From 6cefe2c118c8de160d61008a40d02bfc09b43901 Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Sat, 13 Jan 2024 21:34:44 +0400 Subject: [PATCH] Rework launcher tabs --- apps/launcher/graphicspage.cpp | 106 -- apps/launcher/graphicspage.hpp | 1 - apps/launcher/settingspage.cpp | 101 ++ apps/launcher/settingspage.hpp | 1 + apps/launcher/ui/graphicspage.ui | 676 +++----- apps/launcher/ui/importpage.ui | 22 +- apps/launcher/ui/mainwindow.ui | 18 +- apps/launcher/ui/settingspage.ui | 1436 ++++++++++------- .../source/reference/modding/settings/GUI.rst | 6 +- .../source/reference/modding/settings/fog.rst | 8 + .../reference/modding/settings/game.rst | 44 +- .../reference/modding/settings/general.rst | 4 +- .../reference/modding/settings/shadows.rst | 20 + .../reference/modding/settings/sound.rst | 9 +- .../reference/modding/settings/video.rst | 14 +- 15 files changed, 1262 insertions(+), 1204 deletions(-) diff --git a/apps/launcher/graphicspage.cpp b/apps/launcher/graphicspage.cpp index b360c215e6..735bcf1df1 100644 --- a/apps/launcher/graphicspage.cpp +++ b/apps/launcher/graphicspage.cpp @@ -34,7 +34,6 @@ Launcher::GraphicsPage::GraphicsPage(QWidget* parent) connect(standardRadioButton, &QRadioButton::toggled, this, &GraphicsPage::slotStandardToggled); connect(screenComboBox, qOverload(&QComboBox::currentIndexChanged), this, &GraphicsPage::screenChanged); connect(framerateLimitCheckBox, &QCheckBox::toggled, this, &GraphicsPage::slotFramerateLimitToggled); - connect(shadowDistanceCheckBox, &QCheckBox::toggled, this, &GraphicsPage::slotShadowDistLimitToggled); } bool Launcher::GraphicsPage::setupSDL() @@ -126,58 +125,6 @@ bool Launcher::GraphicsPage::loadSettings() framerateLimitSpinBox->setValue(fpsLimit); } - // Lighting - int lightingMethod = 1; - switch (Settings::shaders().mLightingMethod) - { - case SceneUtil::LightingMethod::FFP: - lightingMethod = 0; - break; - case SceneUtil::LightingMethod::PerObjectUniform: - lightingMethod = 1; - break; - case SceneUtil::LightingMethod::SingleUBO: - lightingMethod = 2; - break; - } - lightingMethodComboBox->setCurrentIndex(lightingMethod); - - // Shadows - if (Settings::shadows().mActorShadows) - actorShadowsCheckBox->setCheckState(Qt::Checked); - if (Settings::shadows().mPlayerShadows) - playerShadowsCheckBox->setCheckState(Qt::Checked); - if (Settings::shadows().mTerrainShadows) - terrainShadowsCheckBox->setCheckState(Qt::Checked); - if (Settings::shadows().mObjectShadows) - objectShadowsCheckBox->setCheckState(Qt::Checked); - if (Settings::shadows().mEnableIndoorShadows) - indoorShadowsCheckBox->setCheckState(Qt::Checked); - - const auto& boundMethod = Settings::shadows().mComputeSceneBounds.get(); - if (boundMethod == "bounds") - shadowComputeSceneBoundsComboBox->setCurrentIndex(0); - else if (boundMethod == "primitives") - shadowComputeSceneBoundsComboBox->setCurrentIndex(1); - else - shadowComputeSceneBoundsComboBox->setCurrentIndex(2); - - const int shadowDistLimit = Settings::shadows().mMaximumShadowMapDistance; - if (shadowDistLimit > 0) - { - shadowDistanceCheckBox->setCheckState(Qt::Checked); - shadowDistanceSpinBox->setValue(shadowDistLimit); - } - - const float shadowFadeStart = Settings::shadows().mShadowFadeStart; - if (shadowFadeStart != 0) - fadeStartSpinBox->setValue(shadowFadeStart); - - const int shadowRes = Settings::shadows().mShadowMapResolution; - int shadowResIndex = shadowResolutionComboBox->findText(QString::number(shadowRes)); - if (shadowResIndex != -1) - shadowResolutionComboBox->setCurrentIndex(shadowResIndex); - return true; } @@ -220,53 +167,6 @@ void Launcher::GraphicsPage::saveSettings() { Settings::video().mFramerateLimit.set(0); } - - // Lighting - static constexpr std::array lightingMethodMap = { - SceneUtil::LightingMethod::FFP, - SceneUtil::LightingMethod::PerObjectUniform, - SceneUtil::LightingMethod::SingleUBO, - }; - Settings::shaders().mLightingMethod.set(lightingMethodMap[lightingMethodComboBox->currentIndex()]); - - // Shadows - const int cShadowDist = shadowDistanceCheckBox->checkState() != Qt::Unchecked ? shadowDistanceSpinBox->value() : 0; - Settings::shadows().mMaximumShadowMapDistance.set(cShadowDist); - const float cFadeStart = fadeStartSpinBox->value(); - if (cShadowDist > 0) - Settings::shadows().mShadowFadeStart.set(cFadeStart); - - const bool cActorShadows = actorShadowsCheckBox->checkState() != Qt::Unchecked; - const bool cObjectShadows = objectShadowsCheckBox->checkState() != Qt::Unchecked; - const bool cTerrainShadows = terrainShadowsCheckBox->checkState() != Qt::Unchecked; - const bool cPlayerShadows = playerShadowsCheckBox->checkState() != Qt::Unchecked; - if (cActorShadows || cObjectShadows || cTerrainShadows || cPlayerShadows) - { - Settings::shadows().mEnableShadows.set(true); - Settings::shadows().mActorShadows.set(cActorShadows); - Settings::shadows().mPlayerShadows.set(cPlayerShadows); - Settings::shadows().mObjectShadows.set(cObjectShadows); - Settings::shadows().mTerrainShadows.set(cTerrainShadows); - } - else - { - Settings::shadows().mEnableShadows.set(false); - Settings::shadows().mActorShadows.set(false); - Settings::shadows().mPlayerShadows.set(false); - Settings::shadows().mObjectShadows.set(false); - Settings::shadows().mTerrainShadows.set(false); - } - - Settings::shadows().mEnableIndoorShadows.set(indoorShadowsCheckBox->checkState() != Qt::Unchecked); - Settings::shadows().mShadowMapResolution.set(shadowResolutionComboBox->currentText().toInt()); - - auto index = shadowComputeSceneBoundsComboBox->currentIndex(); - if (index == 0) - Settings::shadows().mComputeSceneBounds.set("bounds"); - else if (index == 1) - Settings::shadows().mComputeSceneBounds.set("primitives"); - else - Settings::shadows().mComputeSceneBounds.set("none"); } QStringList Launcher::GraphicsPage::getAvailableResolutions(int screen) @@ -377,9 +277,3 @@ void Launcher::GraphicsPage::slotFramerateLimitToggled(bool checked) { framerateLimitSpinBox->setEnabled(checked); } - -void Launcher::GraphicsPage::slotShadowDistLimitToggled(bool checked) -{ - shadowDistanceSpinBox->setEnabled(checked); - fadeStartSpinBox->setEnabled(checked); -} diff --git a/apps/launcher/graphicspage.hpp b/apps/launcher/graphicspage.hpp index 85f91d1ff1..928ec9f1a2 100644 --- a/apps/launcher/graphicspage.hpp +++ b/apps/launcher/graphicspage.hpp @@ -31,7 +31,6 @@ namespace Launcher void slotFullScreenChanged(int state); void slotStandardToggled(bool checked); void slotFramerateLimitToggled(bool checked); - void slotShadowDistLimitToggled(bool checked); private: QVector mResolutionsPerScreen; diff --git a/apps/launcher/settingspage.cpp b/apps/launcher/settingspage.cpp index b8539671b5..9492326cb0 100644 --- a/apps/launcher/settingspage.cpp +++ b/apps/launcher/settingspage.cpp @@ -212,6 +212,55 @@ bool Launcher::SettingsPage::loadSettings() loadSettingBool(Settings::fog().mExponentialFog, *exponentialFogCheckBox); loadSettingBool(Settings::fog().mSkyBlending, *skyBlendingCheckBox); skyBlendingStartComboBox->setValue(Settings::fog().mSkyBlendingStart); + + int lightingMethod = 1; + switch (Settings::shaders().mLightingMethod) + { + case SceneUtil::LightingMethod::FFP: + lightingMethod = 0; + break; + case SceneUtil::LightingMethod::PerObjectUniform: + lightingMethod = 1; + break; + case SceneUtil::LightingMethod::SingleUBO: + lightingMethod = 2; + break; + } + lightingMethodComboBox->setCurrentIndex(lightingMethod); + + loadSettingBool(Settings::shadows().mActorShadows, *actorShadowsCheckBox); + loadSettingBool(Settings::shadows().mPlayerShadows, *playerShadowsCheckBox); + loadSettingBool(Settings::shadows().mTerrainShadows, *terrainShadowsCheckBox); + loadSettingBool(Settings::shadows().mObjectShadows, *objectShadowsCheckBox); + loadSettingBool(Settings::shadows().mEnableIndoorShadows, *indoorShadowsCheckBox); + + const auto& boundMethod = Settings::shadows().mComputeSceneBounds.get(); + if (boundMethod == "bounds") + shadowComputeSceneBoundsComboBox->setCurrentIndex(0); + else if (boundMethod == "primitives") + shadowComputeSceneBoundsComboBox->setCurrentIndex(1); + else + shadowComputeSceneBoundsComboBox->setCurrentIndex(2); + + const int shadowDistLimit = Settings::shadows().mMaximumShadowMapDistance; + if (shadowDistLimit > 0) + { + shadowDistanceCheckBox->setCheckState(Qt::Checked); + shadowDistanceSpinBox->setValue(shadowDistLimit); + shadowDistanceSpinBox->setEnabled(true); + fadeStartSpinBox->setEnabled(true); + } + + const float shadowFadeStart = Settings::shadows().mShadowFadeStart; + if (shadowFadeStart != 0) + fadeStartSpinBox->setValue(shadowFadeStart); + + const int shadowRes = Settings::shadows().mShadowMapResolution; + int shadowResIndex = shadowResolutionComboBox->findText(QString::number(shadowRes)); + if (shadowResIndex != -1) + shadowResolutionComboBox->setCurrentIndex(shadowResIndex); + + connect(shadowDistanceCheckBox, &QCheckBox::toggled, this, &SettingsPage::slotShadowDistLimitToggled); } // Audio @@ -359,6 +408,52 @@ void Launcher::SettingsPage::saveSettings() saveSettingBool(*exponentialFogCheckBox, Settings::fog().mExponentialFog); saveSettingBool(*skyBlendingCheckBox, Settings::fog().mSkyBlending); Settings::fog().mSkyBlendingStart.set(skyBlendingStartComboBox->value()); + + static constexpr std::array lightingMethodMap = { + SceneUtil::LightingMethod::FFP, + SceneUtil::LightingMethod::PerObjectUniform, + SceneUtil::LightingMethod::SingleUBO, + }; + Settings::shaders().mLightingMethod.set(lightingMethodMap[lightingMethodComboBox->currentIndex()]); + + const int cShadowDist + = shadowDistanceCheckBox->checkState() != Qt::Unchecked ? shadowDistanceSpinBox->value() : 0; + Settings::shadows().mMaximumShadowMapDistance.set(cShadowDist); + const float cFadeStart = fadeStartSpinBox->value(); + if (cShadowDist > 0) + Settings::shadows().mShadowFadeStart.set(cFadeStart); + + const bool cActorShadows = actorShadowsCheckBox->checkState() != Qt::Unchecked; + const bool cObjectShadows = objectShadowsCheckBox->checkState() != Qt::Unchecked; + const bool cTerrainShadows = terrainShadowsCheckBox->checkState() != Qt::Unchecked; + const bool cPlayerShadows = playerShadowsCheckBox->checkState() != Qt::Unchecked; + if (cActorShadows || cObjectShadows || cTerrainShadows || cPlayerShadows) + { + Settings::shadows().mEnableShadows.set(true); + Settings::shadows().mActorShadows.set(cActorShadows); + Settings::shadows().mPlayerShadows.set(cPlayerShadows); + Settings::shadows().mObjectShadows.set(cObjectShadows); + Settings::shadows().mTerrainShadows.set(cTerrainShadows); + } + else + { + Settings::shadows().mEnableShadows.set(false); + Settings::shadows().mActorShadows.set(false); + Settings::shadows().mPlayerShadows.set(false); + Settings::shadows().mObjectShadows.set(false); + Settings::shadows().mTerrainShadows.set(false); + } + + Settings::shadows().mEnableIndoorShadows.set(indoorShadowsCheckBox->checkState() != Qt::Unchecked); + Settings::shadows().mShadowMapResolution.set(shadowResolutionComboBox->currentText().toInt()); + + auto index = shadowComputeSceneBoundsComboBox->currentIndex(); + if (index == 0) + Settings::shadows().mComputeSceneBounds.set("bounds"); + else if (index == 1) + Settings::shadows().mComputeSceneBounds.set("primitives"); + else + Settings::shadows().mComputeSceneBounds.set("none"); } // Audio @@ -461,3 +556,9 @@ void Launcher::SettingsPage::slotSkyBlendingToggled(bool checked) skyBlendingStartComboBox->setEnabled(checked); skyBlendingStartLabel->setEnabled(checked); } + +void Launcher::SettingsPage::slotShadowDistLimitToggled(bool checked) +{ + shadowDistanceSpinBox->setEnabled(checked); + fadeStartSpinBox->setEnabled(checked); +} diff --git a/apps/launcher/settingspage.hpp b/apps/launcher/settingspage.hpp index 9f7d6b1f43..a8a6b7c26d 100644 --- a/apps/launcher/settingspage.hpp +++ b/apps/launcher/settingspage.hpp @@ -32,6 +32,7 @@ namespace Launcher void slotAnimSourcesToggled(bool checked); void slotPostProcessToggled(bool checked); void slotSkyBlendingToggled(bool checked); + void slotShadowDistLimitToggled(bool checked); private: Config::GameSettings& mGameSettings; diff --git a/apps/launcher/ui/graphicspage.ui b/apps/launcher/ui/graphicspage.ui index c0e2b0be06..fa92c7b789 100644 --- a/apps/launcher/ui/graphicspage.ui +++ b/apps/launcher/ui/graphicspage.ui @@ -11,459 +11,229 @@ - - - - 0 - - - - Display - - - - - - - - Screen: - - - - - - - - 0 - - - - - 2 - - - - - 4 - - - - - 8 - - - - - 16 - - - - - - - - - - - Window Mode: - - - - - - - Resolution: - - - Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop - - - - - - - Vertical Sync: - - - - - - - Anti-aliasing: - - - - - - - - - - - 800 - - - - - - - × - - - - - - - 600 - - - - - - - - - Custom: - - - - - - - Standard: - - - true - - - - - - - - - - - - 0 - - - - Fullscreen - - - - - Windowed Fullscreen - - - - - Windowed - - - - - - - - Window Border - - - - - - - 0 - - - - Disabled - - - - - Enabled - - - - - Adaptive - - - - - - - - Framerate Limit: - - - - - - - false - - - FPS - - - 1 - - - 1.000000000000000 - - - 1000.000000000000000 - - - 15.000000000000000 - - - 300.000000000000000 - - - - - - - - - - Lighting - - - - - - - - Lighting Method: - - - - - - - - legacy - - - - - shaders compatibility - - - - - shaders - - - - - - - - - - Qt::Vertical - - - - 20 - 40 - - - - - - - - - Shadows - - - - - - - - <html><head/><body><p>Enable shadows exclusively for the player character. May have a very minor performance impact.