Merge pull request #217 from OpenMW/master

Add OpenMW commits up to 15 May 2017
pull/249/merge
David Cernat 8 years ago committed by GitHub
commit 252a28fe24

@ -8,9 +8,13 @@ scaling factor
:Range: > 0.0
:Default: 1.0
This setting scales the GUI interface windows. The value must be greater than 0.0. A value of 1.0 results in the normal scale. Values much larger than 2.0 may result in user interface components being inaccessible. Until a gamepad interface is created, increasing this setting is helpful for simulating the larger interface used in console games.
This setting scales the GUI interface windows.
The value must be greater than 0.0. A value of 1.0 results in the normal scale.
Values much larger than 2.0 may result in user interface components being inaccessible.
Until a gamepad interface is created,
increasing this setting is helpful for simulating the larger interface used in console games.
The default value is 1.0. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
menu transparency
-----------------
@ -19,8 +23,9 @@ menu transparency
:Range: 0.0 (transparent) to 1.0 (opaque)
:Default: 0.84
This setting controls the transparency of the GUI windows. The value should be between 0.0 (transparent) and 1.0 (opaque).
The default value is 0.84. This setting can be adjusted in game with the Menu Transparency slider in the Prefs panel of the Options menu.
This setting controls the transparency of the GUI windows.
The value should be between 0.0 (transparent) and 1.0 (opaque).
This setting can be adjusted in game with the Menu Transparency slider in the Prefs panel of the Options menu.
tooltip delay
-------------
@ -29,11 +34,15 @@ tooltip delay
:Range: > 0.0
:Default: 0.0
This value determines the number of seconds between when you begin hovering over an item and when its tooltip appears. This setting only affects the tooltip delay for objects under the crosshair in GUI mode windows. There does not appear to be a setting to control the tool tip delay in outside of GUI mode.
This value determines the number of seconds between when you begin hovering over an item and when its tooltip appears.
This setting only affects the tooltip delay for objects under the crosshair in GUI mode windows.
There does not appear to be a setting to control the tool tip delay in outside of GUI mode.
The tooltip displays context sensitive information on the selected GUI element, such as weight, value, damage, armor rating, magical effects, and detailed description.
The tooltip displays context sensitive information on the selected GUI element,
such as weight, value, damage, armor rating, magical effects, and detailed description.
The default value is 0.0. This setting can be adjusted between 0.0 and 1.0 in game with the Menu Help Delay slider in the Prefs panel of the Options menu.
This setting can be adjusted between 0.0 and 1.0 in game
with the Menu Help Delay slider in the Prefs panel of the Options menu.
stretch menu background
-----------------------
@ -42,9 +51,13 @@ stretch menu background
:Range: True/False
:Default: False
Stretch or shrink the main menu screen, loading splash screens, introductory movie, and cut scenes to fill the specified video resolution, distorting their aspect ratio. The Bethesda provided assets have a 4:3 aspect ratio, but other assets are permitted to have other aspect ratios. If this setting is false, the assets will be centered in their correct aspect ratio, with black bars filling the remainder of the screen.
Stretch or shrink the main menu screen, loading splash screens, introductory movie,
and cut scenes to fill the specified video resolution, distorting their aspect ratio.
The Bethesda provided assets have a 4:3 aspect ratio, but other assets are permitted to have other aspect ratios.
If this setting is false, the assets will be centered in their correct aspect ratio,
with black bars filling the remainder of the screen.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
subtitles
---------
@ -53,9 +66,10 @@ subtitles
:Range: True/False
:Default: False
Enable or disable subtitles for NPC spoken dialog (and some sound effects). Subtitles will appear in a tool tip box in the lower center of the screen.
Enable or disable subtitles for NPC spoken dialog (and some sound effects).
Subtitles will appear in a tool tip box in the lower center of the screen.
The default value is false. This setting can be toggled in game with the Subtitles button in the Prefs panel of Options menu.
This setting can be toggled in game with the Subtitles button in the Prefs panel of Options menu.
hit fader
---------
@ -88,9 +102,15 @@ color background owned
:Range: 0.0 to 1.0
:Default: 0.15 0.0 0.0 1.0
The following two settings determine the background color of the tool tip and the crosshair when hovering over an item owned by an NPC. The color definitions are composed of four floating point values between 0.0 and 1.0 inclusive, representing the red, green, blue and alpha channels. The alpha value is currently ignored. The crosshair color will have no effect if the crosshair setting in the HUD section is disabled.
The following two settings determine the background color of the tool tip and the crosshair
when hovering over an item owned by an NPC.
The color definitions are composed of four floating point values between 0.0 and 1.0 inclusive,
representing the red, green, blue and alpha channels. The alpha value is currently ignored.
The crosshair color will have no effect if the crosshair setting in the HUD section is disabled.
The default value is "0.15 0.0 0.0 1.0", which is a dark red color. This setting can only be configured by editing the settings configuration file. This setting has no effect if the show owned setting in the Game Settings Section is false.
The default value is "0.15 0.0 0.0 1.0", which is a dark red color.
This setting can only be configured by editing the settings configuration file.
This setting has no effect if the show owned setting in the Game Settings Section is false.
color crosshair owned
---------------------
@ -99,6 +119,11 @@ color crosshair owned
:Range: 0.0 to 1.0
:Default: 1.0 0.15 0.15 1.0
This setting sets the color of the crosshair when hovering over an item owned by an NPC. The value is composed of four floating point values representing the red, green, blue and alpha channels. The alpha value is currently ignored.
This setting sets the color of the crosshair when hovering over an item owned by an NPC.
The value is composed of four floating point values representing the red, green, blue and alpha channels.
The alpha value is currently ignored.
The default value is "1.0 0.15 0.15 1.0" which is a bright red color. This setting can only be configured by editing the settings configuration file. This setting has no effect if the crosshair setting in the HUD Settings Section is false. This setting has no effect if the show owned setting in the Game Settings Section is false.
The default value is "1.0 0.15 0.15 1.0" which is a bright red color.
This setting can only be configured by editing the settings configuration file.
This setting has no effect if the crosshair setting in the HUD Settings Section is false.
This setting has no effect if the show owned setting in the Game Settings Section is false.

@ -8,6 +8,9 @@ crosshair
:Range: True/False
:Default: True
This setting determines whether the crosshair or reticle is displayed. Some players perceive that disabling the crosshair provides a more immersive experience. Another common use is to disable the crosshair for screen shots. Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions.
This setting determines whether the crosshair or reticle is displayed.
Some players perceive that disabling the crosshair provides a more immersive experience.
Another common use is to disable the crosshair for screen shots.
Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions.
The default value is true. This setting can be toggled with the Crosshair button in the Prefs panel of the Options menu.
This setting can be toggled with the Crosshair button in the Prefs panel of the Options menu.

@ -8,9 +8,13 @@ near clip
:Range: > 0
:Default: 1.0
This 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.
This 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.
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.
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.
small feature culling
---------------------
@ -19,7 +23,10 @@ small feature culling
:Range: True/False
:Default: True
This 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. The size in pixels for an object to be considered 'small' is controlled by a separate setting.
This 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.
The size in pixels for an object to be considered 'small' is controlled by a separate setting.
The default value is true. This setting can only be configured by editing the settings configuration file.
@ -30,7 +37,8 @@ small feature culling pixel size
:Range: > 0
:Default: 2.0
Controls the cutoff in pixels for the 'small feature culling' setting which will have no effect if 'small feature culling' is disabled.
Controls the cutoff in pixels for the 'small feature culling' setting,
which will have no effect if 'small feature culling' is disabled.
This setting can only be configured by editing the settings configuration file.
@ -41,11 +49,24 @@ viewing distance
:Range: > 0
:Default: 6666.0
This value 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::
This value 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::
(8192 * exterior cell load distance - 1024) * 0.93
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:
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 frustum 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:
======= ========
Cells Viewing
@ -57,11 +78,19 @@ Cells Viewing
5 35924
======= ========
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.
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.
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.
Enabling the distant terrain 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.
Enabling the distant terrain 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.
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.
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.
field of view
-------------
@ -70,9 +99,14 @@ field of view
:Range: 0-360
:Default: 55.0
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.
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.
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.
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.
first person field of view
--------------------------
@ -81,6 +115,9 @@ first person field of view
:Range: 0-360
:Default: 55.0
This 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.
This 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.
The default value is 55.0. This setting can only be configured by editing the settings configuration file.

