Wow, .*? and especially (?! ) has been clutch for this one. Thanks Tim and Don!
Without further ado, here it is in in alphabetical order:
I have also attached raw tweak_table.xtbl alongside the spoilered text version for easy reference. Note that DLCs have their own, small tweak_table files not included here: dlc2 (Christmas missions), dlc5 (superpowers), dlc6 (money-based superpowers)
Haven't figured out how to actually make a Workshop mod, I'm sure IdolNinja's intro and Knobby's supported file list will come in handy. Might update this if I ever figure it out for myself, but don't count on it lol.
0. Get a good text editor like Notepad++, click most recent version > Download Notepad++ button. don't use notepad.exe; is pain.
1. Right-click the tweak_table.xtbl (not tweak_table_withdesc.txt!) > Edit with Notepad++
2. On top menu bar, go to Language > XML for syntax highlighting (may make it easier to distinguish).
3. Find what you'd like to tweak by Ctrl + F, type a search term/word and press Enter
4. Read <description> beside it, and tweak number within <Value> </Value>
5. To test changes in-game, menu bar > File > Save As [keyboard: Alt > F > A] and make sure it is saved in Saints Row IV folder with SaintsRowIV.exe. Keep Notepad++ open.
For Steam :
5a. If game crashes, try undo (Ctrl + Z) enough times, save and try again until it doesn't.
---
6. ???
7. PROFIT!!! (Sorry, I'm old)
I hope this helps people whotouch grass are not as tech-savvy get into the fun of modding the game!
Feel free to ask about anything that isn't clear. : D
About
I wanted to have a list of all tweak_table.xtbl shenanigans because of how all-encompassing it is, and because you can upload your changes to the Steam Workshop. Note not all of these entries are actually used, so changing them would have no effect on gameplay.Without further ado, here it is in in alphabetical order:
XML:
<Name>Abduction_height<D>Humans will be lifted slowly to this height in meters. After this point, players and invincible humans will be dropped, while others will accelerate quickly to the sky.</Description>
<Name>Abduction_recenter_force<D>Humans will accelerate at this speed in meters per second squared in order to stay within the abduction beam when it moves laterally.</Description>
<Name>Abduction_seek_speed<D>The abduction beam will move at this speed in meters per second to follow the player's aim.</Description>
<Name>Abduction_site_size<D>Radius of an abduction site in meters.</Description>
<Name>Abduction_time<D>Time in milliseconds. When an abduction starts, the timer starts ticking down. The abduction ends abruptly when the timer elapses.</Description>
<Name>Abduction_vehicle_gravity_factor<D>The fraction of gravity applied upwards to a vehicle.</Description>
<Name>Absorb_HP_Scalar<D>When the player kills an NPC with a nutshot, he gets a certain amount of HP back from them. When he kills an NPC normally, he gets a smaller amount of HP decided by this scalar.</Description>
<Name>Active_melee_min_button_delay_time_ms<D>When pressing a button early, or late, this timer prevents you from pressing another for this amount of time (to prevent button mashing).</Description>
<Name>Adjusted_turn_angle_return_speed<D>This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.</Description>
<Name>Adjusted_turn_angle_speed<D>This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.</Description>
<Name>Ai_fov_height<D>View frustum height in degrees enemy NOT SPOTTED full height (top to bottom)</Description>
<Name>Ai_fov_height_cover<D>View frustum height in degrees enemy when down in cover full height (top to bottom)</Description>
<Name>Ai_fov_height_giant<D>View frustum height in degrees enemy when down in cover full height (top to bottom)</Description>
<Name>Ai_fov_height_spotted<D>View frustum height in degrees enemy SPOTTED full height (top to bottom)</Description>
<Name>Ai_fov_height_zombie<D>View frustum height in degrees enemy full height (top to bottom)</Description>
<Name>Ai_fov_length_cover<D>View frustum length in meters when down in cover</Description>
<Name>Ai_fov_length_giant<D>View frustum length in meters when down in cover</Description>
<Name>Ai_fov_length_high<D>View frustum length in meters HIGH alert enemy NOT SPOTTED</Description>
<Name>Ai_fov_length_high_spotted<D>View frustum length in meters HIGH alert enemy SPOTTED</Description>
<Name>Ai_fov_length_low<D>View frustum length in meters LOW alert enemy NOT SPOTTED</Description>
<Name>Ai_fov_length_low_spotted<D>View frustum length in meters LOW alert enemy SPOTTED</Description>
<Name>Ai_fov_length_zombie<D>View frustum length in meters</Description>
<Name>Ai_fov_width<D>View frustum width in degrees enemy NOT SPOTTED full width (left to right)</Description>
<Name>Ai_fov_width_cover<D>View frustum width in degrees when down in cover. full width (left to right)</Description>
<Name>Ai_fov_width_giant<D>View frustum width in degrees when down in cover. full width (left to right)</Description>
<Name>Ai_fov_width_spotted<D>View frustum width in degrees enemy SPOTTED full width (left to right)</Description>
<Name>Ai_fov_width_zombie<D>View frustum width in degrees enemy full width (left to right)</Description>
<Name>Ai_just_attack_range<D>(m) Range at which AI will only attack the player, no running for cover, etc. May cause issues if this is larger than Ai max weapon dist.</Description>
<Name>Ai_offhand_grenade_at_homie_max<D>(ms) max time for enemy to homie (or player) grenade throws.</Description>
<Name>Ai_offhand_grenade_at_homie_min<D>(ms) min time for enemy to homie (or player) grenade throws.</Description>
<Name>Ai_offhand_grenade_from_homie_max<D>(ms) max time for enemy to homie (or player) grenade throws.</Description>
<Name>Ai_offhand_grenade_from_homie_min<D>(ms) min time for enemy to homie (or player) grenade throws.</Description>
<Name>Ai_offhand_grenade_general_max<D>(ms) max time for enemy to enemy grenade throws.</Description>
<Name>Ai_offhand_grenade_general_min<D>(ms) min time for enemy to enemy grenade throws.</Description>
<Name>Airstrike_aim_assist_percent<D>Angular velocity applied to human shields</Description>
<Name>Anal_probe_launch_angle<D>Degrees to rotate (negative rotates up) launch vector when launching, gives a better feel relative to where the camera is pointing</Description>
<Name>Anal_probe_linear_velocity_mag<D>Magnitude of linear velocity for non-upgraded anal probe weapon</Description>
<Name>Anal_probe_target_delay<D>Milliseconds to wait after rocket ignites before trying to aquire a target</Description>
<Name>Anal_probe_target_distance<D>Max distance from the launched human to look for a target</Description>
<Name>Anal_probe_target_force<D>Linear impulse force to apply while to the rocket at max upgrade to make them hit the target</Description>
<Name>Assault_bot_crawl_hits<D>This is how many hits points a crawling assault bot will have when he goes into crawl mode</Description>
<Name>Assault_bot_explode_delay_sec<D>Number of seconds after the bot is killed before it will automatically blow up. This starts at about the same time the animation begins</Description>
<Name>Assault_bot_flinch_speed_mph<D>If a vehicle is going over this speed we play a special flinch animation on the Assault Bot when he is struck</Description>
<Name>Assault_bot_kill_speed_mph<D>The speed at which a vehicle needs to travel in order to kill an Assault Bot, lower speeds stop the vehicle (in miles per hour)</Description>
<Name>Black_hole_gravity_ramp_in_time<D>Time (in milliseconds) to ramp up to full gravity strength when blackhole is created</Description>
<Name>Blackhole_gravity<D>G's of force at 1 meter away. Force decay is exponential.</Description>
<Name>Blackhole_hand_grab_chance<D>0-1 chance that a live human being sucked in to the blackhole will grab the ground and save himself given the chance. He may have many chances, so this should be a small number.</Description>
<Name>Blackhole_hover_height<D>Height off the ground the blackhole hovers.</Description>
<Name>Blackhole_max_radius<D>Will apply gravity within this radius.</Description>
<Name>Blackhole_owner_radius<D>The owner has to be within this radius to be affected by his own explosion.</Description>
<Name>Blackhole_ragdoll_radius<D>Ragdolls humans and dislodges movers within this radius. Humans that aren't ragdolled won't be affected.</Description>
<Name>Blackhole_vehicle_corpse_disintegrate_radius<D>Radius within vehicle corpses disintegrate.</Description>
<Name>Blackhole_vehicle_impulse_cap<D>Cap on the maximum impulse applied to a vehicle.</Description>
<Name>Blackhole_vehicle_impulse_strength<D>Multiplier applied to sucking impluse vs. vehicles.</Description>
<Name>Blackhole_vehicle_kill_radius<D>Vehicles within this radius will corpsify instantly. Vehicles outside this radius will take dps.</Description>
<Name>Blast_camera_duration<D>How far laterally the orb will move away from the gate.</Description>
<Name>Blast_orb_vel<D>The downward velocity that the orb moves to hit the ground.</Description>
<Name>Blast_radius_level1<D>After use, the meter will delay recharging by this amount of time</Description>
<Name>Blood_splat_max_per_human<D>Max distance in meters a target can be to bounce to.</Description>
<Name>Bounce_rifle_dist_to_target_ground<D>If the initial shot hits the ground, this is the allowed bounce distance.</Description>
<Name>Bounce_rifle_num_bounces<D>The maximum number of bounces per shot.</Description>
<Name>Bounce_rifle_rehit_delay<D>If a target is hit by the bounce rifle, this is the delay before they can be hit again.</Description>
<Name>Brass_angular_multiplier<D>multiplier for brass angular velocity when created</Description>
<Name>Breast_fat_heading_larger<D>max dist to run to grab a human shield.</Description>
<Name>Brute_bullrush_over_shoot_time<D>(ms) time to keep running after miss.</Description>
<Name>Brute_bullrush_recover_time_max<D>(ms) time to stay down after miss. when brute is at 0 health.</Description>
<Name>Brute_bullrush_recover_time_min<D>(ms) time to stay down after miss. when brute is at 1/2 health</Description>
<Name>Brute_bullrush_speed<D>m/s, -1 means use true anim speed. Please set to -1 before we ship.</Description>
<Name>Brute_bullrush_turn_speed<D>degrees per second</Description>
<Name>Brute_fuel_tank_damage_hitpoints<D>Damage on the backpack when the damage effect starts</Description>
<Name>Brute_fuel_tank_explosive_damage_scalar<D>Amount of hits it takes on the backpack to explode the flamer brute</Description>
<Name>Brute_throw_heavy_mass<D>(Kg) How much does a heavy object weight?</Description>
<Name>Brute_throw_heavy_vel<D>(m/s) Speed to throw heavy objects. Note: Damage on impact = speed * mass</Description>
<Name>Brute_throw_light_mass<D>(Kg) How much does a light object weight?</Description>
<Name>Brute_throw_light_vel<D>(m/s) Speed to throw light objects.</Description>
<Name>Brute_throw_prop_search_360_radius<D>Radius to look for props when the brute CANNOT melee him. Target is off navmesh, in a car or on fire.</Description>
<Name>Brute_throw_prop_search_forward<D>Distance in the direction the brute is facing. *Forward and width are used to make a capsule shape to look for props in normal combat.</Description>
<Name>Brute_throw_prop_search_width<D>width in the direction the brute is facing. *Forward and width are used to make a capsule shape to look for props in normal combat.</Description>
<Name>Buff_Fire_Radius<D>Distance from player that humans will be set on fire</Description>
<Name>Buff_Freeze_Radius<D>Distance from player that enemies will automatically be hit by lightning arcs</Description>
<Name>Buff_Life_Steal_Close_Duration<D>Duration that the life steal elemental effect is applied to targets attacked by the player</Description>
<Name>Buff_Life_Steal_Radius<D>Distance from player that humans will automatically have life stolen</Description>
<Name>Buff_Lightning_Radius<D>Distance from player that enemies will automatically be hit by lightning arcs</Description>
<Name>Buff_energy_cost<D>Percentage (0-1) of the super power charge level it takes to activate Buff</Description>
<Name>Buff_fire_recharge_time<D>How long it takes in milliseconds to completely recharge the buff power.</Description>
<Name>Buff_freeze_area_pct<D>The area freeze buff effect in percent (0-1) per second</Description>
<Name>Buff_freeze_hit_freeze_mult<D>The freeze buff effect when you damage someone. Thit is a scalar which gets applied to the regular damage multiplier and is applied as freeze damage.</Description>
<Name>Buff_freeze_recharge_time<D>How long it takes in milliseconds to completely recharge the buff power.</Description>
<Name>Buff_life_recharge_time<D>How long it takes in milliseconds to completely recharge the buff power.</Description>
<Name>Buff_lightning_recharge_time<D>How long it takes in milliseconds to completely recharge the buff power.</Description>
<Name>Buff_passive_chance<D>Chances that an attack by the player will do buff damage while buff is not enabled. 0-1</Description>
<Name>Buff_recharge_delay<D>After use, the meter will delay recharging by this amount of time</Description>
<Name>Buff_team_chance<D>Chances that an attack by the player's npc allies will do buff damage. 0-1</Description>
<Name>Buff_walk_speed_scalar<D>Do NOT modify this directly. You can scale this using the unlockable tweak table scalar.</Description>
<Name>Bullet_decals_cooldown<D>The amount of cash you lose by being busted.</Description>
<Name>CID_run_speed<D>The amount of time after being shielded before another CID is allowed to shield a specific target</Description>
<Name>CTO_DT_mm1_pct<D>percent of city takeover required to unlock the first set of mini-missions</Description>
<Name>CTO_DT_mm2_level<D>player power level required to unlock the second set of mini-missions</Description>
<Name>CTO_DT_mm2_pct<D>percent of city takeover required to unlock the second set of mini-missions</Description>
<Name>CTO_DT_sh_level<D>player power level required to unlock the second set of mini-missions</Description>
<Name>CTO_DT_sh_pct<D>percent of city takeover required to unlock the stronghold</Description>
<Name>CTO_NW_mm1_pct<D>percent of city takeover required to unlock the first set of mini-missions</Description>
<Name>CTO_NW_mm2_level<D>player power level required to unlock the second set of mini-missions</Description>
<Name>CTO_NW_mm2_pct<D>percent of city takeover required to unlock the second set of mini-missions</Description>
<Name>CTO_NW_sh_level<D>player power level required to unlock the next mission - m02</Description>
<Name>CTO_NW_sh_pct<D>percent of city takeover required to unlock the stronghold</Description>
<Name>CTO_SW_mm1_pct<D>percent of city takeover required to unlock the first set of mini-missions</Description>
<Name>CTO_SW_mm2_level<D>player power level required to unlock the second set of mini-missions</Description>
<Name>CTO_SW_mm2_pct<D>percent of city takeover required to unlock the second set of mini-missions</Description>
<Name>CTO_SW_sh_level<D>player power level required to unlock the next mission - m04</Description>
<Name>CTO_SW_sh_pct<D>percent of city takeover required to unlock the stronghold</Description>
<Name>CTO_window_blue<D>Blue component of CTO window color, 0-255.</Description>
<Name>CTO_window_green<D>Green component of CTO window color, 0-255.</Description>
<Name>CTO_window_red<D>Red component of CTO window color, 0-255.</Description>
<Name>Camera_animated_cut_num_frames_to_block<D>When using an animated camera cut, we block movement on the camera for this number of frames.</Description>
<Name>Camera_animated_default_ramp_in_sec<D>Factor multiplied by the remaining recoil pitch to determine the return velocity.</Description>
<Name>Camera_recoil_autolevel_delay_ms<D>Delay after a shot is fired (in ms) before autoleveling starts working.</Description>
<Name>Camera_recoil_autolevel_max_speed<D>Max speed (in rad/s) when returning from recoil.</Description>
<Name>Camera_recoil_rand_kick_vel_max<D>Minimum random velocity for a kick (in rad/s). This is multiplied by the scale factor from the weapons table.</Description>
<Name>Camera_recoil_rand_kick_vel_min<D>Minimum random velocity for a kick (in rad/s). This is multiplied by the scale factor from the weapons table.</Description>
<Name>Camera_recoil_user_elev_transfer_rate<D>Rate (multiplied by user input pitch velocity) of transfer of recoil pitch to user pitch when moving the camera.</Description>
<Name>Camera_roll_intensity_pilot_assist_override<D>When using pilot assist mode, this is the override value for the roll intensity value.</Description>
<Name>Camera_shake_decay_rate<D>Decay rate of the intensity value for the "basic" camera shake.</Description>
<Name>Camera_shake_keep_max_intensity_time_s<D>When playing multiple camera shakes of the same type, if it is still within this time frame, compare the intensity and keep the highest one.</Description>
<Name>Camera_shake_maximum_intensity<D>Maximum intensity value allowed for camera shakes.</Description>
<Name>Camera_target_source_fudge_dist_firearm<D>When determining the position from which to select the player camera's target position for weapon firing, this is applied along the camera's fvec.</Description>
<Name>Camera_target_source_fudge_dist_launcher<D>When determining the position from which to select the player camera's target position for weapon firing, this is applied along the camera's fvec.</Description>
<Name>Cash_payout_interval_minutes<D>The interval (in minutes) at which cash is awarded to the player from owned hoods/businesses/etc</Description>
<Name>Cell_phone_UI_delay_ms<D>How long after cell phone is requested before showing the UI (so we can see the player's animation to open it.)</Description>
<Name>Challenge_reset_on_mission_system_reload<D>If challenge values should be kept or reset on activity/mission failure/restart. If 1, all challenge values will be reset to the last saved values. If 0, all challenge values will be kept on activity/mission failure/restart.</Description>
<Name>Chum_gun_blood_splat_radius<D>The percentage (0-1) of victims who will play the special death animation. Everyone else will run away.</Description>
<Name>Chum_gun_shark_blood_splat_radius<D>Determines how much of the world is captured by map creation tool. Do not change unless you build the map again.</Description>
<Name>City_pause_map_max_z<D>Determines how much of the world is captured by map creation tool. Do not change unless you build the map again.</Description>
<Name>City_pause_map_min_x<D>Determines how much of the world is captured by map creation tool. Do not change unless you build the map again.</Description>
<Name>City_pause_map_min_z<D>Determines how much of the world is captured by map creation tool. Do not change unless you build the map again.</Description>
<Name>City_takeover_mission_district_complete_pct<D>city takeover missions - percent of district taken over to consider it complete to trigger rollover to the next district</Description>
<Name>City_takeover_ownership_blend_rate<D>Controls how fast we blend between CTO ownership values when going from one hood to the next. Higher values == faster blend.</Description>
