forked from mirror/openmw-tes3mp
You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
509 lines
16 KiB
INI
509 lines
16 KiB
INI
# WARNING: If this file is named settings-default.cfg, then editing
|
|
# this file might have no effect, as these settings may be overwritten
|
|
# by your user settings.cfg file (see documentation for its location).
|
|
#
|
|
# This file provides minimal documentation for each setting, and
|
|
# ranges of recommended values. For detailed explanations of the
|
|
# significance of each setting, interaction with other settings, hard
|
|
# limits on value ranges and more information in general, please read
|
|
# the detailed documentation at:
|
|
#
|
|
# https://openmw.readthedocs.io/en/master/reference/modding/settings/index.html
|
|
#
|
|
|
|
[Camera]
|
|
|
|
# Near clipping plane (>0.0, e.g. 0.01 to 18.0).
|
|
near clip = 1
|
|
|
|
# Cull objects that occupy less than 'small feature culling pixel size' on the screen.
|
|
small feature culling = true
|
|
|
|
small feature culling pixel size = 2.0
|
|
|
|
# Maximum visible distance (e.g. 2000.0 to 6666.0). Caution: this setting
|
|
# can dramatically affect performance, see documentation for details.
|
|
viewing distance = 6666.0
|
|
|
|
# Camera field of view in degrees (e.g. 30.0 to 110.0).
|
|
# Does not affect the player's hands in the first person camera.
|
|
field of view = 55.0
|
|
|
|
# Field of view for first person meshes (i.e. the player's hands)
|
|
# 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.
|
|
first person field of view = 55.0
|
|
|
|
[Cells]
|
|
|
|
# Adjacent exterior cells loaded (>0). Caution: this setting can
|
|
# dramatically affect performance, see documentation for details.
|
|
exterior cell load distance = 1
|
|
|
|
# Preload cells in a background thread. All settings starting with 'preload' have no effect unless this is enabled.
|
|
preload enabled = true
|
|
|
|
# The number of threads to be used for preloading operations.
|
|
preload num threads = 1
|
|
|
|
# Preload adjacent cells when moving close to an exterior cell border.
|
|
preload exterior grid = true
|
|
|
|
# Preload possible fast travel destinations.
|
|
preload fast travel = false
|
|
|
|
# Preload the locations that doors lead to.
|
|
preload doors = true
|
|
|
|
# Preloading distance threshold
|
|
preload distance = 1000
|
|
|
|
# Controls whether or not the nodes/collision shapes are pre-"instanced" (i.e. cloned) when a cell is preloaded.
|
|
# Enabling this option slightly reduces the time it takes to transition into a preloaded cell, but also results in higher memory usage
|
|
# proportional to the number of cells that are preloaded.
|
|
preload instances = true
|
|
|
|
# The minimum amount of cells in the preload cache before unused cells start to get thrown out (see "preload cell expiry delay").
|
|
# This value should be lower or equal to 'preload cell cache max'.
|
|
preload cell cache min = 12
|
|
|
|
# The maximum amount of cells in the preload cache. A too high value could cause you to run out of memory.
|
|
# You may need to reduce this setting when running lots of mods or high-res texture replacers.
|
|
preload cell cache max = 20
|
|
|
|
# How long to keep preloaded cells in cache after they're no longer referenced/required (in seconds)
|
|
preload cell expiry delay = 5
|
|
|
|
# The predicted position of the player N seconds in the future will be used for preloading cells and distant terrain
|
|
prediction time = 1
|
|
|
|
# How long to keep models/textures/collision shapes in cache after they're no longer referenced/required (in seconds)
|
|
cache expiry delay = 5
|
|
|
|
# Affects the time to be set aside each frame for graphics preloading operations
|
|
target framerate = 60
|
|
|
|
# The count of pointers, that will be saved for a faster search by object ID.
|
|
pointers cache size = 40
|
|
|
|
[Terrain]
|
|
|
|
# If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells
|
|
distant terrain = false
|
|
|
|
[Fog]
|
|
|
|
# If true, use extended fog parameters for distant terrain not controlled by
|
|
# viewing distance. If false, use the standard fog calculations.
|
|
use distant fog = false
|
|
|
|
distant land fog start = 16384
|
|
|
|
distant land fog end = 40960
|
|
|
|
distant underwater fog start = -4096
|
|
|
|
distant underwater fog end = 2457.6
|
|
|
|
distant interior fog start = 0
|
|
|
|
distant interior fog end = 16384
|
|
|
|
[Map]
