mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-25 01:56:41 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			213 lines
		
	
	
	
		
			7.1 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
			
		
		
	
	
			213 lines
		
	
	
	
		
			7.1 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| Game Settings
 | |
| #############
 | |
| 
 | |
| show owned
 | |
| ----------
 | |
| 
 | |
| :Type:		integer
 | |
| :Range:		0, 1, 2, 3
 | |
| :Default:	0
 | |
| 
 | |
| Enable visual clues for items owned by NPCs when the crosshair is on the object.
 | |
| If the setting is 0, no clues are provided which is the default Morrowind behaviour.
 | |
| If the setting is 1, the background of the tool tip for the object is highlighted
 | |
| in the colour specified by the colour background owned setting in the GUI Settings Section.
 | |
| If the setting is 2, the crosshair is the colour of the colour crosshair owned setting in the GUI Settings section.
 | |
| If the setting is 3, both the tool tip background and the crosshair are coloured.
 | |
| The crosshair is not visible if crosshair is false.
 | |
| 
 | |
| This setting can be configured in Advanced tab of the launcher.
 | |
| 
 | |
| show projectile damage
 | |
| ----------------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	False
 | |
| 
 | |
| If this setting is true, the damage bonus of arrows and bolts will show on their tooltip.
 | |
| 
 | |
| This setting can be toggled in Advanced tab of the launcher.
 | |
| 
 | |
| show melee info
 | |
| ---------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	False
 | |
| 
 | |
| If this setting is true, the reach and speed of weapons will show on their tooltip.
 | |
| 
 | |
| This setting can be toggled in Advanced tab of the launcher.
 | |
| 
 | |
| show enchant chance
 | |
| -------------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	False
 | |
| 
 | |
| Whether or not the chance of success will be displayed in the enchanting menu.
 | |
| 
 | |
| This setting can be toggled in Advanced tab of the launcher.
 | |
| 
 | |
| best attack
 | |
| -----------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	False
 | |
| 
 | |
| If this setting is true, the player character will always use the most powerful attack when striking with a weapon
 | |
| (chop, slash or thrust). If this setting is false,
 | |
| the type of attack is determined by the direction that the character is moving at the time the attack begins.
 | |
| 
 | |
| This setting can be toggled with the Always Use Best Attack button in the Prefs panel of the Options menu.
 | |
| 
 | |
| can loot during death animation
 | |
| -------------------------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	True
 | |
| 
 | |
| 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. However disposing corpses during death animation is not recommended - 
 | |
| death counter may not be incremented, and this behaviour can break quests.
 | |
| This is how Morrowind behaves.
 | |
| 
 | |
| If this setting is false, player has to wait until end of death animation in all cases.
 | |
| This case is more safe, but 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.
 | |
| 
 | |
| This setting can be toggled in Advanced tab of the launcher.
 | |
| 
 | |
| difficulty
 | |
| ----------
 | |
| 
 | |
| :Type:		integer
 | |
| :Range:		-500 to 500
 | |
| :Default:	0
 | |
| 
 | |
| This setting adjusts the difficulty of the game and is intended to be in the range -100 to 100 inclusive.
 | |
| Given the default game setting for fDifficultyMult of 5.0,
 | |
| a value of -100 results in the player taking 80% of the usual damage, doing 6 times the normal damage.
 | |
| A value of 100 results in the player taking 6 times as much damage, while inflicting only 80% of the usual damage.
 | |
| Values below -500 will result in the player receiving no damage,
 | |
| and values above 500 will result in the player inflicting no damage.
 | |
| 
 | |
| This setting can be controlled in game with the Difficulty slider in the Prefs panel of the Options menu.
 | |
| 
 | |
| actors processing range
 | |
| -----------------------
 | |
| 
 | |
| :Type:		integer
 | |
| :Range:		3584 to 7168
 | |
| :Default:	7168
 | |
| 
 | |
| This setting allows to specify a distance from player in game units, in which OpenMW updates actor's state.
 | |
| Actor state update includes AI, animations, and physics processing.
 | |
| Actors near that border start softly fade out instead of just appearing/disapperaing.
 | |
| 
 | |
| This setting can be controlled in game with the "Actors processing range slider" in the Prefs panel of the Options menu.
 | |
| 
 | |
| classic reflected absorb spells behavior
 | |
| ----------------------------------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range: 	True/False
 | |
| :Default:	True
 | |
| 
 | |
| If this setting is true, effects of Absorb spells which were reflected by the target are not mirrored,
 | |
| and the caster will absorb their own stat resulting in no effect on either the caster and the target.
 | |
| This makes the gameplay as a mage easier, but these spells become imbalanced.
 | |
| This is how Morrowind behaves.
 | |
| 
 | |
| This setting can be toggled in Advanced tab of the launcher.
 | |
| 
 | |
| show effect duration
 | |
| --------------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	False
 | |
| 
 | |
| 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.
 | |
| 
 | |
| This setting can be toggled in Advanced tab of the launcher.
 | |
| 
 | |
| enchanted weapons are magical
 | |
| -----------------------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	True
 | |
| 
 | |
| Make enchanted weapons without Magical flag bypass normal weapons resistance (and weakness) certain creatures have.
 | |
| This is how Morrowind behaves.
 | |
| 
 | |
| This setting can be toggled in Advanced tab of the launcher.
 | |
| 
 | |
| prevent merchant equipping
 | |
| --------------------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	False
 | |
| 
 | |
| Prevent merchants from equipping items that are sold to them.
 | |
| 
 | |
| This setting can be toggled in Advanced tab of the launcher.
 | |
| 
 | |
| followers attack on sight
 | |
| -------------------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	False
 | |
| 
 | |
| 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.
 | |
| Please note this setting has not been extensively tested and could have side effects with certain quests.
 | |
| This setting can be toggled in Advanced tab of the launcher.
 | |
| 
 | |
| weapon sheathing
 | |
| ----------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	False
 | |
| 
 | |
| If this setting is true, OpenMW will utilize weapon sheathing-compatible assets to display holstered weapons.
 | |
| 
 | |
| 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.
 | |
| 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.
 | |
| 
 | |
| use additional anim sources
 | |
| ---------------------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	False
 | |
| 
 | |
| Allow the engine to load additional animation sources when enabled.
 | |
| For example, if the main animation mesh has name Meshes/x.nif, 
 | |
| the engine will load all KF-files from Animations/x folder and its child folders.
 | |
| This can be useful if you want to use several animation replacers without merging them.
 | |
| Attention: animations from AnimKit have their own format and are not supposed to be directly loaded in-game!
 | |
| This setting can only be configured by editing the settings configuration file.
 | |
| 
 | |
| barter disposition change is permanent
 | |
| --------------------------------------
 | |
| 
 | |
| :Type:		boolean
 | |
| :Range:		True/False
 | |
| :Default:	False
 | |
| 
 | |
| If this setting is true, 
 | |
| disposition change of merchants caused by trading will be permanent and won't be discarded upon exiting dialogue with them.
 | |
| This imitates the option that Morrowind Code Patch offers.
 | |
| 
 | |
| This setting can be toggled in Advanced tab of the launcher.
 |