RPG Parameters

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RPG Parameters

Data Quality Note: The following descriptions were dumped directly from the game. The parameter names are correct, but the descriptions contain typos and misspellings. They will be cleaned up later.

Legend

  • Green: The parameter value was increased.
  • Red: The parameter value was decreased.
  • Blue: The parameter was added.
  • Strikethrough: The parameter was removed, or the current value is empty and nonzero.

Table: Changes at a Glance

Parameter v1.1–1.2.5 v1.3–1.3.4 v1.4–1.4.2 Description
AlchemyXPPerAutocookBrewingRelative nil 0.100000000 0.100000000 how many XP you get when you auto-cook a potion, relative to manual brewing
BlindViewRadiusFakeRelative nil 0.800000000 0.800000000 for blinded (mostly sleeping) NPC we have to calculate stealth XP somehow, so we calculate this fake radius
CharismaMulOnExtremeExhaustionInterpolation nil nil nil Possibly the original name of the CharismaMulOnExtremeExhaustion parameter
ControllerLockPickingAppropriateTolerance nil 0.060000000 0.045000000 the lock is considered too hard to pick, if the tolerance is smaller than this
ControllerLockPickingToleranceACoef nil 0.450000000 0.450000000
ControllerLockPickingToleranceKCoef nil 0.030000000 0.070000000
ControllerLockPickingToleranceMCoef nil 0.687000000 0.687000000
ControllerLockPickingToleranceNCoef nil 0.355000000 0.480000000
DamageToArmorStatus nil 1.000000000 1.000000000 for the stopping layer
DamageToArmorStatusHigherLayers nil 2.000000000 2.000000000 for layers above the stopping layer
DamageToArmorStatusLowerLayers nil 0.500000000 0.500000000 for layers below the stopping layer
ImprovedSleepMultiplierSurvival nil nil nil Possibly the original name of the ImprovedSleepMultiplier parameter
InactiveTimeToDestroyOversleepCreated nil nil nil Possibly the original name of the InactiveTimeToDestroyOversleep parameter
LockPickingAdequateTolerance nil nil 0.170000000 locks on a similar level as the player have adequate tolerance
MaxStatToAttackMult 1.200000000 1.100000000 1.100000000 Maximal relative attack multiplier (for a high stat)
MaxStealthHitSoundMultiplier 0.400000000 0.220000000 0.220000000 intensity multiplier for max stealth level
MinStealthHitSoundMultiplier 0.100000000 0.060000000 0.060000000 Intensity multiplier for minimum Stealth level
PickpocketingDistance nil 2.000000000 2.000000000 Max pickpocketing range (not starting interactor range)
PickpocketingIndicatorSharpness 0.200000000 0.000000000 0.000000000 0 - precise slow change
1 - sharp change
PickpocketingMisstargetingTolerance nil 2000.000000000 2000.000000000 Time tolerance for temporarily mistargeting your victim
PickpocketingRandomChanceRollMinCap nil 0.100000000 0.100000000 Worst random rolls will always be capped to this minimum chance
QuestMoneyRewardScaleConstant 1.250000000 1.200000000 1.200000000 scale constnat for quest reward item amount
ReadingRestEffectiveness 0.300000000 nil nil If this value is 0.3, reading will regen player as sleeping on bed with comfort 30%.
ReadingRestUpperLimit 1.000000000 nil nil When sleeping, the rest can not exceed bed quality. When reading, the threshold is given by this value.
SkillToDmgConstA 70.000000000 250.000000000 250.000000000
StarvationHealthLossSpeed 0.000578704 0.001000000 0.001000000 by design the same speed as the digestion
StarvationPlayerEffectMaxMax 60.000000000 60.000000000 75.000000000 longest interval between effects for high hunger stat
StarvationPlayerEffectMaxMin 90.000000000 90.000000000 120.000000000 longest interval between effects for low hunger stat
StarvationPlayerEffectMinMax 30.000000000 30.000000000 45.000000000 shortest interval between effects for high hunger stat
StarvationPlayerEffectMinMin 60.000000000 60.000000000 90.000000000 shortest interval between effects for low hunger stat
UnarmedHitArmorDamageCoef nil 0.250000000 0.250000000 relative to armed combat

Table: All Parameters

Parameter v1.1–1.2.5 v1.3–1.3.4 v1.4–1.4.2 Description
AdditionalAttackerCountForMaxFadingBuff 2.000000000 2.000000000 2.000000000 For AdditionalAttackerCountFading buff
AgiDiffToAttackSpeed 0.200000000 0.200000000 0.200000000 Relative attack speed gain for one Agility level difference
AgilityXPLevelBase 20.000000000 20.000000000 20.000000000
AgilityXPLevelDiff 30.000000000 30.000000000 30.000000000
AimCiriticalLimitTime 0.750000000 0.750000000 0.750000000 Time limit after AI is notified about low Stamina when aiming
AimPainlessDelay 2.000000000 2.000000000 2.000000000 Aiming without Stamina loss
AimSkillToZoom 1.500000000 1.500000000 1.500000000 Zoom increase by each skill level above the base
AimSpreadMax 15.000000000 15.000000000 15.000000000 Aiming spread due to low Stamina and skill. Max angle. Used right before all Stamina is lost.
AimSpreadMinRatio 0.300000000 0.300000000 0.300000000 Aiming spread minimum, relative to max. This value is used after entering the painless zone.
AimSpreadSkillDecrease 0.050000000 0.050000000 0.050000000 Relative decrease of maximum aim spread for each skill level
AimStamCost 20.000000000 20.000000000 20.000000000 Stamina loss after after painless delay
AimZoomBase 10.000000000 10.000000000 10.000000000 aim zoom (=fov decrease) after reaching some skill level
AimZoomBaseSkill 10.000000000 10.000000000 10.000000000 Minimal skill level required to benefit from the zoom effect
AimZoomMax 25.000000000 25.000000000 25.000000000 maximal aim zoom (=fov decrease)
AlchemyRecipeStepsTolerance 2.000000000 2.000000000 2.000000000 How many recipe steps might fail in order to successfully brew the recipe
AlchemyToleranceBase 0.500000000 0.500000000 0.500000000 Base brewing tolerance at level 1
AlchemyTolerancePerLevel 0.150000000 0.150000000 0.150000000 Brewing tolerance gain per level
AlchemyTrialEndErrorPerkTolerance 1.000000000 1.000000000 1.000000000 Additional tolerance gained with Trial and Error perk
AlchemyXPPerAutocookBrewingRelative nil 0.100000000 0.100000000 how many XP you get when you auto-cook a potion, relative to manual brewing
AlchemyXPPerSuccessfullBrewing 40.000000000 40.000000000 40.000000000 Alchemy XP gained when a potion is successfully brewed
AlcoholBaseHangoverDuration 14400.000000000 14400.000000000 14400.000000000 Base max duration for hangover (after blackout) in world time
AlcoholBlackoutDuration 14400.000000000 14400.000000000 14400.000000000 Blackout unconscious duration
AlcoholContentFPAntidoteThreshold 60.000000000 60.000000000 60.000000000 Food with alcohol content above this threshold counters food poisoning
AlcoholDigestSpeedModfifOnEmptyStomache 2.000000000 2.000000000 2.000000000 Alcohol digest speed multiplier on empty stomache
AlcoholDigestSpeedModfifOnFullStomache 0.500000000 0.500000000 0.500000000 Alcohol digest speed multiplieron full stomache
AlcoholDrunkMaxExhaustNegativeEffect 0.005000000 0.005000000 0.005000000 Max negative exhaustion effect while drunk
AlcoholDrunkThreshold 0.500000000 0.500000000 0.500000000 Threshold for Drunkenness mood from max alcohol poisoning
AlcoholHangoverOffsetModif 1.100000000 1.100000000 1.100000000 Starting hangover negative effects are modified by this offset
AlcoholismDuration 500000.000000000 500000.000000000 500000.000000000 Alcoholism duration in world time
AlcoholismMaxSkillLevelThreshold 1000.000000000 1000.000000000 1000.000000000 Temporary alcoholism threshold with max drinking skill
AlcoholismRemoveSpeed 0.001000000 0.001000000 0.001000000 Alcoholism removed per world time second (default: 100 every 4 days)
AlcoholismThreshold 700.000000000 700.000000000 700.000000000 Amount of alcohol that will cause temporary alcoholism
AlcoholismTickInterval 1.000000000 1.000000000 1.000000000 Alcoholism timer expiry
AlcoholMaxAGIEffect 2.000000000 2.000000000 2.000000000 Max negative/positive stat effect
AlcoholMaxCHAEffect 2.000000000 2.000000000 2.000000000 Max negative/positive stat effect
AlcoholMaxCONEffect 3.000000000 3.000000000 3.000000000 Max negative/positive stat effect
AlcoholMaxDrinkingSkillHangoverDurationModifier 0.333333000 0.333333000 0.333333000 Hangover duration modifier for max Drinking skill
AlcoholMaxSPCEffect 2.000000000 2.000000000 2.000000000 Max negative/positive stat effect
AlcoholMaxSTREffect 2.000000000 2.000000000 2.000000000 Max negative/positive stat effect
AlcoholMaxVITEffect 2.000000000 2.000000000 2.000000000 Max negative/positive stat effect
AlcoholMoodMaxExhaustPossitiveEffect 0.000200000 0.000200000 0.000200000 max positive exhaust effect while in mood