<Name>City_takeover_ownership_theshold_pct<D>city takeover - percent of hood taken over to trigger glitched weather and LUT state</Description>
<Name>City_viewable_map_max_x<D>Limit of pause map in game. Change this to show more or less water.</Description>
<Name>City_viewable_map_max_z<D>Limit of pause map in game. Change this to show more or less water.</Description>
<Name>City_viewable_map_min_x<D>Limit of pause map in game. Change this to show more or less water.</Description>
<Name>City_viewable_map_min_z<D>Limit of pause map in game. Change this to show more or less water.</Description>
<Name>Climb_blend_in_time<D>The blend time when starting the climbing animation network.</Description>
<Name>Climb_blend_out_time<D>The blend time when finishing the climbing animation network.</Description>
<Name>Climb_jump_camera_cancel_time_sec<D>When going from jump to climb, this is the amount of time we take to blend out of the jump camera.</Description>
<Name>Climb_spline_connected_tolerance<D>The max distance between two climbing spline end-points required for them to be considered connected.</Description>
<Name>Climb_spline_connected_y_tolerance<D>The max height between two climbing spline end-points required for them to be considered connected.</Description>
<Name>Combat_ready_melee_time_ms<D>Combat ready time in ms for the player when a weapon is equipped.</Description>
<Name>Combat_ready_npc_weapon_time_ms<D>Combat ready time in ms for NPCs when a weapon is equipped.</Description>
<Name>Combat_ready_player_weapon_time_ms<D>Combat ready time in ms for the player when a weapon is equipped.</Description>
<Name>Commander_rocket_ammo_cost<D>Firing a rocket costs this many rounds.</Description>
<Name>Corridor_cam_follow_dist<D>The distance behind the corridor camera target object the camera should follow (in meters). Controls the follow distance of the camera.</Description>
<Name>Corridor_cam_hfov_deg<D>Controls the horizontal FOV of the corridor camera. (in degrees)</Description>
<Name>Corridor_cam_horizontal_lag_dist<D>The horizontal distance (based on the camera corridor target's R-vec) the camera should lag left or right as the corridor target moves horizontally across the XZ plane (in meters). Controls how much the camera can move to the left/right of the corridor target.</Description>
<Name>Corridor_cam_vertical_lag_dist<D>The vertical distance (based on the camera corridor target's U-vec) the camera should lag above or below as the corridor target moves vertically across the XZ plane (in meters). Controls how much the camera can move above or below the corridor target.</Description>
<Name>Corridor_cam_vertical_lag_offset<D>Additional offset applied to the vertical position of the corridor camera's target when calculating the camera position. (in meters) Controls the constant vertical offset for the camera.</Description>
<Name>Corridor_plane_bank_max_ang_vel<D>The max angular velocity of the ship's roll as a result of user input or banking. Controls how fast the ship rolls.(Radians/Sec)</Description>
<Name>Corridor_plane_bank_max_from_turn<D>The maximum bank angle applied to the ship due to the ship turning left/right. Controls how much the ship banks through turns. (Angle is is radians)</Description>
<Name>Corridor_plane_bank_max_from_vel<D>The maximum bank angle applied to the ship due to the ships left/right velocity. Controls how much the ship banks from left/right movement. (Angle is is radians)</Description>
<Name>Corridor_plane_bank_turn_accel_factor<D>Factor applied to the how much the ship banks as a result of accelerating through a turn. Controls amount of bank from turning. (Magic number to match the accel from turning to a banking angle)</Description>
<Name>Corridor_plane_barrel_roll_double_tap_time_ms<D>Time in milliseconds that the player must double tap a bank button within to do a barrel roll.</Description>
<Name>Corridor_plane_barrel_roll_duration_ms<D>The duration of a barrel roll in milliseconds.</Description>
<Name>Corridor_plane_max_x_velocity<D>The maximum velocity of the ship's movement along the X plane as a result of player input. Controls left/right speed. (Meters/Sec)</Description>
<Name>Corridor_plane_max_y_velocity<D>The maximum velocity of the ship's movement along the Y plane as a result of player input. Controls up/down speed. (Meters/Sec)</Description>
<Name>Corridor_plane_mouse_roll_threshold<D>Threshold for allowing mouse movement to trigger the rolling behavior in Space Fox</Description>
<Name>Corridor_plane_mouse_speed_cap_x<D>Mouse speed cap after adjustment, in the x direction</Description>
<Name>Corridor_plane_mouse_speed_cap_y<D>Mouse speed cap after adjustment, in the y direction</Description>
<Name>Corridor_plane_mouse_speed_multiplier<D>Multiplier used on mouse movement during the Space Fox sequence</Description>
<Name>Corridor_plane_movement_lerp_factor<D>Linear interpolation factor applied to the ship's movement along the XY plane. The larger the value, the more responsive the ship will be to the player's input and changes in direction. (Valid range 0.0 - 1.0)</Description>
<Name>Corridor_plane_rotation_lerp_factor<D>Linear interpolation factor applied to the ship's rotation. The larger the value, the more responsive the ship will be to orientation changes. (Valid range 0.0 - 1.0)</Description>
<Name>Corridor_plane_rubber_border_pct<D>The percentage of the XZ plane that will be considered the "rubber" boarder. Controls how much of the XZ plane will damping the ships movement towards the outer edge. (range 0.0 - 1.0)</Description>
<Name>Corridor_plane_rubber_border_ramp_pct<D>Specifies what percentage of the curve used to dampen the corridor object's outward velocity is ramped in/out(aka. exponential/curved). Controls the shape of the dampening curve by setting how much of the curve is ramped (curved/exponential) and by inverse how much of the curve is linear. The final curve will be a stretched 'S' shape - haveing a curved ramp up, a linear section in the middle, and finally a curved ramp down. (valid range 0.0 - 1.0)</Description>
<Name>Corridor_plane_rubber_border_ramp_up_pct<D>Specifies what percentage of the curve used to dampen the corridor object's outward velocity is ramped up vs ramped down. Controls the shape of the dampening curve by setting how much of the ramp up/down time is spent in the ramp up portion of the curve (and by inverse how much is spent in the ramp down portion). The final curve will be a stretched 'S' shape - having a curved ramp in, a straight linear section in the middle, and finally a curved ramp out. (valid range 0.0 - 1.0)</Description>
<Name>Corridor_plane_scrape_bump_amount<D>Strength of the bump that pushes the ship away from a wall that it scrapes.</Description>
<Name>Corridor_plane_scrape_damage<D>Amount of damage the ship takes when it scrapes against a wall.</Description>
<Name>Corridor_plane_x_vel_from_roll<D>Additional velocity applied the the ship's X movement along the plane as a result of rolling left or right. The full velocity will be applied when the ship is at the maximum bank angle. -- Controls steering boost from rolls. (Meters/Sec)</Description>
<Name>Corridor_plane_y_vel_from_roll<D>Additional velocity applied the the ship's Y movement along the plane as a result of rolling left or right. The full velocity will be applied when the ship is at the maximum bank angle. Controls steering boost from rolls. (Meters/Sec)</Description>
<Name>Crib_default_ammo_multiplier<D>Max squared magnitude of the stick values (as a 2D vector) for which we allow clicking to enter crouching. This requires that "Crouch_ignore_click_sensitivity" is not true.</Description>
<Name>Cto_progress_reminder_delay<D>Time (in ms) that a player must spend in ambient, non-notoriety gameplay, non-CTO gameplay to trigger a CTO progress line from Donnie or Kinzie.</Description>
<Name>Cybercannon_lvl2_pct<D>This gun uses charged shots. This defines the start for a lvl 2 shot. When the charge percentage exceeds this, it becomes a lvl 2 shot.</Description>
<Name>Cybercannon_lvl3_pct<D>This gun uses charged shots. This defines the cap for a lvl 3 shot. Whenever the charge percent reaches this, it becomes a fully charged lvl 3 shot</Description>
<Name>DBNO_bleed_out_delta_per_second<D>The amount of bleed out hit points lost or gained per second while bleeding out or recovering, respectively.</Description>
<Name>DBNO_dead_screen_render_opacity<D>Hack for turning the screen red as you die on DBNO.</Description>
<Name>DBNO_dead_screen_render_red_value<D>Hack for turning the screen red as you die on DBNO.</Description>
<Name>DBNO_getup_button_press_speed_increase<D>When the getup button is pressed, this is the amount by which the speed is increased.</Description>
<Name>DBNO_getup_drop_time_ms<D>This is the maximum delay between button presses before the player drops back down from the getup animation.</Description>
<Name>DBNO_getup_max_anim_speed<D>The fastest animation speed setting allowed for the getup anim.</Description>
<Name>DBNO_getup_min_anim_speed<D>The slowest animation speed setting allowed for the getup anim.</Description>
<Name>DBNO_getup_speed_decrease_per_sec<D>This is the amount per second by which the speed is decreased when playing a getup animation.</Description>
<Name>DBNO_max_screen_render_opacity<D>Hack for turning the screen red as you die on DBNO.</Description>
<Name>DBNO_screen_render_red_value<D>Hack for turning the screen red as you die on DBNO.</Description>
<Name>Damage_assist_scale_multiplier<D>When the player's health is between zero and Damage_assist_start_percent, a scalar is applied to damage taken. This scalar is ramped between 1.0 and this number based on current damage.</Description>
<Name>Damage_assist_start_percent<D>When the player health is below this percent (0.0 to 1.0) the damage assist system will kick in.</Description>
<Name>Death_cam_aggression<D>1/sec time to travel from any arbitrary point to any other arbitrary point</Description>
<Name>Death_cam_angular_follow_agg<D>fractional ratio per second that we should follow the lookat orientation</Description>
<Name>Death_cam_back_away_constant<D>scale of the world xz-direction to the parabola t-axis</Description>
<Name>Death_cam_critical_height<D>maximum height the camera will try to enforce</Description>
<Name>Death_cam_lookat_follow_agg<D>fractional ratio per second that we should follow the lookat point</Description>
<Name>Death_cam_multi_critical_height<D>maximum height the camera will try to enforce in multiplayer</Description>
<Name>Death_cam_parabola_constant<D>scale of the world y-axis to the parabola y-axis</Description>
<Name>Death_cost<D>The amount of cash you lose by dying.</Description>
<Name>Default_npc_throw_strength_on_foot<D>This is an approximate time to land to test for the raycast. Frametime will be added to this. Due to blending affecting the actual velocity, we need this to be shorter than the blend time for the transition to land.</Description>
<Name>Dive_roll_blend_in_time_sec<D>The blend in time when switching to the jump animation network.</Description>
<Name>Dive_roll_time_to_land<D>This is an approximate time to land to test for the raycast. Frametime will be added to this. Due to blending affecting the actual velocity, we need this to be shorter than the blend time for the transition to land.</Description>
<Name>Donnie_run_speed<D>m/s,-1 means use true anim speed. Please set to -1 before we ship.</Description>
<Name>Donnie_sprint_speed<D>m/s,-1 means use true anim speed. Please set to -1 before we ship. Sprint is only when chasing the player.</Description>
<Name>Donnie_walk_speed<D>m/s,-1 means use true anim speed. Please set to -1 before we ship.</Description>
<Name>Dual_wield_hold_time_ms<D>The amount of time (in ms) you need to hold the button to pick up and dual wield a weapon.</Description>
<Name>Dubstep_bullet_mosiac_duration<D>On bullet hit, the duration of the mosiac effect on a human or vehicle.</Description>
<Name>Dubstep_car_lights_radius<D>Cars within this radius will flash their lights.</Description>
<Name>Dubstep_dance_party_radius<D>Peds within this radius will dance when the player has the trigger down.</Description>
<Name>Dubstep_death_anim_initial_delay<D>Delay before performing any animation pauses.</Description>
<Name>Dubstep_death_anim_initial_pause<D>Duration of the forced animation pause at the end of the initial delay.</Description>
<Name>Dubstep_death_anim_scrub_1<D>Time into the death anim sequence when we scrub (this should be later than init_delay + init_pause).</Description>
<Name>Dubstep_death_anim_scrub_2<D>Time into the death anim sequence when we scrub (this should be later than init_delay + init_pause).</Description>
<Name>Dubstep_death_anim_scrub_duration_1<D>Duration of the scrub.</Description>
<Name>Dubstep_death_anim_scrub_duration_2<D>Duration of the scrub.</Description>
<Name>Dubstep_death_anim_speed<D>0.0-1.0 speed at which death anims play.</Description>
<Name>Dubstep_explosion_mosiac_duration<D>On explosion hit, the duration of the mosiac effect on a human or vehicle.</Description>
<Name>Dubstep_glass_shatter_max_time_s<D>Max time in seconds before glass shatters.</Description>
<Name>Dubstep_glass_shatter_min_time_s<D>Min time in seconds before glass shatters.</Description>
<Name>Dubstep_hydraulics_intensity<D>0.0-1.0 The intensity of hydraulics for dancing vehicles.</Description>
<Name>Dubstep_no_sfx_cannon_delay<D>Delay between rifle shots when SFX is set to 0.</Description>
<Name>Dubstep_no_sfx_death_delay<D>Delay beween death markers for animation pausing</Description>
<Name>Dubstep_no_sfx_rifle_delay<D>Delay between rifle shots when SFX is set to 0.</Description>
<Name>Dubstep_ped_dance_end_delay<D>Max time before a ped ends dancing after the music stops.</Description>
<Name>Dubstep_street_light_radius<D>Street light radius.</Description>
<Name>Dubstep_wub_camera_duration<D>How long do we change the camera submode on a wub.</Description>
<Name>Dubstep_wub_distance_fade<D>changed to 1 from .25 for wardens. This is multiplied by the human's max hit points and given to enemies on revival.</Description>
<Name>Energy_blast_anim_ramp_out_time<D>Time (in seconds) to ramp out the charge up animation if the player cancels the nuke</Description>
<Name>Energy_blast_camera_fov<D>FOV to animate to over the orbit period, then back to normal over the pull out section</Description>
<Name>Energy_blast_camera_stationary_time<D>Time (in milliseconds, from nuke explosion) that the camera holds at the max distance away from the player</Description>
<Name>Energy_blast_camera_travel_dist<D>Distance (in meters) that the camera travels away from the player during a nuke</Description>
<Name>Energy_blast_camera_travel_time<D>Time (in milliseconds, from nuke explosion) that the camera takes to get to the max distance away from the player</Description>
<Name>Energy_blast_charge_cost<D>Time (in milliseconds, from nuke explosion) that ambient spawning should be disabled</Description>
<Name>Energy_blast_explosion_pvp_damage_pct<D>Percentage of player's max health that should be taken as damage in PVP.</Description>
<Name>Energy_blast_explosion_radius<D>Size (in meters) of area to clear out when nuke explosion goes off</Description>
<Name>Energy_blast_nuke_cancel_time<D>Time (in milliseconds, from when button was first pressed) that nuke explosion can be cancelled</Description>
<Name>Energy_blast_nuke_energy_cost<D>Percentage of the super power charge level it takes to go nuclear.</Description>
<Name>Energy_blast_nuke_time<D>Time (in milliseconds, from when button was first pressed) that nuke explosion goes off</Description>
<Name>Energy_blast_power_disable_time<D>Time (in milliseconds, from nuke explosion) that the super powers should be disabled</Description>
<Name>Energy_blast_recharge_time<D>How long it takes in milliseconds to completely recharge the energy blast.</Description>
<Name>Escort_max_distance_value<D>Max distance away a complication can start from the player in escort.</Description>
<Name>Escort_min_distance_value<D>Min distance away a complication can start from the player in escort.</Description>
<Name>Exit_combat_ready_delay_ms<D>Min distance between the target pos and the target (player) when using that as a transition point for fine aim, etc.</Description>
<Name>Fire_Damage_Scalar<D>Damage scalar applied to the player when he is on fire</Description>
<Name>Fire_blast_burn_damage_per_second<D>How long it takes in milliseconds to completely recharge the freeze blast.</Description>
<Name>Fire_buff_burn_damage_per_second<D>Length of time humans will remain on fire when affected by fire buff</Description>
<Name>Fire_buff_duration<D>Length of time the player will be "buffed" per activation</Description>
<Name>Flamethrower_groundfire_creation_time_ms<D>Time (in ms) before a surface being hit by the flamethrower will spawn a fire.</Description>
<Name>Flashlight_stagger_time_sec<D>The approximate length it should take to turn everybody's flashlights on once it becomes night (or turn off when it's the day).</Description>
<Name>Flashpoint_attack_radius<D>Normal radius player needs to stay within once flashpoint is active</Description>
<Name>Flashpoint_auto_activate_radius<D>If the player gets closer than this amout to the center of the flashpoint, it will automatically activate.</Description>
<Name>Flashpoint_cash<D>Amount of cash to receeve when a flashpoint is completed.</Description>
<Name>Flashpoint_respect<D>Amount of respect to receive when a flashpoint is completed.</Description>
<Name>Flashpoint_warden_attack_radius<D>Radius player needs to stay within once flashpoint is active and has spawned a warden</Description>
<Name>Flyby_audio_delay_ms<D>Delay before playing another flyby audio sound</Description>
<Name>Fog_curve_density_1<D>Fog density multiplier.</Description>
<Name>Fog_curve_density_2<D>Fog density multiplier.</Description>
<Name>Fog_curve_density_3<D>Fog density multiplier.</Description>
<Name>Fog_curve_density_4<D>Fog density multiplier.</Description>
<Name>Fog_curve_ground_1<D>Offset added to fog_ground.</Description>
<Name>Fog_curve_ground_2<D>Offset added to fog_ground.</Description>
<Name>Fog_curve_ground_3<D>Offset added to fog_ground.</Description>
<Name>Fog_curve_ground_4<D>Offset added to fog_ground.</Description>
<Name>Fog_curve_height_1<D>Height that these settings take place.</Description>
<Name>Fog_curve_height_2<D>Height that these settings take place.</Description>
<Name>Fog_curve_height_3<D>Height that these settings take place.</Description>
<Name>Fog_curve_height_4<D>Height that these settings take place.</Description>
<Name>Fog_curve_offset_1<D>Fog density offset modifier.</Description>
<Name>Fog_curve_offset_2<D>Fog density offset modifier.</Description>
<Name>Fog_curve_offset_3<D>Fog density offset modifier.</Description>
<Name>Fog_curve_offset_4<D>Fog density offset modifier.</Description>
<Name>Fog_curve_scale_1<D>Fog atmospheric scale multiplier.</Description>
<Name>Fog_curve_scale_2<D>Fog atmospheric scale multiplier.</Description>