@ -8,13 +8,17 @@ exterior cell load distance
:Range: >= 1
:Default: 1
This 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.
This setting determines the number of exterior cells adjacent to the character that will be loaded for rendering.
Values greater than 1 may significantly affect loading times when exiting interior spaces
or loading additional exterior cells. Caution is advised when increasing this setting.
This setting interacts with viewing distance and field of view settings.
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.
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.
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.
This setting can only be configured by editing the settings configuration file.
preload enabled
@ -24,11 +28,17 @@ preload enabled
:Range: True/False
:Default: True
Controls whether textures and objects will be pre-loaded in background threads. This setting being enabled should result in a reduced amount of loading screens, no impact on frame rate and a varying amount of additional RAM usage, depending on how the preloader was configured (see the below settings). The default preloading settings with vanilla game files should only use negligible amounts of RAM, however, when using high-res texture and model replacers it may be necessary to tweak these settings to prevent the game from running out of memory.
Controls whether textures and objects will be pre-loaded in background threads.
This setting being enabled should result in a reduced amount of loading screens, no impact on frame rate,
and a varying amount of additional RAM usage, depending on how the preloader was configured (see the below settings).
The default preloading settings with vanilla game files should only use negligible amounts of RAM, however,
when using high-res texture and model replacers
it may be necessary to tweak these settings to prevent the game from running out of memory.
The effects of (pre-)loading can be observed on the in-game statistics panel brought up with the 'F4' key.
All settings starting with 'preload' in this section will have no effect if preloading is disabled, and can only be configured by editing the settings configuration file.
All settings starting with 'preload' in this section will have no effect if preloading is disabled,
and can only be configured by editing the settings configuration file.
preload num threads
@ -38,9 +48,18 @@ preload num threads
:Range: >=1
:Default: 1
Controls the number of worker threads used for preloading operations. In addition to the preloading threads, OpenMW uses a main thread, a sound streaming thread, and a graphics thread. Therefore, the default setting of one preloading thread will result in a total of 4 threads used which should work well with quad-core CPUs. If you have additional cores to spare, consider increasing the number of preloading threads to 2 or 3 for a boost in preloading performance. Faster preloading will reduce the chance that a cell could not be completely loaded before the player moves into it, and hence reduce the chance of seeing loading screens or frame drops. This may be especially relevant when the player moves at high speed and/or a large number of cells are loaded in via 'exterior cell load distance'.
Controls the number of worker threads used for preloading operations.
In addition to the preloading threads, OpenMW uses a main thread, a sound streaming thread, and a graphics thread.
Therefore, the default setting of one preloading thread will result in a total of 4 threads used,
which should work well with quad-core CPUs. If you have additional cores to spare,
consider increasing the number of preloading threads to 2 or 3 for a boost in preloading performance.
Faster preloading will reduce the chance that a cell could not be completely loaded before the player moves into it,
and hence reduce the chance of seeing loading screens or frame drops.
This may be especially relevant when the player moves at high speed
and/or a large number of cells are loaded in via 'exterior cell load distance'.
A value of 4 or higher is not recommended. With 4 or more threads, improvements will start to diminish due to file reading and synchronization bottlenecks.
A value of 4 or higher is not recommended.
With 4 or more threads, improvements will start to diminish due to file reading and synchronization bottlenecks.
preload exterior grid
---------------------
@ -58,7 +77,10 @@ preload fast travel
:Range: True/False
:Default: False
Controls whether fast travel destinations are preloaded when the player moves close to a travel service. Because the game can not predict the destination that the player will choose, all possible destinations will be preloaded. This setting is disabled by default due to the adverse effect on memory usage caused by the preloading of all possible destinations.
Controls whether fast travel destinations are preloaded when the player moves close to a travel service.
Because the game can not predict the destination that the player will choose,
all possible destinations will be preloaded. This setting is disabled by default
due to the adverse effect on memory usage caused by the preloading of all possible destinations.
preload doors
-------------
@ -76,9 +98,11 @@ preload distance
:Range: >0
:Default: 1000
Controls the distance in in-game units that is considered the player being 'close' to a preloading trigger. Used by all the preloading mechanisms i.e. 'preload exterior grid', 'preload fast travel' and 'preload doors'.
Controls the distance in in-game units that is considered the player being 'close' to a preloading trigger.
Used by all the preloading mechanisms i.e. 'preload exterior grid', 'preload fast travel' and 'preload doors'.
For measurement purposes, the distance to an object in-game can be observed by opening the console, clicking on the object and typing 'getdistance player'.
For measurement purposes, the distance to an object in-game can be observed by opening the console,
clicking on the object and typing 'getdistance player'.
preload instances
-----------------
@ -87,9 +111,15 @@ preload instances
:Range: True/False
:Default: True
Controls whether or not objects are also pre-instanced on top of being pre-loaded. Instancing happens when the same object is placed more than once in the cell, and to be sure that any modifications to one instance do not affect the other, the game will create independent copies (instances) of the object. If this setting is enabled, the creation of instances will be done in the preloading thread; otherwise, instancing will only happen in the main thread once the cell is actually loaded.
Controls whether or not objects are also pre-instanced on top of being pre-loaded.
Instancing happens when the same object is placed more than once in the cell,
and to be sure that any modifications to one instance do not affect the other,
the game will create independent copies (instances) of the object.
If this setting is enabled, the creation of instances will be done in the preloading thread;
otherwise, instancing will only happen in the main thread once the cell is actually loaded.
Enabling this setting should reduce the chance of frame drops when transitioning into a preloaded cell, but will also result in some additional memory usage.
Enabling this setting should reduce the chance of frame drops when transitioning into a preloaded cell,
but will also result in some additional memory usage.
preload cell cache min
----------------------
@ -98,7 +128,12 @@ preload cell cache min
:Range: >0
:Default: 12
The minimum number of preloaded cells that will be kept in the cache. Once the number of preloaded cells in the cache exceeds this setting, the game may start to expire preloaded cells, based on the 'preload cell expiry delay' setting, starting with the oldest cell. When a preloaded cell expires, all the assets that were loaded for it will also expire and will have to be loaded again the next time the cell is requested for preloading.
The minimum number of preloaded cells that will be kept in the cache.
Once the number of preloaded cells in the cache exceeds this setting,
the game may start to expire preloaded cells based on the 'preload cell expiry delay' setting,
starting with the oldest cell.
When a preloaded cell expires, all the assets that were loaded for it will also expire
and will have to be loaded again the next time the cell is requested for preloading.
preload cell cache max
----------------------
@ -107,7 +142,8 @@ preload cell cache max
:Range: >0
:Default: 20
The maximum number of cells that will ever be in pre-loaded state simultaneously. This setting is intended to put a cap on the amount of memory that could potentially be used by preload state.
The maximum number of cells that will ever be in pre-loaded state simultaneously.
This setting is intended to put a cap on the amount of memory that could potentially be used by preload state.
preload cell expiry delay
-------------------------
@ -116,7 +152,8 @@ preload cell expiry delay
:Range: >=0
:Default: 5
The amount of time (in seconds) that a preloaded cell will stay in cache after it is no longer referenced or required, for example, after the player has moved away from a door without entering it.
The amount of time (in seconds) that a preloaded cell will stay in cache after it is no longer referenced or required,
for example, after the player has moved away from a door without entering it.
cache expiry delay
------------------
@ -125,4 +162,5 @@ cache expiry delay
:Range: >=0
:Default: 5
The amount of time (in seconds) that a preloaded texture or object will stay in cache after it is no longer referenced or required, for example, when all cells containing this texture have been unloaded.
The amount of time (in seconds) that a preloaded texture or object will stay in cache
after it is no longer referenced or required, for example, when all cells containing this texture have been unloaded.