|
|
|
|
# Size of each exterior cell in pixels in the world map. (e.g. 12 to 24).
|
|
# Warning: affects explored areas in save files, see documentation.
|
|
global map cell size = 18
|
|
|
|
# Zoom level in pixels for HUD map widget. 64 is one cell, 128 is 1/4
|
|
# cell, 256 is 1/8 cell. See documentation for details. (e.g. 64 to 256).
|
|
local map hud widget size = 256
|
|
|
|
# Enables Fog of War rendering on the HUD map. Default is Off since with default settings
|
|
# the map is so small that the fog would not obscure anything, just darken the edges slightly.
|
|
local map hud fog of war = false
|
|
|
|
# Resolution of local map in GUI window in pixels. See documentation
|
|
# for details which may affect cell load performance. (e.g. 128 to 1024).
|
|
local map resolution = 256
|
|
|
|
# Size of local map in GUI window in pixels. (e.g. 256 to 1024).
|
|
local map widget size = 512
|
|
|
|
# Similar to "[Cells] exterior cell load distance", controls
|
|
# how many cells are rendered on the local map. Values higher than the default
|
|
# may result in longer loading times.
|
|
local map cell distance = 1
|
|
|
|
# If true, map in world mode, otherwise in local mode
|
|
global = false
|
|
|
|
[GUI]
|
|
|
|
# Scales GUI window and widget size. (<1.0 is smaller, >1.0 is larger).
|
|
scaling factor = 1.0
|
|
|
|
# Transparency of GUI windows (0.0 to 1.0, transparent to opaque).
|
|
menu transparency = 0.84
|
|
|
|
# Time until tool tip appears when hovering over an object (0.0 is
|
|
# instantly, 1.0 is the maximum delay of about 1.5 seconds).
|
|
tooltip delay = 0.0
|
|
|
|
# Stretch menus, load screens, etc. to the window aspect ratio.
|
|
stretch menu background = false
|
|
|
|
# Subtitles for NPC spoken dialog and some sound effects.
|
|
subtitles = false
|
|
|
|
# Red flash visually showing player damage.
|
|
hit fader = true
|
|
|
|
# Werewolf overlay border around screen or window.
|
|
werewolf overlay = true
|
|
|
|
# Color for tool tips and crosshair when owned by an NPC (R G B A).
|
|
color background owned = 0.15 0.0 0.0 1.0
|
|
color crosshair owned = 1.0 0.15 0.15 1.0
|
|
|
|
# Controls whether Arrow keys, Movement keys, Tab/Shift-Tab and Spacebar/Enter/Activate may be used to navigate GUI buttons.
|
|
keyboard navigation = true
|
|
|
|
[HUD]
|
|
|
|
# Displays the crosshair or reticle when not in GUI mode.
|
|
crosshair = true
|
|
|
|
[Game]
|
|
|
|
# Color crosshair and tool tip when object is owned by an NPC. (O is
|
|
# no color, 1 is tool tip only, 2 is crosshair only, and 3 is both).
|
|
show owned = 0
|
|
|
|
# Show damage bonus of arrow and bolts.
|
|
show projectile damage = false
|
|
|
|
# Show additional melee weapon info: reach and attack speed
|
|
show melee info = false
|
|
|
|
# Show success probability in self-enchant dialog
|
|
show enchant chance = false
|
|
|
|
# Always use the best mode of attack: e.g. chop, slash or thrust.
|
|
best attack = false
|
|
|
|
# Difficulty. Expressed as damage dealt and received. (e.g. -100 to 100).
|
|
difficulty = 0
|
|
|
|
# Replicate how reflected "absorb attribute" spells do not have any effect in Morrowind engine. The caster absorbs the attribute from themselves.
|
|
classic reflect absorb attribute behavior = true
|
|
|
|
# Show duration of magic effect and lights in the spells window.
|
|
show effect duration = false
|
|
|
|
# Account for the first follower in fast travel cost calculations.
|
|
charge for every follower travelling = false
|
|
|
|
# Prevents merchants from equipping items that are sold to them.
|
|
prevent merchant equipping = false
|
|
|
|
# Make enchanted weaponry without Magical flag bypass normal weapons resistance
|
|
enchanted weapons are magical = true
|
|
|
|
# Makes 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.
|
|
followers attack on sight = false
|
|
|
|
# Can loot non-fighting actors during death animation
|
|
can loot during death animation = true
|
|
|
|
[General]
|
|
|
|
# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
|
|
anisotropy = 4
|
|
|
|
# File format for screenshots. (jpg, png, tga, and possibly more).
|
|
screenshot format = png
|
|
|
|
# Texture magnification filter type. (nearest or linear).
|
|
texture mag filter = linear
|
|
|
|
# Texture minification filter type. (nearest or linear).
|
|
texture min filter = linear
|
|
|
|
# Texture mipmap type. (none, nearest, or linear).
|
|
texture mipmap = nearest
|
|
|
|
[Shaders]