<Name>Fog_curve_scale_3<D>Fog atmospheric scale multiplier.</Description>
<Name>Fog_curve_scale_4<D>Fog atmospheric scale multiplier.</Description>
<Name>Follow_abandon_radius<D>(m) follower can be abandoned if outside of the radius for X ms.</Description>
<Name>Follow_abandon_time_out<D>(ms) follower can be abandoned if outside of the radius for X ms.</Description>
<Name>Force_TK_Throw_Max_Speed<D>(m/s) the speed player can throw objects at full power.</Description>
<Name>Force_TK_Throw_Min_Speed<D>(m/s) the speed player can throw objects at lowest power.</Description>
<Name>Force_TK_hold_cost<D>Energy cost per second to hold a telekinesis object</Description>
<Name>Force_TK_max_human_throw_damage<D>Energy cost, 1.0 is full unupgraded energy bar</Description>
<Name>Force_TK_throw_damage_multiplier<D>Damage multiplier that is applied during the throw duration</Description>
<Name>Force_TK_throw_veh_damage_multiplier<D>Damage multiplier that is applied during the throw duration</Description>
<Name>Freefall_approach_rotation_factor<D>Maximum amount the player will rotate away from the camera while the parachute is open.</Description>
<Name>Freefall_back_terminal_velocity<D>Terminal velocity while freefalling while pressing back. (m/s)</Description>
<Name>Freefall_forward_terminal_velocity<D>Terminal velocity while freefalling while pressing forward. (m/s)</Description>
<Name>Freefall_max_bank_rotation_rad<D>Maximum amount the player will rotate away from the camera while freefalling for banking.</Description>
<Name>Freefall_max_bank_speed<D>Max banking speed (m/s) when in free fall mode (no parachute).</Description>
<Name>Freefall_max_forward_speed<D>Max forward speed (m/s) when in free fall mode (no parachute).</Description>
<Name>Freefall_max_reverse_speed<D>Max reverse speed (m/s) when in free fall mode (no parachute).</Description>
<Name>Freefall_min_clear_distance<D>Min didstance to hit something before allowing freefall to start.</Description>
<Name>Freefall_min_fall_speed<D>Minimum downward speed before freefalling is valid.</Description>
<Name>Freefall_normal_terminal_velocity<D>Terminal velocity while freefalling while not holding the stick. (m/s)</Description>
<Name>Freefall_ragdoll_blend_out_time_sec<D>Percentage of the super power charge level it takes to fire a freeze projectile.</Description>
<Name>Freeze_blast_recharge_time<D>How long it takes in milliseconds to completely recharge the freeze blast.</Description>
<Name>Freeze_buff_duration<D>Length of time the player will be "buffed" per activation</Description>
<Name>Freeze_damage_multiplier<D>Time in seconds it takes for a frozen human to completely thaw.</Description>
<Name>Frozen_max_age<D>Time in milliseconds it takes to fade in shader. This value is relative to the shader itself and controls partial freezing.</Description>
<Name>Frozen_max_partial_pct<D>Max percent (0.0 -> 1.0) to show the shader for partially frozen guys</Description>
<Name>Frozen_melt_time<D>Time in seconds it takes for a frozen human to completely melt when their thaw timer is up.</Description>
<Name>Frozen_min_partial_pct<D>Min percent (0.0 -> 1.0) to show the shader for partially frozen guys</Description>
<Name>Frozen_refire_delay_mult<D>Multiplier for the refire delay when a person is fully frozen. In between is scale from normal to this * normal.</Description>
<Name>Frozen_thaw_time<D>Time in seconds it takes for a frozen human to completely thaw.</Description>
<Name>Garage_free_repair_damage<D>The your vehicle has less than this damage percent, silently repair the car for free as soon as the player drives into the garage.</Description>
<Name>Genki_mind_control_time<D>How long it takes in milliseconds to completely recharge the glitch blast.</Description>
<Name>Glitch_effect_lifetime<D>How long the glitch effect takes to animate and dissappear.</Description>
<Name>Glitch_effect_min_size<D>Size in meters that at least one dimension of an object has to be before it's considered for a glitch effect.</Description>
<Name>Glitch_effect_radius<D>Radius in meters around the player from which we will pick a building to play the effect on. If this is too big, not all buildings will be considered and it'll be slow.</Description>
<Name>Glitch_max_building_glitch_time<D>Delay between building glitches in an uncontrolled district.</Description>
<Name>Glitch_max_human_glitch_time<D>Delay between human glitches in an uncontrolled district.</Description>
<Name>Glitch_max_vehicle_glitch_time<D>Delay between vehicle glitches in an uncontrolled district.</Description>
<Name>Glitch_min_building_glitch_time<D>Delay between building glitches in a fully controlled district.</Description>
<Name>Glitch_min_human_glitch_time<D>Delay between human glitches in a fully controlled district.</Description>
<Name>Glitch_min_vehicle_glitch_time<D>Delay between vehicle glitches in a fully controlled district.</Description>
<Name>Glitch_morph_animation_time<D>Animation time for the morph glitch (ms)</Description>
<Name>Glitch_morph_effect_lead_time<D>Time(ms) before the actual morph swap to play the morph effect.</Description>
<Name>Glitch_stomp_robot_duration<D>Time in milliseconds that a vehicle stays glitched when struck by the glitch gun.</Description>
<Name>Global_decal_scale<D>multiplier applied to all decal radius calculations.</Description>
<Name>Gold_CID_acceleration_time<D>Amount of time it takes for the CID to reach the base max velocity from standing still</Description>
<Name>Gold_CID_burst_speed_bonus<D>Used to calcuate the burst speed. This is added to the percentage at the given level to calculate the final bonus speed</Description>
<Name>Gold_CID_chase_range_long<D>Distance away the player needs to be in order to flee at the long range speed cap If the CID is over this distance from the nearest player, it is out of flee range</Description>
<Name>Gold_CID_deceleration_time<D>The amount of time it takes the CID to go from his base max velocity to a stand still</Description>
<Name>Gold_CID_max_forced_road_recovery_sec<D>Maximum amount of time before a golden CID is forced into a road recovery operation</Description>
<Name>Gold_CID_min_forced_road_recovery_sec<D>Minimum amount of time before a golden CID is forced into a road recovery operation</Description>
<Name>Gold_CID_road_recovery_timeout_sec<D>If a Golden CID is far from a road for more than this period, he will do a road recovery to get back</Description>
<Name>Gold_CID_speed_cap_long<D>Maximum speed a golden CID can move at when a player is at long range. This is a percentage of his speed</Description>
<Name>Gold_CID_speed_cap_medium<D>Maximum speed a golden CID can move at when a player is in medium range. This is a percentage of his speed</Description>
<Name>Gold_CID_speed_cap_short<D>Maximum speed a golden CID can move at when a player is in short range. This is a percentage of his speed</Description>
<Name>Golden_CID_burst_chance<D>Probability that a Golden CID will get a burst of speed</Description>
<Name>Golden_CID_burst_duration_sec<D>Duration of a Golden CID's speed burst once activated</Description>
<Name>Golden_CID_burst_eval_period_sec<D>Time between evaluating if a Golden CID should do a burst of speed</Description>
<Name>Golden_CID_chase_range_medium_high<D>Distance away the player needs to be in order to flee at the medium range speed cap (high notoriety)</Description>
<Name>Golden_CID_chase_range_medium_low<D>Distance away the player needs to be in order to flee at the medium range speed cap (low notoriety)</Description>
<Name>Golden_CID_chase_range_short_high<D>Distance away the player needs to be in order to flee at the short range speed cap (high notoriety)</Description>
<Name>Golden_CID_chase_range_short_low<D>Distance away the player needs to be in order to flee at the short range speed cap (low notoriety)</Description>
<Name>Golden_CID_chase_reset_period_sec<D>If the player is outside medium range for this period of time, the chase speed resets to full</Description>
<Name>Golden_CID_max_chase_duration_sec<D>The amount of time it takes for a chase to drop from the short range speed to medium</Description>
<Name>Golden_CID_maximum_velocity<D>Maximum velocity of the golden CID. Acceleration and Deceleration are calculated from this value</Description>
<Name>Golden_CID_takedown_max_distance<D>Distance away the player needs to be in order to take down the Golden CID</Description>
<Name>Golden_CID_takedown_min_distance<D>Distance away the player needs to be in order to take down the Golden CID</Description>
<Name>Golden_CID_takedown_player_max_speed<D>If the player is traveling at or above this speed, we use the maximum takedown distance</Description>
<Name>Golden_CID_takedown_player_min_speed<D>If the player is traveling at or below this speed, we use the minimum takedown distance</Description>
<Name>Golden_CID_takedown_y_ignore_range<D>If a golden CID is inside this range, other Y prompts will be ignored</Description>
<Name>Gravity_stomp_damage_all_pct<D>Maximum distance that a grenade shout can be heard</Description>
<Name>Grenade_throw_clockwise_threshold_rad<D>The angle difference in radians before which we always go counterclockwise when throwing a grenade and jumping.</Description>
<Name>Guided_rocket_keep_above_ground_dist<D>Amount of time Matt stays in the downed position awaiting a QTE.</Description>
<Name>HD_brute_damage_to_timer_ms<D>When damaging the brute, multiply the damage by this value and add it to the timer.</Description>
<Name>HD_brute_down_time_ms<D>Default time (in milliseconds) for the brute to be downed.</Description>
<Name>HD_killbane_down_time_ms<D>The amount of time Killbane spend in the downed position waiting for the player to interact.</Description>
<Name>HD_mars_killbane_down_time_ms<D>The amount of time Killbane spend in the downed position waiting for the player to interact.</Description>
<Name>HD_revive_hold_time_sec<D>This is the amount of time the player has to hold the button to revive a homie or the other player.</Description>
<Name>HD_warden_button_initial_duration<D>The duration of the first button prompt in the beatdown.</Description>
<Name>HD_warden_button_min_duration<D>The minimum duration a button prompt can appear during the beatdown.</Description>
<Name>HD_warden_button_scale<D>Apply this scale to each subsequent button prompt during the beatdown.</Description>
<Name>HD_warden_cam_end_fov<D>The camera FOV at the right end of the meter.</Description>
<Name>HD_warden_cam_orbit_duration_s<D>The amount of time it takes for the camera to complete one full orbit during the beatdown (s).</Description>
<Name>HD_warden_cam_start_fov<D>The camera FOV at the left end of the meter.</Description>
<Name>HD_warden_glitch_duration_s<D>How long a glitch lasts.</Description>
<Name>HD_warden_glitch_end_s<D>How often to do a glitch when the meter is at</Description>
<Name>HD_warden_glitch_start_s<D>How often to do a glitch when the meter is at the left hand side</Description>
<Name>HD_warden_input_keyboard_scale_factor<D>Keyboard/mouse scale rate for player input. Higher numbers make the input more effective.</Description>
<Name>HD_warden_interaction_dist<D>When a player walks within this distance, he will unequip his weapon and the melee icon will appear.</Description>
<Name>HD_warden_interation_down_time_ms<D>This is the initial amout of time we allow the warden to be down when his shield drops.</Description>
<Name>HD_warden_lose_beatdown_factor<D>Amount we added to the fudge factor when the player loses a beatdown (expressed as points).</Description>
<Name>HD_warden_meter_const_decay<D>The decay increases by this much every second.</Description>
<Name>HD_warden_meter_damage_scale<D>During the beatdown, scale the co-op player's damage by this much and apply it to the meter.</Description>
<Name>HD_warden_meter_initial_decay<D>Number of points we decay per second.</Description>
<Name>HD_warden_meter_player_input<D>When the player presses the correct button, increase the value of the meter by this.</Description>
<Name>HD_warden_meter_player_input_negative<D>When the player presses the incorrect button, decrease the meter by this much. Multiplies for each incorrect press.</Description>
<Name>HD_warden_meter_start<D>The initial value the meter starts at.</Description>
<Name>HD_warden_meter_start_add_per_down<D>Each time the warden is downed, we add this to the start on the meter.</Description>
<Name>HD_warden_meter_total_size<D>This is the total size of the meter. When the value hits this, the player wins.</Description>
<Name>HD_warden_player_flight_speed<D>How fast m/sec the player moves while flying.</Description>
<Name>HD_warden_pushback_length_max<D>Max pushback duration (sec).</Description>
<Name>HD_warden_pushback_length_min<D>Min pushback duration (sec).</Description>
<Name>HD_warden_pushback_max_time<D>Maximum amount of time before a pushback begins (sec).</Description>
<Name>HD_warden_pushback_min_time<D>Minimum amount of time before a pushback begins (sec).</Description>
<Name>HD_warden_pushback_strength<D>Pushback will multiply the overall decay by this much.</Description>
<Name>HD_warden_reset_time_ms<D>If the Warden is downed, and the player does nothing he will get up after this amount of time.</Description>
<Name>HD_warden_revive_max_health_decrement<D>(0-100) percent of max health lost each time he goes down. Ex 20% dec => 80,60,40,(min)...</Description>
<Name>HD_warden_revive_min_health<D>(0-100) least amount of health to revive with.</Description>
<Name>HD_warden_win_beatdown_factor<D>Amount we subtract from the factor when the player wins the beatdown (expressed as points).</Description>
<Name>Hacking_bonus_per_instance<D>Incremental bonus multiplier awarded each time an instance is beaten</Description>
<Name>Hacking_cash_reward_base<D>Base cash reward for completing an instance of hacking</Description>
<Name>Hacking_respect_reward_base<D>Base respect reward for completing an instance of hacking</Description>
<Name>Headshot_multiplier<D>The max distance away from the drop point for a pickup to move.</Description>
<Name>Health_pickup_drop_radius_min<D>The min distance away from the drop point for a pickup to move.</Description>
<Name>Health_pickup_drop_vel<D>Velocity the drops move at.</Description>
<Name>Health_pickup_item_cap<D>Limit on the number of health pickups in the world at once.</Description>
<Name>Health_pickup_large_value<D>Amount of health restored by a large health pickup.</Description>
<Name>Health_pickup_max_player_health_chance<D>0.0-1.0. When the player's health is above this value, there is no chance for a pickup to be dropped by the enemy.</Description>
<Name>Health_pickup_max_player_health_drops<D>0.0-1.0. When the player's health is above this value, enemies will drop the minimum number of health pickups.</Description>
<Name>Health_pickup_min_player_health_chance<D>0.0-1.0. When the player's health is below this value, the maximum chance of a health drop occurs.</Description>
<Name>Health_pickup_min_player_health_drops<D>0.0-1.0. When the player's health is below this value, enemies will drop their maximum number of health pickups.</Description>
<Name>Health_pickup_suck_distance<D>Distance which health pickups suck towards to the player.</Description>
<Name>Health_pickup_suck_force_factor<D>The sucking force. Higher values mean more sucking.</Description>
<Name>Health_pickup_value<D>Amount of health restored by a health pickup.</Description>
<Name>Hijack_extract_max_delay<D>(ms) maximum time for player to be in car before being extracted.</Description>
<Name>Hijack_extract_min_delay<D>(ms) minimum time for player to be in car before being extracted.</Description>
<Name>Hit_indicator_dist_max<D>Max distance (meters) that the hit indicators will display. In other words any distance farther than this value will all result in the longest indication.</Description>
<Name>Hit_indicator_dist_min<D>Min distance (meters) that the hit indicators will display. In other words any distance closer than this value will all result in the shortest indication.</Description>
<Name>Homie_flinch_chance<D>chance that homies will flinch when taking damage Note this applied after NPC_NPC_flinch_chance.</Description>
<Name>Hostage_exit_speed_limit<D>The maximum speed (in mph) at which a hostage can escape the car.</Description>
<Name>Hostage_general_exit_delay_ms<D>The hostage will wait this long going under the exit speed limit before trying to exit.</Description>
<Name>Hostage_initial_exit_delay_ms<D>The hostage will wait this long going under the exit speed limit before trying to exit initially.</Description>
<Name>Hotspot_cash<D>Amount of cash to receeve when a hotspot is completed.</Description>
<Name>Hotspot_center_auto_activation_radius<D>Distance from hotspot center shield the player is allowed to be before the hotspot starts without shooting something.</Description>
<Name>Hotspot_center_leaving_radius<D>Additional distance from hotspot center, beyond the hotspot's furthest spawn, that the player can be before it starts the cancel warning/timer. This can be less than the "auto activation radius" because the auto activation radius starts at the edge of the center shield, whereas this starts at the edge of whatever distance the furthest outer target is.</Description>
<Name>Hotspot_center_npc_kill_activation_radius<D>Additional distance from hotspot center, beyond the hotspot's furthest spawn, that the player can be before it ignores killed NPCs for activation. This can be less than the "auto activation radius" because the auto activation radius starts at the edge of the center shield, whereas this starts at the edge of whatever distance the furthest outer target is.</Description>
<Name>Hotspot_destroy_time_ms<D>How long, in milliseconds, the player must hold the interact button to destroy a Hotspot target.</Description>
<Name>Hotspot_displayed_notoriety<D>The notoriety level displayed while a player is engaging with a hotspot</Description>
<Name>Hotspot_hits_to_interrupt<D>Number of hits the player is allowed to take while disabling a Hotspot target before they are interrupted and forced to start again.</Description>
<Name>Hotspot_leaving_warn_timer_ms<D>Time, in milliseconds, before a hotspot will deactivate after a player leaves it. Note that if the player travels far enough, quickly enough, the hotspot will despawn regardless of the timer.</Description>
<Name>Hotspot_max_notoriety<D>Maximum allowed notoriety while a player is engaging with a hotspot</Description>
<Name>Hotspot_min_notoriety<D>Minimum allowed notoriety while a player is engaging with a hotspot</Description>
<Name>Hotspot_outer_auto_activation_radius<D>Distance from hotspot generators the player is allowed to be before the hotspot starts without shooting something.</Description>
<Name>Hotspot_outer_leaving_radius<D>Distance from hotspot generators the player is allowed to be before the hotspot starts the cancel warning/timer.</Description>
<Name>Hotspot_outer_npc_kill_activation_radius<D>Distance from hotspot generators the player is allowed to be before the hotspot ignores killed NPCs for activation.</Description>