AlcoholMoodThreshold 0.010000000 0.010000000 0.010000000 threshold for alcohol mood from max alcohol poisoning
AlcoholPerkBacchusHangoverEffectMod 1.300000000 1.300000000 1.300000000 hangover effects mod
AlcoholPerkCorrectResistanceModif 0.500000000 0.500000000 0.500000000 alcohol content modif for correct resistance
AlcoholPerkDrunkHangoverDurationMod 2.000000000 2.000000000 2.000000000
AlcoholPerkDrunkMoodRangeMod 2.000000000 2.000000000 2.000000000 mood range is expanded by this mod
AlcoholPerkLooseTongueSpcChaModif 1.500000000 1.500000000 1.500000000 speech and charisma modif bonus/malus for loose tongue perk
AlcoholPerkTrueSlavHangoverDurationMod 0.500000000 0.500000000 0.500000000 hangover duration mod
AlcoholPerkTrueSlavMaxAlcoholMod 0.500000000 0.500000000 0.500000000 max amount of alcohol is divided by this mod
AlcoholPerkWrongResistanceModif 2.000000000 2.000000000 2.000000000 alcohol content modif for wrong resistance
ArmorDefenseToAttackingWeaponStatus 0.020000000 0.020000000 0.020000000 how opponent's defense value damages my weapon - hit to armor
ArmorDirtToCharismaCoef 1.000000000 1.000000000 1.000000000
ArmorLoadDiffToMax 10.000000000 10.000000000 10.000000000
ArmorLoadToJumpCost 2.000000000 2.000000000 2.000000000 how armor load coefficient affects the stamina jump cost (times base)
ArmorLoadToRun 0.500000000 0.500000000 0.500000000 how armor load coefficient affects running speed
ArmorLoadToSprint 1.000000000 1.000000000 1.000000000 how armor load coefficient affects sprint
ArmorStatusToCharismaCoef 0.670000000 0.670000000 0.670000000
ArmorStatusToDefenseCoef 0.670000000 0.670000000 0.670000000 health to armor defense multiplicative coef
AthleticXPAwardDistance 500.000000000 500.000000000 500.000000000 award xp for travelling some distance
AttackEnergyModifier 2.000000000 2.000000000 2.000000000 utoku
AttackRequiredStamRatio 0.000000000 0.000000000 0.000000000 actual/cost stamina ratio must be > than this value for attack to be allowed
AttackSpeedNormal 0.500000000 0.500000000 0.500000000 normal attack speed, 0-min, 1-max
AttackSpeedNormalAgi 5.000000000 5.000000000 5.000000000 agility required for the normal attack speed
AttackSpeedPlayerRelative 1.000000000 1.000000000 1.000000000 0 - using opponent's skill
1 - attack speed is always calculated using the player
AttackStamModMin 0.500000000 0.500000000 0.500000000 attack strength/power stamina modifier minimum (0stam->Xattack)
AttSkillToHorsePullDown 0.500000000 0.500000000 0.500000000 relative attacker skill to horse pull down
AttStrengthToHorsePullDown 0.500000000 0.500000000 0.500000000 relative attacker stat to horse pull down
AverageArmorDefenseWeight 0.500000000 0.500000000 0.500000000 0 = only body part defense, 1 = only average defense
AvidReaderReadingSpeed 0.350000000 0.350000000 0.350000000 AvidReader soul ability advances reading progress on one book in inventory during sleep or skiptime. This constant determines speed of reading (reading spot is always None).
BadassnessDiffToSkillCheckResult 2.000000000 2.000000000 2.000000000
BarterAngrynessCoefWeightA 1.000000000 1.000000000 1.000000000
BarterAngrynessCoefWeightB 0.700000000 0.700000000 0.700000000
BarterCoefWeightA 0.875000000 0.875000000 0.875000000 shopkeeper shop barter calculation 'a' coef
BarterCoefWeightB 80.000000000 80.000000000 80.000000000 shopkeeper shop barter calculation 'b' coef
BarterDominanceChaBaseE 5.000000000 5.000000000 5.000000000 barter dominance calculation 'e' coef
BarterDominanceChaWeightC 0.100000000 0.100000000 0.100000000 barter dominance calculation 'c' coef
BarterDominanceRelationshipWeightB 1.000000000 1.000000000 1.000000000 barter dominance calculation 'b' coef
BarterDominanceSpcWeightA 3.000000000 3.000000000 3.000000000 barter dominance calculation 'a' coef
BarterDominanceSpcWeightD 10.000000000 10.000000000 10.000000000 barter dominance calculation 'd' coef
BarterPriceSellRepBuying 1.500000000 1.500000000 1.500000000 price sell vs buy mod
BarterPriceSellRepCoef 1.500000000 1.500000000 1.500000000 sell reputation coef
BarterPriceSellRepMultip -0.500000000 -0.500000000 -0.500000000 sell reputation multiplier
BaseAttackStaminaCost 12.000000000 12.000000000 12.000000000 how much stamina will attack cost
BaseInventoryCapacity 66.000000000 66.000000000 66.000000000 base inventory capacity
BaseItemDisappearingTime 3600.000000000 3600.000000000 3600.000000000 base game time for dropped items to auto disappear
BasketSuspiciencyNoDealThreashold 10000000.000000000 10000000.000000000 10000000.000000000 Haggle reaction 2 threshold (transaction refused)
BasketSuspiciencyThreashold 0.100000000 0.100000000 0.100000000 Haggle reaction 1 threshold (haggle more difficult)
BestVisVolume 10000.000000000 10000.000000000 10000.000000000 object volume for maximum recognition bonus
BigZoneDistanceSlotMod 0.800000000 0.800000000 0.800000000 temporary solution, slot mod for distance > 1
BlindViewRadiusFakeRelative nil 0.800000000 0.800000000 for blinded (mostly sleeping) NPC we have to calculate stealth XP somehow, so we calculate this fake radius
BowChargeDurationMax 3.000000000 3.000000000 3.000000000 maximum duration of bow charge animation
BowChargeDurationMin 1.350000000 1.350000000 1.350000000 minimum duration of bow charge animation
BowPowerToChargeDuration 0.100000000 0.100000000 0.100000000 nominal charge duration for bow with power = 1
BundleAlchemistPerkAdd 1.000000000 1.000000000 1.000000000 Addition of potions created with Bundle Alchemist perk
CaffeineFromFoodCoef 2.000000000 2.000000000 2.000000000 how much caffeine is added from a unit refresh
CaffeineFullThreshold 0.900000000 0.900000000 0.900000000 you cannot use more refreshing items if above this value
CarriedBodyMaxStamConsumption 10.000000000 10.000000000 10.000000000 uses encumberance to interpolate from 0 to this
CarriedBodyWeightCoef 0.250000000 0.250000000 0.250000000 how much of the carried body weight is added to the carried weight of the carrier
CarriedCarriedWeightCoef 0.500000000 0.500000000 0.500000000 how much of the carried weight of the carried NPC is added to the carried weight of the carrier
CharismaDiffToSkillCheckResult 0.300000000 0.300000000 0.300000000 > 0; scaled charisma diff for result = -1/1
CharismaMulOnExtremeExhaustion 0.750000000 0.750000000 0.750000000 Player will have this charisma multiplied by this value when he has exhaust equal to 0. Charisma will not be changed when exhaust is 50. Linear interpolation on multiplier is applied when exhaust is between 0 and 50;
CharismaMulOnExtremeExhaustionInterpolation nil nil nil Possibly the original name of the CharismaMulOnExtremeExhaustion parameter
ClassCourageMoraleWeight 0.000000000 0.000000000 0.000000000 Weight of soul class courage affecting morale
ClothDirtyingUpdatePeriod 50.000000000 50.000000000 50.000000000 how often (in meters walked) do we add dirt to clothing (both for player and NPCs)
CollisionVelocityDeltaToDmgR 0.250000000 0.250000000 0.250000000
CombatAutoAggressionDiffScale 2.000000000 2.000000000 2.000000000 the bigger number the bigger difference in aggresion for skill differnce
CombatAutoAttackDelayIncreasePerAttacker 0.800000000 0.800000000 0.800000000 how many times is the period increased for each attacker
CombatAutoAttackDelayIncreasePerAttackerHorse 0.100000000 0.100000000 0.100000000 CombatAutoAttackDelayIncreasePerAttacker if the victim is on horse
CombatAutoAttackDelayIncreasePerAttackerMissile 0.200000000 0.200000000 0.200000000 CombatAutoAttackDelayIncreasePerAttacker if the victim has a missile wpn
CombatAutoAttackDelaySigma 4.000000000 4.000000000 4.000000000 attack delay variation
CombatAutoClinchReactionDelayMaxMax 1.000000000 1.000000000 1.000000000 maximal maximum
CombatAutoClinchReactionDelayMaxMin 0.500000000 0.500000000 0.500000000 maximal minimum
CombatAutoClinchReactionDelayMinMax -0.500000000 -0.500000000 -0.500000000 minimal maximum
CombatAutoClinchReactionDelayMinMin -1.000000000 -1.000000000 -1.000000000 minimal minimum
CombatAutoComboStepsSigma 1.500000000 1.500000000 1.500000000 standard deviation of performed combo steps
CombatAutoDodgeWeight 1.100000000 1.100000000 1.100000000
CombatAutoEasyZoneWeight 0.800000000 0.800000000 0.800000000 [0-1] how much are easy zones favored by the lame AI (1 = favored)
CombatAutoForcedComboStaminaLimit 0.700000000 0.700000000 0.700000000 stamina threshold
CombatAutoForcedPeriodicalAttackStaminaLimit 0.200000000 0.200000000 0.200000000 stamina threshold
