User:Killfetzer/Morrowind-Ini

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

Settings in Morrowind.ini[edit]

Settings printed in bold must be added to the Morrowind.ini because they are not included in the original file.

Section [General][edit]

Effect of the High Detail Shadows
Setting Default Value Info
AllowYesToAll 1
  • Add this line to add a "Yes To All" option in error messages. This setting effects both the game and the Construction Set.
  • After clicking "Yes To All" once all other error messages during this session will be supressed.
High Detail Shadows 1
  • Add this line to render shadows with much more details.
Show FPS 0
  • Set this to 1 to show the frames per second in the lower right side of the screen.
Max FPS 240
  • Sets the maximum frames per second. Should only be lowered for an increase in stability, or if you'd like to see a more readable frame rate when Show FPS is enabled. Setting this to the refresh rate of your monitor may reduce screen jerkiness while playing the game.
  • Values: 0 - 240
TryArchiveFirst 0
  • This setting determines from which source Morrowind tries to load the game data. It can load from the *.bsa archives or it can load extracted data (that could be copied with the Construction Set instalation if you had the original version not the GOTY).
  • Values: -1 = Do not load archives, 0 = Load newer version, 1 = Only load archives
SkipProgramFlows 0
  • unknown
DontThreadLoad 0
  • This setting enables or disables loading cells in a thread. If DontThreadLoad is disabled, cells will be loaded in the background without a loading bar, but it can cause some jerkiness.
  • Values: 0 = No, 1 = Yes
ThreadPriority -1
  • This setting is the priority of the loading thread if DontThreadLoad is set to 0. Setting this to 0 will cause the thread to run at normal priority, a negative value will cause the thread run at a lower than normal priority and a positive number will cause the thread to run at a higher priority than normal. A lower priority (negative value) will give the main thread more CPU resources, but will increase loading time, a positive number will give the cell loading thread more CPU resources but will cause the main thread to run slower, and 0 will give them equal CPU resources. It is suggested to set this to a negative value.
ThreadSleepTime 4
  • This is the amount of time (in milliseconds) that the cell loading thread will 'sleep' between iterations. The loading thread constantly loops to see if a cell needs to be loaded and sleeps between iterations to reduce the CPU resources used. A lower value will increase the amount of iterations per second at the main thread's expense. The default value is advised, but if you are experiencing performance issues, you can try slowly increasing this value.
  • Values: Positive integer
Clip One To One Float 1
  • unknown
Flip Control Y 0
  • That this to 1 to invert the control of the y axis.
  • Can be set ingame through Options -> Controls.
  • Values: 0 = Do not flip, 1 = Flip y axis
SkipKFExtraction 1
  • unknown
PC Footstep Volume 0.7
  • Raises or lowers the volume of your footsteps.
  • Can be set ingame through Options -> Audio.
  • Values: 0.0 - 1.0 (one decimal place)
Disable Audio 0
  • This setting completely disables audio if set to 1.
Background Keyboard 0
  • Setting this value to 1 will cause Morrowind to not lock the keyboard to the Morrowind process so you can use windows functions such as alt-tab.
Use Joystick 0
  • Setting this value to 1 will enable the use of a joystick. It is advised to have this disabled if you are not using a joystick.
Joystick X Turns 0
  • Defines the action with the joystick that enables a turn around the x (up-down) axis.
  • Values: 0 = none, 1 = translation on x axis (up-down), 2 = translation on y axis (forward-backward), 3 = translation on z axis (left-right), 4 = rotation on x axis, 5 = rotation on y axis, 6 = rotation on z axis
Joystick Look Up/Down 6
  • Defines the action with the joystick that enables looking up ans down.
  • Values: 0 = none, 1 = translation on x axis (up-down), 2 = translation on y axis (forward-backward), 3 = translation on z axis (left-right), 4 = rotation on x axis, 5 = rotation on y axis, 6 = rotation on z axis
Joystick Look Left/Right 3
  • Defines the action with the joystick that enables looking left and right.
  • Values: 0 = none, 1 = translation on x axis (up-down), 2 = translation on y axis (forward-backward), 3 = translation on z axis (left-right), 4 = rotation on x axis, 5 = rotation on y axis, 6 = rotation on z axis
Screen Shot Enable 0
  • If this is set to 1, you can simply hit the print screen key to take screen shots ingame. You will find them in your Morrowind root directory as *.bmp.
Screen Shot Base Name ScreenShot
  • This is the name of the screenshot file, renaming this renames the default name of a screen shot when taken.
  • Values: Any text.
Screen Shot Index 0
  • This is the number that is placed after the text of the screenshot name. It increments as you take screen shots.
  • Resetting this value to a lower integer will overwrite existing screenshots!
  • Values: Any positive integer.
Create Maps Enable 0
  • Allows you to create maps. Setting this to 1 will have no effect unless you also create a subdirectory called 'Maps' within your 'Morrowind' directory. If this directory exists, you can then open the console and type CreateMaps "Morrowind.esm" to generate maps of all of the exterior locations. This will include the Solstheim landmass added by Bloodmoon and any other landmass additions or alterations made by third-party mods.
Beta Comment File
  • Allows you to create beta comments ingame. First you must create a new text file in the Morrowind directory. Now enter the name of this text file as value in the ini. In the game you can open the console and select a object. With the command bc "Beta Comment Text" (using your comment instead of Beta Comment Text) you can add a beta comment to the mentioned text file.
  • The beta comment will include the id of the object, its position in the game world (cell name and coordinates), the date and time of the comment and your entered text.
  • Value: Name of any existing text file in the Mowworind directiry, e.g. betacomment.txt.
Interior Cell Buffer 10
  • This setting governs the number of interior cells buffered. Increasing this number reduces reloads if you often change between the same cells.
  • Values: Any positive integer.
Exterior Cell Buffer 32
  • This setting governs the number of exterior cells buffered. Increasing this number reduces reloads if you often change between the same cells.
  • Values: Any positive integer.
Number of Shadows 6
  • This setting governs the maximum number of shadows which can be rendered at a time.
  • Values: Any positive integer.
Maximum Shadows Per Object 1
  • This setting governs the number of shadows which can be rendered per object.
  • Values: Any positive integer smaller than the value of Number of Shadows.
AllowMultipleEditors 0
  • Setting this to 1 enables to open multiple instances of the Construction Set.
ExportDialogueWithHyperlinks 0
  • If set to 1 the topic names in an exported dialogue file from the Construction Set will be hyperlinks.
MaintainImportedDialogueOrder 1
  • unknown
KeepImportedDialogueIDs 1
  • unknown
DisableLanguageCheck 0
  • If set to 1 you will get no warning if you try to load a plugin generated with another language Morrowind.esm.
UseExistingTempFile 0
  • unknown
CanMoveInfosWhileFiltered 0
  • Setting this to 1 allows to move dialogue answers up and down while the dialogue is filtered.
Editor Starting Cell
  • Shows the name of the last edited cell in the Construction Set.
Editor Starting Pos 0.000000, 0.000000, 16384.000000
  • This setting gives the coordinates of position of the virtual camera when loading a cell in the Construction Set.
Editor Starting Dir 0 1.000000, 0.000000, 0.000000
  • unknown
Editor Starting Dir 1 0.000000, 0.000000, 1.000000
  • unknown
Editor Starting Dir 2 0.000000, -1.000000, 0.000000
  • unknown
Subtitles 0
  • Enables or disables in game subtitles.
  • Can be set ingame through Options -> General.
  • Values: 0 = No, 1 = Yes
ShowHitFader 1
  • This setting enables or disables the red pixels which appears when you get hit in combat.
  • Values: 0 = No, 1 = Yes
Language  ?
  • Gives the language of the game. Changing this does not change the language of the game. As far as known this only affects the language check of plugins.
Werewolf FOV 100
  • Added with the Bloodmoon expansion.
  • Gives the field of view in werewolf form in degrees.
  • Values: integer between 0 - 360.