@ -8,7 +8,13 @@ show owned
:Range: 0, 1, 2, 3
:Default: 0
Enable visual clues for items owned by NPCs when the crosshair is on the object. If the setting is 0, no clues are provided which is the default Morrowind behavior. If the setting is 1, the background of the tool tip for the object is highlight in the color specified by the color background owned setting in the GUI Settings Section. If the setting is 2, the crosshair is the color of the color crosshair owned setting in the GUI Settings section. If the setting is 3, both the tool tip background and the crosshair are colored. The crosshair is not visible if crosshair is false.
Enable visual clues for items owned by NPCs when the crosshair is on the object.
If the setting is 0, no clues are provided which is the default Morrowind behavior.
If the setting is 1, the background of the tool tip for the object is highlighted
in the color specified by the color background owned setting in the GUI Settings Section.
If the setting is 2, the crosshair is the color of the color crosshair owned setting in the GUI Settings section.
If the setting is 3, both the tool tip background and the crosshair are colored.
The crosshair is not visible if crosshair is false.
The default value is 0 (no clues). This setting can only be configured by editing the settings configuration file.
@ -41,9 +47,12 @@ best attack
:Range: True/False
:Default: False
If this setting is true, the player character will always use the most powerful attack when striking with a weapon (chop, slash or thrust). If this setting is false, the type of attack is determined by the direction that the character is moving at the time the attack begins.
If this setting is true, the player character will always use the most powerful attack when striking with a weapon
(chop, slash or thrust). If this setting is false,
the type of attack is determined by the direction that the character is moving at the time the attack begins.
The default value is false. This setting can be toggled with the Always Use Best Attack button in the Prefs panel of the Options menu.
The default value is false.
This setting can be toggled with the Always Use Best Attack button in the Prefs panel of the Options menu.
difficulty
----------
@ -52,9 +61,14 @@ difficulty
:Range: -500 to 500
:Default: 0
This setting adjusts the difficulty of the game and is intended to be in the range -100 to 100 inclusive. Given the default game setting for fDifficultyMult of 5.0, a value of -100 results in the player taking 80% of the usual damage, doing 6 times the normal damage. A value of 100 results in the player taking 6 times as much damage, but inflicting only 80% of the usual damage. Values less than -500 will result in the player receiving no damage, and values greater than 500 will result in the player inflicting no damage.
This setting adjusts the difficulty of the game and is intended to be in the range -100 to 100 inclusive.
Given the default game setting for fDifficultyMult of 5.0,
a value of -100 results in the player taking 80% of the usual damage, doing 6 times the normal damage.
A value of 100 results in the player taking 6 times as much damage, but inflicting only 80% of the usual damage.
Values less than -500 will result in the player receiving no damage,
and values greater than 500 will result in the player inflicting no damage.
The default value is 0. This setting can be controlled in game with the Difficulty slider in the Prefs panel of the Options menu.
This setting can be controlled in game with the Difficulty slider in the Prefs panel of the Options menu.
show effect duration
--------------------
@ -63,7 +77,8 @@ show effect duration
:Range: True/False
:Default: False
Show the remaining duration of magic effects and lights if this setting is true. The remaining duration is displayed in the tooltip by hovering over the magical effect.
Show the remaining duration of magic effects and lights if this setting is true.
The remaining duration is displayed in the tooltip by hovering over the magical effect.
The default value is false. This setting can only be configured by editing the settings configuration file.
@ -83,4 +98,5 @@ followers attack on sight
:Range: True/False
:Default: False
Makes player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.
Makes player followers and escorters start combat with enemies who have started combat with them or the player.
Otherwise they wait for the enemies or the player to do an attack first.

@ -8,9 +8,15 @@ anisotropy
:Range: 0 to 16
:Default: 4
Set the maximum anisotropic filtering on textures. Anisotropic filtering is a method of enhancing the image quality of textures on surfaces that are at oblique viewing angles with respect to the camera. Valid values range from 0 to 16. Modern video cards can often perform 8 or 16 anisotropic filtering with a minimal performance impact. This effect of this setting can be seen in the Video panel of the Options menu by finding a location with straight lines (striped rugs and Balmora cobblestones work well) radiating into the distance, and adjusting the anisotropy slider.
Set the maximum anisotropic filtering on textures.
Anisotropic filtering is a method of enhancing the image quality of textures
on surfaces that are at oblique viewing angles with respect to the camera. Valid values range from 0 to 16.
Modern video cards can often perform 8 or 16 anisotropic filtering with a minimal performance impact.
This effect of this setting can be seen in the Video panel of the Options menu by finding a location with straight lines
(striped rugs and Balmora cobblestones work well) radiating into the distance, and adjusting the anisotropy slider.
The default value is 4. This setting can be changed in game using the Anisotropy slider in the Detail tab of the Video panel of the Options menu.
This setting can be changed in game
using the Anisotropy slider in the Detail tab of the Video panel of the Options menu.
screenshot format
-----------------
@ -19,9 +25,11 @@ screenshot format
:Range: jpg, png, tga
:Default: png
Specify the format for screen shots taken by pressing the screen shot key (bound to F12 by default). This setting should be the file extension commonly associated with the desired format. The formats supported will be determined at compilation, but "jpg", "png", and "tga" should be allowed.
Specify the format for screen shots taken by pressing the screen shot key (bound to F12 by default).
This setting should be the file extension commonly associated with the desired format.
The formats supported will be determined at compilation, but "jpg", "png", and "tga" should be allowed.
The default value is "png". This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
texture mag filter
------------------
@ -48,4 +56,6 @@ texture mipmap
:Range: none, nearest, linear
:Default: nearest
Set the texture mipmap type to control the method mipmaps are created. Mipmapping is a way of reducing the processing power needed during minification by pregenerating a series of smaller textures.
Set the texture mipmap type to control the method mipmaps are created.
Mipmapping is a way of reducing the processing power needed during minification
by pregenerating a series of smaller textures.

