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Several of these settings are actually there primarily for servers, but may affect singleplayer as well. Others are singleplayer only.

In Game Setting Namesettings.tml nameDefault ValueOptions Panel Valuessettings.tml valuesDescription and Notes
General




Language

[game]

[game.language]

override = ""

Auto Detect

Auto Detect

English

French

German

Spanish

Italian

Polish

""

en

fr

de

es

it

pl

Auto detect should detect the OS language and use that.

Some languages change the audio, text and subtitles on movies. Some just change the text and subtitles on movies and keep English voices.

Needs a game restart to fully take effect.

Relates to the games \steamapps\common\Neverwinter Nights\lang\XX folder name if you want to find the files it swaps out.

Difficulty

[ruleset]

difficulty = 1

1 (Easy)

Very Easy**

Easy

Normal

D&D Hardcore Rules

Very Difficult

** Not singleplayer accessible - server only

0

1

2

3

4

See NWN Difficulty Settings page for more information.

Note servers have this set on the server end of course overriding this setting. 

In singleplayer you can change it at anytime during gameplay.

General - Advanced




Show Pregenerated Characters

[game]

[game.character-generation]

show-pregenerated = true

true

Enabled (Ticked)

Disabled (Unticked)

true

false

Shows the .BIC files referenced in pregen.2da if ticked/true, else will not disaply them
Violence Level

[game]

gore = 1

1 (Full)

Low

Full

Special

0

1

2

Low - removes blood VFX (see visualeffects.2da) and replaces some placeables with "lower violence" versions (see placeables.2da)

Full - usual setting, normal visuals and placeables

Special - Certain deaths are now "gory" and explode the creature into chunks with additional blood VFX

Note the 1.69 "Violence Password" is no longer accessible in the game options panel.

Ruleset




Show Challenge Ratings

[game]

show-challenge-ratings = true

true

Enabled (Ticked)

Disabled (Unticked)

true

false

Shows the challenge rating of monsters. This is calculated as:

  • More than -5 difference: Effortless
  • -5 and -4 difference: Easy
  • -3 and -2 difference: Moderate
  • -1 and 0 difference: Challenging
  • +1 and +2 difference: Very Difficult
  • +3 and +4 difference: Overpowering
  • +5 difference: Impossible

If false the CR is hidden, making it harder for players to assess monster difficulty but may help RP / being more thematic especially if CR is not used for anything else.

Show Active Effects

[game]

show-active-effects = true

true

Enabled (Ticked)

Disabled (Unticked)

true

false

Shows active effects (as per effecticons.2da) on creature descriptions. If false it will hide them (making it more difficult for players to see what spells and immunities are on them).
Natural Ones Fail Saving Throws
true

If true it will mean a saving throw can fail on a 1 regardless of the positive values. If false then it will save. This being true does make a 1 in 20 chance anyone will fail a particular save - in higher levels this means instant death saving throws can fail if you roll one on average 20 times.
Always Roll Max Hitpoints On Levelup
false

This will make it so a character who would roll, say, 1d10 to get HP that level, instead just gets 10. Since you can see the roll before cancelling the levelup, this is a timesaver in SP and in many cases can be enabled in MP as well to balance PCs who roll badly versus those who don't.
Hide Hitpoints Gained on Levelup
false

This will hide the notification of what HP is gained during a levelup, so it can't be cancelled and started again if too low, if you really want random HP on a MP server.
Combat Sticky Modes
false

Determines whether combat modes are turned off by movement. The standard behaviour is false, movement turns off combat modes. When the value is true, combat modes become sticky and not interrupted by movement.

Combat modes are things like Power Attack, Expertise, etc. and this can help streamline combat.

Ruleset - Advanced




Encounters Always Reset

[ruleset]
[ruleset.encounters]
always-reset = false

false

This setting fixes a bug when resetting non-continuous encounters through scripting (SetEncounterActive). With the default value of false, the calculated "party" CR will not be reset, and instead be additive. Consider this example:

A CR 5 party triggers a single-fire encounter, exhausting it. The encounter spawns creatures matching a CR 5 party, regardless of this setting.
The encounter is then reset via script, and another party that is CR 3 triggers the encounter.
When set to false, the encounter will spawn creatures matching a CR 8 party (CR 5 + 3).
When set to true, the encounter will spawn creatures matching a CR 3 party.

