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openmw/files/lang/launcher_en.ts

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<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="en">
<context>
<name>DataFilesPage</name>
<message>
<source>Content Files</source>
<translation></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></translation>
</message>
<message>
<source>Data Directories</source>
<translation></translation>
</message>
<message>
<source>Scan directories for likely data directories and append them at the end of the list.</source>
<translation></translation>
</message>
<message>
<source>Append</source>
<translation></translation>
</message>
<message>
<source>Scan directories for likely data directories and insert them above the selected position</source>
<translation></translation>
</message>
<message>
<source>Insert Above</source>
<translation></translation>
</message>
<message>
<source>Move selected directory one position up</source>
<translation></translation>
</message>
<message>
<source>Move Up</source>
<translation></translation>
</message>
<message>
<source>Move selected directory one position down</source>
<translation></translation>
</message>
<message>
<source>Move Down</source>
<translation></translation>
</message>
<message>
<source>Remove selected directory</source>
<translation></translation>
</message>
<message>
<source>Remove</source>
<translation></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></translation>
</message>
<message>
<source>Archive Files</source>
<translation></translation>
</message>
<message>
<source>Move selected archive one position up</source>
<translation></translation>
</message>
<message>
<source>Move selected archive one position down</source>
<translation></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></translation>
</message>
<message>
<source>Navigation Mesh Cache</source>
<translation></translation>
</message>
<message>
<source>Generate navigation mesh cache for all content. Will be used by the engine to make cell loading faster.</source>
<translation></translation>
</message>
<message>
<source>Update</source>
<translation></translation>
</message>
<message>
<source>Cancel navigation mesh generation. Already processed data will be saved.</source>
<translation></translation>
</message>
<message>
<source>Cancel</source>
<translation></translation>
</message>
<message>
<source>Remove Unused Tiles</source>
<translation></translation>
</message>
<message>
<source>Max Size</source>
<translation></translation>
</message>
<message>
<source> MiB</source>
<translation></translation>
</message>
<message>
<source>Content List</source>
<translation></translation>
</message>
<message>
<source>Select a content list</source>
<translation></translation>
</message>
<message>
<source>New Content List</source>
<translation></translation>
</message>
<message>
<source>&amp;New Content List</source>
<translation></translation>
</message>
<message>
<source>Clone Content List</source>
<translation></translation>
</message>
<message>
<source>Delete Content List</source>
<translation></translation>
</message>
<message>
<source>Ctrl+N</source>
<translation></translation>
</message>
<message>
<source>Ctrl+G</source>
<translation></translation>
</message>
<message>
<source>Ctrl+D</source>
<translation></translation>
</message>
<message>
<source>Check Selection</source>
<translation></translation>
</message>
<message>
<source>Uncheck Selection</source>
<translation></translation>
</message>
<message>
<source>Refresh Data Files</source>
<translation></translation>
</message>
<message>
<source>Ctrl+R</source>
<translation></translation>
</message>
</context>
<context>
<name>GraphicsPage</name>
<message>
<source>Screen</source>
<translation></translation>
</message>
<message>
<source>Window Mode</source>
<translation></translation>
</message>
<message>
<source> × </source>
<translation></translation>
</message>
<message>
<source>Custom:</source>
<translation></translation>
</message>
<message>
<source>Standard:</source>
<translation></translation>
</message>
<message>
<source>0</source>
<translation></translation>
</message>
<message>
<source>2</source>
<translation></translation>
</message>
<message>
<source>4</source>
<translation></translation>
</message>
<message>
<source>8</source>
<translation></translation>
</message>
<message>
<source>16</source>
<translation></translation>
</message>
<message>
<source>Framerate Limit</source>
<translation></translation>
</message>
<message>
<source>Window Border</source>
<translation></translation>
</message>
<message>
<source>Disabled</source>
<translation></translation>
</message>
<message>
<source>Enabled</source>
<translation></translation>
</message>
<message>
<source>Adaptive</source>
<translation></translation>
</message>
<message>
<source>Fullscreen</source>
<translation></translation>
</message>
<message>
<source>Windowed Fullscreen</source>
<translation></translation>
</message>
<message>
<source>Windowed</source>
<translation></translation>
</message>
<message>
<source>Resolution</source>
<translation></translation>
</message>
<message>
<source> FPS</source>
<translation></translation>
</message>
<message>
<source>Anti-Aliasing</source>
<translation></translation>
</message>