@ -2,12 +2,22 @@
Advanced Settings Configuration
###############################
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. See :doc:`../paths` for this location.
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.
See :doc:`../paths` for this location.
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.
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.
.. warning::
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 steer 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.
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 steer 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.
.. toctree::
:caption: Table of Contents

@ -10,13 +10,22 @@ grab cursor
OpenMW will capture control of the cursor if this setting is true.
In "look mode", OpenMW will center the cursor regardless of the value of this setting (since the cursor/crosshair is always centered in the OpenMW window). However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window. If true, the cursor movement stops at the edge of the window preventing access to other applications. If false, the cursor is allowed to move freely on the desktop.
In "look mode", OpenMW will center the cursor regardless of the value of this setting
(since the cursor/crosshair is always centered in the OpenMW window).
However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window.
If true, the cursor movement stops at the edge of the window preventing access to other applications.
If false, the cursor is allowed to move freely on the desktop.
This setting does not apply to the screen where escape has been pressed, where the cursor is never captured. Regardless of this setting "Alt-Tab" or some other operating system dependent key sequence can be used to allow the operating system to regain control of the mouse cursor. This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss. Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.
This setting does not apply to the screen where escape has been pressed, where the cursor is never captured.
Regardless of this setting "Alt-Tab" or some other operating system dependent key sequence can be used
to allow the operating system to regain control of the mouse cursor.
This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss.
Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.
Note for developers: it's desirable to have this setting disabled when running the game in a debugger, to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.
Note for developers: it's desirable to have this setting disabled when running the game in a debugger,
to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.
The default value is true. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
toggle sneak
------------
@ -25,9 +34,11 @@ toggle sneak
:Range: True/False
:Default: False
This setting causes the behavior of the sneak key (bound to Ctrl by default) to toggle sneaking on and off rather than requiring the key to be held down while sneaking. Players that spend significant time sneaking may find the character easier to control with this option enabled.
This setting causes the behavior of the sneak key (bound to Ctrl by default)
to toggle sneaking on and off rather than requiring the key to be held down while sneaking.
Players that spend significant time sneaking may find the character easier to control with this option enabled.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
always run
----------
@ -36,9 +47,12 @@ always run
:Range: True/False
:Default: False
If this setting is true, the character is running by default, otherwise the character is walking by default. The shift key will temporarily invert this setting, and the caps lock key will invert this setting while it's "locked". This setting is updated every time you exit the game, based on whether the caps lock key was on or off at the time you exited.
If this setting is true, the character is running by default, otherwise the character is walking by default.
The shift key will temporarily invert this setting, and the caps lock key will invert this setting while it's "locked".
This setting is updated every time you exit the game,
based on whether the caps lock key was on or off at the time you exited.
The default value is false. This settings can be toggled in game by pressing the CapsLock key and exiting.
This settings can be toggled in game by pressing the CapsLock key and exiting.
allow third person zoom
-----------------------
@ -47,7 +61,10 @@ allow third person zoom
:Range: True/False
:Default: False
Allow zooming in and out using the middle mouse wheel in third person view. This feature may not work correctly if the mouse wheel is bound to other actions, and may be triggered accidentally in some cases, so is disabled by default. This setting can only be configured by editing the settings configuration file.
Allow zooming in and out using the middle mouse wheel in third person view.
This feature may not work correctly if the mouse wheel is bound to other actions,
and may be triggered accidentally in some cases, so is disabled by default.
This setting can only be configured by editing the settings configuration file.
camera sensitivity
------------------
@ -56,9 +73,13 @@ camera sensitivity
:Range: > 0
:Default: 1.0
This setting controls the overall camera/mouse sensitivity when not in GUI mode. The default sensitivity is 1.0, with smaller values requiring more mouse movement, and larger values requiring less. This setting is multiplicative in magnitude. This setting does not affect mouse speed in GUI mode, which is instead controlled by your operating system mouse speed setting.
This setting controls the overall camera/mouse sensitivity when not in GUI mode.
The default sensitivity is 1.0, with smaller values requiring more mouse movement,
and larger values requiring less. This setting is multiplicative in magnitude.
This setting does not affect mouse speed in GUI mode,
which is instead controlled by your operating system mouse speed setting.
The default value is 1.0. This setting can be changed with the Camera Sensitivity slider in the Controls panel of the Options menu.
This setting can be changed with the Camera Sensitivity slider in the Controls panel of the Options menu.
camera y multiplier
-------------------
@ -67,9 +88,11 @@ camera y multiplier
:Range: > 0
:Default: 1.0
This setting controls the vertical camera/mouse sensitivity relative to the horizontal sensitivity (see camera sensitivity above). It is multiplicative with the previous setting, meaning that it should remain set at 1.0 unless the player desires to have different sensitivities in the two axes.
This setting controls the vertical camera/mouse sensitivity relative to the horizontal sensitivity
(see camera sensitivity above). It is multiplicative with the previous setting,
meaning that it should remain set at 1.0 unless the player desires to have different sensitivities in the two axes.
The default value is 1.0. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
invert y axis
-------------
@ -78,6 +101,8 @@ invert y axis
:Range: True/False
:Default: False
Invert the vertical axis while not in GUI mode. If this setting is true, moving the mouse away from the player will look down, while moving it towards the player will look up. This setting does not affect cursor movement in GUI mode.
Invert the vertical axis while not in GUI mode.
If this setting is true, moving the mouse away from the player will look down,
while moving it towards the player will look up. This setting does not affect cursor movement in GUI mode.
The default value is false. This setting can be toggled in game with the Invert Y Axis button in the Controls panel of the Options menu.
This setting can be toggled in game with the Invert Y Axis button in the Controls panel of the Options menu.

@ -10,7 +10,7 @@ global
If this setting is true, a world map on a map window will be displayed, otherwise a local map will be displayed.
The default value is false. This setting can be toggled with the local/world map switch button on the map window.
This setting can be toggled with the local/world map switch button on the map window.
global map cell size
--------------------
@ -19,12 +19,23 @@ global map cell size
:Range: >= 1
:Default: 18
This 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.
This 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.
.. 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.
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.
The default value for this setting is 18. This setting can not be configured except by editing the settings configuration file.
This setting can not be configured except by editing the settings configuration file.
local map hud widget size
-------------------------
@ -33,11 +44,18 @@ local map hud widget size
:Range: >= 1
:Default: 256
This 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.
This 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.
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.
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,
unfortunately with a scaled direction pointer on top of it.
The default value for this setting is 256. This setting can not be configured except by editing the settings configuration file.
This setting can not be configured except by editing the settings configuration file.
local map hud fog of war
------------------------
@ -46,7 +64,9 @@ local map hud fog of war
:Range: True/False
:Default: False
This setting enables fog of war rendering on the HUD map. Default is Off since with default settings the map is so small that the fog would not obscure anything, just darken the edges slightly.
This setting enables fog of war rendering on the HUD map.
Default is Off since with default settings the map is so small that the fog would not obscure anything,
just darken the edges slightly.
local map resolution
--------------------
@ -55,12 +75,21 @@ local map resolution
:Range: >= 1
:Default: 256
This 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.
This 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.
.. warning::
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.
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.
The default value for this setting is 256. This setting can not be configured except by editing the settings configuration file.
This setting can not be configured except by editing the settings configuration file.
local map widget size
---------------------
@ -69,9 +98,12 @@ local map widget size
:Range: >= 1
:Default: 512
This 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.
This 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.
The default value for this setting is 512. This setting can not be configured except by editing the settings configuration file.
This setting can not be configured except by editing the settings configuration file.
local map cell distance
-----------------------
@ -80,4 +112,5 @@ local map cell distance
:Range: >= 1
:Default: 1
Similar to "[Cells] exterior cell load distance", controls how many cells are rendered on the local map. Values higher than the default may result in longer loading times.
Similar to "[Cells] exterior cell load distance", controls how many cells are rendered on the local map.
Values higher than the default may result in longer loading times.

@ -10,7 +10,8 @@ character
This setting contains the default character name for loading saved games.
The default value is the empty string, which results in no character being selected by default. This setting is automatically updated from the Load menu when a different character is selected.
The default value is the empty string, which results in no character being selected by default.
This setting is automatically updated from the Load menu when a different character is selected.
autosave
--------
@ -21,7 +22,7 @@ autosave
This setting determines whether the game will be automatically saved when the character rests.
The default value is true. This setting can be toggled in game with the Auto-Save when Rest button in the Prefs panel of the Options menu.
This setting can be toggled in game with the Auto-Save when Rest button in the Prefs panel of the Options menu.
timeplayed
----------
@ -30,6 +31,7 @@ timeplayed
:Range: True/False
:Default: False
This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.
This setting determines whether the amount of the time the player has spent playing will be displayed
for each saved game in the Load menu.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.