</p></body></html> - - - Enable Player Shadows - - - - - - - <html><head/><body><p>Enable shadows for NPCs and creatures besides the player character. May have a minor performance impact.</p></body></html> - - - Enable Actor Shadows - - - - - - - <html><head/><body><p>Enable shadows for primarily inanimate objects. May have a significant performance impact.</p></body></html> - - - Enable Object Shadows - - - - - - - <html><head/><body><p>Enable shadows for the terrain including distant terrain. May have a significant performance and shadow quality impact.</p></body></html> - - - Enable Terrain Shadows - - - - - - - <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> - - - Enable Indoor Shadows - - - - - - - <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> - - - Shadow Near Far Computation Method: - - - - - - - - bounds - - - - - primitives - - - - - none - - - - - - - - <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> - - - Shadow Map Resolution: - - - - - - - - 512 - - - - - 1024 - - - - - 2048 - - - - - 4096 - - - - - - - - <html><head/><body><p>The distance from the camera at which shadows completely disappear.</p></body></html> - - - Shadow Distance Limit: - - - - - - - false - - - <html><head/><body><p>64 game units is 1 real life yard or about 0.9 m</p></body></html> - - - unit(s) - - - 512 - - - 81920 - - - 8192 - - - - - - - <html><head/><body><p>The fraction of the limit above at which shadows begin to gradually fade away.</p></body></html> - - - Fade Start Multiplier: - - - - - - - false - - - 2 - - - 0.000000000000000 - - - 1.000000000000000 - - - 0.900000000000000 - - - - - - - + + + + + + + + + Screen + + + + + + + Window mode + + + + + + + + + + + 800 + + + + + + + × + + + + + + + 600 + + + + + + + + + Custom: + + + + + + + Standard: + + + true + + + + + + + + + + + + + 0 + + + + + 2 + + + + + 4 + + + + + 8 + + + + + 16 + + + + + + + + Framerate limit + + + + + + + Window border + + + + + + + + + + 0 + + + + Disabled + + + + + Enabled + + + + + Adaptive + + + + + + + + 0 + + + + Fullscreen + + + + + Windowed Fullscreen + + + + + Windowed + + + + + + + + Resolution + + + Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop + + + + + + + false + + + FPS + + + 1 + + + 1.000000000000000 + + + 1000.000000000000000 + + + 15.000000000000000 + + + 300.000000000000000 + + + + + + + Anti-aliasing + + + + + + + Vertical synchronization + + + + + + + Qt::Vertical + + + + 20 + 40 + + + + + + + diff --git a/apps/launcher/ui/importpage.ui b/apps/launcher/ui/importpage.ui index 3e2b0c5e64..4626d29e8a 100644 --- a/apps/launcher/ui/importpage.ui +++ b/apps/launcher/ui/importpage.ui @@ -6,7 +6,7 @@ 0 0 - 514 + 515 397 @@ -129,16 +129,22 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov + + + + Qt::Vertical + + + + 0 + 0 + + + + - - - - Qt::Vertical - - - diff --git a/apps/launcher/ui/mainwindow.ui b/apps/launcher/ui/mainwindow.ui index 54a369999d..b05a9d2c3b 100644 --- a/apps/launcher/ui/mainwindow.ui +++ b/apps/launcher/ui/mainwindow.ui @@ -7,20 +7,20 @@ 0 0 720 - 565 + 635 720 - 565 + 635 OpenMW Launcher - + :/images/openmw.png:/images/openmw.png @@ -120,7 +120,7 @@ QToolButton { true - + :/images/openmw-plugin.png:/images/openmw-plugin.png @@ -141,11 +141,11 @@ QToolButton { true - + :/images/preferences-video.png:/images/preferences-video.png - Graphics + Display Allows to change graphics settings @@ -156,7 +156,7 @@ QToolButton { true - + :/images/preferences.png:/images/preferences.png @@ -171,7 +171,7 @@ QToolButton { true - + :/images/preferences-advanced.png:/images/preferences-advanced.png @@ -183,7 +183,7 @@ QToolButton { - + diff --git a/apps/launcher/ui/settingspage.ui b/apps/launcher/ui/settingspage.ui index 0340509205..cf8215ef30 100644 --- a/apps/launcher/ui/settingspage.ui +++ b/apps/launcher/ui/settingspage.ui @@ -6,7 +6,7 @@ 0 0 - 732 + 741 503 @@ -14,46 +14,56 @@ - 1 + 0 - + - Game Mechanics + Gameplay - - + + - <html><head/><body><p>Make disposition change of merchants caused by trading permanent.</p></body></html> + <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> - Permanent barter disposition changes + Uncapped Damage Fatigue - - + + - <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> + 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. - Followers defend immediately + Always allow actors to follow over water - - + + - <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> + <html><head/><body><p>Make disposition change of merchants caused by trading permanent.</p></body></html> - Uncapped Damage Fatigue + Permanent barter disposition changes - + + + + <html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html> + + + Racial variation in speed fix + + + + <html><head/><body><p>Stops combat with NPCs affected by Calm spells every frame -- like in Morrowind without the MCP.</p></body></html> @@ -63,7 +73,17 @@ - + + + + <html><head/><body><p>If enabled NPCs apply evasion maneuver to avoid collisions with others.</p></body></html> + + + NPCs avoid collisions + + + + <html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html> @@ -73,77 +93,97 @@ - - + + - <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> + <html><head/><body><p>If this setting is true, supporting models will make use of day night switch nodes.