CombatAutoGuardHysteresis 1.500000000 1.500000000 1.500000000
CombatAutoLameGuardOffset 3.000000000 3.000000000 3.000000000 offset to max distance
CombatAutoMasterComboSteps 5.000000000 5.000000000 5.000000000 combo steps a skilled npc will typically perform
CombatAutoMasterGuardOffset 1.000000000 1.000000000 1.000000000 offset to max distance
CombatAutoMaxAimDuration 3.000000000 3.000000000 3.000000000 the longest aim time for the lowest skill
CombatAutoMaxAimDurationRandomAdd 1.000000000 1.000000000 1.000000000 max random time added to the aim duration
CombatAutoMaxAtkDistOffset 0.100000000 0.100000000 0.100000000 offset from max attack distance defined in percentage from attack range
CombatAutoMaxAttackDelay 6.000000000 6.000000000 6.000000000 mean delay between attacks for a defensive AI
CombatAutoMaxHuntAttackDuration 60.000000000 60.000000000 60.000000000 maximal time the NPC is hunting/chasing
CombatAutoMinAtkDistOffset 0.000000000 0.000000000 0.000000000 offset from min attack distance defined in percentage from attack range
CombatAutoMinDefenseModeWeight 0.400000000 0.400000000 0.400000000 [0-1] the lowest weight for the defense mode
CombatAutoMinHuntAttackDuration 15.000000000 15.000000000 15.000000000 minimal time the NPC is hunting/chasing
CombatAutoMoveActivityDecreasePerAttacker 0.500000000 0.500000000 0.500000000 my activity decrease per opponents aditinal attackers
CombatAutoNaturalComboRatio 0.500000000 0.500000000 0.500000000 [0-1] ratio of natural combos
CombatAutoNoDefenseWeight 0.400000000 0.400000000 0.400000000
CombatAutoNormalBWeight 2.800000000 2.800000000 2.800000000
CombatAutoOppZoneAdaptDelayMaxMax 2.000000000 2.000000000 2.000000000 reaction delay maximal maximum
CombatAutoOppZoneAdaptDelayMaxMin 1.000000000 1.000000000 1.000000000 reaction delay maximal minimum
CombatAutoOppZoneAdaptDelayMinMax 0.200000000 0.200000000 0.200000000 reaction delay minimal maximum
CombatAutoOppZoneAdaptDelayMinMin 0.000000000 0.000000000 0.000000000 reaction delay minimal minimum
CombatAutoPBWeight 2.500000000 2.500000000 2.500000000
CombatAutoReactionDelayRangeSpread 0.300000000 0.300000000 0.300000000 [0-1] higher nunber -> changes state less often
CombatAutoReactivePreblockMaxDelay 0.800000000 0.800000000 0.800000000
CombatAutoReactivePreblockMinDelay 0.300000000 0.300000000 0.300000000
CombatAutoRiposteAggressionWeight 0.500000000 0.500000000 0.500000000
CombatAutoScaleDefensivenessDelayRel 2.000000000 2.000000000 2.000000000 relative to attack delay, time to override defensiveness and go near
CombatAutoSPBWeight 1.500000000 1.500000000 1.500000000
CombatAutoStaticPreblockMaxTime 15.000000000 15.000000000 15.000000000
CombatAutoStaticPreblockRandBias 0.800000000 0.800000000 0.800000000
CombatAutoTrickAttackProb 0.800000000 0.800000000 0.800000000 [0-1] attack prob for the first step
CombatAutoTrickDelayVariability 0.300000000 0.300000000 0.300000000 added to the lower bound
CombatAutoTrickInvalidBlockAttackMaxProb 0.500000000 0.500000000 0.500000000 [0-1] max trick prob for a skilled AI if the block is invalid
CombatAutoTrickMaxProb 0.500000000 0.500000000 0.500000000 [0-1] max trick prob for the first step
CombatAutoTrickMinMaxDelay 0.800000000 0.800000000 0.800000000 lower bound of the max delay
CombatAutoTrickNoAttackProb 0.100000000 0.100000000 0.100000000 [0-1] no attack prob for the first step
CombatAutoTrickReactionMaxDelay 8.000000000 8.000000000 8.000000000
CombatAutoTrickReactionMinDelay 0.100000000 0.100000000 0.100000000
CombatAutoTrickReactionSkillWeight 4.000000000 4.000000000 4.000000000
CombatAutoTrickReactionStaWeight 1.000000000 1.000000000 1.000000000 0 - use just stamina
1 - use just aggression
CombatAutoUnarmedBlockProb 1.600000000 1.600000000 1.600000000
CombatAutoWpnHealthBlockMax 20.000000000 20.000000000 20.000000000
CombatAutoWpnHealthMinBlockProb 0.800000000 0.800000000 0.800000000
CombatAutoZoneChangeDelayMaxMax 10.000000000 10.000000000 10.000000000 zone change timeout maximal maximum
CombatAutoZoneChangeDelayMaxMin 5.000000000 5.000000000 5.000000000 zone change timeout maximal minimum
CombatAutoZoneChangeDelayMinMax 6.000000000 6.000000000 6.000000000 zone change timeout minimal maximum
CombatAutoZoneChangeDelayMinMin 2.000000000 2.000000000 2.000000000 zone change timeout minimal minimum
CombatDangerCooldown 3.000000000 3.000000000 3.000000000 how long is the combat danger active after last enemy stops to be a threat
CombatDmgRBonusFromBehind 1.200000000 1.200000000 1.200000000 multiplicative DmgR bohus for attacks from behind
CombatHitImmortalUnconsciousDepth 120.000000000 120.000000000 120.000000000 depth for immortal knock-out
CombatHitUnconsciousDepth 60.000000000 60.000000000 60.000000000 depth after a combat hit
CombatMoveApproachHysteresis 1.500000000 1.500000000 1.500000000
CombatMoveApproachSprintMinStamina 1.000000000 1.000000000 1.000000000 do not allow sprint during the approach
ControllerLockPickingAppropriateTolerance nil 0.060000000 0.045000000 the lock is considered too hard to pick, if the tolerance is smaller than this
ControllerLockPickingToleranceACoef nil 0.450000000 0.450000000
ControllerLockPickingToleranceKCoef nil 0.030000000 0.070000000
ControllerLockPickingToleranceMCoef nil 0.687000000 0.687000000
ControllerLockPickingToleranceNCoef nil 0.355000000 0.480000000
CorpseDisappearanceTimeDiscovered 5.000000000 5.000000000 5.000000000 time before a NPC corpse is hidden when discovered
CorpseDisappearanceTimeUndiscovered 25.000000000 25.000000000 25.000000000 time before a NPC corpse is hidden when undiscovered
CorpseDisapperanceMinDistanceFromPlayer 100.000000000 100.000000000 100.000000000 distance from player below which a corpse will never disappear
DamageToArmorStatus nil 1.000000000 1.000000000 for the stopping layer
DamageToArmorStatusHigherLayers nil 2.000000000 2.000000000 for layers above the stopping layer
DamageToArmorStatusLowerLayers nil 0.500000000 0.500000000 for layers below the stopping layer
DawnTime 4.500000000 4.500000000 4.500000000 Time when night ends, used by rpg (default 04:30)
DefaultReadingQuality 0.500000000 0.500000000 0.500000000 Reading quality when doing nothing special (standing).
DefaultRelationship 0.500000000 0.500000000 0.500000000 default value for the alied forces
DefaultStateDeltaSpeed 1.000000000 1.000000000 1.000000000 any soul state regen / losing speed
DefaultVisVolume 0.030000000 0.030000000 0.030000000 default item size-volume that have no visibility recognition penalty
DefaultWorldTimeRatio 15.000000000 15.000000000 15.000000000 default world time ratio useed to calculate game time ration in superspeed skiptime
DigestionSpeed 0.000578704 0.000578704 0.000578704 amount of food 'lost' per world-time second (global base value)
DistanceCheckInterval 1.000000000 1.000000000 1.000000000 check distance travelled for statistics
DmgRToHealthCoefA 3.000000000 3.000000000 3.000000000
DmgRToHealthCoefB 1.600000000 1.600000000 1.600000000
DuringFaderHysteresis 1.000000000 1.000000000 1.000000000 the in-fader state is kept for how longer
DuskTime 21.500000000 21.500000000 21.500000000 Time when night begins, used by rpg (default 21:30)
EncumberanceForSecondaryModifiers 0.500000000 0.500000000 0.500000000 when the buff will activate the secondary group
EncumberedToSpeedSurfaceCoef 0.300000000 0.300000000 0.300000000 Coef that controls terrain/surface influence in encumbered speed mod
EquippedWeightSubWithWellWornPerk 0.333333000 0.333333000 0.333333000 when player has Well Worn perk, weight of items is lowered when they are equipped
ExhaustedPlayerEffectMaxMax 60.000000000 60.000000000 60.000000000 the longest interval between effects for high exhaust stat
ExhaustedPlayerEffectMaxMin 30.000000000 30.000000000 30.000000000 the longest interval between effects for low exhaust stat
ExhaustedPlayerEffectMinMax 30.000000000 30.000000000 30.000000000 the shortest interval between effects for high exhaust stat
ExhaustedPlayerEffectMinMin 10.000000000 10.000000000 10.000000000 the shortest interval between effects for low exhaust stat
ExhaustedThreshold 50.000000000 50.000000000 50.000000000 player will have the 'exhausted' debuff when 'exhaust' stat is lower or equal to this value (in percents)
ExhaustionSpeed 0.000578704 0.000578704 0.000578704 amount of energy/vigour 'lost' per world-time second (global base value)
ExtremeExhaustionFaintAveragePeriod 300.000000000 300.000000000 300.000000000 How often (on average, in real time) should player faint when extremely exhausted (exhaust stat is on 0).
