1# WARNING: If this file is named settings-default.cfg or was generated 2# from defaults.bin, then editing this file might have no effect, as 3# these settings may be overwritten by your user settings.cfg file 4# (see documentation for its location). 5# 6# This file provides minimal documentation for each setting, and 7# ranges of recommended values. For detailed explanations of the 8# significance of each setting, interaction with other settings, hard 9# limits on value ranges and more information in general, please read 10# the detailed documentation at: 11# 12# https://openmw.readthedocs.io/en/master/reference/modding/settings/index.html 13# 14 15[Camera] 16 17# Near clipping plane (>0.0, e.g. 0.01 to 18.0). 18near clip = 3 19 20# Cull objects that occupy less than 'small feature culling pixel size' on the screen. 21small feature culling = true 22 23small feature culling pixel size = 2.0 24 25# Maximum visible distance. Caution: this setting 26# can dramatically affect performance, see documentation for details. 27viewing distance = 7168.0 28 29# Camera field of view in degrees (e.g. 30.0 to 110.0). 30# Does not affect the player's hands in the first person camera. 31field of view = 60.0 32 33# Field of view for first person meshes (i.e. the player's hands) 34# 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. 35first person field of view = 60.0 36 37# Distance from the camera to the character in third person mode. 38third person camera distance = 192 39 40# If enabled then third person camera is positioned above character's shoulder and crosshair is visible. 41view over shoulder = false 42 43# Makes sense only if 'view over shoulder' is true. First number is horizontal offset (negative value means offset to the left), second number is vertical offset. 44view over shoulder offset = 30 -10 45 46# Switch shoulder automatically when player is close to an obstacle. 47auto switch shoulder = true 48 49# Slightly pulls camera away when the character moves. Works only in 'view over shoulder' mode. Set to 0 to disable. 50zoom out when move coef = 20 51 52# Automatically enable preview mode when player doesn't move. 53preview if stand still = false 54 55# Rotate the character to the view direction after exiting preview mode. 56deferred preview rotation = true 57 58# Enables head bobbing in first person mode 59head bobbing = false 60 61# Length of each step 62head bobbing step = 90.0 63 64# Amplitude of the bobbing effect 65head bobbing height = 3.0 66 67# Maximum camera roll angle (degrees) 68head bobbing roll = 0.2 69 70[Cells] 71 72# Preload cells in a background thread. All settings starting with 'preload' have no effect unless this is enabled. 73preload enabled = true 74 75# The number of threads to be used for preloading operations. 76preload num threads = 1 77 78# Preload adjacent cells when moving close to an exterior cell border. 79preload exterior grid = true 80 81# Preload possible fast travel destinations. 82preload fast travel = false 83 84# Preload the locations that doors lead to. 85preload doors = true 86 87# Preloading distance threshold 88preload distance = 1000 89 90# Controls whether or not the nodes/collision shapes are pre-"instanced" (i.e. cloned) when a cell is preloaded. 91# Enabling this option slightly reduces the time it takes to transition into a preloaded cell, but also results in higher memory usage 92# proportional to the number of cells that are preloaded. 93preload instances = true 94 95# The minimum amount of cells in the preload cache before unused cells start to get thrown out (see "preload cell expiry delay"). 96# This value should be lower or equal to 'preload cell cache max'. 97preload cell cache min = 12 98 99# The maximum amount of cells in the preload cache. A too high value could cause you to run out of memory. 100# You may need to reduce this setting when running lots of mods or high-res texture replacers. 101preload cell cache max = 20 102 103# How long to keep preloaded cells in cache after they're no longer referenced/required (in seconds) 104preload cell expiry delay = 5 105 106# The predicted position of the player N seconds in the future will be used for preloading cells and distant terrain 107prediction time = 1 108 109# How long to keep models/textures/collision shapes in cache after they're no longer referenced/required (in seconds) 110cache expiry delay = 5 111 112# Affects the time to be set aside each frame for graphics preloading operations 113target framerate = 60 114 115# The count of pointers, that will be saved for a faster search by object ID. 116pointers cache size = 40 117 118[Terrain] 119 120# If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells 121distant terrain = false 122 123# Controls how the Quad Tree is split. This affects Vertex LOD, Texture LOD and load times. Values > 1 increase detail, values < 1 reduce detail. 124lod factor = 1.0 125 126# Controls only the Vertex LOD. Change in increments of 1, each change doubles (or halves) the number of vertices. Values > 0 increase detail, values < 0 reduce detail. 127vertex lod mod = 0 128 129# Controls when the distant terrain will flip to composited textures instead of high-detail textures, should be >= -3. 130# Higher value is more detailed textures. 