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			422 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			INI
		
	
	
	
	
	
			
		
		
	
	
			422 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			INI
		
	
	
	
	
	
| # WARNING: If this file is named settings-default.cfg, then editing
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| # this file might have no effect, as these settings may be overwritten
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| # by your user settings.cfg file (see documentation for its location).
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| #
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| # This file provides minimal documentation for each setting, and
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| # ranges of recommended values.  For detailed explanations of the
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| # significance of each setting, interaction with other settings, hard
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| # limits on value ranges and more information in general, please read
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| # the detailed documentation at the OpenMW Wiki page:
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| # 
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| #   https://wiki.openmw.org/index.php?title=Settings
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| #
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| 
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| [Camera]
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| 
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| # Near clipping plane (>0.0, e.g. 0.01 to 18.0).
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| near clip = 1
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| 
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| # Cull objects smaller than one pixel.
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| small feature culling = true
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| 
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| # Maximum visible distance (e.g. 2000.0 to 6666.0).  Caution: this setting
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| # can dramatically affect performance, see documentation for details.
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| viewing distance = 6666.0
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| 
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| # Camera field of view in degrees (e.g. 30.0 to 110.0).
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| # Does not affect the player's hands in the first person camera.
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| field of view = 55.0
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| 
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| # Field of view for first person meshes (i.e. the player's hands)
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| # Best to leave this at the default since vanilla assets are not complete enough to adapt to high FoV's. Too low FoV would clip the hands off screen.
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| first person field of view = 55.0
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| 
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| [Cells]
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| 
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| # Adjacent exterior cells loaded (>0). Caution: this setting can
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| # dramatically affect performance, see documentation for details.
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| exterior cell load distance = 1
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| 
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| # Preload cells in a background thread. All settings starting with 'preload' have no effect unless this is enabled.
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| preload enabled = true
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| 
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| # Preload adjacent cells when moving close to an exterior cell border.
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| preload exterior grid = true
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| 
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| # Preload possible fast travel destinations.
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| preload fast travel = false
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| 
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| # Preload the locations that doors lead to.
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| preload doors = true
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| 
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| # Preloading distance threshold
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| preload distance = 1000
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| 
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| # Controls whether or not the nodes/collision shapes are pre-"instanced" (i.e. cloned) when a cell is preloaded.
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| # Enabling this option slightly reduces the time it takes to transition into a preloaded cell, but also results in higher memory usage
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| # proportional to the number of cells that are preloaded.
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| preload instances = true
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| 
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| # The minimum amount of cells in the preload cache before unused cells start to get thrown out (see "preload cell expiry delay").
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| # This value should be lower or equal to 'preload cell cache max'.
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| preload cell cache min = 12
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| 
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| # The maximum amount of cells in the preload cache. A too high value could cause you to run out of memory.
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| # You may need to reduce this setting when running lots of mods or high-res texture replacers.
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| preload cell cache max = 20
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| 
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| # How long to keep preloaded cells in cache after they're no longer referenced/required (in seconds)
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| preload cell expiry delay = 5
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| 
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| # How long to keep models/textures/collision shapes in cache after they're no longer referenced/required (in seconds)
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| cache expiry delay = 5
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| 
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| [Map]
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| 
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| # Size of each exterior cell in pixels in the world map. (e.g. 12 to 24).
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| # Warning: affects explored areas in save files, see documentation.
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| global map cell size = 18
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| 
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| # Zoom level in pixels for HUD map widget.  64 is one cell, 128 is 1/4
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| # cell, 256 is 1/8 cell.  See documentation for details. (e.g. 64 to 256).
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| local map hud widget size = 256
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| 
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| # Enables Fog of War rendering on the HUD map. Default is Off since with default settings
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| # the map is so small that the fog would not obscure anything, just darken the edges slightly.
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| local map hud fog of war = false
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| 
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| # Resolution of local map in GUI window in pixels.  See documentation
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| # for details which may affect cell load performance. (e.g. 128 to 1024).
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| local map resolution = 256
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| 
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| # Size of local map in GUI window in pixels.  (e.g. 256 to 1024).
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| local map widget size = 512
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| 
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| # Similar to "[Cells] exterior cell load distance", controls
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| # how many cells are rendered on the local map. Values higher than the default
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| # may result in longer loading times.
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| local map cell distance = 1
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| 
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| [GUI]
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| 
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| # Scales GUI window and widget size. (<1.0 is smaller, >1.0 is larger).
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| scaling factor = 1.0
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| 
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| # Transparency of GUI windows (0.0 to 1.0, transparent to opaque).
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| menu transparency = 0.84
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| 
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| # Time until tool tip appears when hovering over an object (0.0 is
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| # instantly, 1.0 is the maximum delay of about 1.5 seconds).
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| tooltip delay = 0.0
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| 
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| # Stretch menus, load screens, etc. to the window aspect ratio.
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| stretch menu background = false
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| 
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| # Subtitles for NPC spoken dialog and some sound effects.
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| subtitles = false
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| 
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| # Red flash visually showing player damage.
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| hit fader = true
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| 
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| # Werewolf overlay border around screen or window.
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| werewolf overlay = true
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| 
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| # Color for tool tips and crosshair when owned by an NPC (R G B A).
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| color background owned = 0.15 0.0 0.0 1.0
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| color crosshair owned = 1.0 0.15 0.15 1.0
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| 
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| [HUD]
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| 
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| # Displays the crosshair or reticle when not in GUI mode.
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| crosshair = true
