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			284 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| Game Settings
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| #############
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| 
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| show owned
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| ----------
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| 
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| :Type:		integer
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| :Range:		0, 1, 2, 3
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| :Default:	0
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| 
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| Enable visual clues for items owned by NPCs when the crosshair is on the object.
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| If the setting is 0, no clues are provided which is the default Morrowind behaviour.
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| If the setting is 1, the background of the tool tip for the object is highlighted
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| in the colour specified by the colour background owned setting in the GUI Settings Section.
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| If the setting is 2, the crosshair is the colour of the colour crosshair owned setting in the GUI Settings section.
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| If the setting is 3, both the tool tip background and the crosshair are coloured.
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| The crosshair is not visible if crosshair is false.
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| 
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| This setting can be configured in Advanced tab of the launcher.
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| 
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| show projectile damage
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| ----------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| If this setting is true, the damage bonus of arrows and bolts will show on their tooltip.
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| 
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| show melee info
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| ---------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| If this setting is true, the reach and speed of weapons will show on their tooltip.
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| 
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| show enchant chance
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| -------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Whether or not the chance of success will be displayed in the enchanting menu.
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| 
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| best attack
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| -----------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| If this setting is true, the player character will always use the most powerful attack when striking with a weapon
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| (chop, slash or thrust). If this setting is false,
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| the type of attack is determined by the direction that the character is moving at the time the attack begins.
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| 
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| This setting can be toggled with the Always Use Best Attack button in the Prefs panel of the Options menu.
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| 
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| can loot during death animation
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| -------------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	True
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| 
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| If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, 
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| if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.
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| 
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| If this setting is false, player has to wait until end of death animation in all cases.
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| Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder.
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| Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.
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| 
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| difficulty
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| ----------
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| 
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| :Type:		integer
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| :Range:		-500 to 500
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| :Default:	0
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| 
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| This setting adjusts the difficulty of the game and is intended to be in the range -100 to 100 inclusive.
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| Given the default game setting for fDifficultyMult of 5.0,
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| a value of -100 results in the player taking 80% of the usual damage, doing 6 times the normal damage.
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| A value of 100 results in the player taking 6 times as much damage, while inflicting only 80% of the usual damage.
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| Values below -500 will result in the player receiving no damage,
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| and values above 500 will result in the player inflicting no damage.
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| 
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| This setting can be controlled in game with the Difficulty slider in the Prefs panel of the Options menu.
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| 
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| actors processing range
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| -----------------------
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| 
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| :Type:		integer
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| :Range:		3584 to 7168
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| :Default:	7168
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| 
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| This setting allows to specify a distance from player in game units, in which OpenMW updates actor's state.
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| Actor state update includes AI, animations, and physics processing.
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| Actors near that border start softly fade out instead of just appearing/disapperaing.
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| It is not recommended to change this value from default if you use mods with
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| long-range AiTravel packages (e.g. patrols, caravans and travellers).
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| 
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| This setting can be controlled in game with the "Actors processing range slider" in the Prefs panel of the Options menu.
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| 
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| classic reflected absorb spells behavior
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| ----------------------------------------
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| 
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| :Type:		boolean
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| :Range: 	True/False
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| :Default:	True
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| 
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| If this setting is true, effects of Absorb spells which were reflected by the target are not mirrored,
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| and the caster will absorb their own stat resulting in no effect on either the caster and the target.
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| This makes the gameplay as a mage easier, but these spells become imbalanced.
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| This is how Morrowind behaves.
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| 
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| use magic item animations
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| -------------------------
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| 
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| :Type:		boolean
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| :Range: 	True/False
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| :Default:	False
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| 
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| If this setting is true, the engine will use casting animations for magic items, including scrolls.
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| Otherwise, there will be no casting animations, just as in original engine
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| 
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| This setting can only be configured by editing the settings configuration file.
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| 
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| show effect duration
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| --------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Show the remaining duration of magic effects and lights if this setting is true.
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| The remaining duration is displayed in the tooltip by hovering over the magical effect.
