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reg2k

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registrator2000

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About this mod

Take control of the game's very large number of tweakable parameters.

Enable infinite hover for the Levitate ability, modify % of source lost on death, interaction button hold duration, tweak launch target prioritization, auto-aim parameters and more.

Requirements
Permissions and credits
Tweakables

Take control of the game's very large number of tweakable parameters.

Examples:
  • Enable infinite hover for the Levitate ability
  • Modify the % of Source lost on death (default is 10%)
  • Modify the button hold duration for hold-to-activate interactions
  • Control whether launchable objects should be highlighted in the HUD
  • Configure auto-aim parameters like hit-zone radius and max range
  • Fine-tune Jesse's prioritization for throwing back projectiles like grenades and missiles when using the Launch ability
  • etc... (Please see the Notable Tweakables article)

Requires the Loose File Loader.

Information

Control has a very large number of configurable game settings, known internally as tweakables. All tweakables have a default value, but these can be overridden by specifying their values in the following file: data\globaldb\tweakables.xml. All unspecified tweakables use their default values.

This mod provides a template, empty tweakables.xml file in the correct path for you to specify new values for the tweakables you wish to modify. This page also lists all tweakables and their default values.

Please note: Among this very large list, there are some tweakables that do not have any effect on the game as the code paths that would have originally used them have been removed from the final, release build of the game. Tweakables containing the word "Debug" or "Visualize/Show" are more likely to be unused.

Tweakables are reloaded from disk when loading a savegame.

Installation

1. Install the Loose File Loader.

2. Extract the contents of the mod to your Control installation directory. The contents of the data directory from the mod goes into the data folder in your game installation directory.

Usage

1. Look through the full list of tweakables listed below on this page, or consult the Notable Tweakables article for a selection of useful tweakables.

2. To modify a tweakable, open your tweakables.xml file in a text editor, and copy a setting line into your file.

3. Modify a setting's value by changing the value=* part of a tweakable line.

4. Save the file and start the game.

Uninstallation

Delete the following file from your Control installation directory: data\globaldb\tweakables.xml

Full list of Tweakables and their default values

For your reference, here is a full list of all tweakables in the game, along with their default values. This list was captured from game version v1.12 - future versions may make changes to this list.

Please do not use the entire file as your tweakables.xml file! Only include the tweakables that you wish to override and change.

Expand the following section to view:

