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512 lines
16 KiB
INI
512 lines
16 KiB
INI
# WARNING: If this file is named settings-default.cfg, then editing
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# this file might have no effect, as these settings may be overwritten
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# by your user settings.cfg file (see documentation for its location).
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#
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# This file provides minimal documentation for each setting, and
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# ranges of recommended values. For detailed explanations of the
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# significance of each setting, interaction with other settings, hard
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# limits on value ranges and more information in general, please read
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# the detailed documentation at:
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#
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# https://openmw.readthedocs.io/en/master/reference/modding/settings/index.html
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#
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[Camera]
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# Near clipping plane (>0.0, e.g. 0.01 to 18.0).
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near clip = 1
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# Cull objects that occupy less than 'small feature culling pixel size' on the screen.
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small feature culling = true
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small feature culling pixel size = 2.0
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# Maximum visible distance (e.g. 2000.0 to 6666.0). Caution: this setting
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# can dramatically affect performance, see documentation for details.
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viewing distance = 6666.0
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# Camera field of view in degrees (e.g. 30.0 to 110.0).
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# Does not affect the player's hands in the first person camera.
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field of view = 55.0
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# Field of view for first person meshes (i.e. the player's hands)
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# Best to leave this at the default since vanilla assets are not complete enough to adapt to high FoV's. Too low FoV would clip the hands off screen.
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first person field of view = 55.0
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[Cells]
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# Adjacent exterior cells loaded (>0). Caution: this setting can
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# dramatically affect performance, see documentation for details.
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exterior cell load distance = 1
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# Preload cells in a background thread. All settings starting with 'preload' have no effect unless this is enabled.
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preload enabled = true
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# The number of threads to be used for preloading operations.
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preload num threads = 1
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# Preload adjacent cells when moving close to an exterior cell border.
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preload exterior grid = true
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# Preload possible fast travel destinations.
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preload fast travel = false
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# Preload the locations that doors lead to.
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preload doors = true
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# Preloading distance threshold
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preload distance = 1000
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# Controls whether or not the nodes/collision shapes are pre-"instanced" (i.e. cloned) when a cell is preloaded.
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# Enabling this option slightly reduces the time it takes to transition into a preloaded cell, but also results in higher memory usage
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# proportional to the number of cells that are preloaded.
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preload instances = true
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# The minimum amount of cells in the preload cache before unused cells start to get thrown out (see "preload cell expiry delay").
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# This value should be lower or equal to 'preload cell cache max'.
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preload cell cache min = 12
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# The maximum amount of cells in the preload cache. A too high value could cause you to run out of memory.
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# You may need to reduce this setting when running lots of mods or high-res texture replacers.
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preload cell cache max = 20
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# How long to keep preloaded cells in cache after they're no longer referenced/required (in seconds)
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preload cell expiry delay = 5
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# The predicted position of the player N seconds in the future will be used for preloading cells and distant terrain
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prediction time = 1
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# How long to keep models/textures/collision shapes in cache after they're no longer referenced/required (in seconds)
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cache expiry delay = 5
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# Affects the time to be set aside each frame for graphics preloading operations
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target framerate = 60
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# The count of pointers, that will be saved for a faster search by object ID.
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pointers cache size = 40
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[Terrain]
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# If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells
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distant terrain = false
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[Fog]
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# If true, use extended fog parameters for distant terrain not controlled by
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# viewing distance. If false, use the standard fog calculations.
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use distant fog = false
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distant land fog start = 16384
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distant land fog end = 40960
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distant underwater fog start = -4096
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distant underwater fog end = 2457.6
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distant interior fog start = 0
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distant interior fog end = 16384
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[Map]
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# Size of each exterior cell in pixels in the world map. (e.g. 12 to 24).
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# Warning: affects explored areas in save files, see documentation.
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global map cell size = 18
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# Zoom level in pixels for HUD map widget. 64 is one cell, 128 is 1/4
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# cell, 256 is 1/8 cell. See documentation for details. (e.g. 64 to 256).