<message>
<source>Vertical Synchronization</source>
<translation></translation>
</message>
</context>
<context>
<name>ImportPage</name>
<message>
<source>Form</source>
<translation></translation>
</message>
<message>
<source>Morrowind Installation Wizard</source>
<translation></translation>
</message>
<message>
<source>Run &amp;Installation Wizard</source>
<translation></translation>
</message>
<message>
<source>Morrowind Settings Importer</source>
<translation></translation>
</message>
<message>
<source>File to Import Settings From:</source>
<translation></translation>
</message>
<message>
<source>Browse...</source>
<translation></translation>
</message>
<message>
<source>Import Add-on and Plugin Selection</source>
<translation></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></translation>
</message>
<message>
<source>Import Bitmap Fonts</source>
<translation></translation>
</message>
<message>
<source>Run &amp;Settings Importer</source>
<translation></translation>
</message>
</context>
<context>
<name>Launcher::DataFilesPage</name>
<message>
<source>English</source>
<translation></translation>
</message>
<message>
<source>French</source>
<translation></translation>
</message>
<message>
<source>German</source>
<translation></translation>
</message>
<message>
<source>Italian</source>
<translation></translation>
</message>
<message>
<source>Polish</source>
<translation></translation>
</message>
<message>
<source>Russian</source>
<translation></translation>
</message>
<message>
<source>Spanish</source>
<translation></translation>
</message>
<message>
<source>New Content List</source>
<translation></translation>
</message>
<message>
<source>Content List name:</source>
<translation></translation>
</message>
<message>
<source>Clone Content List</source>
<translation></translation>
</message>
<message>
<source>&amp;Check Selected</source>
<translation></translation>
</message>
<message>
<source>&amp;Uncheck Selected</source>
<translation></translation>
</message>
<message>
<source>Resolved as %1</source>
<translation></translation>
</message>
<message>
<source>Will be added to the current profile</source>
<translation></translation>
</message>
<message>
<source>This is the data-local directory and cannot be disabled</source>
<translation></translation>
</message>
<message>
<source>This directory is part of OpenMW and cannot be disabled</source>
<translation></translation>
</message>
<message>
<source>This directory is enabled in an openmw.cfg other than the user one</source>
<translation></translation>
</message>
<message>
<source>Contains content file(s)</source>
<translation></translation>
</message>
<message>
<source>This archive is enabled in an openmw.cfg other than the user one</source>
<translation></translation>
</message>
<message>
<source>Select Directory</source>
<translation></translation>
</message>
<message>
<source>Delete Content List</source>
<translation></translation>
</message>
<message>
<source>Are you sure you want to delete &lt;b&gt;%1&lt;/b&gt;?</source>
<translation></translation>
</message>
<message>
<source>Delete</source>
<translation></translation>
</message>
</context>
<context>
<name>Launcher::GraphicsPage</name>
<message>
<source>Error receiving number of screens</source>
<translation></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;SDL_GetNumVideoDisplays failed:&lt;/b&gt;&lt;br&gt;&lt;br&gt;</source>
<translation></translation>
</message>
<message>
<source>Screen </source>
<translation></translation>
</message>
<message>
<source>Error receiving resolutions</source>
<translation></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;SDL_GetNumDisplayModes failed:&lt;/b&gt;&lt;br&gt;&lt;br&gt;</source>
<translation></translation>
</message>
<message>
<source>&lt;br&gt;&lt;b&gt;SDL_GetDisplayMode failed:&lt;/b&gt;&lt;br&gt;&lt;br&gt;</source>
<translation></translation>
</message>
</context>
<context>
<name>Launcher::ImportPage</name>
<message>
<source>Error writing OpenMW configuration file</source>
<translation></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></translation>
</message>
<message>
<source>Morrowind configuration file (*.ini)</source>
<translation></translation>
</message>
<message>
<source>Importer finished</source>
<translation></translation>
</message>
<message>
<source>Failed to import settings from INI file.</source>
<translation></translation>
</message>
</context>
<context>
<name>Launcher::MainDialog</name>
<message>
<source>Close</source>
<translation></translation>
</message>
<message>
<source> Launch OpenMW </source>
<translation></translation>
</message>
<message>
<source>Help</source>
<translation></translation>
</message>
<message>
<source>Error creating OpenMW configuration directory: code %0</source>
<translation></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></translation>
</message>
<message>
<source>First run</source>
<translation></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></translation>
</message>
<message>
<source>Run &amp;Installation Wizard</source>
<translation></translation>
</message>
<message>
<source>Skip</source>
<translation></translation>
</message>
<message>
<source>OpenMW %1 release</source>
<translation></translation>
</message>
<message>
<source>OpenMW development (%1)</source>
