Game Mechanics
游戏机制

<html><head/><body><p>Make enchanted weaponry without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html>
<html><head/><body><p>让没有施法标签的附魔武器同样能对免疫普通武器的敌人造成伤害，就像原版晨风中一样。</p></body></html>

Enchanted weapons are magical
任何附魔都可击中物理免疫

<html><head/><body><p>Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.</p></body></html>
<html><head/><body><p>使玩家的视线在游泳时往上一点，旨在使游泳更简单，不需要潜水。只适用于第三人称模式。</p></body></html>

Swim upward correction
水面游泳视角抬高

<html><head/><body><p>If enabled NPCs apply evasion maneuver to avoid collisions with others.</p></body></html>
<html><head/><body><p>如果启用，NPC会采用回避动作以避免与他人相撞。</p></body></html>

NPCs avoid collisions
NPC避开碰撞

<html><head/><body><p>Enable navigator. When enabled background threads are started to build nav mesh for world geometry. Pathfinding system uses nav mesh to build paths. When disabled only pathgrid is used to build paths. Single-core CPU systems may have big performance impact on exiting interior location and moving across exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn’t know where to go when you stand behind that stone and casting a firebolt.</p></body></html>
<html><head/><body><p>启用导航网格。当启用时，后台线程开始为世界的几何建模建立导航网格。寻路系统使用导航网格来建立路径。当禁用时，只有瓦块地图被用来构建路径。单核CPU系统在离开内部位置和在外部世界移动时可能会有很大的性能影响。可能对多核CPU系统的性能略有影响。多核CPU系统可能对导航网格的更新有不同的延迟，这取决于其他设置和系统性能。在外部世界移动，进入/离开室内外会导致导航网格的更新。NPC和生物在导航网格建立之前可能无法找到路径。如果你想让老式的人工智能在你站在石头后面施放火焰的时候不知道该往哪里走原地罚站的话，你可以禁用这个功能。</p></body></html>

Build nav mesh for world geometry
为世界的几何形状建立导航网格

<html><head/><body><p>This setting causes the behavior of the sneak key (bound to Ctrl by default) to toggle sneaking on and off rather than requiring the key to be held down while sneaking. Players that spend significant time sneaking may find the character easier to control with this option enabled. </p></body></html>
<html><head/><body><p>这个设置使潜行键（默认与Ctrl绑定）改为切换潜行与非潜行，而不是要求在潜行时按住该键。花大量时间潜行的玩家可能会发现启用这个选项后角色更容易控制。 </p></body></html>

<s>Toggle sneak</s> (moved to the in-game menu)
<s>切换潜行</s> (moved to the in-game menu)

<html><head/><body><p>Make disposition change of merchants caused by trading permanent.</p></body></html>
<html><head/><body><p>使交易后商人永远不会刷新玩家卖掉的东西也永远不会进货。</p></body></html>

Permanent barter disposition changes
商人物品保持不变

<html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html>
<html><head/><body><p>使在战斗中从被击倒的NPC那里偷取物品成为可能。</p></body></html>

Always allow stealing from knocked out actors
始终能够从被击倒的生物或NPC身上偷窃物品

<html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html>
<html><head/><body><p>在NPC的移动速度计算中不计种族重量。</p></body></html>

Racial variation in speed fix
固定的种族速度差异

<html><head/><body><p>Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.</p><p>This means that unlike Morrowind you will be able to knock down actors using this effect.</p></body></html>
<html><head/><body><p>使疲劳减损的法术效果像耗尽疲劳的效果一样不设上限。</p><p>这意味着不同于晨风，你可以用这种魔法效果击倒NPC。</p></body></html>

Uncapped Damage Fatigue
无上限的疲劳减损

<html><head/><body><p>If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.</p><p>If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.</p></body></html>
<html><head/><body><p>如果这个设置启用，玩家可以在敌人死亡动画中搜刮尸体（包括召唤的生物），前提是他们不在战斗中。在这种情况下，我们必须增加死亡计数器，并立即运行处置敌人的脚本。</p><p>如果这个设置禁用，玩家在任何情况下都必须等到死亡动画结束。使得利用召唤生物的BUG来搜刮额外的物品变得更加困难。与人体模型MOD冲突，这个mod使用跳过动画的方式来防止死亡动画的结束。</p></body></html>

Can loot during death animation
可以在死亡动画中搜刮尸体

<html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html>
<html><head/><body><p>让填充的灵魂石的价值只取决于其中灵魂的大小。</p></body></html>

Soulgem values rebalance
灵魂石价值的重新平衡

<html><head/><body><p>Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.</p></body></html>
<html><head/><body><p>让玩家的追随者和护卫者们立即与进入战斗状态的敌人进行战斗。否则他们会等待敌人或玩家先进行攻击。</p></body></html>

