Started settings guide and general edits
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Camera Settings
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###############
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near clip
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---------
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:Type: floating point
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:Range: > 0
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:Default: 1.0
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This floating point setting controls the distance to the near clipping plane. The value must be greater than zero. Values greater than approximately 18.0 will occasionally clip objects in the world in front of the character. Values greater than approximately 8.0 will clip the character's hands in first person view and/or the back of their head in third person view.
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The default value is 1.0. This setting can only be configured by editing the settings configuration file. The value must be greater than 0.0, but it's unclear if the engine enforces this limitation.
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small feature culling
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---------------------
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:Type: boolean
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:Range: True/False
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:Default: True
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This boolean setting determines whether objects that render to a few pixels or smaller will be culled (not drawn). It generally improves performance to enable this feature, and by definition the culled objects will be very small on screen. It appears that the default definition of "small" in OpenSceneGraph is 2x2 pixels.
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The default value is true. This setting can only be configured by editing the settings configuration file.
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viewing distance
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----------------
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:Type: floating point
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:Range: > 0
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:Default: 6666.0
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This floating point values controls the maximum visible distance (also called the far clipping plane). Larger values significantly improve rendering in exterior spaces, but also increase the amount of rendered geometry and significantly reduce the frame rate. This value interacts with the exterior cell load distance setting in that it's probably undesired for this value to provide visibility into cells that have not yet been loaded. When cells are visible before loading, the geometry will "pop-in" suddenly, creating a jarring visual effect. To prevent this effect, this value must be less than::
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(8192 * exterior cell load distance - 1024) * 0.93
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The constant 8192 is the size of a cell, and 1024 is the threshold distance for loading a new cell. Additionally, the field of view setting also interacts with this setting because the view frustrum end is a plane, so you can see further at the edges of the screen than you should be able to. This can be observed in game by looking at distant objects and rotating the camera so the objects are near the edge of the screen. As a result, this setting should further be reduced by a factor that depends on the field of view setting. In the default configuration this reduction is 7%, hence the factor of 0.93 above. Using this factor, approximate values recommended for other exterior cell load distance settings are:
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======= ========
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Cells Viewing
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Distance
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======= ========
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2 14285
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3 21903
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4 29522
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5 35924
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======= ========
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Reductions of up to 25% or more can be required to completely eliminate pop-in for wide fields of view and long viewing distances near the edges of the screen, but such situations are unusual and probably not worth the performance penalty introduced by loading geometry obscured by fog in the center of the screen. See RenderingManager::configureFog for the relevant source code.
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Enabling the distant land setting is an alternative to increasing exterior cell load distance. Note that the distant land setting does not include rendering of distant static objects, so the resulting visual effect is not the same.
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The default value is 6666.0. This setting can be adjusted in game from the ridiculously low value of 2000.0 to a maximum of 6666.0, using the View Distance slider in the Detail tab of the Video panel of the Options menu.
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field of view
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-------------
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:Type: floating point
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:Range: 0-360
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:Default: 55.0
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Sets the camera field of view in degrees. Recommended values range from 30 degrees to 110 degrees. Small values provide a very narrow field of view that creates a "zoomed in" effect, while large values cause distortion at the edges of the screen. The "field of view" setting interacts with aspect ratio of your video resolution in that more square aspect ratios (e.g. 4:3) need a wider field of view to more resemble the same field of view on a widescreen (e.g. 16:9) monitor.
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The default value is 55.0. This setting can be changed in game using the Field of View slider from the Video tab of the Video panel of the Options menu.
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first person field of view
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--------------------------
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:Type: floating point
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:Range: 0-360
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:Default: 55.0
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The floating point setting controls the field of view for first person meshes such as the player's hands and held objects. It is not recommended to change this value from its default value because the Bethesda provided Morrowind assets do not adapt well to large values, while small values can result in the hands not being visible.
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The default value is 55.0. This setting can only be configured by editing the settings configuration file.