<Name>Hotspot_reinforcement_timer_max_ms<D>Maximum time, in milliseconds, before Hotspot reinforcements will spawn on outer targets.</Description>
<Name>Hotspot_reinforcement_timer_min_ms<D>Minimum time, in milliseconds, before Hotspot reinforcements will spawn on outer targets.</Description>
<Name>Hotspot_respect<D>Amount of respect to receive when a hotspot is completed.</Description>
<Name>Hover_timestamp_default<D>Time a sniper will hover over a target before firing</Description>
<Name>Human_acid_damage_per_sec_max<D>Damage taken per second when shot with acid bullets. Using min/max to randomize it so not all enemies die at the same time.</Description>
<Name>Human_fire_damage_per_sec_max<D>Damage taken per second while on fire. Using min/max to randomize it so not all enemies die at the same time. ALL FIRES, not just flamethrower</Description>
<Name>Human_freefall_blur_intensity_forward<D>Blur value applied when diving.</Description>
<Name>Human_freefall_blur_intensity_normal<D>Normal blur value applied.</Description>
<Name>Human_freefall_blur_lerp_percent<D>Factor used for approaching the target blur value. Higher means faster.</Description>
<Name>Human_freefall_shake_intensity_forward<D>Intensity value applied to the freefall camera shake when diving.</Description>
<Name>Human_freefall_shake_intensity_normal<D>Normal intensity value applied to the freefall camera shake.</Description>
<Name>Human_giant_stomp_distance<D>The distance (range) of the stomp attack. [float] (in meters)</Description>
<Name>Human_giant_stomp_duration_ms<D>Amount of time from the start of the start attack, until the wave reaches the full distance. [int] (milliseconds)</Description>
<Name>Human_giant_stomp_fov<D>Controls the FOV of the stomp attack. [float] (radians)</Description>
<Name>Human_giant_stomp_particle_space_arc<D>The space between particles along the arc as the wave propogates forward. [float] (meters)</Description>
<Name>Human_giant_stomp_particle_space_radius<D>The space between particles moving along the radius from the center of the attack. [float] (meters)</Description>
<Name>Human_in_air_movement_control<D>Multiplier based on framerate to determine how much in air control you have. Higher multipliers mean more in air control.</Description>
<Name>Human_revive_percent_hit_points<D>This is multiplied by the human's max hit points and given to the human on revival.</Description>
<Name>Human_riding_killbane_control_per_punch<D>Amount of control gained over the Killbane for each punch thrown.</Description>
<Name>Human_riding_killbane_dismount_control<D>Control amount where a forced dismount occurs.</Description>
<Name>Human_riding_killbane_max_control<D>Control value where the player has maximum control over Killbane.</Description>
<Name>Human_riding_killbane_resist_angle_max_control<D>Angle that Killbane kill attempt to turn the player off course when the player has full control over Killbane. (in degrees)</Description>
<Name>Human_riding_killbane_resist_angle_min_control<D>Angle that Killbane kill attempt to turn the player off course when the player has 0 control over Killbane. (in degrees)</Description>
<Name>Human_riding_killbane_resistance_per_second<D>Amount of control Killbane takes back per second.</Description>
<Name>Human_riding_killbane_start_control<D>Amount of control the player has over Killbane when first starting to ride him.</Description>
<Name>Human_riding_killbane_steps_till_new_dir<D>Number of steps Killbane takes before choosing a new direction to move. (integer)</Description>
<Name>Human_shield_damage_multiplier<D>The multiplier to all damage applied to someone holding a human shield.</Description>
<Name>Human_shield_grab_hold_time_ms<D>Time (in milleseconds) required to hold the Y button when using hold Y to grab controls.</Description>
<Name>Human_shield_grab_target_distance_bias<D>Factor when considering the distance when selecting a grab target.</Description>
<Name>Human_shield_grab_target_hold_max_dist<D>The max distance from which the player can start to do a human shield (when holding the button). The standard numbers are used when the grab is actually initiated.</Description>
<Name>Human_shield_grab_target_hold_max_sprint_dist<D>The max distance from which the player can start to do a human shield while sprinting and holding. The standard numbers are used when the grab is actually initiated.</Description>
<Name>Human_shield_grab_target_hold_min_dp<D>The minimum dot product when determining the grab target when holding. The standard numbers are used when the grab is actually initiated.</Description>
<Name>Human_shield_grab_target_hold_min_sprint_dp<D>The minimum dot product when determining the grab target when sprinting and holding. The standard numbers are used when the grab is actually initiated.</Description>
<Name>Human_shield_grab_target_max_dist<D>The max distance from which the player can do a human shield.</Description>
<Name>Human_shield_grab_target_max_sprint_dist<D>The max distance from which the player can do a human shield while sprinting.</Description>
<Name>Human_shield_grab_target_min_dp<D>The minimum dot product when determining the grab target.</Description>
<Name>Human_shield_grab_target_min_sprint_dp<D>The minimum dot product when determining the grab target when sprinting.</Description>
<Name>Human_shield_grab_target_vehicle_max_dist<D>The max distance from which the player can do a human shield when near a vehicle.</Description>
<Name>Human_shield_grab_target_vehicle_max_sprint_dist<D>The max distance from which the player can do a human shield while sprinting when near a vehicle.</Description>
<Name>Human_shield_grab_target_vehicle_min_dp<D>The minimum dot product when determining the grab target when near a vehicle.</Description>
<Name>Human_shield_grab_target_vehicle_min_sprint_dp<D>The minimum dot product when determining the grab target when sprinting when near a vehicle.</Description>
<Name>Human_shield_max_grab_dist<D>max dist to run to grab a human shield. (other value for brutes)</Description>
<Name>Human_shield_muscles_angular_velocity_mag<D>Angular velocity applied to human shields when muscles are increased.</Description>
<Name>Human_shield_raycast_height<D>The height off the ground that we use to do a raycast to test that a human shield victim is a valid target.</Description>
<Name>Human_skydive_death_ang_vel_max<D>Maximum angular velocity to apply to ragdolls for humans killed while skydiving. (rad/s)</Description>
<Name>Human_skydive_death_ang_vel_min<D>Minimum angular velocity to apply to ragdolls for humans killed while skydiving. (rad/s)</Description>
<Name>Human_skydive_death_gravity_factor<D>Gravity to be applied to the ragdoll of humans who die while skydiving and don't play a parachute death animation.</Description>
<Name>Human_skydive_death_parachute_chance<D>Random chance that a killed skydiving NPC will deploy their parachute. (Integer: 0-100)</Description>
<Name>Human_skydive_weapon_brass_gravity_factor<D>Factor applied to the gravity of brass ejecting from a weapon, while the human is skydiving. 1.0 is the default downward game gravity, and negative applies an upward gravity.</Description>
<Name>Human_skydive_weapon_gravity_factor<D>Factor applied to the gravity of a weapon that is dropped while ahuman is skydiving. 1.0 is the default downward game gravity, and negative applies an upward gravity.</Description>
<Name>Idle_cough_pct<D>Percent chance that idle humans will play cough line if not doing anything else</Description>
<Name>Imapct_damage_mover_player_max_pct<D>(% HP 0.0 to 1.0) Max percent of health the player can recieve from a mover impact.</Description>
<Name>Impact_damage_ground_death_speed<D>(MPH) in to the ground will kill lvl1 grunts on impact. 40 mph is about the same as throwing off a 4 story building.</Description>
<Name>Impact_damage_mover_avg_mass<D>(Kg) Mass of the average mover. Ex. Brute throw slot machine is 200Kg @ 20m/s = 350 damage</Description>
<Name>Impact_damage_mover_death_speed<D>(MPH) Speed that the average mover would kill lvl1 grunts on impact.</Description>
<Name>Impact_damage_mover_flinch_max_pct<D>(% HP 0.0 to 1.0) Play flinch on impact if damage is less than X% of HP.</Description>
<Name>Impact_damage_vehicle_death_speed<D>(MPH) Speed that the vehicle would kill lvl1 grunts on impact.</Description>
<Name>Inflato_initial_inflate_time<D>When first hit with the weapon, move the inflation timer forward this much.</Description>
<Name>Inflato_stage_1_time<D>Length of stage 1, only body inflation</Description>
<Name>Inflato_stage_2_time<D>Length of stage 2, body and head inflation overlap.</Description>
<Name>Inflato_stage_3_time<D>Length of stage 3, head inflation.</Description>
<Name>Inflato_stage_4_time<D>Length of stage 4, held pose.</Description>
<Name>Inflato_stage_5_time<D>Length of stage 5, only eye inflation.</Description>
<Name>Inflato_stage_6_time<D>Length of stage 6, held pose.</Description>
<Name>Inflato_total_deflation_time<D>If a target it almost totally inflated, this is the amount of time required to deflate them.</Description>
<Name>Inventory_close_delay_ms<D>The delay in ms after Switching weapons using the mouse or keyboard to close the weapon radial PC Only.</Description>
<Name>Inventory_next_prev_delay_ms<D>The delay in ms after activating the next or previous weapon select action before one of them can be activated again. Controls how quickly the weapons can be scrolled through. PC Only.</Description>
<Name>Inventory_quickswap_delay_ms<D>The delay before the inventory opens when pressing B.. this will quickswap if this number isn't reached. If this is 0, then quickswap will be disabled.</Description>
<Name>Inverted_cheat_duration<D>Duration of the inverted controls cheat - in ms.</Description>
<Name>Item_drop_enemy_gang_health_drop_chance<D>Probability that an enemy gang member will drop health when killed (between 0 and 1).</Description>
<Name>Item_drop_enemy_gang_item_drop_chance<D>Probability that an enemy gang member will drop an item when killed (between 0 and 1).</Description>
<Name>Item_drop_enemy_gang_money_drop_chance<D>Probability that an enemy gang member will drop money when killed (between 0 and 1).</Description>
<Name>Item_drop_grenade_chance<D>(0-1) Probability that an NPC will drop a grenade when killed Grenade type determind by team.</Description>
<Name>Item_drop_npc_health_drop_chance<D>Probability that an NPC will drop health when killed (between 0 and 1).</Description>
<Name>Item_drop_npc_money_drop_chance<D>Probability that an NPC will drop money when killed (between 0 and 1).</Description>
<Name>Item_shimmer_lifespan_seconds<D>Number of seconds that items will glow after being dropped. If you set this to zero, items will glow forever.</Description>
<Name>Item_style_multiplier<D>Multiplied by the price to caluclate respect rewarded for buying clothing items.</Description>
<Name>Jetpack_max_vertical_velocity<D>Maximum upward speed</Description>
<Name>Jetpack_min_use_time<D>Minimum activation time of jetpack when in the air.</Description>
<Name>Jetpack_min_use_time_jump<D>Minimum activation time of jetpack when on the ground</Description>
<Name>Jetpack_thruster_downward_speed<D>Vertical acceleration of thrusters when velocity is downward</Description>
<Name>Jetpack_thruster_speed<D>Vertical acceleration of thrusters</Description>
<Name>Jump_blend_in_time<D>The blend in time when switching to the jump animation network.</Description>
<Name>Jump_blend_out_time<D>The blend in time when switching from the jump animation network.</Description>
<Name>Jump_forward_boost_accel_time<D>Time in ms from beginning of boost till the player reaches full velocity</Description>
<Name>Jump_forward_boost_energy_delay<D>Delay of energy meter recharge time</Description>
<Name>Jump_forward_boost_settled_end_time<D>Time in ms from the beginning of the boost till the slowdown speed is reached</Description>
<Name>Jump_forward_boost_settled_start_time<D>Time in ms from the beginning of the boost till the speed begins its slowdown period</Description>
<Name>Jump_forward_boost_settled_velocity_min<D>Minimum horizontal velocity scaled with the max velocity based on stick input.</Description>
<Name>Jump_forward_boost_settled_velocity_strong<D>Maximum horizontal velocity of a forward boost while jumping.</Description>
<Name>Jump_forward_boost_settled_velocity_weak<D>Maximum horizontal velocity of a forward boost while jumping.</Description>
<Name>Jump_forward_boost_sprint_cost<D>Initial cost of doing a forward boost to the sprint meter.</Description>
<Name>Jump_forward_boost_start_time<D>Time in ms before boost starts</Description>
<Name>Jump_forward_boost_velocity_strong<D>Maximum horizontal velocity of a forward boost while jumping.</Description>
<Name>Jump_forward_boost_velocity_weak<D>Maximum horizontal velocity of a forward boost while jumping.</Description>
<Name>Jump_forward_maintainence_sprint_cost<D>cost per second of maintaining the forward boost</Description>
<Name>Jump_glide_terminal_velocity<D>terminal velocity while gliding.</Description>
<Name>Jump_landed_extra_downward_vel<D>Extra downward velocity for landing.</Description>
<Name>Jump_raycast_downward_vel<D>The maximum (because it's negative) value in the downward velocity in a jump to start a raycast check to start a land.</Description>
<Name>Jump_super_camera_bonus_up_pitch_velocity<D>Bonus to the rotation speed of the camera when the player jumps while looking upward.</Description>
<Name>Jump_super_camera_pitch_max<D>Maximum amount the camera pitch can be modified. Not in degrees.</Description>
<Name>Jump_super_camera_pitch_max_platforming<D>Maximum amount the camera pitch can be modified. Not in degrees.</Description>
<Name>Jump_super_camera_pitch_min<D>Minimum amount the camera pitch will be modified.</Description>
<Name>Jump_super_camera_pitch_min_platforming<D>Minimum amount the camera pitch will be modified.</Description>
<Name>Jump_super_camera_pitch_min_velocity<D>Minimum upward velocity before the camera is pitched down</Description>
<Name>Jump_super_camera_pitch_rate<D>Rate of change of the camera pitch while the player is performing an upward moving superjump</Description>
<Name>Jump_super_camera_pitch_rate_platforming<D>Rate of change of the camera pitch while the player is performing an upward moving superjump</Description>
<Name>Jump_super_camera_pitch_restore_angle<D>Time in seconds for the camera to be restored after landing a superjump</Description>
<Name>Jump_super_charge_time_max<D>Time it takes to fully charge a super jump.</Description>
<Name>Jump_super_charge_time_min<D>If the jump key is held for less than this time, it uses the minimum jump power</Description>
<Name>Jump_super_energy_cost<D>Cost of a superjump</Description>
<Name>Jump_super_energy_delay<D>Time in ms till the energy meter begins to recharge after a super jump, wall jump, or air dash</Description>
<Name>Jump_super_fov_dist_scalar<D>Scales the distance of the camera from the target as the fov ramps in and out.</Description>
<Name>Jump_super_fov_max<D>Max fov when superjumping</Description>
<Name>Jump_super_fov_max_vel<D>Maximum horizontal velocity when fov caps</Description>
<Name>Jump_super_fov_min<D>Max fov when superjumping</Description>
<Name>Jump_super_fov_min_vel<D>Minimum horizontal velocity before fov changes kick in</Description>
<Name>Jump_super_fov_ramp_speed<D>how fast the speed ramps in and out.</Description>
<Name>Jump_super_grace_period<D>Time in milliseconds from when the button can be released before hitting the ground, and still performing a superjump</Description>
<Name>Jump_super_lateral_velocity_min<D>Horizontal jump velocity of a non charged super jump</Description>
<Name>Jump_super_lateral_velocity_strong<D>Horizontal jump velocity of a fully charged super jump with full city takeover</Description>
<Name>Jump_super_lateral_velocity_weak<D>Horizontal jump velocity of a fully charged super jump with no city takeover</Description>
<Name>Jump_super_max_velocity_strong<D>Jump velocity of a fully charged super jump with full city takeover</Description>
<Name>Jump_super_max_velocity_weak<D>Jump velocity of a fully charged super jump with no city takeover</Description>
<Name>Jump_super_min_velocity<D>Minimum jump velocity of a super jump. Value needs to be at or above 9.0 in order to prevent sticking to ground.</Description>
<Name>Jump_super_scale_power<D>Exponent of the scaling of a charged super jump</Description>
<Name>Jump_time_to_land<D>This is an approximate time to land to test for the raycast. Frametime will be added to this. Due to blending affecting the actual velocity, we need this to be shorter than the blend time for the transition to land.</Description>
<Name>Jump_wall_acceleration<D>Rate of acceleration after initial velocity is applied</Description>
<Name>Jump_wall_attach_dot_test<D>Value ranges from -1 to 0. -1 would require perfect alignment, 0 would allow perpendicular movement.</Description>
<Name>Jump_wall_camera_out_angle<D>angle to restore camera to after exiting the wall climbing state</Description>
<Name>Jump_wall_camera_ramp_in_speed<D>speed to transition to wall climbing camera</Description>
<Name>Jump_wall_camera_ramp_out_speed<D>Speed to ramp out the camera after exiting wall climbing state</Description>
<Name>Jump_wall_depth_test<D>size of extrusion that the player can climb over while ascending a wall.</Description>
<Name>Jump_wall_initial_vel<D>Minimum vertical speed of player after beginning to accelerate up a wall.</Description>
<Name>Jump_wall_max_velocity_strong<D>Wall jump velocity of a fully charged wall jump with full city takeover</Description>
<Name>Jump_wall_max_velocity_weak<D>Wall jump velocity of a fully charged wall jump with no city takeover</Description>
<Name>Jump_wall_min_velocity<D>Minimum velocity of a wall jump</Description>
<Name>Jump_wall_reattachment_dist<D>Distance that the player stays in wall jumping mode after crossing over a depth threshold.</Description>
<Name>Jump_wall_reattachment_speed<D>Speed in meters per second that the player moves to reattach to a wall after crossing over a threshold</Description>
<Name>Jump_wall_scale_power<D>Exponent of the scaling of a charged wall jump</Description>
<Name>Jump_wall_slide_deceleration<D>Exponent of the scaling of a charged wall jump</Description>
<Name>Jump_wall_top_speed_max<D>Max vertical speed of a fully super powered player.</Description>
<Name>Jump_wall_top_speed_min<D>Max vertical speed of level 1 player.</Description>
<Name>Killbane_mask_fire_distance<D>The speed threshold at which kneecappers extend in meters per second.</Description>
<Name>Kneecapper_extend_time_ms<D>The amount of time (in ms) it takes kneecappers to extend or retract.</Description>
<Name>Kneecapper_human_damage_per_second<D>How much damage is done to a human each second they're hit by a kneecapper.</Description>
<Name>Lag_cheat_duration<D>Duration that the lag spike cheat will last - in ms.</Description>
<Name>Lame_weapon_cheat_duration<D>Duration of the lame weapon cheat - in ms.</Description>
<Name>Land_hard_speed<D>(m/s) the speed player can throw objects at full power.</Description>
