it loses key focus?
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minimize on focus loss = true
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# Valid values: 0 for no antialiasing, or any power of two
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# This floating point setting controls the distance to the near
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antialiasing = 0
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# clipping plane. The value must be greater than zero. Values
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# greater than approximately 18.0 will occasionally clip objects in
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# the world in front of the character. Values greater than
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# approximately 8.0 will clip the character's hands in first person
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# view and/or the back of their head in third person view.
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near clip = 5.0
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# This boolean setting determines whether objects that render to one
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# pixel or smaller will be culled. It generally improves performance
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# to enable this feature.
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small feature culling = true
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vsync = false
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# Set the maximum visible distance. Larger values significantly
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# improve rendering in exterior spaces, but also increase the amount
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# rendered geometry and significantly reduce the frame rate. This
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# value is a floating point value that defaults to 6666.0. This value
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# interacts with the "exterior cell load distance" setting in that
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# it's probably undesired for this value to provide visibility into
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# cells that have not yet been loaded. When cells are visible before
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# loading, the geometry will "pop-in" suddenly, creating a jarring
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# visual effect. To prevent this effect, this value must be less
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# than:
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#
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# 8192 * exterior cell load distance - 1024
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#
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# The constant 8192 is the size of a cell, and 1024 is the threshold
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# distance for loading a new cell. Additionally, the "field of view"
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# setting also interacts with this setting because the view frustrum
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# end is a plane, so you can see further at the edges of the screen
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# than you should be able to. This can be observed in game by looking
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# at distant objects and rotating the camera so the object are near
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# the edge of the screen. As a result, the "viewing distance" setting
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# should further be reduced by a factor that depends on the "field of
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# view" setting. In the default configuration this reduction is 7%.
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# Using this factor, approximate values recommended for other
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# "exterior cell load distance" settings are: 14285 for 2 cells, 21903
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# for 3 cells, 29522 for 4 cells, and 35924 for 5 cells.
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#
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# Reductions of up 25% or more can be required to completely eliminate
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# pop-in for wide fields of view and long viewing distances near the
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# edges of the screen, but such situations are unusual and probably
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# not worth the performance penalty introduced by loading geometry
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# obscured by fog in the center of the screen.
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#
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# This setting can be adjusted in game from the ridiculously low value
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# of 2000 to a maximum of 6666, using the "View Distance" slider in
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# the Detail tab of the Video panel of the Options menu. See
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# RenderingManager::configureFog for the relevant source code.
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viewing distance = 6666.0
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gamma = 1.00
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[Cells]
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contrast = 1.00
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# Maximum framerate in frames per second, 0 = unlimited
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# This integer setting determines the number of exterior cells
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framerate limit = 0
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# adjacent to the character that will be loaded for rendering. It
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# interacts with "viewing distance" and "field of view" as described
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# previously, and it is generally very wasteful for this value to load
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# geometry than will almost never be visible due to viewing distance
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# and fog. For low frame rate screenshots of scenic vistas, this
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# setting should be set high, and viewing distances adjusted
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# accordingly. This value must be greater than or equal to 1.
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exterior cell load distance = 1
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[GUI]
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[GUI]
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scaling factor = 1.0
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# 1 is fully opaque
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# These two settings determine the background color of the tool tip
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# and the crosshair when hovering over an item owned by an NPC. The
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# color definitions are composed of four floating point values between
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# 0.0 and 1.0 inclusive, representing the red, green, blue and alpha
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# channels. The alpha value is currently ignored. The crosshair
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# color will have no effect if the "crosshair" setting in the HUD
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# section is disabled. These colors are used only if the "show owned"
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# setting is enabled in the Game section.
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color background owned = 0.15 0.0 0.0 1.0
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color crosshair owned = 1.0 0.15 0.15 1.0
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# This boolean setting enables or disables the "red flash" overlay
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# that provides a visual clue when the character has taken damage.
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hit fader = true
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# This floating point setting controls the transparency of the GUI
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# windows. The value should be between 0.0 (transparent) and 1.0
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# (opaque). The setting can be adjusted in game with the "Menu
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# Transparency" slider in the Prefs panel of the Options menu.
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menu transparency = 0.84
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menu transparency = 0.84
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# 0 - instantly, 1 - max. delay
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# This floating point setting scales the GUI interface windows. The
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tooltip delay = 0
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# value must be greater than 0.0. A value of 1.0 results in the
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# default scale. Values much larger than 2.0 may result in user
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# interface components being inaccessible.
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scaling factor = 1.0
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# Stretch or shrink the introductory movie, new game screen, and
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# loading screens to fill the specified video resolution. The default
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# assets have a 4:3 aspect ratio, but other assets may have other
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# resolutions. If this setting is false, the assets will be centered
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# in their correct aspect ratio.
