<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>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>Enable shadows for primarily inanimate objects. May have a significant performance impact.</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>
<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>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>
</property>
<property name="text">
<string>Shadow Near Far Computation Method:</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>64 game units is 1 real life yard or about 0.9 m</p></body></html></string>
</property>
<property name="suffix">
<string> unit(s)</string>
</property>
<property name="minimum">
<number>512</number>
</property>
<property name="maximum">
<number>81920</number>
</property>
<property name="value">
<number>8192</number>
</property>
</widget>
</item>
<item row="8" column="0">
<widget class="QLabel" name="fadeStartLabel">
<property name="toolTip">
<string><html><head/><body><p>The fraction of the limit above at which shadows begin to gradually fade away.</p></body></html></string>
@ -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.
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.
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
exponential fog
---------------
---------------
@ -135,6 +137,8 @@ exponential fog
Similar to "radial fog" but uses an exponential formula for the 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.
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
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.
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.
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
sky blending start
------------------
------------------
@ -155,6 +161,8 @@ sky blending start
The fraction of the maximum distance at which blending with the sky starts.
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.
@ -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.
If the setting is 3, both the tool tip background and the crosshair are coloured.
The crosshair is not visible if crosshair is false.
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
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.
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
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.
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
show enchant chance
-------------------
-------------------
@ -49,7 +49,7 @@ show enchant chance
Whether or not the chance of success will be displayed in the enchanting menu.
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
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.
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.
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
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 makes the gameplay as a mage easier, but these spells become imbalanced.
This is how Morrowind behaves.
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
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,
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.
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
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.
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.
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
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.
Make enchanted weapons without Magical flag bypass normal weapons resistance (and weakness) certain creatures have.
This is how Morrowind behaves.
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
prevent merchant equipping
--------------------------
--------------------------
@ -184,7 +184,7 @@ prevent merchant equipping
Prevent merchants from equipping items that are sold to them.
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
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.
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.
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.
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
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.
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.
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
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.
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.
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
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.
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.
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!
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
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.
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 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
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.
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 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
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.
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
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.
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
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.
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
actor collision shape type
--------------------------
--------------------------
@ -518,6 +528,8 @@ will not be useful with another.
* 1: Rotating box
* 1: Rotating box
* 2: Cylinder
* 2: Cylinder
This setting can be controlled in the Settings tab of the launcher.
player movement ignores animation
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.
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.
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.
@ -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.
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 <https://github.com/OpenMW/openmw/pull/1547#issuecomment-369657381>`_, but it may be more difficult than it seems.
A keen developer may be able to implement compatibility with fixed-function mode using the advice of `this post <https://github.com/OpenMW/openmw/pull/1547#issuecomment-369657381>`_, 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
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.
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.
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
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.
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 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
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.
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.
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
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.
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.
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
actor shadows
-------------
-------------
@ -111,6 +121,8 @@ actor shadows
Allow actors to cast shadows.
Allow actors to cast shadows.
Potentially decreases performance.
Potentially decreases performance.
This setting can be controlled in the Settings tab of the launcher.
player shadows
player shadows
--------------
--------------
@ -121,6 +133,8 @@ player shadows
Allow the player to cast shadows.
Allow the player to cast shadows.
Potentially decreases performance.
Potentially decreases performance.
This setting can be controlled in the Settings tab of the launcher.
terrain shadows
terrain shadows
---------------
---------------
@ -131,6 +145,8 @@ terrain shadows
Allow terrain to cast shadows.
Allow terrain to cast shadows.
Potentially decreases performance.
Potentially decreases performance.
This setting can be controlled in the Settings tab of the launcher.
object shadows
object shadows
--------------
--------------
@ -141,6 +157,8 @@ object shadows
Allow static objects to cast shadows.
Allow static objects to cast shadows.
Potentially decreases performance.
Potentially decreases performance.
This setting can be controlled in the Settings tab of the launcher.
enable indoor shadows
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.
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.
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.