@ -8,7 +8,9 @@ force shaders
:Range: True/False
:Default: False
Force rendering with shaders. By default, only bump-mapped objects will use shaders. Enabling this option may cause slightly different visuals if the "clamp lighting" option is set to false. Otherwise, there should not be a visual difference.
Force rendering with shaders. By default, only bump-mapped objects will use shaders.
Enabling this option may cause slightly different visuals if the "clamp lighting" option is set to false.
Otherwise, there should not be a visual difference.
force per pixel lighting
------------------------
@ -17,7 +19,11 @@ force per pixel lighting
:Range: True/False
:Default: False
Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting. Has no effect if the 'force shaders' option is false. Enabling per-pixel lighting can result in visual differences to the original MW engine. It is not recommended to enable this option when using vanilla Morrowind files, because certain lights in Morrowind rely on vertex lighting to look as intended.
Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
Has no effect if the 'force shaders' option is false.
Enabling per-pixel lighting can result in visual differences to the original MW engine.
It is not recommended to enable this option when using vanilla Morrowind files,
because certain lights in Morrowind rely on vertex lighting to look as intended.
clamp lighting
--------------
@ -26,7 +32,11 @@ clamp lighting
:Range: True/False
:Default: True
Restrict the amount of lighting that an object can receive to a maximum of (1,1,1). Only affects objects that render with shaders (see 'force shaders' option). Always affects terrain. Setting this option to 'true' results in fixed-function compatible lighting, but the lighting may appear 'dull' and there might be color shifts. Setting this option to 'false' results in more realistic lighting.
Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
Only affects objects that render with shaders (see 'force shaders' option).
Always affects terrain. Setting this option to 'true' results in fixed-function compatible lighting,
but the lighting may appear 'dull' and there might be color shifts.
Setting this option to 'false' results in more realistic lighting.
auto use object normal maps
---------------------------
@ -35,7 +45,10 @@ auto use object normal maps
:Range: True/False
:Default: False
If this option is enabled, normal maps are automatically recognized and used if they are named appropriately (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds). If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.
If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
(see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds).
If this option is disabled,
normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.
auto use object specular maps
-----------------------------
@ -44,7 +57,11 @@ auto use object specular maps
:Range: True/False
:Default: False
If this option is enabled, specular maps are automatically recognized and used if they are named appropriately (see 'specular map pattern', e.g. for a base texture foo.dds, the specular map texture would have to be named foo_spec.dds). If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.osg file, not supported in .nif files). Affects objects.
If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
(see 'specular map pattern', e.g. for a base texture foo.dds,
the specular map texture would have to be named foo_spec.dds).
If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file
(.osg file, not supported in .nif files). Affects objects.
auto use terrain normal maps
----------------------------
@ -62,7 +79,8 @@ auto use terrain specular maps
:Range: True/False
:Default: False
If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer color in the RGB channel (as usual), and a specular multiplier in the alpha channel.
If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map.
The texture must contain the layer color in the RGB channel (as usual), and a specular multiplier in the alpha channel.
normal map pattern
------------------
@ -71,7 +89,8 @@ normal map pattern
:Range:
:Default: _n
The filename pattern to probe for when detecting normal maps (see 'auto use object normal maps', 'auto use terrain normal maps')
The filename pattern to probe for when detecting normal maps
(see 'auto use object normal maps', 'auto use terrain normal maps')
normal height map pattern
-------------------------
@ -80,7 +99,9 @@ normal height map pattern
:Range:
:Default: _nh
Alternative filename pattern to probe for when detecting normal maps. Files with this pattern are expected to include 'height' in the alpha channel.This height is used for parallax effects. Works for both terrain and objects.
Alternative filename pattern to probe for when detecting normal maps.
Files with this pattern are expected to include 'height' in the alpha channel.
This height is used for parallax effects. Works for both terrain and objects.
specular map pattern
--------------------

@ -8,7 +8,8 @@ device
:Range:
:Default: ""
This 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 use this setting.
This 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 use this setting.
The names of detected devices can be found in the openmw.log file in your configuration directory.
@ -21,9 +22,11 @@ master volume
:Range: 0.0 to 1.0
:Default: 1.0
This setting controls the overall volume. The master volume is multiplied with all other volume settings to determine the final volume.
This setting controls the overall volume.
The master volume is multiplied with all other volume settings to determine the final volume.
The default value is 1.0. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Master slider from the Audio panel of the Options menu.
The default value is 1.0. Valid values range from 0.0 (silent) to 1.0 (maximum volume).
This setting can be changed in game using the Master slider from the Audio panel of the Options menu.
footsteps volume
----------------
@ -34,7 +37,8 @@ footsteps volume
This setting controls the volume of footsteps from the character and other actors.
The default value is 0.2. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Footsteps slider from the Audio panel of the Options menu.
Valid values range from 0.0 (silent) to 1.0 (maximum volume).
This setting can be changed in game using the Footsteps slider from the Audio panel of the Options menu.
music volume
------------
@ -45,7 +49,8 @@ music volume
This setting controls the volume for music tracks.
The default value is 0.5. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Music slider from the Audio panel of the Options menu.
The default value is 0.5. Valid values range from 0.0 (silent) to 1.0 (maximum volume).
This setting can be changed in game using the Music slider from the Audio panel of the Options menu.
sfx volume
----------
@ -56,7 +61,8 @@ sfx volume
This setting controls the volume for special sound effects such as combat noises.
The default value is 1.0. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Effects slider from the Audio panel of the Options menu.
Valid values range from 0.0 (silent) to 1.0 (maximum volume).
This setting can be changed in game using the Effects slider from the Audio panel of the Options menu.
voice volume
------------
@ -67,7 +73,8 @@ voice volume
This setting controls the volume for spoken dialog from NPCs.
The default value is 0.8. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Voice slider from the Audio panel of the Options menu.
Valid values range from 0.0 (silent) to 1.0 (maximum volume).
This setting can be changed in game using the Voice slider from the Audio panel of the Options menu.
buffer cache min
----------------
@ -76,9 +83,12 @@ buffer cache min
:Range: > 0
:Default: 14
This setting determines the minimum size of the sound buffer cache in megabytes. When the cache reaches the size specified by the buffer cache max setting, old buffers will be unloaded until it's using no more memory than specified by this setting. This setting must be less than or equal to the buffer cache max setting.
This setting determines the minimum size of the sound buffer cache in megabytes.
When the cache reaches the size specified by the buffer cache max setting,
old buffers will be unloaded until it's using no more memory than specified by this setting.
This setting must be less than or equal to the buffer cache max setting.
The default value is 14. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
buffer cache max
----------------
@ -87,9 +97,11 @@ buffer cache max
:Range: > 0
:Default: 16
This setting determines the maximum size of the sound buffer cache in megabytes. When the cache reaches this size, old buffers will be unloaded until it reaches the size specified by the buffer cache min setting. This setting must be greater than or equal to the buffer cache min setting.
This setting determines the maximum size of the sound buffer cache in megabytes. When the cache reaches this size,
old buffers will be unloaded until it reaches the size specified by the buffer cache min setting.
This setting must be greater than or equal to the buffer cache min setting.
The default value is 16. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
hrtf enable
-----------
@ -98,8 +110,13 @@ hrtf enable
:Range: -1, 0, 1
:Default: -1
This setting determines whether to enable head-related transfer function (HRTF) audio processing. HRTF audio processing creates the perception of sounds occurring in a three dimensional space when wearing headphones. Enabling HRTF may also require an OpenAL Soft version greater than 1.17.0, and possibly some operating system configuration. A value of 0 disables HRTF processing, while a value of 1 explicitly enables HRTF processing.
The default value is -1, which should enable the feature automatically for most users when possible. This setting can only be configured by editing the settings configuration file.
This setting determines whether to enable head-related transfer function (HRTF) audio processing.
HRTF audio processing creates the perception of sounds occurring in a three dimensional space when wearing headphones.
Enabling HRTF may also require an OpenAL Soft version greater than 1.17.0,
and possibly some operating system configuration.
A value of 0 disables HRTF processing, while a value of 1 explicitly enables HRTF processing.
The default value is -1, which should enable the feature automatically for most users when possible.
This setting can only be configured by editing the settings configuration file.
hrtf
----
@ -108,6 +125,9 @@ hrtf
:Range:
:Default: ""
This setting specifies which HRTF profile to use when HRTF is enabled. Blank means use the default. This setting has no effect if HRTF is not enabled based on the hrtf enable setting. Allowed values for this field are enumerated in openmw.log file is an HRTF enabled ausio system is installed.
This setting specifies which HRTF profile to use when HRTF is enabled. Blank means use the default.
This setting has no effect if HRTF is not enabled based on the hrtf enable setting.
Allowed values for this field are enumerated in openmw.log file is an HRTF enabled ausio system is installed.
The default value is the empty string, which uses the default profile. This setting can only be configured by editing the settings configuration file.
The default value is the empty string, which uses the default profile.
This setting can only be configured by editing the settings configuration file.

