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module_name = Calradia

compatible_with_warband = 1
supports_directx_7 = 1
reduce_texture_loader_memory_usage = 0
use_case_insensitive_mesh_searches = 0
use_texture_degration_cache = 0
num_hints = 12
auto_create_note_indices = 0 #Do not automatically search through all troops/fac
tions/towns to check if they have note text.
map_min_x = -180
map_max_x = 180
map_min_y = -145
map_max_y = 145
map_sea_direction = -40 #wave foam direction
map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the s
ea.
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01
air_friction_arrow = 0.002
air_friction_bullet = 0.002
# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types = 3
map_steppe_tree_types = 5
map_desert_tree_types = 4
map_max_distance = 175.0
has_tutorial = 1
time_multiplier = 0.25
seeing_range
= 6.5
track_spotting_multiplier = 0.8
# heroes with health below this will not appear in battles and will not contribu
te to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15
skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20
player_xp_multiplier = 2.0
hero_xp_multiplier
= 2.0
regulars_xp_multiplier = 3.0
display_wp_firearms = 0
# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold
= 3.0

# Same thing for multiplayer


damage_interrupt_attack_threshold_mp

= 1.0

# No extra penetration flags are set, so keep them ineffective


extra_penetration_factor_soak = 1.0
extra_penetration_factor_reduction = 1.0
# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted
from damage due to armor.
# The next three values determine the percentage reduction from the damage.
armor_soak_factor_against_cut
armor_soak_factor_against_pierce
armor_soak_factor_against_blunt

= 0.8
= 0.65
= 0.5

armor_reduction_factor_against_cut
armor_reduction_factor_against_pierce
armor_reduction_factor_against_blunt
horse_charge_damage_multiplier
couched_lance_damage_multiplier
fall_damage_multiplier

= 1.0
= 0.5
= 0.75
= 1.0
= 0.65
= 1.0

#missiles with damage > shield_penetration_offset + shield_penetration_factor *


shield
#will penetrate.
shield_penetration_offset = 30.0
shield_penetration_factor = 3.0
#setting speed_power to 2.0 makes damage scale with the square of missile's spee
d.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 1.9
melee_damage_speed_power = 2.0
multiplayer_walk_enabled = 0
mission_object_prune_time = 180
#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot
= 1
# Change this to 1 if you want to load
# textures from Modules/<Module_Dir>/Textures/
scan_module_textures = 1
scan_module_sounds = 0
#edit mode should be enabled
#give_performance_warnings = 1
#You can also use load_mod_resource instead of load_resource to make sure you ar
e reading files from module directory.
oad_module_resource = thick_surcoats
load_module_resource = thick_clothing

load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource
load_module_resource

=
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thick_helms
thick_brigandines
thick_armors
plumed_helms
gauntlets_newb
thick_armors_f
thick_armors_g
thick_armors_h
thick_helmets_f
thick_helmets
thick_full_plate_armor
thick_horses_b
thick_sarranid_robe
thick_armors_new_a
thick_armors_b
thick_helmets2
thick_vaegir_khergit_sarranid
thick_shields
thick_sarranid_helmets

load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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test
textures_face_gen
shaders
textures
materials
materials_face_gen

load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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=

uimeshes
meshes_face_gen
helpers
map_tree_meshes
map_icon_meshes
particle_meshes
skeletons
tree_meshes
xtree_meshes
grass_meshes
plant_meshes
body_meshes
object_meshes
object_bodies

load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_a
load_resource = arabian_horses
load_resource = arabian_castle
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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=

food
beards
armors_b
armors_c
armors_d
armors_e
armors_f
armors_g
armors_h

load_resource = armors_i
load_resource = boots_b
load_resource = boots_c
load_resource = helmets
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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helmets_b
village_houses
village_houses_a
village_houses_b
hair
deneme

load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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interiors_a
interiors_b
interiors_c
arena
map_icons_b
castle_a
dungeon
stone_houses
snowy_houses
snowy_castle
helmets_d
helmets_e
helmets_f

load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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castle_b
square_keep
anim_b
shields
shields_b
weapon_meshes_c
xtree_meshes_b
map_icons_c
pictures
user_interface_b
user_interface_c

load_resource = scene_encounter_spot
load_resource = interior_thirsty_lion
load_resource = scene_small_tavern
load_resource = weapon_meshes1
load_resource = weapon_meshes_b
load_resource = houses1
load_resource = wall_meshes1
load_resource = town_houses
load_resource = doors
load_resource = churches
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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town_houses_b
castle_c
castle_d
castle_e
castle_f
castle_g

load_resource = castle_h
load_resource = castle_i
load_resource = gatehouse
load_resource = viking_houses
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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fake_houses
town_houses_c
banners
map_flags
map_flags_b
map_flags_c
map_flags_d