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Cells Settings
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##############
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exterior cell load distance
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---------------------------
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:Type: integer
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:Range: >= 1
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:Default: 1
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This integer setting determines the number of exterior cells adjacent to the character that will be loaded for rendering. Values greater than one may significantly affect loading times when exiting interior spaces or loading additional exterior cells. Caution is advised when increasing this setting.
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This setting interacts with viewing distance and field of view settings.
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It is generally very wasteful for this value to load geometry than will almost never be visible due to viewing distance and fog. For low frame rate screen shots of scenic vistas, this setting should be set high, and viewing distances adjusted accordingly.
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The default value is 1. This value must be greater than or equal to 1. This setting can only be configured by editing the settings configuration file.
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###############################
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Advanced Settings Configuration
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###############################
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This part of the guide will cover how to make modifications to the more arcane settings in OpenMW, most of which are not available from in-game menus, to optimize or customize your OpenMW experience. If you are familiar with ``.ini`` tweaks in Morrowind or the other games, this will be quite similar. All settings described in this section are changed in ``settings.cfg``, located in your OpenMW user directory. This directory is located differently depending on your operating system, shown below:
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Windows:
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``C:\Users\<username>\Documents\my games\openmw`` (hard drive, username and language may vary)
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Mac OSX:
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``$HOME/Library/Preferences/openmw``
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Linux:
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``$HOME/.config/openmw``
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Although this guide attempts to be comprehensive and up to date. You will always be able to find the full list of settings available and their default values in ``settings-default.cfg`` in your main OpenMW installation directory. The ranges I have included with each setting are the physically possible ranges, not recommendations.
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.. warning::
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As the title suggests, these are advanced settings. If digging around plain text files and manually editing settings sounds scary to you, you may want to stear clear of altering these files. That being said, this guide should be plenty clear enough that you can find the setting you want to change and safely edit it.
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.. toctree::
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:caption: Table of Contents
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:maxdepth: 2
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Map Settings
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############
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global map size
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---------------
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:Type: integer
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:Range: >= 1
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:Default: 18
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This integer setting adjusts the scale of the world map in the GUI mode map window. The value is the width in pixels of each cell in the map, so larger values result in larger more detailed world maps, while smaller values result in smaller less detailed world maps. However, the native resolution of the map source material appears to be 9 pixels per unexplored cell and approximately 18 pixels per 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.
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Warning: Changing this setting affects saved games. The currently explored area is stored as an image in the save file that's overlayed on the default world map in game. When you increase the resolution of the map, the overlay of earlier saved games will be scaled up on load, and appear blurry. When you visit the cell again, the overlay for that cell is regenerated at the new resolution, so the blurry areas can be corrected by revisiting all the cells you've already visited.
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The default value for this setting is 18. This setting can not be configured except by editing the settings configuration file.
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local map hud widget size
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-------------------------
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:Type: integer
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:Range: >= 1
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:Default: 256
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This integer setting controls the zoom level for the HUD map widget (the map in the lower right corner of the window). A value of 64 results in the HUD map widget displaying one entire 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 since there's no map data to display beyond the 3x3 cell grid.
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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.
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The default value for this setting is 256. This setting can not be configured except by editing the settings configuration file.
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local map resolution
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--------------------
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:Type: integer
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:Range: >= 1
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:Default: 256
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This integer setting controls the resolution of the GUI mode local map window. 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 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 settings interacts with this setting in that regard.
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.. warning::
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Increasing this setting can increase cell load times, because the map is rendered on demand each time you enter a new cell. Large values may exceed video card limits or exhaust VRAM.
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The default value for this setting is 256. This setting can not be configured except by editing the settings configuration file.
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local map widget size
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---------------------
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:Type: integer
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:Range: >= 1
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:Default: 512
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This integer setting controls the canvas size of the GUI mode local map window. 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.
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The default value for this setting is 512. This setting can not be configured except by editing the settings configuration file.
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