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TEMPLATE_module.ini
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TEMPLATE_module.ini
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module_name = 1257AD Enhanced Edition
compatible_with_warband = 1
################# NEW v1.8 - added this VC settings
; operation_set_version = 1168 # to force new version of engine API
supports_directx_7 = 1
reduce_texture_loader_memory_usage = 1 # this should improve loading time by making it multithread
use_case_insensitive_mesh_searches = 0
use_texture_degration_cache = 0 #improve loading times but generate chache files.
use_scene_unloading = 1
blood_multiplier = 18.0 #chief aumentado
disable_force_leaving_conversations = 1 #no TAB end in conversations.
apply_all_ammo_damage_modifiers = 0 #this basically adds the dmg of the ammo twice, makes throwing weapons do double dmg
maximum_number_of_notification_messages = 10 #msg in battle. Common 10
show_troop_upgrades_button = 0
ai_decide_direction_according_to_damage = 1
consider_weapon_length_for_weapon_quality = 1 # weapon selection
#################
auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.
battle_size_min = 80
battle_size_max = 600
map_min_x = -248
map_max_x = 275
map_min_y = -293
map_max_y = 212
map_sea_direction = -40
map_sea_wave_rotation = 300 #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 = -40
#140
map_river_speed_x = 0.01
map_river_speed_y = -0.01
; air_friction_arrow = 0.004
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_tree_types = 3
#map_snow_tree_types = 3
map_snow_tree_types = 1
#map_steppe_tree_types = 5
map_steppe_tree_types = 1
#map_desert_tree_types = 4
map_desert_tree_types = 1
time_multiplier = 0.25
#time_multiplier = 0.25
#seeing_range = 4.5
seeing_range = 4.5
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 = 10
hero_wounded_treshold = 10
skill_prisoner_management_bonus = 15
skill_leadership_bonus = 15
base_companion_limit = 30
player_xp_multiplier = 2.0;
hero_xp_multiplier = 4.0;
regulars_xp_multiplier = 1.75;
display_wp_firearms = 0
# No extra penetration flags are set, so keep them ineffective
extra_penetration_factor_soak = 1.0
extra_penetration_factor_reduction = 1.0
# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold = 1.0
# 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.
# RCM values
; armor_soak_factor_against_cut = 0.98
; armor_soak_factor_against_pierce = 0.85
; armor_soak_factor_against_blunt = 0.80
armor_soak_factor_against_cut = 0.9
armor_soak_factor_against_pierce = 0.75
armor_soak_factor_against_blunt = 0.7
# RCM values
armor_reduction_factor_against_cut = 1.0
armor_reduction_factor_against_pierce = 0.8
armor_reduction_factor_against_blunt = 0.7
horse_charge_damage_multiplier = 3.40
couched_lance_damage_multiplier = 0.33
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 = 1.9;
#melee_damage_speed_power = 2.0;
# RCM values
missile_damage_speed_power = 1.2
melee_damage_speed_power = 2.0
#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
#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.
############## SENGOKU JIDAI 0.70 DEATH ANIMATIONS
load_mod_resource = custom_animations
##############
############## FREELANCER PICS
load_mod_resource = pics_freelancer
##############
############## PBOD ### disabled in v2.1
; load_mod_resource = Papas_Community_Animations
; load_mod_resource = pbod_resources
##############
############## NEW 1.9
load_mod_resource = new_1
##############
############## NEW 3.0 - decapitation
load_mod_resource = dismemberment
##############
load_mod_resource = textures_face_gen
load_mod_resource = 1257_textures
load_mod_resource = 1257_materials
load_resource = test
load_resource = shaders
load_mod_resource = env_materials
load_mod_resource = materials_face_gen
; load_mod_resource = 1257_unused
load_resource = uimeshes
load_mod_resource = meshes_face_gen
load_resource = helpers
load_mod_resource = map_tree_meshes
load_resource = map_icon_meshes
load_mod_resource = particle_meshes
load_mod_resource = skeletons