Section [LightAttenuation][edit]

Setting Default Value Info
UseConstant 0
  • Setting this to 1 (and UseLinear and UseQuadratic to 0) disables light attenuation. All light sources will have the same brightness in their complete light radius.
ConstantValue 0.0
  • unknown
UseLinear 1
  • If set to 1 (and UseQuadratic to 0) a linear light attenuation will be used. All light sources will get linear darker with increasing distance from their centers.
LinearMethod 1
  • unknown
LinearValue 3.0
  • The higher this value the faster the decrease in brightness with increasing radius. Mathematically this is the linear gradient of the attenuation. Raise this value to make it darker, lower this value to make it brighter.
LinearRadiusMult 1.0
  • The light radius of every light source will be multplied with this factor if linear attenuation is used. Raise this value to make it brighter, lower this value to make it darker.
UseQuadratic 0
  • Setting this to 1 will use quadratic light attenuation. Doubling the radius to a light source will set its brightness to one quarter.
QuadraticMethod 2
  • unknown
QuadraticValue 16.0
  • The higher this value the faster is the decrease in brightness with increasing radius. Mathematically this is the quadratic gradient of the attenuation. Raise this value to make it darker, lower this value to make it brighter.
QuadraticRadiusMult 1.0
  • The light radius of every light source will be multplied with this factor if quadratic attenuation is used. Raise this value to make it brighter, lower this value to make it darker.
OutQuadInLin 0
  • Setting this to 1 will use quadratic light attenuation in exteriors and linear attenuation in interiors.

