{
    "_meta": {
        "language": "English",
        "locale": "en",
        "auto_generated": true,
        "generator": "tools/extract-i18n.py",
        "note": "DO NOT EDIT MANUALLY. Run: python tools/extract-i18n.py --write"
    },
    "common.active": "Active",
    "common.inactive": "Inactive",
    "common.settings_managed_by_enb": "Settings are currently managed by ENB.",
    "cs_editor.actions": "Actions",
    "cs_editor.active": "Active:",
    "cs_editor.active_click_pause": "Active - click to pause",
    "cs_editor.add": "Add",
    "cs_editor.add_new_marker": "Add new marker",
    "cs_editor.ambient_color": "Ambient Color",
    "cs_editor.ambient_directional": "Ambient & Directional",
    "cs_editor.apply": "Apply",
    "cs_editor.apply_changes": "Apply changes to the game",
    "cs_editor.art_object": "Art Object",
    "cs_editor.attach_to_camera": "Attach To Camera",
    "cs_editor.auto_apply_changes": "Auto-Apply Changes",
    "cs_editor.auto_apply_changes_tooltip": "Automatically apply weather changes to the game as you edit",
    "cs_editor.box_size": "Box Size",
    "cs_editor.cancel": "Cancel",
    "cs_editor.categories": "Categories",
    "cs_editor.category_cell_lighting": "Cell Lighting",
    "cs_editor.category_imagespace": "ImageSpace",
    "cs_editor.category_interior_only": "Interior Only",
    "cs_editor.category_lens_flare": "Lens Flare",
    "cs_editor.category_lighting_editor": "Light Editor",
    "cs_editor.category_lighting_template": "Lighting Template",
    "cs_editor.category_lightning": "Lightning",
    "cs_editor.category_precipitation": "Precipitation",
    "cs_editor.category_shader_particle": "Shader Particle Geometry",
    "cs_editor.category_sun": "Sun",
    "cs_editor.category_visual_effect": "Visual Effect",
    "cs_editor.category_visual_effects": "Visual Effects",
    "cs_editor.category_volumetric_lighting": "Volumetric Lighting",
    "cs_editor.category_weather": "Weather",
    "cs_editor.category_weather_transition": "Weather Transition",
    "cs_editor.category_wind": "Wind",
    "cs_editor.cell_lighting_interior_only": "Cell Lighting is only available for interior cells.",
    "cs_editor.center_offset_max": "Center Offset Max",
    "cs_editor.center_offset_min": "Center Offset Min",
    "cs_editor.changes_require_manual_apply": "(Changes require manual apply)",
    "cs_editor.clear_favorites": "Clear Favorites",
    "cs_editor.clear_favourite": "Clear favourite",
    "cs_editor.clear_recent_history": "Clear Recent History",
    "cs_editor.click_plus_add": "Click + to add settings that will only apply in interiors.",
    "cs_editor.click_to_copy": "Click to copy",
    "cs_editor.clip_distance": "Clip Distance",
    "cs_editor.close_all_widgets": "Close All {} Widgets",
    "cs_editor.close_cs_editor": "Close CS Editor (Esc)",
    "cs_editor.cloud_alpha": "Cloud Alpha",
    "cs_editor.cloud_color": "Cloud Color",
    "cs_editor.cloud_layer": "Cloud Layer {}",
    "cs_editor.cloud_layer_speed_x": "Cloud Layer Speed X",
    "cs_editor.cloud_layer_speed_y": "Cloud Layer Speed Y",
    "cs_editor.color": "Color",
    "cs_editor.color_ambient": "Ambient",
    "cs_editor.color_cloud_lod_ambient": "Cloud LOD Ambient",
    "cs_editor.color_cloud_lod_diffuse": "Cloud LOD Diffuse",
    "cs_editor.color_effect_lighting": "Effect Lighting",
    "cs_editor.color_fog_far": "Fog Far",
    "cs_editor.color_fog_near": "Fog Near",
    "cs_editor.color_horizon": "Horizon",
    "cs_editor.color_moon_glare": "Moon Glare",
    "cs_editor.color_sky_lower": "Sky Lower",
    "cs_editor.color_sky_statics": "Sky Statics",
    "cs_editor.color_sky_upper": "Sky Upper",
    "cs_editor.color_stars": "Stars",
    "cs_editor.color_sun": "Sun",
    "cs_editor.color_sun_glare": "Sun Glare",
    "cs_editor.color_sunlight": "Sunlight",
    "cs_editor.color_water_multiplier": "Water Multiplier",
    "cs_editor.colors_3_plus": "(Colors used 3+ times will appear here)",
    "cs_editor.colour": "Colour",
    "cs_editor.colours": "Colours",
    "cs_editor.confirm_delete_saved_file": "Are you sure you want to delete the saved settings file?",
    "cs_editor.contribution": "Contribution",
    "cs_editor.copy_all_from_parent": "Copy all parameter values from parent weather",
    "cs_editor.cs_editor": "CS Editor",
    "cs_editor.currently_exterior_cell": "You are currently in an exterior cell.",
    "cs_editor.custom_color": "Custom Color",
    "cs_editor.custom_color_contribution": "Custom Color Contribution",
    "cs_editor.custom_overrides_tooltip_0": "This weather has custom overrides for this feature.",
    "cs_editor.custom_overrides_tooltip_1": "Click to disable overrides and use global settings instead.",
    "cs_editor.custom_overrides_tooltip_2": "(Settings will be preserved but not applied)",
    "cs_editor.dalc_directional_x_max": "Directional +X",
    "cs_editor.dalc_directional_x_min": "Directional -X",
    "cs_editor.dalc_directional_y_max": "Directional +Y",
    "cs_editor.dalc_directional_y_min": "Directional -Y",
    "cs_editor.dalc_directional_z_max": "Directional +Z",
    "cs_editor.dalc_directional_z_min": "Directional -Z",
    "cs_editor.dalc_fresnel_power": "Fresnel Power",
    "cs_editor.dalc_header": "Directional Ambient Lighting (DALC)",
    "cs_editor.dalc_specular": "Specular",
    "cs_editor.day": "Day",
    "cs_editor.day_far": "Day Far",
    "cs_editor.day_max": "Day Max",
    "cs_editor.day_near": "Day Near",
    "cs_editor.day_power": "Day Power",
    "cs_editor.delete": "Delete",
    "cs_editor.delete_all": "Delete All",
    "cs_editor.delete_json_file": "Delete JSON file",
    "cs_editor.delete_overwrite_file": "Delete overwrite file from disk",
    "cs_editor.delete_saved_file": "Delete Saved File",
    "cs_editor.delete_saved_file_tooltip": "Delete saved file",
    "cs_editor.density_contribution": "Density Contribution",
    "cs_editor.density_settings": "Density Settings",
    "cs_editor.density_size": "Density Size",
    "cs_editor.direction_x_minus": "X- (Left)",