131composite map level = 0 132 133# Controls the resolution of composite maps. 134composite map resolution = 512 135 136# Controls the maximum size of composite geometry, should be >= 1.0. With low values there will be many small chunks, with high values - lesser count of bigger chunks. 137max composite geometry size = 4.0 138 139# Use object paging for non active cells 140object paging = true 141 142# Use object paging for active cells grid 143object paging active grid = true 144 145# Affects the likelyhood of objects being merged. A higher value means merging is more likely and may improve FPS at the cost of memory. 146object paging merge factor = 250 147 148# Cull objects smaller than this size divided by distance 149object paging min size = 0.01 150 151# Adjusts 'min size' based on merging decision. Allows inexpensive objects to be rendered from a greater distance. 152object paging min size merge factor = 0.3 153 154# Controls how inexpensive an object needs to be to utilize 'min size merge factor'. 155object paging min size cost multiplier = 25 156 157# Assign a random color to merged batches. 158object paging debug batches = false 159 160[Fog] 161 162# If true, use extended fog parameters for distant terrain not controlled by 163# viewing distance. If false, use the standard fog calculations. 164use distant fog = false 165 166distant land fog start = 16384 167 168distant land fog end = 40960 169 170distant underwater fog start = -4096 171 172distant underwater fog end = 2457.6 173 174distant interior fog start = 0 175 176distant interior fog end = 16384 177 178[Map] 179 180# Size of each exterior cell in pixels in the world map. (e.g. 12 to 24). 181# Warning: affects explored areas in save files, see documentation. 182global map cell size = 18 183 184# Zoom level in pixels for HUD map widget. 64 is one cell, 128 is 1/4 185# cell, 256 is 1/8 cell. See documentation for details. (e.g. 64 to 256). 186local map hud widget size = 256 187 188# Enables Fog of War rendering on the HUD map. Default is Off since with default settings 189# the map is so small that the fog would not obscure anything, just darken the edges slightly. 190local map hud fog of war = false 191 192# Resolution of local map in GUI window in pixels. See documentation 193# for details which may affect cell load performance. (e.g. 128 to 1024). 194local map resolution = 256 195 196# Size of local map in GUI window in pixels. (e.g. 256 to 1024). 197local map widget size = 512 198 199# If true, map in world mode, otherwise in local mode 200global = false 201 202[GUI] 203 204# Scales GUI window and widget size. (<1.0 is smaller, >1.0 is larger). 205scaling factor = 1.0 206 207# Size of in-game fonts 208font size = 16 209 210# Resolution of TrueType fonts glyphs 211ttf resolution = 96 212 213# Transparency of GUI windows (0.0 to 1.0, transparent to opaque). 214menu transparency = 0.84 215 216# Time until tool tip appears when hovering over an object (0.0 is 217# instantly, 1.0 is the maximum delay of about 1.5 seconds). 218tooltip delay = 0.0 219 220# Stretch menus, load screens, etc. to the window aspect ratio. 221stretch menu background = false 222 223# Subtitles for NPC spoken dialog and some sound effects. 224subtitles = false 225 226# Red flash visually showing player damage. 227hit fader = true 228 229# Werewolf overlay border around screen or window. 230werewolf overlay = true 231 232# Color for tool tips and crosshair when owned by an NPC (R G B A). 233color background owned = 0.15 0.0 0.0 1.0 234color crosshair owned = 1.0 0.15 0.15 1.0 235 236# Controls whether Arrow keys, Movement keys, Tab/Shift-Tab and Spacebar/Enter/Activate may be used to navigate GUI buttons. 237keyboard navigation = true 238 239# Apply the defined color to dialogue topic. 240color topic enable = false 241 242# The color of dialogue topic keywords that gives unique actor responses 243# Format R G B A or empty for no special formatting 244# Default to blue 245color topic specific = 0.45 0.5 0.8 1 246 247# The color of dialogue topic keywords that gives already read responses 248# Format R G B A or empty for no special formatting 249# Default to grey 250color topic exhausted = 0.3 0.3 0.3 1 251 252[HUD] 253 254# Displays the crosshair or reticle when not in GUI mode. 255crosshair = true 256 257[Game] 258 259# Color crosshair and tool tip when object is owned by an NPC. (O is 260# no color, 1 is tool tip only, 2 is crosshair only, and 3 is both). 261show owned = 0 262 263# Show damage bonus of arrow and bolts. 264show projectile damage = false 265 266# Show additional weapon info: reach and attack speed 267show melee info = false 268 269# Show success probability in self-enchant dialog 270show enchant chance = false 271 272# Always use the best mode of attack: e.g. chop, slash or thrust. 273best attack = false 274 275# Difficulty. Expressed as damage dealt and received. (e.g. -100 to 100). 276difficulty = 0 277 278# The maximum range of actor AI, animations and physics updates. 279actors processing range = 7168 280 281# Make reflected Absorb spells have no practical effect, like in Morrowind. 282classic reflected absorb spells behavior = true 283 284# Show duration of magic effect and lights in the spells window. 