
[main]

; offset in camera space (X: right, Y: up, Z: forward), added to free-aim & lock-on camera modes
socket-offset = (0.4, 0.8, 0)

; additional local camera offset while free-aim-ing, aligned with the horizontal plane
offset = (0.0, -0.8, 0.0)

; additional offset while locked-on (relative to the direction between your character and the target)
offset-lockon = (0.2, -0.8, 0.0)

; Scales offset distance in X and Z axes with max camera distance; 0.0: Offset isn't scaled with max distance, 1.0: fully scaled with max distance
scale-with-max-distance = 0.0

; if > 0.0, tries to keep the camera leveled with the lock-on targets
dynamic-y-offset = 0.0
dynamic-y-offset-max = 1.0

; if > 0.0, pulls the camera further away as the Y-axis distance to the lock-on target increases
dynamic-distance-offset = 0.0
dynamic-distance-offset-max = 3.0

; Recommended value in range (0.001, 0.2)
dynamic-offset-distance-falloff = 0.05

; Sets whether to use alternative camera positions while talking to NPCs
alt-npc-offset = no

; Where to pick between the player avatar and the NPC to center the camera around: 0.0 -> player, 1.0 -> NPC
alt-npc-offset-alpha = 0.5

; Whether to disable offset during critical attack animations
auto-toggle-critical = yes

; Remove offset while riding torrent (except while locked-on)
auto-toggle-torrent = no

; Remove offset while sprinting on-foot with free-aim
auto-toggle-sprinting = no

; Remove offset while in the menu screen
auto-toggle-menu = yes

; Checks if adding camera offset is causing the lock-on target to not be visible while your character has a line of sight on them and disable camera offset when necessary.
check-occlusion = yes

; Multiplier to lock-on vertical aim offset (lower values move the target point closer to the middle of the screen)
target-view-offset-multiplier = 0.67

; Added to the lock-on aim function, affects the targets' horizontal position on-screen (unit: radian)
target-aim-offset-yaw = 0

; How much the targets can move (relatively) before the camera starts tracking
target-aim-tolerance-multiplier = 1

; Sets how fast the camera retracts to avoid clipping into the terrain
; set to 0 to disable interpolation
collision-retract-speed = 25

; how fast the camera return to max distance when there's no longer any collisions
; set to 0 to have the springback speed depend on the camera's movement
collision-springback-speed = 5

; Multiplies the collision sphere radius with this value (ER's default is about 5cm)
collision-size-multiplier = 2

; offset interpolation speed while turning (set to 0 to disable interpolation)
interpolation-speed = 0

; offset the camera in the direction your character is moving (0: disabled)
look-ahead = 0.5
look-ahead-sprinting = 0.2

look-ahead-z-scale = 0.5

; how fast the lookahead offset is reset to 0 while the camera is not moving
look-ahead-reset-speed = 1.0

; How much look-ahead offset to add to push the camera further away from the player character
look-ahead-increase-ammount = 0.5

; If =/= 0, Make the camera swing between either size of the player character depending on the lock-on target's position, best used with high pivot tracking speed
lockon-swing-speed = 0.0

; If =/= 0, swing the camera between either side while the player character is moving.
freeaim-swing-speed = 0.0

; Relative velocity threshold for offset swing
swing-threshold = 0.0

; How much to push the camera to max offset distance while swinging (values too high may cause it to get stuck on one side)
swing-push = 0.5


[keybinding]
; modifier keys have to go before the trigger key, separated by a '+'
; eg.
;	alt + f4

; disable/enable camera offset
toggle = alt + o

; additively inverts x axis
switch-side = 


[experimental]

; if true, watch the config file for changes while running & loads all function hooks ignoring force-all-hooks
track-config-changes = yes

; Forces the creation of all function hooks regardless of config values (shouldn't change the mod's behavior)
force-all-hooks = no

