J'ai modifié le.ini de violence inutile, mais peut être ai-je commis des erreurs :
;=======================================
;Unnecessary Violence configuration file
;=======================================
;This INI allows you to configure many of the options in UV. Read the description of each setting carefully
;Some settings are simple (0,1) on/off options, others are floating point (decimal) multipliers. The description
;in each case will tell you both what the setting does, and how to change it to achieve the results you want.
;each setting is in the formae "set <variable> to <value>" You should only be changing the <value>.
;---------------------
;General game settings
;---------------------
;Univeral damage multiplier (float):1
;Setting this to 1 will leave all the damage from UV attacks at the standard level. You may change this
;as you wish. It must not be lower than 0.1, but can be as high as you like.
;All the damage you deal from UV attacks and throwing weapons will be affected by this multiplier.
;If for example you wanted to do half again as much damage, you would set it to 1.5
;If you only wanted to do a quarter of the normal damage you would set it to 0.25
;It is best to keep this in line with however you have set up the vanilla difficulty slider.
set ptDWVariables.damagemultiplier to 1
;NPC damage multiplier (float):1
;as above this is a damage multiplier, this time for the amount of damage NPCs will do to the player
;with their UV attacks. Increasing this will make NPCs tougher, decreasing it will make them easier.
set ptDWVariables.npcdamagemult to 1
;Sneak mode when throwing (boolean):1
;Setting this to 1 means you will crouch before making a throw - highly reccomeded for realism
;Setting it to 0 means you'll throw without crouching
set ptThrowingKnifeVariables.shouldforcesneak to 1
;Autopreparing objects (boolean):1
;Setting this to 1 means that every object you pick up will be automatically prepared for throwing
;This means you'll always throw your last picked up object unless you change it with a hotkey or
;select something else in the menu.
;Setting this value to 0 will mean that if you want to autoprepare an object you'l have to hold
;the UV modifier key when picking it up.
set ptThrowingKnifeVariables.autoprepare to 1
;Thrown Weapons Stick (boolean)
;By default weapons you throw stick in scenery if you throw them hard enough. This can occasionally lead
;to strange floating weapon effects when the collision detection fails. By disabling this the havok will
;be renabled on anything you throw. However with this value set to 0 (disabled) you are far more likel to
;loose weapons as they fall through the floor or walls. It's a trade off you'll have o decide on for yourself
set ptDWVariables.thrownweaponsstick to 1
;Counter Chance Multiplier (float):0.8
;This setting increases or decreases the base chance NPCs have to counter your attacks with UV moves
;of their own. Countering is the only way in which NPCs can access UV moves. By default the
;counter chance is defined by their speed attribute. If you increase this value they are more likely to
;counter you, while decreasing it will reduce the chance and make counters more rare. Note that this is a
;multiplier so say an NPC has a speed of 40, byt default they have a 40% chance of countering. If you change
;this value to 1.5 they would have a 60% chance to counter. Setting this value to 0 will mean NPCs never
;counter your attacks
set ptDWVariables.counterchance to 0.8
;Weapon/shield on back (boolean):1
;Setting this value to 1 will place your off hand weapon on your back when your weapon is sheathed
;note that this will temporarily override your quiver of arrows, but the quiver will be returned as soon as
;you draw the your weapon. setting this value to 0 will disable this feature. Shields and OH weapons not
;created by UV will magically dissapear when your main weapon is sheathed. Note that this dissapearence
;will be fixed with the arrival of the next update tpo nifscript whereupon they'll start appearing on your back
set ptDWVariables.shieldonback to 1
;Throw Charge Multiplier (float):2.0
;This option allows you to increasse or reduce the amount of time you must hold the throw button down in order
;to achieve maximum power when throwing. If you want to garauntee maximum power you can set the value
;to -1. A setting of 1.0 will require you to hold down the button for 3.5 seconds for maximum power.
;the default setting of 2.0 will require 1.75 seconds top achieve the same result.
set ptDWVariables.throwchargemultiplier to 2.0
;Fumble Percentage (integer):
;This is a little complicated to explain the chance test is:
if (getrandompercent > luck && getrandompercent < fumblepercentage && getrandompercent > success)
;it's a fumble
;endif
;where:
;luck is multiplied by the next option
;fumble percentage is an INI settable variable ranging from 0-100 where 0 means no fumbles at all, though 100 does not mean fumbles every time.
;success is determined by the difficulty of the move - i.e. a move might have a skill level of 50. if your blade skill is 75, you have 25% chance of successfully
;avoiding the fumble.
;That last bit makes it sound like at blade 75 you'd fumble 1/4 times when trying to perform a skill 50 move, but it's mitigated first by your luck -
;lets imagine that's 50 - that would further reduce the fumble rate to 1/8 times then by the fumblepercentage.
;if that is 1 you'd fumble 1/800 times at that skill level and move difficulty. Set to 2 it's be 1/400 times.
