@ -13,7 +13,7 @@ TES3MP is a project adding multiplayer functionality to [OpenMW](https://github.
* License: GPLv3 (see [LICENSE](https://github.com/TES3MP/openmw-tes3mp/blob/master/LICENSE) for more information)
* License: GPLv3 (see [LICENSE](https://github.com/TES3MP/openmw-tes3mp/blob/master/LICENSE) for more information)
Font Licenses:
Font Licenses:
* DejaVuLGCSansMono.ttf: custom (see [files/mygui/DejaVuFontLicense.txt](https://github.com/TES3MP/openmw-tes3mp/blob/master/files/mygui/DejaVu%20Font%20License.txt) for more information)
* DejaVuLGCSansMono.ttf: custom (see [files/mygui/DejaVuFontLicense.txt](https://github.com/TES3MP/openmw-tes3mp/blob/master/files/mygui/DejaVuFontLicense.txt) for more information)
// Don't serialize Geometry data as we are more interested in the overall structure rather than tons of vertex data that would make the file large and hard to read.
// Don't serialize Geometry data as we are more interested in the overall structure rather than tons of vertex data that would make the file large and hard to read.
Control wether additionnal formatting will be applied to dialogs topic. See 'color topic specific' and 'color topic exhausted' for details.
This setting controls whether the topics available in the dialogue topic list are coloured according to their state.
See 'color topic specific' and 'color topic exhausted' for details.
color topic specific
color topic specific
--------------------
--------------------
@ -157,11 +158,11 @@ color topic specific
:Range:0.0 to 1.0
:Range:0.0 to 1.0
:Default:empty
:Default:empty
This setting overrides the color of keywords in the dialogue topic window.
This setting overrides the colour of dialogue topics that have a response unique to the actors speaking.
The value is composed of four floating point values representing the red, green, blue and alpha channels.
The value is composed of four floating point values representing the red, green, blue and alpha channels.
The alpha value is currently ignored.
The alpha value is currently ignored.
The color is overriden if the actor is about to give an answer that is unique to him (that is, dialogue with their object ID in the Actor field) that wasn't seen yet.
A topic response is considered unique if its Actor filter field contains the speaking actor's object ID and hasn't yet been read.
color topic exhausted
color topic exhausted
---------------------
---------------------
@ -170,8 +171,8 @@ color topic exhausted
:Range:0.0 to 1.0
:Range:0.0 to 1.0
:Default:empty
:Default:empty
This setting overrides the color of keywords in the dialogue topic window.
This setting overrides the colour of dialogue topics which have been "exhausted" by the player.
The value is composed of four floating point values representing the red, green, blue and alpha channels.
The value is composed of four floating point values representing the red, green, blue and alpha channels.
The alpha value is currently ignored.
The alpha value is currently ignored.
The color is overridden if the next actor responses to the topic keyword has already been seen by the player.
A topic is considered "exhausted" if the response the player is about to see has already been seen.
@ -329,7 +329,7 @@ If disabled then the whole character's body is pointed to the direction of view.
If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it also changes straight right and straight left movement.
If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it also changes straight right and straight left movement.
This setting can only be configured by editing the settings configuration file.
This setting can be controlled in Advanced tab of the launcher.
swim upward coef
swim upward coef
----------------
----------------
@ -356,3 +356,17 @@ If disabled then the 3 best skills of trainers and the training limits take into
If enabled then the 3 best skills of trainers and the training limits are based on the trainer base skills.
If enabled then the 3 best skills of trainers and the training limits are based on the trainer base skills.
This setting can be controlled in Advanced tab of the launcher.
This setting can be controlled in Advanced tab of the launcher.
always allow stealing from knocked out actors
---------------------------------------------
:Type:boolean
:Range:True/False
:Default:False
By Bethesda's design, in the latest released version of Morrowind pickpocketing is impossible during combat,
even if the fighting NPC is knocked out.
This setting allows the player to steal items from fighting NPCs that were knocked out if enabled.
This setting can be controlled in Advanced tab of the launcher.