Validate Spells
true

This will check the servers list of spells ie spells.2da against what the client is saying. For instance if the client says that their Wizard can cast Harm, can they really? Should always be left enabled and is even set by default.
Combat Max Attack Bonus
20

Maximum bonuses from effects, the default values are what Bioware previously hardcoded.
Combat Max Damage Bonus
100

Maximum bonuses from effects, the default values are what Bioware previously hardcoded.
Combat Max Saving Throw Bonus
20

Maximum bonuses from effects, the default values are what Bioware previously hardcoded.
Combat Max Ability Bonus
12

Maximum bonuses from effects, the default values are what Bioware previously hardcoded.
Combat Max Ability Penalty
30

Maximum bonuses from effects, the default values are what Bioware previously hardcoded.
Combat Max Skill Bonus
50

Maximum bonuses from effects, the default values are what Bioware previously hardcoded.
Logging




Game Log Chat Text
false

The game log has all the text chat said, such as when you type in the text box and say "Hello!"
Game Log Chat All
false

The game log has all the chat - presumably also things like the combat log? Need to test if this is going to override the other two options.
Game Log Chat Emotes
false

The game log has emotes such as when people bow presumably.
Logging - AdvancedServer Log RotationtrueWhen the logs reach a certain size they will be rotated with appended numbers on them eg; you'll get nwserverLog2.txtServer Log HeartbeatsfalseThis will put a single dot on the current last log line, which isn't indicative of 6 seconds passing but does show the server is still active and hasn't crashed.Server Log Creature DeathsfalseLogs creature deaths, as if WriteTimestampLogEntry(GetName(OBJECT_SELF) + " Died"); was added to each creatures OnDeath script. Can be useful for some servers to track issues/crashes/bugs/abuse although annoyingly doesn't log the tag or resref or area they were killed or what killed them.Server Log Debug Mode Sends To PlayerstrueWill send to every player on the server any contents of a call to the nwscript command WriteTimestampedLogEntry - you wouldn't enable this on a production server it's more for easier testing!
Game Log Debug Assert
false

Logs engine asserts to the nwengineLog.txt file. Usually not required unless you are seeing issues (eg crashes). Resets to 0 at game start must be enabled during runtime.
Game Log Debug Network
false

Logs network debug to the nwengineLog.txt file. Usually not required unless you are seeing issues. Resets to 0 at game start must be enabled during runtime.
Game Log Debug Scriptvm
false

Logs every script being run and, if applicable, if they have an error occur (either due to a runtime issue like an overflow, underflow or TMI, or due to AbortRunningScript being called) to the nwengineLog.txt file. Usually not required unless you are script issues. Resets to 0 at game start must be enabled during runtime. Replaces previous "Log Script Execution" and "Vm Profiling" options since it reports script execution times which you can parse (but no auto summary, Tracy however is better for checking script performance data now).
Game Log Debug Nui
false

Logs nui debug to the nwengineLog.txt file. Usually not required unless you are seeing issues. Resets to 0 at game start must be enabled during runtime.
Logging - Advanced




Server Log Rotation
true

When a server starts it will have a new log file if an existing log file already exists.
Server Log Creature Deaths
false

Logs creature deaths, as if WriteTimestampLogEntry(GetName(OBJECT_SELF) + " Died"); was added to each creatures OnDeath script. Can be useful for some servers to track issues/crashes/bugs/abuse although annoyingly doesn't log the tag or resref or area they were killed or what killed them.
Server Log Debug Mode Sends To Players
true

Will send to every player on the server any contents of a call to the nwscript command WriteTimestampedLogEntry - you wouldn't enable this on a production server it's more for easier testing!
Game Log Resman Lookup Failures
false

This logs if a

Game Log Model ErrorsfalseThis will log some model errors if enabled. Obviously don't enable on a server, which won't load MDL files anyway.Game Log Resman Lookup FailuresfalseThis logs if a

file is not found when referenced by something such as a script event, or a texture or model file that is referenced to be loaded. This happens a lot in cases even when the game can find the file - eg PLT files are loaded after TGA/DDS so it checks for them first thus logs an error when (correctly) none are found.

It can spam the log quite a bit so only really useful for debugging and content creators.

Scripts - Advanced
Vm Runtime Limits Instructions524288131072 - 16777216This raises or lowers the instructions limit for scripts. It's recommended to keep this at the default value to stop any unrulelyLog Script ExecutionOff

On

Off

1

0

This will log to nwclientLog1.txt each and every script execution as a new log entry, eg:

[0] Object: "Summoned Elder Air Elemental", Running Script: nw_ch_ac2

This is obviously very much going to spam the log file and should not be used in a production environment, but can be used to figure out rogue scripts you don't expect or the script execution order in a pinch in smaller test modules.

Vm ProfilingOff

On

Off

1

0

This will log to nwclientLog1.txt a list of the scripts in the module that were run, and their run count and total execution time, when the server is shut down. It is used to debug what scripts may cause hiccups and lag and usually only used on servers.

See here for more information.

Debugger Address127.0.0.1IP address

The IP address of of the debugger server, ie DebugServer.exe, for use with SpawnScriptDebugger. In the modern day with 2 monitors and easy alt-tab without crashing, leaving this as localhost (127.0.0.1) should be sufficient.