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stretch menu background = false
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# Enable or disable subtitles for NPC spoken dialog (and some sound
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# effects). Subtitles will appear in a tool tip box in the lower
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# center of the screen. The setting can be toggled in game with the
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# "Subtitles" button in the Prefs panel of Options menu.
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subtitles = false
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subtitles = false
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hit fader = true
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# Set the delay between when you begin hovering over an item and when
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# it's tooltip appears. This setting is a floating point value
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# between 0.0, which displays the tool tip instantly and 1.0 which
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# results in the maximum delay (approximately 1.5 seconds). This
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# setting does not affect the tooltip delay for object under the
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# crosshair in the "look mode", only widgets in the GUI windows. This
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# setting can be adjusted in game with the "Menu Help Delay" slider in
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# the Prefs panel of the Options menu.
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tooltip delay = 0.0
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# Enable or disable the werewolf overlay. Unable to evaluate fully
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# due to issues with becoming a werewolf.
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werewolf overlay = true
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werewolf overlay = true
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stretch menu background = false
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[Game]
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# colour definitions (red green blue alpha)
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# If this boolean setting is true, the character will always use the
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color background owned = 0.15 0 0 1
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# most powerful attack when striking with a weapon (chop, slash or
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color crosshair owned = 1 0.15 0.15 1
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# thrust). If this setting is false, the type of attack is determined
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# by the direction that the character is moving at the time the attack
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# begins. The setting can be toggled with the "Always Use Best
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# Attack" button in the Prefs panel of the Options menu.
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best attack = false
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[General]
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# This integer setting adjusts the difficulty of the game and is
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# Camera field of view
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# intended to be in the range -100 to 100 inclusive. Given the
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field of view = 55
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# default game setting for fDifficultyMult of 5.0, a value of -100
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# results in the player taking 80% of the usual damage, doing 6 times
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# the normal damage. A value of 100 results in the player taking 6
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# times as much damage, but inflicting only 80% of the usual damage.
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# Values less than -500 will result in the player receiving no damage,
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# and values greater than 500 will result in the player inflicting no
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# damage. The setting can be controlled in game with the Difficulty
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# slider in the Prefs panel of the Options menu.
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difficulty = 0
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# Show the remaining duration of magic effects and lights if this
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# boolean setting is true. The remaining duration is displayed in the
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# tooltip by hovering over the magical effect.
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show effect duration = false
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# Texture filtering mode. valid values:
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# Enable visual clues for items owned by NPCs when the crosshair is on
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# bilinear
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# the object. If the setting is 0, no clues are provided which is the
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# trilinear
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# default Morrowind behavior. If the setting is 1, the background of
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texture filtering =
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# the tool tip for the object is highlight in the color specified by
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# the "color background owned" setting in the "GUI" section. If the
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# setting is 2, the crosshair is the color of the "color crosshair
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# owned" setting in the "GUI" section. If the setting is 3, both the
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# tool tip background and the crosshair are colored. Settings 2 and 3
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# only color the crosshair if it's enabled in the "HUD" section.
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show owned = 0
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[General]
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# Set the maximum anisotropic filtering on textures. Anisotropic
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# filtering is a method of enhancing the image quality of textures on
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# surfaces that are at oblique viewing angles with respect to the
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# camera. Valid values range from 0 to 16. Modern video cards can
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# often perform 8 or 16 anisotropic filtering with a minimal
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# performance impact. This effect of this setting can be seen in the
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# Video panel of the Options menu by finding a location with straight
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# lines (striped rugs and Balmora cobblestones work well) radiating
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# into the distance, and adjusting the anisotropy slider. This
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# setting can be changed in game using the "Anisotropy" slider in the
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# Detail tab of the Video panel of the Options menu.
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anisotropy = 4
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anisotropy = 4
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# Sets the camera field of view in degrees. Recommended values range
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# from 30 degrees to 110 degrees. Small values provide a very narrow
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# field of view that creates a "zoomed in" effect, while large values
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# cause distortion at the edges of the screen. The "field of view"
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# setting interacts with aspect ratio of your video resolution in that
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# more square aspect ratios (e.g. 4:3) need a wider field of view to
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# more resemble the same field of view on a widescreen (e.g. 16:9)
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# monitor. This setting can be adjusted in game from the Video tab of
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# the Video panel of the Options menu using the "Field of View"
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# slider.
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field of view = 55.0
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# Specify the format for screenshots taken by pressing F12. This
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# setting should be the file extension commonly associated with the
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# desired format. The formats supported will be determined at
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# compilation, but "jpg", "png", and "tga" should be allowed.
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screenshot format = png
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screenshot format = png
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[Shadows]
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# Set the isotropic texture filtering mode to bilinear or trilinear.
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# Shadows are only supported when object shaders are on!
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# Bilinear filtering is a texture filtering method used to smooth
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enabled = false
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# textures when displayed larger or smaller than they actually are.