Followers defend immediately
跟随者立即战斗

<html><head/><body><p>Effects of reflected Absorb spells are not mirrored -- like in Morrowind.</p></body></html>
<html><head/><body><p>反射的吸收法术的效果不会被再次反射出来--就像在原版晨风中一样。</p></body></html>

Classic reflected Absorb spells behavior
经典的法术吸收

Give NPC an ability to swim over the water surface when they follow other actor independently from their ability to swim. Has effect only when nav mesh building is enabled.
当NPC跟随时，给予他们在水面上游泳的能力，这与他们的游泳能力无关。只有在启用导航网格构建时才有效果。

Always allow NPC to follow over water surface
始终允许NPC在水面上跟随

<html><head/><body><p>Allow non-standard ammunition solely to bypass normal weapon resistance or weakness.</p></body></html>
<html><head/><body><p>只允许特殊的箭矢能够正常攻击物理免疫或者物理虚弱的目标。</p></body></html>

Only appropriate ammunition bypasses normal weapon resistance
只允许特殊箭矢攻击物理免疫与虚弱

<html><head/><body><p>Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.</p></body></html>
<html><head/><body><p>使得徒手进攻能够损害盔甲耐久。</p></body></html>

Unarmed creature attacks damage armor
徒手进攻对盔甲造成损害

Factor strength into hand-to-hand combat:
在徒手战斗中考虑力量因素：

Off
禁用

Affect werewolves
包括狼人

Do not affect werewolves
不影响狼人

Background physics threads:
背景物理线程：

Actor collision shape type:
生物与NPC碰撞：

Collision is used for both physics simulation and navigation mesh generation for pathfinding. Cylinder gives the best consistency bewtween available navigation paths and ability to move by them. Changing this value affects navigation mesh generation therefore navigation mesh disk cache generated for one value will not be useful with another.
碰撞被用于物理模拟和导航网格的生成，用于寻路。圆柱体在可用的导航路径和通过它们移动的能力之间提供了最好的一致性。改变这个值会影响到导航网格的生成，因此为一个值生成的导航网格磁盘缓存在另一个值上将没有用处。

Axis-aligned bounding box
轴线对齐的碰撞箱

Axis-aligned bounding box
轴线对齐的碰撞箱

Rotating box
旋转式碰撞箱

Cylinder
圆柱体碰撞箱

Visuals
视觉效果

Animations
动画

<html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html>
<html><head/><body><p>魔法物品有前摇动画，就像一般的魔法一样。</p></body></html>

Use magic item animation
启用魔法道具前摇动画

<html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html>
<html><head/><body><p>使得NPC和玩家的移动更加丝滑。建议在启用"移动时面向移动方向"时启用。</p></body></html>

Smooth movement
平滑的运动

<html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html>
<html><head/><body><p>从动画文件夹中加载每一组KF文件和骨架文件。</p></body></html>

Use additional animation sources
使用额外的动画资源

<html><head/><body><p>Affects side and diagonal movement. Enabling this setting makes movement more realistic.</p><p>If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.</p><p>If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.</p></body></html>
<html><head/><body><p>影响左右和斜向的移动。启用这个设置可以使运动更加真实。</p><p>如果禁用，那么整个角色的身体就会始终面向镜头的方向。斜向运动也没有特殊的动画，会导致在地上滑行。</p><p>如果启用，则角色将下半身转向运动方向。上半身部分转动。头部总是面向镜头的方向。在战斗模式下，它只适用于斜向运动。在非战斗模式下，它也能改变左右运动。在游泳时也会根据运动方向将整个身体向上或向下转动。</p></body></html>

Turn to movement direction
移动时面向移动方向

<html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</p></body></html>
<html><head/><body><p>渲染带鞘的武器（带箭筒和刀鞘），需要额外的mod资源。</p></body></html>

Weapon sheathing
武器护套

<html><head/><body><p>Render holstered shield, requires modded assets.</p></body></html>
<html><head/><body><p>渲染带护套的盾牌，需要额外的mod资源。</p></body></html>