<string><html><head/><body><p>If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.</p><p>If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.</p></body></html></string>
<string><html><head/><body><p>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. </p></body></html></string>
<string><html><head/><body><p>Make 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.</p></body></html></string>
<string><html><head/><body><p>If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.</p><p>If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.</p></body></html></string>
<string><html><head/><body><p>Prevents merchants from equipping items that are sold to them.</p></body></html></string>
<string><html><head/><body><p>Make 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.</p></body></html></string>
</property>
</property>
<property name="text">
<property name="text">
<string>Prevent merchant equipping</string>
<string>Followers defend immediately</string>
</property>
</property>
</widget>
</widget>
</item>
</item>
@ -52,7 +52,7 @@
<string><html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html></string>
<string><html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html></string>
</property>
</property>
<property name="text">
<property name="text">
<string>Rebalance soul gem values</string>
<string>Soulgem values rebalance</string>
</property>
</property>
</widget>
</widget>
</item>
</item>
@ -72,7 +72,7 @@
<string><html><head/><body><p>Make disposition change of merchants caused by trading permanent.</p></body></html></string>
<string><html><head/><body><p>Make disposition change of merchants caused by trading permanent.</p></body></html></string>
</property>
</property>
<property name="text">
<property name="text">
<string>Barter disposition change is permanent</string>
<string><html><head/><body><p>Factor strength into hand-to-hand damage calculations, as the MCP formula: damage * (strength / 40).</p><p>The default value is Off.</p></body></html></string>
<string><html><head/><body><p>Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.</p><p>This means that unlike Morrowind you will be able to knock down actors using this effect.</p></body></html></string>
<string><html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html></string>
<string><html><head/><body><p>Factor strength into hand-to-hand damage calculations, as the MCP formula: damage * (strength / 40).</p><p>The default value is Off.</p></body></html></string>
<string><html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html></string>
<string><html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html></string>
</property>
</property>
<property name="text">
<property name="text">
<string>Use magic item animation</string>
<string>Always allow stealing from knocked out actors</string>
<string><html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html></string>
<string><html><head/><body><p>Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
<string><html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html></string>
<string><html><head/><body><p>Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.</p><p>This means that unlike Morrowind you will be able to knock down actors using this effect.</p></body></html></string>
<string><html><head/><body><p>This setting controls third person view mode.</p><p>False: View is centered on the character's head. Crosshair is hidden.
True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well.
<string><html><head/><body><p>Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.</p></body></html></string>
<string><html><head/><body><p>Affects side and diagonal movement. Enabling this setting makes movement more realistic.</p><p>If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.</p><p>If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it also changes straight right and straight left movement.</p></body></html></string>
</property>
</property>
<property name="text">
<property name="text">
<string>Trainers choose their training skills based on their base skill points</string>
<string><html><head/><body><p>OpenMW will capture control of the cursor if this setting is true.</p><p>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.</p><p>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.</p><p>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.</p></body></html></string>
<string><html><head/><body><p>If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.</p></body></html></string>
<string><html><head/><body><p>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. </p></body></html></string>
<string><html><head/><body><p>Use object paging for active cells grid.</p></body></html></string>
<string><html><head/><body><p>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.</p></body></html></string>
</property>
<property name="text">
<string>Add "Time Played" to saves</string>
<string><html><head/><body><p>This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.</p></body></html></string>
<string><html><head/><body><p>This value controls the maximum visible distance (in cell units).
</property>
Larger values significantly improve rendering in exterior spaces,
<string><html><head/><body><p>Enable visual clues for items owned by NPCs when the crosshair is on the object.</p><p>The default value is Off.</p></body></html></string>
<string><html><head/><body><p>Enable visual clues for items owned by NPCs when the crosshair is on the object.</p><p>The default value is Off.</p></body></html></string>
<string><html><head/><body><p>Prevents merchants from equipping items that are sold to them.</p></body></html></string>
<string><html><head/><body><p>Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.</p></body></html></string>
</property>
<property name="text">
<string>Trainers choose their training skills based on their base skill points</string>
<string><html><head/><body><p>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.</p></body></html></string>
</property>
<property name="text">
<string>Add "Time Played" to saves</string>
<string><html><head/><body><p>This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.</p></body></html></string>
<string><html><head/><body><p>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.</p></body></html></string>
<string><html><head/><body><p>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.</p></body></html></string>
<string><html><head/><body><p>OpenMW will capture control of the cursor if this setting is true.</p><p>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.</p><p>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.</p><p>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.</p></body></html></string>