285show effect duration = false 286 287# Prevent merchants from equipping items that are sold to them. 288prevent merchant equipping = false 289 290# Make enchanted weaponry without Magical flag bypass normal weapons resistance 291enchanted weapons are magical = true 292 293# Make player followers and escorters start combat with enemies who have started combat with them 294# or the player. Otherwise they wait for the enemies or the player to do an attack first. 295followers attack on sight = false 296 297# Can loot non-fighting actors during death animation 298can loot during death animation = true 299 300# Make the value of filled soul gems dependent only on soul magnitude (with formula from the Morrowind Code Patch) 301rebalance soul gem values = false 302 303# Allow to load per-group KF-files from Animations folder 304use additional anim sources = false 305 306# Make the disposition change of merchants caused by barter dealings permanent 307barter disposition change is permanent = false 308 309# Uses the MCP formula (damage * (strength / 40)) to factor Strength into hand-to-hand combat. 310# (0 means it does not factor it in, 1 means it factors into werewolves damage calculation and 311# 2 means werewolves are ignored) 312strength influences hand to hand = 0 313 314# Render holstered weapons (with quivers and scabbards), requires modded assets 315weapon sheathing = false 316 317# Render holstered shield when it is not in actor's hands, requires modded assets 318shield sheathing = false 319 320# Allow non-standard ammunition solely to bypass normal weapon resistance or weakness 321only appropriate ammunition bypasses resistance = false 322 323# Use casting animations for magic items, just as for spells 324use magic item animations = false 325 326# Don't use race weight in NPC movement speed calculations 327normalise race speed = false 328 329# Adjusts the number of projectiles you can enchant at once: 330# count = (soul gem charge * projectiles enchant multiplier) / enchantment strength 331# A value of 0 means that you can only enchant one projectile. 332projectiles enchant multiplier = 0 333 334# Make Damage Fatigue magic effect uncapped like Drain Fatigue effect. 335# This means that unlike Morrowind you will be able to knock down actors using this effect. 336uncapped damage fatigue = false 337 338# Turn lower body to movement direction. 'true' makes diagonal movement more realistic. 339turn to movement direction = false 340 341# Makes all movements of NPCs and player more smooth. 342smooth movement = false 343 344# Max delay of turning (in seconds) if player drastically changes direction on the run. 345smooth movement player turning delay = 0.333 346 347# All actors avoid collisions with other actors. 348NPCs avoid collisions = false 349 350# Give way to moving actors when idle. Requires 'NPCs avoid collisions' to be enabled. 351NPCs give way = true 352 353# Makes player swim a bit upward from the line of sight. 354swim upward correction = false 355 356# Strength of the 'swim upward correction' effect (if enabled). 357swim upward coef = 0.2 358 359# Make the training skills proposed by a trainer based on its base attribute instead of its modified ones 360trainers training skills based on base skill = false 361 362# Make stealing items from NPCs that were knocked down possible during combat. 363always allow stealing from knocked out actors = false 364 365# Enables visually harvesting plants for models that support it. 366graphic herbalism = true 367 368# Give actors an ability to swim over water surface when they follow other actor independently from their ability to swim 369# (true, false) 370allow actors to follow over water surface = true 371 372[General] 373 374# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16). 375anisotropy = 4 376 377# File format for screenshots. (jpg, png, tga, and possibly more). 378screenshot format = png 379 380# Texture magnification filter type. (nearest or linear). 381texture mag filter = linear 382 383# Texture minification filter type. (nearest or linear). 384texture min filter = linear 385 386# Texture mipmap type. (none, nearest, or linear). 387texture mipmap = nearest 388 389[Shaders] 390 391# Force rendering with shaders. By default, only bump-mapped objects will use shaders. 392# Enabling this option may cause slightly different visuals if the "clamp lighting" option 393# is set to false. Otherwise, there should not be a visual difference. 394force shaders = false 395 396# Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting. 397# Has no effect if the 'force shaders' option is false. 398# Enabling per-pixel lighting can result in visual differences to the original MW engine. It is not 399# recommended to enable this option when using vanilla Morrowind files, because certain lights in Morrowind 400# rely on vertex lighting to look as intended. 401force per pixel lighting = false 402 403# Restrict the amount of lighting that an object can receive to a maximum of (1,1,1). 404# Only affects objects that render with shaders (see 'force shaders' option). Always affects terrain. 405# Setting this option to 'true' results in fixed-function compatible lighting, but the lighting 406# may appear 'dull' and there might be color shifts. 407# Setting this option to 'false' results in more realistic lighting. 