<Name>Life_TK_Throw_Min_Speed<D>(m/s) the speed player can throw objects at lowest power.</Description>
<Name>Life_TK_damage_scalar<D>How much to scale player damage while holding a</Description>
<Name>Life_TK_health_drain_per_second<D>Energy cost per second to hold a telekinesis object</Description>
<Name>Life_TK_max_human_throw_damage<D>Energy cost, 1.0 is full unupgraded energy bar</Description>
<Name>Life_TK_throw_damage_multiplier<D>Damage multiplier that is applied during the throw duration</Description>
<Name>Life_TK_throw_veh_damage_multiplier<D>Damage multiplier that is applied during the throw duration</Description>
<Name>Life_buff_duration<D>Length of time the player will be "buffed" per activation</Description>
<Name>Life_buff_steal_percentage<D>Percentage of damage applied that is returned to the player as health while life steal buff is active</Description>
<Name>Lightning_TK_Throw_Max_Speed<D>(m/s) the speed player can throw objects at full power.</Description>
<Name>Lightning_TK_Throw_Min_Speed<D>(m/s) the speed player can throw objects at lowest power.</Description>
<Name>Lightning_TK_arc_distance<D>Energy cost per second to hold a telekinesis object</Description>
<Name>Lightning_TK_max_human_throw_damage<D>Energy cost, 1.0 is full unupgraded energy bar</Description>
<Name>Lightning_TK_throw_damage_multiplier<D>Damage multiplier that is applied during the throw duration</Description>
<Name>Lightning_TK_throw_veh_damage_multiplier<D>Damage multiplier that is applied during the throw duration</Description>
<Name>Lightning_TK_vehicle_arc_distance<D>Distance from lightning emitter that lightning will arc to other nearby targets</Description>
<Name>Lightning_buff_damage_per_sec<D>Amount of damage that damage from buff electricution will do per second.</Description>
<Name>Lightning_buff_duration<D>Length of time the player will be "buffed" per activation</Description>
<Name>Lightning_buff_electrify_duration<D>Length of time that lightning emitters will be active when shot by the player while using lightning buff</Description>
<Name>Lock_on_assist_min_dot_prod_far<D>In order to "lock on" to a target, the dot product between the player's current aim and the potential target must be greater than this value. (Note: -1.0 means the target is behind you, 1.0 means the target is under your reticle.)</Description>
<Name>Lock_on_assist_min_dot_prod_near<D>In order to "lock on" to a target, the dot product between the player's current aim and the potential target must be greater than this value. (Note: -1.0 means the target is behind you, 1.0 means the target is under your reticle.)</Description>
<Name>Lock_on_assist_range<D>Maximum distance from the player a possible lock-on target can be.</Description>
<Name>Log_coop_player_dist_freq_ms<D>The distance between the local and remote player will be logged every X milliseconds if this value is greater than zero.</Description>
<Name>Log_player_breadcrumb_10m_freq_ms<D>The frequency with which breadcrumb events are logged for the player. If this value is <= 0 then no breadcrumbs are logged. This value is intended to differ from Log_playerbreadcrumb_freq_ms by being significantly larger, around 10 minutes longer as suggested by the 10m.</Description>
<Name>Log_player_breadcrumb_freq_ms<D>The frequency with which breadcrumb events are logged for the player. If this value is <= 0 then no breadcrumbs are logged.</Description>
<Name>Low_gravity_multiplier<D>Humans will accelerate at this fraction of the world gravity when first lifted off the ground.</Description>
<Name>M14_laser_designator_range<D>Range of the spotlight helicopter's laser designator in mission 14 (SR3).</Description>
<Name>M15_1_grapple_hits_to_finisher<D>Multiplier for the amount of damage the player receives while he is in the "Bahamut avatar suit" in Mission 16.</Description>
<Name>Man_cannon_max_eject_speed<D>Max speed we use for firing people out of the man cannon.</Description>
<Name>Man_cannon_min_eject_speed<D>Min speed we use for firing people out of the man cannon.</Description>
<Name>Man_cannon_predict_raycast_sec<D>Amount of "prediction" time applied to test whether or not the guy is going to hit something.</Description>
<Name>Man_cannon_ragdoll_vel_mult<D>When the test raycast detects hitting a horizontal surface, this is the multiplier to the current horizontal velocity (so the collision appears less elastic)</Description>
<Name>Marauder_max_acceleration<D>Max acceleration for the marauder (changes how fast he can change speed when walking)</Description>
<Name>Marauder_max_turret_declination_deg<D>Marauder's maximum decllination below the XZ plane in degrees</Description>
<Name>Marauder_max_turret_inclination_deg<D>Maximum inclination of the Marauder's turret above the XZ plane</Description>
<Name>Marauder_post_fire_wait_period_sec<D>Number of seconds after firing before a tankball is allowed to turn its turret again</Description>
<Name>Marauder_run_speed<D>m/s,-1 means use true anim speed. Please set to -1 before we ship.</Description>
<Name>Marauder_sprint_speed<D>m/s,-1 means use true anim speed. Please set to -1 before we ship. Sprint is only when chasing the player.</Description>
<Name>Marauder_stomp_damage_multiplier<D>Damage multipler when the Marauder takes damage from stomp</Description>
<Name>Marauder_turret_lead_time_sec<D>This describes how much the Marauder turret will lead the target he is aiming at</Description>
<Name>Marauder_turret_max_turn_degrees_per_sec<D>This describes the maximum turn speed of the Marauder turret</Description>
<Name>Marauder_turret_turn_cap_time_sec<D>This describes how long it takes for the Marauder turret to reach its maximum turn speed</Description>
<Name>Marauder_turret_turn_degrees_per_sec<D>Max turn rate of the marauder turret in degrees per second</Description>
<Name>Marauder_walk_speed<D>m/s,-1 means use true anim speed. Please set to -1 before we ship.</Description>
<Name>Mars_Killbane_bullrush_speed<D>m/s, -1 means use true anim speed. Please set to -1 before we ship.</Description>
<Name>Max_DOF_distance<D>When applying depth of field, everything beyond this distance is treated as if it's at this distance, in meters.</Description>
<Name>Max_climb_dist_from_wall<D>Maximum distance from a wall used to initiate climbing normally (when stationary).</Description>
<Name>Max_climb_height<D>Maximum height to a wall edge used to initiate climbing.</Description>
<Name>Max_climb_run_speed<D>max damage a human can take from movers in 1 sec. (applies to after tk multipliers)</Description>
<Name>Max_human_shields_allowed<D>max number of simultaneous human shields regular enemies can take</Description>
<Name>Max_jump_climb_height<D>Max height to a wall edge used to initiate climbing when jumping or falling.</Description>
<Name>Max_jump_dist_from_wall<D>Maximum distance from a wall used to initiate climbing when jumping or falling.</Description>
<Name>Max_run_dist_from_wall<D>Maximum distance from a wall used to initiate climbing (when running at full speed).</Description>
<Name>Max_sprint_dist_from_wall<D>Maximum distance from a wall used to initiate climbing (when sprinting).</Description>
<Name>Max_swim_climb_height<D>Maximum height to a wall edge used to initiate climbing when swimming.</Description>
<Name>Max_swim_dist_from_wall<D>Maximum distance from a wall used to initiate climbing when swimming.</Description>
<Name>Max_vehicle_altitude<D>The max altitude for vehicles in meters.</Description>
<Name>Max_vehicle_altitude_ramp_time_ms<D>The time frame in milliseconds at max altitude over which a vehicle's vertical velocity is ramped out.</Description>
<Name>Mech_suit_damage_multiplier<D>Damage taken while the player is using the mech suit is affected by this number.</Description>
<Name>Mech_suit_rocket_lateral_spread<D>Distance in meters between the left and right side of the rocket barrage.</Description>
<Name>Mech_suit_rocket_sweep_spread<D>Distance in meters between each of the 6 rows of the rocket barrage.</Description>
<Name>Mech_suit_spinebend_bone_max_angle_mult<D>time in ms that the mech suit lasts when called as a homie</Description>
<Name>Melee_active_attack_success_extra_display_time_ms<D>This is the amount of time we keep the HUD up if you succeed.</Description>
<Name>Melee_active_attack_success_speed_mult<D>Speed multiplier on the animation when you succeed in hitting an active attack button.</Description>
<Name>Melee_knockdown_point_regeneration<D>Regeneration rate (per second) for the knockdown hitpoints.</Description>
<Name>Melee_lock_max_distance<D>Maximum distance at which a melee target can be locked.</Description>
<Name>Melee_lock_max_height_diff<D>The maximum difference in y values between the player and the target.</Description>
<Name>Melee_lock_near_aim_multiplier<D>If the dot product between the reticle and a possible target is at least Melee_lock_near_aim_priority_dot, priority will be multiplied by this number.</Description>
<Name>Melee_lock_near_aim_priority_dot<D>If the dot product between the reticle and a possible target is at least this value, an extra priority multiplier will be figured in (see Melee_lock_near_aim_multiplier).</Description>
<Name>Melee_lock_target_attack_weight<D>Weight given to target's disposition (whether he's attacking you, etc.) when choosing best melee lock target.</Description>
<Name>Melee_lock_target_distance_weight<D>Weight given to target's distance from you when choosing best melee lock target.</Description>
<Name>Melee_lock_valid_target_angle<D>The angle from the reticle (in degrees) within which a melee lock target can be selected.</Description>
<Name>Melee_next_attack_blend_out_time_sec<D>The amount of time we use to stop the previous melee attack action when starting a new one.</Description>
<Name>Melee_no_steer_hit_angle_dp<D>Minimum dot product for target search when not holding the stick.</Description>
<Name>Melee_player_best_target_distance_bias<D>Factor for finding player's best target.</Description>
<Name>Melee_player_best_target_vel_mult<D>This is the multiplier to the player's velocity when determining the center of the bounding box to use to find the best melee target.</Description>
<Name>Melee_power_attack_blend_time_ms<D>Total blend time (in ms) for the power attack prep state.</Description>
<Name>Melee_power_attack_ready_time_ms<D>After this time (in ms) the power attack is ready.</Description>
<Name>Melee_prone_attack_max_head_height<D>Max height of the victim's head for when we should use a prone kick.</Description>
<Name>Melee_steer_hit_angle_dp<D>Minimum dot product for target search when holding the stick.</Description>
<Name>Melee_unarmed_max_dist<D>Max distance for target selection when unarmed and using the stick.</Description>
<Name>Melee_unarmed_no_steer_max_dist<D>Max distance for target selection when unarmed and not using the stick.</Description>
<Name>Min_fence_climb_height<D>Minimum height to a wall edge used to initiate climbing (for platforms).</Description>
<Name>Min_jump_climb_height<D>Minimum height to a wall edge used to initiate climbing when jumping.</Description>
<Name>Min_platform_climb_height<D>Minimum height to a wall edge used to initiate climbing (for platforms).</Description>
<Name>Min_swim_climb_height<D>Minimum height to a wall edge used to initiate climbing when swimming.</Description>
<Name>Minefield_magnet_arming_delay<D>After the projectile sticks, how long before it arms.</Description>
<Name>Minefield_magnet_distance<D>Distance at which mines magnet towards an enemy.</Description>
<Name>Minefield_magnet_force_factor<D>The magnet force. Higher values means stronger magnets.</Description>
<Name>Minefield_magnet_proximity<D>Distance from their target at which the mines detonate.</Description>
<Name>Minefield_magnet_target_acquire_time<D>This is a delay between losing one target and acquiring another.</Description>
<Name>Minimap_elevation_tolerance<D>In meters...distance at which the icon changes to arrows pointing up or down.</Description>
<Name>Minimap_interior_mag_factor<D>Factor by which to increase minimap scale when player is in interior.</Description>
<Name>Minimap_max_scale<D>Maximum scale for the minimap (1.0 is 100%). Set to lower values to show more of the city in the minimap.</Description>
<Name>Motorcycle_passenger_eject_deceleration<D>Deceleration (in a single frame) to eject motorcycle riders.</Description>
<Name>Murderbot_launcher_offset<D>Distance in front of the target the Murderbot will aim at when using a launcher</Description>
<Name>Murderbot_melee_range<D>Murderbot melee range</Description>
<Name>Murderbot_stomp_damage_multiplier<D>Damage multiplier for the Murderbot when damaged by stomp</Description>
<Name>NPC_NPC_flinch_chance<D>Chance that one NPC shot will cause another NPC to flinch.</Description>
<Name>NPC_group_scale_damage_max_enemies<D>Size of the group where damage multiplier is applied. (at 2x this size damage multiplies is 50%)</Description>
<Name>NPC_group_scale_damage_max_enemies_pistol<D>Size of the group where damage multiplier is applied. (at 2x this size damage multiplies is 50%)</Description>
<Name>NPC_super_energy_blast_charge_time<D>(ms) 4000 too low</Description>
<Name>NPC_super_ground_pound_angle<D>(degrees) to determine how wide the wave gets.</Description>
<Name>NPC_super_ground_pound_charge_time<D>(ms) before the wave actually starts. *its the tell. 2000 too low Changed to 1500 to reflect Will's new anim.</Description>
<Name>NPC_super_ground_pound_damage<D>damage applied when hit by warden or donnies ground pound. note there is additional damage when ragdoll falls.</Description>
<Name>NPC_super_ground_pound_radius<D>(m) distance the wave will hit in a radius around the warden</Description>
<Name>NPC_super_ground_pound_travel_dist<D>(m) max distance for the wave to travel.</Description>
<Name>NPC_super_ground_pound_travel_time<D>(ms) for the wave to travel to the max dist. 2000 too low</Description>
<Name>NPC_super_ground_pound_up_velocity<D>(m/s) upward velocity applied when object is hit,</Description>
<Name>NPC_super_jump_gravity<D>Default gravity is -9.8. -25 feels maybe fast. -20 is easy. -5 is way too slow.</Description>
<Name>NPC_super_power_cooldown<D>minmum amount of time between any kind of super attacks. 6000 too low</Description>
<Name>Notoriety_Ped_Level_0<D>Distance NPCs will be considered towards keeping notoriety from decaying</Description>
<Name>Notoriety_roadblock_spawn_dist<D>Distance from the player to spawn notoriety roadblocks (notoriety roadblocks & traffic events)</Description>
<Name>Notoriety_rocket_launcher_mult<D>Multiplier for a notoriety activity involving a rocket launcher</Description>
<Name>Notoriety_spawn_no_ram_pct<D>Percent chance that notoriety vehicles will NOT ram the player. Excludes tanks and vehicles with specialists, as they will never ram.</Description>
<Name>Npc_fatal_fall_speed<D>Speed at which a falling NPC dies on impact.</Description>
<Name>Npc_fatal_jumping_fall_speed<D>Speed at which an explicitly jumping NPC dies on impact.</Description>
<Name>Npc_safe_fall_speed<D>Falling speed below which NPCs do not take damage.</Description>
<Name>Npc_safe_jumping_fall_speed<D>Falling speed below which NPCs who are explicitly jumping do not take damage.</Description>
<Name>Npc_shotgun_aim_assist_angle<D>The amount by which all NPC on NPC damage is scaled.</Description>
<Name>Npc_vehicle_windshield_eject_probability<D>Probability of windshield ejection.</Description>
<Name>Obj_ind_hide_distance_display<D>Object Indicator - Integer, meters - distance portion of OI widget will be hidden if it would indicate this distance or greater</Description>
<Name>Pain_sound_radius<D>Maximum distance that a human's pain/death sound can be heard.</Description>
<Name>Parachute_adjusted_turn_angle_return_speed<D>This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.</Description>
<Name>Parachute_adjusted_turn_angle_speed<D>This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.</Description>
<Name>Parachute_allow_deploy_ms<D>Amount of time before the player can deploy the parachute.</Description>
<Name>Parachute_anim_lerp_percent<D>Controls the speed at which the player can move between dive and regular freefall (as well as the FOV change).</Description>
<Name>Parachute_back_terminal_velocity<D>Terminal velocity while parachuting while pressing forward. (m/s)</Description>
<Name>Parachute_fast_forward_speed<D>Max forward speed when parachute is open.</Description>
<Name>Parachute_forward_terminal_velocity<D>Terminal Velocity while parachuting while pressing forward. (m/s)</Description>
<Name>Parachute_max_adjusted_turn_angle_for_speed<D>If the adjusted turn angle is above this value (abs), use the standard speeds.</Description>
<Name>Parachute_max_bank_rotation_rad<D>Maximum amount the player will rotate away from the camera while the parachute is open.</Description>
<Name>Parachute_min_clear_distance<D>Min didstance to hit something before allowing the parachute to open.</Description>
<Name>Parachute_normal_forward_speed<D>Normal forward speed when parachute is open.</Description>
<Name>Parachute_normal_terminal_velocity<D>Terminal velocity while parachuting with no stick input. (m/s)</Description>
<Name>Parachute_slow_down_fov<D>Modification to the FOV based on speed control.</Description>
<Name>Parachute_slow_forward_speed<D>Min forward speed when parachute is open.</Description>
<Name>Parachute_speed_up_fov<D>Modification to the FOV based on speed control.</Description>
<Name>Passenger_eject_speed_vehicle<D>Minimum relative speed (m/s) when colliding with a vehicle for ejecting passengers.</Description>
<Name>Passenger_eject_speed_world<D>Minimum relative speed (m/s) when colliding with the world for ejecting passengers.</Description>
<Name>Passenger_eject_windowsill_delta_v<D>Minimum change in velocity (in m/s) required to eject passengers.</Description>
<Name>Passenger_eject_windowsill_rot_vel_forward<D>Minimum angular velocity in the forward direction to cause windowsill ejection.</Description>
<Name>Passenger_eject_windowsill_rot_vel_right<D>Minimum angular velocity in the right direction to cause windowsill ejection.</Description>
<Name>Passenger_eject_windowsill_rot_vel_up<D>Minimum angular velocity in the up direction to cause windowsill ejection.</Description>
<Name>Player_acceleration<D>Default acceleration used in determining the steering vector and move speed from user input</Description>
<Name>Player_airplane_camera_shake_max_speed<D>At this speed, the camera shake is at full intensity.</Description>
<Name>Player_airplane_camera_shake_min_speed<D>Min speed to start using the camera shake for ground vehicles.</Description>
<Name>Player_automobile_camera_shake_max_speed<D>At this speed, the camera shake is at full intensity.</Description>
<Name>Player_automobile_camera_shake_min_speed<D>Min speed to start using the camera shake for ground vehicles.</Description>
<Name>Player_beer_muscles_damage_multiplier<D>Damage multiplier when the player has beer muscles or superpowers</Description>
<Name>Player_beer_muscles_ragdoll_force_multiplier<D>Force multiplier to ragdolls when the player punches someone with beer muscles</Description>
