I feel that a full list with explanation was lacking. There was a bit of info here, a bit there, but in no way a full one.
This is what I am trying to do right now.
Still a wip, fell free to step in to correct me or complete data.
I) Module general parameters
1) Versions
2) Resources loading
3) Content enabling
II) World Map parameters
1) Map constants
2) Time and date parameters
3) Skills parameters
4) Items parameters
I have no idea why only those two...
5) Party parameters
6) Game menus parameters
7) Others
III) Battle map
1) Combat parameters
# according to module.ini comments :
# Missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
# will penetrate.
# according to module.ini comments :
# You can modify the damage system by editing the following values:
# The first three values (i.e. soak) determine the amount which will be directly subtracted from damage due to armor.
# The next three values (i.e. reduction) determine the percentage reduction from the damage.
# The same goes for extra_penetration factor. This counts only for weapons that have the flag "itp_extra_penetration"
# Also, the "soak" can be negative, meaning that it will actually ADD to the damage, Not sure about the "reduction",
# though in theory it shloud work the same way, but less violently.
# comment has it this way :
# damage below this will not interrupt melee attacks
# But to which value does it refers to? The damage is compared to what?
#Napoleonic wars module.ini comment :
# Default value is 0.01 and you can't give anything below this value. If you provide a big value(it seems like 0.5 is enough), you can completely override cancelling effect.
# Not sure what it means
2) Battle parameters
3) Physics parameters
IV) Other details
1) Features enabling
2) Graphical parameters
3) Multiplayer parameters
4) Performance and logs
5) Savegames
This is what I am trying to do right now.
Still a wip, fell free to step in to correct me or complete data.
I) Module general parameters
1) Versions
module_name | # Module name |
module_version | # Module version number |
compatible_module_version | # Oldest version number compatible with this one |
compatible_single_player_version_no | # Version number for the single player part |
compatible_multiplayer_version_no | # Version number for the multi player part |
compatible_with_warband | # Unsure |
compatible_savegame_module_version | # Oldest version number of savegames compatible with this module |
works_with_version_max | # module.ini doc says "deprecated, use module_version and compatible_savegame_module_version instead" |
works_with_version_min | # module.ini doc says "deprecated, use module_version and compatible_savegame_module_version instead" |
2) Resources loading
load_module_resource | # untested, probably a deprecated version of load_mod_resource |
load_mod_resource | # Load resource files (.brf) localy form the module's Resource folder (gameroot/Modules/Modulename/Resource/) |
load_resource_nofast | # I don't know |
load_resource | # Load resource files (.brf) from game's CommonRes (gameroot/CommonRes/) |
scan_module_sounds | # Scan module files for sounds |
scan_module_textures | # Scan module files for textures |
use_case_insensitive_mesh_searches | # if 1 mesh names are not case-sentsitive (Mesh_01 is equivalent to mesh_01), 0 is the opposite (Mesh_01 is different from mesh_01) |
3) Content enabling
has_custom_battle | # enable/disable custom battle |
has_multiplayer | # enable/disable multiplayer |
has_single_player | # enable/disable singleplayer |
has_tutorial | # enable/disable tutorial |
II) World Map parameters
1) Map constants
# I am unsure about theese ones. Is it about the number of tree types? Or does it refer to a specific type? | |
map_desert_tree_types | # |
map_steppe_tree_types | # |
map_snow_tree_types | # |
map_tree_types | # |
map_min_elevation | # Self-explenatory |
map_max_elevation | # Self-explenatory |
map_river_speed_y | # y direction and speed of the waves? |
map_river_speed_x | # x direction and speed of the waves? |
map_river_direction | # direction of the foam |
