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openmw/files/lang/launcher_de.ts

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<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="de_DE">
<context>
<name>DataFilesPage</name>
<message>
<source>Content Files</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Data Directories</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Scan directories for likely data directories and append them at the end of the list.</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Append</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Scan directories for likely data directories and insert them above the selected position</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Insert Above</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Move selected directory one position up</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Move Up</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Move selected directory one position down</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Move Down</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Remove selected directory</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Remove</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Archive Files</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Move selected archive one position up</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Move selected archive one position down</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Navigation Mesh Cache</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Generate navigation mesh cache for all content. Will be used by the engine to make cell loading faster.</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Update</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Cancel navigation mesh generation. Already processed data will be saved.</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Cancel</source>
<translation type="unfinished"></translation>
</message>
<message>
<source> MiB</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Content List</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Select a content list</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>New Content List</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&amp;New Content List</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Clone Content List</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Delete Content List</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Ctrl+N</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Ctrl+G</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Ctrl+D</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Check Selection</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Uncheck Selection</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Refresh Data Files</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Ctrl+R</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Note: content files that are not part of current Content List are &lt;span style=&quot; font-style:italic;font-weight: bold&quot;&gt;highlighted&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Note: directories that are not part of current Content List are &lt;span style=&quot; font-style:italic;font-weight: bold&quot;&gt;highlighted&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Note: archives that are not part of current Content List are &lt;span style=&quot; font-style:italic;font-weight: bold&quot;&gt;highlighted&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Remove Unused Tiles</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Max Size</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>GraphicsPage</name>
<message>
<source>0</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>2</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>4</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>8</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>16</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Custom:</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Standard:</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Fullscreen</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Windowed Fullscreen</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Windowed</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Disabled</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Enabled</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Adaptive</source>
<translation type="unfinished"></translation>
</message>
<message>
<source> FPS</source>
<translation type="unfinished"></translation>
</message>
<message>
<source> × </source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Screen</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Resolution</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Window Mode</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Framerate Limit</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Window Border</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Anti-Aliasing</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Vertical Synchronization</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>ImportPage</name>
<message>
<source>Form</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Morrowind Installation Wizard</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Run &amp;Installation Wizard</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Morrowind Settings Importer</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Browse...</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Fonts shipped with the original engine are blurry with UI scaling and support only a small amount of characters,
so OpenMW provides another set of fonts to avoid these issues. These fonts use TrueType technology and are quite similar
to default Morrowind fonts. Check this box if you still prefer original fonts over OpenMW ones or if you use custom bitmap fonts.</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Run &amp;Settings Importer</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>File to Import Settings From:</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Import Bitmap Fonts</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Import Add-on and Plugin Selection</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>Launcher::DataFilesPage</name>
<message>
<source>English</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>French</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>German</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Italian</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Polish</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Russian</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Spanish</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>New Content List</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Content List name:</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Clone Content List</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Select Directory</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Delete Content List</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Are you sure you want to delete &lt;b&gt;%1&lt;/b&gt;?</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Delete</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Contains content file(s)</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Will be added to the current profile</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&amp;Check Selected</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&amp;Uncheck Selected</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Resolved as %1</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>This is the data-local directory and cannot be disabled</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>This directory is part of OpenMW and cannot be disabled</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>This directory is enabled in an openmw.cfg other than the user one</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>This archive is enabled in an openmw.cfg other than the user one</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>Launcher::GraphicsPage</name>
<message>
<source>Error receiving number of screens</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;SDL_GetNumVideoDisplays failed:&lt;/b&gt;&lt;br&gt;&lt;br&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Screen </source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Error receiving resolutions</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;SDL_GetNumDisplayModes failed:&lt;/b&gt;&lt;br&gt;&lt;br&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;SDL_GetDisplayMode failed:&lt;/b&gt;&lt;br&gt;&lt;br&gt;</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>Launcher::ImportPage</name>
