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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
true

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
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

[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 - 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
trueNot sure, needs further checking.

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 Model Errors
falseIn NWN:EE this apparently no longer sends anything useful to the log but can be enabled to just be sure

This 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 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
524288131072 - 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

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 Profiling
Off

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 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.

See here for more information.

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.

...

Option Panel Name (if available)settings.tml nameDefault ValueOptionssettings.tml valuesDescription and Notes
Client




Player Name

[client]

[client.identity]

name

""Text fieldText fieldYour player name to join servers with
Server




Server Name

[server]

[server.identity]

name

""Text fieldText fieldSets the server name

[server]

[server.identity]

game-region

0

The server region. Unused in NWN:EE server browser.

[server]

[server.identity]

game-type

-1

The server type. Used when examining a server in the browser.

  • 0 - Action


  • 1 - Story


  • 2 - Story Lite


  • 3 - Roleplay


  • 4 - Team


  • 5 - Melee


  • 6 - Arena


  • 7 - Social


  • 8 - Alternative


  • 9 - PW Action


  • 10 - PW Story


  • 11 - Solo


  • 12 - Tech Support 

Post Game To Internet

[server]

[server.identity]

public

true

Enabled (Ticked)

Disabled (Unticked)

true

false

If ticked (on) it will post the game to Beamdogs centralised server list.
Server Port

[server]

[server.net]

port

51211 - 655351 - 65535The TCP port your server will initiate connections on. UDP firewall punching is used as well by the game.
Player Pausing

[server]

allow-player-pausing

false

Enabled (Ticked)

Disabled (Unticked)

true

false

If true it will allow players to have DM-like powers to pause a server.

In singleplayer mode always set to: Enabled

Server Restore Spell Uses On Login

[server]

restore-spell-uses-on-login

false

Enabled (Ticked)

Disabled (Unticked)

true

false

If false (default) it will act as if the player had rested if they rejoin and restore all their limited spell and feat uses. It's not recommended to enable this usually on a normal server.

If true a players spells and feats used will be saved and will be reapplied on login for server vault characters.

Only One Party

[server]

one-party-only

true

Enabled (Ticked)

Disabled (Unticked)

true

false

All players will join the first players party (first real player - DMs cannot run a party). Very useful for DM or coop playthroughs where there is only one expected party.

Obviously disable this on any server where there may be more than one party travelling around.

PVP Setting

[server]

pvp-mode

1 - Party

None

Party

Full

0

1

2

Changes the Player versus Player setting allowing or disallowing what you can attack with a hostile action. This is still dependant on the area PvP settings.

Full PvP: When full PvP is in effect, a PC can take hostile actions against any other PC. This includes outright attacks, pick pocket attempts, and (presumably accidentally) affecting party members with harmful area of effect spells that do not specifically exclude friends (such as fireball). That is, the full range of Player versus Player actions are available. This setting is only available under the "D&D hardcode rules" and "very difficult" difficulty settings.

Party PvP: When party PvP is in effect, a PC can take hostile actions against any PC not in the same party. This is similar to the full PvP setting, but protects party members from hostile actions. This setting is only available under the "D&D hardcode rules" and "very difficult" difficulty settings.

No PvP: When no PvP is in effect, a PC cannot take hostile actions against any other PC.

Item Level Restrictions

[ruleset]

item-level-restrictions

false

Enabled (Ticked)

Disabled (Unticked)

true

false

If enabled it enforces Item Level Restrictions, ie the character level can only equip things based on the value limit set in itemvalue.2da

In singleplayer mode always set to: Disabled

Enforce Legal Characters

[ruleset]

enforce-legal-characters

true

Enabled (Ticked)

Disabled (Unticked)

true

false

Known as "ELC". In multiplayer if enabled it checks that suibmitted characters (new and levelups) adhere to the game rules, since both character generation and levelup are technically done client side and sent to the server for validation.

It is highly recommended to leave this enabled and use NWNX to alter its behaviour for special things, unless you run a friends only game.

In singleplayer mode always set to: Disabled

Ruleset Min Character Level

[ruleset]

min-character-level

11 - 401 - 40

Minimum level to play on the the server. This only realistically works with Local Vault characters, since all Server Vault characters created start at level 1.

In singleplayer mode always set to: Disabled

Ruleset Max Character Level

[ruleset]

max-character-level

401 - 401 - 40

Maximum level to play on the server and presumably an enforced maximum level you can obtain on any one character by levelling - once there it won't award any more XP.

In singleplayer mode always set to: Disabled


[server]

reload-when-empty

true


true

false

If the server is empty, reload the module. Usually you'd have this set to false to disable your server reloading as one person logs in and one out, since modern servers take some time to spawn in all things and reload the module (sometimes several minutes).