    "cs_editor.direction_x_plus": "X+ (Right)",
    "cs_editor.direction_y_minus": "Y- (Back)",
    "cs_editor.direction_y_plus": "Y+ (Front)",
    "cs_editor.direction_z_minus": "Z- (Down)",
    "cs_editor.direction_z_plus": "Z+ (Up)",
    "cs_editor.directional_color": "Directional Color",
    "cs_editor.directional_colors": "Directional Colors",
    "cs_editor.directional_fade": "Directional Fade",
    "cs_editor.directional_settings": "Directional Settings",
    "cs_editor.directional_xy": "Directional XY",
    "cs_editor.directional_z": "Directional Z",
    "cs_editor.drag_colours_here": "Drag colours here to save as favourites.",
    "cs_editor.drag_to_favourites": "Drag a colour here to add to favourites",
    "cs_editor.edit_current_cell_lighting": "Edit Current Cell Lighting",
    "cs_editor.editor_flags": "Editor Flags",
    "cs_editor.editor_id": "Editor ID",
    "cs_editor.editor_id_label": "EditorID: %s",
    "cs_editor.editor_ui_scale": "Editor UI Scale",
    "cs_editor.editor_ui_scale_tooltip": "Scale the size of all editor UI elements (0.5 = 50%, 2.0 = 200%)",
    "cs_editor.effect_shader": "Effect Shader",
    "cs_editor.enable": "Enable",
    "cs_editor.enable_inherit_feature": "Enable 'Inherit From Parent' feature",
    "cs_editor.enable_inherit_feature_tooltip": "Show checkboxes to copy settings from parent weather (editor-only feature)",
    "cs_editor.enable_inherit_from_parent": "Enable Inherit From Parent",
    "cs_editor.enable_inherit_tooltip": "Show inherit from parent options in weather widgets",
    "cs_editor.enable_weather_overrides_hint": "Enable weather-specific overrides above to customize settings for this weather.",
    "cs_editor.enabled_badge": "[Enabled]",
    "cs_editor.exit_free_camera": "Exit Free Camera",
    "cs_editor.exit_play_mode": "Exit Play Mode",
    "cs_editor.face_target": "Face Target",
    "cs_editor.falling_speed": "Falling Speed",
    "cs_editor.fav": "Fav",
    "cs_editor.fav_most_colours": "Favourite/most commonly used colours here.",
    "cs_editor.fav_most_values": "Favourite/most commonly used values here.",
    "cs_editor.favorites": "Favorites",
    "cs_editor.favorites_count": "Favorites: %d",
    "cs_editor.favourites": "Favourites",
    "cs_editor.feature_specific_settings": "Configure feature-specific settings that will be applied when this weather is active. These override the feature's global settings for this weather only.",
    "cs_editor.features": "Features",
    "cs_editor.file": "File",
    "cs_editor.file_label": "File: %s",
    "cs_editor.filter_all": "All",
    "cs_editor.filter_editor_id": "Editor ID",
    "cs_editor.filter_file": "File",
    "cs_editor.filter_form_id": "Form ID",
    "cs_editor.filter_help": "Filter the object list by the selected column.\nAll: searches Editor ID, Form ID, File, and Status.\nStatus: hides items with no status marker when the search box is non-empty.\nCtrl+F: Focus search\nEnter: Open selected",
    "cs_editor.filter_hint": "Filter... (Ctrl+F)",
    "cs_editor.filter_status": "Status",
    "cs_editor.flagged": "Flagged",
    "cs_editor.flags": "Flags",
    "cs_editor.fog_clamp": "Fog Clamp",
    "cs_editor.fog_color_far": "Fog Color Far",
    "cs_editor.fog_color_near": "Fog Color Near",
    "cs_editor.fog_far": "Far",
    "cs_editor.fog_max": "Max",
    "cs_editor.fog_near": "Near",
    "cs_editor.fog_power": "Fog Power",
    "cs_editor.fog_power_short": "Power",
    "cs_editor.force_this_weather": "Force This Weather",
    "cs_editor.force_weather": "Force Weather",
    "cs_editor.form_id": "Form ID",
    "cs_editor.form_id_label": "FormID: %08X",
    "cs_editor.form_record_references": "Form record references used by this weather.",
    "cs_editor.form_reference_note": "This form is referenced by weather records. To change which form is used, edit the Records tab in the Weather widget.",
    "cs_editor.free_camera_scroll": "Free Camera (scroll to adjust speed)",
    "cs_editor.game_time": "Game Time",
    "cs_editor.game_time_tooltip": "Adjust the current game time",
    "cs_editor.general": "General",
    "cs_editor.general_settings": "General Settings",
    "cs_editor.global_settings_tooltip_0": "This weather uses global feature settings.",
    "cs_editor.global_settings_tooltip_1": "Click to enable weather-specific overrides.",
    "cs_editor.gravity_velocity": "Gravity Velocity",
    "cs_editor.help": "Help",
    "cs_editor.imagespace_label": "ImageSpace:",
    "cs_editor.imagespaces_count": "ImageSpaces: %d",
    "cs_editor.inherit_all": "Inherit All",
    "cs_editor.inherit_ambient_color": "Inherit Ambient Color",
    "cs_editor.inherit_clip_distance": "Inherit Clip Distance",
    "cs_editor.inherit_directional_color": "Inherit Directional Color",
    "cs_editor.inherit_directional_fade": "Inherit Directional Fade",
    "cs_editor.inherit_directional_rotation": "Inherit Directional Rotation",
    "cs_editor.inherit_flags_desc": "These flags control which lighting properties are inherited from the cell's lighting template.",
    "cs_editor.inherit_fog_color": "Inherit Fog Color",
    "cs_editor.inherit_fog_far": "Inherit Fog Far",
    "cs_editor.inherit_fog_max_clamp": "Inherit Fog Max (Clamp)",
    "cs_editor.inherit_fog_near": "Inherit Fog Near",
    "cs_editor.inherit_fog_power": "Inherit Fog Power",
    "cs_editor.inherit_from_parent": "Inherit from parent",
    "cs_editor.inherit_from_parent_weather": "Inherit from parent weather",
    "cs_editor.inherit_light_fade_distances": "Inherit Light Fade Distances",
    "cs_editor.inherit_rotation": "Inherit Rotation",
    "cs_editor.inherited_from_lighting_template": "Inherited from lighting template",
    "cs_editor.inherited_from_parent_weather": "Inherited from parent weather",
    "cs_editor.inheriting_from_parent": "Inheriting from parent",
    "cs_editor.intensity": "Intensity",
    "cs_editor.interior_cell": "Interior Cell",
    "cs_editor.interior_only_available": "Only available in interior cells",
    "cs_editor.interior_only_settings": "Interior Only Settings",
