From c47dd8275995d03691e62ec5f0618e4830604ec5 Mon Sep 17 00:00:00 2001 From: Duron27 Date: Wed, 23 Oct 2024 21:05:08 -0400 Subject: [PATCH] update settings --- app/settings.fallback.cfg | 87 ++++++++++++++++++++++++++------------- 1 file changed, 59 insertions(+), 28 deletions(-) mode change 100755 => 100644 app/settings.fallback.cfg diff --git a/app/settings.fallback.cfg b/app/settings.fallback.cfg old mode 100755 new mode 100644 index 41ca5d1f..d3bb18c5 --- a/app/settings.fallback.cfg +++ b/app/settings.fallback.cfg @@ -2,10 +2,10 @@ framerate limit = 60 # Maximum rendering framerate. -resolution y = 1080 +resolution y = 0 # Hight of screen. -resolution x = 2316 +resolution x = 0 # Width of screen. window mode = 0 @@ -155,12 +155,12 @@ radial fog = true # By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen. This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV. [Post Processing] -transparent postpass = true -# Transparent depth postpass. Re-renders transparent objects with alpha-clipping forced with a fixed threshold. - enabled = true # Enable Post Processing. +transparent postpass = true +# Transparent depth postpass. Re-renders transparent objects with alpha-clipping forced with a fixed threshold. + [GUI] stretch menu background = false # Stretch menus, load screens, etc. to the window aspect ratio. @@ -168,7 +168,7 @@ stretch menu background = false color topic enable = true # If this setting is true, dialogue topics will have a different color if the topic is specific to the NPC you're talking to or the topic was previously seen. Color can be changed in settings.cfg. -scaling factor = 1.0 +scaling factor = 2.50 # Scales GUI window and widget size. (<1.0 is smaller, >1.0 is larger). font size = 16 @@ -181,6 +181,9 @@ subtitles = false allow zooming = false # Enable zooming on local and global maps. +local map widget size = 512 +# Size of local map in GUI window in pixels. (e.g. 256 to 1024). + [Saves] max quicksaves = 1 # Max amount of stored quicksaves. @@ -188,20 +191,42 @@ max quicksaves = 1 autosave = true # Automatically save the game whenever the player rests. +[Sound] +master volume = 1.0 +# Master volume. Controls all other volumes. Volumes are 0.0 for silent and 1.0 for the maximum volume. + +footsteps volume = 0.2 +# Footsteps volume. + +music volume = 0.5 +# Music tracks volume. + +sfx volume = 1.0 +# Sound effects volume. + +voice volume = 0.8 +# Voice dialog volume. + [Groundcover] enabled = true # Enable some special settings for groundcover mods (rendering distance, density). Also enable animation and disable colision for groundcover meshes. Require to load groundcover mods via Groundcovers tab in mod manager. +density = 1.0 +# A groundcover density (0.0 <= value <= 1.0), 1.0 means 100% density + +rendering distance = 6144.0 +# A maximum distance in game units on which groundcover is rendered. + [Navigator] +enable = true +# Enable navigator. When enabled background threads are started to build nav mesh for world geometry. Pathfinding system uses nav mesh to build paths. When disabled only pathgrid is used to build paths. Single-core CPU systems may have big performance impact on exiting interior location and moving across exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn’t know where to go when you stand behind that stone and casting a firebolt. + async nav mesh updater threads = 1 # Number of background threads to update nav mesh (value >= 1). write to navmeshdb = false # Cache navigation mesh tiles to disk. -enable = true -# Enable navigator. When enabled background threads are started to build nav mesh for world geometry. Pathfinding system uses nav mesh to build paths. When disabled only pathgrid is used to build paths. Single-core CPU systems may have big performance impact on exiting interior location and moving across exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn’t know where to go when you stand behind that stone and casting a firebolt. - [Physics] async num threads = 1 # How many threads will be spawned to compute physics update in the background. A value of 0 means that the update will be performed in the main thread. @@ -245,20 +270,8 @@ gyro vertical sensitivity = 1.0 # Vertical camera axis sensitivity to gyroscope movement. [Shadows] -percentage closer filtering = 1 -# Smooth out shadows edges if small resolution is set. Higher values may have significant performance impact. - -shadow fade start = 0.9 -# The fraction of the limit above at which shadows begin to gradually fade away. - -maximum shadow map distance = 8192 -# The distance from the camera at which shadows completely disappear. - -compute scene bounds = bounds -# Computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation. - -shadow map resolution = 1024 -# The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact. +enable shadows = false +# Self explanitory. indoor shadows = false # Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting. @@ -275,16 +288,28 @@ terrain shadows = false object shadows = false # Enable shadows for primarily inanimate objects. May have a significant performance impact. -enable shadows = false -# Self explanitory. +percentage closer filtering = 1 +# Smooth out shadows edges if small resolution is set. Higher values may have significant performance impact. -[Water] -refraction = false -# Enable water refraction. +shadow fade start = 0.9 +# The fraction of the limit above at which shadows begin to gradually fade away. +maximum shadow map distance = 8192 +# The distance from the camera at which shadows completely disappear. + +compute scene bounds = bounds +# Computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation. + +shadow map resolution = 1024 +# The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact. + +[Water] shader = true # Enable water shader. +refraction = false +# Enable water refraction. + refraction scale = 1.0 # By what factor water downscales objects. Only works with water shader and refractions on. @@ -293,3 +318,9 @@ sunlight scattering = true wobbly shores = true # Fade and wobble water plane edges to avoid harsh shoreline transitions. + +reflection detail = 2 +# Draw objects on water reflections. + +rain ripple detail = 1 +# Whether to use fully detailed raindrop ripples. (0, 1, 2). 0 = rings only; 1 = sparse, high detail; 2 = dense, high detail