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local map hud widget size = 256
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# Enables Fog of War rendering on the HUD map. Default is Off since with default settings
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# the map is so small that the fog would not obscure anything, just darken the edges slightly.
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local map hud fog of war = false
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# Resolution of local map in GUI window in pixels. See documentation
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# for details which may affect cell load performance. (e.g. 128 to 1024).
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local map resolution = 256
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# Size of local map in GUI window in pixels. (e.g. 256 to 1024).
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local map widget size = 512
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# Similar to "[Cells] exterior cell load distance", controls
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# how many cells are rendered on the local map. Values higher than the default
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# may result in longer loading times.
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local map cell distance = 1
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# If true, map in world mode, otherwise in local mode
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global = false
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[GUI]
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# Scales GUI window and widget size. (<1.0 is smaller, >1.0 is larger).
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scaling factor = 1.0
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# Transparency of GUI windows (0.0 to 1.0, transparent to opaque).
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menu transparency = 0.84
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# Time until tool tip appears when hovering over an object (0.0 is
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# instantly, 1.0 is the maximum delay of about 1.5 seconds).
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tooltip delay = 0.0
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# Stretch menus, load screens, etc. to the window aspect ratio.
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stretch menu background = false
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# Subtitles for NPC spoken dialog and some sound effects.
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subtitles = false
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# Red flash visually showing player damage.
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hit fader = true
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# Werewolf overlay border around screen or window.
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werewolf overlay = true
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# Color for tool tips and crosshair when owned by an NPC (R G B A).
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color background owned = 0.15 0.0 0.0 1.0
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color crosshair owned = 1.0 0.15 0.15 1.0
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# Controls whether Arrow keys, Movement keys, Tab/Shift-Tab and Spacebar/Enter/Activate may be used to navigate GUI buttons.
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keyboard navigation = true
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[HUD]
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# Displays the crosshair or reticle when not in GUI mode.
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crosshair = true
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[Game]
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# Color crosshair and tool tip when object is owned by an NPC. (O is
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# no color, 1 is tool tip only, 2 is crosshair only, and 3 is both).
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show owned = 0
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# Show damage bonus of arrow and bolts.
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show projectile damage = false
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# Show additional melee weapon info: reach and attack speed
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show melee info = false
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# Show success probability in self-enchant dialog
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show enchant chance = false
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# Always use the best mode of attack: e.g. chop, slash or thrust.
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best attack = false
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# Difficulty. Expressed as damage dealt and received. (e.g. -100 to 100).
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difficulty = 0
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# Replicate how reflected "absorb attribute" spells do not have any effect in Morrowind engine. The caster absorbs the attribute from themselves.
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classic reflect absorb attribute behavior = true
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# Show duration of magic effect and lights in the spells window.
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show effect duration = false
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# Account for the first follower in fast travel cost calculations.
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charge for every follower travelling = false
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# Prevents merchants from equipping items that are sold to them.
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prevent merchant equipping = false
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# Make enchanted weaponry without Magical flag bypass normal weapons resistance
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enchanted weapons are magical = true
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# Makes player followers and escorters start combat with enemies who have started combat with them
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# or the player. Otherwise they wait for the enemies or the player to do an attack first.
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followers attack on sight = false
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# Can loot non-fighting actors during death animation
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can loot during death animation = true
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# Makes the value of filled soul gems dependent only on soul magnitude (with formula from the Morrowind Code Patch)
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rebalance soul gem values = false
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[General]
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# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
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anisotropy = 4
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# File format for screenshots. (jpg, png, tga, and possibly more).
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screenshot format = png
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# Texture magnification filter type. (nearest or linear).
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texture mag filter = linear
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# Texture minification filter type. (nearest or linear).
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texture min filter = linear
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# Texture mipmap type. (none, nearest, or linear).