    "cs_editor.interior_settings_override": "Settings added here will override feature defaults when you enter an interior cell. Values revert automatically when you exit.",
    "cs_editor.json": "json",
    "cs_editor.keyboard_shortcuts": "Keyboard Shortcuts:",
    "cs_editor.label": "Label",
    "cs_editor.light_fade": "Light Fade",
    "cs_editor.light_fade_end": "Light Fade End",
    "cs_editor.light_fade_start": "Light Fade Start",
    "cs_editor.lighting_count": "Lighting: %d",
    "cs_editor.lightning_color_label": "Lightning Color",
    "cs_editor.load": "Load",
    "cs_editor.load_saved_file": "Load saved file (or reset to vanilla if no file)",
    "cs_editor.locked_weather_status": " [LOCKED: %s]",
    "cs_editor.manual_apply_required_tooltip": "This form type is only re-read by the engine on weather reinit.\nAuto-apply is disabled - use the Apply button.",
    "cs_editor.max_recent_widgets": "Max recent widgets",
    "cs_editor.max_recent_widgets_tooltip": "Maximum number of recent widgets to remember",
    "cs_editor.menu": "Menu",
    "cs_editor.more_results": "... {} more results",
    "cs_editor.most_used": "Most Used",
    "cs_editor.night": "Night",
    "cs_editor.night_far": "Night Far",
    "cs_editor.night_max": "Night Max",
    "cs_editor.night_near": "Night Near",
    "cs_editor.night_power": "Night Power",
    "cs_editor.no_art_objects_available": "No Art Objects available",
    "cs_editor.no_effect_shaders_available": "No Effect Shaders available",
    "cs_editor.no_frequent_colors": "No frequently used colors yet",
    "cs_editor.no_frequent_values": "No frequently used values yet",
    "cs_editor.no_interior_settings": "No interior-only settings configured.",
    "cs_editor.no_lighting_data": "No lighting data available for this cell.",
    "cs_editor.no_open_widgets": "No open widgets",
    "cs_editor.no_recent_colors": "No recent colors",
    "cs_editor.no_recent_values": "No recent values",
    "cs_editor.no_widgets_open": "No widgets open",
    "cs_editor.none": "None",
    "cs_editor.none_filter": "None",
    "cs_editor.not_interior_cell": "This cell is not an interior cell.",
    "cs_editor.not_same_as_cell_lighting": "Note: This is NOT the same as cell lighting template inheritance.",
    "cs_editor.num_subtextures_x": "Num Subtextures X",
    "cs_editor.num_subtextures_y": "Num Subtextures Y",
    "cs_editor.objects": "Objects",
    "cs_editor.offset": "Offset",
    "cs_editor.open": "Open",
    "cs_editor.open_imagespace_edit": "Open this ImageSpace for editing",
    "cs_editor.open_precipitation_edit": "Open this Precipitation for editing",
    "cs_editor.open_visual_effect_edit": "Open this Visual Effect for editing",
    "cs_editor.open_volumetric_edit": "Open this Volumetric Lighting for editing",
    "cs_editor.open_widgets": "Open Widgets:",
    "cs_editor.options": "Options",
    "cs_editor.other": "Other",
    "cs_editor.overwrite_files": "Overwrite Files",
    "cs_editor.palette": "Palette",
    "cs_editor.parameter": "Parameter",
    "cs_editor.parent": "Parent",
    "cs_editor.parent_cs_editor_feature": "Editor-only feature: Set a parent weather to copy settings from.",
    "cs_editor.particle_density_label": "Particle Density",
    "cs_editor.particle_shader": "Particle Shader",
    "cs_editor.particle_size": "Particle Size",
    "cs_editor.particle_texture_label": "Particle Texture",
    "cs_editor.particle_type": "Particle Type",
    "cs_editor.path_must_end_dds": "Path must end with '.dds'",
    "cs_editor.pause_all": "Pause All",
    "cs_editor.pause_time": "Pause Time",
    "cs_editor.pause_time_tooltip": "Pause or resume game time progression",
    "cs_editor.paused_click_resume": "Paused - click to resume",
    "cs_editor.phase_function": "Phase Function",
    "cs_editor.phase_function_contribution": "Phase Function Contribution",
    "cs_editor.phase_function_scattering": "Phase Function Scattering",
    "cs_editor.play_mode_walk": "Play Mode - Walk around normally",
    "cs_editor.player_cell_unavailable": "Player cell not available.",
    "cs_editor.precipitation_begin_fade_in_label": "Precipitation Begin Fade In",
    "cs_editor.precipitation_end_fade_out_label": "Precipitation End Fade Out",
    "cs_editor.preview_free_camera": " [ %s ] FREE CAMERA (Speed: %.0f)",
    "cs_editor.preview_free_camera_locked": " [ %s ] FREE CAMERA LOCKED",
    "cs_editor.preview_play_mode": " [ %s ] PLAY MODE",
    "cs_editor.quick_tips": "Quick Tips:",
    "cs_editor.rain": "Rain",
    "cs_editor.range_factor": "Range Factor",
    "cs_editor.recent": "Recent:",
    "cs_editor.recent_count": "Recent: %d",
    "cs_editor.recently_used": "Recently Used",
    "cs_editor.record_imagespace": "ImageSpace",
    "cs_editor.record_precipitation": "Precipitation",
    "cs_editor.record_visual_effect": "Visual Effect",
    "cs_editor.record_volumetric_lighting": "Volumetric Lighting",
    "cs_editor.remove": "Remove",
    "cs_editor.remove_from_palette": "Remove from palette",
    "cs_editor.remove_setting": "Remove this setting",
    "cs_editor.reset_speed": "Reset Speed",
    "cs_editor.reset_speed_tooltip": "Reset time speed to vanilla (%.1fx)",
    "cs_editor.reset_to_default": "Reset to 1.0",
    "cs_editor.reset_to_global": "Reset to Global",
    "cs_editor.reset_ui_scale_tooltip": "Reset UI scale to default (100%)",
    "cs_editor.reset_window_layout": "Reset Window Layout",
    "cs_editor.resume_time": "Resume Time",
    "cs_editor.revert": "Revert",
    "cs_editor.revert_to_game_values": "Revert to Game Values",
    "cs_editor.revert_to_original": "Revert to original game values",
    "cs_editor.rgb_color": "RGB Color",
    "cs_editor.right_click_to_clear": "Right-click to clear",
    "cs_editor.right_click_to_remove": "Right-click to remove",
    "cs_editor.rotation_velocity": "Rotation Velocity",
    "cs_editor.sampling": "Sampling",
    "cs_editor.sampling_range_factor": "Sampling Range Factor",
    "cs_editor.save": "Save",
    "cs_editor.save_all_open_widgets": "Save All Open Widgets",
