<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>Give actors an ability to swim over the water surface when they follow other actor independently from their ability to swim. Has effect only when nav mesh building is enabled.</p></body></html></string>
<string><html><head/><body><p>Make disposition change of merchants caused by trading permanent.</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>Stops combat with NPCs affected by Calm spells every frame -- like in Morrowind without the MCP.</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>
<string><html><head/><body><p>If this setting is true, supporting models will make use of day night switch nodes.</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><a name="docs-internal-guid-f375b85a-7fff-02ff-a5af-c5cff63923c0"/>When enabled, a navigation mesh is built in the background for world geometry to be used for pathfinding. When disabled only the path grid is used to build paths. Single-core CPU systems may have a big performance impact on existing interior location and moving across the exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn't know where to go when you stand behind that stone and cast a firebolt.</p></body></html></string>
<string><html><head/><body><p>If enabled, a magical ammunition is required to bypass normal weapon resistance or weakness. If disabled, a magical ranged weapon or a magical ammunition is required.</p></body></html></string>
<string><html><head/><body><p>If this setting is true, containers supporting graphic herbalism will do so instead of opening the menu.</p></body></html></string>
<string><html><head/><body><p>Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.</p></body></html></string>
<string><html><head/><body><p>Make enchanted weapons without Magical flag bypass normal weapons resistance, like in Morrowind.</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>
<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>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html></string>
<string><html><head/><body><p>Effects of reflected Absorb spells are not mirrored - like in Morrowind.</p></body></html></string>
<string><html><head/><body><p>Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.</p></body></html></string>
<string><html><head/><body><p>This setting controls the behavior of factoring of Strength attribute into hand-to-hand damage: damage is multiplied by Strength value divided by 40.</p><p>Can apply to all actors or only to non-werewolf actors.</p></body></html></string>
<string><html><head/><body><p>How many threads will be spawned to compute physics update in the background. A value of 0 means that the update will be performed in the main thread.</p><p>A value greater than 1 requires the Bullet library be compiled with multithreading support.</p></body></html></string>
<string>Collision is used for both physics simulation and navigation mesh generation for pathfinding. Cylinder gives the best consistency between available navigation paths and ability to move by them. Changing this value affects navigation mesh generation therefore navigation mesh disk cache generated for one value will not be useful with another.</string>
<string><html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html></string>
<string><html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</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 changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.</p></body></html></string>
<string><html><head/><body><p>In third person, the camera will sway along with the movement animations of the player. Enabling this option disables this swaying by having the player character move independently of its animation. This was the default behavior of OpenMW 0.48 and earlier.</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>If enabled - makes transitions between different animations/poses much smoother. Also allows to load animation blending config YAML files that can be bundled with animations in order to customise blending styles.</p></body></html></string>
<string><html><head/><body><p>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.</p></body></html></string>
<string><html><head/><body><p>Enables soft particles for particle effects. This technique softens the intersection between individual particles and other opaque geometry by blending between them.</p></body></html></string>
<string><html><head/><body><p>If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
<string><html><head/><body><p>If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.</p></body></html></string>
<string><html><head/><body><p>Simulate coverage-preserving mipmaps to prevent alpha-tested meshes shrinking as they get further away. Will cause meshes whose textures have coverage-preserving mipmaps to grow, though, so refer to mod installation instructions for how to set this.</p></body></html></string>
<string><html><head/><body><p>Allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. Can negatively impact performance.</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.
<string><html><head/><body><p>EXPERIMENTAL: Stop rain and snow from falling through overhangs and roofs.</p></body></html></string>
<string><html><head/><body><p>Use exponential fog formula. By default, linear fog is used.</p></body></html></string>
<string><html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen.
This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.</p></body></html></string>
<string><html><head/><body><p>The fraction of the maximum distance at which blending with the sky starts.</p></body></html></string>
<string><html><head/><body><p>Reduce visibility of clipping plane by blending objects with the sky.</p></body></html></string>
<string><html><head/><body><p>Controls how large an object must be to be visible in the scene. The object’s size is divided by its distance to the camera and the result of the division is compared with this value. The smaller this value is, the more objects you will see in the scene.</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>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html></string>
<string><html><head/><body><p>If this setting is true, post processing will be enabled.</p></body></html></string>
<string><html><head/><body><p>Type of "compute scene bounds" computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation.</p></body></html></string>
<string><html><head/><body><p>Enable shadows for NPCs and creatures besides the player character. May have a minor performance impact.</p></body></html></string>
<string><html><head/><body><p>The fraction of the limit above at which shadows begin to gradually fade away.</p></body></html></string>
<string><html><head/><body><p>Enable shadows exclusively for the player character. May have a very minor performance impact.</p></body></html></string>
<string><html><head/><body><p>The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact.</p></body></html></string>
<string><html><head/><body><p>The distance from the camera at which shadows completely disappear.</p></body></html></string>
<string><html><head/><body><p>Enable shadows for primarily inanimate objects. May have a significant performance impact.</p></body></html></string>
<string><html><head/><body><p>Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting.</p><p>Has no effect if actor/player shadows are not enabled.</p></body></html></string>
<string><html><head/><body><p>Enable shadows for the terrain including distant terrain. May have a significant performance and shadow quality impact.</p></body></html></string>
<p> "Legacy" always uses 8 lights per object. It provides results most similar to Morrowind's lighting.</p>
<p>"Shaders (compatibility)" removes the 8 light limit. This mode also enables lighting on groundcover. It is recommended to use this with older hardware and a light limit closer to 8.</p>
<p> "Shaders" carries all of the benefits that "Shaders (compatibility)" does, but uses a modern approach that allows for a higher max lights count with little to no performance penalties on modern hardware.</p></body></html></string>
<string><html><head/><body><p>This setting scales GUI windows. A value of 1.0 results in the normal scale.</p></body></html></string>
<string><html><head/><body><p>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. </p><p>The default value is false.</p></body></html></string>
<string><html><head/><body><p>If this setting is true, dialogue topics will have a different color if the topic is specific to the NPC you're talking to or the topic was previously seen. Color can be changed in settings.cfg.</p><p>The default value is false.</p></body></html></string>
<string><html><head/><body><p>If this setting is true, damage bonus of arrows and bolts will be shown on item tooltip.</p><p>The default value is false.</p></body></html></string>
<string><html><head/><body><p>If this setting is true, melee weapons reach and speed will be shown on item tooltip.</p><p>The default value is false.</p></body></html></string>
<string><html><head/><body><p>Stretch menus, load screens, etc. to the window aspect ratio.</p></body></html></string>
<string><html><head/><body><p>Whether or not the chance of success will be displayed in the enchanting menu.</p><p>The default value is false.</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>