Spoiler:  
Show
<tweakable type="bool" name="Ability Invisibility:Draw debug" value="0"/>
<tweakable type="bool" name="Ability Levitate: Allow Hold input" value="0"/>
<tweakable type="bool" name="Ability Levitate: Disable" value="0"/>
<tweakable type="bool" name="Ability Levitate: infinite Hover" value="0"/>
<tweakable type="bool" name="Ability Levitate: Levitate Debug" value="0"/>
<tweakable type="float1" name="Ability Stun: Allowed distance from Stun" value="0.500000"/>
<tweakable type="bool" name="Ability Stun: Draw Debug" value="0"/>
<tweakable type="float1" name="Ability Stun:Max Player stun duration (fallback)" value="10.000000"/>
<tweakable type="float1" name="AbilityCompel:Camera fade in" value="1.000000"/>
<tweakable type="float1" name="AbilityCompel:Camera y offset" value="1.000000"/>
<tweakable type="bool" name="AbilityCompel:Draw debug" value="0"/>
<tweakable type="float1" name="AbilityCompel:Importance Factor of Distance when selecting targets" value="0.100000"/>
<tweakable type="float1" name="AbilityCompel:Maximum angle for selecting targets" value="25.000000"/>
<tweakable type="float1" name="AbilityCompel:Maximum range for selecting targets" value="23.000000"/>
<tweakable type="float1" name="AbilityCompel:Min hold time to start" value="0.200000"/>
<tweakable type="bool" name="AbilityDetonate: Debug Draw" value="0"/>
<tweakable type="float2" name="AbilityDodge - BreakGlass: Chunk Damage HotSpot-Max" value="750.000000 500.000000"/>
<tweakable type="float2" name="AbilityDodge - BreakGlass: Impulse HotSpot-Max" value="50.000000 30.000000"/>
<tweakable type="float1" name="AbilityDodge - BreakGlass: Max Half Size of chunks to be dodgeable" value="0.500000"/>
<tweakable type="float2" name="AbilityDodge - BreakGlass: Radius HotSpot-Max" value="1.500000 2.000000"/>
<tweakable type="float1" name="AbilityDodge - BreakGlass: Vertical Offset" value="1.000000"/>
<tweakable type="float1" name="AbilityDodge - Shield Bash: Knockback Wave Speed (m/s)" value="100.000000"/>
<tweakable type="float1" name="AbilityDodge - Shield Bash: Max Angle (deg)" value="85.000000"/>
<tweakable type="float1" name="AbilityDodge - Shield Bash: Radius" value="1.400000"/>
<tweakable type="float1" name="AbilityDodge - Shield Bash: Ray Separation" value="1.200000"/>
<tweakable type="bool" name="AbilityDodge: Debug Draw Dodge Rays" value="0"/>
<tweakable type="bool" name="AbilityDodge: Debug Draw Shield Bash Rays" value="0"/>
<tweakable type="bool" name="AbilityDodge: Enable Debug" value="0"/>
<tweakable type="float1" name="AbilityDodge: Ground blocking ray height offset 1" value="0.750000"/>
<tweakable type="float1" name="AbilityDodge: Ground blocking ray height offset 2" value="1.540000"/>
<tweakable type="float1" name="AbilityDodge: Minimum distance away from target before dodge can cancel" value="1.000000"/>
<tweakable type="float1" name="AbilityDodge: Minimum distance away from target to do rotational updates" value="0.200000"/>
<tweakable type="bool" name="AbilityDodge: Use Facing Direction When There Is No Movement Input" value="0"/>
<tweakable type="bool" name="AbilityDrifterCharge: Debug Draw" value="0"/>
<tweakable type="float1" name="AbilityDrifterCharge: Ground test length" value="0.100000"/>
<tweakable type="bool" name="AbilityDrifterDodge: Debug Draw" value="0"/>
<tweakable type="bool" name="AbilityForwardShield-OverrideContent : Allow Object At Shield Center" value="0"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent : Depth Distribution Range" value="0.700000 1.200000"/>
<tweakable type="bool" name="AbilityForwardShield-OverrideContent : Enable Tweakables Overriding Content" value="0"/>
<tweakable type="int" name="AbilityForwardShield-OverrideContent : Max Objects In Shield (picked)" value="60"/>
<tweakable type="int" name="AbilityForwardShield-OverrideContent : Min Objects In Shield (spawned)" value="60"/>
<tweakable type="float1" name="AbilityForwardShield-OverrideContent : Object Shielding Distance" value="0.300000"/>
<tweakable type="float1" name="AbilityForwardShield-OverrideContent : Objects Min distance around center" value="0.400000"/>
<tweakable type="float1" name="AbilityForwardShield-OverrideContent : Objects Scatter Variance" value="0.100000"/>
<tweakable type="float1" name="AbilityForwardShield-OverrideContent : Radius to Gather objects" value="10.000000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent : Scatter Range" value="0.200000 0.500000"/>
<tweakable type="float1" name="AbilityForwardShield-OverrideContent : Shield Right Side Offset" value="0.500000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj Dodge Acceleration MinMax" value="0.000000 100.000000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj Gather Acceleration MinMax" value="0.000000 100.000000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj Gather Peak Speed MinMax" value="8.000000 12.000000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj in Shield Dodge Peak Speed MinMax" value="100.000000 100.000000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj in Shield Peak Speed MinMax" value="2.000000 3.500000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj Shielding Acceleration MinMax" value="0.000000 100.000000"/>
<tweakable type="bool" name="AbilityForwardShield: Allow Individual Object Shakes" value="1"/>
<tweakable type="float1" name="AbilityForwardShield: Collision Raycast Radius" value="0.600000"/>
<tweakable type="bool" name="AbilityForwardShield: Debug Draw" value="0"/>
<tweakable type="float1" name="AbilityForwardShield: Factor for estimating object speed (1.0f/ShieldMovementSpeed)" value="0.200000"/>
<tweakable type="float1" name="AbilityForwardShield: Internal AI Recovery Time After Launch" value="4.500000"/>
<tweakable type="float1" name="AbilityForwardShield: Life time of spawned objects" value="20.000000"/>
<tweakable type="float1" name="AbilityForwardShield: Max disable to spawn from ground" value="2.000000"/>
<tweakable type="float1" name="AbilityForwardShield: Picked Environment Objects Max Proportion" value="0.300000"/>
<tweakable type="bool" name="AbilityForwardShield: Raycast Spawn Location" value="1"/>
<tweakable type="int" name="AbilityForwardShield: Reduce Contacts For Frames" value="15"/>
<tweakable type="bool" name="AbilityForwardShield: Spawn Objects From Ground" value="1"/>
<tweakable type="float1" name="AbilityForwardShield: Speed Decrease Lerp Factor" value="0.100000"/>
<tweakable type="float1" name="AbilityForwardShield:Norm health limit for VFX 1" value="0.500000"/>
<tweakable type="float1" name="AbilityForwardShield:Norm health limit for VFX 2" value="0.200000"/>
<tweakable type="float1" name="AbilityForwardShield:Shield Rotation Offset From Camera" value="-7.500000"/>
<tweakable type="bool" name="AbilityJump:Debug" value="0"/>
<tweakable type="float1" name="AbilityLaunch-Enemies: Default Radius" value="0.700000"/>
<tweakable type="bool" name="AbilityLaunch-Enemies: Force move all parts" value="1"/>
<tweakable type="int" name="AbilityLaunch-Enemies: Launch Category for damage purposes" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Enemies: Max bounce speed" value="25.000000"/>
<tweakable type="float1" name="AbilityLaunch-Enemies: Normalized Ignore Radius" value="0.250000"/>
<tweakable type="int" name="AbilityLaunch-Enemies:Alive Enemies pick priority (0:lower)" value="8"/>
<tweakable type="bool" name="AbilityLaunch-Enemies:Allow launch of enemies" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Enemies:Dead Enemies pick priority (0:lower)" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Enemies:Interaction pick priority (0:lower)" value="0.100000"/>
<tweakable type="int" name="AbilityLaunch-Enemies:Interaction volume group" value="2"/>
<tweakable type="int" name="AbilityLaunch-Enemies:Ragdoll volume group" value="2"/>
<tweakable type="int" name="AbilityLaunch-Enemies:Volume group for visual purposes" value="2"/>
<tweakable type="float1" name="AbilityLaunch-Follow Collision Correction:Compensation Ratio of Distance Lost" value="0.600000"/>
<tweakable type="bool" name="AbilityLaunch-Follow Collision Correction:Draw Debug" value="0"/>
<tweakable type="bool" name="AbilityLaunch-Follow Collision Correction:Enabled Follow Collision Correction" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Follow Collision Correction:Max Distance Upwards After Compensating" value="0.700000"/>
<tweakable type="float2" name="AbilityLaunch-Follow Collision Correction:Radius Min-Max Limits for collision test" value="0.100000 0.700000"/>
<tweakable type="float1" name="AbilityLaunch-Follow Collision Correction:Ratio of Radius used for collision test" value="0.700000"/>
<tweakable type="bool" name="AbilityLaunch-Follow Offset: Draw Debug" value="0"/>
<tweakable type="float3" name="AbilityLaunch-Follow Offset: First Position" value="-0.370000 1.500000 0.250000"/>
<tweakable type="float1" name="AbilityLaunch-Follow Offset: Overlap" value="0.670000"/>
<tweakable type="float3" name="AbilityLaunch-Follow Offset: Second Position" value="3.110000 2.500000 1.110000"/>
<tweakable type="float3" name="AbilityLaunch-Follow Offset: Target Position" value="1.200000 1.500000 0.250000"/>
<tweakable type="float3" name="AbilityLaunch-Follow Offset: Third Position" value="3.214000 6.660000 5.470000"/>
<tweakable type="float1" name="AbilityLaunch-Grenade:Additional Pick Up Radius Around Player" value="4.000000"/>
<tweakable type="bool" name="AbilityLaunch-Grenade:Allow launch of grenades" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Grenade:Projectiles pick priority (0:lower)" value="1.100000"/>
<tweakable type="bool" name="AbilityLaunch-Grenade:Reset Fuse only once" value="0"/>
<tweakable type="bool" name="AbilityLaunch-Grenade:Skip LOS Test for Projectiles" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Grenade:Timer for re-launched projectiles" value="6.000000"/>
<tweakable type="bool" name="AbilityLaunch-GroundSpawn:Allow Ground Spawn" value="1"/>
<tweakable type="float1" name="AbilityLaunch-GroundSpawn:Front Offset to Origin" value="4.000000"/>
<tweakable type="float1" name="AbilityLaunch-GroundSpawn:Ground Spawn Max distance" value="6.000000"/>
<tweakable type="float1" name="AbilityLaunch-GroundSpawn:Ground Spawn Min distance from camera" value="2.000000"/>
<tweakable type="float1" name="AbilityLaunch-GroundSpawn:Ground Spawn Navmesh Remap Allowance" value="3.000000"/>
<tweakable type="float1" name="AbilityLaunch-GroundSpawn:Min Distance To Last Spawn Used" value="1.000000"/>
<tweakable type="bool" name="AbilityLaunch-Layer Reset:Draw Debug" value="0"/>
<tweakable type="float1" name="AbilityLaunch-Liberation:Base Strength of the Liberation Impulse" value="10.000000"/>
<tweakable type="float1" name="AbilityLaunch-Liberation:Chunk Damage of Liberation Impulse" value="750.000000"/>
<tweakable type="bool" name="AbilityLaunch-Liberation:Create an extra break bond for some objects" value="0"/>
<tweakable type="bool" name="AbilityLaunch-Liberation:Create an Impulse at the end of Hold" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Liberation:Donut Radius of Liberation Break Bond" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Liberation:Extra Radius of Liberation Impulse" value="0.500000"/>
<tweakable type="float1" name="AbilityLaunch-Liberation:Extra Strength of the Liberation Impulse for pinned objects" value="50.000000"/>
<tweakable type="float2" name="AbilityLaunch-Multi:Delay between Launch Controllers Start (min/max)" value="0.050000 0.300000"/>
<tweakable type="float1" name="AbilityLaunch-Multi:Delay between Launch Controllers Stop" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Object Filtering: Min Angle To Y axis For Filter" value="0.942478"/>
<tweakable type="float1" name="AbilityLaunch-Object Filtering: Min Squared Distance To Player For Filter" value="4.000000"/>