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| 
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| [Game]
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| 
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| # Color crosshair and tool tip when object is owned by an NPC. (O is
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| # no color, 1 is tool tip only, 2 is crosshair only, and 3 is both).
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| show owned = 0
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| 
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| # Always use the best mode of attack: e.g. chop, slash or thrust.
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| best attack = false
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| 
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| # Difficulty.  Expressed as damage dealt and received. (e.g. -100 to 100).
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| difficulty = 0
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| 
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| # Show duration of magic effect and lights in the spells window.
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| show effect duration = false
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| 
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| # Prevents merchants from equipping items that are sold to them.
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| prevent merchant equipping = false
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| 
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| [General]
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| 
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| # Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
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| anisotropy = 4
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| 
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| # File format for screenshots.  (jpg, png, tga, and possibly more).
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| screenshot format = png
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| 
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| # Texture magnification filter type.  (nearest or linear).
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| texture mag filter = linear
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| 
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| # Texture minification filter type.  (nearest or linear).
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| texture min filter = linear
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| 
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| # Texture mipmap type.  (none, nearest, or linear).
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| texture mipmap = nearest
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| 
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| [Shaders]
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| 
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| # Force rendering with shaders. By default, only bump-mapped objects will use shaders.
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| # Enabling this option may cause slightly different visuals if the "clamp lighting" option
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| # is set to false. Otherwise, there should not be a visual difference.
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| force shaders = false
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| 
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| # Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
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| # Has no effect if the 'force shaders' option is false.
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| # Enabling per-pixel lighting can result in visual differences to the original MW engine. It is not
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| # recommended to enable this option when using vanilla Morrowind files, because certain lights in Morrowind
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| # rely on vertex lighting to look as intended.
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| force per pixel lighting = false
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| 
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| # Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
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| # Only affects objects that render with shaders (see 'force shaders' option). Always affects terrain.
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| # Setting this option to 'true' results in fixed-function compatible lighting, but the lighting
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| # may appear 'dull' and there might be color shifts.
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| # Setting this option to 'false' results in more realistic lighting.
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| clamp lighting = true
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| 
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| # If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
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| # (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds).
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| # If this option is disabled, normal maps are only used if they are explicitely listed within the mesh file (.nif or .osg file).
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| # Affects objects.
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| auto use object normal maps = false
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| 
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| # If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
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| # (see 'specular map pattern', e.g. for a base texture foo.dds, the specular map texture would have to be named foo_spec.dds).
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| # If this option is disabled, normal maps are only used if they are explicitely listed within the mesh file (.osg file, not supported in .nif files).
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| # Affects objects.
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| auto use object specular maps = false
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| 
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| # See 'auto use object normal maps'. Affects terrain.
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| auto use terrain normal maps = false
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| 
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| # If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture
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| # must contain the layer color in the RGB channel (as usual), and a specular multiplier in the alpha channel.
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| auto use terrain specular maps = false
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| 
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| # The filename pattern to probe for when detecting normal maps (see 'auto use object normal maps', 'auto use terrain normal maps')
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| normal map pattern = _n
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| 
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| # Alternative filename pattern to probe for when detecting normal maps. Files with this pattern are expected to include 'height' in the alpha channel.
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| # This height is used for parallax effects. Works for both terrain and objects.
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| normal height map pattern = _nh
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| 
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| # The filename pattern to probe for when detecting object specular maps (see 'auto use object specular maps')
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| specular map pattern = _spec
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| 
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| # The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')
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| terrain specular map pattern = _diffusespec
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| 
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| [Input]
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| 
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| # Capture control of the cursor prevent movement outside the window.
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| grab cursor = true
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| 
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| # Key controlling sneak toggles setting instead of being held down.
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| toggle sneak = false
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| 
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| # Player is running by default.
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| always run = false
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| 
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| # Zoom in and out from player in third person view with mouse wheel.
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| allow third person zoom = false
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| 
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| # Camera sensitivity when not in GUI mode. (>0.0, e.g. 0.1 to 5.0).
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| camera sensitivity = 1.0
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| 
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| # Vertical camera sensitivity multiplier when not in GUI mode.
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| # (>0.0, Because it's a multiplier values should be near 1.0)
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| camera y multiplier = 1.0
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| 
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| # Invert the vertical axis while not in GUI mode.
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| invert y axis = false
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| 
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| [Saves]
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| 
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| # Name of last character played, and default for loading save files.
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| character =
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| 
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| # Automatically save the game whenever the player rests.
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| autosave = true
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| 
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| # Display the time played on each save file in the load menu.
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| timeplayed = false
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| 
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| [Sound]
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| 
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| # Name of audio device file.  Blank means use the default device.
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| device =
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| 
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| # Volumes are 0.0 for silent and 1.0 for the maximum volume.
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| 
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| # Master volume.  Controls all other volumes.
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| master volume = 1.0
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| 
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| # Footsteps volume.