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies
############## NEW 2.1 - RUS FEMALE FACES
load_mod_resource = moddershairs
load_mod_resource = meshes_face_gen_gaolu
##############
############## DICKPLOMACY
load_mod_resource = dedal_tavern_anims
load_mod_resource = RNE_Tent
; load_mod_resource = NUDE
load_mod_resource = anims_wedding_dance
; load_mod_resource = jewellery_new
; load_mod_resource = textures_face_gen
#### GAOLU FACES
; load_mod_resource = materials_face_gen_gaolu
; load_mod_resource = meshes_face_gen_gaolu
; load_mod_resource = hair_gaolu
; load_mod_resource = hair_new
##############
############## NEW 2.1 - CWE
load_mod_resource = cwe_textures
load_mod_resource = cwe_materials
load_mod_resource = cwe_map_icons
load_mod_resource = cwe_crusader_tableau_meshes
load_mod_resource = cwe_ibelin_armor_tableau_meshes
load_mod_resource = cwe_jerusalem_armor_tableau_meshes
load_mod_resource = cwe_saracin_tableau_meshes
load_mod_resource = cwe_armor_meshes_antioh
load_mod_resource = cwe_armor_meshes_bandit
load_mod_resource = cwe_armor_meshes_hospitaller
load_mod_resource = cwe_armor_meshes_ibelin
load_mod_resource = cwe_armor_meshes_jerusalem
load_mod_resource = cwe_armor_meshes_saracen
load_mod_resource = cwe_armor_meshes_templar
load_mod_resource = cwe_armor_meshes_tevton
load_mod_resource = cwe_armor_meshes_tripoli
load_mod_resource = cwe_armor_meshes_tyrk
load_mod_resource = cwe_monie_meshes
load_mod_resource = cwe_boots_meshes_civil
load_mod_resource = cwe_boots_meshes_crus
load_mod_resource = cwe_boots_meshes_saracen
load_mod_resource = cwe_boots_meshes_tyrk
load_mod_resource = cwe_bow_meshes_saracen
load_mod_resource = cwe_bow_meshes_tyrk
load_mod_resource = cwe_crossbows_crus
; load_mod_resource = cwe_flag
load_mod_resource = cwe_gauntlets_meshes
load_mod_resource = cwe_helmets_meshes_crus
load_mod_resource = cwe_helmets_meshes_saracen
load_mod_resource = cwe_helmets_meshes_tyrk
load_mod_resource = cwe_horses_meshes_saracen
load_mod_resource = cwe_horses_meshes_bandit
load_mod_resource = cwe_horses_meshes_crus
load_mod_resource = cwe_horses_meshes_tyrk
load_mod_resource = cwe_hard_horses_meshes_crus
load_mod_resource = cwe_hard_horses_meshes_saracen
load_mod_resource = cwe_weapons_meshes_crus
load_mod_resource = cwe_weapons_meshes_saracen
; load_mod_resource = cwe_shaders
load_mod_resource = cwe_animals_meshes
load_mod_resource = cwe_map_flags
load_mod_resource = cwe_shields_meshes_saracen
load_mod_resource = cwe_shields_meshes_antioh
load_mod_resource = cwe_shields_meshes_bandit
load_mod_resource = cwe_shields_meshes_hospitaller
load_mod_resource = cwe_shields_meshes_ibelin
load_mod_resource = cwe_shields_meshes_jerusalem
load_mod_resource = cwe_shields_meshes_templar
load_mod_resource = cwe_shields_meshes_tevton
load_mod_resource = cwe_shields_meshes_tripoli
load_mod_resource = cwe_shields_meshes_tyrk
##########################################
load_resource = goods_meshes
#load_resource = item_meshes1
load_mod_resource = horse_a
load_resource = arabian_horses
load_resource = arabian_castle
load_resource = food
#load_resource = beards
load_mod_resource = beards
load_mod_resource = armors #### NEW v2.1 - new merged file
; load_mod_resource = armors_b #### NEW v2.1 - merged it into armors.brf
; load_mod_resource = armors_c #### NEW v2.1 - merged it into armors.brf
; load_mod_resource = armors_d #### NEW v2.1 - merged it into armors.brf
; load_mod_resource = armors_e #### NEW v2.1 - merged it into armors.brf
; load_mod_resource = armors_f #### NEW v2.1 - merged it into armors.brf
#load_mod_resource = armors_g
; load_mod_resource = armors_h #### NEW v2.1 - merged it into armors.brf
#load_mod_resource = armors_i
; load_mod_resource = boots_b #### NEW v2.1 - merged it into 1257_modded_boots.brf
; load_mod_resource = boots_c #### NEW v2.1 - merged it into 1257_modded_boots.brf
#load_resource = helmets
; load_mod_resource = helmets ## NEW v2.1 - merged it into 1257_modded_helmets.brf
#load_resource = helmets_b