<tweakable type="float1" name="AbilityLaunch-Object Filtering: Owner Height Offset" value="0.500000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Cone Z offset from camera" value="-6.500000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Importance Factor of Distance" value="0.198203"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Importance Factor of Volume" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Max time between Direct TOS Update Intervals" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Max time between Object to Launch Update Intervals" value="0.250000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Maximum angle for cone to pick launch objects" value="39.000000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Maximum range for cone to pick launch objects" value="23.000000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Object Selection Extension Ray Length" value="17.000000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Object Selection Ray Cast Radius" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Target Selection: Multi Launch Auto Aim FOV" value="50.000000"/>
<tweakable type="float1" name="AbilityLaunch-Target Selection: Near Character auto aim max Range" value="40.000000"/>
<tweakable type="float1" name="AbilityLaunch-Target Selection: Near Character auto aim min Range" value="0.000000"/>
<tweakable type="float1" name="AbilityLaunch-Target Selection: Single Launch Auto Aim FOV" value="30.000000"/>
<tweakable type="bool" name="AbilityLaunch: [Animation] Face Target" value="1"/>
<tweakable type="int" name="AbilityLaunch: Create Gravity Waves" value="1"/>
<tweakable type="float1" name="AbilityLaunch:Distance to objective to change animation to follow ( but not curve )" value="5.000000"/>
<tweakable type="float1" name="AbilityLaunch:Distance to skip travel step" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunch:Fallback objects despawn life time" value="20.000000"/>
<tweakable type="float1" name="AbilityLaunch:Height offset for objects being held" value="1.250000"/>
<tweakable type="float1" name="AbilityLaunch:Max Time in Travel" value="3.000000"/>
<tweakable type="float1" name="AbilityLaunch:Max Time in Travel For Ragdolls" value="2.500000"/>
<tweakable type="float1" name="AbilityLaunch:Pick score penalty for objects that did fail the LOS tests" value="0.500000"/>
<tweakable type="float1" name="AbilityLaunch:Pick score priority for explosive objects" value="0.300000"/>
<tweakable type="float1" name="AbilityLaunch:Reach Hold Above Target Margin" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch:Reach Travel to Follow Target Margin" value="0.300000"/>
<tweakable type="float1" name="AbilityLaunch:Reach Travel to Follow Target Margin (For Ragdolls)" value="0.150000"/>
<tweakable type="bool" name="AbilityLaunch:Spawn Fallback objects" value="1"/>
<tweakable type="int" name="AbilityLaunch:Spawned Object Max Chunk Life" value="250"/>
<tweakable type="float1" name="AbilityLaunch:Time Holding Above" value="0.250000"/>
<tweakable type="float1" name="AbilityLaunch:Time In Hold Movement" value="0.225000"/>
<tweakable type="float1" name="AbilityLaunch:Time In Place" value="0.010000"/>
<tweakable type="bool" name="AbilityLaunch:Use Launch Curve" value="1"/>
<tweakable type="bool" name="AbilityLaunch:Use Static wall as launch object" value="1"/>
<tweakable type="bool" name="AbilityLaunchDebug: Debug bounce of launched objects" value="0"/>
<tweakable type="bool" name="AbilityLaunchDebug: Debug Draw" value="0"/>
<tweakable type="bool" name="AbilityLaunchDebug: Debug sight lines for picking objects" value="0"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Air Friction" value="7.500000"/>
<tweakable type="bool" name="AbilityLaunchObject-Physicality: Allow Start Angular Force" value="0"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Angular Force Strength Factor while charging" value="30.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Angular Velocity Speed while launching" value="10.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Bounce Velocity Factor" value="0.300000"/>
<tweakable type="bool" name="AbilityLaunchObject-Physicality: Disable Gravity For Launch Objects" value="1"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object Brake Stiffness" value="1.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object Compression Elasticity" value="120.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object End Stiffness" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object Expansion Elasticity" value="60.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object Gravity Scale" value="1.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object Stiffness" value="0.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pendulum Angular Damp" value="27.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pendulum Gravity Multiplier" value="7.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pendulum Object Velocity Multiplier" value="14.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pendulum Random Offset" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pitch bias" value="-2.500000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Ragdoll Brake Stiffness" value="1.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Ragdoll End Stiffness" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Ragdoll Gravity Scale" value="0.400000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Ragdoll Stiffness" value="0.200000"/>
<tweakable type="bool" name="AbilityLaunchObject-Physicality: Reduced Contacts in Launch Phase" value="0"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Velocity Cap" value="35.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Yaw bias" value="0.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Audio charge acceleration" value="2.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Audio charge speed" value="11.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Blend weight for Orientation" value="0.200000"/>
<tweakable type="bool" name="AbilityLaunchObject: Break Glass while moving towards player" value="1"/>
<tweakable type="float1" name="AbilityLaunchObject: Charge Displacement Acceleration Min Max" value="10.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Charge Displacement Maximum move to speed" value="5.000000"/>
<tweakable type="bool" name="AbilityLaunchObject: Destroy Spawned Objects When Dropped" value="1"/>
<tweakable type="float1" name="AbilityLaunchObject: Displacement Charge velocity max range" value="10.000000"/>
<tweakable type="bool" name="AbilityLaunchObject: Draw debug" value="0"/>
<tweakable type="float1" name="AbilityLaunchObject: Follow Min Distance to Move" value="0.100000"/>
<tweakable type="bool" name="AbilityLaunchObject: Free Aim for directly Aimed Characters" value="0"/>
<tweakable type="float1" name="AbilityLaunchObject: Impulse Decay Ratio for Final Impact" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Default Launch Speed" value="70.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Ignore Contacts above this radius" value="0.250000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Max Bounce Speed" value="20.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Max Launch Time" value="2.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Min Impulse Upon Impact" value="50.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Target To Distance to direct impact" value="0.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Min Time between breaking Impulses" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject: Near Character auto aim max Range" value="40.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Reached target radius" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject: Target offset from hitpoint" value="0.100000"/>
<tweakable type="float1" name="AbilityMelee : Locked Input time for Player" value="0.400000"/>
<tweakable type="float1" name="AbilityMelee : Min Velocity To Keep Direction" value="0.050000"/>
<tweakable type="float1" name="AbilityMelee : Min Wanted Speed from stick to use as direction" value="0.100000"/>
<tweakable type="bool" name="AbilityMelee : Rotate Forward Impulses as Camera Front" value="1"/>
<tweakable type="bool" name="AbilityMelee : Rotation set by code" value="1"/>
<tweakable type="bool" name="AbilityMelee : Weak attack allowed if no resource" value="1"/>
<tweakable type="bool" name="AbilityMelee :Animation Driven Camera" value="0"/>
<tweakable type="float1" name="AbilityMelee :Camera Bone Blend Time" value="1.000000"/>
<tweakable type="bool" name="AbilityMelee :Draw debug" value="0"/>
<tweakable type="float1" name="AbilityMelee :Front aim offset if no magnet" value="1.000000"/>
<tweakable type="float1" name="AbilityMelee :Height Offset For Damage Areas" value="1.000000"/>
<tweakable type="float1" name="AbilityMelee :LockedOn Final Distance (m)" value="2.000000"/>
<tweakable type="float1" name="AbilityMelee :LockOn Angle To Camera (degrees)" value="90.000000"/>
<tweakable type="float1" name="AbilityMelee :LockOn Min Distance To Camera (m)" value="0.250000"/>
<tweakable type="bool" name="AbilityMelee :Melee towards Camera Front" value="1"/>
<tweakable type="bool" name="AbilityMelee :Simplified Draw debug" value="0"/>
<tweakable type="float1" name="AbilityMelee: Height offset for VFX Matrix Ray cast" value="1.000000"/>
<tweakable type="bool" name="AbilityMultiLaunch:Draw debug" value="0"/>
<tweakable type="float1" name="AbilityMultiLaunch:Height offset for objects being held" value="1.250000"/>
<tweakable type="int" name="AbilityMultiLaunch:Spawned objects chunk Health" value="200"/>
<tweakable type="float1" name="AbilityMultiLaunch:Spawned objects life time" value="30.000000"/>
<tweakable type="float1" name="AbilityMultiLaunch:Time In Hold Movement" value="0.500000"/>
<tweakable type="bool" name="AbilityProperties: Use Half Extents as Average" value="1"/>
<tweakable type="bool" name="AbilityReceiver-Launch:Allow shorter time rising from animation" value="1"/>
<tweakable type="float1" name="AbilityReceiver-Launch:Time for recovery when dropped if no animation" value="1.000000"/>
<tweakable type="float1" name="AbilityReceiver-Launch:Time rising before DoT starts" value="0.200000"/>
<tweakable type="bool" name="AbilityResource:Debug" value="0"/>
<tweakable type="bool" name="AbilitySlam : Accurate Line of Sight Slam Target" value="0"/>
<tweakable type="bool" name="AbilitySlam : Only Target Enemies" value="0"/>
<tweakable type="bool" name="AbilitySlam : Requires touching Ground to use again" value="1"/>
<tweakable type="float1" name="AbilitySlam : Small Ground Vertical offset to Damage Origin" value="0.500000"/>
<tweakable type="bool" name="AbilitySlam :Code driven character rotation" value="1"/>
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<tweakable type="bool" name="AbilitySmash :Auto Aim Time Used while in Anticipation" value="0"/>
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<tweakable type="bool" name="AbilitySmash :Force Aim In player" value="1"/>
<tweakable type="bool" name="AbilitySmash :Force Impact where Aim is" value="0"/>
<tweakable type="float1" name="AbilitySmash :Target Auto Aim smooth" value="0.200000"/>
<tweakable type="bool" name="Action System: Draw Detailed Protector debug" value="0"/>
<tweakable type="bool" name="AdhesionTargetComponent:Adhesion Debug " value="0"/>
<tweakable type="bool" name="AI:Draw dynamic blocker debug" value="0"/>
<tweakable type="bool" name="AI:Enable Y culling" value="0"/>
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<tweakable type="int" name="Ambient Probe:Convolution Mip Count" value="5"/>
<tweakable type="int" name="Ambient Probe:Debug Accumulator" value="-1"/>
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<tweakable type="int" name="Ambient Probe:Generate SH from mip" value="-1"/>
<tweakable type="int" name="Ambient Probe:Reflection Mip Count" value="7"/>
<tweakable type="bool" name="Ambient Probe:Update Always" value="0"/>
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<tweakable type="bool" name="Ambient Probe:View Final SH" value="0"/>
<tweakable type="float1" name="Analytics: Narrative Object View Time Threshold" value="2.000000"/>
<tweakable type="bool" name="Apex:Update Apex Camera" value="1"/>
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<tweakable type="bool" name="Audio:Debug print analysis" value="0"/>
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<tweakable type="bool" name="Audio:Third person listener" value="1"/>
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<tweakable type="bool" name="BulletDetectSphere:Draw spheres" value="0"/>
<tweakable type="bool" name="Bureau Alerts:Show Stats" value="0"/>
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<tweakable type="bool" name="CoherentGT:Ignore page cache" value="0"/>