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| footsteps volume = 0.2
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| 
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| # Music tracks volume.
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| music volume = 0.5
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| 
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| # Sound effects volume.
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| sfx volume = 1.0
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| 
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| # Voice dialog volume.
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| voice volume = 0.8
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| 
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| # Minimum size to use for the sound buffer cache, in MB. When the cache is
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| # filled, old buffers will be unloaded until it's using no more than this much
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| # memory. Must be less than or equal to 'buffer cache max'.
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| buffer cache min = 14
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| 
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| # Maximum size to use for the sound buffer cache, in MB. The cache can use up
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| # to this much memory until old buffers get purged.
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| buffer cache max = 16
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| 
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| # Specifies whether to enable HRTF processing. Valid values are: -1 = auto,
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| # 0 = off, 1 = on.
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| hrtf enable = -1
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| 
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| # Specifies which HRTF to use when HRTF is used. Blank means use the default.
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| hrtf =
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| 
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| [Video]
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| 
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| # Resolution of the OpenMW window or screen.
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| resolution x = 800
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| resolution y = 600
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| 
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| # OpenMW takes complete control of the screen.
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| fullscreen = false
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| 
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| # Determines which screen OpenMW is on.  (>=0).
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| screen = 0
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| 
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| # Minimize OpenMW if it loses cursor or keyboard focus.
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| minimize on focus loss = true
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| 
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| # An operating system border is drawn around the OpenMW window.
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| window border = true
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| 
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| # Anti-aliasing reduces jagged polygon edges.  (0, 2, 4, 8, 16).
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| antialiasing = 0
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| 
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| # Enable vertical syncing to reduce tearing defects.
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| vsync = false
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| 
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| # Maximum frames per second. 0.0 is unlimited, or >0.0 to limit.
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| framerate limit = 0.0
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| 
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| # Game video contrast.  (>0.0).  No effect in Linux.
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| contrast = 1.0
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| 
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| # Video gamma setting.  (>0.0).  No effect in Linux.
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| gamma = 1.0
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| 
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| [Water]
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| 
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| # Enable water shader with reflections and optionally refraction.
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| shader = false
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| 
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| # Reflection and refraction texture size in pixels. (512, 1024, 2048).
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| rtt size = 512
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| 
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| # Enable refraction which affects visibility through water plane.
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| refraction = false
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| 
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| # Draw NPCs and creatures on water reflections.
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| reflect actors = false
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| 
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| [Windows]
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| 
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| # Location and sizes of windows as a fraction of the OpenMW window or
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| # screen size. (0.0 to 1.0).  X & Y, Width & Height.
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| 
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| # Stats window displaying level, race, class, skills and stats.
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| stats x = 0.0
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| stats y = 0.0
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| stats w = 0.375
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| stats h = 0.4275
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| 
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| # Spells window displaying powers, spells, and magical items.
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| spells x = 0.625
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| spells y = 0.5725
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| spells w = 0.375
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| spells h = 0.4275
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| 
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| # Local and world map window.
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| map x = 0.625
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| map y = 0.0
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| map w = 0.375
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| map h = 0.5725
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| 
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| # Dialog window for talking with NPCs.
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| dialogue x = 0.095
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| dialogue y = 0.095
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| dialogue w = 0.810
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| dialogue h = 0.810
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| 
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| # Alchemy window for crafting potions.
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| alchemy x = 0.25
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| alchemy y = 0.25
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| alchemy w = 0.5
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| alchemy h = 0.5
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| 
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| # Console command window for debugging commands.
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| console x = 0.0
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| console y = 0.0
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| console w = 1.0
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| console h = 0.5
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| 
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| # Player inventory window when explicitly opened.
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| inventory x = 0.0
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| inventory y = 0.4275
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| inventory w = 0.6225
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| inventory h = 0.5725
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| 
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| # Player inventory window when searching a container.
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| inventory container x = 0.0
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| inventory container y = 0.4275
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| inventory container w = 0.6225
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| inventory container h = 0.5725
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| 
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| # Player inventory window when bartering with a shopkeeper.
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| inventory barter x = 0.0
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| inventory barter y = 0.4275
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| inventory barter w = 0.6225
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| inventory barter h = 0.5725
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| 
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| # Player inventory window when trading with a companion.
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| inventory companion x = 0.0
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| inventory companion y = 0.4275
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| inventory companion w = 0.6225
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| inventory companion h = 0.5725
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| 
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| # Container inventory when searching a container.
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| container x = 0.25
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| container y = 0.0
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| container w = 0.75
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| container h = 0.375
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| 
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| # NPC inventory window when bartering with a shopkeeper.
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| barter x = 0.25
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| barter y = 0.0
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| barter w = 0.75
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| barter h = 0.375
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| 
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| # NPC inventory window when trading with a companion.
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| companion x = 0.25
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| companion y = 0.0
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| companion w = 0.75
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| companion h = 0.375
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