<Name>Player_crouch_move_speed<D>Max movement speed while the player is skydiving.</Description>
<Name>Player_damage_blur_damage_max<D>At or above this, play the max blur.</Description>
<Name>Player_damage_blur_damage_min<D>At or below this, play the min blur.</Description>
<Name>Player_damage_blur_delay<D>Minumum delay between blurs.</Description>
<Name>Player_damage_blur_distance_fade_max<D>Blur distance fade at max.</Description>
<Name>Player_damage_blur_distance_fade_min<D>Blur distance fade at min.</Description>
<Name>Player_damage_blur_fade_time_max<D>Blur duration at max.</Description>
<Name>Player_damage_blur_fade_time_min<D>Blur duration at min.</Description>
<Name>Player_damage_blur_intensity_max<D>Blur intensity at max.</Description>
<Name>Player_damage_blur_intensity_min<D>Blur intensity at min.</Description>
<Name>Player_damage_blur_radius_max<D>Blur radius at max.</Description>
<Name>Player_damage_blur_radius_min<D>Blur radius at min.</Description>
<Name>Player_death_from_above_auto_attack_y<D>The Y component of the vector pre normalization in determining the angle of the DFA attack. Larger negative values result in more vertical attacks. -1 is about a 45 degree angle.</Description>
<Name>Player_death_from_above_camera_change_time<D>time in seconds for the camera to shift to the default target direction.</Description>
<Name>Player_death_from_above_camera_start<D>Desired starting pitch of the camera in degrees</Description>
<Name>Player_death_from_above_dist_vehicle_multiplier<D>A multiplier on the player's current max dfa distance when targeting a vehicle.</Description>
<Name>Player_death_from_above_explosion_dist_1<D>Distance for basic death from above explosions and where speed increases.</Description>
<Name>Player_death_from_above_explosion_dist_2<D>Distance for medium death from above explosions and where speed increases.</Description>
<Name>Player_death_from_above_explosion_dist_3<D>Distance for large death from above explosions and where speed increases.</Description>
<Name>Player_death_from_above_max_dist<D>meters</Description>
<Name>Player_death_from_above_min_distance<D>Minimum distance from ground that the dfa attack can be initiated</Description>
<Name>Player_death_from_above_nuke_distance<D>must be greater than Player_death_from_above_max_dist When the DFA is greater than this distance in meters it will cause a nuke rather than a regular explosion</Description>
<Name>Player_death_from_above_speed_1<D>Speed in meters per second for the first section of death from above</Description>
<Name>Player_death_from_above_speed_2<D>Speed in meters per second for the first section of death from above</Description>
<Name>Player_death_from_above_speed_3<D>Speed in meters per second for the first section of death from above</Description>
<Name>Player_death_from_above_speed_4<D>Speed in meters per second for the first section of death from above</Description>
<Name>Player_death_from_above_stop_speed_scalar<D>Per frame velocity scalar for player when death from above is engaged. Smaller numbers result in faster stopping.</Description>
<Name>Player_dist_targeting_multiplier<D>When choosing a NPC is choosing between attacking the player and another NPC, mutliply the distance to the player by this amount.</Description>
<Name>Player_dive_roll_acceleration<D>Default acceleration used in determining the steering vector and move speed from user input</Description>
<Name>Player_dive_roll_min_velocity<D>Falling speed at which a player dies on impact.</Description>
<Name>Player_freefall_acceleration<D>Acceleration when freefalling</Description>
<Name>Player_friendly_fire_expire_time<D>(sec) How long to be hostile against the player.</Description>
<Name>Player_friendly_fire_threshold<D>(HP) amount of damage taken from plaayer before going hostile.</Description>
<Name>Player_glide_acceleration<D>How fast the player can accelerate in different directions horizontally while gliding.</Description>
<Name>Player_glide_stick_response<D>Basically controls how much the stick can control the forward velocity. ie. Does holding completely back on the stick reduce your speed to zero, or something faster. Valid range is 1 and higher.</Description>
<Name>Player_gravity_multiplier<D>Mulfiplier for gravity for the player</Description>
<Name>Player_gravity_stomp_arc_angle_max<D>angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.</Description>
<Name>Player_gravity_stomp_arc_angle_min<D>angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.</Description>
<Name>Player_gravity_stomp_base_cost<D>Energy cost, 1.0 is full unupgraded energy bar</Description>
<Name>Player_gravity_stomp_dampen_scalar<D>The angular force applied to a human ragdoll located near the epicenter of a full powered super stomp</Description>
<Name>Player_gravity_stomp_impulse_max<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems</Description>
<Name>Player_gravity_stomp_mover_dist_min<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems</Description>
<Name>Player_gravity_stomp_negative_space<D>The stomp will originate behind the player this distance forming a sphere of negative space behind the player</Description>
<Name>Player_gravity_stomp_ragdoll_dist_max<D>distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once.</Description>
<Name>Player_gravity_stomp_ragdoll_dist_min<D>distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once</Description>
<Name>Player_gravity_stomp_recharge_time<D>How long it takes in milliseconds to completely recharge the super stomp.</Description>
<Name>Player_gravity_stomp_vehicle_dist_max<D>distance in meters from epicenter where forces are applied to vehicles</Description>
<Name>Player_gravity_stomp_vehicle_dist_min<D>distance in meters from epicenter where forces are applied to vehicles</Description>
<Name>Player_health_restore_max_pct_sp<D>Max percentage of health that can be restored under normal circumstances.</Description>
<Name>Player_health_restore_per_sec_sp<D>Amount of health to restore per second.</Description>
<Name>Player_health_restore_per_sec_vampire_sp<D>Amount of health to restore per second when sucking the blood of a human shield.</Description>
<Name>Player_health_restore_wait_time_ms<D>Amount of time (milliseconds) before the player will start to restore health.</Description>
<Name>Player_jump_turn_speed_multiplier<D>Fraction of health where the LUT is full intensity.</Description>
<Name>Player_low_health_end_DOF<D>Fraction of player health to fully override the DOF.</Description>
<Name>Player_low_health_end_DOF_amount<D>Blur radius at end.</Description>
<Name>Player_low_health_end_DOF_distance<D>Focus End B at end.</Description>
<Name>Player_low_health_end_HDR<D>Fraction of player health to fully override the HDR settings.</Description>
<Name>Player_low_health_end_audio<D>Fraction of health where the audio is on min delay.</Description>
<Name>Player_low_health_end_audio_delay<D>Delay between beeps at end.</Description>
<Name>Player_low_health_end_bloom_amount<D>Bloom amount at end.</Description>
<Name>Player_low_health_end_bloom_slope<D>Bloom slope B at end.</Description>
<Name>Player_low_health_end_bloom_theta<D>Bloom theta at end.</Description>
<Name>Player_low_health_end_brightness<D>Desired brightness multiplier at end.</Description>
<Name>Player_low_health_end_intensity<D>Full intensity of the LUT.</Description>
<Name>Player_low_health_end_vignette<D>percent as float, valid range 0-1. percent of player health where the low health vignette is shown at full opacity</Description>
<Name>Player_low_health_end_vignette_intensity<D>float, valid range 0 - 1, iinverse float, valid range 0 - 1, iinverse alpha of the low health vignette when player health is exactly at Player_low_health_end_vignette</Description>
<Name>Player_low_health_start<D>Fraction of player health to start showing the LUT.</Description>
<Name>Player_low_health_start_DOF<D>Fraction of player health to start overriding the DOF.</Description>
<Name>Player_low_health_start_DOF_amount<D>Blur radius at start.</Description>
<Name>Player_low_health_start_DOF_distance<D>Focus End B at start.</Description>
<Name>Player_low_health_start_HDR<D>Fraction of player health to start overriding the HDR settings.</Description>
<Name>Player_low_health_start_audio<D>Fraction of player health to start the audio beeps.</Description>
<Name>Player_low_health_start_audio_delay<D>Delay between beeps at start.</Description>
<Name>Player_low_health_start_bloom_amount<D>Bloom amount at start.</Description>
<Name>Player_low_health_start_bloom_slope<D>Bloom slope B at start.</Description>
<Name>Player_low_health_start_bloom_theta<D>Bloom theta at start.</Description>
<Name>Player_low_health_start_brightness<D>Desired brightness multiplier at start.</Description>
<Name>Player_low_health_start_intensity<D>Start intensity of the LUT.</Description>
<Name>Player_low_health_start_vignette<D>percent as float, valid range 0-1. percent of player health where the low health vignette is shown</Description>
<Name>Player_low_health_start_vignette_intensity<D>float, valid range 0 - 1, iinverse alpha of the low health vignette when player health is exactly at Player_low_health_start_vignette</Description>
<Name>Player_max_avatar_move_speed<D>Max player movment speed for moving as Matt's Avatar in m16.</Description>
<Name>Player_max_fine_aim_speed<D>Max fine aim speed for the player.</Description>
<Name>Player_max_forced_walk_speed<D>Max player movment speed when force_walk is true</Description>
<Name>Player_max_giant_move_speed<D>Max player movment speed for moving as the Giant in m01.</Description>
<Name>Player_max_heavy_weapon_speed<D>When carrying a brute weapon, this is the maximum movement speed.</Description>
<Name>Player_max_heavy_weapon_sprint_speed<D>When carrying a brute weapon, this is the maximum sprint speed.</Description>
<Name>Player_max_riot_move_speed<D>Max non sprint speed when a riot shield is equipped.</Description>
<Name>Player_max_run_speed<D>Max run speed for the player.</Description>
<Name>Player_max_sprint_speed<D>Max sprint speed for the player.</Description>
<Name>Player_max_superjump_air_speed<D>Max speed the player can increase their lateral speed to. If the current lateral speed is higher than that, then this value doesn't apply.</Description>
<Name>Player_max_swimming_speed<D>Max player movment speed for swimming.</Description>
<Name>Player_max_swimming_speed_super<D>Max player movment speed for swimming (super sprint).</Description>
<Name>Player_mech_initial_takeoff_velocity<D>Initial upward velocity of the mech suit when the jump animation plays</Description>
<Name>Player_mech_suit_boost_cost<D>Charge to the sprint meter per second</Description>
<Name>Player_mech_suit_hover_cost<D>Cost in energy units per second. Full bar is 100 units</Description>
<Name>Player_mech_suit_jetpack_move_speed<D>Max movement speed of player in a mech suit while jetpacking</Description>
<Name>Player_mech_suit_move_speed<D>Max movement speed of player in a mech suit</Description>
<Name>Player_mech_suit_recharge_delay<D>time in milliseconds that energy is delayed after energy is used</Description>
<Name>Player_mech_suit_recharge_rate<D>Energy units regained per second.</Description>
<Name>Player_mech_suit_terminal_velocity<D>time in ms that the mech suit lasts when called as a homie</Description>
<Name>Player_melee_move_speed<D>Max movement speed when in melee lock mode.</Description>
<Name>Player_melee_no_target_movement<D>When the player is doing a melee attack and there is no desired target, this is the amount he/she is moved in the desired direction.</Description>
<Name>Player_melee_target_desired_start_offset<D>When the player is doing a melee attack and there is a target, this is the amount he/she is moved in front of the target.</Description>
<Name>Player_melee_target_max_movement<D>The maximum we allow the player to move to a target in melee.</Description>
<Name>Player_melee_target_pushback<D>This is the amount the target of a melee attack is pushed back (temporary hack until we get better flinches and such)</Description>
<Name>Player_melee_turn_speed_multiplier<D>Max movement speed while the player is rappelling.</Description>
<Name>Player_safe_fall_speed<D>Falling speed below which the player does not take damage.</Description>
<Name>Player_shrink_stomp_arc_angle_max<D>angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.</Description>
<Name>Player_shrink_stomp_arc_angle_min<D>angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.</Description>
<Name>Player_shrink_stomp_mover_dist_max<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems</Description>
<Name>Player_shrink_stomp_mover_dist_min<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems</Description>
<Name>Player_shrink_stomp_negative_space<D>The stomp will originate behind the player this distance forming a sphere of negative space behind the player</Description>
<Name>Player_shrink_stomp_ragdoll_dist_max<D>distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once.</Description>
<Name>Player_shrink_stomp_ragdoll_dist_min<D>distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once</Description>
<Name>Player_shrink_stomp_recharge_time<D>How long it takes in milliseconds to completely recharge the super stomp.</Description>
<Name>Player_shrink_stomp_vehicle_dist_max<D>distance in meters from epicenter where forces are applied to vehicles</Description>
<Name>Player_shrink_stomp_vehicle_dist_min<D>distance in meters from epicenter where forces are applied to vehicles</Description>
<Name>Player_skydive_bank_scale_factor<D>Scale factor applied to how much the player will bank left/right during movement. This is used when calculating the amount to blend between the different animations (left, center, right).</Description>
<Name>Player_skydive_collision_damage_factor<D>Scale factor applied to damage given to the player from vehicle and mover collisions.</Description>
<Name>Player_skydive_move_speed<D>Max movement speed while the player is skydiving. (was 2)</Description>
<Name>Player_spacedive_move_speed<D>Max movement speed while the player is skydiving. (was 5)</Description>
<Name>Player_stomp_close_distance<D>how far we should affect objects behind the player</Description>
<Name>Player_super_sprint_buildup_time<D>Time in milliseconds till the super sprint dash it reset</Description>
<Name>Player_super_sprint_distance_check<D>Distance to check for obsticles as a function of frametime. Ie.: 2.0 means check the position of where the player will be in 2 full frames.</Description>
<Name>Player_super_sprint_drain_delay_ms<D>Scales the distance of the camera from the target as the fov ramps in and out.</Description>
<Name>Player_super_sprint_fov_max<D>Max fov when superjumping</Description>
<Name>Player_super_sprint_fov_max_vel<D>Maximum horizontal velocity when fov caps</Description>
<Name>Player_super_sprint_fov_min<D>Max fov when superjumping</Description>
<Name>Player_super_sprint_fov_min_vel<D>Minimum horizontal velocity before fov changes kick in</Description>
<Name>Player_super_sprint_fov_ramp_speed<D>how fast the speed ramps in and out.</Description>
<Name>Player_super_sprint_max_speed<D>Multiplier of sprint speed to push a vehicle.</Description>
<Name>Player_super_stomp_arc_angle_max<D>angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.</Description>
<Name>Player_super_stomp_arc_angle_min<D>angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.</Description>
<Name>Player_super_stomp_base_cost<D>Energy cost, 1.0 is full unupgraded energy bar</Description>
<Name>Player_super_stomp_big_flinch_dist_max<D>distance in meters from epicenter when a human will play a special superstomp flinch animation</Description>
<Name>Player_super_stomp_big_flinch_dist_min<D>distance in meters from epicenter when a human will play a special superstomp flinch animation</Description>
<Name>Player_super_stomp_human_damage_max<D>The maximum amount of damage a human will take with a fully charged super stomp, scaling linearly away from the origin of the stomp. NOTE: Killing lots of people with super stomp will result in performance and visual deletions of characters</Description>
<Name>Player_super_stomp_human_damage_min<D>The maximum amount of damage a human will take with a fully charged super stomp, scaling linearly away from the origin of the stomp. NOTE: Killing lots of people with super stomp will result in performance and visual deletions of characters</Description>
<Name>Player_super_stomp_human_max_rotation<D>The angular force applied to a human ragdoll located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_mover_dist_max<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems</Description>
<Name>Player_super_stomp_mover_dist_min<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems</Description>
<Name>Player_super_stomp_mover_force_max<D>The linear force applied to a mover located near the epicenter of a full powered super stomp NOTE: Setting this value too high can cause performance problems.</Description>
<Name>Player_super_stomp_mover_force_min<D>The linear force applied to a mover located near the epicenter of a full powered super stomp. NOTE: Setting this value too high can cause performance problems.</Description>
<Name>Player_super_stomp_mover_rotation_max<D>The angular force applied to a mover located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_mover_rotation_min<D>The angular force applied to a mover located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_mover_up_max<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_mover_up_min<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_negative_space<D>The stomp will originate behind the player this distance forming a sphere of negative space behind the player</Description>
<Name>Player_super_stomp_ragdoll_dist_max<D>distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once.</Description>
<Name>Player_super_stomp_ragdoll_dist_min<D>distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once</Description>
<Name>Player_super_stomp_ragdoll_force_max<D>The linear force applied to a human ragdoll located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_ragdoll_force_min<D>The linear force applied to a human ragdoll located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_ragdoll_up_max<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_ragdoll_up_min<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_recharge_delay<D>After use, the meter will delay recharging by this amount of time</Description>
<Name>Player_super_stomp_recharge_time<D>How long it takes in milliseconds to completely recharge the super stomp.</Description>
<Name>Player_super_stomp_small_flinch_dist_max<D>distance in meters from epicenter when a human will play a standard flinch animation. NOTE: this also defines the max radius of effect, so other forces will be clipped by this value</Description>
<Name>Player_super_stomp_small_flinch_dist_min<D>distance in meters from epicenter when a human will play a standard flinch animation. NOTE: this also defines the max radius of effect, so other forces will be clipped by this value</Description>