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texture mipmap = nearest
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[Shaders]
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# Force rendering with shaders. By default, only bump-mapped objects will use shaders.
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# Enabling this option may cause slightly different visuals if the "clamp lighting" option
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# is set to false. Otherwise, there should not be a visual difference.
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force shaders = false
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# Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
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# Has no effect if the 'force shaders' option is false.
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# Enabling per-pixel lighting can result in visual differences to the original MW engine. It is not
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# recommended to enable this option when using vanilla Morrowind files, because certain lights in Morrowind
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# rely on vertex lighting to look as intended.
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force per pixel lighting = false
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# Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
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# Only affects objects that render with shaders (see 'force shaders' option). Always affects terrain.
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# Setting this option to 'true' results in fixed-function compatible lighting, but the lighting
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# may appear 'dull' and there might be color shifts.
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# Setting this option to 'false' results in more realistic lighting.
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clamp lighting = true
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# If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
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# (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds).
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# If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file).
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# Affects objects.
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auto use object normal maps = false
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# If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
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# (see 'specular map pattern', e.g. for a base texture foo.dds, the specular map texture would have to be named foo_spec.dds).
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# 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).
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# Affects objects.
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auto use object specular maps = false
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# See 'auto use object normal maps'. Affects terrain.
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auto use terrain normal maps = false
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# If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture
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# must contain the layer color in the RGB channel (as usual), and a specular multiplier in the alpha channel.
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auto use terrain specular maps = false
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# The filename pattern to probe for when detecting normal maps (see 'auto use object normal maps', 'auto use terrain normal maps')
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normal map pattern = _n
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# Alternative filename pattern to probe for when detecting normal maps. Files with this pattern are expected to include 'height' in the alpha channel.
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# This height is used for parallax effects. Works for both terrain and objects.
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normal height map pattern = _nh
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# The filename pattern to probe for when detecting object specular maps (see 'auto use object specular maps')
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specular map pattern = _spec
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# The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')
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terrain specular map pattern = _diffusespec
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[Input]
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# Capture control of the cursor prevent movement outside the window.
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grab cursor = true
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# Key controlling sneak toggles setting instead of being held down.
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toggle sneak = false
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# Player is running by default.
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always run = false
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# Zoom in and out from player in third person view with mouse wheel.
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allow third person zoom = false
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# Camera sensitivity when not in GUI mode. (>0.0, e.g. 0.1 to 5.0).
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camera sensitivity = 1.0
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# Vertical camera sensitivity multiplier when not in GUI mode.
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# (>0.0, Because it's a multiplier values should be near 1.0)
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camera y multiplier = 1.0
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# Invert the vertical axis while not in GUI mode.
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invert y axis = false
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[Saves]
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# Name of last character played, and default for loading save files.
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character =
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# Automatically save the game whenever the player rests.
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autosave = true
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# Display the time played on each save file in the load menu.
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timeplayed = false
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# The maximum number of quick (or auto) save slots to have.
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# If all slots are used, the oldest save is reused
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max quicksaves = 1
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[Sound]
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# Name of audio device file. Blank means use the default device.
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device =
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# Volumes are 0.0 for silent and 1.0 for the maximum volume.
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# Master volume. Controls all other volumes.
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master volume = 1.0
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# Footsteps volume.
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footsteps volume = 0.2
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# Music tracks volume.
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music volume = 0.5
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# Sound effects volume.
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sfx volume = 1.0
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# Voice dialog volume.
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voice volume = 0.8
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# Minimum size to use for the sound buffer cache, in MB. When the cache is
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# filled, old buffers will be unloaded until it's using no more than this much
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# memory. Must be less than or equal to 'buffer cache max'.
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buffer cache min = 56
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# Maximum size to use for the sound buffer cache, in MB. The cache can use up
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# to this much memory until old buffers get purged.
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buffer cache max = 64
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# Specifies whether to enable HRTF processing. Valid values are: -1 = auto,
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# 0 = off, 1 = on.