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# Bilinear filtering is reasonably accurate until the scaling of the
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# texture gets below half or above double the original size of the
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# texture. Trilinear filtering is an extension of the bilinear
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# texture filtering method, which also performs linear interpolation
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# between mipmaps. Both methods use mipmaps in OpenMW, and the
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# corresponding OpenGL modes are LINEAR_MIPMAP_NEAREST and
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# LINEAR_MIPMAP_LINEAR. Trilinear filtering produces better texturing
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# at a minimal cost on modern video cards. This setting can be
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# changed in game using the "Texture filtering" pull down in the
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# Detail tab of the Video panel of the Options menu.
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texture filtering = trilinear
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# Split the shadow maps, allows for a larger shadow distance
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[HUD]
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split = false
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# Increasing shadow distance will lower the shadow quality.
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# This boolean setting determines whether the crosshair or reticle is
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# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
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# displayed. If this setting is disabled it will override "show
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shadow distance = 1300
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# owned" and "color crosshair owned". This setting can be toggled
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# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
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# with the "Crosshair" button in the Prefs panel of the Options menu.
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split shadow distance = 14000
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crosshair = true
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# Size of the shadow textures, higher means higher quality
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[Input]
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texture size = 1024
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# Turn on/off various shadow casters
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# Allow zooming in and out using the middle mouse wheel in third
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actor shadows = true
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# person view.
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misc shadows = true
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allow third person zoom = false
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statics shadows = true
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terrain shadows = true
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# Fraction of the total shadow distance after which the shadow starts to fade out
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# If this boolean setting is true, the character is running by
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fade start = 0.8
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# default, otherwise the character is walking by default. The shift
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# key will temporarily invert this setting, and the caps lock key will
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# invert this setting while it's "locked". Confusingly, this setting
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# is updated every time you exit the game, based on whether the caps
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# lock key was on or off at the time you exited.
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always run = false
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debug = false
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# This floating point setting controls the camera/mouse sensitivity
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# when in "look mode". The default sensitivity is 1.0, with smaller
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# values requiring more mouse movement, and larger values requiring
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# less. This setting is multiplicative in magnitude. This setting
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# does not affect mouse speed in GUI mode.
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camera sensitivity = 1.0
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[HUD]
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# This floating point setting controls the vertical camera/mouse
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crosshair = true
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# sensitivity relative to the horizontal sensitivity (see "camera
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# sensitivity") above. It is multiplicative with the previous
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# setting, meaning that it should remain set at 1.0 unless the player
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# desires to have different sensitivities in the two axes.
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camera y multiplier = 1.0
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[Objects]
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# OpenMW will capture control of the cursor if this boolean setting is
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shaders = true
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# true. In "look mode", OpenMW will capture the cursor regardless of
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# the value of this setting (since the cursor/crosshair is always
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# centered in the OpenMW window). However, in GUI mode, this setting
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# determines the behavior when the cursor is moved outside the OpenMW
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# window. If true, the cursor movement stops at the edge of the
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# window preventing access to other applications. If false, the
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# cursor is allowed to move freely on the desktop.
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#
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# This setting does not apply to the screen where escape has been
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# pressed, where the cursor is never captured. Regardless of this
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# setting "Alt-Tab" or some other operating system dependent key
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# sequence can be used to allow the operating system to regain control
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# of the mouse cursor. This setting interacts with the "minimize on
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# focus loss" setting by affecting what counts as a focus loss.
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# Specifically on a two-screen configuration it may be more convenient
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# to access the second screen with setting disabled.
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grab cursor = true
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# Invert the vertical axis while in "look mode". If this setting is
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# true, moving the mouse away from the player will look down, while
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# moving it towards the player will look up. This setting does not
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# affect cursor movement in GUI mode.
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invert y axis = false
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# This boolean setting causes the behavior of the sneak key (Ctrl by
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# default) to toggle sneaking on and off rather than requiring the key
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# to be held while sneaking. Players that spend significant time
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# sneaking may find the character easier to control with this option
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# enabled.
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toggle sneak = false
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# This setting continues to be loaded and saved, but has no known
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# effect. Presumably it and a related but also removed option named
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# "ui y sensitivity" used to control mouse sensitivity while in GUI
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# mode. The default value is 1.0.
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ui sensitivity = 1.0
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[Map]
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[Map]
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# Adjusts the scale of the global map
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# It is not currently possible to control how many adjacent cells are
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# displayed in the map. It appears that this is hardcoded to one
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# adjacent cell (3x3) in the code. These settings control the canvas
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# and resolution sizes, and therefore the amount of panning required
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# to see the entire map, and the level of detail visible.
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# This integer setting adjusts the scale of the world map in the GUI
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# mode map display. The value is the width in pixels of each cell in
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# the map, so larger values result in larger more detailed world maps,
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# while smaller values result in smaller less detailed world maps.