FactionAngrinessDecayBase 2.000000000 2.000000000 2.000000000 Faction angriness decay speed base, whatever it is.
FactionAngrinessDecayExp 2.000000000 2.000000000 2.000000000 Faction angriness decay speed exponent.
FactionAngrinessDecayMod 0.000020000 0.000020000 0.000020000 Faction angriness decay speed mod, whatever it is.
FactionAngrinessDecayShift 0.250000000 0.250000000 0.250000000 Faction angriness decay speed shift.
FactionAngrinessPropagationCoef 1987.000000000 1987.000000000 1987.000000000 Faction angriness is propagated through space between factions.
FactionAngrinessPropagationScale 0.100000000 0.100000000 0.100000000 Faction angriness propagation distance scale.
FactionRepWeight 3.000000000 3.000000000 3.000000000 Weight of player - faction reputation (reputation median)
FallDamageMultiplierAtMaxAgility 0.666667000 0.666667000 0.666667000 fall damage multiplier when agility is maxed out
FatalFallHeight 8.000000000 8.000000000 8.000000000 falling height above which fatal health damage is taken at agility 0
FatCollisionWeightMul 1.400000000 1.400000000 1.400000000 multiplies the archetype body weight if the character is fat
FoodFull 100.000000000 100.000000000 100.000000000 you are full
FoodHealSpeed 2.000000000 2.000000000 2.000000000 hp regen speed
FoodHealthThreshold 0.500000000 0.500000000 0.500000000 Health threshold for possitive/negative food effect
FoodOverEat 120.000000000 120.000000000 120.000000000 you cannot eat more
FoodPoisoningMaxHealthEffectSpeed 0.500000000 0.500000000 0.500000000 Maximum loss of health/s for food poisoning
FoodPoisoningMaxStatPenalty 10.000000000 10.000000000 10.000000000 maximum temporary penalty for affected stats while food poisoning
FoodPoisoningMaxValue 100.000000000 100.000000000 100.000000000 Max amount of food poisoning
FoodPoisoningMinHealthEffectSpeed 0.100000000 0.100000000 0.100000000 minimum loss of health/s for food poisoning
FoodPoisoningThreshold 0.000500000 0.000500000 0.000500000 threshold for food posioning to start taking affecting
FoodPreserverHealthIncreaseAmount 0.500000000 0.500000000 0.500000000 this amount is added to food's health when food preserver is applied
FoodSaltOrSmokePerkDecayModif 0.750000000 0.750000000 0.750000000 food decay perk modifier
FoodTickInterval 2.000000000 2.000000000 2.000000000 food timer expiry
FoodWitcherPerkNutritionModif 0.700000000 0.700000000 0.700000000 potion nutrition wicher perk modifier
ForcedFireAimSpreadMalus 7.000000000 7.000000000 7.000000000 spread added when the rpg forces the firing on low stamina
FromBehindAngle 2.356190000 2.356190000 2.356190000 minimal angle to classify the attack as 'from behind' - 0 face, PI back
FullClothDirtyingOnFullSpeed 4000.000000000 4000.000000000 4000.000000000 how far do we walk with full speed (1.0 walk speed) to get 100% dirty
FullClothDirtyingOnZeroSpeed 1.000000000 1.000000000 1.000000000 how far do we walk with half speed to get 100% dirty (other speeds than FullSpeed and HalfSpeed are linearly interpolated)
GoodArmorDefense 2.000000000 2.000000000 2.000000000 mainly for AI, used to judge armor
GoodWeaponAttack 3.500000000 3.500000000 3.500000000 mainly for AI, used to judge weapon
GoodWeaponDefense 4.500000000 4.500000000 4.500000000
HarmlessFallHeight 1.000000000 1.000000000 1.000000000 falling height below which no health or stamina damage is taken at agility 0
HeadHitKnockOutBaseProbability 0.000000000 0.000000000 0.000000000 for hits dealing a hp damage
HealthDamageToInjury 0.020000000 0.020000000 0.020000000 note: health is [0-100] but injury is [0-1]
HealthDeltaAbsLimit 1000.000000000 1000.000000000 1000.000000000 abs max of health delta
HealthFadingFromLimitValue 0.750000000 0.750000000 0.750000000 health percentage to activate health fading buff
HealthFull 100.000000000 100.000000000 100.000000000 maximum health
HealthToKnockOut 0.000000000 0.000000000 0.000000000 threshold for unarmed combat, health cannot reach this level
HealthToMoraleMinCoef 0.200000000 0.200000000 0.200000000 multiplicative coef for health = 0
HearingToFov 3.000000000 3.000000000 3.000000000
HeavyWeaponWeight 4.000000000 4.000000000 4.000000000 used to deduce 'attack weight'
HerbGatherSkillToCount 0.300000000 0.300000000 0.300000000 multiplied by sqrt(skill level) to modify the number of collected herbs
HerbGatherSkillToRadius 0.250000000 0.250000000 0.250000000 multiplied by skill level to calculate radius
HerbGatherXP 7.000000000 7.000000000 7.000000000 final XP reward for one herb gathering
HerbsInHorseInventoryForHorsenipPerk 30.000000000 30.000000000 30.000000000 number of herbs in horse inventory needed for Horsenip perk to be active
HerbsInInventoryForFlowerPowerPerk 30.000000000 30.000000000 30.000000000 number of herbs in inventory needed for Flower Power perk to be active
HighbornWealthThreshold 10.000000000 10.000000000 10.000000000 social class wealth threshold for perks
HorseAttackMaxSpeed 7.000000000 7.000000000 7.000000000 speed of the attacking rider to gain maximal attack bonus
HorseMaxAttackCoef 2.500000000 2.500000000 2.500000000 [1,inf] maximal multiplicative coefficient a rider will gain when attacking on HorseMaxAttackSpeed
HorseMoraleToThrowOffRider 0.200000000 0.200000000 0.200000000 if the horse morale is below this, it throws off the rider
HorseRidingAwardDistance 500.000000000 500.000000000 500.000000000 Horsemanship XP for travelling some distance on horse
HorseRidingToHorseCourage 0.050000000 0.050000000 0.050000000 how the rider's horse riding skill increases courage of his horse
HorseRidingToHorseStamina 0.020000000 0.020000000 0.020000000 how the rider's horse riding skill lowers sta consumption of his horse
HorseRidingXPPerDistance 12.500000000 12.500000000 12.500000000 horse riding xp gain after riding HorseRidingAwardDistance
HourglassTimeout 10.000000000 10.000000000 10.000000000 the time until all the sand goes down
HunterLootAmountAddCoef 0.300000000 0.300000000 0.300000000 add coef, the fixed portion
HunterXPKill 15.000000000 15.000000000 15.000000000 Hunting XP gain after a kill, multiplied by the game db coef and level
HunterXPLoot 10.000000000 10.000000000 10.000000000 Hunting XP gain after a loot, multiplied by the game db coef and level
ImmortalHealthMin 1.000000000 1.000000000 1.000000000 Minimum health for immortal souls
ImprovedSleepMultiplier 2.000000000 2.000000000 2.000000000 How much better better (Rest regeneration speed) is SleepImproved than Sleep buff. This buff is used for reading when player has perk InTheFlow.