See here for more information.

Debugger Port5122IntegerThe port of the debugger server, ie DebugServer.exe, for use with SpawnScriptDebugger. You'd usually leave this on the default port which matches the default in DebugServer.exeSQLite Tracing - AdvancedAdded in 1.84.8193.23ProfileOff

On

Off

1

0

If enabled then the game will write to nwclientLog1.txt every time a nwscript sqlStep() takes more then the Profile Threshold Msec amount of time to run.Profile Threshold Msec8000 - 60000If the time taken by a statement is over this amount it will log it to nwclientLog1.txt. Setting to 0 doesn't display every statement, only those taking 1ms or higher.StmtOff

On

Off

1

0

Enable all Sqlite Statement logging. This will print every SQL statement run through sqlStep() to nwclientLog1.txt prefixed with "stmt: ". Do not enable in a production environment, but it can be handy to quickly trace malformed SQL in a pinch.OtherCampaign Progress

[game]

[game.campaigns]

[game.campaigns.oc]

progress = 7

[game.campaigns.xp1]

progress = 3

[game.campaigns.xp2]

progress = 4

OC - up to 7

XP1 - up to 3

XP2 - up to 4

This is how you unlock progress without actually ending the modules. If you want to access the last chapter of the OC set the progress to 7. The example settings.tml has them all unlocked.

Graphics






(Debugger) Enabled
false

Ticked (true)

Unticked (false)


Enables the script debugger See here for more information.

Debugger Address
127.0.0.1IP address

The IP address of of the debugger server, ie DebugServer.exe, for use with SpawnScriptDebugger. In the modern day with 2 monitors and easy alt-tab without crashing, leaving this as localhost (127.0.0.1) should be sufficient.

Debugger Port
5122Integer
The port of the debugger server, ie DebugServer.exe, for use with SpawnScriptDebugger. You'd usually leave this on the default port which matches the default in DebugServer.exe
SQLite Tracing - Advanced



Added in 1.84.8193.23
Profile
Off

On

Off

1

0

If enabled then the game will write to nwclientLog1.txt every time a nwscript sqlStep() takes more then the Profile Threshold Msec amount of time to run.
Profile Threshold Msec
8000 - 60000
If the time taken by a statement is over this amount it will log it to nwclientLog1.txt. Setting to 0 doesn't display every statement, only those taking 1ms or higher.
Stmt
Off

On

Off

1

0

Enable all Sqlite Statement logging. This will print every SQL statement run through sqlStep() to nwclientLog1.txt prefixed with "stmt: ". Do not enable in a production environment, but it can be handy to quickly trace malformed SQL in a pinch.
Other




Campaign Progress

[game]

[game.campaigns]

[game.campaigns.oc]

progress = 7

[game.campaigns.xp1]

progress = 3

[game.campaigns.xp2]

progress = 4



OC - up to 7

XP1 - up to 3

XP2 - up to 4

This is how you unlock progress without actually ending the modules. If you want to access the last chapter of the OC set the progress to 7. The example settings.tml has them all unlocked.

Graphics

Note on the top buttons: Low is tremendously low spec, as in almost every option off, which is not recommended. Good or Best is recommended to select, most modern systems can run Best or higher.

FPS limit when:

  • You're in the main menu
  • You've right clicked to open the radial menu
  • You're in the level up screen
It'd be recommended to set this to the same as Foreground Target FPS to keep a consistent FPS
Option Panel Namesettings.tml nameDefault ValueDefault Value LowDefault Value GoodDefault Value BestOptions Panel Valuessettings.tml valuesDescription and Notes
Anti Aliasing

0240 - 16

Video Anisotropic Filtering Mode

14161 - 16

Window Mode
windowed


exclusive

borderless

windowed


Type of window mode the game uses.
Video Vsync Mode
adaptive


adaptive

on

off


Adaptive works to apply vsync when above your monitors refresh rate, GPU and drivers dependant

On forces vsync always on

Off forces vsync always off

Lighting







Lighting Enhanced
EnabledDisabledEnabledEnabled

Enabled / Disabled


Enhanced lighting in EE which is more dynamic
Lighting Max Lights
32816323 / 8 / 16 / 32 / 64 / 128
Amount of lights that are enabled in your view of the game. 32 was the usual maximum, but 64 and 128 can really push your system if enabled.
General Shader Quality
PerformanceMinimalPerformanceHigh QualityMinimal / Performance / High Quality
Anything that can run EE can run High Quality fine usually
Gamma
2.2




Set to taste
Environment Mapping on Creatures
EnabledDisabledEnabledEnabledEnabled / Disabled
This is a very old game option which should be always left enabled on modern systems that can run EE.
Enable Environment Shadows
EnabledDisabledEnabledEnabledEnabled / Disabled