<translation></translation>
</message>
<message>
<source>Compiled on %1 %2</source>
<translation></translation>
</message>
<message>
<source>Error opening OpenMW configuration file</source>
<translation></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></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></translation>
</message>
<message>
<source>Error detecting Morrowind installation</source>
<translation></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></translation>
</message>
<message>
<source>Run &amp;Installation Wizard...</source>
<translation></translation>
</message>
<message>
<source>Error reading OpenMW configuration files</source>
<translation></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></translation>
</message>
<message>
<source>Error writing OpenMW configuration file</source>
<translation></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></translation>
</message>
<message>
<source>Error writing user settings file</source>
<translation></translation>
</message>
<message>
<source>Error writing Launcher configuration file</source>
<translation></translation>
</message>
<message>
<source>No game file selected</source>
<translation></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></translation>
</message>
</context>
<context>
<name>Launcher::SettingsPage</name>
<message>
<source>Text file (*.txt)</source>
<translation></translation>
</message>
</context>
<context>
<name>MainWindow</name>
<message>
<source>OpenMW Launcher</source>
<translation></translation>
</message>
<message>
<source>OpenMW version</source>
<translation></translation>
</message>
<message>
<source>toolBar</source>
<translation></translation>
</message>
<message>
<source>Data Files</source>
<translation></translation>
</message>
<message>
<source>Allows to setup data files and directories</source>
<translation></translation>
</message>
<message>
<source>Display</source>
<translation></translation>
</message>
<message>
<source>Allows to change display settings</source>
<translation></translation>
</message>
<message>
<source>Settings</source>
<translation></translation>
</message>
<message>
<source>Allows to tweak engine settings</source>
<translation></translation>
</message>
<message>
<source>Import</source>
<translation></translation>
</message>
<message>
<source>Allows to import data from original engine</source>
<translation></translation>
</message>
</context>
<context>
<name>QObject</name>
<message>
<source>Select configuration file</source>
<translation></translation>
</message>
<message>
<source>Select script file</source>
<translation></translation>
</message>
</context>
<context>
<name>SelectSubdirs</name>
<message>
<source>Select directories you wish to add</source>
<translation></translation>
</message>
</context>
<context>
<name>SettingsPage</name>
<message>
<source>Gameplay</source>
<translation></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></translation>
</message>
<message>
<source>Uncapped Damage Fatigue</source>
<translation></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>
<translation></translation>
</message>
<message>
<source>Always Allow Actors to Follow over Water</source>
<translation></translation>
</message>
<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></translation>
</message>
<message>
<source>Permanent Barter Disposition Changes</source>
<translation></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></translation>
</message>
<message>
<source>Racial Variation in Speed Fix</source>
<translation></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></translation>
</message>
<message>
<source>Classic Calm Spells Behavior</source>
<translation></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></translation>
</message>
<message>
<source>NPCs Avoid Collisions</source>
<translation></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></translation>
</message>
<message>
<source>Soulgem Values Rebalance</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Day Night Switch Nodes</source>
<translation></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></translation>
</message>
<message>
<source>Followers Defend Immediately</source>
<translation></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></translation>
</message>
<message>
<source>Use Navigation Mesh for Pathfinding</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Only Magical Ammo Bypass Resistance</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Graphic Herbalism</source>
<translation></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></translation>
</message>
<message>
<source>Swim Upward Correction</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Enchanted Weapons Are Magical</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Merchant Equipping Fix</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Trainers Choose Offered Skills by Base Value</source>
<translation></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></translation>
</message>
<message>
<source>Can Loot During Death Animation</source>
<translation></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></translation>
</message>
<message>
<source>Steal from Knocked out Actors in Combat</source>
<translation></translation>