<tweakable type="float1" name="CoherentGT:Mouse Wheel Sensitivity" value="1.000000"/>
<tweakable type="bool" name="CoherentGT:Paint UI" value="1"/>
<tweakable type="bool" name="CoherentGT:Show UI" value="1"/>
<tweakable type="float1" name="CombatStatus: Camera Angle LOS" value="45.000000"/>
<tweakable type="float1" name="CombatStatus: Combat Timeout Distance" value="100.000000"/>
<tweakable type="float1" name="CombatStatus: Combat Timeout No LoS" value="30.000000"/>
<tweakable type="float1" name="CombatStatus: Combat Timeout Time" value="2.000000"/>
<tweakable type="bool" name="CombatStatus: Draw Debug" value="0"/>
<tweakable type="float1" name="CombatStatus: Exit Combat Max Range for LoS to enemy" value="100.000000"/>
<tweakable type="float1" name="CombatStatus:Distance To Trigger Combat Regardless of LOS" value="0.000000"/>
<tweakable type="float1" name="CombatStatus:Enter Combat Max Range for LoS to enemy" value="80.000000"/>
<tweakable type="bool" name="ConstantTable:Clear on begin" value="1"/>
<tweakable type="bool" name="ConstantTable:Enable Cache" value="1"/>
<tweakable type="bool" name="ConstantTable:Update Constants" value="1"/>
<tweakable type="bool" name="ControlPoint:Debug" value="0"/>
<tweakable type="float1" name="Cover Component Low Cover Max Angle (deg)" value="180.000000"/>
<tweakable type="float1" name="Cover Component Low Cover Min Angle (deg)" value="-180.000000"/>
<tweakable type="float1" name="Cover Component:Blind Fire Threshold Angle (deg)" value="50.000000"/>
<tweakable type="float1" name="Cover Component:Blind Fire Threshold Distance (m)" value="5.000000"/>
<tweakable type="bool" name="Cover Component:Cast sector rays through the player" value="0"/>
<tweakable type="bool" name="Cover Component:Debug" value="0"/>
<tweakable type="float1" name="Cover Component:Delay before enter cover" value="0.100000"/>
<tweakable type="float1" name="Cover Component:Delay before exit cover" value="1.000000"/>
<tweakable type="bool" name="Cover Component:Enable" value="0"/>
<tweakable type="bool" name="Cover Component:Enable High Covers" value="0"/>
<tweakable type="float1" name="Cover Component:Floor Sweep Test Height" value="0.380000"/>
<tweakable type="float1" name="Cover Component:High Cover Max Angle (deg)" value="85.000000"/>
<tweakable type="float1" name="Cover Component:High Cover Min Angle (deg)" value="-30.000000"/>
<tweakable type="float1" name="Cover Component:High Cover Side Check Length" value="2.000000"/>
<tweakable type="float1" name="Cover Component:High Cover Side Step Animation Dist(m)" value="1.000000"/>
<tweakable type="float1" name="Cover Component:High Cover Side Step Animation Time(s)" value="1.000000"/>
<tweakable type="float1" name="Cover Component:High Cover Test Height" value="1.740000"/>
<tweakable type="float1" name="Cover Component:High Cover Test Width" value="1.300000"/>
<tweakable type="float1" name="Cover Component:Length of raycast used for cover normal checks" value="5.000000"/>
<tweakable type="float1" name="Cover Component:Length of raycasts going around the player" value="0.500000"/>
<tweakable type="float1" name="Cover Component:Low Cover Test Height" value="0.980000"/>
<tweakable type="float1" name="Cover Component:Max Player Velocity" value="5.000000"/>
<tweakable type="float1" name="Cover Component:Min Velocity on cover object" value="1.000000"/>
<tweakable type="float1" name="Cover Component:Test Radius" value="0.300000"/>
<tweakable type="bool" name="CrashTesting: Abort - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: Assert - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: Corrupt Pool Memory" value="0"/>
<tweakable type="bool" name="CrashTesting: CPU Hang - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: Crash - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: Error - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: OOM (1mb) - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: Unhandled Crash" value="0"/>
<tweakable type="bool" name="CrashTesting: User Error - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: WER Crash" value="0"/>
<tweakable type="float1" name="Damage: Heavy impact event damage threshold" value="0.300000"/>
<tweakable type="float1" name="Damage: Massive damage event damage threshold" value="0.500000"/>
<tweakable type="float1" name="Damage: Min Time between same events" value="0.100000"/>
<tweakable type="bool" name="DamageCauserComponent: Debug Draw" value="0"/>
<tweakable type="float1" name="DamageIndicator:Duration" value="3.000000"/>
<tweakable type="float1" name="DamageIndicator:Reuse Angle Threshold" value="0.500000"/>
<tweakable type="float1" name="DamageIndicator:Reuse Time Normalized Threshold" value="0.500000"/>
<tweakable type="bool" name="DDS: Armor" value="0"/>
<tweakable type="bool" name="DDS: Damage Receiver" value="0"/>
<tweakable type="bool" name="DDS: Enable AirNavigationBot data collection" value="0"/>
<tweakable type="bool" name="DDS: Enable EQS data collection" value="1"/>
<tweakable type="bool" name="DDS: Enable NavigationAgent data collection" value="0"/>
<tweakable type="bool" name="DDS: Enable PositionReservation data collection" value="1"/>
<tweakable type="bool" name="DDS: Enable TargetPickerService data collection" value="1"/>
<tweakable type="bool" name="DDS: Gameplay Collision" value="0"/>
<tweakable type="bool" name="DDS: Gameplay Collision collection" value="0"/>
<tweakable type="bool" name="DDS: Health" value="0"/>
<tweakable type="bool" name="DDS:AirNavigationBot" value="0"/>
<tweakable type="bool" name="dds:BehaviorTreeMoveToCover CollectData" value="0"/>
<tweakable type="bool" name="dds:BehaviorTreeMoveToCover DebugDraw" value="0"/>
<tweakable type="bool" name="DDS:GameVisionSensor" value="0"/>
<tweakable type="bool" name="DDS:Move To Follow" value="0"/>
<tweakable type="bool" name="DDS:NavigationAgent" value="0"/>
<tweakable type="bool" name="DDS:PositionReservation" value="0"/>
<tweakable type="bool" name="DDS:Speed Matching" value="0"/>
<tweakable type="bool" name="DDS:Target Picker Service" value="0"/>
<tweakable type="bool" name="DDS:Target Picker Weights" value="0"/>
<tweakable type="bool" name="DDS:Target Picker Weights Detailed" value="0"/>
<tweakable type="float1" name="DeathHiding:About to hide timeout" value="0.500000"/>
<tweakable type="bool" name="DeathHiding:Enabled" value="1"/>
<tweakable type="int" name="DeathHiding:Max dead bodies" value="3"/>
<tweakable type="bool" name="Debug Draw:Action System" value="0"/>
<tweakable type="bool" name="Debug Draw:AutoPickup" value="0"/>
<tweakable type="bool" name="Debug Draw:DialogueControllerComponent playback" value="0"/>
<tweakable type="bool" name="Debug Draw:EnergyDropItem" value="0"/>
<tweakable type="bool" name="Debug Draw:GameAimTargetComponent" value="0"/>
<tweakable type="bool" name="Debug Draw:GameWeaponComponent" value="0"/>
<tweakable type="bool" name="Debug Draw:HealthComponent" value="0"/>
<tweakable type="bool" name="Debug Draw:LootDropItem" value="0"/>
<tweakable type="bool" name="debugBloom:DebugBloom" value="0"/>
<tweakable type="bool" name="debugBloom:draw downsampled" value="0"/>
<tweakable type="bool" name="debugBloom:Use halfresolution" value="1"/>
<tweakable type="float1" name="debugBloom:W" value="1.000000"/>
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<tweakable type="float1" name="debugBloom:Z" value="1.000000"/>
<tweakable type="float1" name="DebugTarget:Filled Selection Time" value="1.000000"/>
<tweakable type="bool" name="DebugTarget:Show Filled Selection" value="1"/>
<tweakable type="bool" name="DebugTarget:Show WireFrame Selection" value="0"/>
<tweakable type="float1" name="DecalPhantom:Margin" value="0.250000"/>
<tweakable type="float1" name="DecalPhantom:Thickness" value="0.050000"/>
<tweakable type="bool" name="decals:Depthless boxes" value="0"/>
<tweakable type="bool" name="decals:Force inside camera" value="0"/>
<tweakable type="int" name="Default Port for Multiplayer-Connections on the client-side" value="0"/>
<tweakable type="bool" name="Deferred Lighting:Clear Compute Lookups" value="0"/>
<tweakable type="bool" name="Deferred Lighting:Enable Ambient Light" value="1"/>
<tweakable type="float1" name="Deferred Lighting:Tile Depth Far" value="100.000000"/>
<tweakable type="float1" name="Deferred Lighting:Tile Depth Near" value="0.200000"/>
<tweakable type="float1" name="Deferred Lighting:Tile Depth Split 0" value="1.000000"/>
<tweakable type="bool" name="Deferred Lighting:Update Compute Resources" value="1"/>
<tweakable type="bool" name="Deferred Lighting:Visualize Tile Lookups" value="0"/>
<tweakable type="bool" name="Destruction Chunks: Enable Collisions Between Insignificant Chunks" value="1"/>
<tweakable type="int" name="Destruction Chunks: Reduce Contacts For Max Frames" value="6"/>
<tweakable type="int" name="Destruction Chunks: Reduce Contacts For Min Frames" value="4"/>
<tweakable type="bool" name="Destruction Events:Allow Combination of similar Body Breaks" value="1"/>
<tweakable type="bool" name="Destruction Events:Allow Combination of similar Bond Breaks" value="1"/>
<tweakable type="bool" name="Destruction Events:Draw Debug" value="0"/>
<tweakable type="float1" name="Destruction Events:Max angle difference for combining" value="0.392699"/>
<tweakable type="int" name="Destruction Events:Max Destruction Events In Total" value="10"/>
<tweakable type="float1" name="Destruction Events:Max velocity angle difference for combining" value="0.392699"/>
<tweakable type="float1" name="Destruction Events:Squared Max Distance To Combine Events" value="0.500000"/>
<tweakable type="float1" name="Destruction Events:Squared Max Radius of Combined Events" value="1.000000"/>
<tweakable type="float1" name="Destruction Events:Squared Max Radius that can be discarded under pressure" value="4.000000"/>
<tweakable type="float1" name="Destruction Events:Squared Max velocity difference for combining" value="9.000000"/>
<tweakable type="float1" name="Destruction: Contact Damage Radius" value="1.000000"/>
<tweakable type="bool" name="Destruction: Debug Draw Destruction Effects" value="0"/>
<tweakable type="float1" name="Destruction: Global Base Strength" value="5000.000000"/>
<tweakable type="float1" name="Destruction: Global Shooting Damage" value="1000.000000"/>
<tweakable type="float1" name="Destruction: Global Shooting Damage" value="1000.000000"/>
<tweakable type="float1" name="Destruction: Global Shooting Damage" value="1000.000000"/>
<tweakable type="bool" name="Destruction: Initial Breaking" value="1"/>
<tweakable type="bool" name="Destruction: Maintain Momentum" value="1"/>
<tweakable type="int" name="Destruction: Max Hierarchy Depth For Breaking Tests" value="-1"/>
<tweakable type="float1" name="Destruction: Max Joint Break Force" value="100000.000000"/>
<tweakable type="float1" name="Destruction: Shooting Joint Break Max Distance" value="0.200000"/>
<tweakable type="float1" name="Destruction: Shooting Joint Break Max Distance" value="0.200000"/>
<tweakable type="float1" name="Destruction: Shooting Joint Break Max Distance" value="0.200000"/>
<tweakable type="bool" name="Destruction: Use Damage Accumulation" value="0"/>
<tweakable type="float2" name="Destruction:Chunk Destruction Variance Limits" value="0.950000 1.050000"/>
<tweakable type="int" name="Destruction:Chunk Health By Layer" value="250"/>
<tweakable type="bool" name="Destruction:Progressive Chunk Bond Destruction" value="1"/>
<tweakable type="float1" name="Detail Texture:Fade End" value="5.000000"/>
<tweakable type="float1" name="Detail Texture:Fade Start" value="3.000000"/>
<tweakable type="float1" name="Dialogue Animation:Idle Blend Time" value="0.500000"/>
<tweakable type="int" name="Dialogue Animation:Idle LOD Cut" value="2"/>
<tweakable type="bool" name="Dialogue:Debug combat queues" value="0"/>
<tweakable type="bool" name="Dialogue:Debug queues" value="0"/>
<tweakable type="bool" name="Dialogue:Print queues to debugger" value="0"/>
<tweakable type="float1" name="Dialogue:Queue display time (s)" value="20.000000"/>
<tweakable type="bool" name="DialogueControllerComponent:Debug dialogue variables" value="0"/>
<tweakable type="bool" name="DialogueEventManagerSingletonComponent:Debug dialogue variables" value="0"/>
<tweakable type="bool" name="DialogueEventManagerSingletonComponent:Debug event system" value="0"/>