Creature Shadow Detail
BestOffBestBestOff / Fast / Best
Off turns all creature shadows off, Fast does a small radius VFX at the creatures feet, and Best does stencil shadows affected by the other shadow options.
Shadow Casting Lights
31231 / 2 / 3
Amount of lights that can add shadows to a scene.
Visual Effects High Enabled
EnabledDisabledEnabledEnabledEnabled / Disabled
This is a very old feature of the game to supply low quality VFX in some instances if the setting is disabled. Modern systems should always leave this enabled.
Lighting - Advanced







Lighting Cutoff Range Multiplier
2.01.01.02.01.0 - 10.0
These 3 lighting options affect how bright/intense/cutoffs of the enhanced lighting
Lighting Max Intensity
1.5





Lighting Intensity at Range
0.2





Shadows All Types Can Cast Dynamic
Enabled





Textures







Enable Texture Animations (water,lava,etc.)
EnabledDisabledEnabledEnabledEnabled / Disabled
Enables water/lava look and feel in the game, no reason to disable it on EE.
Advanced Frame-Buffer Effects


































LOD
















Facelifts







Graphics Facelifts Mode
Enabled





Movies

























Movies - Advanced
















Frame Limiter







Enabled



OffOn, Off
If enabled the FPS limiter settings below are used. If disabled it'll use the most FPS possible. This is not recommended nowadays and instead use vsync options.
Foreground Target Fps



601 - 255
FPS limit when the game is in the foreground and no radials or menus are open
Background Target Fps



101 - 255
FPS limit when the game is in the background - eg; you've clicked on your web browser (this usually pauses in SP)
Non Interactive Target Fps



481 - 255

FPS limit when:

  • You're in the main menu
  • You've right clicked to open the radial menu
  • You're in the level up screen

It'd be recommended to set this to the same as Foreground Target FPS to keep a consistent FPS.

Tweaks







Enable Shiny Water
EnabledDisabledEnabledEnabledEnabled / Disabled

Shiny water (and in EE much better shader water) can be toggled off with this. Recommended to leave on.

Enable Sky Boxes
EnabledDisabledEnabledEnabledEnabled / Disabled

Skyboxes are used to show the sky, obviously. A later NWN addition so not all modules have them but most do. Leave enabled since the performance loss is negligable for a better look to the game.

Grass
Full GrassDisabledFast GrassFull GrassFull Grass / Fast Grass / Disabled

Modern systems can run full grass fine

Graphics Creature Wind Mode
Player Creature Wind (grass)Creature Wind Off (Grass)Player Creature Wind (grass)Creature Wind On (grass)

Player Creature Wind (grass)



If a creature moves through grass does it respond? If off, it won't. If player only, only the players avatar affects it. If creature wind is on all creatures will affect it as they move through.

Graphics Stats
Disabled


Enabled / Disabled

General FPS stats. Can also be toggled on and off in the Debug Panel.

Graphics Grass Render Distance
900.0


900.0 - 30,000

This is the radius, squared, to render grass in based on camera distance. Default 900 means 30M distance. Maximum 30,000 is around 173M distance which is usually sufficient for zoomed out camera to the usual fog distances.

Enable Tile Border
Enabled


Enabled / Disabled

Tile borders extend the map into an unplayable area with repeated visual tiles which generally is the usual way to play the game (else levels just "stop" in mid air).

Tweaks - Advanced







Debug Panel Visible
Disabled


Enabled / Disabled

If enabled will bring up the Debug panel. Can be also brought up with CTRL + SHIFT + F12.

Graphics Experimental Render Cloaks
Enabled


Enabled / Disabled

If disabled cloaks will not be visible when equipped

Graphics Experimental Gl Finish Before Fbo
Disabled


Enabled / Disabled


Graphics Experimental Render Grass Sorted
Enabled


Enabled / Disabled


Graphics Experimental Orphan Buffers Before Write
Enabled


Enabled / Disabled


Graphics Experimental Generate Plt With Shaders
Enabled


Enabled / Disabled

If enabled PLT files (generally player race model bodies, armor, cloaks) should render faster by using the GPU to help generate the necessary graphics files from PLT source

Option Panel Namesettings.tml nameDefault ValueOptions Panel Valuessettings.tml valuesDescription and Notes
Frame LimiterEnabledOffOn, OffIf enabled the FPS limiter settings below are used. If disabled it'll use the most FPS possible.Foreground Target Fps601 - 255FPS limit when the game is in the foreground and no radials or menus are openBackground Target Fps101 - 255FPS limit when the game is in the background - eg; you've clicked on your web browser (this usually pauses in SP)Non Interactive Target Fps481 - 255

.

UI

Option Panel Namesettings.tml nameDefault ValueOptions Panel Valuessettings.tml valuesDescription and Notes






























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