</p></body></html> - Swim upward correction + Day night switch nodes - - + + - <html><head/><body><p>Make enchanted weaponry without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html> + <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> - Enchanted weapons are magical + Followers defend immediately - - + + - <html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html> + <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> - Always allow stealing from knocked out actors + Use navigation mesh for pathfinding - - + + - <html><head/><body><p>Effects of reflected Absorb spells are not mirrored -- like in Morrowind.</p></body></html> + <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> - Classic reflected Absorb spells behavior + Only magical ammo bypass resistance - - + + - <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> + <html><head/><body><p>If this setting is true, containers supporting graphic herbalism will do so instead of opening the menu.</p></body></html> - Use navigation mesh for pathfinding + Graphic herbalism - - + + - <html><head/><body><p>If enabled NPCs apply evasion maneuver to avoid collisions with others.</p></body></html> + <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> - NPCs avoid collisions + Swim upward correction - - + + - <html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html> + <html><head/><body><p>Make enchanted weapons without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html> - Racial variation in speed fix + Enchanted weapons are magical - + + + + <html><head/><body><p>Prevents merchants from equipping items that are sold to them.</p></body></html> + + + Merchant equipping fix + + + + + + + <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> + + + Trainers choose offered skills by base value + + + + <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> @@ -153,44 +193,44 @@ - - + + + + <html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html> + + + Steal from knocked out actors in combat + + + + + - 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. + <html><head/><body><p>Effects of reflected Absorb spells are not mirrored -- like in Morrowind.</p></body></html> - Always allow NPC to follow over water surface + Classic reflected Absorb spells behavior + + + + + + + <html><head/><body><p>Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.</p></body></html> + + + Unarmed creature attacks damage armor - - - - <html><head/><body><p>Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.</p></body></html> - - - Unarmed creature attacks damage armor - - - - - - - <html><head/><body><p>Allow non-standard ammunition solely to bypass normal weapon resistance or weakness.</p></body></html> - - - Only appropriate ammunition bypasses normal weapon resistance - - - - Factor strength into hand-to-hand combat: + Factor strength into hand-to-hand combat @@ -222,7 +262,7 @@ <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> - Background physics threads: + Background physics threads @@ -232,14 +272,14 @@ - Actor collision shape type: + Actor collision shape type - 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. + 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. Axis-aligned bounding box @@ -284,492 +324,746 @@ - - - true - - - - - 0 - 0 - 671 - 774 - - - - - - - Animations - - - - - - <html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html> - - - Use magic item animation - - - - - - - <html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html> - - - Smooth movement - - - - - - - <html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html> - - - Use additional animation sources - - - - - - - <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> - - - Turn to movement direction - - - - - - - 20 - - - - - false - - - <html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</p></body></html> - - - Weapon sheathing - - - - - - - false - - - <html><head/><body><p>Render holstered shield, requires modded assets.</p></body></html> - - - Shield sheathing - - - - - - - - - <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> - - - Player movement ignores animation - - - - - - - - - - Shaders - - - - - - <html><head/><body><p>If this option is enabled, normal maps are automatically recognized and used if they are named appropriately + + + + + 0 + + + + Animations + + + + + + + + <html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html> + + + Smooth movement + + + + + + + <html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html> + + + Use additional animation sources + + + + + + + Qt::Vertical + + + + 20 + 40 + + + + + + + + <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> + + + Turn to movement direction + + + + + + + false + + + <html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</p></body></html> + + + Weapon sheathing + + + + + + + false + + + <html><head/><body><p>Render holstered shield, requires modded assets.</p></body></html> + + + Shield sheathing + + + + + + + <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> + + + Player movement ignores animation + + + + + + + <html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html> + + + Use magic item animation + + + + + + + + + + Shaders + + + + + + + + + + <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> - - - Auto use object normal maps - - - - - - - <html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html> - - - Auto use terrain normal maps - - - - - - - <html><head/><body><p>If this option is enabled, specular maps are automatically recognized and used if they are named appropriately + + + Auto use object normal maps + + + + + + + <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> + + + Soft particles + + + + + + + <html><head/><body><p>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.</p></body></html> - - - Auto use object specular maps - - - - - - - <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> - - - Auto use terrain specular maps - - - - - - - <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. + + + Auto use object specular maps + + + + + + + <html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html> + + + Auto use terrain normal maps + + + + + + + Qt::Vertical + + + + 20 + 40 + + + + + + + + <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> + + + Auto use terrain specular maps + + + + + + + <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> + + + Adjust coverage for alpha test + + + + + + + <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> + + + Use anti-alias alpha testing + + + + + + + <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. Affected objects will use shaders. </p></body></html> - - - Bump/reflect map local lighting - - - - - - - <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> - - - Use anti-alias alpha testing - - - - - - - <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> - - - Soft Particles - - - - - - - <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> - - - Adjust coverage for alpha test - - - - - - - <html><head/><body><p>EXPERIMENTAL: Stop rain and snow from falling through overhangs and roofs.