[server]

savegames-store-characters

true

true

false

For co-op this is useful since it stores the players in the save game, retaining their relevant quest and XP and item progression (no need to export them each time)

Persistent worlds don't (or shouldn't) use save games so this is irrelevant for them.


[server]

savegames-vault-characters-only

false

true

false

Untested. Likely will only save to save games vault characters, which obviously can be a thing you do - DM run session with vault-only characters or somesuch. Needs some testing to work out how exactly it interacts with the above setting (likeiy if savegames-store-characters is false, this won't do anything regardless).
Server - Advanced




Server Disallow Shouting

[server]

disallow-shouting

false

Enabled (Ticked)

Disabled (Unticked)

true

false

Stops the yellow-coloured server wide shouts from being possible to do for players (DMs can always do them). You can also do a similar thing with OnPlayerChat which can alter the volume of a sent message (so you can convert it to a normal chat).
Server Show Dm Join Messages

[server]

show-dm-join-messages

true

Enabled (Ticked)

Disabled (Unticked)

true

false

If enabled it will show in grey a message "So and so joined as a DM." to all players. Set to false to hide this.
Server Tweaks Use Threaded Timers

[server]

[server.tweaks]

use-threaded-timers

true

Enabled (Ticked)

Disabled (Unticked)

true

false

This is meant to allow NWN to utilise a second core to do a second thread for reading the hardware timer, essentially:

Code Block
while(true) {
    read_hw_timer();
    sleep(config.timer_interval);
}

In SP it tends to make combat messages to wonky with damage messages commonly appearing before the attack rolls. This needs further testing however.

In MP it may benefit from leaving it enable and increasing the resolution if things mess up, the setting just below.

Server Tweaks Threaded Timers Resolution

[server]

[server.tweaks]

threaded-timers-resolution

1001 - 10001 - 1000

The resolution (timing) of the tweak above. It should be in milliseconds and decreasing it would lower the time between timer reads.

If you run a server with 2 cores, and want the threaded timers set to true, lowering this value to 1 is potentially a good idea.

Server Tweaks resman Max Memory Usage

[server]

[server.tweaks]

[server.tweaks.resman]

max-memory-usage

0.1250.01 - 0.80.01 - 0.8

The memory assigned to resman - the games memory cache of objects. Obviously servers don't load textures or models but they do load a lot of other things. This should be a % of system memory, and given the game is now 64bit could be increased to suitably use more memory on a server. You should monitor the memory usage on the server if you increase this value to make sure the game and OS still has sufficient memory to run.

Also note while the default value is 0.125 (12.5%) the in game options panel displays only 0.XX increments meaning it gets rounded to 0.13.

Server Tweaks 2da Engine Cache Size

[server]

[server.tweaks]

2da-engine-cache-size

111 - 10001 - 1000

This should affect the amount of engine 2da caching the game does. The main 2da files that are not permanently cached in memory are things like iprp_ files and the packages.2da related files. Increasing this number should lead to less loading hiccups on larger servers.

You may need to alter Server Tweaks resman Max Memory Usage if you increase this value significantly.

Server Tweaks 2da User Cache Size

[server]

[server.tweaks]

2da-user-cache-size

101 - 10001 - 1000

The amount of non-engine 2das cached for use with Get2DAString. Most of the engine 2da files (eg; spells.2da, or classes.2da) are automatically cached at game load, but as noted above some are a not, and all of the non-standard 2da files (des_* files, or custom ones) will use this cache.

You may need to alter Server Tweaks resman Max Memory Usage if you increase this value significantly.

Server Tweaks Game Object Cache Size

[server]

[server.tweaks]

game-object-cache-size

1612 - 2012 - 20

This is the 2^n amount of objects to store in game cache. If running in singleplayer this is bumped up one (since it is essentially running a server and client in one).

  • Minimum 12 is 2^12 or 4096 entries.
  • Default 16 is 2^16 or 65536 entries.
  • Maximum 20 is 2 ^ 20 or 1048576 entries.

The amount of entries are not equivalent strictly to amount of memory, since different objects have different sizes.

Increasing it should improve performance on higher memory systems (which nowadays is everything) especially persistent worlds. 18 or 20 would be useful to set it to.

Make sure to monitor your RAM usage if you increase this.

You may need to alter Server Tweaks resman Max Memory Usage if you increase this value significantly.

Server Tweaks Power Saving Clients Required To Disable

[server]

[server.tweaks]

[server.tweaks.power-saving]

clients-required-to-disable

11 - 2551 - 255

Do not increase this number.

The old server would sleep for 10ms each game update. This was fine on small servers but caused severe performance issues on large servers. We added a new config option called Clients Required To Disable CPU Sleep (under Game Options) with an integer value which can be used to toggle this behaviour back on. By default, the server will retain the old behaviour until one or more players join, then it will enter high performance mode without any sleeping. You can change this value to something that is greater than the maximum players allowed on your server if you never want the server to enter high performance mode.