    "cs_editor.save_to_file": "Save to file",
    "cs_editor.save_widget": "Save {}",
    "cs_editor.scattering": "Scattering",
    "cs_editor.search_settings_hint": "Search settings (Ctrl+F)",
    "cs_editor.select_feature": "Select Feature...",
    "cs_editor.select_setting": "Select Setting...",
    "cs_editor.session_history": "Session & History",
    "cs_editor.settings": "Settings",
    "cs_editor.shortcut_ctrl_f": "Ctrl+F: Focus search",
    "cs_editor.shortcut_ctrl_s": "Ctrl+S: Save all open widgets",
    "cs_editor.shortcut_ctrl_w": "Ctrl+W: Close focused widget",
    "cs_editor.shortcut_enter": "Enter: Open selected widget",
    "cs_editor.shortcut_esc": "Esc: Close editor",
    "cs_editor.size": "Size",
    "cs_editor.size_x": "Size X",
    "cs_editor.size_y": "Size Y",
    "cs_editor.snow": "Snow",
    "cs_editor.start_rotation_range": "Start Rotation Range",
    "cs_editor.status": "Status",
    "cs_editor.subtextures": "Subtextures",
    "cs_editor.sun_damage": "Sun Damage",
    "cs_editor.tab_advanced": "Advanced",
    "cs_editor.tab_basic": "Basic",
    "cs_editor.tab_dalc": "DALC",
    "cs_editor.tab_density": "Density",
    "cs_editor.tab_fog": "Fog",
    "cs_editor.tab_inheritance": "Inheritance",
    "cs_editor.tab_particle": "Particle",
    "cs_editor.tab_position": "Position",
    "cs_editor.tab_texture": "Texture",
    "cs_editor.text_buttons_tooltip": "Display action buttons as text labels instead of icons",
    "cs_editor.texture_file_not_found": "Texture file not found under Data/textures/.",
    "cs_editor.texture_path": "Texture Path",
    "cs_editor.thunder_lightning_begin_fade_in": "Thunder Lightning Begin Fade In",
    "cs_editor.thunder_lightning_end_fade_out": "Thunder Lightning End Fade Out",
    "cs_editor.thunder_lightning_frequency": "Thunder Lightning Frequency",
    "cs_editor.time_paused_status": " [TIME PAUSED]",
    "cs_editor.time_scale_tooltip": "Adjust how fast time passes (vanilla: %.1fx)",
    "cs_editor.tip_auto_apply": "Auto-Apply updates game live",
    "cs_editor.tip_double_click": "Double-click to edit",
    "cs_editor.tip_lock_weather": "Lock weather to prevent changes",
    "cs_editor.tip_quick_filters": "Use quick filters for fast sorting",
    "cs_editor.tip_right_click": "Right-click to mark status",
    "cs_editor.tip_star_favorite": "Click star icon to favorite",
    "cs_editor.tip_undo": "Undo button reverts recent changes (Ctrl+Z)",
    "cs_editor.tod_day": "Day",
    "cs_editor.tod_night": "Night",
    "cs_editor.tod_sunrise": "Sunrise",
    "cs_editor.tod_sunset": "Sunset",
    "cs_editor.total_objects": "Total Objects:",
    "cs_editor.trans_delta": "Trans Delta",
    "cs_editor.transitioning": "transitioning",
    "cs_editor.type": "Type",
    "cs_editor.ui_scale": "UI Scale",
    "cs_editor.undo_no_changes": "Undo (Ctrl+Z) - No changes to undo",
    "cs_editor.undone_changes_to": "Undone changes to {}",
    "cs_editor.unknown": "Unknown",
    "cs_editor.unlock": "Unlock",
    "cs_editor.unlock_weather": "Unlock Weather",
    "cs_editor.unnamed_cell": "[Unnamed Cell]",
    "cs_editor.unpause_all": "Unpause All",
    "cs_editor.unsaved_changes": "(UNSAVED CHANGES)",
    "cs_editor.unsaved_changes_tooltip": "Unsaved changes - click save to keep",
    "cs_editor.unsupported_type": "(unsupported type)",
    "cs_editor.unsupported_variable_type": "Unsupported Variable Type",
    "cs_editor.unsupported_variable_type_tooltip": "This variable type doesn't have a custom UI implementation yet. The raw JSON value is shown above.",
    "cs_editor.use_inherit_checkboxes": "Use 'Inherit From Parent' checkboxes to copy specific values.",
    "cs_editor.use_text_buttons": "Use text buttons instead of icons",
    "cs_editor.used_times": "Used {} times",
    "cs_editor.user_settings": "User Settings",
    "cs_editor.using_global_settings": "Using Global Settings",
    "cs_editor.using_weather_specific_settings": "Using Weather-Specific Settings",
    "cs_editor.value": "Value",
    "cs_editor.values": "Values",
    "cs_editor.values_3_plus": "(Values used 3+ times will appear here)",
    "cs_editor.vanilla_speed": "Vanilla Speed",
    "cs_editor.velocity": "Velocity",
    "cs_editor.viewport": "Viewport",
    "cs_editor.viewport_unavailable": "Viewport unavailable",
    "cs_editor.viewport_unavailable_hdr": "Viewport is unavailable when HDR Display is enabled",
    "cs_editor.visual_effect_begin": "Visual Effect Begin",
    "cs_editor.visual_effect_end": "Visual Effect End",
    "cs_editor.volume": "Volume",
    "cs_editor.volumetric_lighting_label": "Volumetric Lighting:",
    "cs_editor.weather_lighting_browser": "CS Editor Browser",
    "cs_editor.weather_lock_hooks_unavailable": "Weather-lock hooks failed to install; the lock still works but weather may briefly flash before correcting",
    "cs_editor.weathers_count": "Weathers: %d",
    "cs_editor.widget_type_cell_lighting": "Cell Lighting",
    "cs_editor.widget_type_imagespace": "ImageSpace",
    "cs_editor.widget_type_lens_flare": "Lens Flare",
    "cs_editor.widget_type_lighting": "Lighting",
    "cs_editor.widget_type_precipitation": "Precipitation",
    "cs_editor.widget_type_visual_effect": "Visual Effect",
    "cs_editor.widget_type_volumetric_lighting": "Volumetric Lighting",
    "cs_editor.widget_type_weather": "Weather",
    "cs_editor.wind_direction_label": "Wind Direction",
    "cs_editor.wind_direction_range_label": "Wind Direction Range",
    "cs_editor.wind_speed": "Wind Speed",
    "cs_editor.window": "Window",
    "cs_editor.xy_rotation": "XY Rotation",
    "cs_editor.yes_delete": "Yes, Delete",
    "cs_editor.z_rotation": "Z Rotation",
    "feature.category.characters": "Characters",
    "feature.category.display": "Display",
    "feature.category.grass": "Grass",
    "feature.category.landscape_and_textures": "Landscape & Textures",
    "feature.category.lighting": "Lighting",
    "feature.category.materials": "Materials",
    "feature.category.other": "Other",
    "feature.category.post_processing": "Post-Processing",