</p></body></html> - - - Weather Particle Occlusion - - - - - - - - - - Fog - - - - - - <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. + + + Bump/reflect map local lighting + + + + + + + <html><head/><body><p>EXPERIMENTAL: Stop rain and snow from falling through overhangs and roofs.</p></body></html> + + + Weather particle occlusion + + + + + + + + + + + + Fog + + + + + + + + <html><head/><body><p>Use exponential fog formula. By default, linear fog is used.</p></body></html> + + + Exponential fog + + + + + + + false + + + 3 + + + 0.000000000000000 + + + 1.000000000000000 + + + 0.005000000000000 + + + + + + + Qt::Vertical + + + + 20 + 40 + + + + + + + + <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> - - - Radial fog - - - - - - - <html><head/><body><p>Use exponential fog formula. By default, linear fog is used.</p></body></html> - - - Exponential fog - - - - - - - <html><head/><body><p>Reduce visibility of clipping plane by blending objects with the sky.</p></body></html> - - - Sky blending - - - - - - - false - - - <html><head/><body><p>The fraction of the maximum distance at which blending with the sky starts.</p></body></html> - - - Sky blending start - - - - - - - false - - - 3 - - - 0.000000000000000 - - - 1.000000000000000 - - - 0.005000000000000 - - - - - - - - - - Terrain - - - - - - + + + Radial fog + + + + + + + false + + + <html><head/><body><p>The fraction of the maximum distance at which blending with the sky starts.</p></body></html> + + + Sky blending start + + + + + + + <html><head/><body><p>Reduce visibility of clipping plane by blending objects with the sky.</p></body></html> + + + Sky blending + + + + + + + + + + Terrain + + + + + + + + <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> + + + Distant land + + + + + + + cells + + + 0.000000000000000 + + + 0.500000000000000 + + + + + + + Qt::Vertical + + + + 20 + 40 + + + + + + + + <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> + + + Object paging min size + + + + + + + Viewing distance + + + + + + + 3 + + + 0.000000000000000 + + + 0.250000000000000 + + + 0.005000000000000 + + + + + + + <html><head/><body><p>Use object paging for active cells grid.</p></body></html> + + + Active grid object paging + + + + + + + + + + Post Processing + + + + + + + + false + + + <html><head/><body><p>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html> + + + Auto exposure speed + + + + + + + Qt::Vertical + + + + 20 + 40 + + + + + + + + false + + + <html><head/><body><p>Re-render transparent objects with forced alpha clipping.</p></body></html> + + + Transparent postpass + + + + + + + false + + + 3 + + + 0.010000000000000 + + + 10.000000000000000 + + + 0.001000000000000 + + + + + + + <html><head/><body><p>If this setting is true, post processing will be enabled.</p></body></html> + + + Enable post processing + + + + + + + + + + Shadows + + + + + + + - Viewing distance - - - - - - - Cells - - - 0.000000000000000 - - - 0.500000000000000 - - - - - - - - - - - <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> + bounds + + - Object paging min size + primitives - - - - - - 3 - - - 0.000000000000000 + + + + none - - 0.250000000000000 + + + + + + + <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> + + + Shadow planes computation method + + + + + + + false + + + <html><head/><body><p>64 game units is 1 real life yard or about 0.9 m</p></body></html> + + + unit(s) + + + 512 + + + 81920 + + + 8192 + + + + + + + <html><head/><body><p>Enable shadows for NPCs and creatures besides the player character. May have a minor performance impact.</p></body></html> + + + Enable actor shadows + + + + + + + + 512 - - 0.005000000000000 + + + + 1024 - - - - - - - - <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> - - - Distant land - - - - - - - 20 - - - - - <html><head/><body><p>Use object paging for active cells grid.</p></body></html> + + + + 2048 + + - Active grid object paging + 4096 - - - - - - - - - - - Models - - - - - - <html><head/><body><p>If this setting is true, supporting models will make use of day night switch nodes.</p></body></html> - - - Day night switch nodes - - - - - - - - - - Post Processing - - - - - - <html><head/><body><p>If this setting is true, post processing will be enabled.</p></body></html> - - - Enable post processing - - - - - - - 20 - - - - - false + + + + + + + <html><head/><body><p>The fraction of the limit above at which shadows begin to gradually fade away.</p></body></html> + + + Fade start multiplier + + + + + + + <html><head/><body><p>Enable shadows exclusively for the player character. May have a very minor performance impact.</p></body></html> + + + Enable player shadows + + + + + + + <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> + + + Shadow map resolution + + + + + + + <html><head/><body><p>The distance from the camera at which shadows completely disappear.</p></body></html> + + + Shadow distance limit: + + + + + + + <html><head/><body><p>Enable shadows for primarily inanimate objects. May have a significant performance impact.</p></body></html> + + + Enable object shadows + + + + + + + false + + + 2 + + + 0.000000000000000 + + + 1.000000000000000 + + + 0.900000000000000 + + + + + + + Qt::Vertical + + + + 20 + 40 + + + + + + + + <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> + + + Enable indoor shadows + + + + + + + <html><head/><body><p>Enable shadows for the terrain including distant terrain. May have a significant performance and shadow quality impact.</p></body></html> + + + Enable terrain shadows + + + + + + + + + + Lighting + + + + + + + + Qt::Vertical + + + + 20 + 40 + + + + + + + + + legacy - - <html><head/><body><p>Re-render transparent objects with forced alpha clipping.