@ -8,8 +8,15 @@ distant terrain
:Range: True/False
:Default: False
Controls whether the engine will use paging and LOD algorithms to render the terrain of the entire world at all times. Otherwise, only the terrain of the loaded cells is displayed. This setting is best used together with the 'viewing distance' setting in the camera section.
Controls whether the engine will use paging and LOD algorithms to render the terrain of the entire world at all times.
Otherwise, only the terrain of the loaded cells is displayed.
This setting is best used together with the 'viewing distance' setting in the camera section.
To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background, regardless of the preloading settings in the 'Cells' section, but the preloading of terrain behind a door or a travel destination, for example, will still be controlled by cell preloading settings.
To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background,
regardless of the preloading settings in the 'Cells' section,
but the preloading of terrain behind a door or a travel destination, for example,
will still be controlled by cell preloading settings.
The distant terrain engine is currently considered experimental and may receive updates and/or further configuration options in the future. The glaring omission of non-terrain objects in the distance somewhat limits this setting's usefulness.
The distant terrain engine is currently considered experimental
and may receive updates and/or further configuration options in the future.
The glaring omission of non-terrain objects in the distance somewhat limits this setting's usefulness.

@ -8,9 +8,13 @@ resolution x
:Range: > 0
:Default: 800
This setting determines the horizontal 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.
This setting determines the horizontal 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 default value is 800. 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, or in the Graphics tab of the OpenMW Launcher. The horizontal resolution can also be set to a custom value in the Graphics tab of the OpenMW Launcher.
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, or in the Graphics tab of the OpenMW Launcher.
The horizontal resolution can also be set to a custom value in the Graphics tab of the OpenMW Launcher.
resolution y
------------
@ -19,9 +23,13 @@ resolution y
:Range: > 0
:Default: 600
This setting determines the 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.
This setting determines the 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 default value is 600. 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, or in the Graphics tab of the OpenMW Launcher. The vertical resolution can also be set to a custom value in the Graphics tab of the OpenMW Launcher.
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, or in the Graphics tab of the OpenMW Launcher.
The vertical resolution can also be set to a custom value in the Graphics tab of the OpenMW Launcher.
fullscreen
----------
@ -32,7 +40,8 @@ fullscreen
This setting determines whether the entire screen is used for the specified resolution.
The default value is false. 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 Graphics tab of the OpenMW Launcher.
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 Graphics tab of the OpenMW Launcher.
screen
------
@ -41,9 +50,14 @@ screen
:Range: >= 0
:Default: 0
This setting determines which screen the game will open on in multi-monitor configurations. This setting is particularly important when the fullscreen setting is true, since this is the only way to control which screen is used, but it can also be used to control which screen a normal window or a borderless window opens on as well. The screens are numbered in increasing order, beginning with 0.
This setting determines which screen the game will open on in multi-monitor configurations.
This setting is particularly important when the fullscreen setting is true,
since this is the only way to control which screen is used,
but it can also be used to control which screen a normal window or a borderless window opens on as well.
The screens are numbered in increasing order, beginning with 0.
The default value is 0. This setting can be selected from a pull down menu in the Graphics tab of the OpenMW Launcher, but cannot be changed during game play.
This setting can be selected from a pull down menu in the Graphics tab of the OpenMW Launcher,
but cannot be changed during game play.
minimize on focus loss
----------------------
@ -52,15 +66,22 @@ minimize on focus loss
:Range: True/False
:Default: True
Minimize the OpenMW window if it loses cursor focus. This setting is primarily useful for single screen configurations, so that the OpenMW screen in full screen mode can be minimized when the operating system regains control of the mouse and keyboard. On multiple screen configurations, disabling this option makes it easier to switch between screens while playing OpenMW.
Minimize the OpenMW window if it loses cursor focus. This setting is primarily useful for single screen configurations,
so that the OpenMW screen in full screen mode can be minimized
when the operating system regains control of the mouse and keyboard.
On multiple screen configurations, disabling this option makes it easier to switch between screens while playing OpenMW.
Note that a minimized game window consumes less system resources and produces less heat, since the game does not need to render in minimized state. It is therefore advisable to minimize the game during pauses (either via use of this setting, or by minimizing the window manually).
.. Note::
A minimized game window consumes less system resources and produces less heat,
since the game does not need to render in minimized state.
It is therefore advisable to minimize the game during pauses
(either via use of this setting, or by minimizing the window manually).
This setting has no effect if the fullscreen setting is false.
Developer note: corresponds to SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS.
The default value is true. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
window border
-------------
@ -69,11 +90,15 @@ window border
:Range: True/False
:Default: True
This setting determines whether there's an operating system border drawn around the OpenMW window. If this setting is true, the window can be moved and resized with the operating system window controls. If this setting is false, the window has no operating system border.
This setting determines whether there's an operating system border drawn around the OpenMW window.
If this setting is true, the window can be moved and resized with the operating system window controls.
If this setting is false, the window has no operating system border.
This setting has no effect if the fullscreen setting is true.
The default value is true. This setting can be toggled in game using the Window Border button in the Video tab of the Video panel in the Options menu. It can also be toggled with the Window Border check box in the OpenMW Launcher.
This setting can be toggled in game using the Window Border button
in the Video tab of the Video panel in the Options menu.
It can also be toggled with the Window Border check box in the OpenMW Launcher.
antialiasing
------------
@ -82,9 +107,16 @@ antialiasing
:Range: 0, 2, 4, 8, 16
:Default: 0
This setting controls anti-aliasing. Anti-aliasing is a technique designed to improve the appearance of polygon edges, so they do not appear to be "jagged". Anti-aliasing can smooth these edges 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 smoothing out the image but have a greater impact on frame rate.
This setting controls anti-aliasing. Anti-aliasing is a technique designed to improve the appearance of polygon edges,
so they do not appear to be "jagged".
Anti-aliasing can smooth these edges 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 smoothing out the image but 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, but cannot be changed during game play - due to a technical limitation that may be addressed in a future version of OpenMW.
This setting can be configured from a list of valid choices in the Graphics panel of the OpenMW Launcher,
but cannot be changed during game play
due to a technical limitation that may be addressed in a future version of OpenMW.
vsync
-----
@ -93,9 +125,15 @@ vsync
:Range: True/False
:Default: False
This setting determines whether frame draws are synchronized with the vertical refresh rate of your monitor. Enabling this setting can reduce screen tearing, a visual defect caused by updating the 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 determines whether frame draws are synchronized with the vertical refresh rate of your monitor.
Enabling this setting can reduce screen tearing,
a visual defect caused by updating the 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.
The default value is false. 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.
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.
framerate limit
---------------
@ -104,13 +142,24 @@ framerate limit
:Range: >= 0.0
:Default: 0.0
This setting determines the maximum frame rate in frames per second. If this setting is 0.0, the frame rate is unlimited.
This setting determines the maximum frame rate in frames per second.
If this setting is 0.0, the frame rate is 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, but may improve input responsiveness. 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.
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,
but may improve input responsiveness.
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). Choosing to limit the frame rate using this setting instead of vsync may reduce input lag due to the game not having to wait for the vertical blanking interval.
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).
Choosing to limit the frame rate using this setting instead of vsync may reduce input lag
due to the game not having to wait for the vertical blanking interval.
The default value is 0.0. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
contrast
--------
@ -121,7 +170,8 @@ contrast
This setting controls the contrast correction for all video in the game.
The default value is 1.0. This setting can only be configured by editing the settings configuration file. This setting does not currently work under Linux.
This setting can only be configured by editing the settings configuration file.
This setting does not currently work under Linux.
gamma
-----
@ -130,6 +180,8 @@ gamma
:Range: > 0.0
:Default: 1.0
This setting controls the gamma correction for all video in the game. Gamma is an exponent that makes colors brighter if greater than 1.0 and darker if less than 1.0.
This setting controls the gamma correction for all video in the game.
Gamma is an exponent that makes colors brighter if greater than 1.0 and darker if less than 1.0.
The default value is 1.0. This setting can be changed in the Detail tab of the Video panel of the Options menu. This setting does not currently work under Linux, and the in-game setting in the Options menu has been disabled.
This setting can be changed in the Detail tab of the Video panel of the Options menu.
This setting does not currently work under Linux, and the in-game setting in the Options menu has been disabled.