|
|
|
|
# Force rendering with shaders. By default, only bump-mapped objects will use shaders.
|
|
# Enabling this option may cause slightly different visuals if the "clamp lighting" option
|
|
# is set to false. Otherwise, there should not be a visual difference.
|
|
force shaders = false
|
|
|
|
# Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
|
|
# Has no effect if the 'force shaders' option is false.
|
|
# Enabling per-pixel lighting can result in visual differences to the original MW engine. It is not
|
|
# recommended to enable this option when using vanilla Morrowind files, because certain lights in Morrowind
|
|
# rely on vertex lighting to look as intended.
|
|
force per pixel lighting = false
|
|
|
|
# Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
|
|
# Only affects objects that render with shaders (see 'force shaders' option). Always affects terrain.
|
|
# Setting this option to 'true' results in fixed-function compatible lighting, but the lighting
|
|
# may appear 'dull' and there might be color shifts.
|
|
# Setting this option to 'false' results in more realistic lighting.
|
|
clamp lighting = true
|
|
|
|
# If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
|
|
# (see 'normal map pattern', 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.
|
|
auto use object normal maps = false
|
|
|
|
# If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
|
|
# (see 'specular map pattern', 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.
|
|
auto use object specular maps = false
|
|
|
|
# See 'auto use object normal maps'. Affects terrain.
|
|
auto use terrain normal maps = false
|
|
|
|
# If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture
|
|
# must contain the layer color in the RGB channel (as usual), and a specular multiplier in the alpha channel.
|
|
auto use terrain specular maps = false
|
|
|
|
# The filename pattern to probe for when detecting normal maps (see 'auto use object normal maps', 'auto use terrain normal maps')
|
|
normal map pattern = _n
|
|
|
|
# Alternative filename pattern to probe for when detecting normal maps. Files with this pattern are expected to include 'height' in the alpha channel.
|
|
# This height is used for parallax effects. Works for both terrain and objects.
|
|
normal height map pattern = _nh
|
|
|
|
# The filename pattern to probe for when detecting object specular maps (see 'auto use object specular maps')
|
|
specular map pattern = _spec
|
|
|
|
# The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')
|
|
terrain specular map pattern = _diffusespec
|
|
|
|
[Input]
|
|
|
|
# Capture control of the cursor prevent movement outside the window.
|
|
grab cursor = true
|
|
|
|
# Key controlling sneak toggles setting instead of being held down.
|
|
toggle sneak = false
|
|
|
|
# Player is running by default.
|
|
always run = false
|
|
|
|
# Zoom in and out from player in third person view with mouse wheel.
|
|
allow third person zoom = false
|
|
|
|
# Camera sensitivity when not in GUI mode. (>0.0, e.g. 0.1 to 5.0).
|
|
camera sensitivity = 1.0
|
|
|
|
# Vertical camera sensitivity multiplier when not in GUI mode.
|
|
# (>0.0, Because it's a multiplier values should be near 1.0)
|
|
camera y multiplier = 1.0
|
|
|
|
# Invert the vertical axis while not in GUI mode.
|
|
invert y axis = false
|
|
|
|
[Saves]
|
|
|
|
# Name of last character played, and default for loading save files.
|
|
character =
|
|
|
|
# Automatically save the game whenever the player rests.
|
|
autosave = true
|
|
|
|
# Display the time played on each save file in the load menu.
|
|
timeplayed = false
|
|
|
|
# The maximum number of quick (or auto) save slots to have.
|
|
# If all slots are used, the oldest save is reused
|
|
max quicksaves = 1
|
|
|
|
[Sound]
|
|
|
|
# Name of audio device file. Blank means use the default device.
|
|
device =
|
|
|
|
# Volumes are 0.0 for silent and 1.0 for the maximum volume.
|
|
|
|
# Master volume. Controls all other volumes.
|
|
master volume = 1.0
|
|
|
|
# Footsteps volume.
|
|
footsteps volume = 0.2
|
|
|
|
# Music tracks volume.
|
|
music volume = 0.5
|
|
|
|
# Sound effects volume.
|
|
sfx volume = 1.0
|
|
|
|
# Voice dialog volume.
|
|
voice volume = 0.8
|
|
|
|
# Minimum size to use for the sound buffer cache, in MB. When the cache is
|
|
# filled, old buffers will be unloaded until it's using no more than this much
|
|
# memory. Must be less than or equal to 'buffer cache max'.
|
|
buffer cache min = 56
|
|
|
|
# Maximum size to use for the sound buffer cache, in MB. The cache can use up
|
|
# to this much memory until old buffers get purged.
|
|
buffer cache max = 64
|
|
|
|
# Specifies whether to enable HRTF processing. Valid values are: -1 = auto,
|
|
# 0 = off, 1 = on.
|
|
hrtf enable = -1
|
|
|
|
# Specifies which HRTF to use when HRTF is used. Blank means use the default.
|
|
hrtf =
|
|
|
|
[Video]