ImprovedSleepMultiplierSurvival nil nil nil Possibly the original name of the ImprovedSleepMultiplier parameter
InactiveTimeToDestroyOversleep 8.000000000 8.000000000 8.000000000 how long to let inactive oversleep buff survive (in game seconds) (we have this threshold so that the buff will not be destroyed right after being created in SkipTime class)
InactiveTimeToDestroyOversleepCreated nil nil nil Possibly the original name of the InactiveTimeToDestroyOversleep parameter
InjuringFallHeight 2.500000000 2.500000000 2.500000000 falling height above which health damage is taken at agility 0
InjuryBleedingInterval 6.000000000 6.000000000 6.000000000 bleeding interval, the time required to lose 1HP
InjuryHighThreshold 0.800000000 0.800000000 0.800000000 limb is bleeding if above this threshold
InjuryLowThreshold 0.200000000 0.200000000 0.200000000 limb is considered healthy if below this treshold
InjuryRegenInterval 10.000000000 10.000000000 10.000000000 injuries fade-out, the time required to regen 1% of injury
ItemDisappearingMulti 3.000000000 3.000000000 3.000000000 multiplier 1/x - x limit(up/down) for item disappearing speed in extremes (cheap vs. expensive, small vs. large)
ItemHealthPriceStatusWeight 0.800000000 0.800000000 0.800000000 item health status weight price coef
ItemOwnerDescFadeToSuspiciencyExp 0.250000000 0.250000000 0.250000000
ItemOwnerFactionDistanceCoef1 500.000000000 500.000000000 500.000000000
ItemOwnerFactionDistanceCoef2 300.000000000 300.000000000 300.000000000
ItemOwnerFactionDistanceToSuspiciencyMax 1.000000000 1.000000000 1.000000000
ItemOwnerFactionDistanceToSuspiciencyMin 0.250000000 0.250000000 0.250000000
ItemOwnerFadeCoefToSuspiciencyExp 3.000000000 3.000000000 3.000000000
ItemOwnerFadeCoefToSuspiciencyMul 2.000000000 2.000000000 2.000000000
ItemOwnerFadeConspicuousnessToHours 10.000000000 10.000000000 10.000000000 world time hours
ItemOwnerFadePriceToHours 1.000000000 1.000000000 1.000000000 world time hours per decigrosh
ItemOwnerIsShopkeeperToSuspiciency 8.000000000 8.000000000 8.000000000 basket suspiciency calculation
ItemOwnerNeverFadesToSuspiciency 10.000000000 10.000000000 10.000000000
ItemOwnerRelationshipToSuspiciencyMin 0.100000000 0.100000000 0.100000000
JailRecoveryDebuffDurationMultiplier 0.200000000 0.200000000 0.200000000 duration of JailRecovery debuff is calculated as jail duration * this multiplier
JailRecoveryDebuffMaxHours 240.000000000 240.000000000 240.000000000 hours spent in jail after JailRecovery debuff reaches its maximal values
JumpCostBase 6.000000000 6.000000000 6.000000000 Stamina cost of one jump
LethalDmgR 10.000000000 10.000000000 10.000000000 DmgR that is known to cause death
LocalHeroInfamousReputationThreshold 0.700000000 0.700000000 0.700000000 above this rep local hero, under infamous
LocationReputationHatedThreshold 0.200000000 0.200000000 0.200000000 reputation threshold below which a location will hate the player
LocationReputationLovedThreshold 0.800000000 0.800000000 0.800000000 reputation threshold above which a location will love the player
LockPickingAdequateTolerance nil nil 0.170000000 locks on a similar level as the player have adequate tolerance
LockPickingAppropriateTolerance 0.045000000 0.045000000 0.045000000 the lock is considered too hard to pick, if the tolerance is smaller than this
LockPickingCursorShakeRange 0.080000000 0.080000000 0.080000000 how much does cursor shake during lock picking (maximum/base value)
LockPickingCursorShakeSpeed 30.000000000 30.000000000 30.000000000 how fast does cursor shake during lock picking
LockPickingFailRelativeXPMulCoef 0.101563000 0.101563000 0.101563000 multiplicative constant to derive XP reward relative to the success
LockpickingFailSoundIntensity 0.500000000 0.500000000 0.500000000 one-shot intensity relative to the database
LockpickingLockpickBreakChance 1.000000000 1.000000000 1.000000000 base lockpick break chance
LockpickingRelDistanceToSoundIntensity 0.500000000 0.500000000 0.500000000 how relative distance influences sound
LockPickingSkillToShakeRel 0.030000000 0.030000000 0.030000000 how much does the skill decrease the cursor shake (skill * this is relative to maximum/base)
LockpickingSoundIntensityMin 0.300000000 0.300000000 0.300000000 minimal multiplier the lockpicking minigame will generate
LockPickingStealthXP 8.000000000 8.000000000 8.000000000 xp to stealth for each successful lock-pick
LockPickingSuccessXPDivCoef 0.046875000 0.046875000 0.046875000 constant used in the denominator to derive XP reward for a successfully opened lock
LockPickingSuccessXPMulCoef 18.000000000 18.000000000 18.000000000 multiplicative constant to derive XP reward for a successfully opened lock
LockPickingToleranceACoef 0.450000000 0.450000000 0.450000000 the lockpicking tolerance formula
LockPickingToleranceKCoef 0.070000000 0.070000000 0.070000000 the lockpicking tolerance formula
LockPickingToleranceMCoef 0.687000000 0.687000000 0.687000000 the lockpicking tolerance formula
LockPickingToleranceNCoef 0.480000000 0.480000000 0.480000000 the lockpicking tolerance formula
LockPickingTurnBackDivCoef 0.100000000 0.100000000 0.100000000 constant used in the denominator to derive the turnback speed of a lock
LockPickingTurnBackMulCoef 5.000000000 5.000000000 5.000000000 multiplicative constant to derive the turnback speed of a lock
LowHealthThreshold 40.000000000 40.000000000 40.000000000 threshold for low health effects (for npcs)
MatPierceableMaxArmor 10.000000000 10.000000000 10.000000000 armor of a rock-solid material
MatPierceableMin 6.000000000 6.000000000 6.000000000 OBSOLETE: projectiles with stab damage can stab into
MaxAgilityToMovementSpeedAddition 0.150000000 0.150000000 0.150000000 max positive addition (for maximal vit), the same amount is subtracted on level 0
MaxArmorLoad 0.200000000 0.200000000 0.200000000
MaxAttackSpeedMod 0.400000000 0.400000000 0.400000000 maximal relative change in the attack speed
MaxCloudAverageForShiningArmor 0.300000000 0.300000000 0.300000000 used by perk Knight in a Shining Armor; this is maximal current cloud average that still allows this perk to be active
MaxCourageMoraleContextFadingMod 0.030000000 0.030000000 0.030000000 how much can courage affect morale context fading
MaxDamage 200.000000000 200.000000000 200.000000000 all stam and health damages are clamped
MaxDmgR 4.000000000 4.000000000 4.000000000 ceil of DmgR ('damage raw')
MaxFencingWeaponUsageMod 0.200000000 0.200000000 0.200000000 relative weapon status damage for max fencing
MaxHearingSoundAttenuationCoef 0.200000000 0.200000000 0.200000000 minimal attenuation for non-zero hearing stat
MaxItemDisappearingTime 32400.000000000 32400.000000000 32400.000000000 max game time for dropped items to disapper
MaxLightProbeValue 65.000000000 65.000000000 65.000000000 value for the max visibility
MaxModConspicuousness 1.000000000 1.000000000 1.000000000 final modified conspicuousness stat maximum (the most conspicuous actor)
MaxModVisibility 3.500000000 3.500000000 3.500000000 final modified visibility stat maximum (the most visible actor)
MaxMorale 1.000000000 1.000000000 1.000000000 max deriv stat value
MaxPedalCost 2.000000000 2.000000000 2.000000000 pedaling STA cost (pressure 1)
MaxPerfectBlockSlotModifier 0.850000000 0.850000000 0.850000000 modifier of PB slot window - determined as (t_hit - t_pbslot) from attack * this value.
MaxPerkPoints 10.000000000 10.000000000 10.000000000 total number of perk points player will gain per stat/skill
MaxSlashBuffApplyChance 1.500000000 1.500000000 1.500000000 chance to apply buff on slash when giving max hp damage
MaxSmashBuffApplyChance 0.700000000 0.700000000 0.700000000 chance to apply buff on smash when giving max hp damage
MaxSpecialPerfectBlockSlotModifier 0.600000000 0.600000000 0.600000000 modifier of SPB slot window - determined as (t_hit - t_pbslot) from attack x this value.