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hrtf enable = -1
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# Specifies which HRTF to use when HRTF is used. Blank means use the default.
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hrtf =
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[Video]
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# Resolution of the OpenMW window or screen.
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resolution x = 800
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resolution y = 600
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# OpenMW takes complete control of the screen.
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fullscreen = false
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# Determines which screen OpenMW is on. (>=0).
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screen = 0
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# Minimize OpenMW if it loses cursor or keyboard focus.
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minimize on focus loss = true
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# An operating system border is drawn around the OpenMW window.
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window border = true
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# Anti-aliasing reduces jagged polygon edges. (0, 2, 4, 8, 16).
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antialiasing = 0
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# Enable vertical syncing to reduce tearing defects.
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vsync = false
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# Maximum frames per second. 0.0 is unlimited, or >0.0 to limit.
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framerate limit = 0.0
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# Game video contrast. (>0.0). No effect in Linux.
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contrast = 1.0
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# Video gamma setting. (>0.0). No effect in Linux.
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gamma = 1.0
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[Water]
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# Enable water shader with reflections and optionally refraction.
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shader = false
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# Reflection and refraction texture size in pixels. (512, 1024, 2048).
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rtt size = 512
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# Enable refraction which affects visibility through water plane.
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refraction = false
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# Draw NPCs and creatures on water reflections.
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reflect actors = false
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# Overrides the value in '[Camera] small feature culling pixel size' specifically for water reflection/refraction textures.
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small feature culling pixel size = 20.0
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# By what factor water downscales objects. Only works with water shader and refractions on.
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refraction scale = 1.0
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[Windows]
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# Location and sizes of windows as a fraction of the OpenMW window or
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# screen size. (0.0 to 1.0). X & Y, Width & Height.
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# Stats window displaying level, race, class, skills and stats.
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stats x = 0.015
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stats y = 0.015
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stats w = 0.4275
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stats h = 0.45
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# Stats window pin status
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stats pin = false
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# Spells window displaying powers, spells, and magical items.
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spells x = 0.63
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spells y = 0.39
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spells w = 0.36
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spells h = 0.51
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# Spells window pin status
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spells pin = false
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# Local and world map window.
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map x = 0.63
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map y = 0.015
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map w = 0.36
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map h = 0.37
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# Map window pin status
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map pin = false
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# Dialog window for talking with NPCs.
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dialogue x = 0.15
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dialogue y = 0.5
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dialogue w = 0.7
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dialogue h = 0.45
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# Alchemy window for crafting potions.
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alchemy x = 0.25
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alchemy y = 0.25
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alchemy w = 0.5
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alchemy h = 0.5
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# Console command window for debugging commands.
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console x = 0.015
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console y = 0.015
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console w = 1.0
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console h = 0.5
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# Player inventory window when explicitly opened.
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inventory x = 0.015
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inventory y = 0.54
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inventory w = 0.45
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inventory h = 0.38
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# Inventory window pin status
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inventory pin = false
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# Player inventory window when searching a container.
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inventory container x = 0.015
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inventory container y = 0.54
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inventory container w = 0.45
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inventory container h = 0.38
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# Player inventory window when bartering with a shopkeeper.
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inventory barter x = 0.015
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inventory barter y = 0.54
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inventory barter w = 0.45
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inventory barter h = 0.38
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# Player inventory window when trading with a companion.
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inventory companion x = 0.015
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inventory companion y = 0.54
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inventory companion w = 0.45
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inventory companion h = 0.38
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# Container inventory when searching a container.
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container x = 0.49
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container y = 0.54
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container w = 0.39
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container h = 0.38
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# NPC inventory window when bartering with a shopkeeper.
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barter x = 0.6
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barter y = 0.27
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barter w = 0.38
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barter h = 0.63
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# NPC inventory window when trading with a companion.
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companion x = 0.6
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companion y = 0.27
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companion w = 0.38
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companion h = 0.63
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