|In Game Setting Name||settings.tml name||Default Value||Options Panel Values||settings.tml values||Description and Notes|
override = ""
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 = 1
Very Easy (not singleplayer accessible - server only)**
D&D Hardcore Rules
** Not singleplayer accessible - server only)
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|
show-pregenerated = true
|Shows the .BIC files referenced in pregen.2da if ticked/true, else will not disaply them|
gore = 1
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.
|Show Challenge Ratings||true|
Shows the challenge rating of monsters. This is calculated as:
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||true||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|
|Validate Spells||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|
|Combat Max Damage Bonus|
|Combat Max Saving Throw Bonus|
|Combat Max Ability Bonus|
|Combat Max Ability Penalty|
|Combat Max Skill Bonus|
|Logging - Advanced|
|Scripts - Advanced|
|Vm Runtime Limits Instructions||524288||131072 - 16777216||This raises or lowers the instructions limit for scripts. It's recommended to keep this at the default value to stop any unrulely|
|Log Script Execution||Off|
This will log to nwclientLog1.txt each and every script execution as a new log entry, eg:
 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.
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.
|Debugger Address||127.0.0.1||IP 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||5122||Integer||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|
|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||800||0 - 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.|
|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.|
progress = 7
progress = 3
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.|