saving uncommitted changes in /etc prior to emerge run
This commit is contained in:
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@ -1,11 +0,0 @@
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# This is the global openmw.cfg file. Do not modify!
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# Modifications should be done on the user openmw.cfg file instead
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# (see: https://wiki.openmw.org/index.php?title=Paths)
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data="?mw?Data Files"
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data=/usr/share/openmw/data
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data-local="?userdata?data"
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resources=/usr/share/openmw/resources
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script-blacklist=Museum
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script-blacklist=MockChangeScript
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script-blacklist=doortestwarp
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@ -1,272 +0,0 @@
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# WARNING: Editing this file might have no effect, as these
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# settings are overwritten by your user settings file.
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[Video]
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resolution x = 800
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resolution y = 600
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fullscreen = false
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window border = true
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screen = 0
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# Minimize the window if it loses key focus?
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minimize on focus loss = true
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# Render system
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# blank means default
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# Valid values:
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# OpenGL Rendering Subsystem
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# Direct3D9 Rendering Subsystem
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render system =
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# Valid values:
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# none
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# MSAA 2
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# MSAA 4
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# MSAA 8
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# MSAA 16
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antialiasing = none
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vsync = false
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# opengl render to texture mode, valid options:
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# PBuffer, FBO, Copy
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opengl rtt mode = FBO
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[GUI]
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# 1 is fully opaque
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menu transparency = 0.84
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# 0 - instantly, 1 - max. delay
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tooltip delay = 0
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subtitles = false
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hit fader = true
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werewolf overlay = true
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stretch menu background = false
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[General]
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# Camera field of view
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field of view = 55
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gamma = 1.00
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contrast = 1.00
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# Texture filtering mode. valid values:
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# none
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# anisotropic
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# bilinear
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# trilinear
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texture filtering = anisotropic
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# Has no effect when texture filtering is not anisotropic
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anisotropy = 4
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# Number of texture mipmaps to generate
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num mipmaps = 8
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shader mode =
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screenshot format = png
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[Shadows]
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# Shadows are only supported when object shaders are on!
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enabled = false
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# Split the shadow maps, allows for a larger shadow distance
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split = false
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# Increasing shadow distance will lower the shadow quality.
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# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
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shadow distance = 1300
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# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
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split shadow distance = 14000
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# Size of the shadow textures, higher means higher quality
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texture size = 1024
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# Turn on/off various shadow casters
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actor shadows = true
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misc shadows = true
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statics shadows = true
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terrain shadows = true
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# Fraction of the total shadow distance after which the shadow starts to fade out
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fade start = 0.8
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debug = false
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[HUD]
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# FPS counter
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# 0: not visible
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# 1: basic FPS display
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# 2: advanced FPS display (batches, triangles)
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fps = 0
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crosshair = true
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[Objects]
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shaders = true
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# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
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# Note: has no effect when shaders are turned off
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num lights = 8
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# Use static geometry for static objects. Improves rendering speed.
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use static geometry = true
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[Map]
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# Adjusts the scale of the global map
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global map cell size = 18
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local map resolution = 256
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local map widget size = 512
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local map hud widget size = 256
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[Cells]
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exterior grid size = 3
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[Viewing distance]
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# Limit the rendering distance of small objects
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limit small object distance = false
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# Size below which an object is considered as small
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small object size = 250
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# Rendering distance for small objects
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small object distance = 3500
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# Viewing distance at normal weather conditions
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# The maximum distance with no pop-in will be: (see RenderingManager::configureFog)
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# viewing distance / minimum weather fog depth (.69) * view frustum factor <= cell size (8192) - loading threshold (1024)
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# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to.
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# exact factor would depend on FOV
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viewing distance = 4600
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# Distance at which fog starts (proportional to viewing distance)
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fog start factor = 0.5
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# Distance at which fog ends (proportional to viewing distance)
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fog end factor = 1.0
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[Terrain]
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distant land = false
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shader = true
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[Water]
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shader = false
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refraction = false
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rtt size = 512
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reflect terrain = true
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reflect statics = false
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reflect actors = false
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[Sound]
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# Device name. Blank means default
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device =
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# Volumes. master volume affects all other volumes.