    "feature.category.sky": "Sky",
    "feature.category.utility": "Utility",
    "feature.category.water": "Water",
    "feature.cloud_shadows.description": "Adds realistic cloud shadows that move across the landscape, creating dynamic lighting changes as clouds pass overhead, enhancing atmospheric immersion.",
    "feature.cloud_shadows.key_feature_1": "Dynamic cloud shadow projection on terrain and objects",
    "feature.cloud_shadows.key_feature_2": "Configurable shadow opacity for artistic control",
    "feature.cloud_shadows.key_feature_3": "Real-time shadow movement synchronized with cloud motion",
    "feature.cloud_shadows.key_feature_4": "Cubemap-based shadow calculation for accurate projection",
    "feature.cloud_shadows.key_feature_5": "Enhanced sky rendering integration",
    "feature.cloud_shadows.name": "Cloud Shadows",
    "feature.cloud_shadows.opacity": "Opacity",
    "feature.cloud_shadows.opacity_tooltip": "Higher values make cloud shadows darker.",
    "feature.cs_editor.accelerate_weather_change": "Accelerate Weather Change",
    "feature.cs_editor.accelerate_weather_change_tooltip": "When enabled, weather changes instantly",
    "feature.cs_editor.aurora": "Aurora",
    "feature.cs_editor.aurora_sun": "Aurora Sun",
    "feature.cs_editor.clear_all": "Clear All",
    "feature.cs_editor.cloudy": "Cloudy",
    "feature.cs_editor.collapse": "collapse",
    "feature.cs_editor.current_weather": "Current Weather: %s",
    "feature.cs_editor.current_weather_column": "Current Weather",
    "feature.cs_editor.description": "Development tool for inspecting, editing, and previewing renderer-facing data in-game.",
    "feature.cs_editor.effective_wind_dir": "Effective Wind Dir: %.1fÂ° (raw - %.1fÂ°)",
    "feature.cs_editor.expand": "expand",
    "feature.cs_editor.feature_weather_analysis_tooltip_0": "Weather analysis provided by: ",
    "feature.cs_editor.feature_weather_analysis_tooltip_1": "Feature category: ",
    "feature.cs_editor.feature_weather_analysis_tooltip_2": "Click to %s this feature's weather data",
    "feature.cs_editor.filter_by_weather_type": "Filter by Weather Type:",
    "feature.cs_editor.has_custom_settings": "Has Custom Settings",
    "feature.cs_editor.headwind": "Headwind (wind coming toward player)",
    "feature.cs_editor.key_feature_1": "Provides weather editing functionality",
    "feature.cs_editor.key_feature_2": "Includes dynamic saving and loading of vanilla post processing and weather settings.",
    "feature.cs_editor.key_feature_3": "Real-time editing and previewing of effects",
    "feature.cs_editor.key_feature_4": "Instantly switch between any weather with immediate or gradual transitions",
    "feature.cs_editor.key_feature_5": "Filter weather by type (Pleasant, Cloudy, Rainy, Snow, Aurora) for easy browsing",
    "feature.cs_editor.key_feature_6": "View detailed weather information including wind, precipitation, and lightning data",
    "feature.cs_editor.key_feature_7": "Color-coded weather names show all weather properties at a glance",
    "feature.cs_editor.key_feature_8": "Persistent overlay window for continuous weather monitoring while playing",
    "feature.cs_editor.last_weather_column": "Last Weather",
    "feature.cs_editor.left_crosswind": "Left crosswind",
    "feature.cs_editor.lightning_begin_fade_in": "Lightning Begin Fade-In: %.3f (raw %u)",
    "feature.cs_editor.lightning_color": "Lightning Color:",
    "feature.cs_editor.lightning_end_fade_out": "Lightning End Fade-Out: %.3f (raw %u)",
    "feature.cs_editor.lightning_fade_info_0": "Lightning fade transition parameters:",
    "feature.cs_editor.lightning_fade_info_1": "Begin Fade-In: Point where lightning starts appearing",
    "feature.cs_editor.lightning_fade_info_2": "End Fade-Out: Point where lightning fully disappears",
    "feature.cs_editor.lightning_fade_info_3": "Raw values: 0-255 (uint8), Normalized: 0.0-1.0",
    "feature.cs_editor.lock_weather": "Lock Weather",
    "feature.cs_editor.lock_weather_unavailable_tooltip": "Weather-lock hooks failed to install; the lock still works but weather may briefly flash before correcting",
    "feature.cs_editor.name": "CS Editor",
    "feature.cs_editor.no_active_weather": "No Active Weather",
    "feature.cs_editor.no_precipitation_data": "Particle Density: No precipitation data",
    "feature.cs_editor.no_transition": "Transitioning From: No Transition",
    "feature.cs_editor.no_weather_found": "No Weather Found",
    "feature.cs_editor.none_filter": "None",
    "feature.cs_editor.none_filter_tooltip_0": "Shows weathers that are not classified under any specific category.",
    "feature.cs_editor.none_filter_tooltip_1": "Includes weathers with no flags or only untracked flags.",
    "feature.cs_editor.none_filter_tooltip_2": "Categories tracked: Pleasant, Cloudy, Rainy, Snow, Aurora, Aurora Sun",
    "feature.cs_editor.open_editor": "Open CS Editor",
    "feature.cs_editor.particle_density": "Particle Density: %.3f",
    "feature.cs_editor.particle_texture": "Particle Texture: %s",
    "feature.cs_editor.particle_texture_none": "Particle Texture: None",
    "feature.cs_editor.player_direction": "Player Direction: %.1fÂ°",
    "feature.cs_editor.pleasant": "Pleasant",
    "feature.cs_editor.precip_begin_fade_in": "Precip Begin Fade-In: %.3f (raw %u)",
    "feature.cs_editor.precip_end_fade_out": "Precip End Fade-Out: %.3f (raw %u)",
    "feature.cs_editor.precip_fade_info_0": "Precipitation fade transition parameters:",
    "feature.cs_editor.precip_fade_info_1": "Begin Fade-In: Point where precipitation starts appearing",
    "feature.cs_editor.precip_fade_info_2": "End Fade-Out: Point where precipitation fully disappears",
    "feature.cs_editor.precip_fade_info_3": "Raw values: 0-255 (uint8), Normalized: 0.0-1.0",
    "feature.cs_editor.rainy": "Rainy",
    "feature.cs_editor.reset_weather": "Reset Weather",
    "feature.cs_editor.reset_weather_tooltip": "Resets weather to default",
    "feature.cs_editor.right_crosswind": "Right crosswind",