MaxStabBuffApplyChance 2.000000000 2.000000000 2.000000000 Chance to apply buff on stab when giving maximum health damage
MaxStatToAttackMult 1.200000000 1.100000000 1.100000000 Maximal relative attack multiplier (for a high stat)
MaxStatToAttackStaminaCostMult 2.000000000 2.000000000 2.000000000 Maximum Stamina cost multiplier for a low stat
MaxStatToAttackStaminaCostStatDiff 5.000000000 5.000000000 5.000000000 stat difference for max/min cost multiplier
MaxStatToAttackStatDiff 5.000000000 5.000000000 5.000000000 stat difference for max/min relative attack multiplier
MaxStealthHitSoundMultiplier 0.400000000 0.220000000 0.220000000 intensity multiplier for max stealth level
MaxViewRadius 100.000000000 100.000000000 100.000000000 the maximal view radius a superman NPC will have
MaxWeaponBuffCharge 30.000000000 30.000000000 30.000000000 max number of uses
MaxWeatherSoundAttenuationCoef 0.200000000 0.200000000 0.200000000 0 - allow weather conditions to mute the sounds
1 - no influence
MetabolismAbsorbSpeed 0.006900000 0.006900000 0.006900000 food/alcohol metabolised (removed) in world time
MetabolismDigestSpeed 0.027700000 0.027700000 0.027700000 food/alcohol digested (added) in world time
MetabolismDigestSpeedMultiplier 1.500000000 1.500000000 1.500000000 accelerate digest speed multiplier to_digest = max_poisoning
MinHealthToBeAbleToSleepOrSkiptime 30.000000000 30.000000000 30.000000000 player will not be able to sleep or wait if health would go under this threshold during sleep or waiting
MinLeftoverPerks 1.000000000 1.000000000 1.000000000 Preferred number of leftovers
MinLightProbeVisibility -1.000000000 -1.000000000 -1.000000000 Minimum value for the minimal probe result
MinModConspicuousness -1.000000000 -1.000000000 -1.000000000 Final modified Conspicuousness stat minimum (the least conspicuous actor)
MinModVisibility -2.000000000 -2.000000000 -2.000000000 Final modified Visibility stat minimum (the most invisible actor)
MinMorale 0.000000000 0.000000000 0.000000000 Minimum derived stat value
MinPedalCost 1.000000000 1.000000000 1.000000000 Pedaling Stamina cost (pressure 0)
MinPerfectBlockSlot01 0.300000000 0.300000000 0.300000000 the smallest Perfect Block slot for the lowest level
MinPerkPoints 5.000000000 5.000000000 5.000000000 no leftovers if the number of perk points would be <= than this
MinPossibleSleepTime 1.001000000 1.001000000 1.001000000 player will reject to lie into bed when he will not be able to sleep at least this long (due to bleeding/hunger/etc in hours)
MinRelativeStaminaMax 0.300000000 0.300000000 0.300000000 Short-term Stamina maximum relative to long-term maximum
MinStatToAttackMult 0.500000000 0.500000000 0.500000000 Minimal relative attack multiplier for a low stat
MinStatToAttackStaminaCostMult 0.800000000 0.800000000 0.800000000 Minimum Stamina cost multiplier for a high stat
MinStealthHitSoundMultiplier 0.100000000 0.060000000 0.060000000 Intensity multiplier for minimum Stealth level
MinTrueRelationDistThreshold 1.500000000 1.500000000 1.500000000 Minimal distance required to see the true faction
MinViewRadius 2.500000000 2.500000000 2.500000000 Minimal view radius an almost blind NPC will have, also threshold for instant detection
MinWeaponBuffCharge 15.000000000 15.000000000 15.000000000
MoraleContextFadingSpeed 0.050000000 0.050000000 0.050000000 Speed of Morale context increasing/decreasing to 0
MoraleDecisionReliability 0.150000000 0.150000000 0.150000000 Reliability of morale checks
MoraleForCombat 0.200000000 0.200000000 0.200000000 How much morale an NPC must have to not flee from combat
NightCoefToNoise 0.200000000 0.200000000 0.200000000
NightCoefToVis -0.500000000 -0.500000000 -0.500000000 nightCoef = 1 - daytimeCoef
NonSkillBookXP 30.000000000 30.000000000 30.000000000 Reading XP rewarded for reading non-skill books
NPCRepWeight 5.000000000 5.000000000 5.000000000 Weight of player - npc reputation (reputation median)
OverallArmorDefenseMoraleWeight 3.000000000 3.000000000 3.000000000 Weight of normalized load affecting morale
OverallWeaponAttackMoraleWeight 3.000000000 3.000000000 3.000000000 Weight of normalized attack affecting morale
OverreadnessEmptyTime 16.000000000 16.000000000 16.000000000 how long (in game hours) does it take to empty the oversleepness stat (time player have to be not reading to be able to read max time again)
OverreadnessFillTime 8.000000000 8.000000000 8.000000000 how long (in game hours) does it take to fill the oversleepness stat (max time player can read)
OversleepnessEmptyTime 12.000000000 12.000000000 12.000000000 how long (in game hours) does it take to empty the oversleepness stat (time player have to be awake to be able to sleep max time again)
OversleepnessFillTime 12.000000000 12.000000000 12.000000000 how long (in game hours) does it take to fill the oversleepness stat (max time player can sleep)
PerceivedSuperfactionImportanceThresholdRel 0.333333000 0.333333000 0.333333000 superfaction items must occupy more than this for the soul to look like the superfaction
PerceptionBaseCha 10.000000000 10.000000000 10.000000000
PerceptionMaxFov 180.000000000 180.000000000 180.000000000 the maximal field of view a superman NPC will have
PerceptionMeanDist 5.000000000 5.000000000 5.000000000
PerceptionMinFov 90.000000000 90.000000000 90.000000000 the minimal field of view a deaf NPC will have
PerceptionPriorBoostPlayer 12.000000000 12.000000000 12.000000000 boost for player
PerceptionPriorBoostRangedWeapon 100.000000000 100.000000000 100.000000000 boost for ranged weapons (multiplied by PriorWeapon!)
PerceptionPriorCha 0.300000000 0.300000000 0.300000000
PerceptionPriorConsp 3.000000000 3.000000000 3.000000000
PerceptionPriorCrimeLockpick 12.000000000 12.000000000 12.000000000
PerceptionPriorCrimeLoot 12.000000000 12.000000000 12.000000000 priority boost for crime
PerceptionPriorDead 25.000000000 25.000000000 25.000000000 dead or unconscious
PerceptionPriorDist 2.000000000 2.000000000 2.000000000
PerceptionPriorEnemyRelationship -50.000000000 -50.000000000 -50.000000000
PerceptionPriorFriendRelationship -4.000000000 -4.000000000 -4.000000000
PerceptionPriorGender 2.000000000 2.000000000 2.000000000
PerceptionPriorNotHumanRace -15.000000000 -15.000000000 -15.000000000
PerceptionPriorTarget 10.000000000 10.000000000 10.000000000 target priority estimation
PerceptionPriorThreatened -5.000000000 -5.000000000 -5.000000000
PerceptionPriorVisCrimes 6.000000000 6.000000000 6.000000000
PerceptionPriorVisItems 0.500000000 0.500000000 0.500000000
PerceptionPriorVisPeople 2.000000000 2.000000000 2.000000000
PerceptionPriorWeapon 8.000000000 8.000000000 8.000000000
PerkBerserkDuration 30.000000000 30.000000000 30.000000000 how long are buffs active after the perk is triggered
PerkBerserkHealthThreshold 0.150000000 0.150000000 0.150000000 activate on health
PerkBloodRushDistance 5.000000000 5.000000000 5.000000000 distance from dying enemy when Blood Rush perk bonuses are activated
PerkBloodRushDuration 15.000000000 15.000000000 15.000000000 duration of Blood Rush perk bonuses after an enemy dies nearby
PerkBrutusCombatDmgRBonusFromBehind 1.300000000 1.300000000 1.300000000 brutus perk multiplicative base Dmg (CombatDmgRBonusFromBehind)
PerkCarriedBodyGravediggerWeightMul 0.500000000 0.500000000 0.500000000 carried body weight multiplier for gravedigger perk
PerkChainStrikeMaxChain 5.000000000 5.000000000 5.000000000 maximal successive strikes
PerkDaringDebonairWantedLevel 1.000000000 1.000000000 1.000000000 Daring Debonair wanted level threshold
PerkLastGaspCooldown 600.000000000 600.000000000 600.000000000 how fast can the perk be activated again
PerkManlyOdourDirtinessThreshold 0.500000000 0.500000000 0.500000000 Manly Odour perk bonuses are activated above this dirtiness threshold
PerkProperDietActivationTime 120.000000000 120.000000000 120.000000000 hours until ProperDiet perk bonuses are activated
PerkTauntAttackerMoraleMultiplier 3.000000000 3.000000000 3.000000000 multiplier for 'combat_dodge_attacker' morale change when victim has Taunt perk
PerkWaterOfLifeAlcoholMultiplier 0.500000000 0.500000000 0.500000000 potion alcohol effect multiplier for Water of life perk
PerkWaterOfLifeHealthMultiplier 1.500000000 1.500000000 1.500000000 potion health effect multiplier for Water of life perk
PicklockDmgSpeed 10.000000000 10.000000000 10.000000000 how fast is picklock durability decreasing (will be multiplied by the relative distance)
PicklockFatalRelativeDist 5.000000000 5.000000000 5.000000000 maximal relative distance, if futher the pick lock is destroyer
PickpocketingAngleChancePenalty 0.002700000 0.002700000 0.002700000 penalty in (0-1) to chance pickpocketing for each angle from optimal possition exactly from behind victim (180 max)
PickpocketingComradePerkBonus 0.300000000 0.300000000 0.300000000 max bonus in (0-1) to pickpocketing for comrade perk
PickpocketingDistance nil 2.000000000 2.000000000 Max pickpocketing range (not starting interactor range)
PickpocketingFailXPMod 0.300000000 0.300000000 0.300000000 Pickpocketing XP modified on failure
PickpocketingIndicatorSharpness 0.200000000 0.000000000 0.000000000 0 - precise slow change
1 - sharp change
PickpocketingItemUncoverTimePerWeight 0.100000000 0.100000000 0.100000000 time to uncover item per weight unit
PickpocketingMaxSkillChargeSpeedRatio 6.000000000 6.000000000 6.000000000 charge speed ratio boost with best skill
PickpocketingMaxSkillChargeTime 30.000000000 30.000000000 30.000000000 max charge time with best skill
PickpocketingMinChargeTime 2.000000000 2.000000000 2.000000000 min charge time needed
PickpocketingMisstargetingTolerance nil 2000.000000000 2000.000000000 Time tolerance for temporarily mistargeting your victim
PickpocketingNPCDrunkTimeChanceMod 0.500000000 0.500000000 0.500000000 Modifies TimeChancePenalty when drunk
PickpocketingNPCHurtTimeChanceMod 0.750000000 0.750000000 0.750000000 Modifies TimeChancePenalty when hurt
PickpocketingNPCSleepingTimeChanceMod 0.500000000 0.500000000 0.500000000 Modifies TimeChancePenalty when sleeping
PickpocketingRandomChanceRollMinCap nil 0.100000000 0.100000000 Worst random rolls will always be capped to this minimum chance
PickpocketingRobbedAngrinessChancePenalty 0.050000000 0.050000000 0.050000000 penalty in (0-1) to pickpocketing chance for each time victim was robbed before
PickpocketingStealthXP 12.000000000 12.000000000 12.000000000 Stealth XP for each successful pickpocketing
PickpocketingTimeChancePenaltyBest 0.013300000 0.013300000 0.013300000 penalty in pickpocketing chance in best case(s)
PickpocketingTimeChancePenaltyWorst 0.100000000 0.100000000 0.100000000 penalty in pickpocketing chance in worst case(s)
PickpocketingTreasurePriceXP 100.000000000 100.000000000 100.000000000 Additional XP gain calculated by stolen items total value
PickpocketingXP 15.000000000 15.000000000 15.000000000 Pickpocketing XP for each pocket successfully picked
PoorWeaponDefense 1.000000000 1.000000000 1.000000000
ProjectileMaxBreakProb 0.700000000 0.700000000 0.700000000 probability of breaking an arrow when a rock-solid material is hit
QuestMoneyRewardScaleConstant 1.250000000 1.200000000 1.200000000 scale constnat for quest reward item amount
RangedWpnCosThetaToAttackMin 0.700000000 0.700000000 0.700000000 cos(theta) linearly lowers the attack in the range [this,1]
RangedWpnMinPowerCoef 0.100000000 0.100000000 0.100000000 the power coefficient for a really weak soul (the stats are far below requirements)
RangedWpnMinStrCoef 0.500000000 0.500000000 0.500000000 if the curr/req strength ratio goes below this, the power is minimal
RangedWpnOptimalDistanceToMinamal 0.500000000 0.500000000 0.500000000 ratio between the database attack distance and the minimal range for the AI
RangedWpnPowerConstA 1.850000000 1.850000000 1.850000000 used to convert strength requirements to the resulting power
RangedWpnPwrToSpeed 1.000000000 1.000000000 1.000000000 total power to launch speed
RangedWpnSelfHarmCoef 15.000000000 15.000000000 15.000000000 Special constant used in self harm equation
RangedWpnSpeedToAttack 0.012000000 0.012000000 0.012000000 attack mod deduced from impact speed
ReadingRestEffectiveness 0.300000000 nil nil If this value is 0.3, reading will regen player as sleeping on bed with comfort 30%.