<tweakable type="bool" name="DialogueEventManagerSingletonComponent:Debug received events" value="0"/>
<tweakable type="bool" name="DialogueEventManagerSingletonComponent:Debug received events VERBOSE" value="0"/>
<tweakable type="bool" name="Dismemberment:Debug Disable" value="1"/>
<tweakable type="bool" name="DispersionComponent:Debug" value="0"/>
<tweakable type="bool" name="DispersionComponent:Show AI Dispersion" value="0"/>
<tweakable type="float1" name="Effect:Decal Size" value="0.400000"/>
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<tweakable type="float1" name="Encounter Controller:Shoot Ticket End Delay" value="4.000000"/>
<tweakable type="bool" name="Encounter Controller:Show Combat Zones" value="0"/>
<tweakable type="bool" name="Encounters:Draw Positions" value="0"/>
<tweakable type="bool" name="Encounters:Info Panel" value="0"/>
<tweakable type="float1" name="Encounters:Pre-deactivate Event Time" value="1.000000"/>
<tweakable type="bool" name="Encounters:Print Output" value="0"/>
<tweakable type="float1" name="EnergyDrop:Spawn kick damping" value="12.000000"/>
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<tweakable type="float1" name="EnergyDrop:Spawn kick velocity" value="32.000000"/>
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<tweakable type="float1" name="Environmental Damage:Gameplay Collision debug render timeout" value="5.000000"/>
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<tweakable type="float1" name="Environmental Damage:Gameplay Collision object timeout" value="0.100000"/>
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<tweakable type="float2" name="Environmental Damage:Huge Object Size Max + Damage" value="1000.000000 20.000000"/>
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<tweakable type="float3" name="EpisodeController:Color Active Episode" value="0.250000 0.750000 0.500000"/>
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<tweakable type="float3" name="EpisodeController:Color Episode" value="0.500000 0.500000 0.500000"/>
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<tweakable type="int" name="ESRAM:Linear Depth Offset" value="3771"/>
<tweakable type="int" name="ESRAM:Occlusion Linear Depth Offset" value="3782"/>
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<tweakable type="int" name="ESRAM:Shadowmap (Depth) Offset" value="3300"/>
<tweakable type="int" name="ESRAM:SSAA Depth Target" value="254"/>
<tweakable type="int" name="ESRAM:SSAA FXAA Target" value="-1"/>
<tweakable type="int" name="ESRAM:SSAA Target" value="384"/>
<tweakable type="int" name="ESRAM:SSAA Temp" value="58"/>
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<tweakable type="int" name="ESRAM:VectorBlur Offset" value="3300"/>
<tweakable type="int" name="Expedition:expedition_will_expire time" value="30"/>
<tweakable type="float1" name="ExposureHistogram:Adaptation Inertia" value="0.100000"/>
<tweakable type="float2" name="ExposureHistogram:Average Range" value="0.450000 0.050000"/>
<tweakable type="bool" name="ExposureHistogram:Debug Adjust Immediately" value="0"/>
<tweakable type="bool" name="ExposureHistogram:Debug Clear Targets" value="0"/>
<tweakable type="bool" name="ExposureHistogram:Debug Scanline Histograms" value="0"/>
<tweakable type="bool" name="ExposureHistogram:Draw Histogram" value="0"/>
<tweakable type="bool" name="FallComponent: Debug draw fall damage" value="0"/>
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<tweakable type="float1" name="FallComponent: Max grab height" value="2.000000"/>
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<tweakable type="float1" name="FallComponent: Max wall slope" value="25.000000"/>
<tweakable type="float1" name="FallComponent: Min grab height" value="0.050000"/>
<tweakable type="bool" name="FallComponent: Record contacts" value="0"/>
<tweakable type="float1" name="FallComponent: Vault max land" value="0.800000"/>
<tweakable type="float1" name="FallComponent: Vault min land" value="0.200000"/>
<tweakable type="float1" name="FallComponent: Vault thickness" value="0.410000"/>
<tweakable type="float1" name="FallComponent:Heavy landing min threshold" value="14.000000"/>
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<tweakable type="float1" name="Flicker:Centroid" value="-0.500000"/>
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<tweakable type="bool" name="FloatingCamera:Enable" value="0"/>
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<tweakable type="float1" name="Fog:FogGroundDensityMapScale" value="100.000000"/>
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<tweakable type="float1" name="Foliage:Branch Shake Frequency" value="1.500000"/>
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<tweakable type="float1" name="Foliage:Branch Shake Strength" value="15.000000"/>
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<tweakable type="float1" name="Foliage:Large Wind Frequency" value="0.500000"/>
<tweakable type="float1" name="Foliage:Large Wind Stiffness" value="0.850000"/>
<tweakable type="float1" name="Foliage:Large Wind Strength" value="30.000000"/>
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<tweakable type="float1" name="Foliage:Leaf Shake Frequency" value="2.500000"/>
<tweakable type="float1" name="Foliage:Leaf Wind Amplitude" value="0.600000"/>
<tweakable type="float1" name="Foliage:Leaf Wind Frequency" value="2.500000"/>
<tweakable type="float1" name="Foliage:Small Wind Amplitude" value="1.000000"/>
<tweakable type="float1" name="Foliage:Small Wind Frequency" value="1.000000"/>
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<tweakable type="float1" name="Foliage:Small Wind Strength" value="10.000000"/>
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<tweakable type="float1" name="Foliage:Trunk Wind Frequency" value="0.200000"/>
<tweakable type="float1" name="Foliage:Trunk Wind Stiffness" value="0.980000"/>
<tweakable type="float1" name="Foliage:Trunk Wind Strength" value="15.000000"/>
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<tweakable type="float1" name="Free Camera:Camera Rotation Speed" value="180.000000"/>
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<tweakable type="float1" name="Game HUD:Subtitles" value="0.020000"/>
<tweakable type="float1" name="Game HUD:Transparency" value="1.000000"/>
<tweakable type="bool" name="Game Properties: Debug restore points" value="0"/>
<tweakable type="int" name="Game Properties: Loading screen hint index" value="-1"/>
<tweakable type="int" name="Game Properties: Upgrade points per level" value="3"/>
<tweakable type="bool" name="GameAnimationInputLookAtComponent:Draw debug" value="1"/>
<tweakable type="float1" name="GameAnimationInputLookAtComponent:Maximum lookAt cooldown" value="10.000000"/>
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<tweakable type="float1" name="GamePlayerCameraMovementComponent: Aim Snap fade-in time (s)" value="0.200000"/>
<tweakable type="bool" name="GamePlayerCameraMovementComponent:Camera Movement Override" value="0"/>
<tweakable type="float1" name="GamePlayerCameraMovementComponent:Max Aim Snap Vertical Angle (deg)" value="75.000000"/>
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<tweakable type="float1" name="GamePlayerCameraMovementComponent:Min Vertical Angle (deg)" value="-60.000000"/>
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<tweakable type="int" name="GameTime:Allowed Frames Ahead" value="1"/>
<tweakable type="bool" name="GameTime:Frame Timeline" value="0"/>
<tweakable type="float1" name="GameTime:Lowest allowable FPS (hard clamping)" value="15.000000"/>
<tweakable type="bool" name="GameTime:Show Activity Window" value="0"/>
<tweakable type="bool" name="GameTime:Simulate Fast FPS" value="0"/>
<tweakable type="bool" name="GameTime:Simulate Slow FPS" value="0"/>
<tweakable type="int" name="GameTime:Simulated FPS" value="60"/>
<tweakable type="bool" name="GameTime:Update Debug Output" value="0"/>
<tweakable type="bool" name="GameTime:Update Frame Timeline" value="1"/>
<tweakable type="float1" name="GameWeaponComponent:Nozzle To Blocker Safety Distance" value="1.500000"/>
<tweakable type="bool" name="GameWeaponComponent:Show AI Weapon Info" value="0"/>
<tweakable type="int" name="Garbage Collection:Audio memory limit (PC, MB)" value="240"/>
<tweakable type="float1" name="Garbage Collection:Audio memory remaining panic (MB)" value="20.000000"/>
<tweakable type="float1" name="Garbage Collection:Audio memory remaining target (MB)" value="40.000000"/>
<tweakable type="bool" name="Garbage Collection:Lazy" value="1"/>
<tweakable type="float1" name="Garbage Collection:Lazy collection time limit (ms)" value="3.000000"/>
<tweakable type="float1" name="Garbage Collection:Memory remaining panic (MB)" value="250.000000"/>
<tweakable type="float1" name="Garbage Collection:Memory remaining target (MB)" value="500.000000"/>
<tweakable type="float1" name="Garbage Collection:Min pool unused %" value="5.000000"/>
<tweakable type="list" name="GBuffer:Debug Mode" value="off"/>
<tweakable type="bool" name="GfxGraph:Enable" value="1"/>
<tweakable type="bool" name="GI:Enable volumetric GI" value="1"/>
<tweakable type="float1" name="GI:Volumetric light intensity" value="1.000000"/>
<tweakable type="float1" name="givis:Brick visualization distance" value="10.000000"/>
<tweakable type="bool" name="givis:Draw sample boxes" value="0"/>
<tweakable type="bool" name="givis:Freeze Visualization" value="0"/>
<tweakable type="bool" name="givis:Leaf Brick Only" value="0"/>
<tweakable type="float1" name="givis:Solid Voxel Max Count" value="-1.000000"/>
<tweakable type="float1" name="givis:Z offset" value="5.000000"/>
<tweakable type="bool" name="Grading:Take Screenshot in PQ" value="0"/>
<tweakable type="bool" name="Healer:Draw debug" value="0"/>
<tweakable type="float1" name="Healer:Move speed threshold" value="2.000000"/>
<tweakable type="float1" name="Health:Regen Damage Stack Time" value="1.000000"/>
<tweakable type="float1" name="HealthComponent:Immortal min health" value="0.001000"/>
<tweakable type="float1" name="Hierarchy LOD:Distance scale" value="1.000000"/>
<tweakable type="bool" name="Hierarchy LOD:Draw Bounds" value="0"/>
<tweakable type="bool" name="Hierarchy LOD:Enable" value="1"/>
<tweakable type="bool" name="Hierarchy LOD:Enable Pre Texture Streaming" value="1"/>
<tweakable type="float1" name="Hierarchy LOD:Fade time (s)" value="0.300000"/>
<tweakable type="bool" name="Hierarchy LOD:Force On" value="0"/>
<tweakable type="bool" name="Hierarchy LOD:Hide Parent" value="0"/>
<tweakable type="bool" name="Hierarchy LOD:Remove hidden children" value="1"/>
<tweakable type="bool" name="Hierarchy LOD:Stream meshes" value="0"/>
<tweakable type="bool" name="HUD Atlus:Res debug" value="0"/>
<tweakable type="bool" name="HUD Debug:Enable HUD Prints" value="1"/>
<tweakable type="bool" name="HUD Debug:Enable Warnings" value="1"/>
<tweakable type="float1" name="HUD Debug:Text Size Drop" value="0.970000"/>
<tweakable type="float1" name="HUD Debug:Text Time" value="10.000000"/>
<tweakable type="bool" name="HUD Debug:time scale graph" value="0"/>
<tweakable type="bool" name="HUD: Enable Large Font Size" value="0"/>
<tweakable type="bool" name="HUD:Always Show miniboss healthbar" value="0"/>
<tweakable type="float1" name="HUD:Compel Icon time before showing" value="0.300000"/>
<tweakable type="float1" name="HUD:Crosshair max dispersion" value="100.000000"/>
<tweakable type="float1" name="HUD:Crosshair min dispersion" value="20.000000"/>
<tweakable type="bool" name="HUD:Debug Show All Narrative Objects in menu" value="0"/>
<tweakable type="bool" name="HUD:Debug timer" value="0"/>
<tweakable type="bool" name="HUD:Demo HUD" value="0"/>
<tweakable type="float1" name="HUD:Enemy healthbar fade out time after hit or regen" value="0.100000"/>
<tweakable type="float1" name="HUD:Enemy healthbar fade out time after target changed" value="0.100000"/>
<tweakable type="int" name="HUD:Enemy healthbar max amount of LOS checks per update" value="1"/>
<tweakable type="float1" name="HUD:Enemy healthbar max angle (deg)" value="10.000000"/>
<tweakable type="float1" name="HUD:Enemy healthbar max distance" value="40.000000"/>
<tweakable type="float1" name="HUD:Enemy healthbar TimeToLive after death" value="2.000000"/>