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# However, the native resolution of the map source material appears to
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# be 9 pixels per unexplored cell and approximately 18 pixels per
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||||||
|
# explored cell, so values larger than 36 don't produce much
|
||||||
|
# additional detail. Similarly, the size of place markers is
|
||||||
|
# currently fixed at 12 pixels, so values smaller than this result in
|
||||||
|
# overlapping place markers. Values from 12 to 36 are recommended.
|
||||||
|
# For reference, Vvardenfell is approximately 41x36 cells.
|
||||||
global map cell size = 18
|
global map cell size = 18
|
||||||
|
|
||||||
|
# This integer setting controls the zoom level for the HUD map display
|
||||||
|
# (the map in the lower right corner while not in GUI mode). A value
|
||||||
|
# of 64 results in the HUD map displaying one exterior cell. Since
|
||||||
|
# the GUI mode map displays 3x3 cells, a value of approximately 21
|
||||||
|
# displays the same area as the GUI mode map. Larger values increase
|
||||||
|
# the level of zoom, while smaller values are wasteful.
|
||||||
|
#
|
||||||
|
# Note that the actual size of the widget is always the same on the
|
||||||
|
# screen unless the "scaling factor" setting in the "GUI" section is
|
||||||
|
# changed. Increasing both the scaling factor of the GUI and this
|
||||||
|
# setting does result in a higher resolution HUD map, but
|
||||||
|
# unfortunately with a scaled direction pointer on top of it.
|
||||||
|
local map hud widget size = 256
|
||||||
|
|
||||||
|
# This integer setting controls the resolution of the GUI mode local
|
||||||
|
# map widget. Larger values generally increase the visible detail in
|
||||||
|
# map. If this setting is half the "local map widget size" or
|
||||||
|
# smaller, the map will generally be be fairly blurry. Setting the
|
||||||
|
# both options to the same value results in a map with good detail.
|
||||||
|
# Values that exceed the "local map widget size" setting by more than
|
||||||
|
# a factor of two are unlikely to provide much of an improvement in
|
||||||
|
# detail since they're subsequently scaled back to the approximately
|
||||||
|
# the map widget size before display. The video resolution setting
|
||||||
|
# interacts with this setting in that regard.
|
||||||
local map resolution = 256
|
local map resolution = 256
|
||||||
|
|
||||||
|
# This integer setting controls the canvas size of the GUI mode local
|
||||||
|
# map widget. Larger values result in a larger physical map size on
|
||||||
|
# screen, and typically require more panning to see all available
|
||||||
|
# portions of the map. This larger size also enables an overall
|
||||||
|
# greater level of detail if the "local map resolution" setting is
|
||||||
|
# also increased.
|
||||||
local map widget size = 512
|
local map widget size = 512
|
||||||
local map hud widget size = 256
|
|
||||||
|
|
||||||
[Cells]
|
[Objects]
|
||||||
exterior cell load distance = 1
|
|
||||||
|
|
||||||
[Camera]
|
# This boolean setting currently has no known impact, but is
|
||||||
near clip = 5
|
# presumably intended to enable shaders for objects other than water.
|
||||||
|
# Whenever the setting file is written by the game, this option is
|
||||||
|
# currently reset to false.
|
||||||
|
shaders = true
|
||||||
|
|
||||||
# The maximum distance with no pop-in will be: (see RenderingManager::configureFog)
|
[Saves]
|
||||||
# viewing distance * view frustum factor <= cell size (8192) - loading threshold (1024)
|
|
||||||
# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to.
|
|
||||||
# exact factor would depend on FOV
|
|
||||||
viewing distance = 6666
|
|
||||||
|
|
||||||
# Culling of objects smaller than a pixel
|
# This string setting contains the default character name for loading
|
||||||
small feature culling = true
|
# saved games. This setting is automatically updated from the Load
|
||||||
|
# game menu option when a different character is selected.
|
||||||
|
character =
|
||||||
|
|
||||||
[Terrain]
|
# This boolean setting determines whether the game will be
|
||||||
distant land = false
|
# automatically saved when the character rests. This setting can be
|
||||||
|
# toggled in game with the "Auto-Save when Rest" button in the Prefs
|
||||||
|
# panel of the Options menu.
|
||||||
|
autosave = true
|
||||||
|
|
||||||
shader = true
|
# This boolean setting determines whether the amount of the time the
|
||||||
|
# player has spent playing will displayed for each saved game in the
|
||||||
|
# menu for saving and loading games. This setting can not currently
|
||||||
|
# be adjusted in game. This setting is disabled by default for players
|
||||||
|
# who would prefer not to know how many hours they've spent
|
||||||
|
# playing. :-)
|
||||||
|
timeplayed = false
|
||||||
|
|
||||||
[Water]
|
[Shadows]