ReadingRestUpperLimit 1.000000000 nil nil When sleeping, the rest can not exceed bed quality. When reading, the threshold is given by this value.
ReadingXpPerHour 20.000000000 20.000000000 20.000000000 Reading XP gained after one hour of reading with 100% reading speed
RecognitionSpeedNotVisible -0.500000000 -0.500000000 -0.500000000 must be negative, how the recognition is decreased
RecognitionTimeDistanceGain 0.100000000 0.100000000 0.100000000 perlin gain for the distance influencing the recognition time
RecognitionTimeKNegativeCoef -6.000000000 -6.000000000 -6.000000000 multiplicative coef for negative values of conspicuousness
RecognitionTimeKPositiveCoef -3.000000000 -3.000000000 -3.000000000 multiplicative coef for positive values of conspicuousness
RecognitionTimePCoef 8.000000000 8.000000000 8.000000000 recognition time for a character with conspicuousness = 0
RelationshipToImpressCharisma 0.800000000 0.800000000 0.800000000 [0,inf]: how much reputation is used to raise charisma
RelationshipToPersuadeSpeech 0.800000000 0.800000000 0.800000000 [0,inf]: how much reputation is used to raise speech
RelationshipToThreatenBadassness 0.800000000 0.800000000 0.800000000 [0,inf]: how much reputation is used to raise badassness
RepairKitCapacity 200.000000000 200.000000000 200.000000000 Repair kit capacity to repair
RepairKitItemHealthBestLimit 0.600000000 0.600000000 0.600000000 With high skill/quality repair kit, can repair items until this health limit
RepairKitItemHealthDefaultLimit 0.800000000 0.800000000 0.800000000 Default repair kit item health limit
RepairKitItemPerkBuffHealthThreshold 0.300000000 0.300000000 0.300000000 Buffs added by repair kit perks won't be functional under this item health
RepairKitMaxSkillCapacityCoef 1.500000000 1.500000000 1.500000000 Max skill coefficient for repair kit total capacity
RepairPriceModif 0.650000000 0.650000000 0.650000000 Default repairing shop price modifier
ReputationPropagationBiasTime 1800.000000000 1800.000000000 1800.000000000 random bias to propagation time (world time)
ReputationPropagationCoef 0.300000000 0.300000000 0.300000000 Propagation coef up (soul->faction->superfaction)
ReputationPropagationTime 10800.000000000 10800.000000000 10800.000000000 propagation time from npc to faction/superfaction (world time)
ResetNearbyRelationshipRange 50.000000000 50.000000000 50.000000000 range for relationship reset
ResetPublicFriendsRelationshipMin 0.150000000 0.150000000 0.150000000 minimal relationship for the alied forces after reset
RespawnTimeBase 800.000000000 800.000000000 800.000000000 Time before a hidden corpse respawns (base time)
RespawnTimeVariation 60.000000000 60.000000000 60.000000000 Time before a hidden corpse respawns (random extra time)
RiderAgilityToHorsePullDown 0.500000000 0.500000000 0.500000000 Relative rider Agility to horse pull down
RiderHorseStaminaCoef 0.250000000 0.250000000 0.250000000 Ratio between Stamina consumption of a horse and its rider
RiderSkillToHorsePullDown 0.500000000 0.500000000 0.500000000 Relative riding skill skill to horse pull down
RiderThreatToHorseMorale 0.100000000 0.100000000 0.100000000 Morale decrease per one rider threat
SecondaryStatXPRatio 0.500000000 0.500000000 0.500000000 secondary weapon stat ratio
SharpeningFullNegativeHealthXP 20.000000000 20.000000000 20.000000000
SharpeningFullPositiveHealthXP 100.000000000 100.000000000 100.000000000 change in weapon health at which the sharpening is considered successful
SharpeningMaxDestructionAngle 0.700000000 0.700000000 0.700000000
SharpeningMaxIdealAngle 0.500000000 0.500000000 0.500000000
SharpeningMinDestructionAngle 0.600000000 0.600000000 0.600000000
SharpeningMinEfficiencyHealth 0.300000000 0.300000000 0.300000000 health you can achieve with the worst efficiency
SharpeningMinIdealAngle 0.300000000 0.300000000 0.300000000
SharpeningSuccessfulHealthDelta 0.100000000 0.100000000 0.100000000
ShoeHealthDecrease 0.001000000 0.001000000 0.001000000 status delta per traveled m
ShoeHealthUpdateDistance 50.000000000 50.000000000 50.000000000 shoe health is update after traveling N m
ShortTermNutritionDigestionSpeedMultiplier 5.000000000 5.000000000 5.000000000 digestion multiplier for part of the food with low nutrition value
SkillCap 20.000000000 20.000000000 20.000000000 max skill level, also effects of a general skill are maximal at this level
SkillDiffToAttackSpeed 0.100000000 0.100000000 0.100000000 relative attack speed gain for one skill level difference
SkillToDefense 0.028570000 0.028570000 0.028570000
SkillToDmgConstA 70.000000000 250.000000000 250.000000000
SkillToFencingBase 0.800000000 0.800000000 0.800000000
SkillToPerfectBlockPowTo 0.500000000 0.500000000 0.500000000 slot = relativeSkill ^ this
SkillToRangedWpnAIRange 0.500000000 0.500000000 0.500000000 how the relative skill influences the weapon range for the AI
SkillXPBlock 2.000000000 2.000000000 2.000000000 XP gain after a successful block
SkillXPComboHit 4.000000000 4.000000000 4.000000000 weapon XP gain after a hit in a combo
SkillXPDrinkAlcohol 1.000000000 1.000000000 1.000000000 XP gain per 1 alcohol content drinked
SkillXPHit 2.000000000 2.000000000 2.000000000 weapon XP gain after a hit
SkillXPKill 12.000000000 12.000000000 12.000000000 weapon XP gain after a kill
SkillXPLevelBase 20.000000000 20.000000000 20.000000000 base value (additive) to calculate XPs needed for the next level
SkillXPLevelDiff 30.000000000 30.000000000 30.000000000 multiplicative value to calculate XPs needed
SkillXPPerfectBlock 8.000000000 8.000000000 8.000000000 XP gain after a successful perfect block
SkillXPRiposte 8.000000000 8.000000000 8.000000000 successful riposte (attack after perfect block)
SkillXPUseRepairKit 5.000000000 5.000000000 5.000000000 XP gain per 1 health repaired by repairkit
SleepHealthRegenBaseSpeed 0.003472220 0.003472220 0.003472220 full regen after 8 world-time hours
SleepToSaveThreshold 1.000000000 1.000000000 1.000000000 sleeping at least this time triggers autosave.