<message>
<source>Error writing OpenMW configuration file</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Morrowind configuration file (*.ini)</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Importer finished</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Failed to import settings from INI file.</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;b&gt;Could not open or create %1 for writing &lt;/b&gt;&lt;/p&gt;&lt;p&gt;Please make sure you have the right permissions and try again.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>Launcher::MainDialog</name>
<message>
<source>Close</source>
<translation type="unfinished"></translation>
</message>
<message>
<source> Launch OpenMW </source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Help</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Error opening OpenMW configuration file</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>First run</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Run &amp;Installation Wizard</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Skip</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>OpenMW %1 release</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>OpenMW development (%1)</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Compiled on %1 %2</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Error detecting Morrowind installation</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Run &amp;Installation Wizard...</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Error reading OpenMW configuration files</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Error writing OpenMW configuration file</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Error writing user settings file</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Error writing Launcher configuration file</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>No game file selected</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;b&gt;Welcome to OpenMW!&lt;/b&gt;&lt;/p&gt;&lt;p&gt;It is recommended to run the Installation Wizard.&lt;/p&gt;&lt;p&gt;The Wizard will let you select an existing Morrowind installation, or install Morrowind for OpenMW to use.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;Could not open %0 for reading:&lt;/b&gt;&lt;br&gt;&lt;br&gt;%1&lt;br&gt;&lt;br&gt;Please make sure you have the right permissions and try again.&lt;br&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;Could not open %0 for reading&lt;/b&gt;&lt;br&gt;&lt;br&gt;Please make sure you have the right permissions and try again.&lt;br&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;Could not find the Data Files location&lt;/b&gt;&lt;br&gt;&lt;br&gt;The directory containing the data files was not found.</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;br&gt;The problem may be due to an incomplete installation of OpenMW.&lt;br&gt;Reinstalling OpenMW may resolve the problem.&lt;br&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;Could not open or create %0 for writing&lt;/b&gt;&lt;br&gt;&lt;br&gt;Please make sure you have the right permissions and try again.&lt;br&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;You do not have a game file selected.&lt;/b&gt;&lt;br&gt;&lt;br&gt;OpenMW will not start without a game file selected.&lt;br&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Error creating OpenMW configuration directory: code %0</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;Could not create directory %0&lt;/b&gt;&lt;br&gt;&lt;br&gt;%1&lt;br&gt;</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>Launcher::SettingsPage</name>
<message>
<source>Text file (*.txt)</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>MainWindow</name>
<message>
<source>OpenMW Launcher</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>OpenMW version</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>toolBar</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Data Files</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Allows to setup data files and directories</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Settings</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Allows to tweak engine settings</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Import</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Allows to import data from original engine</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Display</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Allows to change display settings</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>QObject</name>
<message>
<source>Select configuration file</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Select script file</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>SelectSubdirs</name>
<message>
<source>Select directories you wish to add</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>SettingsPage</name>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make disposition change of merchants caused by trading permanent.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.&lt;/p&gt;&lt;p&gt;This means that unlike Morrowind you will be able to knock down actors using this effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Uncapped Damage Fatigue</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Stops combat with NPCs affected by Calm spells every frame -- like in Morrowind without the MCP.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make the value of filled soul gems dependent only on soul magnitude.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make stealing items from NPCs that were knocked down possible during combat.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;a name=&quot;docs-internal-guid-f375b85a-7fff-02ff-a5af-c5cff63923c0&quot;/&gt;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&apos;t know where to go when you stand behind that stone and cast a firebolt.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If enabled NPCs apply evasion maneuver to avoid collisions with others.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Don&apos;t use race weight in NPC movement speed calculations.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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&apos;s script instantly.&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Off</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;p&gt;A value greater than 1 requires the Bullet library be compiled with multithreading support.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Cylinder</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Visuals</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Animations</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use casting animations for magic items, just as for spells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes NPCs and player movement more smooth. Recommended to use with &quot;turn to movement direction&quot; enabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Load per-group KF-files and skeleton files from Animations folder&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Affects side and diagonal movement. Enabling this setting makes movement more realistic.&lt;/p&gt;&lt;p&gt;If disabled then the whole character&apos;s body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render holstered weapons (with quivers and scabbards), requires modded assets.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render holstered shield, requires modded assets.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>Shaders</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
(see &apos;normal map pattern&apos;, 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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;See &apos;auto use object normal maps&apos;. Affects terrain.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
(see &apos;specular map pattern&apos;, 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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If a file with pattern &apos;terrain specular map pattern&apos; exists, use that file as a &apos;diffuse specular&apos; map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normally environment map reflections aren&apos;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.