|
|
|
|
# Resolution of the OpenMW window or screen.
|
|
resolution x = 800
|
|
resolution y = 600
|
|
|
|
# OpenMW takes complete control of the screen.
|
|
fullscreen = false
|
|
|
|
# Determines which screen OpenMW is on. (>=0).
|
|
screen = 0
|
|
|
|
# Minimize OpenMW if it loses cursor or keyboard focus.
|
|
minimize on focus loss = true
|
|
|
|
# An operating system border is drawn around the OpenMW window.
|
|
window border = true
|
|
|
|
# Anti-aliasing reduces jagged polygon edges. (0, 2, 4, 8, 16).
|
|
antialiasing = 0
|
|
|
|
# Enable vertical syncing to reduce tearing defects.
|
|
vsync = false
|
|
|
|
# Maximum frames per second. 0.0 is unlimited, or >0.0 to limit.
|
|
framerate limit = 0.0
|
|
|
|
# Game video contrast. (>0.0). No effect in Linux.
|
|
contrast = 1.0
|
|
|
|
# Video gamma setting. (>0.0). No effect in Linux.
|
|
gamma = 1.0
|
|
|
|
[Water]
|
|
|
|
# Enable water shader with reflections and optionally refraction.
|
|
shader = false
|
|
|
|
# Reflection and refraction texture size in pixels. (512, 1024, 2048).
|
|
rtt size = 512
|
|
|
|
# Enable refraction which affects visibility through water plane.
|
|
refraction = false
|
|
|
|
# Draw NPCs and creatures on water reflections.
|
|
reflect actors = false
|
|
|
|
# Overrides the value in '[Camera] small feature culling pixel size' specifically for water reflection/refraction textures.
|
|
small feature culling pixel size = 20.0
|
|
|
|
# By what factor water downscales objects. Only works with water shader and refractions on.
|
|
refraction scale = 1.0
|
|
|
|
[Windows]
|
|
|
|
# Location and sizes of windows as a fraction of the OpenMW window or
|
|
# screen size. (0.0 to 1.0). X & Y, Width & Height.
|
|
|
|
# Stats window displaying level, race, class, skills and stats.
|
|
stats x = 0.015
|
|
stats y = 0.015
|
|
stats w = 0.4275
|
|
stats h = 0.45
|
|
# Stats window pin status
|
|
stats pin = false
|
|
|
|
# Spells window displaying powers, spells, and magical items.
|
|
spells x = 0.63
|
|
spells y = 0.39
|
|
spells w = 0.36
|
|
spells h = 0.51
|
|
# Spells window pin status
|
|
spells pin = false
|
|
|
|
# Local and world map window.
|
|
map x = 0.63
|
|
map y = 0.015
|
|
map w = 0.36
|
|
map h = 0.37
|
|
# Map window pin status
|
|
map pin = false
|
|
|
|
# Dialog window for talking with NPCs.
|
|
dialogue x = 0.15
|
|
dialogue y = 0.5
|
|
dialogue w = 0.7
|
|
dialogue h = 0.45
|
|
|
|
# Alchemy window for crafting potions.
|
|
alchemy x = 0.25
|
|
alchemy y = 0.25
|
|
alchemy w = 0.5
|
|
alchemy h = 0.5
|
|
|
|
# Console command window for debugging commands.
|
|
console x = 0.015
|
|
console y = 0.015
|
|
console w = 1.0
|
|
console h = 0.5
|
|
|
|
# Player inventory window when explicitly opened.
|
|
inventory x = 0.015
|
|
inventory y = 0.54
|
|
inventory w = 0.45
|
|
inventory h = 0.38
|
|
# Inventory window pin status
|
|
inventory pin = false
|
|
|
|
# Player inventory window when searching a container.
|
|
inventory container x = 0.015
|
|
inventory container y = 0.54
|
|
inventory container w = 0.45
|
|
inventory container h = 0.38
|
|
|
|
# Player inventory window when bartering with a shopkeeper.
|
|
inventory barter x = 0.015
|
|
inventory barter y = 0.54
|
|
inventory barter w = 0.45
|
|
inventory barter h = 0.38
|
|
|
|
# Player inventory window when trading with a companion.
|
|
inventory companion x = 0.015
|
|
inventory companion y = 0.54
|
|
inventory companion w = 0.45
|
|
inventory companion h = 0.38
|
|
|
|
# Container inventory when searching a container.
|
|
container x = 0.49
|
|
container y = 0.54
|
|
container w = 0.39
|
|
container h = 0.38
|
|
|
|
# NPC inventory window when bartering with a shopkeeper.
|
|
barter x = 0.6
|
|
barter y = 0.27
|
|
barter w = 0.38
|
|
barter h = 0.63
|
|
|
|
# NPC inventory window when trading with a companion.
|
|
companion x = 0.6
|
|
companion y = 0.27
|
|
companion w = 0.38
|
|
companion h = 0.63
|