</p></body></html> + + + + shaders compatibility + + - Transparent postpass + shaders - - - - - - - - false - - - <html><head/><body><p>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html> - - - Auto exposure speed - - - - - - - false - - - 3 - - - 0.010000000000000 - - - 10.000000000000000 - - - 0.001000000000000 - - - - - - - - - - - - - - Qt::Vertical - - - - 20 - 40 - - - - - - - + + + + + + + Lighting method + + + + + + + + + + @@ -786,7 +1080,7 @@ Select your preferred audio device. - Audio Device + Audio device @@ -872,7 +1166,7 @@ Select your preferred HRTF profile. - HRTF Profile + HRTF profile @@ -936,17 +1230,17 @@ - Tool Tip Only + Tooltip - Crosshair Only + Crosshair - Tool Tip and Crosshair + Tooltip and crosshair @@ -1036,16 +1330,6 @@ - - - - <html><head/><body><p>If this setting is true, containers supporting graphic herbalism will do so instead of opening the menu.</p></body></html> - - - Enable graphic herbalism - - - @@ -1110,46 +1394,6 @@ - - - Bug Fixes - - - - - - <html><head/><body><p>Prevents merchants from equipping items that are sold to them.</p></body></html> - - - Merchant equipping fix - - - - - - - <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> - - - Trainers choose their training skills based on their base skill points - - - - - - - Qt::Vertical - - - - 0 - 0 - - - - - - Miscellaneous @@ -1176,7 +1420,7 @@ - Maximum Quicksaves + Maximum quicksaves @@ -1193,9 +1437,9 @@ - + - Other + Screenshots @@ -1203,7 +1447,7 @@ - Screenshot Format + Screenshot format diff --git a/docs/source/reference/modding/settings/GUI.rst b/docs/source/reference/modding/settings/GUI.rst index 76c83be4da..edacdc730a 100644 --- a/docs/source/reference/modding/settings/GUI.rst +++ b/docs/source/reference/modding/settings/GUI.rst @@ -11,7 +11,7 @@ scaling factor This setting scales GUI windows. A value of 1.0 results in the normal scale. Larger values are useful to increase the scale of the GUI for high resolution displays. -This setting can be configured in the Interface section of the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. font size --------- @@ -24,7 +24,7 @@ Allows to specify glyph size for in-game fonts. Note: default bitmap fonts are supposed to work with 16px size, otherwise glyphs will be blurry. TrueType fonts do not have this issue. -This setting can be configured in the Interface section of the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. menu transparency ----------------- @@ -65,7 +65,7 @@ The Bethesda provided assets have a 4:3 aspect ratio, but other assets are permi If this setting is false, the assets will be centered in the mentioned 4:3 aspect ratio, with black bars filling the remainder of the screen. -This setting can be configured in the Interface section of the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. subtitles --------- diff --git a/docs/source/reference/modding/settings/fog.rst b/docs/source/reference/modding/settings/fog.rst index b05112162e..20bfdaf14d 100644 --- a/docs/source/reference/modding/settings/fog.rst +++ b/docs/source/reference/modding/settings/fog.rst @@ -125,6 +125,8 @@ By default, the fog becomes thicker proportionally to your distance from the cli 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. Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain. +This setting can be controlled in the Settings tab of the launcher. + exponential fog --------------- @@ -135,6 +137,8 @@ exponential fog Similar to "radial fog" but uses an exponential formula for the fog. Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain. +This setting can be controlled in the Settings tab of the launcher. + sky blending ------------ @@ -146,6 +150,8 @@ Whether to use blending with the sky for everything that is close to the clippin If enabled the clipping plane becomes invisible. Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain. +This setting can be controlled in the Settings tab of the launcher. + sky blending start ------------------ @@ -155,6 +161,8 @@ sky blending start The fraction of the maximum distance at which blending with the sky starts. +This setting can be controlled in the Settings tab of the launcher. + sky rtt resolution ------------------ diff --git a/docs/source/reference/modding/settings/game.rst b/docs/source/reference/modding/settings/game.rst index 31cc2703f2..368401f5c5 100644 --- a/docs/source/reference/modding/settings/game.rst +++ b/docs/source/reference/modding/settings/game.rst @@ -16,7 +16,7 @@ If the setting is 2, the crosshair is the colour of the colour crosshair owned s If the setting is 3, both the tool tip background and the crosshair are coloured. The crosshair is not visible if crosshair is false. -This setting can be configured in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. show projectile damage ---------------------- @@ -27,7 +27,7 @@ show projectile damage If this setting is true, the damage bonus of arrows and bolts will show on their tooltip. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. show melee info --------------- @@ -38,7 +38,7 @@ show melee info If this setting is true, the reach and speed of weapons will show on their tooltip. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. show enchant chance ------------------- @@ -49,7 +49,7 @@ show enchant chance Whether or not the chance of success will be displayed in the enchanting menu. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. best attack ----------- @@ -78,7 +78,7 @@ If this setting is false, player has to wait until end of death animation in all 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. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. difficulty ---------- @@ -123,7 +123,7 @@ and the caster will absorb their own stat resulting in no effect on either the c This makes the gameplay as a mage easier, but these spells become imbalanced. This is how Morrowind behaves. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. classic calm spells behavior ---------------------------------------- @@ -137,7 +137,7 @@ This means that a Calm spell of any magnitude will always take actors out of com This is how Morrowind behaves without the Morrowind Code Patch. If this setting is off, Calm spells will only take their target out of combat once. Allowing them to re-engage if the spell was not sufficiently strong. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. use magic item animations ------------------------- @@ -161,7 +161,7 @@ show effect duration 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. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. enchanted weapons are magical ----------------------------- @@ -173,7 +173,7 @@ enchanted weapons are magical Make enchanted weapons without Magical flag bypass normal weapons resistance (and weakness) certain creatures have. This is how Morrowind behaves. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. prevent merchant equipping -------------------------- @@ -184,7 +184,7 @@ prevent merchant equipping Prevent merchants from equipping items that are sold to them. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. followers attack on sight ------------------------- @@ -196,7 +196,8 @@ followers attack on sight 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. Please note this setting has not been extensively tested and could have side effects with certain quests. -This setting can be toggled in the Settings tab of the launcher. + +This setting can be controlled in the Settings tab of the launcher. shield sheathing ---------------- @@ -214,6 +215,8 @@ To avoid conflicts, you can use _sh mesh without "Bip01 Sheath" node for such "s Also you can use an _sh node with empty "Bip01 Sheath" node. In this case the engine will use basic shield model, but will use transformations from the "Bip01 Sheath" node. +This setting can be controlled in the Settings tab of the launcher. + weapon sheathing ---------------- @@ -226,6 +229,8 @@ If this setting is true, OpenMW will utilize weapon sheathing-compatible assets To make use of this, you need to have an xbase_anim_sh.nif file with weapon bones that will be injected into the skeleton. Additional _sh suffix models are not essential for weapon sheathing to work but will act as quivers or scabbards for the weapons they correspond to. +This setting can be controlled in the Settings tab of the launcher. + use additional anim sources --------------------------- @@ -238,7 +243,8 @@ For example, if the main animation mesh has name Meshes/x.nif, the engine will load all KF-files from Animations/x folder and its child folders. This can be useful if you want to use several animation replacers without merging them. Attention: animations from AnimKit have their own format and are not supposed to be directly loaded in-game! -This setting can only be configured by editing the settings configuration file. + +This setting can be controlled in the Settings tab of the launcher. barter disposition change is permanent -------------------------------------- @@ -251,7 +257,7 @@ If this setting is true, disposition change of merchants caused by trading will be permanent and won't be discarded upon exiting dialogue with them. This imitates the option that Morrowind Code Patch offers. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. only appropriate ammunition bypasses resistance ----------------------------------------------- @@ -264,7 +270,7 @@ If this setting is true, you will have to use the appropriate ammunition to bypa An enchanted bow with chitin arrows will no longer be enough for the purpose, while a steel longbow with glass arrows will still work. This was previously the default engine behavior that diverged from Morrowind design. -This setting can be toggled in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. strength influences hand to hand -------------------------------- @@ -454,6 +460,8 @@ Some mods add harvestable container models. When this setting is enabled, activa When this setting is turned off or when activating a regular container, the menu will open as usual. +This setting can be controlled in the Settings tab of the launcher. + allow actors to follow over water surface ----------------------------------------- @@ -489,6 +497,8 @@ day night switches 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. +This setting can be controlled in the Settings tab of the launcher. + unarmed creature attacks damage armor ------------------------------------- @@ -500,7 +510,7 @@ 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 the Settings tab of the launcher, under Game Mechanics. +This setting can be controlled in the Settings tab of the launcher. actor collision shape type -------------------------- @@ -518,6 +528,8 @@ will not be useful with another. * 1: Rotating box * 2: Cylinder +This setting can be controlled in the Settings tab of the launcher. + player movement ignores animation --------------------------------- @@ -528,4 +540,4 @@ player movement ignores animation 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 setting can be controlled in the Settings tab of the launcher, under Visuals. +This setting can be controlled in the Settings tab of the launcher. diff --git a/docs/source/reference/modding/settings/general.rst b/docs/source/reference/modding/settings/general.rst index e56b84ab89..d7afc04349 100644 --- a/docs/source/reference/modding/settings/general.rst +++ b/docs/source/reference/modding/settings/general.rst @@ -29,7 +29,7 @@ Specify the format for screen shots taken by pressing the screen shot key (bound 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. -This setting can be configured in the Settings tab of the launcher. +This setting can be controlled in the Settings tab of the launcher. texture mag filter ------------------ @@ -69,6 +69,8 @@ notify on saved screenshot Show message box when screenshot is saved to a file. +This setting can be controlled in the Settings tab of the launcher. + preferred locales ----------------- diff --git a/docs/source/reference/modding/settings/shadows.rst b/docs/source/reference/modding/settings/shadows.rst index 0670a81092..c7f7958edd 100644 --- a/docs/source/reference/modding/settings/shadows.rst +++ b/docs/source/reference/modding/settings/shadows.rst @@ -16,6 +16,8 @@ Unlike in the original Morrowind engine, 'Shadow Mapping' is used, which can hav Bear in mind that this will force OpenMW to use shaders as if :ref:`force shaders` was enabled. A keen developer may be able to implement compatibility with fixed-function mode using the advice of `this post `_, but it may be more difficult than it seems. +This setting can be controlled in the Settings tab of the launcher. + number of shadow maps --------------------- @@ -38,6 +40,8 @@ The maximum distance from the