[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