map_sea_speed_y | # y direction and speed of the waves? |
map_sea_speed_x | # x direction and speed of the waves? |
map_sea_direction | # direction of the foam |
map_sea_wave_rotation | # unsure, module.ini commment says "This is where the tear artefact is visible on the sea." |
# min and max coordinates on the map | |
map_max_x | # self-explanatory |
map_min_x | # self-explanatory |
map_max_y | # self-explanatory |
map_min_y | # self-explanatory |
map_max_distance | # is this the direction of the camera from the map? |
2) Time and date parameters
starting_day | # self-explanatory |
starting_month | # self-explanatory |
starting_year | # self-explanatory |
time_multiplier | # Speed with which time passes |
3) Skills parameters
regulars_xp_multiplier | # xp multiplier for regular troops (i.e. not heroes) |
hero_xp_multiplier | # xp multiplier for heroes |
player_xp_multiplier | # xp multiplier for the player |
player_wounded_treshold | # percentage under or equal of which the player is considered wounded |
hero_wounded_treshold | # percentage under or equal of which a hero is considered wounded |
base_companion_limit | # max number of companions |
track_spotting_multiplier | # unsure |
skill_prisoner_management_bonus | # I gues the same as below but for prisoners?? |
skill_leadership_bonusblood_multiplier | # value multiplied to leadership to get the base max number of men in a party . |
weapon_points_per_level | # weapon points earned per each level |
attribute_points_per_level | # attribute points earned per each level |
skill_points_per_level | # skill points earned per each level |
# note for points per level : as it a multiplier, so if you set a value of 0,5 you will get 1 point every two levels | |
attribute_required_per_skill_level | # you can have a maximum of skill level of required_attribue / this (rounded down) |
can_run_faster_with_skills | # check if you want skills to affect running speed |
display_wp_firearms | # enable / disable displaying of the firearm weapon skill |
display_wp_throwing | # enable / disable displaying of the throwing weapon skill |
display_wp_crossbows | # enable / disable displaying of the crossbows weapon skill |
display_wp_archery | # enable / disable displaying of the archery weapon skill |
display_wp_polearms | # enable / disable displaying of the polearms weapon skill |
display_wp_two_handed | # enable / disable displaying of the two handed weapon skill |
display_wp_one_handed | # enable / disable displaying of the one handed weapon skill |
4) Items parameters
I have no idea why only those two...
timid_modifier_speed_bonus | # the speed modifier for the horses that have the "timid" modifier |
meek_modifier_speed_bonus | # the speed modifier for the horses that have the "meek" modifier |
5) Party parameters
auto_compute_party_radius | # not sure, apprently it automaticaly calculate the radius of a party |
show_party_ids_instead_of_names | # self explanatory |
use_strict_pathfinding_for_ships | # I don't know. |
6) Game menus parameters
show_troop_upgrades_button | # shows upgrade troop button if properly added |
7) Others
show_quest_notes | # Unsure |
show_faction_color | # Show faction color in parties' gui texts |
consider_weapon_length_for_weapon_quality | # not sure what it affects, is it price or combat worthiness? |
has_accessories_for_female | # I don't know |
disable_disband_on_terrain_type | # Unsure, seems to prevent disbanding on certain terrain. |
disable_force_leaving_conversations | # is it possible to force-leave a conversation or not. |
mission_object_prune_time | # Unsure |
can_adjust_camera_distance | # world map? |
limit_hair_colors | # disallow for excentric hair colors |
level_boundary_multiplier | # Unsure |
auto_create_note_indices | # Unsure |
III) Battle map
1) Combat parameters
# according to module.ini comments :
# Missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
# will penetrate.
shield_penetration_factor | # |
shield_penetration_offset | # |
crush_through_treshold | # A ratio, which determine if an attack goes through defence. |