Section [Inventory][edit]

Setting Default Value Info
DirectionalDiffuseR 1.0
  • Gives the red value of the light source that illuminates the character in the inventory screen.
  • Values: 0.0 (corresponds to 0 in the RGB color model) - 1.0 (255/FF in RGB)
DirectionalDiffuseG 1.0
  • Gives the green value of the light source that illuminates the character in the inventory screen.
  • Values: 0.0 (corresponds to 0 in the RGB color model) - 1.0 (255/FF in RGB)
DirectionalDiffuseB 1.0
  • Gives the blue value of the light source that illuminates the character in the inventory screen.
  • Values: 0.0 (corresponds to 0 in the RGB color model) - 1.0 (255/FF in RGB)
DirectionalAmbientR 1.0
  • Gives the red value of the background light of the character model in the inventory screen.
  • Values: 0.0 (corresponds to 0 in the RGB color model) - 1.0 (255/FF in RGB)
DirectionalAmbientG 1.0
  • Gives the green value of the background light of the character model in the inventory screen.
  • Values: 0.0 (corresponds to 0 in the RGB color model) - 1.0 (255/FF in RGB)
DirectionalAmbientB 1.0
  • Gives the blue value of the background light of the character model in the inventory screen.
  • Values: 0.0 (corresponds to 0 in the RGB color model) - 1.0 (255/FF in RGB)
DirectionalRotationX 110
  • Gives the azimuth angle of the light source that illuminates the character in the inventory screen in degrees. An angle of 0 positions the light directly right of the character. An angle of 90 positions the light directly before the character.
  • Values: integer between 0 - 359
DirectionalRotationY 90
  • Gives the altitude angle of the light source that illuminates the character in the inventory screen in degrees. An angle of 0 positions the light directly above the character. An angle of 90 positions the light directly before the character.
  • Values: integer between 0 - 180
UniformScaling 0
  • unknown

Section [Map][edit]

Setting Default Value Info
Travel Siltstrider Red 238
  • Gives the red value of the Silt Strider travel lines on the world map in RGB values.
  • Values: integer between 0 - 255
Travel Siltstrider Green 230
  • Gives the green value of the Silt Strider travel lines on the world map in RGB values.
  • Values: integer between 0 - 255
Travel Siltstrider Blue 30
  • Gives the blue value of the Silt Strider travel lines on the world map in RGB values.
  • Values: integer between 0 - 255
Travel Boat Red 30
  • Gives the red value of the boat travel lines on the world map in RGB values.
  • Values: integer between 0 - 255
Travel Boat Green 30
  • Gives the green value of the boat travel lines on the world map in RGB values.
  • Values: integer between 0 - 255
Travel Boat Blue 230
  • Gives the blue value of the boat travel lines on the world map in RGB values.
  • Values: integer between 0 - 255
Travel Magic Red 230
  • Gives the red value of the Guild Guide travel lines on the world map in RGB values.
  • Values: integer between 0 - 255
Travel Magic Green 30
  • Gives the green value of the Guild Guide travel lines on the world map in RGB values.
  • Values: integer between 0 - 255
Travel Magic Blue 30
  • Gives the blue value of the Guild Guide travel lines on the world map in RGB values.
  • Values: integer between 0 - 255
Show Travel Lines 0
  • If set to 1 all used travel lines (Silt Strider, Boat and Guild Guide) are shown on the ingame world map in the defined colors. Warning: Deactivating this option later does NOT erase the lines from your world map.
  • Values: 0 = No, 1 = Yes

Section [MenuStates][edit]

This section gives options to change the position, size and behavior of the different menu windows. As these settings are not really understood only a general idea of the structur of an entry is given.

Each entry consists of 4 blocks of information. The first is always the number 1.7. The second and third block each consist of 4 float numbers between 0.0 and 1.0. The last block consists of 3 boolean values.