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master volume = 1.0
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sfx volume = 1.0
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music volume = 0.5
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footsteps volume = 0.2
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voice volume = 0.8
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[Input]
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grab cursor = true
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invert y axis = false
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camera sensitivity = 1.0
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ui sensitivity = 1.0
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camera y multiplier = 1.0
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always run = false
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allow third person zoom = false
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[Game]
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# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
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best attack = false
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difficulty = 0
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[Saves]
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character =
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# Save when resting
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autosave = true
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[Windows]
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inventory x = 0
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inventory y = 0.4275
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inventory w = 0.6225
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inventory h = 0.5725
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inventory container x = 0
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inventory container y = 0.4275
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inventory container w = 0.6225
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inventory container h = 0.5725
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inventory barter x = 0
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inventory barter y = 0.4275
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inventory barter w = 0.6225
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inventory barter h = 0.5725
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inventory companion x = 0
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inventory companion y = 0.4275
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inventory companion w = 0.6225
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inventory companion h = 0.5725
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container x = 0.25
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container y = 0
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container w = 0.75
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container h = 0.375
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companion x = 0.25
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companion y = 0
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companion w = 0.75
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companion h = 0.375
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map x = 0.625
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map y = 0
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map w = 0.375
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map h = 0.5725
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barter x = 0.25
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barter y = 0
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barter w = 0.75
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barter h = 0.375
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alchemy x = 0.25
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alchemy y = 0.25
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alchemy w = 0.5
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alchemy h = 0.5
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stats x = 0
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stats y = 0
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stats w = 0.375
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stats h = 0.4275
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spells x = 0.625
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spells y = 0.5725
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spells w = 0.375
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spells h = 0.4275
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console x = 0
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console y = 0
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console w = 1
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console h = 0.5
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dialogue h = 0.810
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dialogue w = 0.810
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dialogue x = 0.095
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dialogue y = 0.095
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@ -1,274 +0,0 @@
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# WARNING: Editing this file might have no effect, as these
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# settings are overwritten by your user settings file.
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[Video]
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resolution x = 800
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resolution y = 600
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fullscreen = false
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window border = true
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screen = 0
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# Minimize the window if it loses key focus?
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minimize on focus loss = true
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# Render system
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# blank means default
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# Valid values:
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# OpenGL Rendering Subsystem
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# Direct3D9 Rendering Subsystem
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render system =
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# Valid values:
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# none
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# MSAA 2
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# MSAA 4
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# MSAA 8
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# MSAA 16
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antialiasing = none
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vsync = false
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# opengl render to texture mode, valid options:
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# PBuffer, FBO, Copy
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opengl rtt mode = FBO
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[GUI]
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# 1 is fully opaque
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menu transparency = 0.84
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# 0 - instantly, 1 - max. delay
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tooltip delay = 0
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subtitles = false
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hit fader = true
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werewolf overlay = true
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stretch menu background = false
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[General]
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# Camera field of view
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field of view = 55
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gamma = 1.00
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contrast = 1.00
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# Texture filtering mode. valid values:
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# none
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# anisotropic
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# bilinear
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# trilinear
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texture filtering = anisotropic
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# Has no effect when texture filtering is not anisotropic
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anisotropy = 4
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# Number of texture mipmaps to generate
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num mipmaps = 8
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shader mode =
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screenshot format = png
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[Shadows]
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# Shadows are only supported when object shaders are on!
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enabled = false
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# Split the shadow maps, allows for a larger shadow distance
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split = false
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# Increasing shadow distance will lower the shadow quality.
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# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
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shadow distance = 1300
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# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
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split shadow distance = 14000
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# Size of the shadow textures, higher means higher quality
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texture size = 1024
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# Turn on/off various shadow casters
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actor shadows = true
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misc shadows = true
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statics shadows = true
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terrain shadows = true
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# Fraction of the total shadow distance after which the shadow starts to fade out
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fade start = 0.8
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debug = false
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[HUD]
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# FPS counter
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# 0: not visible
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# 1: basic FPS display
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||||
# 2: advanced FPS display (batches, triangles)
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fps = 0
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crosshair = true
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[Objects]
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shaders = true
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# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
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# Note: has no effect when shaders are turned off
|
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num lights = 8
|
||||
|
||||
# Use static geometry for static objects. Improves rendering speed.
|
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use static geometry = true
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|
||||
[Map]
|
||||
# Adjusts the scale of the global map
|
||||
global map cell size = 18
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local map resolution = 256
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local map widget size = 512
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local map hud widget size = 256
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|
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[Cells]
|
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exterior grid size = 3
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|
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[Viewing distance]
|
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# Limit the rendering distance of small objects
|
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limit small object distance = false
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|
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# Size below which an object is considered as small
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small object size = 250
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|
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# Rendering distance for small objects
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small object distance = 3500
|
||||
|
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# Viewing distance at normal weather conditions
|
||||
# The maximum distance with no pop-in will be: (see RenderingManager::configureFog)
|
||||
# viewing distance / minimum weather fog depth (.69) * view frustum factor <= cell size (8192) - loading threshold (1024)
|
||||
# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to.