SlimCollisionWeightMul 0.800000000 0.800000000 0.800000000 multiplies the archetype body weight if the character is slim
SoulCourageMoraleWeight 5.000000000 5.000000000 5.000000000 Weight of soul courage affecting morale
SpeechDiffToSkillCheckResult 0.300000000 0.300000000 0.300000000 > 0; speech diff for result = -1/1
SpeechMulOnExtremeExhaustion 0.750000000 0.750000000 0.750000000 Player will have this speech multiplied by this value when he has exhaust equal to 0. Speech will not be changed when exhaust is 50. Linear interpolation on multiplier is applied when exhaust is between 0 and 50;
SpeechXPLevelBase 20.000000000 20.000000000 20.000000000
SpeechXPLevelDiff 30.000000000 30.000000000 30.000000000
SprintCost 3.500000000 3.500000000 3.500000000 stamina cost of sprint
StamDamage 8.000000000 8.000000000 8.000000000 see: rpglib::calcStaminaDamageCost
StaminaDamageToInjury 0.000000000 0.000000000 0.000000000 note: stamina is [0-100] but injury is [0-1]
StaminaToHealthDamageMax 0.750000000 0.750000000 0.750000000 stamina-health damage transfer for dmgr=1
StaminaToHealthDamageMin 0.250000000 0.250000000 0.250000000 stamina-health damage transfer for dmgr=0
StamRegenBase 22.000000000 22.000000000 22.000000000 base regeneration speed
StamRegenBlockMod 0.600000000 0.600000000 0.600000000 relative stam regen speed during active block or raised weapon
StamRegenCooldown 1.500000000 1.500000000 1.500000000 cooldown timer expiry
StamRegenFromVit 1.000000000 1.000000000 1.000000000 how our VIT stat affects stamina regeneration
StamRegenMoveMod 0.750000000 0.750000000 0.750000000 relative stam regen speed during movement
StamRegenRelativeDiff 0.666667000 0.666667000 0.666667000 maximal relative difference to the base speed on low/high stamina
StarvationExtremeThreshold 0.000000000 0.000000000 0.000000000 when nutrition is below this value, extreme hunger starts
StarvationHealthLossSpeed 0.000578704 0.001000000 0.001000000 by design the same speed as the digestion
StarvationHugeThreshold 25.000000000 25.000000000 25.000000000 when nutrition is below this value, significant hunger starts
StarvationPlayerEffectMaxMax 60.000000000 60.000000000 75.000000000 longest interval between effects for high hunger stat
StarvationPlayerEffectMaxMin 90.000000000 90.000000000 120.000000000 longest interval between effects for low hunger stat
StarvationPlayerEffectMinMax 30.000000000 30.000000000 45.000000000 shortest interval between effects for high hunger stat
StarvationPlayerEffectMinMin 60.000000000 60.000000000 90.000000000 shortest interval between effects for low hunger stat
StarvationThreshold 50.000000000 50.000000000 50.000000000 when nutrition is below this value, hunger starts
StatCap 20.000000000 20.000000000 20.000000000 max stat level
StatsToDodgePowTo 0.500000000 0.500000000 0.500000000 slot = relativeStats ^ this
StatToMainLevelBase 0.500000000 0.500000000 0.500000000 a1 of the geometric progression
StatXPAgilityPerDodge 2.000000000 2.000000000 2.000000000 XP gain after a dodge
StatXPComboHit 4.000000000 4.000000000 4.000000000 XP gain after combo hit
StatXPHit 2.000000000 2.000000000 2.000000000 XP gain after a hit
StatXPKill 8.000000000 8.000000000 8.000000000 XP gain after a kill
StatXPSpeechPerSequence 1.000000000 1.000000000 1.000000000 Speech XP gain after selecting an unused sequence (multiplied by speech_coef of that sequence)
StatXPSpeechPersuadeSuccessMax 10.000000000 10.000000000 10.000000000 Maximal XP gain for persuade
StatXPVitalityPerDistance 8.000000000 8.000000000 8.000000000 Vitality XP gain after sprinting AthleticXPAwardDistance
StatXPVitalityPerJump 0.500000000 0.500000000 0.500000000 Vitality XP gain for each jump
StatXPVitalityPerKill 15.000000000 15.000000000 15.000000000 Vitality XP gain after a kill
StatXPVitalityPerVault 0.700000000 0.700000000 0.700000000 Vitality XP gain for each vault over a ledge
StealthAttackFailXp 10.000000000 10.000000000 10.000000000 Stealth XP gain for failed stealth kill or take-down
StealthAttackMaxXp 50.000000000 50.000000000 50.000000000 Stealth XP gain for successful stealth kill or take-down, strongest enemy
StealthAttackMinXp 25.000000000 25.000000000 25.000000000 Stealth XP gain for successful stealth kill or take-down, weakest enemy
StealthCooldown 5.000000000 5.000000000 5.000000000 after last detector npc stops seeing player
StealthKillDamage 100.000000000 100.000000000 100.000000000 damage given to the victim
StealthKillProbCoefA 4.000000000 4.000000000 4.000000000 coefficient for stealth kill/knock-out probability formula
StealthKillProbCoefB 1.000000000 1.000000000 1.000000000 coefficient for stealth kill/knock-out probability formula
StealthKillProbCoefC 1.000000000 1.000000000 1.000000000 coefficient for stealth kill/knock-out probability formula
StealthKnockOutUnconsciousDepthBase 250.000000000 250.000000000 250.000000000 the base unconsciousness depth for stealth knockout
StealthSkillToFootstepSoundMult 0.400000000 0.400000000 0.400000000 how much are footsteps attenuated for the max skill
StealthSkillToRecogTime 0.050000000 0.050000000 0.050000000 how much is the required time extended by the skill level (relative)
StealthSkillToViewRadiusDecr 0.020000000 0.020000000 0.020000000 how much is the view radius decreased by the skill level (relative)
StealthSneakBaseDistance 4.000000000 4.000000000 4.000000000 Sneaked distance that triggers Stealth leveling
StealthSneakBaseXp 1.000000000 1.000000000 1.000000000 Base XP gain when sneaking
StealthSneakCheckRadius 15.000000000 15.000000000 15.000000000 NPC query radius when sneaking
StealthSneakXpSumCoefA 5.000000000 5.000000000 5.000000000 Combine XP from each NPC
StealthSneakXpSumCoefB 4.000000000 4.000000000 4.000000000
StealthToUnconsciousDepth 250.000000000 250.000000000 250.000000000 modifies the time victim is unconscious
StillAndHiddenHysteresis 1.500000000 1.500000000 1.500000000 switch the state after this timeout
StillBuffDuration 600.000000000 600.000000000 600.000000000 duration of standing still after which Still buff bonuses are activated (in worldtime seconds)
StolenGoodsForcedDiscount 0.400000000 0.400000000 0.400000000 price multiplier for when merchant detects that the sold items are stolen
StoryProgressXPLevelBase 20.000000000 20.000000000 20.000000000
StoryProgressXPLevelDiff 30.000000000 30.000000000 30.000000000
StrAgiToEqwArmorLoad 1.000000000 1.000000000 1.000000000
StrengthToInventoryCapacity 4.000000000 4.000000000 4.000000000 derives inventory capacity from Strength
StrengthXPLevelBase 20.000000000 20.000000000 20.000000000
StrengthXPLevelDiff 30.000000000 30.000000000 30.000000000
SuperFactionRepWeight 1.000000000 1.000000000 1.000000000 Weight of superfaction reputation (reputation median)
SuperWeaponDefense 20.000000000 20.000000000 20.000000000 like the best shield - mainly for AI, used to judge weapon
SurfaceToArmorLoadALWCoef 1.000000000 1.000000000 1.000000000 Coef alw from terrain/surface to armor load influence calculation
SurfaceToArmorLoadTWCoef 0.150000000 0.150000000 0.150000000 Coef tw from terrain/surface to armor load influence calculation
ThreatenStrenghtWeight 0.500000000 0.500000000 0.500000000 0 - full weight to morale
1- full weight to strength
ThunderstormBuffRainIntensity 0.300000000 0.300000000 0.300000000 rain intensity threshold when Thunderstorm buff bonuses are activated
TreasureItemPricee 1000.000000000 1000.000000000 1000.000000000 starting price of treasure items
TrueRelationDistThresholdRel 0.333333000 0.333333000 0.333333000 distance, relative to observers maximum distance, required to see the true faction
UnarmedAttackBase 2.000000000 2.000000000 2.000000000 attack value for attack with relative stam cost = 1
UnarmedAttackReqStrBase 2.000000000 2.000000000 2.000000000 for attack with relative stam cost = 1
UnarmedBlockDefense 3.000000000 3.000000000 3.000000000 defense value for unarmed block
UnarmedHitArmorDamageCoef nil 0.250000000 0.250000000 relative to armed combat
UnconsciousDepthFadeoutSpeedBase 1.000000000 1.000000000 1.000000000 how fast is the depth consumed
UnconsciousTimeWhenTimeIsNotRunning 8.000000000 8.000000000 8.000000000 if world time is not running, skiptime can not be started when player is unconscious; screen will only fade for this long instead; this is slightly modified by some rpg stats
VigourFull 100.000000000 100.000000000 100.000000000 Maximum vigour
VigourTickInterval 2.000000000 2.000000000 2.000000000 Vigour timer expiry
VisionToViewRadius 2.000000000 2.000000000 2.000000000 an increase of FOV caused by the hea stat
VitalityToUnconsciousDepthFadeoutSpeed 1.000000000 1.000000000 1.000000000 relative vitality
VitalityXPLevelBase 20.000000000 20.000000000 20.000000000
VitalityXPLevelDiff 30.000000000 30.000000000 30.000000000
WeakBlockStamCoef 2.000000000 2.000000000 2.000000000
WeaponDefenseToAttackingWeaponStatus 0.010000000 0.010000000 0.010000000 how opponent's defense value damages my weapon - hit to weapon/block
WeaponStatusToAttackCoef 0.500000000 0.500000000 0.500000000 weapon health to status multiplicative coef