[General] LogLevel=debug TogglePlayerDisplayKeys= ## Do not use config serialized into saves - defaults to data stored in DefaultConfig(User).json. ForceDefaultConfig=true ## Update immediatelly after favoriting an item. # # Normal behavior is to update after the inventory menu is closed. # ImmediateUpdateOnFav=false ## Adjusts left-hand sheath node rotation at runtime # # DisableVanillaWeaponAdjust must be enabled below for this to have any effect, otherwise use the optional file from Simple Dual Sheath. # XP32LeftHandRotationFix=true [Sound] [GUI] ## UI in-game de IED (editor ImGui de displays/animaciones) APAGADA para los jugadores: se abría con ## Ctrl+Backspace (ToggleKeys de abajo) y no tiene por qué estar en un servidor de rol. ## El sistema de displays/posicionamiento de equipo NO depende de esto y sigue activo. Enabled=false ## User interface open keys (behavior was changed from toggle to open in v1.2.2) # # Can be a single key or a combination separated by '+' sign. Keys are DX scan codes, see https://www.creationkit.com/index.php?title=Input_Script # # Note that keys configured via the UI take priority, set OverrideToggleKeys=true to force these settings. # # 0x0E = Backspace · 0x1D = Left Ctrl → combo Ctrl+Backspace (el Backspace solo NO abre) # ToggleKeys=0x1D+0x0E ## Override keys configured via UI OverrideToggleKeys=true ## Block the UI popup when in combat, pursued by guards, in a conversation, etc.. EnableRestrictions=false ## Enable the UI popup in paused menus EnableInMenus=false ## Force disable intro banner DisableIntroBanner=true IntroBannerVerticalOffset=110 [NodeOverride] ## Master switch for the gear positioning system # # If you prefer the XPMSSE Racemenu plugin to position your gear turn this off but beware that # adaptive equipment offsets won't work and XPMSSE only works on the player. # Enable=true EnablePlayer=true ## Disable vanilla weapon adjust system in favor of the one built into this plugin (recommended) DisableVanillaWeaponAdjust=true ## Disable vanilla weapon adjust without running CME/MOV parent checks (not recommended) ForceDisableVanillaWeaponAdjust=false ForceOriginalWeaponTransform=false ForceCMETransforms=false ## Fixes a bug with vanilla weapon adjust where offsets don't properly apply when equipping armor in first person. # # Note that male poses are also affected by this issue so the fix still applies if vanilla weapon adjusts are disabled. # WeaponAdjustFix=true ## Required for vanilla sheath -> xp32 node conversion and early extra node creation. Master switch doesn't affect this. EnableEarlyLoadHooks=true ## Don't mess with this unless you know what you're doing [Animation] EnableBehaviorGraphControlledAnimations=true ## Don't mess with the stuff below unless you know what you're doing ## 0 - auto, 1 - fallback, 2 - force Mode=0 CRC=0 GroupBaseSword=0 GroupBaseAxe=0 GroupBaseDagger=0 GroupBaseMace=0 GroupBase2HSword=0 GroupBase2HAxe=0 GroupBaseBow=0 GroupBaseBowAttack=0 GroupBaseBowIdle=0 [ObjectDatabase] # Load models in the background. Can significantly reduce hitches since the main loop continues to run while 3D loads. BackgroundLoading=true [ObjectManager] ## Clone models, apply texture swaps and load behavior graphs in the background. # # Valid options are: # # 0 - disabled # 1 - background clone only if a texture swap needs to be loaded # 2 - always background clone # # Model cloning is generally inexpensive but texture loads can take a long time depending on size. It's recommended to keep these settings at a minimum of 1. # BackgroundClonePlayer=2 BackgroundCloneNPC=2 [BipedSlotCache] ## Used for tracking previously equipped items # # MaxSize determines the maximum number actor entries (0 is unlimited). Data is stored in the SKSE co-save. # MaxSize=0 MaxFormsPerSlot=16 [EffectShaders] FlickerFix=false BackgroundLoadTextures=true [Lights] Enable=true [Miscellaneous] ClearPlayerRandomPercentContainerOnSceneMove=false InteriorAmbientLightThreshold=0.425 [Debug] ForceFlushSaveData=false