Shield sheathing
盾牌护套

Shaders
着色器

Auto use object normal maps
自动使用物体法线贴图

Auto use terrain normal maps
自动使用地形法线贴图

Auto use object specular maps
自动使用物体镜面图

Auto use terrain specular maps
自动使用地形镜面图

Bump/reflect map local lighting
凹凸不平/反射贴图的局部照明

Use anti-alias alpha testing
使用测试版抗锯齿阴影

Soft Particles
软粒子

Fog
雾气

Radial fog
雾气半径

Exponential fog
指数式雾气

Sky blending
天空雾气混合

Sky blending start
混合边界

Terrain
地形

Viewing distance
可视距离

Cells
区块

Object paging min size
对象分页最小尺寸

Distant land
超远视野

Active grid object paging
活动网格对象分页

Models
模型

Day night switch nodes
昼夜切换节点

Post Processing
后期处理

Enable post processing
启用后期处理

Transparent postpass
透明的后期通道

Auto exposure speed
自动曝光速度

Audio
音频

Select your preferred audio device.
选择你喜欢的音频设备

Audio Device
音频设备

Default
默认

HRTF
HRTF功能

Automatic
自动

Off
禁用

On
启用

HRTF Profile
HRTF预设

Default
默认

Interface
界面设置

Off
禁用

Tool Tip Only
仅限工具图标

Crosshair Only
仅限十字准星

Tool Tip and Crosshair
工具图标与十字准星

GUI scaling factor
UI大小设置

Show effect duration
显示buff持续时间

Change dialogue topic color
改变对话关键词的颜色

Font size
字体大小

Can zoom on maps
启用背包地图缩放

Enable graphic herbalism
启用图形化的炼金材料

Show projectile damage
显示投射物伤害

Show melee info
显示近战武器信息

Stretch menu background
可拉伸的菜单背景

Show owned objects
显示所有权对象

Show enchant chance
显示附魔成功率

Bug Fixes
BUG修复

Merchant equipping fix
商人不再装备玩家卖掉的物品

Trainers choose their training skills based on their base skill points
训练师根据他们自身的技能点来选择技能训练

Miscellaneous
杂项

Saves
存档

Add "Time Played" to saves
根据"游玩时间"自动存档

Maximum Quicksaves
最小快速存档时间

Other
其他

Screenshot Format
屏幕截图格式

Notify on saved screenshot
保存截图时进行通知

Testing
测试性

These settings are intended for testing mods and will cause issues if used for normal gameplay.
这些设置是为了测试MOD，如果用于正常游戏，会导致问题。

Grab cursor
抓取光标

Skip menu and generate default character
跳过新手教程并生成默认角色

Start default character at
默认角色出生点

default cell
默认地区

Run script after startup:
在启动后运行脚本：

Browse…
浏览…

Content Files
主文件与插件

Data Directories
游戏目录

Append
添加

Insert Above
插入

Move Up
上移

Move Down
下移

Remove
移除

Archive Files
资源文件

Move Up
上移

Move Down
下移

Navigation Mesh Cache
导航网格缓存

Update
更新

Cancel
取消

Remove unused tiles
移除未使用的瓦片地图

Max size
最大值

Content List
内容列表

Select a content list
选择一个内容列表

New Content List
新建内容列表

Clone Content List
复制内容列表

Clone Content List
复制内容列表

Delete Content List
删除内容列表

Delete Content List
删除内容列表

New Content List
新建内容列表

New Content List
新建内容列表

Clone Content List
复制内容列表

Clone Content List
复制内容列表

Delete Content List
删除内容列表

Delete Content List
删除内容列表

Check Selection
检查选择

Uncheck Selection
取消选择

Refresh Data Files
刷新Data文件夹

Refresh Data Files
刷新Data文件夹

Select directories you wish to add
选择你想添加的目录

Display
显示

Anti-aliasing:
抗锯齿：

Framerate Limit:
帧率限制：

Custom:
自定义：

Standard:
标准：

Window Border
带边框窗口化

Fullscreen
全屏

Windowed Fullscreen
无边框窗口化

Windowed
窗口化

Window Mode:
窗口模式

Resolution:
方案：

Screen:
显示屏：

Vertical Sync
垂直同步

Lighting
光照

Lighting Method:
照明方案：

legacy
原版

shaders compatibility
兼容性着色器

shaders
着色器

Shadows
阴影

Enable Player Shadows
玩家阴影

Enable Actor Shadows
生物阴影

Enable Object Shadows
物体阴影

Enable Terrain Shadows
地形阴影

Enable Indoor Shadows
室内阴影

Shadow Near Far Computation Method:
阴影距离计算方式：

bounds
形状边缘

primitives
原始

none
无

Shadow Map Resolution:
阴影清晰度：

Shadow Distance Limit:
阴影距离限制：

unit(s)
距离单位

Fade Start Multiplier:
淡入淡出倍数：

OpenMW Launcher
OpenMW 启动器

OpenMW version
OpenMW 版本

Current Content List:
当前内容列表：

Play
玩

Form
形状

Morrowind Content Language
晨风内容语言

Morrowind Installation Wizard
晨风安装向导

Run &Installation Wizard
运行 &安装向导

Morrowind Settings Importer
晨风设置导入器

File to import settings from:
要导入设置的文件：

Browse...
浏览...

Import add-on and plugin selection (creates a new Content List)
导入附加组件和插件选择（创建一个新的内容列表）。

Import bitmap fonts setup
导入位图字体设置

Run &Settings Importer
运行 &设置导入器

