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module.ini
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module.ini
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module_name = Calradia
map_min_x = -100
map_max_x = 110
map_min_y = -110
map_max_y = 100
map_sea_direction = -40
map_max_distance = 100
map_sea_wave_rotation = 120 #This is where the tear artefact is visible on the sea.
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01
scan_module_sounds = 1
compatible_with_warband = 1
compatible_module_version = 1136
compatible_savegame_module_version = 0
num_hints = 12
auto_create_note_indices = 1 #Do not automatically search through all troops/factions/towns to check if they have note text.
air_friction_arrow = 0.002
air_friction_bullet = 0.002
# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types = 3
map_steppe_tree_types = 5
map_desert_tree_types = 4
time_multiplier = 0.25
seeing_range = 6.5
track_spotting_multiplier = 0.8
# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15
skill_prisoner_management_bonus = 10
skill_leadership_bonus = 15
base_companion_limit = 20
player_xp_multiplier = 1.0;
hero_xp_multiplier = 1.0;
regulars_xp_multiplier = 0.9;
display_wp_firearms = 0
# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold = 3.0
# Same thing for multiplayer
damage_interrupt_attack_threshold_mp = 1.0
# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.
armor_soak_factor_against_cut = 0.70
armor_soak_factor_against_pierce = 0.60
armor_soak_factor_against_blunt = 0.50
armor_reduction_factor_against_cut = 0.70
armor_reduction_factor_against_pierce = 0.60
armor_reduction_factor_against_blunt = 0.55
horse_charge_damage_multiplier = 1.0
couched_lance_damage_multiplier = 0.5
fall_damage_multiplier = 1.0
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.
shield_penetration_offset = 30.0
shield_penetration_factor = 3.0
#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 1.0;
melee_damage_speed_power = 1.0;
has_tutorial = 0
#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot = 1
# Change this to 1 if you want to load
# textures from Modules/<Module_Dir>/Textures/
scan_module_textures = 1
scan_module_sounds = 1
#edit mode should be enabled
#give_performance_warnings = 1
#dont_supress_initial_warnings = 1
#OiM
extra_penetration_factor_soak = 0.5
extra_penetration_factor_reduction = 0.5
#OiM end
#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.
load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials
load_resource = materials_face_gen
load_resource = new_textures
load_resource = uimeshes
load_resource = meshes_face_gen
load_resource = helpers
load_resource = map_tree_meshes
load_resource = map_icon_meshes
load_resource = particle_meshes
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = object_meshes
load_resource = object_bodies
load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_a
load_resource = arabian_horses
load_resource = arabian_castle
load_resource = food
load_resource = beards
load_resource = armors_b
load_resource = armors_c
load_resource = armors_d
load_resource = armors_e
load_resource = armors_f
load_resource = armors_g
load_resource = armors_h
load_resource = armors_i
load_resource = boots_b
load_resource = boots_c
load_resource = helmets
load_resource = helmets_b
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
load_resource = hair
load_resource = deneme
load_resource = interiors_a
load_resource = interiors_b
load_resource = interiors_c
load_resource = arena
load_resource = map_icons_b
load_resource = castle_a
load_resource = dungeon
load_resource = stone_houses
load_resource = snowy_houses
load_resource = snowy_castle
load_resource = helmets_d
load_resource = helmets_e
load_resource = helmets_f
load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
load_resource = shields
load_resource = shields_b
load_resource = weapon_meshes_c
load_resource = xtree_meshes_b
load_resource = map_icons_c
load_resource = pictures
load_resource = user_interface_b
load_resource = user_interface_c
load_resource = scene_encounter_spot
load_resource = interior_thirsty_lion
load_resource = scene_small_tavern