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| 
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| enchanted weapons are magical
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| -----------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	True
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| 
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| Make enchanted weapons without Magical flag bypass normal weapons resistance (and weakness) certain creatures have.
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| This is how Morrowind behaves.
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| 
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| prevent merchant equipping
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| --------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Prevent merchants from equipping items that are sold to them.
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| 
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| followers attack on sight
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| -------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Make player followers and escorters start combat with enemies who have started combat with them or the player.
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| Otherwise they wait for the enemies or the player to do an attack first.
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| Please note this setting has not been extensively tested and could have side effects with certain quests.
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| shield sheathing
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| ----------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| If this setting is true, OpenMW will utilize shield sheathing-compatible assets to display holstered shields.
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| 
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| To make use of this, you need to have an xbase_anim_sh.nif file with weapon bones that will be injected into the skeleton.
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| Also you can use additional _sh meshes for more precise shield placement.
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| Warning: this feature may conflict with mods that use pseudo-shields to emulate item in actor's hand (e.g. books, baskets, pick axes).
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| To avoid conflicts, you can use _sh mesh without "Bip01 Sheath" node for such "shields" meshes, or declare its bodypart as Clothing type, not as Armor.
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| Also you can use an _sh node with empty "Bip01 Sheath" node.
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| In this case the engine will use basic shield model, but will use transformations from the "Bip01 Sheath" node.
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| 
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| weapon sheathing
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| ----------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| If this setting is true, OpenMW will utilize weapon sheathing-compatible assets to display holstered weapons.
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| 
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| To make use of this, you need to have an xbase_anim_sh.nif file with weapon bones that will be injected into the skeleton.
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| Additional _sh suffix models are not essential for weapon sheathing to work but will act as quivers or scabbards for the weapons they correspond to.
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| 
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| use additional anim sources
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| ---------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| Allow the engine to load additional animation sources when enabled.
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| For example, if the main animation mesh has name Meshes/x.nif, 
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| the engine will load all KF-files from Animations/x folder and its child folders.
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| This can be useful if you want to use several animation replacers without merging them.
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| Attention: animations from AnimKit have their own format and are not supposed to be directly loaded in-game!
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| This setting can only be configured by editing the settings configuration file.
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| 
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| barter disposition change is permanent
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| --------------------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| If this setting is true, 
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| disposition change of merchants caused by trading will be permanent and won't be discarded upon exiting dialogue with them.
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| This imitates the option that Morrowind Code Patch offers.
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| 
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| only appropriate ammunition bypasses resistance
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| -----------------------------------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| If this setting is true, you will have to use the appropriate ammunition to bypass normal weapon resistance (or weakness).
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| An enchanted bow with chitin arrows will no longer be enough for the purpose, while a steel longbow with glass arrows will still work.
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| This was previously the default engine behavior that diverged from Morrowind design.
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| 
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| This setting can be toggled in Advanced tab of the launcher.
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| 
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| strength influences hand to hand
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| --------------------------------
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| 
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| :Type:		integer
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| :Range:		0, 1, 2
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| :Default:	0
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| 
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| This setting controls the behavior of factoring of Strength attribute into hand-to-hand damage, which is using the formula
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| Morrowind Code Patch uses for its equivalent feature: damage is multiplied by its value divided by 40.
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| 
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| 0: Strength attribute is ignored
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| 1: Strength attribute is factored in damage from any actor
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| 2: Strength attribute is factored in damage from any actor except werewolves
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| 
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| This setting can be controlled in Advanced tab of the launcher.
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| 
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| normalise race speed
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| --------------------
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| 
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| :Type:		boolean
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| :Range:		True/False
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| :Default:	False
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| 
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| By default race weight is factored into horizontal movement speed like in Morrowind.
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| For example, an NPC which has 1.2 race weight is faster than an NPC with the exact same stats and weight 1.0 by a factor of 120%.
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| If this setting is true, race weight is ignored in the calculations which allows for a movement behavior
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| equivalent to the one introduced by the equivalent Morrowind Code Patch feature.
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| This makes the movement speed behavior more fair between different races.
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| 
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| This setting can be controlled in Advanced tab of the launcher.
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