408clamp lighting = true 409 410# If this option is enabled, normal maps are automatically recognized and used if they are named appropriately 411# (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds). 412# If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). 413# Affects objects. 414auto use object normal maps = false 415 416# If this option is enabled, specular maps are automatically recognized and used if they are named appropriately 417# (see 'specular map pattern', e.g. for a base texture foo.dds, the specular map texture would have to be named foo_spec.dds). 418# 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). 419# Affects objects. 420auto use object specular maps = false 421 422# See 'auto use object normal maps'. Affects terrain. 423auto use terrain normal maps = false 424 425# If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture 426# must contain the layer color in the RGB channel (as usual), and a specular multiplier in the alpha channel. 427auto use terrain specular maps = false 428 429# The filename pattern to probe for when detecting normal maps (see 'auto use object normal maps', 'auto use terrain normal maps') 430normal map pattern = _n 431 432# Alternative filename pattern to probe for when detecting normal maps. Files with this pattern are expected to include 'height' in the alpha channel. 433# This height is used for parallax effects. Works for both terrain and objects. 434normal height map pattern = _nh 435 436# The filename pattern to probe for when detecting object specular maps (see 'auto use object specular maps') 437specular map pattern = _spec 438 439# The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps') 440terrain specular map pattern = _diffusespec 441 442# Apply lighting to reflections on the environment-mapped objects like in Morrowind Code Patch. 443# Affected objects use shaders. 444apply lighting to environment maps = false 445 446# Determine fog intensity based on the distance from the eye point. 447# This makes fogging independent from the viewing angle. Shaders will be used to render all objects. 448radial fog = false 449 450# Internal handling of lights, ignored if 'force shaders' is off. "legacy" 451# provides fixed function pipeline emulation."shaders compatibility" (default) 452# uncaps the light limit, enables groundcover lighting, and uses a modified 453# attenuation formula to reduce popping and light seams. "shaders" comes with 454# all these benefits and is meant for larger light limits, but may not be 455# supported on older hardware and may be slower on weaker hardware when 456# 'force per pixel lighting' is enabled. 457lighting method = shaders compatibility 458 459# Sets the bounding sphere multiplier of light sources if 'lighting method' is 460# not 'legacy'. These are used to determine if an object should receive 461# lighting. Higher values will allow for smoother transitions of light sources, 462# but may carry a performance cost and requires a higher number of 'max lights' 463# set. 464light bounds multiplier = 1.65 465 466# The distance from the camera at which lights fade away completely. 467# Set to 0 to disable fading. 468maximum light distance = 8192 469 470# Fraction of the maximum distance at which lights begin to gradually fade away. 471light fade start = 0.85 472 473# Set maximum number of lights per object. 474# When 'lighting method' is set to 'legacy', this setting will have no effect. 475max lights = 8 476 477# Sets minimum ambient brightness of interior cells. Levels below this threshold will have their 478# ambient values adjusted to balance the darker interiors. 479# When 'lighting method' is set to 'legacy', this setting will have no effect. 480minimum interior brightness = 0.08 481 482# Convert the alpha test (cutout/punchthrough alpha) to alpha-to-coverage. 483# This allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. 484# When MSAA is off, this setting will have no visible effect, but might have a performance cost. 485antialias alpha test = false 486 487[Input] 488 489# Capture control of the cursor prevent movement outside the window. 490grab cursor = true 491 492# Key controlling sneak toggles setting instead of being held down. 493toggle sneak = false 494 495# Player is running by default. 496always run = false 497 498# Camera sensitivity when not in GUI mode. (>0.0, e.g. 0.1 to 5.0). 499camera sensitivity = 1.0 500 501# Vertical camera sensitivity multiplier when not in GUI mode. 502# (>0.0, Because it's a multiplier values should be near 1.0) 503camera y multiplier = 1.0 504 505# Invert the horizontal axis while not in GUI mode. 506invert x axis = false 507 508# Invert the vertical axis while not in GUI mode. 509invert y axis = false 510 511# Enable controller support. 512enable controller = true 513 514# Emulated gamepad cursor sensitivity. 515gamepad cursor speed = 1.0 516 517# Set dead zone for joysticks (gamepad or on-screen ones) 518joystick dead zone = 0.1 519 520# Enable gyroscope support. 521enable gyroscope = false 522 523# Gyroscope axis that corresponds to horizontal camera axis. 524gyro horizontal axis = -x 525 526# Gyroscope axis that corresponds to vertical camera axis. 527gyro vertical axis = y 528 529# The minimum gyroscope movement that is able to rotate the camera. 530gyro input threshold = 0.01 531 532# Horizontal camera axis sensitivity to gyroscope movement. 