    "feature.cs_editor.select_all": "Select All",
    "feature.cs_editor.select_weather": "Select Weather",
    "feature.cs_editor.show_in_overlay": "Show in Overlay",
    "feature.cs_editor.show_in_overlay_tooltip": "Opens weather details in a separate window that stays open\neven when the main menu is closed. ",
    "feature.cs_editor.sky_not_available": "Sky not available",
    "feature.cs_editor.sky_not_full": "Sky not in full mode",
    "feature.cs_editor.sky_wind_speed": "Sky Wind Speed: %.2f",
    "feature.cs_editor.sky_wind_tooltip_0": "Current active wind speed from the sky system",
    "feature.cs_editor.sky_wind_tooltip_1": "This affects particle behavior and wind-based effects",
    "feature.cs_editor.snow": "Snow",
    "feature.cs_editor.tailwind": "Tailwind (wind behind player)",
    "feature.cs_editor.thunder_freq_info_0": "Thunder frequency raw value (0-255):",
    "feature.cs_editor.thunder_freq_info_1": "Known data points from Creation Kit slider:",
    "feature.cs_editor.thunder_freq_info_2": "- Raw 15 = ~100% frequency (highest thunder)",
    "feature.cs_editor.thunder_freq_info_3": "- Raw 76 = ~75% frequency",
    "feature.cs_editor.thunder_freq_info_4": "- Raw 203 = ~20% frequency",
    "feature.cs_editor.thunder_freq_info_5": "- Raw 246 = ~5% frequency",
    "feature.cs_editor.thunder_freq_info_6": "- Raw 255 = ~0% frequency (lowest thunder)",
    "feature.cs_editor.thunder_freq_info_7": "Range: 0-255 (unsigned 8-bit integer)",
    "feature.cs_editor.thunder_freq_info_8": "Note: Creation Kit interprets this value non-linearly",
    "feature.cs_editor.thunder_frequency": "Thunder Frequency: %u",
    "feature.cs_editor.toggle_with": "Toggle with ",
    "feature.cs_editor.tooltip_editor_id": "Editor ID: %s",
    "feature.cs_editor.tooltip_editor_id_2": "Editor ID: %s",
    "feature.cs_editor.tooltip_flags": "Flags: %s",
    "feature.cs_editor.tooltip_flags_none": "Flags: None",
    "feature.cs_editor.tooltip_form_id": "Form ID: 0x%08X",
    "feature.cs_editor.tooltip_form_id_2": "Form ID: 0x%08X",
    "feature.cs_editor.tooltip_name": "Name: %s",
    "feature.cs_editor.tooltip_weather_name": "Weather: %s",
    "feature.cs_editor.transition_progress": "Transition: {:.1f}%",
    "feature.cs_editor.transitioning_from": "Transitioning From: %s",
    "feature.cs_editor.unknown": "Unknown",
    "feature.cs_editor.unlock_weather": "Unlock Weather",
    "feature.cs_editor.using_default_settings": "Using Default Settings",
    "feature.cs_editor.weather": "Weather",
    "feature.cs_editor.weather_controls": "Weather Controls",
    "feature.cs_editor.weather_information": "Weather Information",
    "feature.cs_editor.weather_percentage": "Weather Percentage: %.1f%%",
    "feature.cs_editor.weather_picker": "Weather Picker",
    "feature.cs_editor.weather_wind_speed": "Weather Wind Speed: %.2f (raw %d)",
    "feature.cs_editor.wind_direction": "Wind Direction: %.1fÂ° (raw %d)",
    "feature.cs_editor.wind_direction_range": "Wind Direction Range: %.1fÂ° (raw %d)",
    "feature.cs_editor.wind_direction_tooltip_0": "Wind direction from weather definition",
    "feature.cs_editor.wind_speed_tooltip_0": "Wind speed from weather definition",
    "feature.cs_editor.wind_vs_player": "Wind vs Player: %.1fÂ°",
    "feature.cs_editor.wind_vs_player_tooltip_0": "Wind relative to player direction:",
    "feature.cs_editor.wind_vs_player_tooltip_1": "- ~0Â° = Tailwind (wind behind player)",
    "feature.cs_editor.wind_vs_player_tooltip_2": "- ~Â±90Â° = Crosswind (left/right)",
    "feature.cs_editor.wind_vs_player_tooltip_3": "- ~Â±180Â° = Headwind (wind coming toward player)",
    "feature.dynamic_cubemaps.color": "Color",
    "feature.dynamic_cubemaps.creator_info": "You must enable creator mode by adding the shader define CREATOR",
    "feature.dynamic_cubemaps.description": "Provides real-time environment mapping and reflections by generating dynamic cube maps that capture the surrounding environment, enabling realistic reflections on surfaces.",
    "feature.dynamic_cubemaps.dynamic_cubemap_creator": "Dynamic Cubemap Creator",
    "feature.dynamic_cubemaps.enable_creator": "Enable Creator",
    "feature.dynamic_cubemaps.enable_ssr": "Enable Screen Space Reflections",
    "feature.dynamic_cubemaps.enable_ssr_tooltip": "Enable Screen Space Reflections on Water",
    "feature.dynamic_cubemaps.export": "Export",
    "feature.dynamic_cubemaps.key_feature_1": "Real-time environment capture for realistic reflections",
    "feature.dynamic_cubemaps.key_feature_2": "Dynamic cube map generation based on camera position",
    "feature.dynamic_cubemaps.key_feature_3": "Enhanced water reflections with environmental details",
    "feature.dynamic_cubemaps.key_feature_4": "Optimized cubemap inference and irradiance calculation",
    "feature.dynamic_cubemaps.name": "Dynamic Cubemaps",
    "feature.dynamic_cubemaps.roughness": "Roughness",
    "feature.dynamic_cubemaps.screen_space_reflections": "Screen Space Reflections",
    "feature.effects11.description": "Effects 11 provides a framework for loading and executing ENBSeries-compatible FX effect files.\nThis allows for advanced post-processing effects and visual enhancements using DirectX 11 Effect (.fx) files.",
    "feature.effects11.key_feature_1": "ENBSeries-compatible FX support",
    "feature.effects11.key_feature_2": "DirectX 11 Effect file loading",
    "feature.effects11.key_feature_3": "Advanced post-processing pipeline",
    "feature.effects11.key_feature_4": "Custom technique execution",
    "feature.effects11.key_feature_5": "Dynamic UI variable system",
    "feature.effects11.no_valid_preset": "No valid preset loaded",
    "feature.exp_height_fog.apply_vanilla_fade": "Apply Vanilla Fade",
    "feature.exp_height_fog.apply_vanilla_fade_tooltip": "Applies vanilla fade brightness to exponential height fog.",
    "feature.exp_height_fog.cubemap_mip_level": "Cubemap Mip Level",
    "feature.exp_height_fog.debug": "Debug",
    "feature.exp_height_fog.depth_distribution_scale": "Depth Distribution Scale",