|
||||||
shader = false
|
|
||||||
|
|
||||||
refraction = false
|
# Shadows in general are dependent on the "shaders" setting be enabled
|
||||||
|
# in the Objects section. Additionally, the "enabled" setting in this
|
||||||
|
# section must be true for any other options in this section to have
|
||||||
|
# effect. Both that setting and the Shadows section options are
|
||||||
|
# temporarily disabled following the conversion to the OpenSceneGraph
|
||||||
|
# engine. None of these option can be adjusted in game at the present
|
||||||
|
# time.
|
||||||
|
|
||||||
rtt size = 512
|
# This boolean setting enables actors to cast shadows.
|
||||||
|
actor shadows = true
|
||||||
|
|
||||||
|
# Enable debugging of shadows?
|
||||||
|
debug = false
|
||||||
|
|
||||||
|
# Are shadows enabled in general?
|
||||||
|
enabled = false
|
||||||
|
|
||||||
|
# This floating point setting determines the fraction of the total
|
||||||
|
# shadow distance after which the shadow starts to fade out.
|
||||||
|
fade start = 0.8
|
||||||
|
|
||||||
|
# Allows miscellaneous object to cast shadows.
|
||||||
|
misc shadows = true
|
||||||
|
|
||||||
|
# This setting will only have effect if the "split" setting in the
|
||||||
|
# Shadows section is false. Increasing shadow distance will lower the
|
||||||
|
# shadow quality.
|
||||||
|
shadow distance = 1300
|
||||||
|
|
||||||
|
# Split the shadow maps, allowing for a larger shadow distance?
|
||||||
|
split = false
|
||||||
|
|
||||||
|
# This setting will only have effect if the "split" setting in the
|
||||||
|
# Shadows section is true. # This one shouldn't be too low, otherwise
|
||||||
|
# you'll see artifacts. Use at least 2x max viewing distance.
|
||||||
|
split shadow distance = 14000
|
||||||
|
|
||||||
|
# Allow static objects to cast shadows.
|
||||||
|
statics shadows = true
|
||||||
|
|
||||||
|
# Allow terrain to cast shadows.
|
||||||
|
terrain shadows = true
|
||||||
|
|
||||||
|
# Size of the shadow textures. Higher resolution texture produce more
|
||||||
|
# detailed shadows and a better visual effect.
|
||||||
|
texture size = 1024
|
||||||
|
|
||||||
[Sound]
|
[Sound]
|
||||||
# Device name. Blank means default
|
|
||||||
|
# This string setting determines which audio device to use. A blank or
|
||||||
|
# missing setting means to use the default device, which should
|
||||||
|
# usually be sufficient, but if you need to explicitly specify a
|
||||||
|
# device name try doing so here.
|
||||||
device =
|
device =
|
||||||
|
|
||||||
# Volumes. master volume affects all other volumes.
|
# The settings in the Sound section are generally floating point
|
||||||
master volume = 1.0
|
# settings in the range from 0.0 (silent) to 1.0 (maximum volume).
|
||||||
sfx volume = 1.0
|
# All sound settings are multiplied by the "master volume" setting, and
|
||||||
music volume = 0.5
|
# will thus have no effect if the master volume is set to 0.0. These
|
||||||
|
# settings can be adjusted in game from the Audio panel of the Options
|
||||||
|
# menu under the appropriately labeled slider.
|
||||||
|
|
||||||
|
# The volume of footsteps from the character and other actors.
|
||||||
footsteps volume = 0.2
|
footsteps volume = 0.2
|
||||||
voice volume = 0.8
|
|
||||||
|
|
||||||
|
# The master volume is multiplied with all other volume settings to
|
||||||
|
# determine the final volume
|
||||||
|
master volume = 1.0
|
||||||
|
|
||||||
[Input]
|
# The volume for music tracks.
|
||||||
|
music volume = 0.5
|
||||||
|
|
||||||
grab cursor = true
|
# The volume for special effect sounds such as combat noises, etc.
|
||||||
|
sfx volume = 1.0
|
||||||
|
|
||||||
invert y axis = false
|
# The volume for spoken dialog from NPCs.
|
||||||
|
voice volume = 0.8
|
||||||
|
|
||||||
camera sensitivity = 1.0
|
[Terrain]
|
||||||
|
|
||||||
ui sensitivity = 1.0
|
# Not currently used, presumably due to the OpenSceneGraph upgrade.
|
||||||
|
distant land = false
|
||||||
|
|
||||||
camera y multiplier = 1.0
|
# Not currently used, presumably due to the OpenSceneGraph upgrade.
|
||||||
|
shader = true
|
||||||
|
|
||||||
always run = false
|
[Video]