533gyro horizontal sensitivity = 1.0 534 535# Vertical camera axis sensitivity to gyroscope movement. 536gyro vertical sensitivity = 1.0 537 538[Saves] 539 540# Name of last character played, and default for loading save files. 541character = 542 543# Automatically save the game whenever the player rests. 544autosave = true 545 546# Display the time played on each save file in the load menu. 547timeplayed = false 548 549# The maximum number of quick (or auto) save slots to have. 550# If all slots are used, the oldest save is reused 551max quicksaves = 1 552 553[Sound] 554 555# Name of audio device file. Blank means use the default device. 556device = 557 558# Volumes are 0.0 for silent and 1.0 for the maximum volume. 559 560# Master volume. Controls all other volumes. 561master volume = 1.0 562 563# Footsteps volume. 564footsteps volume = 0.2 565 566# Music tracks volume. 567music volume = 0.5 568 569# Sound effects volume. 570sfx volume = 1.0 571 572# Voice dialog volume. 573voice volume = 0.8 574 575# Minimum size to use for the sound buffer cache, in MB. When the cache is 576# filled, old buffers will be unloaded until it's using no more than this much 577# memory. Must be less than or equal to 'buffer cache max'. 578buffer cache min = 56 579 580# Maximum size to use for the sound buffer cache, in MB. The cache can use up 581# to this much memory until old buffers get purged. 582buffer cache max = 64 583 584# Specifies whether to enable HRTF processing. Valid values are: -1 = auto, 585# 0 = off, 1 = on. 586hrtf enable = -1 587 588# Specifies which HRTF to use when HRTF is used. Blank means use the default. 589hrtf = 590 591[Video] 592 593# Resolution of the OpenMW window or screen. 594resolution x = 800 595resolution y = 600 596 597# OpenMW takes complete control of the screen. 598fullscreen = false 599 600# Determines which screen OpenMW is on. (>=0). 601screen = 0 602 603# Minimize OpenMW if it loses cursor or keyboard focus. 604minimize on focus loss = true 605 606# An operating system border is drawn around the OpenMW window. 607window border = true 608 609# Anti-aliasing reduces jagged polygon edges. (0, 2, 4, 8, 16). 610antialiasing = 0 611 612# Enable vertical syncing to reduce tearing defects. 613vsync = false 614 615# Maximum frames per second. 0.0 is unlimited, or >0.0 to limit. 616framerate limit = 300 617 618# Game video contrast. (>0.0). No effect in Linux. 619contrast = 1.0 620 621# Video gamma setting. (>0.0). No effect in Linux. 622gamma = 1.0 623 624# Type of screenshot to take (regular, cylindrical, spherical or planet), optionally followed by 625# screenshot width, height and cubemap resolution in pixels. (e.g. spherical 1600 1000 1200) 626screenshot type = regular 627 628[Water] 629 630# Enable water shader with reflections and optionally refraction. 631shader = false 632 633# Reflection and refraction texture size in pixels. (512, 1024, 2048). 634rtt size = 512 635 636# Enable refraction which affects visibility through water plane. 637refraction = false 638 639# Draw objects on water reflections. 640reflection detail = 2 641 642# Overrides the value in '[Camera] small feature culling pixel size' specifically for water reflection/refraction textures. 643small feature culling pixel size = 20.0 644 645# By what factor water downscales objects. Only works with water shader and refractions on. 646refraction scale = 1.0 647 648[Windows] 649 650# Location and sizes of windows as a fraction of the OpenMW window or 651# screen size. (0.0 to 1.0). X & Y, Width & Height. 652 653# Stats window displaying level, race, class, skills and stats. 654stats x = 0.015 655stats y = 0.015 656stats w = 0.4275 657stats h = 0.45 658stats maximized x = 0.0 659stats maximized y = 0.0 660stats maximized w = 1.0 661stats maximized h = 1.0 662stats pin = false 663stats hidden = false 664stats maximized = false 665 666# Spells window displaying powers, spells, and magical items. 667spells x = 0.63 668spells y = 0.39 669spells w = 0.36 670spells h = 0.51 671spells maximized x = 0.0 672spells maximized y = 0.0 673spells maximized w = 1.0 674spells maximized h = 1.0 675spells pin = false 676spells hidden = false 677spells maximized = false 678 679# Local and world map window. 680map x = 0.63 681map y = 0.015 682map w = 0.36 683map h = 0.37 684map maximized x = 0.0 685map maximized y = 0.0 686map maximized w = 1.0 687map maximized h = 1.0 688map pin = false 689map hidden = false 690map maximized = false 691 692# Player inventory window when explicitly opened. 693inventory x = 0.0 694inventory y = 0.54 695inventory w = 0.45 696inventory h = 0.38 697inventory maximized x = 0.0 698inventory maximized y = 0.0 699inventory maximized w = 1.0 700inventory maximized h = 1.0 701inventory pin = false 702inventory hidden = false 703inventory maximized = false 704 705# Player inventory window when searching a container. 706inventory container x = 0.015 707inventory container y = 0.54 708inventory container w = 0.45 709inventory container h = 0.38 710inventory container maximized x = 0.0 711inventory container maximized y = 0.5 712inventory container maximized w = 1.0 713inventory container maximized h = 0.5 714inventory container maximized = false 715 716# Player inventory window when bartering with a shopkeeper. 