    "feature.exp_height_fog.dir_inscattering_anisotropy": "Directional Light Inscattering Anisotropy",
    "feature.exp_height_fog.dir_inscattering_anisotropy_tooltip": "Controls the asymmetry of inscattering via the Henyey-Greenstein phase function.\nPositive values produce forward scattering (glow around sun).\nZero is isotropic. Negative values produce back scattering.",
    "feature.exp_height_fog.dir_inscattering_mul": "Directional Light Inscattering Multiplier",
    "feature.exp_height_fog.directional_scattering_intensity": "Directional Scattering Intensity",
    "feature.exp_height_fog.directional_shadow_bias": "Directional Shadow Bias",
    "feature.exp_height_fog.disable_vanilla_fog": "Disable Vanilla Fog",
    "feature.exp_height_fog.disable_vanilla_fog_tooltip": "Disables the vanilla fog entirely. Only exponential height fog will be applied.",
    "feature.exp_height_fog.enable_exp_height_fog": "Enable Exponential Height Fog",
    "feature.exp_height_fog.enable_volumetric_fog": "Enable Volumetric Fog",
    "feature.exp_height_fog.fog_density": "Fog Density",
    "feature.exp_height_fog.fog_height": "Fog Height",
    "feature.exp_height_fog.fog_height_falloff": "Fog Height Falloff",
    "feature.exp_height_fog.fog_inscattering_color": "Fog Inscattering Color",
    "feature.exp_height_fog.grid_depth_slices": "Grid Depth Slices",
    "feature.exp_height_fog.grid_pixel_size": "Grid Pixel Size",
    "feature.exp_height_fog.history_miss_samples": "History Miss Samples",
    "feature.exp_height_fog.inscattering_cubemap_tint": "Inscattering Cubemap Tint",
    "feature.exp_height_fog.local_light_scattering_intensity": "Local Light Scattering Intensity",
    "feature.exp_height_fog.near_fade_in_distance": "Near Fade In Distance",
    "feature.exp_height_fog.original_fog_color_amount": "Original Fog Color Amount",
    "feature.exp_height_fog.sample_jitter_multiplier": "Sample Jitter Multiplier",
    "feature.exp_height_fog.sample_jitter_multiplier_tooltip": "Matches UE's r.VolumetricFog.LightScatteringSampleJitterMultiplier.\nAdds per-voxel random offset on top of the Halton sequence.\n0 = UE default; nonzero values need stronger temporal filtering.",
    "feature.exp_height_fog.sky_lighting_scattering_intensity": "Sky Lighting Scattering Intensity",
    "feature.exp_height_fog.start_distance": "Start Distance",
    "feature.exp_height_fog.sunlight_attenuation": "Sunlight Attenuation Amount",
    "feature.exp_height_fog.temporal_history_weight": "Temporal History Weight",
    "feature.exp_height_fog.upsample_jitter_multiplier": "Upsample Jitter Multiplier",
    "feature.exp_height_fog.upsample_jitter_multiplier_tooltip": "Matches UE's r.VolumetricFog.UpsampleJitterMultiplier.\nJitters the final 3D fog lookup in screen space to hide\nlow-resolution froxel pixelization. 0 = UE default.",
    "feature.exp_height_fog.use_dynamic_cubemaps": "Use Dynamic Cubemaps for Inscattering",
    "feature.exp_height_fog.volumetric_albedo": "Volumetric Albedo",
    "feature.exp_height_fog.volumetric_emissive": "Volumetric Emissive",
    "feature.exp_height_fog.volumetric_extinction_scale": "Volumetric Extinction Scale",
    "feature.exp_height_fog.volumetric_fog": "Volumetric Fog",
    "feature.exp_height_fog.volumetric_scattering_distribution": "Volumetric Scattering Distribution",
    "feature.exp_height_fog.volumetric_start_distance": "Volumetric Start Distance",
    "feature.exp_height_fog.volumetric_view_distance": "Volumetric View Distance",
    "feature.exponential_height_fog.description": "Exponential Height Fog adds a realistic fog effect that increases in density with height, enhancing atmospheric depth and immersion in the game environment.",
    "feature.exponential_height_fog.key_feature_1": "Added exponential height fog effect",
    "feature.exponential_height_fog.key_feature_2": "Adapted to vanilla fog settings",
    "feature.exponential_height_fog.key_feature_3": "Creates atmospheric depth",
    "feature.exponential_height_fog.name": "Exponential Height Fog",
    "feature.extended_materials.complex_material": "Complex Material",
    "feature.extended_materials.description": "Extended Materials adds advanced material effects including parallax occlusion mapping and complex material blending.\nThis feature enhances surface detail and depth perception for more realistic textures.",
    "feature.extended_materials.enable_complex_material": "Enable Complex Material",
    "feature.extended_materials.enable_complex_material_tooltip": "Enables support for the Complex Material specification which makes use of the environment mask. This includes parallax, as well as more realistic metals and specular reflections. May lead to some warped textures on modded content which have an invalid alpha channel in their environment mask. ",
    "feature.extended_materials.enable_height_blending": "Enable Terrain Height Blending",
    "feature.extended_materials.enable_height_blending_tooltip": "Enables landscape texture blending based on parallax. ",
    "feature.extended_materials.enable_legacy_terrain": "Enable Legacy Terrain",
    "feature.extended_materials.enable_legacy_terrain_tooltip": "Enables terrain parallax using the alpha channel of each landscape texture. Therefore, all landscape textures must support parallax for this effect to work properly. ",
    "feature.extended_materials.enable_parallax": "Enable Parallax",
    "feature.extended_materials.enable_parallax_tooltip": "Enables parallax on standard meshes made for parallax.",
    "feature.extended_materials.enable_parallax_warping_fix": "Enable Parallax Warping Fix",
    "feature.extended_materials.enable_parallax_warping_fix_tooltip": "Enables a fix reducing parallax scale on curved and smooth normal triangles.",
    "feature.extended_materials.enable_shadows": "Enable Shadows",
    "feature.extended_materials.enable_shadows_tooltip": "Enables cheap soft shadows when using parallax. This applies to all directional and point lights. ",