<Name>Player_super_stomp_vehicle_damage_max<D>The maximum amount of damage a vehicle will take with a fully charged super stomp, scaling linearly away from the origin of the stomp.</Description>
<Name>Player_super_stomp_vehicle_damage_min<D>The maximum amount of damage a vehicle will take with a fully charged super stomp, scaling linearly away from the origin of the stomp.</Description>
<Name>Player_super_stomp_vehicle_dist_max<D>distance in meters from epicenter where forces are applied to vehicles</Description>
<Name>Player_super_stomp_vehicle_dist_min<D>distance in meters from epicenter where forces are applied to vehicles</Description>
<Name>Player_super_stomp_vehicle_force_max<D>force applied to a vehicle. NOTE: Setting this value too high can cause performance problems.</Description>
<Name>Player_super_stomp_vehicle_force_min<D>force applied to a vehicle. NOTE: Setting this value too high can cause performance problems.</Description>
<Name>Player_super_stomp_vehicle_rotation_max<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_vehicle_rotation_min<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_vehicle_up_max<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp</Description>
<Name>Player_super_stomp_vehicle_up_min<D>The angular force applied to a vehicle located near the epicenter of a full powered super stomp</Description>
<Name>Player_superjump_movement_acceleration<D>acceleration multiplier while superjumping</Description>
<Name>Player_superjump_movement_deceleration<D>acceleration multiplier while superjumping when the desired velocity is less than the current velocity</Description>
<Name>Player_turn_head_max_angle_rad<D>The maximum angle we rotate for turning the head (in radians - get over it).</Description>
<Name>Player_turn_head_mult<D>Multiplier for overshooting the head tracking while turning.</Description>
<Name>Player_turn_head_speed<D>The turn speed sent into spinebending for the head.</Description>
<Name>Player_vehicle_windshield_eject_probability<D>Probability of windshield ejection.</Description>
<Name>Player_zero_noteriety_regen_delay<D>Delay before health regen is re-enabled after notoriety drops back to 0.</Description>
<Name>Pony_cart_base_speed<D>Speed the "run" animation uses for throttling in the pony cart.</Description>
<Name>Portal_NPC_fade_in_period_sec<D>Number of seconds from when the NPC is created until they fade in completely</Description>
<Name>Portal_NPC_spawn_rate_sec<D>Time between NPC spawns from a portal</Description>
<Name>Portal_per_group_spawn_delay_sec<D>Seconds between portal spawns of different groups</Description>
<Name>Portal_spawn_effect_delay_sec<D>Period of time before a portal NPC spawn when we play the spawning effect</Description>
<Name>Power_stream_min_recharge_delay<D>Amount of time (in seconds) from the end of the animation that we use as a buffer for starting the next QTE animation.</Description>
<Name>Quick_switch_element_timout_ms<D>Duration, in milliseconds, after a player quick-selects a power or element where the player can re-tap the quick-select button to iterate to the next available element for that power.</Description>
<Name>RC_hostage_exit_speed_limit<D>The maximum speed (in mph) at which a hostage can escape the car.</Description>
<Name>RC_hostage_general_exit_delay_ms<D>The hostage will wait this long going under the exit speed limit before trying to exit.</Description>
<Name>RC_hostage_initial_exit_delay_ms<D>The hostage will wait this long going under the exit speed limit before trying to exit initially.</Description>
<Name>RC_vehicle_gun_max_distance<D>The maximum distance at which the RC gun can take/maintain control of a vehicle.</Description>
<Name>RIFT_GLITCH_RADIUS<D>The speed (in m/s) at which the ragdoll is considered to be at rest enough to get up.</Description>
<Name>Ragdoll_impact_camera_shake_multiplier<D>multiplier to the camera shake iintensity factor based on percent of damage taken on impact.</Description>
<Name>Ragdoll_melee_impulse_multiplier<D>The melee impulse applied to ragdolls is multiplied by this.</Description>
<Name>Ragdoll_npc_knockdown_time_ms<D>Minimum time (by default) that an npc will stay in ragdoll (in ms).</Description>
<Name>Ragdoll_player_knockdown_time_ms<D>Minimum time (by default) that a player will stay in ragdoll (in ms).</Description>
<Name>Ragdoll_relative_rest_speed<D>The speed (in m/s) at which the ragdoll is considered to be at rest enough to get up, when compared to another moving body (like a vehicle).</Description>
<Name>Ragdoll_vs_human_damage_scalar<D>This value scales the damage caused between a ragdoll and non ragdoll collision. The base damage amount is based on velocity.</Description>
<Name>Random_additional_lag_time<D>!Currently does nothing! Will add a random amount of time up to this value to the base time between spikes.</Description>
<Name>Rappelling_mode_orient_angle<D>This is the angle the player/human will be oriented downwards from vertical while in Rappelling mode. 0 - 90 is the valid range.</Description>
<Name>Reduce_player_hp_by<D>When the player is shrunk, their current amount of health is reduced by this percent.</Description>
<Name>Reduce_player_movement_by<D>Percent</Description>
<Name>Reload_cancel_blend_out_time_sec<D>Amount of time (in seconds) it takes to blend out the reload animation when cancelling.</Description>
<Name>Resize_transition_time<D>This determines how long (in ms) it takes for the player to grow/shrink.</Description>
<Name>Respect_to_unlock_mission<D>Number of respect points needed to unlock missions. UNUSED</Description>
<Name>Riot_cop_shield_damage_degradation<D>Amount of damage degradation for riot shields - this amount is taken off every 25ms</Description>
<Name>Riot_cop_shield_damage_to_flinch<D>minimum amount of accumulated bullet damage to cause a heavy flinch</Description>
<Name>Satelite_angular_approach_speed<D>The drone's actual angular velocity drags behind the controls. To make it more reactive use a lower number and to make it drag more use a higher number.</Description>
<Name>Satelite_bank_angle<D>When the drone rotates around it's heading it banks by a this angle in degrees</Description>
<Name>Satelite_control_heading_multiplier<D>A multiplier to drone bank input</Description>
<Name>Satelite_control_heading_multiplier_mouse<D>A multiplier to drone bank input when using mouse.</Description>
<Name>Satelite_control_pitch_multiplier<D>A multiplier to drone pitch input</Description>
<Name>Satelite_control_pitch_multiplier_mouse<D>A multiplier to drone pitch input when using mouse</Description>
<Name>Satellite_altitude<D>Altitude of the satellite drone.</Description>
<Name>Satellite_bonus_speed_factor<D>Speed mod multiplied by this much in the forward direction (so you can speed the missile up more than you can slow it down)</Description>
<Name>Satellite_cam_heading_multiplier_mouse<D>Rotational heading multiplier for the satellite drone camera when using the mouse.</Description>
<Name>Satellite_cam_pitch_multiplier_mouse<D>Rotational pitch multiplier for the satellite drone camera when using the mouse.</Description>
<Name>Satellite_cam_transition_time_ms<D>Amount of time (in ms) over which to transition the camera back to the drone.</Description>
<Name>Satellite_drone_cycle_time_ms<D>This is how long (in ms) the drone will take to completely circle around the target point.</Description>
<Name>Satellite_drone_fov<D>The FOV for the satellite drone camera.</Description>
<Name>Satellite_drone_max_pitch_offset_neg<D>XZ distance from the drone to the focus position.</Description>
<Name>Satellite_guided_missile_fov<D>The FOV for the satellite drone camera.</Description>
<Name>Satellite_guided_missile_speed<D>Speed of a guided satellite missile.</Description>
<Name>Satellite_max_rot_heading_vel<D>Maximum rotational velocity of the satellite drone camera.</Description>
<Name>Satellite_max_rot_pitch_vel<D>Maximum rotational velocity of the satellite drone camera.</Description>
<Name>Satellite_missile_damping<D>Damping on the motion of the missile.</Description>
<Name>Satellite_missile_fvec_y_clamp<D>The fvec of a guided missile can never have a y value higher than this (i.e. it must always be going downward.)</Description>
<Name>Satellite_missile_max_speed_mod<D>The maximum amount a guided missile's speed can be changed by player acceleration/deceleration.</Description>
<Name>Satellite_unguided_missile_speed<D>Speed of an unguided satellite missile.</Description>
<Name>Screen_fade_stretch_depth_range<D>This is Blend distance and is how wide the space is between stuff that’s fully in and fully out during the animation.</Description>
<Name>Screen_fade_stretch_lifetime<D>how long the stretch effect lasts on returning from the crib ship to the simulation</Description>
<Name>Screen_fade_stretch_param<D>max distance</Description>
<Name>Sewage_mover_base_value<D>delay in ms to play audio cue from start of reload when a sheild is equipped</Description>
<Name>Shield_base_cost<D>Energy cost when intially using the shield, 1.0 is full unupgraded energy bar</Description>
<Name>Shield_hold_cost<D>Energy cost per second to maintain the shield, 1.0 is full unupgraded energy bar</Description>
<Name>Shield_recharge_time<D>How long it takes in milliseconds to completely recharge the shield.</Description>
<Name>Shop_breakin_notoriety_per_sec<D>Notoriety gain per second while performing a store break-in</Description>
<Name>Shrink_cheat_duration<D>Duration that the shrink cheat will last - in ms.</Description>
<Name>Shrink_damage_scalar<D>min scale of the character when full shrunken</Description>
<Name>Shrink_min_speed<D>speed scalar when full shrunken</Description>
<Name>Shrink_murderbot_min_scale<D>min scale of the character when full shrunken</Description>
<Name>Shrink_murderbot_min_speed<D>speed scalar when full shrunken</Description>
<Name>Shrink_player_by<D>Percent to shrink the player by.</Description>
<Name>Shrunken_regrow_delay<D>how long (in seconds) each hit should extend their shrunken state if they are fully tiny</Description>
<Name>Shrunken_regrow_rate<D>how fast (% per second) human should regrow when the shrink timer is up. Using decimal %, so 0.5 == 2 seconds, 1.0 == 1 secon, 2.0 == 1/2 secon, etc</Description>
<Name>Sidescroll_grapple_max_radius<D>Scale factor applied to the vertical (up/down) movement of the L-Stick, corresponding to player movement in the direction of the camera.</Description>
<Name>Skydive_target_project_dist<D>Distance away from the camera that will be used to determine the player's aim target when no valid target is in the player's reticule.</Description>
<Name>Skydive_upside_down_vel<D>Constant downward velocity while skydiving upside down.</Description>
<Name>Skydive_vertical_dive_vel<D>Constant downward velocity during skydiving vertical dive (sprinting).</Description>
<Name>Slow_cheat_duration<D>Duration that the movement reduction cheat will last - in ms.</Description>
<Name>Sonic_gun_vehicle_damage_hp<D>The max radius of the cylinder within which enemies take damage. (The radius of the spherecast used to collect humans.)</Description>
<Name>Sonic_wave_min_radius<D>The min radius of the cylinder within which enemies take damage. (The radius of the spherecast used to collect humans.)</Description>
<Name>Sonic_wave_mover_impulse_multiplier<D>How much the impulse of the sonic wave gun is multiplied by when affecting a vehicle.</Description>
<Name>Sonic_wave_strength_multiplier<D>Multiplier to be factored into all impulses created by the sonic wave gun (in case we want just an overall scale.)</Description>
<Name>Sonic_wave_vehicle_impulse_multiplier<D>How much the impulse of the sonic wave gun is multiplied by when affecting a vehicle.</Description>
<Name>Spacedive_max_cam_snap_dist<D>The distance from the player to the target camera position at which the player will move at Spacedive_max_cam_snap_speed toward the target position.</Description>
<Name>Spacedive_max_cam_snap_speed<D>Speed the player will move toward the target camera position when at or beyond the max distance. (Range 0-1)</Description>
<Name>Spacedive_min_cam_snap_speed<D>Speed the minimum player will move toward the target camera position. (Range 0-1)</Description>
<Name>Sprint_avoid_min_victim_dp<D>The minimum dot product between the player's forward direction, and the direction to the victim.</Description>
<Name>Sprint_ragdoll_impulse_mag<D>Magnitude of the impulse applied when running into someone while sprinting.</Description>
<Name>Sprint_shove_anim_completion_percentage<D>Minimum completion of the animation before starting another one.</Description>
<Name>Sprint_shove_correct_time_sec<D>The time used to correct the victim when doing a shove animation.</Description>
<Name>Sprint_shove_effective_pos_offset<D>The amount the effective position is pushed back from the player.</Description>
<Name>Sprint_shove_extra_velocity_mag<D>When sprint-shoving, this is the extra velocity applied to the shover.</Description>
<Name>Sprint_shove_look_ahead_dist<D>The distance to look ahead for people to shove while sprinting.</Description>
<Name>Sprint_shove_max_push_dist<D>The maximum distance to push a pedestrian while sprinting.</Description>
<Name>Sprint_shove_min_victim_dp<D>The minimum dot product between the player's forward direction, and the direction to the victim.</Description>
<Name>Sprint_to_vehicle_entry_dist<D>The distance from which players and followers should sprint to the vehicle</Description>
<Name>Stomp_dust_frequency<D>The initial distance "under the ground" that the orb starts when you stomp it.</Description>
<Name>Stomp_orb_vel<D>The upward velocity that the orb moves to return to its original position.</Description>
<Name>Store_hold_up_hud_display_time_s<D>The amount of time, in seconds, the diversion hud will display before the player is awarded cash. This MUST be greater than zero.</Description>
<Name>Store_hold_up_time_s<D>The amount of time, in seconds, the player must holdup the store clerk before the clerk pathfinds to the register or directly rewards the player with cash.</Description>
<Name>Store_weapon_purchase_respect_multiplier<D>Damage scalar applied to the player when he is flinching</Description>
<Name>Super_blast_acceleration_hack<D>Movement acceleration when the player changes directions after performing a blast or grab.</Description>
<Name>Super_blast_min_speed_hack<D>Minimum movement speed of the player after changing directions immediately after beginning a blast or grab.</Description>
<Name>Super_glide_turn_rate<D>turn rate in radians per second</Description>
<Name>Super_shield_activation_time<D>Time in milliseconds that the supershield is active</Description>
<Name>Super_shield_air_dash_time<D>Length of time in ms that the shield is maintained when the player air dashes</Description>
<Name>Super_shield_bullet_impact_charge_amount<D>Percentage of bullet damage that gets added back to the other super powers mana levels.</Description>
<Name>Super_shield_charge_damage_reduction<D>The percentage of the damage that the supershield should apply towards the shield mana.</Description>
<Name>Super_shield_damage_upgrade_amount<D>Amount of damage to apply to a human when they come into contact with the shield</Description>
<Name>Super_shield_max_recharge_damage<D>The max amount of damage that the supershield can absorb from attacks</Description>
<Name>Super_shield_sprint_dash_time<D>Length of time in ms that the shield is maintained when the player sprint dashes</Description>
<Name>Super_slam_duration<D>How long (in ms) before we stop caring that the player super slammed a human.</Description>
<Name>Super_sprint_push_charge_usage_amount<D>Sprint speed reduction per second based on holding down the sprint bash button</Description>
<Name>Super_stomp_delirious_mag<D>magnitude of npc accuracy after a super stomp</Description>
<Name>Super_stomp_delirious_time<D>time in ms that the npc's take to recover their accuracy</Description>
<Name>Superpower_activate_duration<D>How long (in milliseconds) it should take to do the material flash on the player when activating a super power</Description>
<Name>Superpower_damage_region_disable_time<D>How long (in milliseconds) player super powers should be disabled after walking through special damage region</Description>
<Name>Superpower_disabled_pulse_rate<D>How fast to pulse the material effect while the player's powers are disabled</Description>
<Name>Superpower_exit_ragdoll_min_time<D>How long (in milliseconds) till the player can exit ragdoll by button press</Description>
<Name>Superpower_explosion_disable_time<D>How long (in milliseconds) player super powers should be disabled if hit by special explosion</Description>
<Name>Superpower_gravity_duration_ms<D>Amount of time, in seconds, to wait for a quick switch button to be released before it passes the input to the other system that consumes input from that button.</Description>
<Name>Swarm_max_missiles<D>After throwing a key, the amount of time it takes to reset.</Description>
<Name>TK_mayhem_telekinesis_scalar<D>Scale TK strength by this much in TK Mayhem.</Description>
<Name>TK_orb_reset_time<D>After this many seconds, reset the orb to its original position.</Description>
<Name>TK_orb_vel<D>The downward velocity that the orbs falls to the ground with.</Description>
<Name>Tank_mayhem_combo_increment_time_coop_ms<D>The base amount of additional time, in milliseconds, the player is given for incrementing the combo in co-op. The actual time is increment_time / decay_rate (set in instance table file).</Description>
<Name>Tank_mayhem_combo_increment_time_sp_ms<D>The base amount of additional time, in milliseconds, the player is given for incrementing the combo in sp. The actual time is increment_time / decay_rate (set in instance table file).</Description>
<Name>Tank_mayhem_combo_max_time_ms<D>The base max amount of time, in milliseconds, the combo will run for. The actual time is max_time / decay_rate (set in instance table file).</Description>
<Name>Tank_mayhem_combo_start_time_ms<D>The base initial amount of time, in milliseconds, the combo will run for. The actual time is start_time / decay_rate (set in instance table file).</Description>
<Name>Tank_mayhem_human_base_value<D>The base reward amount for killing humans in Tank Mayhem. (Actual reward is base * combo_mult)</Description>
<Name>Tank_mayhem_max_audio_los_search_dist<D>The max distance Tank Mayhem will do a line of sight check to determine if a "High Value Target Sighted" audio line should play.</Description>
<Name>Tank_mayhem_object_indicator_fade_dist<D>The distance at which object indicators fade out of view. This distance is set in meters from the camera, not from the position of the player. Set this to -1 to not have them fade.</Description>
<Name>Targeting_laser_base_spread_degrees<D>Angle from the center the targeting lasers will start at when the weapon is at 0 charge</Description>
<Name>Telekinesis_cost_mass_scalar<D>Scalar for mass that modulates energy cost for telekinesis. Objects heavier than this will increase cost. Objects lighter will decrease cost. Minimum cost is 1/2 this weight.</Description>