</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></translation>
</message>
<message>
<source>Classic Reflected Absorb Spells Behavior</source>
<translation></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></translation>
</message>
<message>
<source>Unarmed Creature Attacks Damage Armor</source>
<translation></translation>
</message>
<message>
<source>Factor Strength into Hand-to-Hand Combat</source>
<translation></translation>
</message>
<message>
<source>Off</source>
<translation></translation>
</message>
<message>
<source>Affect Werewolves</source>
<translation></translation>
</message>
<message>
<source>Do Not Affect Werewolves</source>
<translation></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></translation>
</message>
<message>
<source>Background Physics Threads</source>
<translation></translation>
</message>
<message>
<source>Actor Collision Shape Type</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Axis-Aligned Bounding Box</source>
<translation></translation>
</message>
<message>
<source>Rotating Box</source>
<translation></translation>
</message>
<message>
<source>Cylinder</source>
<translation></translation>
</message>
<message>
<source>Visuals</source>
<translation></translation>
</message>
<message>
<source>Animations</source>
<translation></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></translation>
</message>
<message>
<source>Smooth Movement</source>
<translation></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></translation>
</message>
<message>
<source>Use Additional Animation Sources</source>
<translation></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>
<translation></translation>
</message>
<message>
<source>Turn to Movement Direction</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Weapon Sheathing</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Shield Sheathing</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Player Movement Ignores Animation</source>
<translation></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></translation>
</message>
<message>
<source>Use Magic Item Animation</source>
<translation></translation>
</message>
<message>
<source>Shaders</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Auto Use Object Normal Maps</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Soft Particles</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Auto Use Object Specular Maps</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Auto Use Terrain Normal Maps</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Auto Use Terrain Specular Maps</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Adjust Coverage for Alpha Test</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Use Anti-Aliased Alpha Testing</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Bump/Reflect Map Local Lighting</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Weather Particle Occlusion</source>
<translation></translation>
</message>
<message>
<source>Fog</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Exponential Fog</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Radial Fog</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Sky Blending Start</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Sky Blending</source>
<translation></translation>
</message>
<message>
<source>Terrain</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Object Paging Min Size</source>
<translation></translation>
</message>
<message>
<source>Viewing Distance</source>
<translation></translation>
</message>
<message>
<source> cells</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Distant Land</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Active Grid Object Paging</source>
<translation></translation>
</message>
<message>
<source>Post Processing</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Transparent Postpass</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Auto Exposure Speed</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Enable Post Processing</source>
<translation></translation>
</message>
<message>
<source>Shadows</source>
<translation></translation>
</message>
<message>
<source>Bounds</source>
<translation></translation>
</message>
<message>
<source>Primitives</source>
<translation></translation>
</message>
<message>
<source>None</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Shadow Planes Computation Method</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source> unit(s)</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Enable Actor Shadows</source>
<translation></translation>
</message>
<message>
<source>512</source>
<translation></translation>
</message>
<message>
<source>1024</source>
<translation></translation>
</message>
<message>
<source>2048</source>
<translation></translation>
</message>
<message>
<source>4096</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Fade Start Multiplier</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Enable Player Shadows</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Shadow Map Resolution</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Shadow Distance Limit:</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Enable Object Shadows</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Enable Indoor Shadows</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Enable Terrain Shadows</source>
