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122dffe4c1
Cap Absorb Fatigue
318 lines
11 KiB
ReStructuredText
318 lines
11 KiB
ReStructuredText
Game Settings
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#############
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show owned
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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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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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This setting can be configured in Advanced tab of the launcher.
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show projectile damage
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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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If this setting is true, the damage bonus of arrows and bolts will show on their tooltip.
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This setting can be toggled in Advanced tab of the launcher.
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show melee info
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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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If this setting is true, the reach and speed of weapons will show on their tooltip.
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This setting can be toggled in Advanced tab of the launcher.
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show enchant chance
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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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Whether or not the chance of success will be displayed in the enchanting menu.
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This setting can be toggled in Advanced tab of the launcher.
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best attack
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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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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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This setting can be toggled with the Always Use Best Attack button in the Prefs panel of the Options menu.
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can loot during death animation
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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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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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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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This setting can be toggled in Advanced tab of the launcher.
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difficulty
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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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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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This setting can be controlled in game with the Difficulty slider in the Prefs panel of the Options menu.
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actors processing range
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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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This setting specifies the actor state update distance from the player in game units.
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Actor state update includes AI, animations, and physics processing.
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Actors close to this distance softly fade in and out instead of appearing or disappearing abruptly.
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Keep in mind that actors running Travel AI packages are always active to avoid
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issues in mods with long-range AiTravel packages (for example, patrols, caravans and travellers).
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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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classic reflected absorb spells behavior
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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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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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This setting can be toggled in Advanced tab of the launcher.
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use magic item animations
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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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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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This setting can only be configured by editing the settings configuration file.
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show effect duration
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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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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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This setting can be toggled in Advanced tab of the launcher.
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enchanted weapons are magical
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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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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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This setting can be toggled in Advanced tab of the launcher.
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prevent merchant equipping
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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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Prevent merchants from equipping items that are sold to them.
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This setting can be toggled in Advanced tab of the launcher.
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followers attack on sight
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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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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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shield sheathing
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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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If this setting is true, OpenMW will utilize shield sheathing-compatible assets to display holstered shields.
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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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weapon sheathing
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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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If this setting is true, OpenMW will utilize weapon sheathing-compatible assets to display holstered weapons.
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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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use additional anim sources
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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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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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barter disposition change is permanent
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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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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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This setting can be toggled in Advanced tab of the launcher.
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only appropriate ammunition bypasses resistance
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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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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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This setting can be toggled in Advanced tab of the launcher.
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strength influences hand to hand
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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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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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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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This setting can be controlled in Advanced tab of the launcher.
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normalise race speed
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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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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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This setting can be controlled in Advanced tab of the launcher.
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projectiles enchant multiplier
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------------------------------
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:Type: floating point
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:Range: 0.0 to 1.0
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:Default: 0.0
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The value of this setting determines how many projectiles (thrown weapons, arrows and bolts) you can enchant at once according to the following formula:
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count = (soul gem charge * projectiles enchant multiplier) / enchantment strength
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A value of 0 means that you can only enchant one projectile.
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If you want to have Morrowind Code Patch-like count of projectiles being enchanted at once, set this value to 0.25 (i.e. 25% of the charge).
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This setting can only be configured by editing the settings configuration file.
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uncapped damage fatigue
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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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There are four ways to decrease an actor's Fatigue stat in Morrowind gameplay mechanics:
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Drain, Absorb, Damage Fatigue magic effects and hand-to-hand combat.
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However, in Morrowind you can't knock down an actor with a Damage Fatigue spell or an Absorb Fatigue spell.
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Morrowind Code Patch adds an option to make it possible for Damage Fatigue spells. This is the equivalent of that option.
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Setting the value of this setting to true will remove the 0 lower cap from the value,
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allowing Damage Fatigue to reduce Fatigue to a value below zero.
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This setting can be controlled in Advanced tab of the launcher.
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