<tweakable type="float1" name="HUD:Enemy healthbar width in pixels" value="40.000000"/>
<tweakable type="float1" name="HUD:Energy notification aggregation time" value="2.000000"/>
<tweakable type="bool" name="HUD:Hide Enemy healthbar when full" value="0"/>
<tweakable type="bool" name="HUD:Interaction Component:Allow Player to Face Away" value="1"/>
<tweakable type="float1" name="HUD:Interaction Component:Interaction Angle" value="0.000000"/>
<tweakable type="float1" name="HUD:Interaction Component:Interaction Distance" value="1.500000"/>
<tweakable type="float1" name="HUD:Interaction Component:Long Hold Time" value="1.500000"/>
<tweakable type="float1" name="HUD:Interaction Component:Long Hold Time" value="8.000000"/>
<tweakable type="float1" name="HUD:Interaction Component:Long Indication Distance" value="20.000000"/>
<tweakable type="float1" name="HUD:Interaction Component:Reset Delay for hold" value="0.100000"/>
<tweakable type="float1" name="HUD:Interaction Component:Reset Time" value="0.500000"/>
<tweakable type="float1" name="HUD:Interaction Component:Short Hold Time" value="0.300000"/>
<tweakable type="float1" name="HUD:Interaction Marker:Interaction Button Fade in/out duration" value="0.150000"/>
<tweakable type="float1" name="HUD:Interaction Marker:Item description y offset" value="0.500000"/>
<tweakable type="float1" name="HUD:Interaction Marker:Transition Distance" value="0.200000"/>
<tweakable type="bool" name="HUD:Map:Debug draw map info" value="0"/>
<tweakable type="float1" name="HUD:Minimum visible time for text" value="0.300000"/>
<tweakable type="float1" name="HUD:Mission prompt hold time to activate mission" value="1.000000"/>
<tweakable type="float1" name="HUD:Mission prompt max hold time to open gameplay menu" value="0.300000"/>
<tweakable type="float1" name="HUD:Mission prompt visible time" value="10.000000"/>
<tweakable type="float1" name="HUD:Player Healthbar hide time after health changed" value="1.000000"/>
<tweakable type="bool" name="HUD:Show Enemy healthbar always when damaged" value="0"/>
<tweakable type="bool" name="HUD:Show Enemy healthbar when its the current target" value="1"/>
<tweakable type="float1" name="HUD:Threat Indicator: Anticipation time before smash warning" value="2.000000"/>
<tweakable type="bool" name="HUD:Torment Projectile threat indicator enabled" value="1"/>
<tweakable type="float1" name="HUD:Torment Projectile threat indicator max distance" value="40.000000"/>
<tweakable type="float1" name="Impulse: Maximum Force strength" value="500.000000"/>
<tweakable type="float1" name="Impulse: Maximum Impulse strength" value="50.000000"/>
<tweakable type="float1" name="Impulse: Minimum Impulse to trigger OnImpulseApplied" value="5.000000"/>
<tweakable type="float1" name="Impulse:Max Speed" value="15.000000"/>
<tweakable type="float1" name="ImpulseWave-Destruction: Center Chunk Damage Limit" value="800.000000"/>
<tweakable type="bool" name="ImpulseWave-Destruction: Limited Chunk Damage" value="1"/>
<tweakable type="float1" name="ImpulseWave-Destruction: MaxRadius Chunk Damage Limit" value="150.000000"/>
<tweakable type="bool" name="ImpulseWave:Debug Draw" value="0"/>
<tweakable type="float1" name="ImpulseWave:Debug Draw Time" value="1.000000"/>
<tweakable type="bool" name="ImpulseWave:Debug forcefields" value="0"/>
<tweakable type="float1" name="ImpulseWave:Default Wave Over Time Speed (m/s)" value="50.000000"/>
<tweakable type="int" name="ImpulseWave:Dismemberment count range max" value="5"/>
<tweakable type="int" name="ImpulseWave:Dismemberment count range min" value="2"/>
<tweakable type="float1" name="ImpulseWave:Dismemberment min impulse" value="20.000000"/>
<tweakable type="float1" name="ImpulseWave:Forcefield antigravity" value="1.000000"/>
<tweakable type="float1" name="ImpulseWave:Forcefield strength" value="1.000000"/>
<tweakable type="bool" name="ImpulseWave:Generate forcefields" value="1"/>
<tweakable type="bool" name="ImpulseWave:Ignore characters if not visible" value="1"/>
<tweakable type="bool" name="ImpulseWave:Ignore objects if not visible" value="0"/>
<tweakable type="float1" name="ImpulseWave:Initial Wave Over Time Ratio Radius" value="0.200000"/>
<tweakable type="bool" name="ImpulseWave:Invert Impact VFX Matrix (same as Bullets)" value="1"/>
<tweakable type="bool" name="ImpulseWave:Make All Waves Over Time" value="1"/>
<tweakable type="float1" name="ImpulseWave:Max Angular velocity for AntiGravity" value="0.500000"/>
<tweakable type="float1" name="ImpulseWave:Update Interval for objects in range" value="0.200000"/>
<tweakable type="bool" name="Input:Manual Update" value="1"/>
<tweakable type="float1" name="Input:Mouse X sensitivity" value="1.000000"/>
<tweakable type="float1" name="Input:Mouse Y sensitivity" value="1.000000"/>
<tweakable type="float1" name="InteractComponent:Close distance" value="1.000000"/>
<tweakable type="bool" name="InteractComponent:Debug" value="0"/>
<tweakable type="float1" name="InteractComponent:LOS check ignore distance" value="0.100000"/>
<tweakable type="float1" name="InteractComponent:Max UseItem Camera Aim angle" value="180.000000"/>
<tweakable type="float1" name="InteractComponent:Max UseItem Player angle" value="180.000000"/>
<tweakable type="float1" name="InteractComponent:Max Y distance between player and target" value="1.200000"/>
<tweakable type="bool" name="InteractComponent:Only use Distance for prioritizing targets" value="1"/>
<tweakable type="float1" name="Interleaved:Smoothness 16x" value="0.300000"/>
<tweakable type="float1" name="Interleaved:Smoothness 4x" value="0.800000"/>
<tweakable type="float1" name="Interleaved:Smoothness 6x" value="0.800000"/>
<tweakable type="float1" name="Intro Screen:Display time for section" value="4.000000"/>
<tweakable type="bool" name="Inventory:Debug Output" value="0"/>
<tweakable type="float1" name="LaunchInteract: Long Interact Time" value="3.000000"/>
<tweakable type="float1" name="LaunchInteract: Medium Interact Time" value="1.500000"/>
<tweakable type="float1" name="LaunchInteract: Short Interact Time" value="0.300000"/>
<tweakable type="float1" name="LaunchInteract: Very Long Interact Time" value="5.000000"/>
<tweakable type="bool" name="LaunchObjectManager:Debug" value="0"/>
<tweakable type="bool" name="LensFlare:Debug" value="0"/>
<tweakable type="float1" name="LensFlare:Intensity1_1" value="21.000000"/>
<tweakable type="float1" name="LensFlare:Intensity1_2" value="15.000000"/>
<tweakable type="float1" name="LensFlare:Intensity1_3" value="2.000000"/>
<tweakable type="float1" name="LensFlare:Intensity1_4" value="8.000000"/>
<tweakable type="float1" name="LensFlare:Intensity1_5" value="1.500000"/>
<tweakable type="float1" name="LensFlare:Intensity1_6" value="0.500000"/>
<tweakable type="float1" name="LensFlare:Intensity1_7" value="1.500000"/>
<tweakable type="float1" name="LensFlare:Intensity2_1" value="0.200000"/>
<tweakable type="float1" name="LensFlare:Intensity2_2" value="1.000000"/>
<tweakable type="float1" name="LensFlare:Intensity4_1" value="0.300000"/>
<tweakable type="float1" name="LensFlare:Intensity4_2" value="0.150000"/>
<tweakable type="float1" name="LensFlare:Intensity5_1" value="0.300000"/>
<tweakable type="float1" name="LensFlare:Intensity5_2" value="0.150000"/>
<tweakable type="float1" name="LensFlare:Size1" value="3.000000"/>
<tweakable type="float1" name="LensFlare:Size10" value="0.400000"/>
<tweakable type="float1" name="LensFlare:Size11" value="0.600000"/>
<tweakable type="float1" name="LensFlare:Size2" value="1.650000"/>
<tweakable type="float1" name="LensFlare:Size3" value="1.000000"/>
<tweakable type="float1" name="LensFlare:Size4" value="8.900000"/>
<tweakable type="float1" name="LensFlare:Size5" value="1.000000"/>
<tweakable type="float1" name="LensFlare:Size6" value="0.400000"/>
<tweakable type="float1" name="LensFlare:Size7" value="2.500000"/>
<tweakable type="float1" name="LensFlare:Size8" value="0.400000"/>
<tweakable type="float1" name="LensFlare:Size9" value="0.600000"/>
<tweakable type="float1" name="Light:Point radius" value="-1.000000"/>
<tweakable type="float1" name="Light:Spot radius" value="-1.000000"/>
<tweakable type="float1" name="LightFlash: Flash Duration" value="0.500000"/>
<tweakable type="float1" name="LightFlash: Flash Fade In Time" value="0.100000"/>
<tweakable type="float1" name="LightFlash: Flash Fade Out Time" value="0.100000"/>
<tweakable type="float1" name="LightFlash: Flash Global Intensity Multiplier" value="1.000000"/>
<tweakable type="bool" name="LightFlash:Override" value="0"/>
<tweakable type="bool" name="LightProbe:Disable permutations" value="0"/>
<tweakable type="float2" name="LightRig:Emiss. Intensity Curve Rand MinMax Offset" value="0.000000 0.700000"/>
<tweakable type="bool" name="Loader: Dump Timers" value="0"/>
<tweakable type="bool" name="Loader: Enable read limit" value="0"/>
<tweakable type="float1" name="Loader: Limit read speed Mb/s" value="25.000000"/>
<tweakable type="bool" name="Loader: Load based on packfile location" value="1"/>
<tweakable type="button" name="Loader: ResetTimers"/>
<tweakable type="bool" name="Loader: Show Timers" value="0"/>
<tweakable type="bool" name="Loader: Use new selection method" value="1"/>
<tweakable type="float1" name="LocomotionProbe:Extra Radius" value="0.100000"/>
<tweakable type="bool" name="LocomotionProbe:Force Flat Normal" value="0"/>
<tweakable type="bool" name="LocomotionProbe:Force Supported" value="0"/>
<tweakable type="float1" name="LocomotionProbe:Ground Gap Threshold" value="0.100000"/>
<tweakable type="float1" name="LocomotionProbe:Max Supported Distance From Ground" value="0.100000"/>
<tweakable type="bool" name="LocomotionProbe:Visualize Sweep Hits" value="0"/>
<tweakable type="bool" name="LOD: Enable Lod Adjustment" value="0"/>
<tweakable type="float1" name="LOD: Lod Adjustment PolyCount ( x1000 )" value="10.000000"/>
<tweakable type="float1" name="LOD: Lod Adjustment Radius (m)" value="4.500000"/>
<tweakable type="float1" name="LOD: Lod Adjustment Ratio (%)" value="0.500000"/>
<tweakable type="float1" name="LOD: Lod Cutoff default screen ratio (%)" value="3.000000"/>
<tweakable type="float1" name="LOD: Lod Cutoff min distance (m)" value="50.000000"/>
<tweakable type="float1" name="LOD: Lod Menu Multiplier" value="1.000000"/>
<tweakable type="float1" name="LOD: ObjectScaleOverride" value="1.000000"/>
<tweakable type="float1" name="LOD: Proxy Lod Distance Scaling" value="1.000000"/>
<tweakable type="bool" name="LOD: Use ObjectScaleOverride" value="0"/>
<tweakable type="bool" name="LOD:Enable" value="1"/>
<tweakable type="float1" name="LOD:Fade Speed" value="1.000000"/>
<tweakable type="int" name="LOD:Force LOD level" value="-1"/>
<tweakable type="bool" name="LOD:Force Update" value="0"/>
<tweakable type="float1" name="LOD:Invisible Threshold" value="0.600000"/>
<tweakable type="float1" name="LOD:Missing LOD Cutoff" value="-1.000000"/>
<tweakable type="bool" name="LOD:Show LOD budgets" value="0"/>
<tweakable type="float1" name="LOD:Show LOD budgets X" value="0.050000"/>
<tweakable type="float1" name="LOD:Show LOD budgets Y" value="0.250000"/>
<tweakable type="int" name="LOD:Target Size" value="1080"/>
<tweakable type="float1" name="LOD:Visible Threshold" value="0.400000"/>
<tweakable type="bool" name="LOD:Visualize prop LOD" value="0"/>
<tweakable type="float1" name="LootDrop:Spawn kick velocity" value="5.000000"/>
<tweakable type="float1" name="LootDropItem:Drawing Distance" value="30.000000"/>
<tweakable type="float1" name="LSAO:Falloff (in1se)" value="3.000000"/>
<tweakable type="int" name="LSAO:Use subset index" value="-1"/>
<tweakable type="float1" name="MantleComponent: Detach movement" value="1.000000"/>
<tweakable type="float1" name="MantleComponent: Max height" value="3.100000"/>
<tweakable type="float1" name="MantleComponent: Max top slope" value="46.000000"/>
<tweakable type="float1" name="MantleComponent: Max wall angle" value="50.000000"/>
<tweakable type="bool" name="MantleComponent: Record contacts" value="0"/>
<tweakable type="float1" name="MantleComponent: Vault max land" value="0.800000"/>
<tweakable type="float1" name="MantleComponent: Vault min land" value="0.200000"/>
<tweakable type="float1" name="MantleComponent: Vault thickness" value="0.410000"/>
<tweakable type="float1" name="MantleComponent: Wall check distance" value="1.500000"/>