Example: MenuMagic

  • 1st block: 1.7
  • The meaning of the first block is unknown.
  • 2nd block: 0.36 0.88 0.50 0.15
  • The meaning of the second block is unknown.
  • 3rd block: 0.36 0.51 0.98 0.79
  • First value: width of the window in fraction of sreen width
  • Second value: height of window in fraction of screen height
  • Third value: horizontal position of the window
  • Fourth value: vertical position of the window
  • 4th block: 0 1 0
  • First value: 0 = windows position and size are loaded from Ini, 1 = window will be positioned in the center of the window with default size
  • Second value: 0 = window will be displayed even if menu is closed (window is pinned), 1 = window will close with menu
  • Third value: unknown
  • If the second and third value are both 1 the window cannot be displayed in the game.

Note: Not all menu windows seem to be effected from changes to this values.

Section [CopyProtectionStrings][edit]

Section [GeneralWarnings][edit]

Section [Movies][edit]

Section [Question 1] - [Question 10][edit]

These entries determine the questions that are given to you in character generation if you choose to "Answer the questions" during the creation of your class. To each question you get three answers to choose. One answer counts towards a combat class, one towards a magic class and one towards a thief class.

Setting Default Value Info
Question  ?
  • Gives the text of the corresponding question.
AnswerOne  ?
  • Gives the text of the combat answer to the corresponding question.
AnswerTwo  ?
  • Gives the text of the magic answer to the corresponding question.
AnswerThree  ?
  • Gives the text of the thief answer to the corresponding question.
Sound e.g. Vo\Misc\CharGen QA1.wav
  • Gives the path of the sound file to the corresponding question relative to the folder Data Files/Sound. The given file must be a WAV file.

Section [Water][edit]

Setting Default Value Info
EditorAlpha 0.25
  • Gives the transparency of the water in the Construction Set.
  • Values: 0.0 (transparent) - 1.0 (opaque)
MapAlpha 0.4
  • Gives the transparency of the water in the local map.
  • Values: 0.0 (transparent) - 1.0 (opaque)
WorldAlpha 0.75
  • Gives the transparency of the water in the world map.
  • Values: 0.0 (transparent) - 1.0 (opaque)
SurfaceTextureSize 128
  • The resolution of the water surface textures.
SurfaceTileCount 10
  • unknown
SurfaceFPS 12
  • The frames per second with which the water surface textures are played.
SurfaceTexture Water
  • Base name of the water surface textures in the folder Data Files/Textures/water.
SurfaceFrameCount 32
  • Number of different water surface textures. Normally water00.tga till water31.tga.
TileTextureDivisor 4.75
  • unknown
RippleTexture ripple
  • Base name of the ripple textures in the folder Data Files/Textures/water.
RippleFrameCount 4
  • Number of different ripple textures. Normally ripple00.tga till ripple04.tga.
RippleLifetime 3.0
  • How long the ripples will be displayed.
MaxNumberRipples 75
  • How many ripples will be displayed at once.
RippleScale 0.15, 6.5
  • unknown
RippleRotSpeed 0.5
  • unknown
RippleAlphas 0.7, 0.1, 0.1
  • unknown
PSWaterReflectTerrain 1
  • Determines if the land is reflected by the water.
  • Values: 0 = No, 1 = Yes
PSWaterReflectUpdate 20
  • How long it takes before the reflections in the water are updated.
NearWaterRadius 1000
  • Distance from Water in which the water sound effects begin playing?
NearWaterPoints 8
  • unknown
NearWaterUnderwaterFreq 0.3
  • Factor that alters the frequency of the water sound effects if underwater?
NearWaterUnderwaterVolume 0.9
  • Factor that alters the volume of the water sound effects if underwater?
NearWaterIndoorTolerance 512.0
  • unknown
NearWaterOutdoorTolerance 1024.0
  • unknown
NearWaterIndoorID Water Layer
  • Construction Set ID of the indoor water sound effect
NearWaterOutdoorID Water Layer
  • Construction Set ID of the outdoor water sound effect
UnderwaterSunriseFog 3
  • Gives the factor by which the fog distance is reduced underwater in outdoor cells during sunrise. The lower the number the higher the viewing distance.
UnderwaterDayFog 2.5
  • Gives the factor by which the fog distance is reduced underwater in outdoor cells during day. The lower the number the higher the viewing distance.
UnderwaterSunsetFog 3
  • Gives the factor by which the fog distance is reduced underwater in outdoor cells during sunset. The lower the number the higher the viewing distance.
UnderwaterNightFog 4
  • Gives the factor by which the fog distance is reduced underwater in outdoor cells during night. The lower the number the higher the viewing distance.
UnderwaterIndoorFog 3
  • Gives the factor by which the fog distance is reduced underwater in indoor cells. The lower the number the higher the viewing distance.
UnderwaterColor 012,030,037
  • Gives color of the underwater fog in RGB.
UnderwaterColorWeight 0.85
  • Gives the color weight of the underwater fog.
  • Values: 0.0 (wight) - 1.0 (black)