# according to module.ini comments :
# You can modify the damage system by editing the following values:
# The first three values (i.e. soak) determine the amount which will be directly subtracted from damage due to armor.
# The next three values (i.e. reduction) determine the percentage reduction from the damage.
# The same goes for extra_penetration factor. This counts only for weapons that have the flag "itp_extra_penetration"
# Also, the "soak" can be negative, meaning that it will actually ADD to the damage, Not sure about the "reduction",
# though in theory it shloud work the same way, but less violently.
armor_soak_factor_against_blunt | # Against blunt type damage |
armor_soak_factor_against_pierce | # Against pierce type damage |
armor_soak_factor_against_cut | # Against cut type damage |
armor_reduction_factor_against_blunt | # Against blunt type damage |
armor_reduction_factor_against_pierce | # Against pierce type damage |
armor_reduction_factor_against_cut | # Against cut type damage |
extra_penetration_factor_reduction | # For extra_penetration |
extra_penetration_factor_soak | # For extra_penetration |
# comment has it this way :
# damage below this will not interrupt melee attacks
# But to which value does it refers to? The damage is compared to what?
damage_interrupt_attack_threshold_mp | # |
damage_interrupt_attack_threshold | # |
damage_interrupt_attack_treshold | # |
couched_lance_damage_multiplier | # multiplier to the damage when couching lance |
horse_charge_damage_multiplier | # multiplier to the damage when the horse bumps into a man |
apply_all_ammo_damage_modifiers | # if you have multiple ammo types in your slots, it applies all the bonuses on damage. |
melee_damage_speed_power | # power applied to melee damage, i.e if 1 then damage = damage, if 2 than damage = damage * damage, if 3 then damage = damage * damage * damage, etc... |
missile_damage_speed_power | # power applied to missile damage, i.e if 1 then damage = damage, if 2 than damage = damage * damage, if 3 then damage = damage * damage * damage, etc... |
disable_attack_while_jumping | # if 0 one can attack while jumping. |
fall_damage_multiplier | # multipler that affects teh damage received when an agent has fallen |
lance_pike_effect_speed | # speed with which the effect is applied? |
disable_zoom | # if 1 disable the ability to zoom pressing shift |
#Napoleonic wars module.ini comment :
# Default value is 0.01 and you can't give anything below this value. If you provide a big value(it seems like 0.5 is enough), you can completely override cancelling effect.
# Not sure what it means
brace_rotation_limit | # |
no_friendly_fire_for_bots | # check if you want the bots not to hurt friendlies |
can_reload_while_moving | # self explenatory |
ai_decide_direction_according_to_damage | # if checked the ai will prefer attacking with direction taht has the most damage (say a sword have a thrust of 30 and swings of 20 it will try to thrust more) |
2) Battle parameters
battle_size_max | # maximum number of men in a battle, defines the max value in the setting's slider |
battle_size_min | # minimum number of men in a battle, defines the min value in the setting's slid |
far_plane_distance | # Don't know |
3) Physics parameters
air_friction_bullet | # Guessing how fast does the projectile slow down |
air_friction_arrow | # Guessing how fast does the projectile slow down |
IV) Other details
1) Features enabling
use_advanced_formation | # if 0, in battle it uses warband's native formation system, if 1 uses napoeleonic wars' own. Needs a few things added in order to functiun properly. |
can_crouch | # Can men crouch? Needs an anim to be added. |
use_crossbow_as_firearm | # if 0, firearms are independant and use an older way of determining hits, if 1, it uses crossbows system instead. |
horses_rear_with_attack | # if 1 a horse rears when attacked from the front. |
horses_try_running_away | # if hurt horses try to run away. |
use_phased_reload | # if 1 firearms uses a three phases reload, like Napoleonnic Wars |
shorter_pistol_aiming | # not sure |
multiplayer_walk_enabled | # if enabled, a player can walk using shift |
has_forced_particles | # forces items stated as firearms to use the script game_missile_launch, if my memory serves |
can_objects_make_sound | # Unsure |
can_use_scene_props_in_single_player | # Unsure |
2) Graphical parameters
fix_gamma_on_dx7_operation_colors | # Unsure |
use_bordered_shadow_sampler | # Unsure |
add_set_neighbors_to_tangent_flag_to_shader | # Unsure |
screenshot_format | # self-explanatory. |
disable_high_hdr | # check if you want to disable this |
3) Multiplayer parameters
sync_ragdoll_effects | # sync all ragdolls movements |
sync_block_directions | # not sure, does it prevent syncing every block direction and keeps only the pertinent ones? |
restrict_attacks_more_in_multiplayer | # I Don't know |
show_multiplayer_gold | # Show gold in multiplayer? |
4) Performance and logs
dont_supress_initial_warnings | # Unsure |
give_performance_warnings | # Warn with a message that performances may be degraded because of settings. |
use_scene_unloading | # Unsure |
use_texture_degration_cache | # Unsure |
reduce_texture_loader_memory_usage | # Unsure |
disable_moveable_flag_optimization | # Unsure |
maximum_number_of_notification_messages | # Max number of entries displayed on the message log |
num_hints | # Unsure |
5) Savegames
dont_load_regular_troop_inventories | # Does the game save inventories for regular troops (i.e. not heroes) or not. IF 0, make sure you start a new game, as it. Also, savegames will be a bit bigger.may crash. |