<tweakable type="bool" name="Match Node: Show Target Debug" value="0"/>
<tweakable type="list" name="MaterialID:Debug Mode" value="off"/>
<tweakable type="bool" name="MaterialID:Enable Statistics" value="0"/>
<tweakable type="float1" name="MaterialID:Scatter Depth Standard" value="0.500000"/>
<tweakable type="float1" name="MaterialID:Scatter Depth Standard" value="0.150000"/>
<tweakable type="bool" name="Memory dump:Full resource dump" value="0"/>
<tweakable type="bool" name="Memory:Hold per-frame allocs" value="0"/>
<tweakable type="bool" name="Memory:Show per-frame allocs" value="0"/>
<tweakable type="float1" name="MENU:Input Delta" value="0.200000"/>
<tweakable type="float1" name="MENU:Input Delta Key down" value="0.050000"/>
<tweakable type="float1" name="MeshEngine:Debug Dissolve" value="1.000000"/>
<tweakable type="bool" name="MeshEngine:Enable Instancing" value="1"/>
<tweakable type="bool" name="MeshEngine:Force Velocity Pass" value="0"/>
<tweakable type="bool" name="Mission Manager:Draw mission markers" value="0"/>
<tweakable type="float1" name="Mods:Effect Scale" value="1.000000"/>
<tweakable type="float1" name="NavObstacle: Collision offset" value="0.100000"/>
<tweakable type="bool" name="NavObstacle: Draw Grid influence" value="0"/>
<tweakable type="bool" name="NavObstacle: Draw Obstacles" value="0"/>
<tweakable type="bool" name="NavObstacle: Draw Obstacles No Depth" value="0"/>
<tweakable type="float1" name="NavObstacle: Expand amount" value="0.250000"/>
<tweakable type="bool" name="NavTag Obstacle: Debug Draw" value="0"/>
<tweakable type="bool" name="Network: Validate Client State" value="0"/>
<tweakable type="float1" name="Night Sky:Brightness" value="3.200000"/>
<tweakable type="float1" name="Night Sky:Cloud Bump Offset" value="0.700000"/>
<tweakable type="float1" name="Night Sky:Cloud Exponent" value="15.000000"/>
<tweakable type="float1" name="Night Sky:Cloud Intensity" value="4.000000"/>
<tweakable type="float1" name="Night Sky:Cloud Light" value="1.400000"/>
<tweakable type="float1" name="Night Sky:Cloud Scale" value="1.750000"/>
<tweakable type="float1" name="Night Sky:Cloud Shadow" value="20.000000"/>
<tweakable type="float1" name="Night Sky:Cloud Sunlight Exponent" value="10.000000"/>
<tweakable type="float1" name="Night Sky:Saturation" value="1.000000"/>
<tweakable type="float1" name="Night Sky:Sky Fog Fade" value="0.950000"/>
<tweakable type="float1" name="Night Sky:Sky Fog Height" value="1.000000"/>
<tweakable type="bool" name="Objects: Enable debug rendering" value="1"/>
<tweakable type="bool" name="OLDGI:Draw buffers" value="0"/>
<tweakable type="bool" name="OLDGI:Draw dual tree" value="0"/>
<tweakable type="bool" name="OLDGI:Draw env map connections" value="0"/>
<tweakable type="bool" name="OLDGI:Draw env maps" value="0"/>
<tweakable type="bool" name="OLDGI:Draw voxel tree" value="0"/>
<tweakable type="bool" name="OLDGI:Enable sunlight transfer" value="1"/>
<tweakable type="int" name="OLDGI:ESRAM Offset" value="0"/>
<tweakable type="bool" name="OLDGI:Show detail volumes" value="0"/>
<tweakable type="bool" name="OLDGI:Show memory info" value="0"/>
<tweakable type="bool" name="OLDGI:Show virtual cube texture" value="0"/>
<tweakable type="bool" name="Ordersolver:Output graphviz" value="0"/>
<tweakable type="bool" name="Ordersolver:Print allocator debug" value="0"/>
<tweakable type="bool" name="Ordersolver:Print debug" value="0"/>
<tweakable type="float1" name="OutfitMenu: Change Delay (s)" value="1.000000"/>
<tweakable type="float1" name="Overcharge:Death Decrement Percentage" value="5.000000"/>
<tweakable type="float1" name="Overcharge:Low Value Percentage" value="10.000000"/>
<tweakable type="bool" name="Parameter:Debug" value="0"/>
<tweakable type="bool" name="Parameter:Test" value="0"/>
<tweakable type="bool" name="Parameter:Track Global Param" value="1"/>
<tweakable type="bool" name="Parameter:Track Object" value="1"/>
<tweakable type="bool" name="Particle:Cache All" value="1"/>
<tweakable type="bool" name="Particle:Collisions" value="1"/>
<tweakable type="float1" name="Particle:Distance Half Res" value="20.000000"/>
<tweakable type="float1" name="Particle:Distance Quad Res" value="4.000000"/>
<tweakable type="button" name="Particle:Dump Cache"/>
<tweakable type="bool" name="Particle:Enable Rendering" value="1"/>
<tweakable type="bool" name="Particle:Enable Simulation" value="1"/>
<tweakable type="float1" name="Particle:Live Edit Resimulation Time" value="5.000000"/>
<tweakable type="bool" name="Particle:Mesh Emission" value="1"/>
<tweakable type="bool" name="Particle:Output Velocity" value="1"/>
<tweakable type="bool" name="Particle:Use Cache" value="1"/>
<tweakable type="button" name="PersistentWorld: Dump Resource Stats"/>
<tweakable type="float1" name="Photo Mode Camera:Camera Mouse Rotation Speed (deg/s)" value="10.000000"/>
<tweakable type="float1" name="Photo Mode Camera:Camera Movement Speed (m/s)" value="3.000000"/>
<tweakable type="float1" name="Photo Mode Camera:Camera Stick Rotation Speed (deg/s)" value="280.000000"/>
<tweakable type="float1" name="Photo Mode Camera:Camera Vertical Movement Speed (m/s)" value="2.000000"/>
<tweakable type="float1" name="Photo Mode Camera:Max Range(m)" value="8.000000"/>
<tweakable type="bool" name="Physics : Recenter Physics World" value="0"/>
<tweakable type="bool" name="Physics: Destroy Clamped Rigid Bodies" value="1"/>
<tweakable type="bool" name="Physics: Enable Joint Projection For Ragdolls" value="1"/>
<tweakable type="bool" name="Physics: Hotloading Resets Physics" value="0"/>
<tweakable type="int" name="Physics: Max Active Rigid Bodies" value="250"/>
<tweakable type="bool" name="Physics: Streaming Resets Physics" value="1"/>
<tweakable type="bool" name="Physics: Warn About Max Active Rigid Bodies" value="0"/>
<tweakable type="float1" name="Physics:Collision dot limit for sound" value="0.300000"/>
<tweakable type="float1" name="Physics:Collision mass limit for sound" value="1.070000"/>
<tweakable type="float1" name="Physics:Collision roll limit for sound" value="2.800000"/>
<tweakable type="float1" name="Physics:Collision velocity limit for sound" value="1.570000"/>
<tweakable type="float1" name="Physics:Event merge radius" value="2.000000"/>
<tweakable type="float1" name="Physics:Max Sound Cooldown" value="0.100000"/>
<tweakable type="float1" name="Physics:Min energy for Large Collision Game events" value="1000.000000"/>
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<tweakable type="float1" name="StressTest Checkpoint Reloading:Idle Time" value="10.000000"/>
<tweakable type="bool" name="StressTest Checkpoint Reloading:Run" value="0"/>
<tweakable type="bool" name="StressTest Iterate:Always Reload For Jumpoints" value="0"/>
<tweakable type="bool" name="StressTest Iterate:Dump memory" value="0"/>
<tweakable type="bool" name="StressTest Iterate:Episodes" value="1"/>
<tweakable type="float1" name="StressTest Iterate:Idle Time" value="10.000000"/>
<tweakable type="bool" name="StressTest Iterate:Jumppoints" value="1"/>
<tweakable type="bool" name="StressTest Iterate:Run" value="0"/>
<tweakable type="float1" name="StressTest MoveCamera(circular):Radius" value="100.000000"/>
<tweakable type="bool" name="StressTest MoveCamera(circular):RunTest" value="0"/>
<tweakable type="float1" name="StressTest MoveCamera(circular):Time per test" value="10.000000"/>
<tweakable type="bool" name="Stuck Detection:Draw Debug" value="0"/>
<tweakable type="float1" name="Sun:Latitude" value="45.000000"/>
<tweakable type="float1" name="Sun:Rotate around Y-Axis" value="0.000000"/>
<tweakable type="float1" name="Sun:Sun Intensity" value="100.000000"/>
<tweakable type="float1" name="Sun:Sun Saturation (dawn/dusk)" value="1.000000"/>
<tweakable type="float1" name="Sun:Sun Saturation (noon)" value="1.000000"/>
<tweakable type="float1" name="Sun:Time of Year" value="0.000000"/>
<tweakable type="int" name="SunLight:Cascade resolution" value="1024"/>
<tweakable type="bool" name="SunLight:Enable Sun Near Plane" value="0"/>
<tweakable type="bool" name="SunLight:Freeze Projection" value="0"/>
<tweakable type="bool" name="SunLight:Print Cascade Info" value="0"/>
<tweakable type="bool" name="SunLight:Use Double Projection Math" value="1"/>
<tweakable type="bool" name="Tail Camera:Avoid Collisions" value="1"/>
<tweakable type="float1" name="Tail Camera:Character Height" value="2.000000"/>
<tweakable type="bool" name="Tail Camera:Curve Debug" value="0"/>
<tweakable type="bool" name="Tail Camera:High Cover Mode" value="0"/>
<tweakable type="float1" name="Tail Camera:High Cover Mode Aimed Offset Left" value="2.000000"/>
<tweakable type="float1" name="Tail Camera:High Cover Mode Aimed Offset Right" value="1.000000"/>
<tweakable type="bool" name="Tail Camera:High Cover Mode debug" value="0"/>
<tweakable type="float1" name="Tail Camera:Offset Fix Character Ray Fattening" value="0.300000"/>
<tweakable type="bool" name="Tail Camera:Offset Fix Enabled" value="1"/>
<tweakable type="int" name="Tail Camera:Offset Fix Iterations" value="10"/>
<tweakable type="float1" name="Tail Camera:Offset Fix Max Aim Position Distance" value="50.000000"/>
<tweakable type="float1" name="Tail Camera:Offset Fix Min Aim Position Distance" value="1.750000"/>
<tweakable type="bool" name="Tail Camera:Offset Fix Visualize Aim Position" value="0"/>
<tweakable type="bool" name="Tail Camera:Side switching debug" value="0"/>
<tweakable type="bool" name="Tail Camera:Side switching enable" value="1"/>
<tweakable type="float1" name="Tail Camera:Side Switching manual timeout" value="10.000000"/>
<tweakable type="float1" name="Tail Camera:Stick movement for switch" value="10.000000"/>
<tweakable type="float1" name="Tail Camera:Stick movement for switch override" value="5.000000"/>
<tweakable type="float1" name="Target Selector:Animation target duration" value="3.000000"/>
<tweakable type="float1" name="Target Selector:Animation target max distance" value="36.000000"/>
<tweakable type="float1" name="Target Selector:Animation target min distance" value="10.000000"/>
<tweakable type="bool" name="Target Selector:Debug" value="0"/>
<tweakable type="float1" name="Target Selector:Max Angle" value="5.000000"/>
<tweakable type="float1" name="Target Selector:Max Range" value="80.000000"/>
<tweakable type="bool" name="Target Selector:Override" value="0"/>
<tweakable type="bool" name="Tessellation:Always enabled" value="0"/>
<tweakable type="bool" name="Tessellation:Debug freeze view" value="0"/>
<tweakable type="float1" name="Tessellation:Density" value="3.000000"/>
<tweakable type="float1" name="Tessellation:Max distance" value="20.000000"/>
<tweakable type="float1" name="Tessellation:Max edge length" value="0.500000"/>
<tweakable type="float1" name="Tessellation:Min distance" value="10.000000"/>
<tweakable type="float1" name="Tessellation:Min edge length" value="5.000000"/>
<tweakable type="button" name="Texture Streaming: Display mip debug mode"/>
<tweakable type="bool" name="Texture Streaming: Fail All Mip Allocations" value="0"/>
<tweakable type="bool" name="Texture Streaming:Auto adjust Mip [Display]" value="1"/>
<tweakable type="float1" name="Texture Streaming:Distance scale" value="1.000000"/>
<tweakable type="bool" name="Texture Streaming:Draw stream positions" value="0"/>
<tweakable type="button" name="Texture Streaming:Dump missing MIP info to file"/>
<tweakable type="button" name="Texture Streaming:Dump TextureResource Stats"/>
<tweakable type="bool" name="Texture Streaming:Enable Texture Streaming" value="1"/>
<tweakable type="bool" name="Texture Streaming:Force max res textures" value="0"/>
<tweakable type="bool" name="Texture Streaming:Force min res textures" value="0"/>
<tweakable type="bool" name="Texture Streaming:List missing MIPs" value="0"/>
<tweakable type="int" name="Texture Streaming:Max Dropped Mips (Characters)" value="3"/>
<tweakable type="int" name="Texture Streaming:Max Dropped Mips (Player)" value="1"/>
<tweakable type="float1" name="Texture Streaming:Max Mip No" value="11.000000"/>
<tweakable type="float1" name="Texture Streaming:Max texture load time per update (ms)" value="10.000000"/>
<tweakable type="float1" name="Texture Streaming:Max texture request time per update (ms)" value="1.000000"/>
<tweakable type="float1" name="Texture Streaming:Min Mip No" value="8.000000"/>