Section [PixelWater][edit]

Setting Default Value Info
SurfaceFPS 25
  • unknown
TileCount 4
  • unknown
Resolution 256
  • unknown

Section [Blood][edit]

The x in the following table stands for an integer starting with 0. Normally Morrowind got three blood textures. You can add more textures by defining a new texture (with the next higher number, aka 3) and new texture name. You do not need a new model. You can access the new blood texture in the Construction Set in the blood dropdown menu for creatures.

Setting Default Value Info
Model x e.g. BloodSpat2.nif
  • Nif model for the three different blood spats. You have to give the path relative to the Data Files/Meshes folder.
Texture x e.g. Blood_White.tga
  • Texture file for blood texture x. You have to give the path relative to the Data Files/Textures folder.
Texture Name x e.g. Skeleton (White)
  • Name for the blood texture x that is displayed in the Construction Set.

Section [PreLoad][edit]

Section [Moons][edit]

Section [Weather][edit]

Section [Weather Clear], [Weather Cloudy], [Weather Foggy] and [Weather Overcast][edit]

Section [Weather Rain][edit]

This weather condition has the same settings as the weather condition clear above. But it has some additonal settings that are explained in this section.

Using Precip=1 Rain Diameter=600 Rain Height Min=200 Rain Height Max=700 Rain Threshold=0.6 Rain Entrance Speed=7 Rain Loop Sound ID=Rain Max Raindrops=450

Section [Weather Thunderstorm][edit]

This weather condition has the same settings as the weather conditions Clear and Rain above. But it has some additonal settings that are explained in this section.

Thunder Frequency=.4 Thunder Threshold=0.6 Thunder Sound ID 0=Thunder0 Thunder Sound ID 1=Thunder1 Thunder Sound ID 2=Thunder2 Thunder Sound ID 3=Thunder3 Flash Decrement=4

Section [Weather Ashstorm] and [Weather Blizzard][edit]

This weather condition has the same settings as the weather condition Clear above. But it has some additonal settings that are explained in this section.

Setting Default Value Info
Storm Threshold .70
  • unknown

Section [Weather Blight][edit]

This weather condition has the same settings as the weather condition Clear above. But it has some additonal settings that are explained in this section.

Setting Default Value Info
Storm Threshold .70
  • unknown
Disease Chance .10
  • Chance to catch a Blight Disease in a storm. Unknown if this setting has any effect.

Section [Weather Snow][edit]

This weather condition has the same settings as the weather condition Clear above. But it has some additonal settings that are explained in this section.

Snow Threshold=0.5 Snow Diameter=800 Snow Height Min=400 Snow Height Max=700 Snow Entrance Speed=6 Max Snowflakes=750

Section [Fonts][edit]

Setting Default Value Info
Font 0 magic_cards_regular
  • File (?) of the font that can be used in books with <FONT FACE="Magic Cards">
Font 1 century_gothic_font_regular
  • File (?) of the font that can be used in books with <FONT FACE="Century Gothic">
Font 2 daedric_font
  • File (?) of the font that can be used in books with <FONT FACE="Daedric">

Section [FontColor][edit]

Section [Cursors][edit]

Section [Editor][edit]

Section [WhoCanMerge][edit]

Setting Default Value Info
acheng 1
  • This is an really interesting setting. Add a line with your windows name and the value 1 (e.g. Killfetzer=1) and you will see an additional button in the Data Files window of the Construction Set: Merge to Masters. If you select an ESP file and an ESM file this button will add the information of the ESP file to the ESM file. Warning: This is irreversible. If you want to get your original ESM file back you have to reinstall the game!

Further explanation!!!!

Section [LevelUp][edit]

In the following table x stands for an integer between 2 and 20.

Setting Default Value Info
Levelx  ?
  • Gives the text that is displayed after the level up to level x.
Default  ?
  • Gives the default text that is displayed for all level ups after level 20.

Section [Archives][edit]

Section [Game Files][edit]