#load_resource = costumes_a
load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
load_resource = costumes_b
load_resource = costumes_c
load_resource = arena_costumes
load_resource = boots_a
load_resource = terrain_borders
load_resource = terrain_borders_b
load_resource = skyboxes
load_resource = object_b
load_resource = tree_e_meshes
load_resource = destroy
load_resource = xtree_meshes_c
load_resource = grass_meshes_b

load_resource = interiors_steppe
load_resource = grooming_horse
load_resource = town_houses_d
load_resource
load_resource
load_resource
load_resource

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horses_b
ani_horse_mounted
deneme2
horse_skeleton

load_resource = steppe_fake_houses
load_resource = weapon_meshes_d
load_resource = tableau_shields
load_resource = heraldic_armors
load_resource
load_resource
load_resource
load_resource
load_resource

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spear
weapons_e
weapons_f
instruments
sarranid_armors

load_resource = custom_banner

load_resource = simple_primitives
load_resource
load_resource
load_resource
load_resource
load_resource

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ani_man_walk
ani_twohanded
ani_onehanded
ani_death
ani_stand_guardsman

load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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ani_human_mounted
ani_lady_stand
ani_poses
ani_stand_shopkeeper
ani_man_cheer
ani_stand_onhorse
ani_throw_stone
ani_strikes
ani_equip_arms
ani_run_p
ani_run_forward_left_right
uni_strikes3
ani_walk_sideways
ani_run_sideways
ani_stand

load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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ani_crouch_down
ani_low_walk
ani_turn_man
ani_attacks_single
ani_lancer
ani_attacks
ani_kicks
ani_parry_attack
ani_walk_backward
ani_run_lookingsides
ani_defends
ani_walk_lookingsides
ani_jump
ani_wedding
arabian_props

#animations
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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uni_jump
uni_stances
uni_equip
uni_strike
uni_throws
uni_fistswing
uni_lord_stand
uni_defence
uni_sideways

load_resource = dart
load_resource
load_resource
load_resource
load_resource

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=

armors_new_a
armors_new_b
armors_new_heraldic
armors_new_arena

load_resource = crossbows

load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource
load_resource

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arabian_armors
rock
costumes_d
nordic_helmets
sarranid_helmets
sarranid_armor
raw_materials
khergit_lady_dress
vaegir_helmets
gauntlets_new
sarranid_lady_dress
sarranid_boots
bride_dress
full_plate_armor
weapon_meshes_e
fur_armors_a
ui_server_filter
warhorse_new
ship
arabian_houses
object_c
tree_f
interiors_arabian
arabian_village
valleyProps
workshops

load_resource = barrier_primitives
load_resource = town_houses_e
load_resource = wb_mp_objects_a
#works_with_version_min = 1000 #deprecated, use module_version and compatible_s
avegame_module_version instead
#works_with_version_max = 1011 #deprecated, use module_version and compatible_s
avegame_module_version instead
#module_version = 0 #can be used for multiplayer and single player (saved game)
module versioning
#compatible_module_version = 0 #can be used for multiplayer module versioning
#compatible_savegame_module_version = 0 #can be used for single player (saved ga
me) module versioning
limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1
dont_load_regular_troop_inventories = 1
#assign '1' for moveable physics on all scene props; no sokf_moveable flag will
be needed
disable_moveable_flag_optimization = 0
#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0
crush_through_treshold = 2.4
can_crouch = 0
can_objects_make_sound = 0
disable_zoom = 0

use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0
horses_try_running_away = 0
horses_rear_with_attack = 1
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0
disable_high_hdr = 0
has_accessories_for_female = 0
restrict_attacks_more_in_multiplayer = 0

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