camera shadows cover, limiting their overall area and improving their quality and performance at the cost of removing shadows of distant objects or terrain. Set this to a non-positive value to remove the limit. +This setting can be controlled in the Settings tab of the launcher. + shadow fade start ------------------- @@ -49,6 +53,8 @@ The fraction of the maximum shadow map distance at which the shadows will begin Tweaking it will make the transition proportionally more or less smooth. This setting has no effect if the maximum shadow map distance is non-positive (infinite). +This setting can be controlled in the Settings tab of the launcher. + allow shadow map overlap ------------------------ @@ -90,6 +96,8 @@ compute scene bounds Two different ways to make better use of shadow map(s) by making them cover a smaller area. While primitives give better shadows at expense of more CPU, bounds gives better performance overall but with lower quality shadows. There is also the ability to disable this computation with none. +This setting can be controlled in the Settings tab of the launcher. + shadow map resolution --------------------- @@ -101,6 +109,8 @@ Control How large to make the shadow map(s). Higher values increase GPU load but can produce better-looking results. Power-of-two values may turn out to be faster than smaller values which are not powers of two on some GPU/driver combinations. +This setting can be controlled in the Settings tab of the launcher. + actor shadows ------------- @@ -111,6 +121,8 @@ actor shadows Allow actors to cast shadows. Potentially decreases performance. +This setting can be controlled in the Settings tab of the launcher. + player shadows -------------- @@ -121,6 +133,8 @@ player shadows Allow the player to cast shadows. Potentially decreases performance. +This setting can be controlled in the Settings tab of the launcher. + terrain shadows --------------- @@ -131,6 +145,8 @@ terrain shadows Allow terrain to cast shadows. Potentially decreases performance. +This setting can be controlled in the Settings tab of the launcher. + object shadows -------------- @@ -141,6 +157,8 @@ object shadows Allow static objects to cast shadows. Potentially decreases performance. +This setting can be controlled in the Settings tab of the launcher. + enable indoor shadows --------------------- @@ -152,6 +170,8 @@ Allow shadows indoors. Due to limitations with Morrowind's data, only actors can cast shadows indoors without the ceiling casting a shadow everywhere. Some might feel this is distracting as shadows can be cast through other objects, so indoor shadows can be disabled completely. +This setting can be controlled in the Settings tab of the launcher. + Expert settings *************** diff --git a/docs/source/reference/modding/settings/sound.rst b/docs/source/reference/modding/settings/sound.rst index 4cc665582b..7a5718735c 100644 --- a/docs/source/reference/modding/settings/sound.rst +++ b/docs/source/reference/modding/settings/sound.rst @@ -13,7 +13,7 @@ which should usually be sufficient, but if you need to explicitly specify a devi The names of detected devices can be found in the openmw.log file in your configuration directory. -This setting can be configured by editing the settings configuration file, or in the Audio tab of the OpenMW Launcher. +This setting can be controlled in the Settings tab of the launcher. master volume ------------- @@ -111,7 +111,8 @@ 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 be configured by editing the settings configuration file, or in the Audio tab of the OpenMW Launcher. + +This setting can be controlled in the Settings tab of the launcher. hrtf ---- @@ -123,6 +124,6 @@ hrtf 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 audio system is installed. - The default value is empty, which uses the default profile. -This setting can be configured by editing the settings configuration file, or in the Audio tab of the OpenMW Launcher. + +This setting can be controlled in the Settings tab of the launcher. diff --git a/docs/source/reference/modding/settings/video.rst b/docs/source/reference/modding/settings/video.rst index 801cf63d5b..46016247ff 100644 --- a/docs/source/reference/modding/settings/video.rst +++ b/docs/source/reference/modding/settings/video.rst @@ -13,8 +13,8 @@ Larger values produce more detailed images within the constraints of your graphi but may reduce the frame rate. 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. +in the Video tab of the Video Panel of the Options menu, or in the Display tab of the launcher. +The horizontal resolution can also be set to a custom value in the Display tab of the launcher. resolution y ------------ @@ -28,8 +28,8 @@ Larger values produce more detailed images within the constraints of your graphi but may reduce the frame rate. 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. +in the Video tab of the Video Panel of the Options menu, or in the Display tab of the launcher. +The vertical resolution can also be set to a custom value in the Display tab of the launcher. window mode ----------- @@ -48,7 +48,7 @@ This setting determines the window mode. This setting can be toggled in game using the dropdown list in the Video tab of the Video panel in the Options menu. -It can also be toggled with the window mode dropdown in the Graphics tab of the OpenMW Launcher. +It can also be toggled with the window mode dropdown in the Display tab of the launcher. screen ------ @@ -63,7 +63,7 @@ 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 can be selected from a pull down menu in the Graphics tab of the OpenMW Launcher, +This setting can be selected from a pull down menu in the Display tab of the OpenMW Launcher, but cannot be changed during game play. minimize on focus loss @@ -143,7 +143,7 @@ cannot reach your display's refresh rate. This prevents the input lag from becom Some hardware might not support this mode, in which case traditional vsync will be used. This setting can be adjusted in game using the VSync combo box in the Video tab of the Video panel in the Options menu. -It can also be changed by toggling the Vertical Sync combo box in the Graphics tab of the OpenMW Launcher. +It can also be changed by toggling the Vertical Sync combo box in the Display tab of the launcher. framerate limit ---------------