It is recommended this is set to 1 in the modern age of processors else can cause server lag and stuttering for players.

Server Net accept Relayed Connections

[server]

[server.net]

accept-relayed-connections

true

Enabled (Ticked)

Disabled (Unticked)

true

false

Allows the UDP firewall punching via. master server. Leave it on for maximum benefits for connectivity.
Login




Player Password

[server]

[server.login]

player-password


Text fieldText fieldThe password needed to join if a player, or blank if no password.
DM Password

[server]

[server.login]

dm-password


Text fieldText fieldThe password needed to join if a DM, or blank if no password. For proper servers you also may want to do validation of DM logins (or log it's happening) OnClientEnter or using NWNX.

[server]

[server.login]

admin-password


Text fieldText fieldThis might not be used in the EE version of the nwnserver application but in 1.69 it allowed some remote control of the server without logging in as a client.
Max Players

[server]

[server.login]

max-players

61 - 2551 - 255

[server]

[server.login]

[server.login.player-dm]

enabled

true


true

false

If true it allows the "DM Login" feature in the debug menu to work allowing a player to sudo up to a DM role dynamically.
Autosave




Enabled

[server]

[server.autosave]

enabled

false

Enabled (Ticked)

Disabled (Unticked)

true

false

This will make the game autosave as per the below setting timer. Possibly useful for DM run or coop games where you might forget to save for a bit and lose progress due to a crash or lots of dying.

In singleplayer mode always set to: Disabled

Interval

[server]

[server.autosave]

interval

51 - 301 - 30Amount of minutes between autosaves, if enabled above.
Vault Characters




Vault Characters

[server]

[server.vault]

mode

1

Local

Server

1

0

Set to 0 for server vault, which is where the BIC files are stored on the server, and a new player has to create a new character to join.

In singleplayer mode always set to: 1

Vault Characters - Advanced




Suppress Base

[server]

[server.vault]

supress-base

false

Enabled (Ticked)

Disabled (Unticked)

true

false

Determines if characters in the root server vault directory are made available to players (in addition to characters in their subdirectories).

An odd setting you'll probably never enable unless in a DM run game (where you provide some characters to all players to pick from). Although most server vaults won't have anything in the root by default so it essentially does nothing either way on a new server.

Sticky Player Names

[server]

[server.vault]

sticky-player-names

false

Enabled (Ticked)

Disabled (Unticked)

true

false

Maps players' multiplayer names to their public cdkey in knownservernames.2da, so an admin can reference the two by looking through server files. If the 2da doesn't currently exist in the override folder on the server, it'll be created there. Said to really screw things up if you're using EE's new method of linking cdkey to player vaults.

See https://forums.beamdog.com/discussion/69795/organizing-the-servervault-and-sticky-player-names for more information.

By Player Name

[server]

[server.vault]

by-player-name

false

Enabled (Ticked)

Disabled (Unticked)

true

false

If true above, and true here, will map players' character names to the 2da instead of their multiplayer name.

See https://forums.beamdog.com/discussion/69795/organizing-the-servervault-and-sticky-player-names for more information.

Backup Server Characters

[server]

[server.vault]

backup-server-characters

false

Enabled (Ticked)

Disabled (Unticked)

true

false

Determines if saved characters are backed up on calling ExportAllCharacters and similar functions, or when a PC leaves the server. This copies the current BIC on disk to a BAK file named the same. Then if the server crashes on saving that BIC there is a known good BAK file.

These crashes may have been more common back in earlier versions of NWN before EE came out, and enabling it will decrease server performance due to the copying of BIC files to BAK files (with the servers process held up until this completes, on top of the usual BIC export work).

With a regular backup or method of retaining old BIC files on the filesystem, this is made redundant and can be left disabled.

Privacy




Client Privacy Advertise Device Capabilities

[client]

[client.privacy]

advertise-device-capabilities

true

Enabled (Ticked)

Disabled (Unticked)

true

false

Client only setting - if unticked then the client won't send information such as game version, window size and other pertinent information to the server for use in newer EE features.
[server.log]





[server]

[server.log]

[server.log.creature-deaths]

enabled = false

false

true

false

Logs all creature deaths to the server log. This can be replicated (with of course possibly more useful information) in a creatures OnDeath event.

[server]

[server.log]

[server.log.debug-mode-sends-to-players]

enabled = true

true

true

false

Not sure, needs testing.
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!

[server]

[server.log]

[server.log.heartbeats]

enabled = false

false

true

false

Presumably logs Logs all OnHeartbeat event scripts firing. I mean I guess you might want to see how many are firing, but it also would add more lag since it of course is logging each one.

[server]

[server.log]

[server.log.rotation]

enabled = true

true

true

false

Rotate the server log files when the server shuts down. Needs some testing such as when the server crashes, does it check at startup and rotate or rotate on clean shutdown?

...