;Even set to 100 it would still remain 1/8 times.
set ptDWVariables.fumblepercentage to 1
;Fumble Luck Multiplier (float):0.98
;With the default setting, you rluck is multiplied by 0.98, meaning that even with luck 100, there is still
;a tiny possibility of a fumble. If you use an uncapper that lets your luck increase to 200 then you should
;set this value to 0.49. If you want luck of 100 to mean you *never* fumble then set it to 1
;otherwise you can use it to further tweak the likelyhood of fumbles. The more you reduce it - the more likely the fumble.
set ptDWVariables.luckmultiplier to 0.98
;Enable Fumble Messages (boolean):
;These are off by default, if you set this value to 1 then you'll get messages telling you when you fumble
;Since some of the fumbles result in you dropping one or both of your weapons, this may be desirable
set ptDWVariables.enablefumblemessages to 1
;Armour Damage Multiplier (float)
;This setting allows you to control how much armour damage is applied by UV moves. The general formula is:
;(Health Damage + Stregth/10 + Weaponweight/10) * armourdamagemultiplier. by changing the value to 0 you
;can negate all armour damage. Otherwise tweak it to whatever you feel is correct for your game
set ptdwvariables.armourdamagemultiplier to 0.25
;Enable FFP Mode (boolean)
;This setting give you the opportunity to completely disable FFP Mode. With this set to 0
;you will enter third person mode on pressing the UV Attack button
set ptDWVAriables.enableFFP to 1
;Return to first person after third person or FFP (boolean)
;This setting allows you to determine whether to return to normal after a view switch
;for example with this set to 0 when you perform a UV move you'll be left in FFP mode
;(or third person if FFP mode is disabled). Equally if you have the archery switching (below) set
;then with this value at 0 you'll stay in first person after releasing your arrow instead of
;switching back to first person/FFP mode.
set ptDWVAriables.returntoFP to 1
;Bow Autoswitch (boolean):
;if this value is set to 1, whenever you draw back a bow in third person mode you'll be automatically switched
;to first person until your arrow is released at which point you'll be switched back to third person. Set to
;zero behaviour will be as vanilla (with the associatedly difficult thrid person shooting)
set ptDWVariables.bowautoswitch to 1
;-----------------------
;Compatibility settings
;-----------------------
;Headcam distance (integer):35
;This value defines how far behind your invisible head the camera will be in 'fake' first person mode
;The lowest this can reasonably be set is 35.It Ideally you want it as small as possible. For some
;larger characters 35 may not be enough. If going into fake first person mode makes your weapons
;invisible then try increasing this value by two or three at a time till you find one
;that works for your character. Note that you can test out these values in the console in game.
;Note that when you increase it you will have to exit and enter fake first person mode to see the change.
set ptDWVariables.headcam to 35
;Soul Gem Effects (boolean):0
;This mod alters soul gems on the fly in order to achieve its effects. In theory there shouldn't be
;any compatibility problems, but if you are experiencing problems with soul gems related to a conflict
;with another mod then you can disable UV's soulgem effects by setting this value to 1.
set ptDWVariables.NoSoulGemEffects to 0
;Apply Skill perks (boolean):1
;With this value set to 1, UV will train your skills as you use them (including training marksman even
;if you don't hit a target when throwing, making haybales actaully useful...) However, if using a mod like
;Oblivion XP - you can disable this feature by setting ht efollowing value to 0
set ptdwvariables.applyskillperks to 1
;Enable FFP Crosshair (boolean):1
;If you are unable or unwilling to use pluggy, you can set this setting to 0 and completely disable
;the FFP crosshair.
set ptDWVariables.enableFFPCrosshair to 1
;FFP Crosshair offset (integer)
;The script that draws the FFP crosshair draws it with the top left corner of the texture in the centre of the
;screen this is compensated for by this offset value, which moves that position so that it *is* at the centre
;if you dislike the default FFP crosshair (which is the small setting) you can trade it for another by
;swapping out the textures\uv\hud_reticle.dds for another texture. Howver if that texture is a different size
;you may have to modify this value to get it to sit correctly in the centre of the screen
set ptdwvariables.ffpcrosshairoffset to 9
;-------------------------------------------------------------------------
;NPC behaviour settings. If you want the full UV experience as intended
;then leave all of these set to 0 (I call these the munchkin settings)

;-------------------------------------------------------------------------
;No NPC Injuries (boolean):0
;If you don't want the NPCs to show their specific injuries with animations, then set this to 1.
set ptDWVariables.NoNPCInjuries to 0
;No NPC Criticals (boolean):0
;If you don't want NPCs to occasionally bleed to death from critical hits then set this to 1.
;This is also true for the player (though the chances of it happening to the player are much lower).
set ptDWVariables.NoNPCCriticals to 0
;No NPC Stagger (boolean):0
;If you want NPCs never to be staggered by your throws or UV attacks set this to 1.
set ptDWVariables.NoNPCStagger to 0
;No NPC Dodges (boolean):0
;If you want NPCs never to dodge out of the way of your UV attacks or throws or arrows then set this to 1
;Warning - changing this setting makes killing NPCs with throws gamebreakingly easy.
set ptDWVariables.NoNPCDodge to 0
;No NPC Arrow Dodges (boolean):0
;If you want NPCs never to dodge out of the way of your arrows then set this to 1
;this option is mainly provided for comptibility. If you feel NPCs are dodging arrows too often
;because another mod also adds the possibility, you can disable it here if you have set the
;previous value to 1 npc's won't dodge arrows either
set ptDWVariables.NoNPCArrowDodge to 0
;No NPC KOs (boolean):0
;Setting this to 1 will disable the possibility of NPCs being knocked out either in comabt
;or by sneaking up behind them and smacking the back of their head with a weapon
set ptDWVariables.NoNPCKOs to 0
;No NPC Throws (boolean):0
;Setting this to 1 will disable the possibility of performing combat throws on you
set ptDWVariables.NoNPCThrows to 0
;-----------
;And Finally
;-----------
;If you've read the instructions you'll know what to do with this one (boolean):0
set ptdwvariables.IReadTheInstructions to 0
J'ai mis, me semble-t-il les valeurs recommandées par défaut, mais le jeu se termine (pas de crash juste : tu es mort ! ).
J'ai remarqué que certaines lignes n'ont les ":" erreur ou oubli ou normal ?
Bref au secours les anglophiles !!!
NOTA :Les addons recommandés (nif, pluggy HUd + injures sont en place ainsi que les meshes pour OOO et war cry