@ -2,7 +2,13 @@ Water Settings
##############
.. note::
The settings for the water shader are difficult to describe, but can be seen immediately in the Water tab of the Video panel in the Options menu. Changes there will be saved to these settings. It is suggested to stand on the shore of a moderately broad body of water with trees or other objects on the far shore to test reflection textures, underwater plants in shallow water near by to test refraction textures, and some deep water visible from your location to test deep water visibility.
The settings for the water shader are difficult to describe,
but can be seen immediately in the Water tab of the Video panel in the Options menu.
Changes there will be saved to these settings.
It is suggested to stand on the shore of a moderately broad body of water with trees or other objects
on the far shore to test reflection textures,
underwater plants in shallow water near by to test refraction textures,
and some deep water visible from your location to test deep water visibility.
shader
------
@ -11,9 +17,10 @@ shader
:Range: True/False
:Default: False
This setting enables or disables the water shader, which results in much more realistic looking water surfaces, including reflected objects and a more detailed wavy surface.
This setting enables or disables the water shader, which results in much more realistic looking water surfaces,
including reflected objects and a more detailed wavy surface.
The default value is false. This setting can be toggled with the Shader button in the Water tab of the Video panel of the Options menu.
This setting can be toggled with the Shader button in the Water tab of the Video panel of the Options menu.
rtt size
--------
@ -22,10 +29,16 @@ rtt size
:Range: > 0
:Default: 512
The setting determines the size of the texture used for reflection and refraction (if enabled). For reflection, the texture size determines the detail of reflected images on the surface of the water. For refraction, the texture size determines the detail of the objects on the other side of the plane of water (which have a wavy appearance caused by the refraction). RTT is an acronym for Render to Texture which allows rendering of the scene to be saved as a texture.
The setting determines the size of the texture used for reflection and refraction (if enabled).
For reflection, the texture size determines the detail of reflected images on the surface of the water.
For refraction, the texture size determines the detail of the objects on the other side of the plane of water
(which have a wavy appearance caused by the refraction).
RTT is an acronym for Render To Texture which allows rendering of the scene to be saved as a texture.
Higher values produces better visuals and result in a marginally lower frame rate depending on your graphics hardware.
In the Water tab of the Video panel of the Options menu, the choices are Low (512), Medium (1024) and High (2048). This setting has no effect if the shader setting is false. It is recommended to use values that are a power of two because this results in more efficient use of video hardware.
In the Water tab of the Video panel of the Options menu, the choices are Low (512), Medium (1024) and High (2048).
This setting has no effect if the shader setting is false.
It is recommended to use values that are a power of two because this results in more efficient use of video hardware.
This setting has no effect if the shader setting is false.
@ -36,11 +49,14 @@ refraction
:Range: True/False
:Default: False
This 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 frame rate depending on your graphics hardware.
This 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 frame rate depending on your graphics hardware.
This setting has no effect if the shader setting is false.
The default setting is false. This setting can be toggled with the Refraction button in the Water tab of the Video panel of the Options menu.
This setting can be toggled with the Refraction button in the Water tab of the Video panel of the Options menu.
reflect actors
--------------
@ -49,7 +65,8 @@ reflect actors
:Range: True/False
:Default: False
This setting controls whether or not NPCs and creatures are drawn in water reflections. Setting this to true will enable actors in reflections and increase realism with a likely decrease in performance. This setting is off by default.
This setting controls whether or not NPCs and creatures are drawn in water reflections.
Setting this to true will enable actors in reflections and increase realism with a likely decrease in performance.
small feature culling pixel size
--------------------------------
@ -58,10 +75,14 @@ small feature culling pixel size
:Range: > 0
:Default: 20.0
Controls the cutoff in pixels for small feature culling - see the 'Camera' section for more details, however this setting in the 'Water' section applies specifically to objects rendered in water reflection and refraction textures.
Controls the cutoff in pixels for small feature culling - see the 'Camera' section for more details,
however this setting in the 'Water' section applies specifically to objects rendered in water reflection
and refraction textures.
The setting 'rtt size' interacts with this setting because it controls how large a pixel on the water texture (technically called a texel) is in pixels on the screen.
The setting 'rtt size' interacts with this setting
because it controls how large a pixel on the water texture (technically called a texel) is in pixels on the screen.
This setting will have no effect if the shader setting is false, or the 'small feature culling' (in the 'Camera' section) is disabled.
This setting will have no effect if the shader setting is false,
or the 'small feature culling' (in the 'Camera' section) is disabled.
This setting can only be configured by editing the settings configuration file.