<Name>Telekinesis_force_recharge_time<D>How long it takes in milliseconds to completely recharge the energy blast.</Description>
<Name>Telekinesis_human_priority_weight<D>Weight given towards humans when attempting to pick them up. Use small numbers</Description>
<Name>Telekinesis_life_recharge_time<D>How long it takes in milliseconds to completely recharge the energy blast.</Description>
<Name>Telekinesis_lightning_recharge_time<D>How long it takes in milliseconds to completely recharge the energy blast.</Description>
<Name>Telekinesis_max_angular_selection<D>minimum valid dot product of camera versus selectable object. As number approaches 1, the closer the object must be to the center of the screen to select it.</Description>
<Name>Telekinesis_max_pickup_range<D>Max distance in meters that an object can be picked up with telekinesis</Description>
<Name>Telekinesis_mover_priority_weight<D>Weight given towards movers when attempting to pick them up. Use small numbers</Description>
<Name>Telekinesis_pickup_cost<D>Energy cost to pick up an object, 1.0 is full unupgraded energy bar</Description>
<Name>Telekinesis_pickup_min_power<D>The minimum amount of energy the player needs to have to use the TK pickup superpower</Description>
<Name>Telekinesis_ragdoll_rotation_speed<D>After use, the meter will delay recharging by this amount of time</Description>
<Name>Telekinesis_speed_scale<D>upward velocity in m/s</Description>
<Name>Telekinesis_throw_duration<D>How long (in ms) before we stop caring that the player threw the object using telekinesis</Description>
<Name>Telekinesis_vehicle_priority_weight<D>Weight given towards vehicles when attempting to pick them up. Use small numbers</Description>
<Name>Testicular_assault_damage_override<D>The amount of time, in ms, between each cheat that is played.</Description>
<Name>Time_between_lag_spikes<D>Base time (in ms) that lag spikes will occur.</Description>
<Name>Time_of_day_shader_lod_start_time<D>Start time to use the default shader lod.</Description>
<Name>Time_of_day_shader_lod_stop_time<D>Stop time to use the default shader lod.</Description>
<Name>Tracer_velocity<D>in m/s.</Description>
<Name>Tutorial_cto_proximity_dist_min<D>Min distance (meters) that the player must be from a hitman or chop shop start trigger to activate the proximity tutorial.</Description>
<Name>Tutorial_dismiss_duration<D>Tutorial screen length in SECONDS</Description>
<Name>Tutorial_length_infinite<D>Tutorial screen length in milliseconds</Description>
<Name>Tutorial_length_long<D>Tutorial screen length in milliseconds</Description>
<Name>Tutorial_length_medium<D>Tutorial screen length in milliseconds</Description>
<Name>Tutorial_length_short<D>Tutorial screen length in milliseconds</Description>
<Name>Tutorial_length_xlong<D>Tutorial screen length in milliseconds</Description>
<Name>Unfrozen_thaw_time<D>Time it takes, in seconds, for a human that is only partially frozen to become completely unfrozen.</Description>
<Name>VI_collision_min_vel_diff<D>Acceleration used to catch the player's cached velocity up to the real one.</Description>
<Name>VI_exit_death_velocity_mag<D>When a human dies while exiting the vehicle, apply this magnitude velocity to the ragdoll to get it out of the car.</Description>
<Name>VI_fast_entry_door_open_acceleration<D>The acceleration factor when opening the door while doing a fast entry.</Description>
<Name>VI_fast_entry_door_open_duration<D>The amount of time it takes to open the door when doing a fast entry.</Description>
<Name>VI_fast_entry_door_open_resistance<D>The resistance factor when opening the door while doing a fast entry.</Description>
<Name>VI_forward_diff_max<D>The difference between forward velocity and cached velocty at which the blend will be at its maximum.</Description>
<Name>VI_forward_vel_accel<D>Acceleration used to catch the player's cached velocity up to the real one.</Description>
<Name>VI_on_vehicle_entry_max_y_diff<D>When attempting an entry on a vehicle, this is the max y difference between the human's position and the interaction point (in vehicle space).</Description>
<Name>VI_pathfind_cancel_dist_multiplier<D>After starting to pathfind to a vehicle, cancel entry if the car gets this many times the original entry distance away.</Description>
<Name>VI_pathfind_check_pause_distance<D>The distance from which to check for someone else using a door and pause.</Description>
<Name>VI_pathfind_play_stop_dist<D>The distance from which we should start playing a sprint stop.</Description>
<Name>VI_random_accel_factor<D>The magnitude of the randomness to apply to the acceleration.</Description>
<Name>VI_reaction_delay_max_ms<D>Delay before we begin "catching up" to the velocity diff in a vehicle.</Description>
<Name>VI_reaction_delay_min_ms<D>Delay before we begin "catching up" to the velocity diff in a vehicle.</Description>
<Name>VI_tilt_rvec_pitch_max<D>The pitch magnitude extracted from the vehicle chassis rvec at which the tilt blends will be at maximum.</Description>
<Name>VI_vert_diff_max<D>The difference between forward velocity and cached velocty at which the blend will be at its maximum.</Description>
<Name>VI_vert_vel_accel<D>Acceleration used to catch the player's cached velocity up to the real one.</Description>
<Name>Vehicle_2d_movement_speed<D>Rate at which the tank moves in the top-down tank game sequence in mission 16.</Description>
<Name>Vehicle_2d_rotation_speed<D>Rate at which the tank turns in the top-down tank game sequence in mission 16.</Description>
<Name>Vehicle_RC_self_destruct_camera_delay<D>override for camera_free_get_sticky_cam_time() when VEHICLE_CAMERA_SNAP delayed is selectd</Description>
<Name>Vehicle_collision_damage_attacker_bonus_factor<D>How much to scale damage by if the vehicle was struck by a vehicle that is considered an "attacker".</Description>
<Name>Vehicle_collision_damage_attacker_bonus_speed_diff<D>What the relative collision speed must be (m/s) for a vehicle to be considered the attacker.</Description>
<Name>Vehicle_collision_damage_front_back_reduction_factor<D>How much to scale damage by if the vehicle was struck on the front or back.</Description>
<Name>Vehicle_collision_damage_nitrous_bonus_factor<D>How much to scale damage by if the vehicle was struck by another vehicle using nitrous.</Description>
<Name>Vehicle_effects_crash_decal_max_radius<D>Size of decal at maximum crash speed.</Description>
<Name>Vehicle_effects_crash_decal_max_speed<D>Speed at which the largest crash decal will be produced.</Description>
<Name>Vehicle_effects_crash_decal_min_radius<D>Size of decal produced at minimum crash speed.</Description>
<Name>Vehicle_effects_crash_decal_min_speed<D>Speed that a vehicle must be going when it crashes into the world, to produce a crash decal.</Description>
<Name>Vehicle_engine_torque_modifier<D>Multiply the resulting torque calculation by this for all cars.</Description>
<Name>Vehicle_enter_brute_impulse_magnitude<D>The magnitude of the downward point impulse applied on a vehicle when entering it for brutes.</Description>
<Name>Vehicle_enter_max_speed_mph<D>The max speed (in mph) in which you can enter a vehicle normally.</Description>
<Name>Vehicle_enter_normal_impulse_magnitude<D>The magnitude of the downward point impulse applied on a vehicle when entering it.</Description>
<Name>Vehicle_explosion_eject_rand_vel_max<D>Max duration in milleseconds of the camera.</Description>
<Name>Vehicle_fast_camera_swing_slerp_percent<D>"Slerp percent" for the fast vehicle relative camera swing.</Description>
<Name>Vehicle_fast_doubletap_time_ms<D>The amount of time we wait for a double tap for vehicle entry or exit.</Description>
<Name>Vehicle_fast_enter_back_min_dp<D>The minimum dot product between the direction from the player to the seat, and the seat's fvec. We want the back entry to be more restrictive so we don't try to choose it as often for cars, where it isn't possible.</Description>
<Name>Vehicle_fast_enter_max_dist<D>The maximum horizontal distance between the player and the driver's seat we need to do a "fast entry."</Description>
<Name>Vehicle_fast_enter_max_dist_super_sprint<D>The maximum horizontal distance between the player and the driver's seat we need to do a "fast entry."</Description>
<Name>Vehicle_fast_enter_max_height_diff<D>The maximum height difference between the player and the driver's seat to do a fast entry.</Description>
<Name>Vehicle_fast_enter_max_speed_mph<D>The max speed (in mph) in which you can enter a vehicle through a window.</Description>
<Name>Vehicle_fast_enter_min_dist<D>The minimum horizontal distance between the player and the driver's seat we need to do a "fast entry."</Description>
<Name>Vehicle_fast_enter_min_dp_to_seat<D>The minimum dot product between the steering vector and the direction to the driver's seat for allowing fast entry to a vehicle.</Description>
<Name>Vehicle_fast_enter_seat_pos_predict_time_sec<D>When attempting to use fast entry with a moving vehicle, this is the amount of time we "project" the seat location forward using the current vehicle velocity, to see if this is a valid</Description>
<Name>Vehicle_impact_flinch_min<D>(MPH) minimum speed to cause a human to flinch.</Description>
<Name>Vehicle_impact_flinch_mph_warden<D>(MPH) minimum speed to cause a warden to flinch</Description>
<Name>Vehicle_impact_player_max_damage_pct<D>(%HP 0.0 to 1.0) Max damage to apply to player and player followers.</Description>
<Name>Vehicle_impact_ragdoll_mph<D>(MPH) minimum speed to cause a human to ragdoll</Description>
<Name>Vehicle_impact_ragdoll_mph_player<D>(MPH) minimum speed to cause a PLAYER to ragdoll</Description>
<Name>Vehicle_interior_character_height<D>The height a character should be when riding in a car. The scaling will happen during vehicle interaction.</Description>
<Name>Vehicle_melee_impulse_multiplier<D>The melee impulse applied to vehicles is multiplied by this.</Description>
<Name>Vehicle_skydive_component_gravity_factor<D>(float) The gravity scale factor to apply to components that detach from a skydiving vehicle.</Description>
<Name>Vehicle_skydive_explosion_scale<D>(float) A scale factor to be applied to the magnitude of the angular impulse that an NPC controlled skydiving tank receives from an explosion.</Description>
<Name>Vehicle_skydive_jitter_npc_scale<D>(float) Additional jitter factor applied to non-player skydiving vehicles (so they jitter around more)</Description>
<Name>Vehicle_skydive_jitter_pitch_mag<D>(float) Amount of jitter applied to the pitch of the vehicle (as compared to the other rotational coordinates)</Description>
<Name>Vehicle_skydive_jitter_roll_mag<D>(float) Amount of jitter applied to the roll of the vehicle (as compared to the other rotational coordinates)</Description>
<Name>Vehicle_skydive_jitter_scale_factor<D>(float) Factor applied to the magnitude of the jitter applied t o the vehicle based on the vehicle's mass.</Description>
<Name>Vehicle_skydive_jitter_yaw_mag<D>(float) Amount of jitter applied to the roll of the vehicle (as compared to the other rotational coordinates)</Description>
<Name>Vehicle_skydive_recoil_impulse<D>(float) Rotational impulse applied to a skydiving vehicle when the primary tank turret is fired.</Description>
<Name>Vehicle_skydive_target_project_dist<D>How far out from the camera the vehicle weapons will aim when the player has no target in their reticule.</Description>
<Name>Vehicle_small_arms_resistance<D>Fraction of damage reduced when the player's vehicle takes small-arms (pistol, SMG) fire. At 0.0 vehicles take full damage. At 0.5, vehicle take half-damage. At 1.0, vehicles are mobile, invulnerable fortresses of doom that operate with impunity, so long as the enemy doesn't have AKs, shotguns, grenades or RPGs. ...that, or the "Saint's" really are blessed by "God", where what I mean by "God" is "anyone higher on the corporate ladder than I am". What you expect from programmer humor?</Description>
<Name>Vehicle_standard_camera_swing_duration<D>Duration of the standard camera swing.</Description>
<Name>Vertical_velocity_adjustment_normal<D>This will add an additional downward velocity at the start of someone moving off a ledge when moving normally.</Description>
<Name>Vertical_velocity_adjustment_sprinting<D>This will add an additional downward velocity at the start of someone moving off a ledge when sprinting (prevents falling when sprinting down stairs).</Description>
<Name>Warden_arrival_delay<D>Time (in milliseconds) to delay between starting the weather change and actually dropping the warden</Description>
<Name>Warden_damage_cap<D>max damage % per any kind of attack.</Description>
<Name>Warden_flinch_health<D>accumulated damge to make warden flinch</Description>
<Name>Warden_flinch_health_regen<D>flinch health per sec that warden regains to prevent flinching on SMGs.</Description>
<Name>Warden_how_to_damage_delay<D>Time (in ms) that a player must be fighint a warden without bringing down their shield before the how-to-damage a warden persona line is triggered from Kinzie/Donnie.</Description>
<Name>Warden_regular_damage_cap<D>max damage per bullet or explosion (that is not super powered)</Description>
<Name>Warden_run_speed<D>m/s,-1 means use true anim speed. Please set to -1 before we ship.</Description>
<Name>Warden_sprint_speed<D>m/s,-1 means use true anim speed. Please set to -1 before we ship. Sprint is only when chasing the player.</Description>
<Name>Warden_walk_speed<D>m/s,-1 means use true anim speed. Please set to -1 before we ship.</Description>
<Name>Weapon_death_ragdoll_max_hit_dir_factor<D>When determining the velocity to apply in the direction of the bullet hit, this is the maximum multiplier, from which the vertical_factor (see Weapon_death_ragdoll_debug) is subtracted.</Description>
<Name>Weapon_death_ragdoll_min_dist_factor<D>When factoring in the distance to the victim, this is the minimum multipler that will result from distance.</Description>
<Name>Weapon_death_ragdoll_min_vert_factor_capped<D>When capping the vertical factor for applying upward force (it is not capped for applying spin), this is the minimum value.</Description>
<Name>Weapons_fire_sticky_camera_time_ms<D>This is the time delay before the camera returns in a vehicle when firing a weapon.</Description>
<Name>Weather_audio_interior_audio_occlusion<D>When the player is inside a regular interior, the interior / exterior RTPC that occludes weather audio will ramp to this value. (0 = no occlusion, 1 = full occlusion)</Description>
<Name>Weather_audio_interior_exterior_rtpc_ramp_speed<D>The maximum velocity at which the interior / exterior RTPC that occludes ambient weather audio will transition.</Description>
<Name>Weather_audio_large_interior_audio_occlusion<D>When the player is inside a large interior, the interior / exterior RTPC that occludes weather audio will ramp to this value. (0 = no occlusion, 1 = full occlusion)</Description>
<Name>White_house_turret_y_offset<D>Offset hack to compensate for the guns being out of line with the pivot.</Description>
<Name>White_house_turret_y_offset_alt<D>Offset hack to compensate for the guns being out of line with the pivot. Missiles.</Description>
<Name>Zombie_brute_fire_damage_multiplier<D>Zombie brutes take extra fire damage. this multiplies the standard fire damage amount.</Description>
<Name>Zombie_fast_run_speed<D>m/s,-1 means use true anim speed. Please set to -1 before we ship. (ref: player run is 8 m/s)</Description>
<Name>Zombie_health_regen_time<D>second of eating corpses to restore 100% health</Description>
<Name>Zombie_spawn_special_pct<D>(0-100%) % of fire and exploding zombies.</Description>
<Name>Zomibe_qte_horde_size<D>number of near zombies to override QTE cooldown.</Description>
<Name>Zomibe_qte_repeat_time<D>seconds between single zombie QTEs.</Description>
<Name>Zoom_blur_intensity<D>camera blur setting when zoomed in</Description>
<Name>skydive_keep_dist_speed<D>velocity applied when too close or too far away (was 3)</Description>
<Name>skydive_max_accel<D>m / s^2 over all acceleration cap. Increace to give ai more control and feel more responsive. (was 1)</Description>
<Name>skydive_max_accel_in_cover<D>m / s^2 over all acceleration cap. Increace to give ai more control and feel more responsive.</Description>
<Name>skydive_max_speed<D>m / s over all speed cap.</Description>
<Name>skydive_target_dist_max<D>max range from player (was 30)</Description>
<Name>skydive_target_dist_min<D>min range from player (was 18)</Description>
<Name>skydive_turn_speed<D>(0 - 1) amount that the wobble agle will rotate each frame. (0 = static drift direction 1 = changing drift direction)</Description>
<Name>skydive_wobble_mag<D>amount of random movement applied NPCs (0 = robotic, 8 = not control)</Description>
I have also attached raw tweak_table.xtbl alongside the spoilered text version for easy reference. Note that DLCs have their own, small tweak_table files not included here: dlc2 (Christmas missions), dlc5 (superpowers), dlc6 (money-based superpowers)
Haven't figured out how to actually make a Workshop mod, I'm sure IdolNinja's intro and Knobby's supported file list will come in handy. Might update this if I ever figure it out for myself, but don't count on it lol.
"Ok but how do I actually modify these things?"
I'll try tl;dr-ing it:0. Get a good text editor like Notepad++, click most recent version > Download Notepad++ button. don't use notepad.exe; is pain.
1. Right-click the tweak_table.xtbl (not tweak_table_withdesc.txt!) > Edit with Notepad++
2. On top menu bar, go to Language > XML for syntax highlighting (may make it easier to distinguish).
3. Find what you'd like to tweak by Ctrl + F, type a search term/word and press Enter
4. Read <description> beside it, and tweak number within <Value> </Value>
5. To test changes in-game, menu bar > File > Save As [keyboard: Alt > F > A] and make sure it is saved in Saints Row IV folder with SaintsRowIV.exe. Keep Notepad++ open.
For Steam :
C:\Program Files (x86)\Steam\steamapps\common\Saints Row IV5a. If game crashes, try undo (Ctrl + Z) enough times, save and try again until it doesn't.
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6. ???
7. PROFIT!!! (Sorry, I'm old)
Do whatever you want with the tweak_table.xtbl, it's literally the one from game files as extracted by Minimaul's tools (specifically recursive extractor).
If you post tweak_table_withdesc.txt anywhere else I'd appreciate credit :3
Thanks to Tim and Don as mentioned for Stack Overflow answer, Notepad++ contributors, Voliton for making the game... ok I'm sure people have better hobbies than reading credits... but thank you to everyone that has directly and indirectly helped me with all this!
If you post tweak_table_withdesc.txt anywhere else I'd appreciate credit :3
Thanks to Tim and Don as mentioned for Stack Overflow answer, Notepad++ contributors, Voliton for making the game... ok I'm sure people have better hobbies than reading credits... but thank you to everyone that has directly and indirectly helped me with all this!
I hope this helps people who
Feel free to ask about anything that isn't clear. : D
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