option(DEPLOY_QT_TRANSLATIONS"Deploy standard Qt translations to resources folder. Needed when OpenMW applications are deployed with Qt libraries"${DEPLOY_QT_TRANSLATIONS_DEFAULT})
#Appsandtools
option(BUILD_OPENMW"Build OpenMW"ON)
option(BUILD_LAUNCHER"Build Launcher"ON)
@ -36,6 +44,7 @@ option(BUILD_BENCHMARKS "Build benchmarks with Google Benchmark" OFF)
option(USE_DEBUG_CONSOLE"whether a debug console should be enabled for debug builds, if false debug output is redirected to Visual Studio output" ON)
option(USE_DEBUG_CONSOLE"Whether a console should be displayed if OpenMW isn't launched from the command line. Does not affect the Release configuration." ON)
The main quests in Morrowind, Tribunal and Bloodmoon are all completable. Some issues with side quests are to be expected (but rare). Check the [bug tracker](https://gitlab.com/OpenMW/openmw/issues?label_name%5B%5D=1.0) for a list of issues we need to resolve before the "1.0" release. Even before the "1.0" release however, OpenMW boasts some new [features](https://wiki.openmw.org/index.php?title=Features), such as improved graphics and user interfaces.
The main quests in Morrowind, Tribunal and Bloodmoon are all completable. Some issues with side quests are to be expected (but rare). Check the [bug tracker](https://gitlab.com/OpenMW/openmw/-/issues/?milestone_title=openmw-1.0) for a list of issues we need to resolve before the "1.0" release. Even before the "1.0" release however, OpenMW boasts some new [features](https://wiki.openmw.org/index.php?title=Features), such as improved graphics and user interfaces.
Pre-existing modifications created for the original Morrowind engine can be hit-and-miss. The OpenMW script compiler performs more thorough error-checking than Morrowind does, meaning that a mod created for Morrowind may not necessarily run in OpenMW. Some mods also rely on quirky behaviour or engine bugs in order to work. We are considering such compatibility issues on a case-by-case basis - in some cases adding a workaround to OpenMW may be feasible, in other cases fixing the mod will be the only option. If you know of any mods that work or don't work, feel free to add them to the [Mod status](https://wiki.openmw.org/index.php?title=Mod_status) wiki page.
<string><html><head/><body><p>note: content files that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html></string>
<string><html><head/><body><p>Note: content files that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html></string>
</property>
</widget>
</item>
@ -160,7 +160,7 @@
</sizepolicy>
</property>
<property name="text">
<string><html><head/><body><p>note: directories that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html></string>
<string><html><head/><body><p>Note: directories that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html></string>
</property>
</widget>
</item>
@ -251,7 +251,7 @@
<item row="1" column="0" colspan="2">
<widget class="QLabel" name="archiveNoteLabel">
<property name="text">
<string><html><head/><body><p>note: archives that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html></string>
<string><html><head/><body><p>Note: archives that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></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>
</property>
<property name="text">
<string>Always allow actors to follow over water</string>
<string>Always Allow Actors to Follow over Water</string>
</property>
</widget>
</item>
@ -49,7 +49,7 @@
<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>
</property>
<property name="text">
<string>Racial variation in speed fix</string>
<string>Racial Variation in Speed Fix</string>
</property>
</widget>
</item>
@ -69,7 +69,7 @@
<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>
</property>
<property name="text">
<string>Classic Calm spells behavior</string>
<string>Classic Calm Spells Behavior</string>
</property>
</widget>
</item>
@ -79,7 +79,7 @@
<string><html><head/><body><p>If enabled NPCs apply evasion maneuver to avoid collisions with others.</p></body></html></string>
</property>
<property name="text">
<string>NPCs avoid collisions</string>
<string>NPCs Avoid Collisions</string>
</property>
</widget>
</item>
@ -89,7 +89,7 @@
<string><html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html></string>
</property>
<property name="text">
<string>Soulgem values rebalance</string>
<string>Soulgem Values Rebalance</string>
</property>
</widget>
</item>
@ -99,7 +99,7 @@
<string><html><head/><body><p>If this setting is true, supporting models will make use of day night switch nodes.</p></body></html></string>
</property>
<property name="text">
<string>Day night switch nodes</string>
<string>Day Night Switch Nodes</string>
</property>
</widget>
</item>
@ -109,7 +109,7 @@
<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>
</property>
<property name="text">
<string>Followers defend immediately</string>
<string>Followers Defend Immediately</string>
</property>
</widget>
</item>
@ -119,7 +119,7 @@
<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>
</property>
<property name="text">
<string>Use navigation mesh for pathfinding</string>
<string>Use Navigation Mesh for Pathfinding</string>
</property>