load_resource = weapon_meshes1
load_resource = weapon_meshes_b
load_resource = houses1
load_resource = wall_meshes1
load_resource = town_houses
load_resource = doors
load_resource = churches
load_resource = town_houses_b
load_resource = castle_c
load_resource = castle_d
load_resource = castle_e
load_resource = castle_f
load_resource = castle_g
load_resource = castle_h
load_resource = castle_i
load_resource = gatehouse
load_resource = viking_houses
load_resource = fake_houses
load_resource = town_houses_c
#load_resource = banners
load_resource = map_flags
load_resource = map_flags_b
load_resource = map_flags_c
load_resource = map_flags_d
#load_resource = costumes_a
load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
load_resource = costumes_b
load_resource = costumes_c
load_resource = arena_costumes
load_resource = boots_a
load_resource = terrain_borders
load_resource = terrain_borders_b
load_resource = object_b
load_resource = tree_e_meshes
load_resource = destroy
load_resource = xtree_meshes_c
load_resource = grass_meshes_b
load_resource = interiors_steppe
load_resource = grooming_horse
load_resource = town_houses_d
load_resource = horses_b
load_resource = ani_horse_mounted
load_resource = deneme2
load_resource = horse_skeleton
load_resource = steppe_fake_houses
load_resource = weapon_meshes_d
load_resource = tableau_shields
load_resource = heraldic_armors
load_resource = spear
load_resource = weapons_e
load_resource = weapons_f
load_resource = instruments
load_resource = sarranid_armors
load_resource = custom_banner
load_resource = simple_primitives
load_resource = ani_man_walk
load_resource = ani_twohanded
load_resource = ani_onehanded
load_resource = ani_death
load_resource = ani_stand_guardsman
load_resource = ani_human_mounted
load_resource = ani_lady_stand
load_resource = ani_poses
load_resource = ani_stand_shopkeeper
load_resource = ani_man_cheer
load_resource = ani_stand_onhorse
load_resource = ani_throw_stone
load_resource = ani_strikes
load_resource = ani_equip_arms
load_resource = ani_run_p
load_resource = ani_run_forward_left_right
load_resource = ani_walk_sideways
load_resource = ani_run_sideways
load_resource = ani_stand
load_resource = ani_crouch_down
load_resource = ani_low_walk
load_resource = ani_turn_man
load_resource = ani_attacks_single
load_resource = ani_lancer
load_resource = ani_attacks
load_resource = ani_kicks
load_resource = ani_parry_attack
load_resource = ani_walk_backward
load_resource = ani_run_lookingsides
load_resource = ani_defends
load_resource = ani_walk_lookingsides
load_resource = ani_jump
load_resource = ani_wedding
load_resource = ani_musket_attacks
load_resource = arabian_props
#animations
load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways
load_resource = uni_spear_thrust_overhead
load_resource = uni_strikes3
load_resource = uni_equip_musket
load_resource = uni_equip_pistol
load_resource = dart
load_resource = armors_new_a
load_resource = armors_new_b
load_resource = armors_new_heraldic
load_resource = armors_new_arena
load_resource = crossbows
load_resource = arabian_armors
load_resource = rock
load_resource = costumes_d
load_resource = nordic_helmets
load_resource = sarranid_helmets
load_resource = sarranid_armor
load_resource = raw_materials
load_resource = khergit_lady_dress
load_resource = vaegir_helmets
load_resource = gauntlets_new
load_resource = sarranid_lady_dress
load_resource = sarranid_boots
load_resource = bride_dress
load_resource = full_plate_armor
load_resource = weapon_meshes_e
load_resource = fur_armors_a
load_resource = ui_server_filter
load_resource = warhorse_new
load_resource = ship
load_resource = arabian_houses
load_resource = tree_f
load_resource = interiors_arabian
load_resource = arabian_village
load_resource = valleyProps
load_resource = workshops
load_resource = barrier_primitives
load_resource = town_houses_e
load_resource = object_c
module_version = 1143 #can be used for multiplayer and single player (saved game) module versioning
compatible_module_version = 1143 #can be used for multiplayer module versioning