|
||||||
|
|
||||||
allow third person zoom = false
|
# This integer setting controls anti-aliasing. Anti-aliasing is
|
||||||
|
# technique designed to reduce distortions called aliasing caused by
|
||||||
|
# displaying high resolution textures at a lower resolution.
|
||||||
|
# Anti-aliasing can correct these distortions at the cost of a minor
|
||||||
|
# reduction in the frame rate. A value of 0 disables anti-aliasing.
|
||||||
|
# Other powers of two (e.g. 2, 4, 8, 16) are supported according to
|
||||||
|
# the capabilities of your graphics hardware. Higher values do a
|
||||||
|
# better job of correcting the distortion and have a greater impact on
|
||||||
|
# frame rate. This setting can be configured from a list of valid
|
||||||
|
# choices in the Graphics panel of the OpenMW Launcher.
|
||||||
|
antialiasing = 0
|
||||||
|
|
||||||
toggle sneak = false
|
# This floating point setting controls the contrast correction for all
|
||||||
|
# video in the game. This setting does not currently work under
|
||||||
|
# Linux, and the in-game setting in the Options menu has been
|
||||||
|
# disabled.
|
||||||
|
contrast = 1.00
|
||||||
|
|
||||||
[Game]
|
# This floating point setting determines the maximum frame rate in
|
||||||
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
|
# frames per second. If this setting is 0.0, the frame rate is
|
||||||
best attack = false
|
# unlimited. There are several reasons to consider capping your frame
|
||||||
|
# rate, especially if you're already experiencing a relatively high
|
||||||
|
# frame rate (greater than 60 frames per second). Lower frame rates
|
||||||
|
# will consume less power and generate less heat and noise. Frame
|
||||||
|
# rates above 60 frames per second rarely produce perceptible
|
||||||
|
# improvements in visual quality. Capping the frame rate may in some
|
||||||
|
# situations reduce the perception of choppiness (highly variable
|
||||||
|
# frame rates during game play) by lowering the peak frame rates.
|
||||||
|
# This setting interacts with the "vsync" setting in the Video section
|
||||||
|
# in the sense that enabling vertical sync limits the frame rate to
|
||||||
|
# the refresh rate of your monitor (often 60 frames per second).
|
||||||
|
framerate limit = 0.0
|
||||||
|
|
||||||
|
# This boolean setting determines whether the entire screen is used
|
||||||
|
# for the specified resolution. This setting can be toggled in game
|
||||||
|
# using the "Fullscreen" button in the Video tab of the Video panel in
|
||||||
|
# the Options menu. It can also be toggled with the "Full Screen"
|
||||||
|
# check box in the Graphic tab of the OpenMW Launcher.
|
||||||
|
fullscreen = false
|
||||||
|
|
||||||
difficulty = 0
|
# Theses two setting determine the horizontal and vertical resolution
|
||||||
|
# of the OpenMW game window. Larger values produce more detailed
|
||||||
|
# images within the constraints of your graphics hardware but also
|
||||||
|
# significantly reduce the frame rate. The window resolution can be
|
||||||
|
# selected from a menu of common screen sizes in the Video tab of the
|
||||||
|
# Video Panel of the Options menu. The resolution can also be set to
|
||||||
|
# a custom value in the Graphics tab of the OpenMW Launcher.
|
||||||
|
resolution x = 800
|
||||||
|
resolution y = 600
|
||||||
|
|
||||||
# Change crosshair/toolTip color when pointing on owned object
|
# This boolean setting determines whether there's an operating system
|
||||||
#0: nothing changed
|
# border drawn around the OpenMW window. If this setting is true, the
|
||||||
#1: tint toolTip
|
# window can be moved and resized with the operating system window
|
||||||
#2: tint crosshair
|
# controls. If this setting is false, the window has no operating
|
||||||
#3: both
|
# system border. This setting has no effect if the "fullscreen"
|
||||||
show owned = 0
|
# setting in the Video section is true. This setting can be toggled
|
||||||
# Show the remaining duration of magic effects and lights
|
# in game using the "Window Border" button in the Video tab of the
|
||||||
show effect duration = false
|
# Video panel in the Options menu. It can also be toggled with the
|
||||||
|
# "Window Border" check box in the OpenMW Launcher.
|
||||||
|
window border = true
|
||||||
|
|
||||||
[Saves]
|
# This integer setting determines which screen the game will open on
|
||||||
character =
|
# in multi-monitor configurations. This setting is particularly
|
||||||
# Save when resting
|
# important when "fullscreen" setting in the Video section is true,
|
||||||
autosave = true
|
# since this is the only way to control which screen is used, but it
|
||||||
# display time played
|
# can also be used to control which screen a normal window or a
|
||||||
timeplayed = false
|
# borderless window opens on as well. This setting can be selected
|
||||||
|
# from a pull down menu in the Graphics tab of the OpenMW Launcher,
|
||||||
|
# but not adjusted during game play.
|
||||||
|
screen = 0
|
||||||
|
|
||||||
[Windows]