717inventory barter x = 0.015 718inventory barter y = 0.54 719inventory barter w = 0.45 720inventory barter h = 0.38 721inventory barter maximized x = 0.0 722inventory barter maximized y = 0.5 723inventory barter maximized w = 1.0 724inventory barter maximized h = 0.5 725inventory barter maximized = false 726 727# Player inventory window when trading with a companion. 728inventory companion x = 0.015 729inventory companion y = 0.54 730inventory companion w = 0.45 731inventory companion h = 0.38 732inventory companion maximized x = 0.0 733inventory companion maximized y = 0.5 734inventory companion maximized w = 1.0 735inventory companion maximized h = 0.5 736inventory companion maximized = false 737 738# Dialog window for talking with NPCs. 739dialogue x = 0.15 740dialogue y = 0.5 741dialogue w = 0.7 742dialogue h = 0.45 743dialogue maximized x = 0.0 744dialogue maximized y = 0.0 745dialogue maximized w = 1.0 746dialogue maximized h = 1.0 747dialogue maximized = false 748 749# Alchemy window for crafting potions. 750alchemy x = 0.25 751alchemy y = 0.25 752alchemy w = 0.5 753alchemy h = 0.5 754alchemy maximized x = 0.0 755alchemy maximized y = 0.0 756alchemy maximized w = 1.0 757alchemy maximized h = 1.0 758alchemy maximized = false 759 760# Console command window for debugging commands. 761console x = 0.015 762console y = 0.015 763console w = 1.0 764console h = 0.5 765console maximized x = 0.0 766console maximized y = 0.0 767console maximized w = 1.0 768console maximized h = 1.0 769console maximized = false 770 771# Container inventory when searching a container. 772container x = 0.49 773container y = 0.54 774container w = 0.39 775container h = 0.38 776container maximized x = 0.0 777container maximized y = 0.0 778container maximized w = 1.0 779container maximized h = 0.5 780container maximized = false 781 782# NPC inventory window when bartering with a shopkeeper. 783barter x = 0.6 784barter y = 0.27 785barter w = 0.38 786barter h = 0.63 787barter maximized x = 0.0 788barter maximized y = 0.0 789barter maximized w = 1.0 790barter maximized h = 0.5 791barter maximized = false 792 793# NPC inventory window when trading with a companion. 794companion x = 0.6 795companion y = 0.27 796companion w = 0.38 797companion h = 0.63 798companion maximized x = 0.0 799companion maximized y = 0.0 800companion maximized w = 1.0 801companion maximized h = 0.5 802companion maximized = false 803 804[Navigator] 805 806# Enable navigator (true, false). When enabled background threads are started to build navmesh for world geometry. 807# Pathfinding system uses navmesh to build paths. When disabled only pathgrid is used to build paths. 808enable = true 809 810# Scale of NavMesh coordinates to world coordinates (value > 0.0). Recastnavigation builds voxels for world geometry. 811# Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size 812# "recast scale factor" / "cell size". Default value calculates by this equation: 813# sStepSizeUp * "recast scale factor" / "cell size" = 5 (max climb height should be equal to 4 voxels) 814recast scale factor = 0.029411764705882353 815 816# The z-axis cell size to use for fields. (value > 0.0) 817# Defines voxel/grid/cell size. So their values have significant 818# side effects on all parameters defined in voxel units. 819# The minimum value for this parameter depends on the platform's floating point 820# accuracy, with the practical minimum usually around 0.05. 821# Same default value is used in RecastDemo. 822cell height = 0.2 823 824# The xy-plane cell size to use for fields. (value > 0.0) 825# Defines voxel/grid/cell size. So their values have significant 826# side effects on all parameters defined in voxel units. 827# The minimum value for this parameter depends on the platform's floating point 828# accuracy, with the practical minimum usually around 0.05. 829# Same default value is used in RecastDemo. 830cell size = 0.2 831 832# Sets the sampling distance to use when generating the detail mesh. (value = 0.0 or value >= 0.9) 833detail sample dist = 6.0 834 835# The maximum distance the detail mesh surface should deviate from heightfield data. (value >= 0.0) 836detail sample max error = 1.0 837 838# The maximum distance a simplfied contour's border edges should deviate the original raw contour. (value >= 0.0) 839max simplification error = 1.3 840 841# The width and height of each tile. (value > 0) 842tile size = 128 843 844# The size of the non-navigable border around the heightfield. (value >= 0) 845border size = 16 846 847# The maximum allowed length for contour edges along the border of the mesh. (value >= 0) 848max edge len = 12 849 850# Maximum number of search nodes. (0 < value <= 65535) 851max nav mesh query nodes = 2048 852 853# Maximum number of polygons per navmesh tile (value = 2^n, 0 < n < 22). Maximum number of navmesh tiles depends on 854# this value. 22 bits is a limit to store both tile identifier and polygon identifier (tiles = 2^(22 - log2(polygons))). 855# See recastnavigation for more details. 