This is a summary of what the different game options do. Most are accessible in game as of later NWN:EE patches, if not then the settings.tml file in the documents folder will contain the settings which is simply a text file.
The Options Menu has a search box in the top left for finding any setting named below.
Several of these settings are actually there primarily for servers, but may affect singleplayer as well. Others are singleplayer only.
|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
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||false|
|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||Combat Max Skill Bonus||LoggingLogging - Advanced||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.|
|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 - Advanced|
|Server Log Rotation||true||When the logs reach a certain size they will be rotated with appended numbers on them eg; you'll get nwserverLog2.txt|
|Server Log Heartbeats||false||This 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 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||Not sure, needs further checking.|
|Game Log Model Errors||false||In NWN:EE this apparently no longer sends anything useful to the log but can be enabled to just be sure.|
|Game Log Resman Lookup Failures||false|
This 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 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.|
|Option Panel Name||settings.tml name||Default Value||Options Panel Values||settings.tml values||Description and Notes|
|Enabled||Off||On, Off||If enabled the FPS limiter settings below are used. If disabled it'll use the most FPS possible.|
|Foreground Target Fps||60||1 - 255||FPS limit when the game is in the foreground and no radials or menus are open|
|Background Target Fps||10||1 - 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||48||1 - 255|
FPS limit when:
It'd be recommended to set this to the same as Foreground Target FPS to keep a consistent FPS.