&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. Can negatively impact performance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables soft particles for particle effects. This technique softens the intersection between individual particles and other opaque geometry by blending between them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;EXPERIMENTAL: Stop rain and snow from falling through overhangs and roofs.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>Fog</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use exponential fog formula. By default, linear fog is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Reduce visibility of clipping plane by blending objects with the sky.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The fraction of the maximum distance at which blending with the sky starts.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>Terrain</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls how large an object must be to be visible in the scene. The objects 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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use object paging for active cells grid.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this setting is true, supporting models will make use of day night switch nodes.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>Post Processing</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this setting is true, post processing will be enabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Re-render transparent objects with forced alpha clipping.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>Audio</source>
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</message>
<message>
<source>Select your preferred audio device.</source>
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</message>
<message>
<source>Default</source>
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</message>
<message>
<source>This setting controls HRTF, which simulates 3D sound on stereo systems.</source>
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</message>
<message>
<source>HRTF</source>
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</message>
<message>
<source>Automatic</source>
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</message>
<message>
<source>On</source>
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</message>
<message>
<source>Select your preferred HRTF profile.</source>
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</message>
<message>
<source>Interface</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting scales GUI windows. A value of 1.0 results in the normal scale.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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. &lt;/p&gt;&lt;p&gt;The default value is false.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this setting is true, dialogue topics will have a different color if the topic is specific to the NPC you&apos;re talking to or the topic was previously seen. Color can be changed in settings.cfg.&lt;/p&gt;&lt;p&gt;The default value is false.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>Size of characters in game texts.</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable zooming on local and global maps.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this setting is true, containers supporting graphic herbalism will do so instead of opening the menu.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this setting is true, damage bonus of arrows and bolts will be shown on item tooltip.&lt;/p&gt;&lt;p&gt;The default value is false.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this setting is true, melee weapons reach and speed will be shown on item tooltip.&lt;/p&gt;&lt;p&gt;The default value is false.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Stretch menus, load screens, etc. to the window aspect ratio.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Whether or not the chance of success will be displayed in the enchanting menu.&lt;/p&gt;&lt;p&gt;The default value is false.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Prevents merchants from equipping items that are sold to them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>Miscellaneous</source>
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</message>
<message>
<source>Saves</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>JPG</source>
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</message>
<message>
<source>PNG</source>
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</message>
<message>
<source>TGA</source>
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</message>
<message>
<source>Testing</source>
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</message>
<message>
<source>These settings are intended for testing mods and will cause issues if used for normal gameplay.</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;OpenMW will capture control of the cursor if this setting is true.&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;&lt;p&gt;Note for developers: its 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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>Browse…</source>
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</message>
<message>
<source>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.</source>
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<message>
<source>Gameplay</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make enchanted weapons without Magical flag bypass normal weapons resistance, like in Morrowind.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source> cells</source>
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</message>
<message>
<source>Shadows</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Type of &quot;compute scene bounds&quot; 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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;64 game units is 1 real life yard or about 0.9 m&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source> unit(s)</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable shadows for NPCs and creatures besides the player character. May have a minor performance impact.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>512</source>
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</message>
<message>
<source>1024</source>
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</message>
<message>
<source>2048</source>
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</message>
<message>
<source>4096</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The fraction of the limit above at which shadows begin to gradually fade away.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable shadows exclusively for the player character. May have a very minor performance impact.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The distance from the camera at which shadows completely disappear.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable shadows for primarily inanimate objects. May have a significant performance impact.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Due to limitations with Morrowind&apos;s data, only actors can cast shadows indoors, which some might feel is distracting.&lt;/p&gt;&lt;p&gt;Has no effect if actor/player shadows are not enabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable shadows for the terrain including distant terrain. May have a significant performance and shadow quality impact.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>Lighting</source>
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</message>
<message>
<source>Tooltip</source>
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</message>
<message>
<source>Crosshair</source>
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</message>
<message>
<source>Screenshots</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effects of reflected Absorb spells are not mirrored - like in Morrowind.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance at which lights will appear (measured in units).&lt;/p&gt;&lt;p&gt;Set this to 0 to use an unlimited distance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of lights per object.&lt;/p&gt;&lt;p&gt;A low number near default will cause light popping similar to what you would see with legacy lighting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fraction of maximum distance at which lights will start to fade.&lt;/p&gt;&lt;p&gt;Set this to a low value for slower transitions or a high value for quicker transitions.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the internal handling of light sources.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object and provides a lighting closest to an original game.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Shaders&quot; carries all of the benefits that &quot;Shaders (compatibility)&quot; does, but uses a modern approach that allows for a higher max lights count with little to no performance penalties on modern hardware.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>Legacy</source>