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
#load_resource = hair
load_mod_resource = hair
#load_resource = deneme
load_resource = interiors_a
load_resource = interiors_b
load_resource = interiors_c
load_resource = arena
load_mod_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 ## NEW v2.1 - must stay here
load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
load_resource = shields
#load_resource = shields_b
load_mod_resource = weapon_meshes_c
load_mod_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_mod_resource = weapon_meshes1
load_mod_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_mod_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
# standardization banner pack
load_module_resource = std_banners
load_module_resource = std_banners_default
load_module_resource = std_flags_vertical
#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_mod_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
#load_resource = costumes_b
#load_resource = costumes_c
load_mod_resource = arena_costumes
#load_resource = boots_a
load_mod_resource = terrain_borders
load_mod_resource = terrain_borders_b
load_mod_resource = skyboxes
load_resource = object_b
load_mod_resource = tree_e_meshes
load_resource = destroy
load_mod_resource = xtree_meshes_c
; load_mod_resource = grass_meshes_b ## NEW v2.1 - merged it into grass_meshes.brf
load_resource = interiors_steppe
load_resource = grooming_horse
load_resource = town_houses_d
load_mod_resource = horses_b
load_resource = ani_horse_mounted
load_resource = deneme2
load_resource = horse_skeleton
load_resource = steppe_fake_houses
; load_mod_resource = weapon_meshes_d
load_mod_resource = tableau_shields
load_resource = heraldic_armors
load_resource = spear
load_resource = weapons_e
; load_resource = weapons_f ####### NEW v2.1 - see below
load_mod_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 #### removed in v2.1
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 = uni_strikes3
load_resource = ani_walk_sideways
load_resource = ani_run_sideways
load_resource = ani_stand
; load_mod_resource = ani_crouch_down ## NEW v2.1 - merged it into modded_1257_ani.brf
; load_mod_resource = ani_low_walk ## NEW v2.1 - merged it into modded_1257_ani.brf
###################### NEW v1.8 - OVERHEAD ANIMATIONS
; load_mod_resource = mbg_pastebin_anims
######################
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 = 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 = dart
; load_mod_resource = armors_new_a ## NEW v2.1 - merged it into armors.brf
; load_mod_resource = armors_new_b ## NEW v2.1 - merged it into armors.brf
; load_mod_resource = armors_new_heraldic ## NEW v2.1 - merged it into armors.brf
#load_resource = armors_new_arena
; load_mod_resource = 1257_ani ## NEW v2.1 - merged it into modded_1257_ani.brf
load_mod_resource = modded_1257_ani
; load_mod_resource = crossbows ## NEW v2.1 - merged it into 1257_modded_weapons.brf
load_resource = arabian_armors
load_resource = rock
; load_mod_resource = costumes_d ## NEW v2.1 - merged it into armors.brf
#load_resource = nordic_helmets
load_resource = sarranid_helmets
load_mod_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_mod_resource = sarranid_boots
load_resource = bride_dress
#load_resource = full_plate_armor
load_resource = weapon_meshes_d
load_resource = weapon_meshes_e
load_resource = fur_armors_a
load_resource = ui_server_filter
load_resource = ship
load_resource = arabian_houses
load_resource = object_c
load_resource = tree_f
#load_mod_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_mod_resource = warhorse_new
; load_mod_resource = talak_weapons ## NEW v2.1 - merged it into 1257_modded_weapons.brf
load_mod_resource = 1257_armor #### NEW v2.1
; load_mod_resource = 1257_armor2 #### NEW v2.1 - merged it into 1257_armor.brf
load_mod_resource = rafi
; load_mod_resource = 1257_helmets #### no longer needed in v2.1
load_mod_resource = 1257_modded_helmets #### NEW v2.1
; load_mod_resource = raf_kettle ### NEW v2.1 - merged it into 1257_modded_helmets.brf