<translation></translation>
</message>
<message>
<source>Lighting</source>
<translation></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></translation>
</message>
<message>
<source>Maximum Light Distance</source>
<translation></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>
<translation></translation>
</message>
<message>
<source>Max Lights</source>
<translation></translation>
</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></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>
<translation></translation>
</message>
<message>
<source>Lighting Method</source>
<translation></translation>
</message>
<message>
<source>Legacy</source>
<translation></translation>
</message>
<message>
<source>Shaders (compatibility)</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Bounding Sphere Multiplier</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Minimum Interior Brightness</source>
<translation></translation>
</message>
<message>
<source>Audio</source>
<translation></translation>
</message>
<message>
<source>Select your preferred audio device.</source>
<translation></translation>
</message>
<message>
<source>Audio Device</source>
<translation></translation>
</message>
<message>
<source>Default</source>
<translation></translation>
</message>
<message>
<source>This setting controls HRTF, which simulates 3D sound on stereo systems.</source>
<translation></translation>
</message>
<message>
<source>HRTF</source>
<translation></translation>
</message>
<message>
<source>Automatic</source>
<translation></translation>
</message>
<message>
<source>On</source>
<translation></translation>
</message>
<message>
<source>Select your preferred HRTF profile.</source>
<translation></translation>
</message>
<message>
<source>HRTF Profile</source>
<translation></translation>
</message>
<message>
<source>In third-person view, use the camera as the sound listener instead of the player character.</source>
<translation></translation>
</message>
<message>
<source>Use the Camera as the Sound Listener</source>
<translation></translation>
</message>
<message>
<source>Interface</source>
<translation></translation>
</message>
<message>
<source>Tooltip</source>
<translation></translation>
</message>
<message>
<source>Crosshair</source>
<translation></translation>
</message>
<message>
<source>Tooltip and Crosshair</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>GUI Scaling Factor</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Show Effect Duration</source>
<translation></translation>
</message>
<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>
<translation></translation>
</message>
<message>
<source>Change Dialogue Topic Color</source>
<translation></translation>
</message>
<message>
<source>Size of characters in game texts.</source>
<translation></translation>
</message>
<message>
<source>Font Size</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Can Zoom on Maps</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Show Projectile Damage</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Show Melee Info</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Stretch Menu Background</source>
<translation></translation>
</message>
<message>
<source>Show Owned Objects</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Show Enchant Chance</source>
<translation></translation>
</message>
<message>
<source>Miscellaneous</source>
<translation></translation>
</message>
<message>
<source>Saves</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Add &quot;Time Played&quot; to Saves</source>
<translation></translation>
</message>
<message>
<source>Maximum Quicksaves</source>
<translation></translation>
</message>
<message>
<source>Screenshots</source>
<translation></translation>
</message>
<message>
<source>Screenshot Format</source>
<translation></translation>
</message>
<message>
<source>JPG</source>
<translation></translation>
</message>
<message>
<source>PNG</source>
<translation></translation>
</message>
<message>
<source>TGA</source>
<translation></translation>
</message>
<message>
<source>Notify on Saved Screenshot</source>
<translation></translation>
</message>
<message>
<source>Testing</source>
<translation></translation>
</message>
<message>
<source>These settings are intended for testing mods and will cause issues if used for normal gameplay.</source>
<translation></translation>
</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>
<translation></translation>
</message>
<message>
<source>Grab Cursor</source>
<translation></translation>
</message>
<message>
<source>Skip Menu and Generate Default Character</source>
<translation></translation>
</message>
<message>
<source>Start Default Character at</source>
<translation></translation>
</message>
<message>
<source>Default Cell</source>
<translation></translation>
</message>
<message>
<source>Run Script After Startup:</source>
<translation></translation>
</message>
<message>
<source>Browse…</source>
<translation></translation>
</message>
<message>
<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>
<translation></translation>
</message>
<message>
<source>Force Per-Pixel Lighting</source>
<translation></translation>
</message>
</context>
</TS>