|
||||
# exact factor would depend on FOV
|
||||
viewing distance = 4600
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|
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# Distance at which fog starts (proportional to viewing distance)
|
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fog start factor = 0.5
|
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|
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# Distance at which fog ends (proportional to viewing distance)
|
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fog end factor = 1.0
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|
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[Terrain]
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distant land = false
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shader = true
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[Water]
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shader = false
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refraction = false
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rtt size = 512
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reflect terrain = true
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reflect statics = false
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reflect actors = false
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[Sound]
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# Device name. Blank means default
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device =
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# Volumes. master volume affects all other volumes.
|
||||
master volume = 1.0
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sfx volume = 1.0
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music volume = 0.5
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||||
footsteps volume = 0.2
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voice volume = 0.8
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|
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|
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[Input]
|
||||
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grab cursor = true
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invert y axis = false
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||||
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camera sensitivity = 1.0
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|
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ui sensitivity = 1.0
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||||
|
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camera y multiplier = 1.0
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||||
|
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always run = false
|
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allow third person zoom = false
|
||||
|
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toggle sneak = false
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||||
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[Game]
|
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# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
|
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best attack = false
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|
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difficulty = 0
|
||||
|
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[Saves]
|
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character =
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||||
# Save when resting
|
||||
autosave = true
|
||||
|
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[Windows]
|
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inventory x = 0
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||||
inventory y = 0.4275
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||||
inventory w = 0.6225
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||||
inventory h = 0.5725
|
||||
|
||||
inventory container x = 0
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||||
inventory container y = 0.4275
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||||
inventory container w = 0.6225
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||||
inventory container h = 0.5725
|
||||
|
||||
inventory barter x = 0
|
||||
inventory barter y = 0.4275
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||||
inventory barter w = 0.6225
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||||
inventory barter h = 0.5725
|
||||
|
||||
inventory companion x = 0
|
||||
inventory companion y = 0.4275
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||||
inventory companion w = 0.6225
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||||
inventory companion h = 0.5725
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||||
|
||||
container x = 0.25
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||||
container y = 0
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container w = 0.75
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||||
container h = 0.375
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||||
|
||||
companion x = 0.25
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||||
companion y = 0
|
||||
companion w = 0.75
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||||
companion h = 0.375
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||||
|
||||
map x = 0.625
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||||
map y = 0
|
||||
map w = 0.375
|
||||
map h = 0.5725
|
||||
|
||||
barter x = 0.25
|
||||
barter y = 0
|
||||
barter w = 0.75
|
||||
barter h = 0.375
|
||||
|
||||
alchemy x = 0.25
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||||
alchemy y = 0.25
|
||||
alchemy w = 0.5
|
||||
alchemy h = 0.5
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||||
|
||||
stats x = 0
|
||||
stats y = 0
|
||||
stats w = 0.375
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||||
stats h = 0.4275
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||||
|
||||
spells x = 0.625
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||||
spells y = 0.5725
|
||||
spells w = 0.375
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||||
spells h = 0.4275
|
||||
|
||||
console x = 0
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||||
console y = 0
|
||||
console w = 1
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||||
console h = 0.5
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||||
|
||||
dialogue h = 0.810
|
||||
dialogue w = 0.810
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||||
dialogue x = 0.095
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||||
dialogue y = 0.095
|
@ -1,7 +0,0 @@
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[Display%20Format]
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Record%20Status%20Display=Icon Only
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Referenceable%20ID%20Type%20Display=Text Only
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[Window%20Size]
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Height=900
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Width=1440
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@ -3,7 +3,7 @@
|
||||
# (see: https://wiki.openmw.org/index.php?title=Paths)
|
||||
|
||||
data="?mw?Data Files"
|
||||
data=/usr/share/morrowind-data
|
||||
data=/usr/share/openmw/data
|
||||
data-local="?userdata?data"
|
||||
resources=/usr/share/openmw/resources
|
||||
script-blacklist=Museum
|
||||
|
@ -173,9 +173,9 @@ device =
|
||||
# Volumes. master volume affects all other volumes.
|
||||
master volume = 1.0
|
||||
sfx volume = 1.0
|
||||
music volume = 0.4
|
||||
footsteps volume = 0.15
|
||||
voice volume = 1.0
|
||||
music volume = 0.5
|
||||
footsteps volume = 0.2
|
||||
voice volume = 0.8
|
||||
|
||||
|
||||
[Input]
|
||||
@ -194,6 +194,8 @@ always run = false
|
||||
|
||||
allow third person zoom = false
|
||||
|
||||
toggle sneak = false
|
||||
|
||||
[Game]
|
||||
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
|
||||
best attack = false
|
||||
|
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Reference in New Issue
Block a user