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</message>
<message>
<source>Shaders (compatibility)</source>
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</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multipler for bounding sphere of lights.&lt;/p&gt;&lt;p&gt;Higher numbers allows for smooth falloff but require an increase in number of max lights.&lt;/p&gt;&lt;p&gt;Does not effect the illumination or strength of lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum ambient interior brightness.&lt;/p&gt;&lt;p&gt;Increase this if you feel interiors are too dark.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
<source>In third-person view, use the camera as the sound listener instead of the player character.</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Permanent Barter Disposition Changes</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Classic Calm Spells Behavior</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>NPCs Avoid Collisions</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Soulgem Values Rebalance</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Day Night Switch Nodes</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Followers Defend Immediately</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Only Magical Ammo Bypass Resistance</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Graphic Herbalism</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Swim Upward Correction</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Enchanted Weapons Are Magical</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Merchant Equipping Fix</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Can Loot During Death Animation</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Classic Reflected Absorb Spells Behavior</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Unarmed Creature Attacks Damage Armor</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Affect Werewolves</source>
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<source>Do Not Affect Werewolves</source>
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<source>Background Physics Threads</source>
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<source>Actor Collision Shape Type</source>
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<source>Axis-Aligned Bounding Box</source>
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<source>Smooth Movement</source>
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<source>Use Additional Animation Sources</source>
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<source>Shield Sheathing</source>
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<source>Player Movement Ignores Animation</source>
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<source>Use Anti-Aliased Alpha Testing</source>
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<source>Bump/Reflect Map Local Lighting</source>
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<source>Weather Particle Occlusion</source>
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<source>Exponential Fog</source>
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<source>Radial Fog</source>
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<source>Sky Blending Start</source>
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<source>Sky Blending</source>
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<source>Object Paging Min Size</source>
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<source>Viewing Distance</source>
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<source>Distant Land</source>
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<source>Active Grid Object Paging</source>
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<source>Transparent Postpass</source>
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<source>Auto Exposure Speed</source>
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<source>Enable Post Processing</source>
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<source>Shadow Planes Computation Method</source>
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<source>Enable Actor Shadows</source>
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<source>Fade Start Multiplier</source>
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<source>Enable Player Shadows</source>
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<source>Shadow Map Resolution</source>
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<source>Shadow Distance Limit:</source>
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<source>Enable Indoor Shadows</source>
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<source>Enable Terrain Shadows</source>
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<source>Maximum Light Distance</source>
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<source>Max Lights</source>
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<source>Lighting Method</source>
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<source>Bounding Sphere Multiplier</source>
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<source>Minimum Interior Brightness</source>
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<source>Audio Device</source>
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<source>HRTF Profile</source>
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<source>Tooltip and Crosshair</source>
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<source>GUI Scaling Factor</source>
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<source>Show Effect Duration</source>
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<source>Change Dialogue Topic Color</source>
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<source>Font Size</source>
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<message>
<source>Show Projectile Damage</source>
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<message>
<source>Show Melee Info</source>
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<message>
<source>Stretch Menu Background</source>
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<source>Show Owned Objects</source>
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<source>Show Enchant Chance</source>
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<source>Maximum Quicksaves</source>
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<source>Screenshot Format</source>
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<source>Grab Cursor</source>
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<source>Default Cell</source>
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<source>Bounds</source>
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<source>Primitives</source>
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<message>
<source>None</source>
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<message>
<source>Always Allow Actors to Follow over Water</source>
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<source>Racial Variation in Speed Fix</source>
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<source>Use Navigation Mesh for Pathfinding</source>
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<source>Trainers Choose Offered Skills by Base Value</source>
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<source>Steal from Knocked out Actors in Combat</source>
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<source>Factor Strength into Hand-to-Hand Combat</source>
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<message>
<source>Turn to Movement Direction</source>
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<source>Adjust Coverage for Alpha Test</source>
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<source>Use the Camera as the Sound Listener</source>
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<source>Can Zoom on Maps</source>
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<source>Add &quot;Time Played&quot; to Saves</source>
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<source>Notify on Saved Screenshot</source>
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<source>Skip Menu and Generate Default Character</source>
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<source>Start Default Character at</source>
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<source>Run Script After Startup:</source>
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<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders. Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<source>Force Per-Pixel Lighting</source>
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