856max polygons per tile = 4096 857 858# The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process. (value >= 3) 859max verts per poly = 6 860 861# Any regions with a span count smaller than this value will, if possible, be merged with larger regions. (value >= 0) 862region merge size = 20 863 864# The minimum number of cells allowed to form isolated island areas. (value >= 0) 865region min size = 8 866 867# Number of background threads to update nav mesh (value >= 1) 868async nav mesh updater threads = 1 869 870# Maximum total cached size of all nav mesh tiles in bytes (value >= 0) 871max nav mesh tiles cache size = 268435456 872 873# Maximum size of path over polygons (value > 0) 874max polygon path size = 1024 875 876# Maximum size of smoothed path (value > 0) 877max smooth path size = 1024 878 879# Write recast mesh to file in .obj format for each use to update nav mesh (true, false) 880enable write recast mesh to file = false 881 882# Write NavMesh to file to be able to open by RecastDemo (true, false) 883enable write nav mesh to file = false 884 885# Write each recast mesh file with revision in name. Otherwise will rewrite same file. (true, false) 886enable recast mesh file name revision = false 887 888# Write each nav mesh file with revision in name. Otherwise will rewrite same file. (true, false) 889enable nav mesh file name revision = false 890 891# Write recast mesh file at path with this prefix 892recast mesh path prefix = 893 894# Write nav mesh file at path with this prefix 895nav mesh path prefix = 896 897# Render nav mesh (true, false) 898enable nav mesh render = false 899 900# Render agents paths (true, false) 901enable agents paths render = false 902 903# Render recast mesh (true, false) 904enable recast mesh render = false 905 906# Max number of navmesh tiles (value >= 0) 907max tiles number = 512 908 909# Min time duration for the same tile update in milliseconds (value >= 0) 910min update interval ms = 250 911 912# Keep loading screen until navmesh is generated around the player for all tiles within manhattan distance (value >= 0). 913# Distance is measured in the number of tiles and can be only an integer value. 914wait until min distance to player = 5 915 916[Shadows] 917 918# Enable or disable shadows. Bear in mind that this will force OpenMW to use shaders as if "[Shaders]/force shaders" was set to true. 919enable shadows = false 920 921# How many shadow maps to use - more of these means each shadow map texel covers less area, producing better looking shadows, but may decrease performance. 922number of shadow maps = 3 923 924# The distance from the camera at which shadows fade away completely. Set to 0 to make the distance infinite. 925maximum shadow map distance = 8192 926 927# Fraction of the maximum distance at which shadows begin to gradually fade away. 928shadow fade start = 0.9 929 930# If true, allow shadow maps to overlap. Counter-intuitively, will produce better results when the light is behind the camera. When enabled, OpenMW uses Cascaded Shadow Maps and when disabled, it uses Parallel Split Shadow Maps. 931allow shadow map overlap = true 932 933# Indirectly controls where to split the shadow map(s). Values closer to 1.0 bring more detail closer to the camera (potentially excessively so), and values closer to 0.0 spread it more evenly across the whole viewing distance. 0.5 is recommended for most viewing distances by the original Parallel Split Shadow Maps paper, but this does not take into account use of a Light Space Perspective transformation, so other values may be preferable. If some of the terms used here go over your head, you might not want to change this, especially not without reading the associated papers first. When "allow shadow map overlap" is combined with a higher-than-default viewing distance, values closer to 1.0 will prevent nearby shadows losing a lot of quality. 934split point uniform logarithmic ratio = 0.5 935 936# Indirectly controls where to split the shadow map(s). Positive values move split points away from the camera and negative values move them towards the camera. Intended to be used in conjunction with changes to 'split point uniform logarithmic ratio' to counteract side effects, but may cause additional, more serious side effects. Read the Parallel Split Shadow Maps paper by F Zhang et al before changing. 937split point bias = 0.0 938 939# Enable the debug hud to see what the shadow map(s) contain. 940enable debug hud = false 941 942# Enable the debug overlay to see where each shadow map affects. 943enable debug overlay = false 944 945# Used to set the type of tight scene bound calculation method to be used by the shadow map that covers a smaller area. "bounds" (default) is less precise shadows but better performance or "primitives" for more precise shadows at expense of CPU. 946compute scene bounds = bounds 947 948# How large to make the shadow map(s). Higher values increase GPU load, but can produce better-looking results. Power-of-two values may turn out to be faster on some GPU/driver combinations. 949shadow map resolution = 1024 950 951# Controls the minimum near/far ratio for the Light Space Perspective Shadow Map transformation. Helps prevent too much detail being brought towards the camera at the expense of detail further from the camera. Increasing this pushes detail further away. 952minimum lispsm near far ratio = 0.25 953 954# Used as the factor parameter for the polygon offset used for shadow map rendering. Higher values reduce shadow flicker, but risk increasing Peter Panning. See https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glPolygonOffset.xhtml for details. 