|
# Minimize the OpenMW window if it loses cursor focus. This setting
|
||||||
inventory x = 0
|
# has no effect if the "fullscreen" setting is false. This setting is
|
||||||
inventory y = 0.4275
|
# primarily useful for single screen configurations, so that the
|
||||||
inventory w = 0.6225
|
# OpenMW screen in full screen mode can be minimized when the
|
||||||
inventory h = 0.5725
|
# operating system regains control of the mouse and keyboard. On
|
||||||
|
# multiple screen configurations, disabling this option make make it
|
||||||
|
# easier to switch between screens while playing OpenMW.
|
||||||
|
minimize on focus loss = true
|
||||||
|
|
||||||
inventory container x = 0
|
# This boolean setting determines whether frame draws are synchronized
|
||||||
inventory container y = 0.4275
|
# with the vertical refresh rate of your monitor. Enabling this
|
||||||
inventory container w = 0.6225
|
# setting can reduce "tearing", a visual defect caused by updating the
|
||||||
inventory container h = 0.5725
|
# image buffer in the middle of a screen draw. Enabling this option
|
||||||
|
# typically implies limiting the framerate to 60 frames per second,
|
||||||
|
# but may also introduce additional delays caused by having to wait
|
||||||
|
# until the appropriate time (the vertical blanking interval) to draw
|
||||||
|
# a frame.
|
||||||
|
|
||||||
|
# This setting can be adjusted in game using the "VSync" button in the
|
||||||
|
# Video tab of the Video panel in the Options menu. It can also be
|
||||||
|
# changed by toggling the "Vertical Sync" check box in the Graphics
|
||||||
|
# tab of the OpenMW Launcher.
|
||||||
|
vsync = false
|
||||||
|
|
||||||
inventory barter x = 0
|
# This floating point setting controls the gamma correction for all
|
||||||
inventory barter y = 0.4275
|
# video in the game. This setting does not currently work under
|
||||||
inventory barter w = 0.6225
|
# Linux, and the in-game setting in the Options menu has been
|
||||||
inventory barter h = 0.5725
|
# disabled.
|
||||||
|
gamma = 1.00
|
||||||
|
|
||||||
inventory companion x = 0
|
[Water]
|
||||||
inventory companion y = 0.4275
|
|
||||||
inventory companion w = 0.6225
|
|
||||||
inventory companion h = 0.5725
|
|
||||||
|
|
||||||
container x = 0.25
|
# The water settings can be tested experimentally in the Water tab of
|
||||||
container y = 0
|
# the Video panel in the Options menu. Changes there will be saved to
|
||||||
container w = 0.75
|
# these settings.
|
||||||
container h = 0.375
|
|
||||||
|
# This boolean setting enables the refraction rendering feature of the
|
||||||
|
# water shader. Refraction causes deep water to be more opaque and
|
||||||
|
# objects seen through the plane of the water to have a wavy
|
||||||
|
# appearance. Enabling this feature results in better visuals, and a
|
||||||
|
# marginally lower framerate depending on your graphics hardware. The
|
||||||
|
# "shader" setting in the Water section must be enabled for this
|
||||||
|
# setting to have any effect.
|
||||||
|
refraction = false
|
||||||
|
|
||||||
companion x = 0.25
|
# Refracted texture size. In the Video panel of the options menu, the
|
||||||
companion y = 0
|
# choices are Low (512), Medium (1024) and High (2048). This setting
|
||||||
companion w = 0.75
|
# determines the resolution of the textures used for rendering objects
|
||||||
companion h = 0.375
|
# on the other wide of the plane of water (which have a wavy
|
||||||
|
# appearance caused the by the refraction). Higher values produces
|
||||||
|
# better visuals and result in a marginally lower framerate depending
|
||||||
|
# on your graphics hardware. The "refraction" setting in the "Water"
|
||||||
|
# section must be enabled for this setting to have any effect.
|
||||||
|
rtt size = 512
|
||||||
|
|
||||||
map x = 0.625
|
# This boolean setting enables or disables the water shader, which
|
||||||
map y = 0
|
# results in much more realistic looking water surfaces, including
|
||||||
map w = 0.375
|
# shadows of reflected objects.
|
||||||
map h = 0.5725
|
shader = false
|
||||||
|
|
||||||
barter x = 0.25
|
[Windows]
