Some mods add models which change visuals based on time of day. When this setting is enabled, supporting models will automatically make use of Day/night state.
unarmed creature attacks damage armor
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-------------------------------------
:Type:boolean
:Range:True/False
@ -487,3 +487,19 @@ If disabled unarmed creature attacks do not reduce armor condition, just as with
If enabled unarmed creature attacks reduce armor condition, the same as attacks from NPCs and armed creatures.
This setting can be controlled in Advanced tab of the launcher, under Game Mechanics.
actor collision shape type
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:Type:integer
:Range:0, 1, 2
:Default:0 (Axis-aligned bounding box)
Collision is used for both physics simulation and navigation mesh generation for pathfinding.
Cylinder gives the best consistency bewtween 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
<string><html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html></string>
</property>
<property name="text">
<string>Always allow stealing from knocked out actors</string>
<string>Give NPC 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.</string>
</property>
<property name="text">
<string>Always allow NPC to follow over water surface</string>
<string><html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html></string>
</property>
<property name="text">
<string>Always allow stealing from knocked out actors</string>
<string>Give NPC 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.</string>
</property>
<property name="text">
<string>Always allow NPC to follow over water surface</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 bewtween 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>