@ -4,16 +4,25 @@ Windows Settings
:Type: floating point
:Range: 0.0 to 1.0
This section controls the location and size of each window in GUI mode. Each setting is a floating point number representing a *fraction* of the resolution x or resolution y setting in the Video Settings Section. The X and Y values locate the top left corner of the window, while the W value determines the width of the window and the H value determines the height of the window.
This section controls the location and size of each window in GUI mode.
Each setting is a floating point number representing a *fraction*
of the resolution x or resolution y setting in the Video Settings Section.
The X and Y values locate the top left corner of the window,
while the W value determines the width of the window and the H value determines the height of the window.
Unlike the documentation for most sections which lists the exact setting name, this page instead lists the names of the windows. For example, to configure the alchemy window, the actual settings would be::
Unlike the documentation for most sections which lists the exact setting name,
this page instead lists the names of the windows.
For example, to configure the alchemy window, the actual settings would be::
alchemy x = 0.25
alchemy y = 0.25
alchemy h = 0.5
alchemy w = 0.5
Each window in the GUI mode remembers it's previous location when exiting the game. By far the easiest way to configure these settings is to simply move the windows around in game. Hand editing the configuration file might result in some fine tuning for alignment, but the settings will be overwritten if a window is moved.
Each window in the GUI mode remembers it's previous location when exiting the game.
By far the easiest way to configure these settings is to simply move the windows around in game.
Hand editing the configuration file might result in some fine tuning for alignment,
but the settings will be overwritten if a window is moved.
.. note::
To scale the windows, making the widgets proportionally larger, see the scaling factor setting instead.
@ -21,7 +30,8 @@ Each window in the GUI mode remembers it's previous location when exiting the ga
:Type: boolean
:Range: True/False
This section controls the state of pinnable windows: pinned or not. For example, to pin only the map window, the actual settings will be::
This section controls the state of pinnable windows: pinned or not.
For example, to pin only the map window, the actual settings will be::
inventory pin = false
map pin = true
@ -31,138 +41,209 @@ This section controls the state of pinnable windows: pinned or not. For example,
The pinnable window can be pinned/unpinned by clicking on a button in the right upper corner of the window.
.. note::
A world/local map switch button on the map window will be showed only in GUI mode.
A world/local map switch button on the map window will be shown only in GUI mode.
stats
-----
:Default: x = 0.0
y = 0.0
h = 0.375
w = 0.4275
pin = false
:Default:
x = 0.0
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.
y = 0.0
h = 0.375
w = 0.4275
pin = false
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.
spells
------
:Default: x = 0.625
y = 0.5725
h = 0.375
w = 0.4275
pin = false
:Default:
x = 0.625
y = 0.5725
h = 0.375
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.
w = 0.4275
pin = false
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.
map
---
:Default: x = 0.625
y = 0.0
h = 0.375
w = 0.5725
pin = false
:Default:
x = 0.625
y = 0.0
h = 0.375
w = 0.5725
The local and world map window. Activated by clicking on the map widget in the bottom right corner of the HUD.
pin = false
The local and world map window.
Activated by clicking on the map widget in the bottom right corner of the HUD.
inventory
---------
:Default: x = 0.0
y = 0.4275
h = 0.6225
w = 0.5725
pin = false
:Default:
x = 0.0
y = 0.4275
h = 0.6225
The inventory window, displaying the paper doll and possessions, when activated by clicking on the inventory widget (second from left) in the bottom left corner of the HUD.
w = 0.5725
pin = false
The inventory window, displaying the paper doll and possessions,
when activated by clicking on the inventory widget (second from left) in the bottom left corner of the HUD.
inventory container
-------------------
:Default: x = 0.0
y = 0.4275
h = 0.6225
w = 0.5725
:Default:
x = 0.0
y = 0.4275
The player's 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.
h = 0.6225
w = 0.5725
The player's 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 barter
----------------
:Default: x = 0.0
y = 0.4275
h = 0.6225
w = 0.5725
:Default:
x = 0.0
y = 0.4275
h = 0.6225
The player's 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.
w = 0.5725
The player's 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 companion
-------------------
:Default: x = 0.0
y = 0.4275
h = 0.6225
w = 0.5725
:Default:
x = 0.0
y = 0.4275
h = 0.6225
The player's inventory window while interacting with a companion. The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine.
w = 0.5725
The player's inventory window while interacting with a companion.
The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine.
container
---------
:Default: x = 0.25
y = 0.0
h = 0.75
w = 0.375
:Default:
x = 0.25
y = 0.0
h = 0.75
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.
w = 0.375
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.
barter
------
:Default: x = 0.25
y = 0.0
h = 0.75
w = 0.375
:Default:
x = 0.25
y = 0.0
h = 0.75
The NPC bartering window, displaying goods owned by the shopkeeper while bartering. Activated by clicking on the Barter choice in the dialog window for an NPC.
w = 0.375
The NPC bartering window, displaying goods owned by the shopkeeper while bartering.
Activated by clicking on the Barter choice in the dialog window for an NPC.
companion
---------
:Default: x = 0.25
y = 0.0
h = 0.75
w = 0.375
:Default:
x = 0.25
y = 0.0
The NPC's inventory window while interacting with a companion. The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine.
h = 0.75
w = 0.375
The NPC's inventory window while interacting with a companion.
The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine.
dialogue
--------
:Default: x = 0.095
y = 0.095
h = 0.810
w = 0.810
:Default:
x = 0.095
y = 0.095
The dialog window, for talking with NPCs. Activated by clicking on a NPC.
h = 0.810
w = 0.810
The dialog window, for talking with NPCs.
Activated by clicking on a NPC.
alchemy
-------
:Default: x = 0.25
y = 0.25
h = 0.5
w = 0.5
:Default:
x = 0.25
y = 0.25
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.
h = 0.5
w = 0.5
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.
console
-------
:Default: x = 0.0
y = 0.0
h = 1.0
w = 0.5
:Default:
x = 0.0
y = 0.0
h = 1.0
w = 0.5
The console command window. Activated by pressing the tilde (~) key.
The console command window.
Activated by pressing the tilde (~) key.

@ -7,7 +7,8 @@ Please contact Ravenwing about any questions relating to this guide.
Foreword
--------
I shall try to be as brief as possible without sacrificing clarity, just as you should be when writing documentation. The SCOPE of this guide is limited to all non-source code documentation.
I shall try to be as brief as possible without sacrificing clarity, just as you should be when writing documentation.
The SCOPE of this guide is limited to all non-source code documentation.
References
----------
@ -20,27 +21,43 @@ Language
--------
British English
Sorry, I'm American and I'll probably have a million relapses, but this seems to have been decided and uniformity is key!
Sorry, I'm American and I'll probably have a million relapses,
but this seems to have been decided and uniformity is key!
Text Wrapping
-------------
DO NOT manually decide where each line ends! Enable text wrapping in your text editor! (usually under View) Even Notepad allows automatic text wrapping, so use it. If you program, you may be used to keeping your lines under 80 characters wide and manually pressing enter, but don't. This is because we are writing mostly prose. When someone has to come in and edit portions of text that puts all this out of alignment, it takes FOREVER to readjust everything. Plus, indentation is very important in ReST, and you may forget to indent properly.
After discussing the various benefits of manual and automatic linefeeds,
we've come to the conclusion that we should use semantic linefeeds with a hard max at 120 characters.
Basically this boils down manually inserting a line break where it makes sense within the phrasing.
I prefer to keep it at commas and periods because those are universal places people pause,
even while reading in their head.
It may look a little funny in plain text, but it is readable,
and none of this makes a difference in the final documentation.
The reason this makes the most sense is GitHub won't text wrap automatically in RST documents,
and it also compares files based on lines.
This means you're less likely to run into conflicts and simply makes it easier to view changes.
Indentations
------------
This isn't as important, especially since Sphinx converts tabs to spaces, but I find it much easier to keep large blocks of things aligned if you just tab. If you can edit your tab width, please set it to 4 spaces.
This isn't as important, especially since Sphinx converts tabs to spaces,
but I find it much easier to keep large blocks of things aligned if you just tab.
If you can edit your tab width, please set it to 4 spaces.
Spaces
------
Use only one space after each sentence. Some people were taught two spaces, but this is a carry-over from typewriters. Even though your text editor is probably using monospaced characters like a typewriter, the formats Sphinx is converting into will make all the adjustments they need to be beautifully legible.
Use only one space after each sentence. Some people were taught two spaces, but this is a carry-over from typewriters.
Even though your text editor is probably using monospaced characters like a typewriter,
the formats Sphinx is converting into will make all the adjustments they need to be beautifully legible.
Commas
------
Oxford comma. Use it. I know this goes against using British English, but this is technical writing. You cannot assume our audience will know from context if the last two items in a list are grouped or not.
Oxford comma. Use it. I know this goes against using British English, but this is technical writing.
You cannot assume our audience will know from context if the last two items in a list are grouped or not.
I also prefer parentheticals to commas around gerund phrases.
Files and Extensions

Loading…
Cancel
Save