</widget>
</item>
@ -129,7 +129,7 @@
<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>
</property>
<property name="text">
<string>Only magical ammo bypass resistance</string>
<string>Only Magical Ammo Bypass Resistance</string>
</property>
</widget>
</item>
@ -139,7 +139,7 @@
<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>
</property>
<property name="text">
<string>Graphic herbalism</string>
<string>Graphic Herbalism</string>
</property>
</widget>
</item>
@ -149,7 +149,7 @@
<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>
</property>
<property name="text">
<string>Swim upward correction</string>
<string>Swim Upward Correction</string>
</property>
</widget>
</item>
@ -159,7 +159,7 @@
<string><html><head/><body><p>Make enchanted weapons without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html></string>
</property>
<property name="text">
<string>Enchanted weapons are magical</string>
<string>Enchanted Weapons Are Magical</string>
</property>
</widget>
</item>
@ -169,7 +169,7 @@
<string><html><head/><body><p>Prevents merchants from equipping items that are sold to them.</p></body></html></string>
</property>
<property name="text">
<string>Merchant equipping fix</string>
<string>Merchant Equipping Fix</string>
</property>
</widget>
</item>
@ -179,7 +179,7 @@
<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>
</property>
<property name="text">
<string>Trainers choose offered skills by base value</string>
<string>Trainers Choose Offered Skills by Base Value</string>
</property>
</widget>
</item>
@ -189,7 +189,7 @@
<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>
</property>
<property name="text">
<string>Can loot during death animation</string>
<string>Can Loot During Death Animation</string>
</property>
</widget>
</item>
@ -199,7 +199,7 @@
<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>Steal from knocked out actors in combat</string>
<string>Steal from Knocked out Actors in Combat</string>
</property>
</widget>
</item>
@ -209,7 +209,7 @@
<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>Factor strength into hand-to-hand combat</string>
<string>Factor Strength into Hand-to-Hand Combat</string>
</property>
</widget>
</item>
@ -246,12 +246,12 @@
</item>
<item>
<property name="text">
<string>Affect werewolves</string>
<string>Affect Werewolves</string>
</property>
</item>
<item>
<property name="text">
<string>Do not affect werewolves</string>
<string>Do Not Affect Werewolves</string>
</property>
</item>
</widget>
@ -262,7 +262,7 @@
<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>
</property>
<property name="currentText">
<string>Axis-aligned bounding box</string>
<string>Axis-Aligned Bounding Box</string>
</property>
<item>
<property name="text">
<string>Axis-aligned bounding box</string>
<string>Axis-Aligned Bounding Box</string>
</property>
</item>
<item>
<property name="text">
<string>Rotating box</string>
<string>Rotating Box</string>
</property>
</item>
<item>
@ -343,7 +343,7 @@
<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>
</property>
<property name="text">
<string>Smooth movement</string>
<string>Smooth Movement</string>
</property>
</widget>
</item>
@ -353,7 +353,7 @@
<string><html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html></string>
</property>
<property name="text">
<string>Use additional animation sources</string>
<string>Use Additional Animation Sources</string>
</property>
</widget>
</item>
@ -376,7 +376,7 @@
<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>
</property>
<property name="text">
<string>Turn to movement direction</string>
<string>Turn to Movement Direction</string>
</property>
</widget>
</item>
@ -389,7 +389,7 @@
<string><html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</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>
</property>
<property name="text">
<string>Player movement ignores animation</string>
<string>Player Movement Ignores Animation</string>
</property>
</widget>
</item>
@ -422,7 +422,7 @@
<string><html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html></string>
</property>
<property name="text">
<string>Use magic item animation</string>
<string>Use Magic Item Animation</string>
</property>
</widget>
</item>
@ -447,7 +447,7 @@
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>
</property>
<property name="text">
<string>Auto use object normal maps</string>
<string>Auto Use Object Normal Maps</string>
</property>
</widget>
</item>
@ -457,7 +457,7 @@
<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>
</property>
<property name="text">
<string>Soft particles</string>
<string>Soft Particles</string>
</property>
</widget>
</item>
@ -471,7 +471,7 @@
(.osg file, not supported in .nif files). Affects objects.</p></body></html></string>
</property>
<property name="text">
<string>Auto use object specular maps</string>
<string>Auto Use Object Specular Maps</string>
</property>
</widget>
</item>
@ -481,7 +481,7 @@
<string><html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html></string>
</property>
<property name="text">
<string>Auto use terrain normal maps</string>
<string>Auto Use Terrain Normal Maps</string>
</property>
</widget>
</item>
@ -504,7 +504,7 @@