|
||||||
barter y = 0
|
|
||||||
barter w = 0.75
|
# Each window in the GUI mode remembers it's previous location. Each
|
||||||
barter h = 0.375
|
# setting is a floating point number representing a fraction of the
|
||||||
|
# "resolution x" or "resolution y" setting in the Video section. The
|
||||||
|
# X and Y values locate the top left corner, while the W value
|
||||||
|
# determines the width of the window and the H value determines the
|
||||||
|
# height of the window.
|
||||||
|
|
||||||
|
# The alchemy window, for crafting potions. Activated by dragging an
|
||||||
|
# alchemy tool on to the rag doll. Unlike most other windows, this
|
||||||
|
# window hides all other windows when opened.
|
||||||
|
alchemy h = 0.5
|
||||||
|
alchemy w = 0.5
|
||||||
alchemy x = 0.25
|
alchemy x = 0.25
|
||||||
alchemy y = 0.25
|
alchemy y = 0.25
|
||||||
alchemy w = 0.5
|
|
||||||
alchemy h = 0.5
|
|
||||||
|
|
||||||
stats x = 0
|
# The NPC bartering window, displaying goods owned by the shopkeeper
|
||||||
stats y = 0
|
# while bartering. Activated by clicking on the "Barter" choice in
|
||||||
stats w = 0.375
|
# the dialog window for an NPC.
|
||||||
stats h = 0.4275
|
barter h = 0.375
|
||||||
|
barter w = 0.75
|
||||||
|
barter x = 0.25
|
||||||
|
barter y = 0
|
||||||
|
|
||||||
spells x = 0.625
|
# Unused?
|
||||||
spells y = 0.5725
|
companion h = 0.375
|
||||||
spells w = 0.375
|
companion w = 0.75
|
||||||
spells h = 0.4275
|
companion x = 0.25
|
||||||
|
companion y = 0
|
||||||
|
|
||||||
|
# The console command window. Activated by pressing the tilde (~) key.
|
||||||
|
console h = 0.5
|
||||||
|
console w = 1
|
||||||
console x = 0
|
console x = 0
|
||||||
console y = 0
|
console y = 0
|
||||||
console w = 1
|
|
||||||
console h = 0.5
|
|
||||||
|
|
||||||
|
# The container window, showing the contents of the container.
|
||||||
|
# Activated by clicking on a container. The same window is used for
|
||||||
|
# searching dead bodies, and pickpocketing people.
|
||||||
|
container h = 0.375
|
||||||
|
container w = 0.75
|
||||||
|
container x = 0.25
|
||||||
|
container y = 0
|
||||||
|
|
||||||
|
# The dialog window, for talking with NPCs. Activated by clicking on a
|
||||||
|
# NPC.
|
||||||
dialogue h = 0.810
|
dialogue h = 0.810
|
||||||
dialogue w = 0.810
|
dialogue w = 0.810
|
||||||
dialogue x = 0.095
|
dialogue x = 0.095
|
||||||
dialogue y = 0.095
|
dialogue y = 0.095
|
||||||
|
|
||||||
|
# The character inventory window while bartering. It displays goods
|
||||||
|
# owned by the character while bartering. Activated by clicking on the
|
||||||
|
# "Barter" choice in the dialog window for an NPC.
|
||||||
|
inventory barter h = 0.5725
|
||||||
|
inventory barter w = 0.6225
|
||||||
|
inventory barter x = 0
|
||||||
|
inventory barter y = 0.4275
|
||||||
|
|
||||||
|
# Unused?
|
||||||
|
inventory companion h = 0.5725
|
||||||
|
inventory companion w = 0.6225
|
||||||
|
inventory companion x = 0
|
||||||
|
inventory companion y = 0.4275
|
||||||
|
|
||||||
|
# The character inventory window while searching a container, showing
|
||||||
|
# the contents of the character's inventory. Activated by clicking on
|
||||||
|
# a container. The same window is used for searching dead bodies, and
|
||||||
|
# pickpocketing people.
|
||||||
|
inventory container h = 0.5725
|
||||||
|
inventory container w = 0.6225
|
||||||
|
inventory container x = 0
|
||||||
|
inventory container y = 0.4275
|
||||||
|
|
||||||
|
# The inventory window, displaying the paper doll and possessions.
|
||||||
|
# Activated by clicking on the inventory widget (second from left) in
|
||||||
|
# the bottom left corner of the HUD.
|
||||||
|
inventory h = 0.5725
|
||||||
|
inventory w = 0.6225
|
||||||
|
inventory x = 0
|
||||||
|
inventory y = 0.4275
|
||||||
|
|
||||||
|
# The local and world map window. Activated by clicking on the map
|
||||||
|
# widget in the bottom right corner of the HUD.
|
||||||
|
map h = 0.5725
|
||||||
|
map w = 0.375
|
||||||
|
map x = 0.625
|
||||||
|
map y = 0
|
||||||
|
|
||||||
|
# The spells window, displaying powers, spells, and magical items.
|
||||||
|
# Activated by clicking on the spells widget (third from left) in the
|
||||||
|
# bottom left corner of the HUD.
|
||||||
|
spells h = 0.4275
|
||||||
|
spells w = 0.375
|
||||||
|
spells x = 0.625
|
||||||
|
spells y = 0.5725
|
||||||
|
|
||||||
|
# The stats window, displaying level, race, class, skills and stats.
|
||||||
|
# Activated by clicking on any of the three bars in the lower left
|
||||||
|
# corner of the HUD.
|
||||||
|
stats h = 0.4275
|
||||||
|
stats w = 0.375
|
||||||
|
stats x = 0
|
||||||
|
stats y = 0
|
||||||
|
Loading…
Reference in New Issue