AdvancedPage 0 0 732 487 0 Game Mechanics <html><head/><body><p>Make enchanted weaponry without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html> Enchanted weapons are magical <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> Swim upward correction <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>Enable navigator. When enabled background threads are started to build nav mesh for world geometry. Pathfinding system uses nav mesh to build paths. When disabled only pathgrid is used to build paths. Single-core CPU systems may have big performance impact on exiting interior location and moving across 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 casting a firebolt.</p></body></html> Build nav mesh for world geometry <html><head/><body><p>This setting causes the behavior of the sneak key (bound to Ctrl by default) to toggle sneaking on and off rather than requiring the key to be held down while sneaking. Players that spend significant time sneaking may find the character easier to control with this option enabled. </p></body></html> Toggle sneak <html><head/><body><p>Make disposition change of merchants caused by trading permanent.</p></body></html> 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>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> Uncapped Damage Fatigue <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> Can loot during death animation <html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html> Soulgem values rebalance <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> Followers defend immediately <html><head/><body><p>Effects of reflected Absorb spells are not mirrored -- like in Morrowind.</p></body></html> Classic reflected Absorb spells behavior <html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html> Always allow stealing from knocked out actors 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. Always allow NPC to follow over water surface <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: 0 Off Affect werewolves Do not affect werewolves Qt::Horizontal 40 20 <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 Qt::Horizontal 40 20 Qt::Vertical 20 40 Visuals true 0 0 645 413 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 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 (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. 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>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 Terrain Viewing distance Cells 0.000000000000000 0.500000000000000 <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> Active grid object paging Qt::Vertical 20 40 Audio Select your preferred audio device. Audio Device 0 0 283 0 0 Default This setting controls HRTF, which simulates 3D sound on stereo systems. HRTF 0 0 283 0 0 Automatic Off On Select your preferred HRTF profile. HRTF Profile 0 0 283 0 0 Default Qt::Vertical 0 0 Camera <html><head/><body><p>This setting controls third person view mode.</p><p>False: View is centered on the character's head. Crosshair is hidden. True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well. </p></body></html> View over the shoulder <html><head/><body><p>When player is close to an obstacle, automatically switches camera to the shoulder that is farther away from the obstacle.</p></body></html> Auto switch shoulder 20 0 0 0 0 0 0 0 Default shoulder: 0 Right Left Qt::Horizontal 40 20 <html><head/><body><p>If enabled then the character rotation is not synchonized with the camera rotation while the character doesn't move and not in combat mode.</p></body></html> Preview if stand still <html><head/><body><p>If enabled then the character smoothly rotates to the view direction after exiting preview or vanity mode. If disabled then the camera rotates rather than the character.</p></body></html> Deferred preview rotation <html><head/><body><p>Enables head bobbing when move in first person mode.</p></body></html> Head bobbing in 1st person mode Qt::Vertical 0 0 Interface Show owned: 1 Off Tool Tip Only Crosshair Only Tool Tip and Crosshair Qt::Horizontal 40 20 <html><head/><body><p>This setting scales GUI windows. A value of 1.0 results in the normal scale.</p></body></html> GUI scaling factor 2 0.500000000000000 8.000000000000000 0.250000000000000 1.000000000000000 Qt::Horizontal 40 20 <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> Show effect duration <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> Show enchant chance <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> Show melee info <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> Show projectile damage <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> Change dialogue topic color <html><head/><body><p>Stretch menus, load screens, etc. to the window aspect ratio.</p></body></html> Stretch menu background <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 Qt::Vertical 20 40 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 Saves <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> Add "Time Played" to saves Maximum Quicksaves 1 Other Screenshot Format JPG PNG TGA Qt::Vertical 0 0 Testing These settings are intended for testing mods and will cause issues if used for normal gameplay. true Qt::Horizontal <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> Grab cursor Skip menu and generate default character Qt::Horizontal QSizePolicy::Fixed 0 0 Start default character at default cell Run script after startup: Browse… Qt::Vertical 0 0