<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>
</property>
<property name="text">
<string>Auto use terrain specular maps</string>
<string>Auto Use Terrain Specular Maps</string>
</property>
</widget>
</item>
@ -514,7 +514,7 @@
<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>
</property>
<property name="text">
<string>Adjust coverage for alpha test</string>
<string>Adjust Coverage for Alpha Test</string>
</property>
</widget>
</item>
@ -524,7 +524,7 @@
<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>
</property>
<property name="text">
<string>Use anti-alias alpha testing</string>
<string>Use Anti-Aliased Alpha Testing</string>
</property>
</widget>
</item>
@ -537,7 +537,7 @@
</p></body></html></string>
</property>
<property name="text">
<string>Bump/reflect map local lighting</string>
<string>Bump/Reflect Map Local Lighting</string>
</property>
</widget>
</item>
@ -547,7 +547,7 @@
<string><html><head/><body><p>EXPERIMENTAL: Stop rain and snow from falling through overhangs and roofs.</p></body></html></string>
</property>
<property name="text">
<string>Weather particle occlusion</string>
<string>Weather Particle Occlusion</string>
</property>
</widget>
</item>
@ -570,7 +570,7 @@
<string><html><head/><body><p>Use exponential fog formula. By default, linear fog is used.</p></body></html></string>
</property>
<property name="text">
<string>Exponential fog</string>
<string>Exponential Fog</string>
</property>
</widget>
</item>
@ -613,7 +613,7 @@
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>
</property>
<property name="text">
<string>Radial fog</string>
<string>Radial Fog</string>
</property>
</widget>
</item>
@ -626,7 +626,7 @@
<string><html><head/><body><p>The fraction of the maximum distance at which blending with the sky starts.</p></body></html></string>
</property>
<property name="text">
<string>Sky blending start</string>
<string>Sky Blending Start</string>
</property>
</widget>
</item>
@ -636,7 +636,7 @@
<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>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 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>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>
</property>
<property name="text">
<string>Object paging min size</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>
<property name="decimals">
<number>3</number>
</property>
<property name="text">
<string>Auto exposure speed</string>
<property name="minimum">
<double>0.010000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
<property name="singleStep">
<double>0.001000000000000</double>
</property>
</widget>
</item>
@ -776,26 +785,20 @@
<string><html><head/><body><p>Re-render transparent objects with forced alpha clipping.</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>
</property>
<property name="singleStep">
<double>0.001000000000000</double>
<property name="text">
<string>Auto Exposure Speed</string>
</property>
</widget>
</item>
@ -805,7 +808,7 @@
<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>
</property>
<property name="text">
<string>Shadow planes computation method</string>
<string>Shadow Planes Computation Method</string>
</property>
</widget>
</item>
@ -866,6 +869,9 @@
<property name="maximum">
<number>81920</number>
</property>
<property name="singleStep">
<number>128</number>
</property>
<property name="value">
<number>8192</number>
</property>
@ -877,7 +883,7 @@
<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>
</property>
<property name="text">
<string>Enable actor shadows</string>
<string>Enable Actor Shadows</string>
</property>
</widget>
</item>
@ -911,7 +917,7 @@
<string><html><head/><body><p>The fraction of the limit above at which shadows begin to gradually fade away.</p></body></html></string>
</property>
<property name="text">
<string>Fade start multiplier</string>
<string>Fade Start Multiplier</string>
</property>
</widget>
</item>
@ -921,7 +927,7 @@
<string><html><head/><body><p>Enable shadows exclusively for the player character. May have a very minor performance impact.</p></body></html></string>
</property>
<property name="text">
<string>Enable player shadows</string>
<string>Enable Player Shadows</string>
</property>
</widget>
</item>
@ -931,7 +937,7 @@
<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>
</property>
<property name="text">
<string>Shadow map resolution</string>
<string>Shadow Map Resolution</string>
</property>
</widget>
</item>
@ -941,7 +947,7 @@
<string><html><head/><body><p>The distance from the camera at which shadows completely disappear.</p></body></html></string>
</property>
<property name="text">
<string>Shadow distance limit:</string>
<string>Shadow Distance Limit:</string>
</property>
</widget>
</item>
@ -951,7 +957,7 @@
<string><html><head/><body><p>Enable shadows for primarily inanimate objects. May have a significant performance impact.</p></body></html></string>
</property>
<property name="text">
<string>Enable object shadows</string>
<string>Enable Object Shadows</string>
</property>
</widget>
</item>
@ -969,6 +975,9 @@
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="singleStep">
<double>0.010000000000000</double>
</property>
<property name="value">
<double>0.900000000000000</double>