955polygon offset factor = 1.1 956 957# Used as the units parameter for the polygon offset used for shadow map rendering. Higher values reduce shadow flicker, but risk increasing Peter Panning. See https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glPolygonOffset.xhtml for details. 958polygon offset units = 4.0 959 960# How far along the surface normal to project shadow coordinates. Higher values significantly reduce shadow flicker, usually with a lower increase of Peter Panning than the Polygon Offset settings. This value is in in-game units, so 1.0 is roughly 1.4 cm. 961normal offset distance = 1.0 962 963# Excludes theoretically unnecessary faces from shadow maps, slightly increasing performance. In practice, Peter Panning can be much less visible with these faces included, so if you have high polygon offset values, leave this off to minimise the side effects. 964use front face culling = false 965 966# Allow actors to cast shadows. Potentially decreases performance. 967actor shadows = false 968 969# Allow the player to cast shadows. Potentially decreases performance. 970player shadows = false 971 972# Allow terrain to cast shadows. Potentially decreases performance. 973terrain shadows = false 974 975# Allow world objects to cast shadows. Potentially decreases performance. 976object shadows = false 977 978# Allow shadows indoors. Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting. 979enable indoor shadows = true 980 981[Physics] 982# Set the number of background threads used for physics. 983# If no background threads are used, physics calculations are processed in the main thread 984# and the settings below have no effect. 985async num threads = 0 986 987# Set the number of frames an inactive line-of-sight request will be kept 988# refreshed in the background physics thread cache. 989# If this is set to -1, line-of-sight requests are never cached. 990lineofsight keep inactive cache = 0 991 992# Defer bounding boxes update until collision detection. 993defer aabb update = true 994 995[Models] 996 997# Attempt to load any valid NIF file regardless of its version and track the progress. 998# Loading arbitrary meshes is not advised and may cause instability. 999load unsupported nif files = false 1000 1001# 3rd person base animation model that looks also for the corresponding kf-file 1002xbaseanim = meshes/xbase_anim.nif 1003 1004# 3rd person base model with textkeys-data 1005baseanim = meshes/base_anim.nif 1006 1007# 1st person base animation model that looks also for corresponding kf-file 1008xbaseanim1st = meshes/xbase_anim.1st.nif 1009 1010# 3rd person beast race base model with textkeys-data 1011baseanimkna = meshes/base_animkna.nif 1012 1013# 1st person beast race base animation model 1014baseanimkna1st = meshes/base_animkna.1st.nif 1015 1016# 3rd person female base animation model 1017xbaseanimfemale = meshes/xbase_anim_female.nif 1018 1019# 3rd person female base model with textkeys-data 1020baseanimfemale = meshes/base_anim_female.nif 1021 1022# 1st person female base model with textkeys-data 1023baseanimfemale1st = meshes/base_anim_female.1st.nif 1024 1025# 3rd person werewolf skin 1026wolfskin = meshes/wolf/skin.nif 1027 1028# 1st person werewolf skin 1029wolfskin1st = meshes/wolf/skin.1st.nif 1030 1031# Argonian smimkna 1032xargonianswimkna = meshes/xargonian_swimkna.nif 1033 1034# File to load xbaseanim 3rd person animations 1035xbaseanimkf = meshes/xbase_anim.kf 1036 1037# File to load xbaseanim 3rd person animations 1038xbaseanim1stkf = meshes/xbase_anim.1st.kf 1039 1040# File to load xbaseanim animations from 1041xbaseanimfemalekf = meshes/xbase_anim_female.kf 1042 1043# File to load xargonianswimkna animations from 1044xargonianswimknakf = meshes/xargonian_swimkna.kf 1045 1046# Sky atmosphere mesh 1047skyatmosphere = meshes/sky_atmosphere.nif 1048 1049# Sky clouds mesh 1050skyclouds = meshes/sky_clouds_01.nif 1051 1052# Sky stars mesh 01 1053skynight01 = meshes/sky_night_01.nif 1054 1055# Sky stars mesh 02 1056skynight02 = meshes/sky_night_02.nif 1057 1058# Ash clouds weather effect 1059weatherashcloud = meshes/ashcloud.nif 1060 1061# Blight clouds weather effect 1062weatherblightcloud = meshes/blightcloud.nif 1063 1064# Snow falling weather effect 1065weathersnow = meshes/snow.nif 1066 1067# Blizzard weather effect 1068weatherblizzard = meshes/blizzard.nif 1069 1070[Groundcover] 1071 1072# enable separate groundcover handling 1073enabled = false 1074 1075# A groundcover density (0.0 <= value <= 1.0) 1076# 1.0 means 100% density 1077density = 1.0 1078 1079# A maximum distance in game units on which groundcover is rendered. 1080rendering distance = 6144.0 1081 1082# A minimum size of groundcover chunk in cells (0.125, 0.25, 0.5, 1.0) 1083min chunk size = 0.5 1084 1085# Whether grass should respond to the player treading on it. 1086# 0 - Grass cannot be trampled. 1087# 1 - The player's XY position is taken into account. 1088# 2 - The player's height above the ground is taken into account, too. 1089stomp mode = 2 1090 1091# How far away from the player grass can be before it's unaffected by being trod on, and how far it moves when it is. 1092# 2 - MGE XE levels. Generally excessive, but what existing mods were made with in mind 1093# 1 - Reduced levels. 1094# 0 - Gentle levels. 1095stomp intensity = 1 1096