; load_mod_resource = 1257_weapons
load_mod_resource = 1257_modded_weapons #### NEW v2.1
load_mod_resource = kau_eastern
load_mod_resource = kau_armours
load_mod_resource = kau_arabic
load_mod_resource = raf_teu
#load_mod_resource = raf_weapons
load_mod_resource = raf_den
load_mod_resource = raf_eng
load_mod_resource = raf_fre
load_mod_resource = raf_hre
load_mod_resource = raf_hun
load_mod_resource = raf_ire
load_mod_resource = raf_mon
load_mod_resource = raf_nor
load_mod_resource = raf_nov
load_mod_resource = raf_pol
load_mod_resource = raf_scot
load_mod_resource = raf_swe
load_mod_resource = raf_baltic
; load_mod_resource = raf_nordic
load_mod_resource = raf_modded_nordic #### NEW v2.1
load_mod_resource = raf_crus
; load_mod_resource = raf_iberia
load_mod_resource = modded_raf_iberia #### NEW v2.1
load_mod_resource = raf_byzantine
load_mod_resource = raf_lit
load_mod_resource = raf_italy
load_mod_resource = lv_horses_b
#load_mod_resource = lv_objects
#load_mod_resource = daedalus_tartans
; load_mod_resource = shields_lit
load_mod_resource = modded_shields_lit #### NEW v2.1
#load_mod_resource = yurt
load_mod_resource = raf_misc
; load_mod_resource = cc_missiles #### NEW v2.1
load_mod_resource = to_materials
load_mod_resource = to_castle_a
load_mod_resource = to_castle_b
load_mod_resource = to_castle_d
load_mod_resource = to_castle_f
load_mod_resource = to_castle_h
load_mod_resource = to_churches
load_mod_resource = to_town_houses_c
load_mod_resource = mansur_castles
load_mod_resource = italy_town_houses_c
load_mod_resource = banner_heraldic
load_mod_resource = kuauik_shields
load_mod_resource = andal_castle
; load_mod_resource = bows #### NEW v2.1
load_mod_resource = cp_mail_spurs
load_mod_resource = angry_peasants
load_mod_resource = yurt
load_mod_resource = hedingham
load_mod_resource = 1257_Sahran_Armours
load_mod_resource = order_frame
load_mod_resource = french_military_props
load_mod_resource = life_eriksons_swords
load_mod_resource = theodosian_wall
load_mod_resource = buttress_pack_counterpoint
load_mod_resource = almansur_map_icons
load_mod_resource = castle1257
load_mod_resource = ntb_materials
load_mod_resource = ntb_flags
load_mod_resource = trees_ntb
; load_mod_resource = ntb_armors ### NEW v2.1 - wasn't used
load_mod_resource = ntb_map_icons
load_mod_resource = ntb_greek_houses
load_mod_resource = ntb_props
load_mod_resource = rus_town_icon
load_mod_resource = outremer_walls
load_mod_resource = kuauik_buildings
; load_mod_resource = 1257_boots
load_mod_resource = 1257_modded_boots #### NEW v2.1
load_mod_resource = fcc_paintings
load_mod_resource = 1257doors
load_mod_resource = kuauik_roman_props
; load_mod_resource = gutek_textures ## NEW v2.1 - merged into gutek_houses.brf
; load_mod_resource = gutek_materials ## NEW v2.1 - merged into gutek_houses.brf
; load_mod_resource = gutek_particles ## NEW v2.1 - merged into gutek_houses.brf
load_mod_resource = gutek_houses
load_mod_resource = gutek_snowy_castle
load_mod_resource = gutek_snowy_houses
load_mod_resource = OSP_Monastery_Bridge
load_mod_resource = halgrim_props
load_mod_resource = map_icons_cozur
############## NEW 1.0 - Outposts
load_mod_resource = fort
##############
; works_with_version_min = 1000
; works_with_version_max = 1011
limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1
; use_explicit_couch_flag = 1
dont_load_regular_troop_inventories = 1
#assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
disable_moveable_flag_optimization = 1
#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0
crush_through_treshold = 2.4
### Walking
multiplayer_walk_enabled = 0
#1.151 things
can_crouch = 1
can_objects_make_sound = 0
disable_zoom = 0
use_advanced_formation = 0 ####### NEW v2.5 - disabled it because it was causing bugs with the menu
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0
horses_try_running_away = 0
horses_rear_with_attack = 1
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 1
disable_attack_while_jumping = 0
disable_high_hdr = 0
has_accessories_for_female = 0