</property>
@ -993,7 +1002,7 @@
<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>
</property>
<property name="text">
<string>Enable indoor shadows</string>
<string>Enable Indoor Shadows</string>
</property>
</widget>
</item>
@ -1003,7 +1012,7 @@
<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>
</property>
<property name="text">
<string>Enable terrain shadows</string>
<string>Enable Terrain Shadows</string>
</property>
</widget>
</item>
@ -1024,7 +1033,7 @@
<string><html><head/><body><p>Maximum distance at which lights will appear (measured in units).</p><p>Set this to 0 to use an unlimited distance.</p></body></html></string>
</property>
<property name="text">
<string>Lights maximum distance</string>
<string>Maximum Light Distance</string>
</property>
</widget>
</item>
@ -1047,7 +1056,7 @@
<string><html><head/><body><p>Maximum number of lights per object.</p><p>A low number near default will cause light popping similar to what you would see with legacy lighting.</p></body></html></string>
</property>
<property name="text">
<string>Max light sources</string>
<string>Max Lights</string>
</property>
</widget>
</item>
@ -1057,7 +1066,7 @@
<string><html><head/><body><p>Fraction of maximum distance at which lights will start to fade.</p><p>Set this to a low value for slower transitions or a high value for quicker transitions.</p></body></html></string>
</property>
<property name="text">
<string>Lights fade multiplier</string>
<string>Fade Start Multiplier</string>
</property>
</widget>
</item>
@ -1070,7 +1079,7 @@
<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>
</property>
<property name="text">
<string>Lighting method</string>
<string>Lighting Method</string>
</property>
</widget>
</item>
@ -1099,7 +1108,7 @@
<string><html><head/><body><p>Multipler for bounding sphere of lights.</p><p>Higher numbers allows for smooth falloff but require an increase in number of max lights.</p><p>Does not effect the illumination or strength of lights.</p></body></html></string>
<string><html><head/><body><p>Minimum ambient interior brightness.</p><p>Increase this if you feel interiors are too dark.</p></body></html></string>
<string>In third-person view, use the camera as the sound listener instead of the player character.</string>
</property>
<property name="text">
<string>Use the Camera as the Sound Listener</string>
</property>
</widget>
</item>
<item>
<spacer>
<property name="orientation">
@ -1374,7 +1393,7 @@
</item>
<item>
<property name="text">
<string>Tooltip and crosshair</string>
<string>Tooltip and Crosshair</string>
</property>
</item>
</widget>
@ -1420,7 +1439,7 @@
<string><html><head/><body><p>This setting scales GUI windows. A value of 1.0 results in the normal scale.</p></body></html></string>
</property>
<property name="text">
<string>GUI scaling factor</string>
<string>GUI Scaling Factor</string>
</property>
</widget>
</item>
@ -1430,7 +1449,7 @@
<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>
</property>
<property name="text">
<string>Show effect duration</string>
<string>Show Effect Duration</string>
</property>
</widget>
</item>
@ -1440,7 +1459,7 @@
<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>
</property>
<property name="text">
<string>Change dialogue topic color</string>
<string>Change Dialogue Topic Color</string>
</property>
</widget>
</item>
@ -1450,7 +1469,7 @@
<string>Size of characters in game texts.</string>
</property>
<property name="text">
<string>Font size</string>
<string>Font Size</string>
</property>
</widget>
</item>
@ -1460,7 +1479,7 @@
<string><html><head/><body><p>Enable zooming on local and global maps.</p></body></html></string>
</property>
<property name="text">
<string>Can zoom on maps</string>
<string>Can Zoom on Maps</string>
</property>
</widget>
</item>
@ -1470,7 +1489,7 @@
<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>
</property>
<property name="text">
<string>Show projectile damage</string>
<string>Show Projectile Damage</string>
</property>
</widget>
</item>
@ -1480,7 +1499,7 @@
<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>
</property>
<property name="text">
<string>Show melee info</string>
<string>Show Melee Info</string>
</property>
</widget>
</item>
@ -1490,14 +1509,14 @@
<string><html><head/><body><p>Stretch menus, load screens, etc. to the window aspect ratio.</p></body></html></string>
</property>
<property name="text">
<string>Stretch menu background</string>
<string>Stretch Menu Background</string>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QLabel" name="showOwnedLabel">
<property name="text">
<string>Show owned objects</string>
<string>Show Owned Objects</string>
</property>
</widget>
</item>
@ -1507,7 +1526,7 @@
<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>
</property>
<property name="text">
<string>Show enchant chance</string>
<string>Show Enchant Chance</string>
</property>
</widget>
</item>
@ -1545,7 +1564,7 @@
<string><html><head/><body><p>This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.</p></body></html></string>
</property>
<property name="text">
<string>Add "Time Played" to saves</string>
<string>Add "Time Played" to Saves</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>