<tweakable type="int" name="Texture Streaming:Min Pool Size MB" value="100"/>
<tweakable type="float1" name="Texture Streaming:Mip adjust [Display]" value="0.000000"/>
<tweakable type="int" name="Texture Streaming:Mip adjust:High water MB" value="50"/>
<tweakable type="int" name="Texture Streaming:Mip adjust:Low water MB" value="100"/>
<tweakable type="float1" name="Texture Streaming:Mip target bias" value="1.000000"/>
<tweakable type="bool" name="Texture Streaming:Perform update async" value="1"/>
<tweakable type="int" name="Texture Streaming:Reduce Pool Size After Free VRAM < MB" value="64"/>
<tweakable type="int" name="Texture Streaming:Target texture pool size MB" value="1024"/>
<tweakable type="int" name="Texture Streaming:Update Slices" value="8"/>
<tweakable type="bool" name="Threading:GBuffer and Primary" value="1"/>
<tweakable type="bool" name="Threading:Shadows" value="1"/>
<tweakable type="bool" name="Threading:Transparent" value="1"/>
<tweakable type="bool" name="Threading:Velocity" value="1"/>
<tweakable type="bool" name="Throw: Path Validation Draw" value="0"/>
<tweakable type="float1" name="Throw: Path Validation Max Offset" value="0.500000"/>
<tweakable type="float1" name="Throw: Path Validation Time Multiplier" value="0.800000"/>
<tweakable type="bool" name="Throw: Position Validation Draw" value="0"/>
<tweakable type="bool" name="Throw: Position Validation Draw" value="0"/>
<tweakable type="bool" name="Tickets:Debug draw" value="0"/>
<tweakable type="int" name="Tickets:Handler index" value="0"/>
<tweakable type="bool" name="Time Vision:Visualize Object Highlight Buffer" value="0"/>
<tweakable type="bool" name="Timeline:Camera Debug" value="1"/>
<tweakable type="bool" name="Timeline:Debug Level TLs" value="0"/>
<tweakable type="bool" name="Timeline:Debug Shared TLs" value="0"/>
<tweakable type="bool" name="Timeline:Event Debug" value="1"/>
<tweakable type="float1" name="TimelineComponent: Animation early exit blend" value="0.300000"/>
<tweakable type="float1" name="Tonemap:Chromatic Aberration B" value="1.003000"/>
<tweakable type="float1" name="Tonemap:Chromatic Aberration R" value="1.005000"/>
<tweakable type="bool" name="Tonemap:Color Balance Noise" value="0"/>
<tweakable type="bool" name="Tonemap:Draw Gradient" value="0"/>
<tweakable type="bool" name="Tonemap:Draw LUT" value="0"/>
<tweakable type="bool" name="Tonemap:Enable Chromatic Aberration" value="0"/>
<tweakable type="float1" name="Tonemap:Key Day" value="0.180000"/>
<tweakable type="bool" name="Tracking: Debug Draw" value="0"/>
<tweakable type="float1" name="Tracking:Acceptable angle to stop rotation within" value="0.500000"/>
<tweakable type="float1" name="Transparent:Balance Energy" value="1.000000"/>
<tweakable type="float1" name="Transparent:Balance Energy Strength" value="1.000000"/>
<tweakable type="float1" name="Transparent:Preserve Dark" value="1.000000"/>
<tweakable type="bool" name="Transparent:Sort By Class" value="1"/>
<tweakable type="bool" name="Transparent:Sort By Shader" value="0"/>
<tweakable type="bool" name="Transparent:Use Custom Color Expand" value="1"/>
<tweakable type="bool" name="Transparent:Use WBOIT" value="0"/>
<tweakable type="float1" name="Trigger:Visibility Trigger Distance" value="200.000000"/>
<tweakable type="bool" name="Triggers: Warn About Huge Triggers In Main Scene" value="0"/>
<tweakable type="float1" name="Tutorial Data: Player Compel Available Trigger Duration" value="1.000000"/>
<tweakable type="float1" name="Tutorial Data: Trigger Camera Move Duration" value="0.400000"/>
<tweakable type="float1" name="Tutorial Data: Trigger Player Aim Duration" value="0.400000"/>
<tweakable type="float1" name="Tutorial Data: Trigger Player Move Duration" value="0.400000"/>
<tweakable type="float1" name="Tutorial Data: Trigger Player Shield Duration" value="0.400000"/>
<tweakable type="bool" name="Tutorial Manager:Draw Debug" value="0"/>
<tweakable type="bool" name="Tutorial Manager:Ignore Persistence" value="0"/>
<tweakable type="bool" name="Tutorial Manager:Print Incoming Triggers" value="0"/>
<tweakable type="bool" name="UI Conversation System:Debug" value="0"/>
<tweakable type="bool" name="UI HUD: Debug draw Ability Resource Data" value="0"/>
<tweakable type="bool" name="UI:Force PC buttons on PC" value="0"/>
<tweakable type="int" name="UI:Inventory:Ascendant item energy conversion amount" value="2000"/>
<tweakable type="int" name="UI:Inventory:Common item energy conversion amount" value="50"/>
<tweakable type="int" name="UI:Inventory:Exquisite item energy conversion amount" value="1000"/>
<tweakable type="int" name="UI:Inventory:Legendary item energy conversion amount" value="500"/>
<tweakable type="int" name="UI:Inventory:Rare item energy conversion amount" value="250"/>
<tweakable type="int" name="UI:Inventory:Uncommon item energy conversion amount" value="100"/>
<tweakable type="int" name="UI:Inventory:Unique item energy conversion amount" value="10000"/>
<tweakable type="float1" name="UINotification: Disallow menu hold time" value="0.300000"/>
<tweakable type="float1" name="UINotification: Hold time for opening relevant menu" value="0.300000"/>
<tweakable type="float1" name="UINotification: Menu Button Life time" value="5.000000"/>
<tweakable type="float1" name="Umbra:Accurate cull distance" value="-1.000000"/>
<tweakable type="bool" name="Umbra:Debug Draw Object Bounds" value="0"/>
<tweakable type="bool" name="Umbra:Debug Draw Portals" value="0"/>
<tweakable type="bool" name="Umbra:Debug Draw View Cells" value="1"/>
<tweakable type="bool" name="Umbra:Debug Draw Visibility Lines" value="0"/>
<tweakable type="bool" name="Umbra:Debug Draw Visible Volumes" value="0"/>
<tweakable type="bool" name="Umbra:Enable bidir" value="1"/>
<tweakable type="bool" name="Umbra:Enable debug renderer" value="0"/>
<tweakable type="bool" name="Umbra:Ignore camera position" value="1"/>
<tweakable type="bool" name="Umbra:Launch Async Async" value="0"/>
<tweakable type="bool" name="Umbra:Use reference culler" value="0"/>
<tweakable type="float1" name="UmbraEnvironment:Gate propagation fill offset" value="3.000000"/>
<tweakable type="float1" name="UmbraEnvironment:Gate propagation fill range" value="50.000000"/>
<tweakable type="float1" name="UmbraEnvironment:Max occlusion around the same gate" value="0.750000"/>
<tweakable type="int" name="Variation:Debug Location" value="-1"/>
<tweakable type="bool" name="VectorBlur:Allow Pausing" value="1"/>
<tweakable type="float1" name="VectorBlur:Clamp Distance" value="1.000000"/>
<tweakable type="bool" name="VectorBlur:Dilate on compute" value="1"/>
<tweakable type="bool" name="VectorBlur:Draw dilated variation" value="0"/>
<tweakable type="bool" name="VectorBlur:Draw dilated velocity" value="0"/>
<tweakable type="bool" name="VectorBlur:Enable Blur" value="0"/>
<tweakable type="bool" name="VectorBlur:Enable Effect" value="1"/>
<tweakable type="bool" name="VectorBlur:Enable Geometry" value="1"/>
<tweakable type="bool" name="VectorBlur:High Quality Blur" value="1"/>
<tweakable type="int" name="VectorBlur:Mip blur depth" value="3"/>
<tweakable type="float1" name="VectorBlur:Mip blur weight" value="0.500000"/>
<tweakable type="float1" name="VectorBlur:Sample Density" value="0.750000"/>
<tweakable type="int" name="VectorBlur:Sample Limit" value="15"/>
<tweakable type="float1" name="VectorBlur:Shutter Speed" value="0.400000"/>
<tweakable type="bool" name="VectorBlur:Use Mip blur" value="0"/>
<tweakable type="int" name="Video Memory:Visualise Height" value="1000"/>
<tweakable type="int" name="Video Memory:Visualise Width" value="200"/>
<tweakable type="bool" name="Video Streaming: Enable Timeline Sync" value="0"/>
<tweakable type="bool" name="Video Streaming: Force Video Preloading for Timelines" value="0"/>
<tweakable type="float1" name="Video Streaming:Bink Audio Track Volume" value="1.000000"/>
<tweakable type="bool" name="Video Streaming:Block for Slow Seeks" value="1"/>
<tweakable type="bool" name="Video Streaming:Infinite Wait for Frame Skip" value="1"/>
<tweakable type="float1" name="Video Streaming:Max Frame Rate" value="100.000000"/>
<tweakable type="bool" name="VideoStreamer: 2 Decoder Threads" value="1"/>
<tweakable type="bool" name="VideoStreamer: Async Updates" value="1"/>
<tweakable type="bool" name="VideoStreamer: Enable Decoding" value="1"/>
<tweakable type="float3" name="VolumeLight:Color" value="0.000000 0.000000 0.000000"/>
<tweakable type="bool" name="VolumeLight:Debug Air Thickness" value="0"/>
<tweakable type="bool" name="VolumeLight:Debug Light Buffer" value="0"/>
<tweakable type="bool" name="VolumeLight:Debug Transparent" value="0"/>
<tweakable type="int" name="VolumeLight:Depth" value="64"/>
<tweakable type="float1" name="VolumeLight:Depth Far" value="100.000000"/>
<tweakable type="float1" name="VolumeLight:Depth Near" value="0.200000"/>
<tweakable type="bool" name="VolumeLight:Enable Temporal Filtering" value="1"/>
<tweakable type="float1" name="VolumeLight:Ground Fog Multiplier" value="0.350000"/>
<tweakable type="int" name="VolumeLight:Height" value="50"/>
<tweakable type="float1" name="VolumeLight:Kernel Width" value="2.000000"/>
<tweakable type="float1" name="VolumeLight:Lighting:Depth Split 0" value="0.200000"/>
<tweakable type="float1" name="VolumeLight:Linear Distribution" value="0.000000"/>
<tweakable type="float1" name="VolumeLight:Optical Thickness" value="0.000000"/>
<tweakable type="bool" name="VolumeLight:Override Fog Parameters" value="0"/>
<tweakable type="float1" name="VolumeLight:Sampling Depth Bias" value="-2.000000"/>
<tweakable type="float1" name="VolumeLight:Temporal Weight" value="0.800000"/>
<tweakable type="float1" name="VolumeLight:Tune Anisotropy" value="0.500000"/>
<tweakable type="float1" name="VolumeLight:Tune Directionality" value="1.000000"/>
<tweakable type="int" name="VolumeLight:Width" value="80"/>
<tweakable type="bool" name="Volumetric Light:Compose To Transparent" value="1"/>
<tweakable type="bool" name="Volumetric Light:Enable Temporal Blur" value="0"/>
<tweakable type="bool" name="VSync:Enabled" value="1"/>
<tweakable type="bool" name="Warnings: Write To Verbose" value="1"/>
<tweakable type="int" name="Warnings:Filter Frames" value="30"/>
<tweakable type="float1" name="Water:Ripple" value="0.150000"/>
<tweakable type="float1" name="Weapon Input: Projectile Override Start Pos Offset" value="1.500000"/>
<tweakable type="bool" name="Weapon Input: Shooting Strafe" value="1"/>
<tweakable type="float1" name="Weapon Input: Strafing time since last shot (s)" value="1.000000"/>
<tweakable type="float1" name="Weapon Input: Strafing time when firing from cover (s)" value="0.700000"/>
<tweakable type="float1" name="Weapon Input: Switch Block time" value="0.050000"/>
<tweakable type="float1" name="Weapon Input: Switch Press time" value="0.200000"/>
<tweakable type="bool" name="WeaponComponent:Debug" value="0"/>
<tweakable type="bool" name="WeaponSwayComponent:Debug" value="0"/>
<tweakable type="bool" name="WeaponSwayComponent:Show AI Sway Area" value="0"/>
<tweakable type="bool" name="Window:Enable Maximize" value="1"/>
<tweakable type="bool" name="Window:Enable Resize" value="0"/>


If you are experimenting with Tweakables, you can change them in-game, in realtime, using the Control Dev Menu.

Credits

All credit is due to Remedy for providing for these configurable parameters!

Other Control mods by me

Loose Files Loader - Entryway to modding. Allows you to replace game files in the game's packfiles with your own modded versions.
No Intro Screen - Skips the intro splash screen by replacing it with an empty video file so you can get to the game faster.
Control Plugin Loader - A loader for DLL-based mods for Control.
Photomode Loadscreens - Use your photomode pictures as loading screens.
Custom Expedition Settings - Customize the time limit and enemy difficulty level for the Expeditions game mode.

Upcoming mods:
Bureau Alerts On-Demand - Allows you to trigger Bureau Alerts on demand.
UI Framework - Opens up custom styling and code for any UI in the game, including the HUD.
Dynamic HUD (DynaHUD) - Dynamic show/hide behavior for HUD elements. Hides the health bar when it is full, show the mission log only when objectives are updated, etc.
Auto-Reroll Bureau Countermeasures - Automatically re-roll Bureau Countermeasures until you get Countermeasures with your desired reward tier.