compatible_savegame_module_version = 0 #can be used for single player (saved game) module versioning
limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1
use_explicit_couch_flag = 1
dont_load_regular_troop_inventories = 0
#assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
disable_moveable_flag_optimization = 0
#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0
crush_through_treshold = 2.4
load_resource = oim_body_meshes
load_resource = oim_textures
load_resource = bump_textures
load_resource = oim_materials
load_resource = oim_materials2
load_resource = new_materials
load_resource = bump_materials
load_resource = oim_flora_materials
load_resource = oim_agent_materials
load_resource = prichi
load_resource = firearms1
load_resource = firearms2
load_resource = coldarms1
load_resource = coldarms2
load_resource = coldarms3
load_resource = coldarms4
load_resource = puzo_a
load_resource = puzo_b
load_resource = puzo_c
load_resource = puzo_d
load_resource = puzo_e
load_resource = helmets_a
load_resource = oim_helmets_b
load_resource = hats_a
load_resource = nogi_a
load_resource = oim_shields
load_resource = oim_shields2
load_resource = bows
load_resource = rus_fortifications_a
load_resource = europa_fortifications
load_resource = architecture
load_resource = architecture2
load_resource = architecture3
load_resource = architecture4
load_resource = architecture5
load_resource = architecture6
load_resource = interiery
load_resource = ukr_rich_houses
load_resource = ukr_houses
load_resource = rus_izbushki
load_resource = evropa_houses
load_resource = evropa_houses2
load_resource = evropa_houses3
load_resource = ukr_sobor
load_resource = oim_simple_objects
load_resource = oim_obyekti
load_resource = map_icons_oim
load_resource = perchi
load_resource = proezdom
load_resource = oim_koni
load_resource = oim_pics
load_resource = oim_dereva1
load_resource = oim_dereva2
load_resource = tatar_houses
load_resource = tatar_houses2
load_resource = tatar_houses3
load_resource = tatar_fortifications
load_resource = proloms
load_resource = _all_houses_LODs
load_resource = _all_fortifications_LODs
#load_resource = oim_flora_test_materials
#load_resource = oim_test_tree
load_resource = _OIM_particle_meshes
load_resource = oim_animations
load_resource = oim_baby
load_resource = oim_dereva3
load_resource = _all_Inventory_models
#load_resource = fir_patterns_a
#load_resource = fir_patterns_b
load_resource = man_reload
load_resource = NW_objects1
load_resource = psov_dlc
load_resource = banners
load_resource = banners_mp
load_resource = mp_river_map_houses
load_resource = oim_user_interface_mp
load_resource = cossacks_female_armors
load_resource = polish_female_armors
load_resource = swedish_female_armors
load_resource = tatar_female_armors
load_resource = russian_female_armors
load_resource = oim_trenches
load_resource = oim_box_trenches
load_resource = oim_basket_trenches
load_resource = prisonCart
load_resource = captain_coop_ico
load_mod_resource = crusaderhelms
load_mod_resource = men_at_arms
load_mod_resource = men_at_arms_lods
load_mod_resource = Rus_armour_pack
load_mod_resource = narf's_plate_armour_pack_WB
load_mod_resource = narf's_transitional_armour_pack
load_mod_resource = skyboxes
load_mod_resource = ani_HMS
load_mod_resource = blood_and_iron_animations_parrot
load_mod_resource = skeletons
load_mod_resource = weapon_meshes_b_PMM_New_Warbow
load_mod_resource = weapon_meshes_b
load_mod_resource = medievalhelmets
load_mod_resource = 15th_century_weapons
load_mod_resource = 2d_art
load_mod_resource = ado_med_props2
load_mod_resource = ado_wood_props
load_mod_resource = krag_galleon
load_mod_resource = OSP_Italian_Props
load_mod_resource = OSP_Monastery_Bridge
load_mod_resource = OSP_Monastery_Bridge2
load_mod_resource = tavern_osp
load_mod_resource = terrain_collision
load_mod_resource = terrain_earth
load_mod_resource = terrain_grass
load_mod_resource = terrain_misc
load_mod_resource = terrain_snow
load_mod_resource = tunnels
load_mod_resource = dynamic_props
load_mod_resource = Draco_armour_pack
load_mod_resource = Draco_shield_pack
load_mod_resource = Draco_warhorses
load_mod_resource = Draco_weapon_pack