    "feature.extended_materials.key_feature_1": "Parallax occlusion mapping for depth",
    "feature.extended_materials.key_feature_2": "Complex material blending",
    "feature.extended_materials.key_feature_3": "Terrain heightmap support",
    "feature.extended_materials.key_feature_4": "Parallax shadows",
    "feature.extended_materials.key_feature_5": "Height-based texture blending",
    "feature.extended_materials.name": "Extended Materials",
    "feature.extended_materials.parallax": "Parallax",
    "feature.extended_materials.soft_shadows": "Approximate Soft Shadows",
    "feature.extended_translucency.alpha_mode_anisotropic_fabric": "3 - Anisotropic Fabric",
    "feature.extended_translucency.alpha_mode_disabled": "0 - Disabled",
    "feature.extended_translucency.alpha_mode_isotropic_fabric": "2 - Isotropic Fabric, Glass, ...",
    "feature.extended_translucency.alpha_mode_rim_edge": "1 - Rim Edge",
    "feature.extended_translucency.blend_weight": "Blend Weight",
    "feature.extended_translucency.blend_weight_tooltip": "Control the blend weight of the effect applied to the final result.",
    "feature.extended_translucency.default_material_model": "Default Material Model",
    "feature.extended_translucency.default_material_model_tooltip": "Anisotropic translucency will adjust the opacity based on your view angle to the translucent surface.\n  - Disabled: No anisotropic translucency, flat alpha.\n  - Rim Edge: Naive rim light effect with no physics model, the edge of the geometry is always opaque even its full transparent.\n  - Isotropic Fabric: Imaginary fabric weaved from threads in one direction, respect normal map, also works well for layer of glass panels.\n  - Anisotropic Fabric: Common fabric weaved from tangent and birnormal direction, ignores normal map.\n",
    "feature.extended_translucency.description": "Extended Translucency provides realistic rendering of thin fabric and other translucent materials.\nThis feature supports multiple material models for different types of translucent surfaces.",
    "feature.extended_translucency.key_feature_1": "Multiple translucency material models (rim edge, isotropic/anisotropic fabric)",
    "feature.extended_translucency.key_feature_2": "Realistic fabric translucency with directional light transmission",
    "feature.extended_translucency.key_feature_3": "Per-material override support via NIF extra data",
    "feature.extended_translucency.key_feature_4": "Configurable transparency and softness controls",
    "feature.extended_translucency.key_feature_5": "Performance-optimized translucency calculations",
    "feature.extended_translucency.name": "Extended Translucency",
    "feature.extended_translucency.skinned_mesh_only": "Skinned Mesh Only",
    "feature.extended_translucency.skinned_mesh_only_tooltip": "Control if this effect should only apply to skinned mesh. Check this option if you are seeing undesired effects on random objects.",
    "feature.extended_translucency.softness": "Softness",
    "feature.extended_translucency.softness_tooltip": "Control the softness of the alpha increase, increase the softness reduce the increased amount of alpha.",
    "feature.extended_translucency.translucent_material": "Translucent Material",
    "feature.extended_translucency.transparency_increase": "Transparency Increase",
    "feature.extended_translucency.transparency_increase_tooltip": "Translucent material will make the material more opaque on average, which could be different from the intent. Reduce the alpha to counter this effect and increase the dynamic range of the output.",
    "feature.grass_collision.description": "Enables dynamic grass interactions where grass bends and moves in response to actors walking through it, creating more immersive environmental reactions.",
    "feature.grass_collision.enable": "Enable Grass Collision",
    "feature.grass_collision.grass_collision": "Grass Collision",
    "feature.grass_collision.key_feature_1": "Real-time grass deformation from actor movement",
    "feature.grass_collision.key_feature_2": "Collision detection for up to 256 simultaneous interactions",
    "feature.grass_collision.key_feature_3": "Dynamic tracking of actor positions for grass response",
    "feature.grass_collision.key_feature_4": "Performance-optimized collision calculation",
    "feature.grass_collision.key_feature_5": "Seamless integration with existing grass rendering",
    "feature.grass_collision.name": "Grass Collision",
    "feature.grass_lighting.basic_grass": "Basic Grass",
    "feature.grass_lighting.brightness": "Brightness",
    "feature.grass_lighting.brightness_tooltip": "Darkens the grass textures to look better with the new lighting",
    "feature.grass_lighting.complex_grass": "Complex Grass",
    "feature.grass_lighting.description": "Grass Lighting enhances grass rendering with improved lighting, specularity, and subsurface scattering.\nThis makes grass appear more natural and responsive to lighting conditions.",
    "feature.grass_lighting.detection_header": "Complex Grass Detection",
    "feature.grass_lighting.detection_threshold": "Detection Threshold",
    "feature.grass_lighting.detection_threshold_tooltip": "Threshold for detecting complex grass textures. Lower values are more strict.",
    "feature.grass_lighting.effects": "Effects",
    "feature.grass_lighting.glossiness": "Glossiness",
    "feature.grass_lighting.glossiness_tooltip": "Specular highlight glossiness.",
    "feature.grass_lighting.key_feature_1": "Enhanced grass lighting model",
    "feature.grass_lighting.key_feature_2": "Specular highlights on grass",
    "feature.grass_lighting.key_feature_3": "Subsurface scattering effects",
    "feature.grass_lighting.key_feature_4": "Improved grass visual quality",
    "feature.grass_lighting.key_feature_5": "Configurable material properties",
    "feature.grass_lighting.lighting": "Lighting",
    "feature.grass_lighting.name": "Grass Lighting",
    "feature.grass_lighting.override_complex": "Override Complex Grass Lighting Settings",
    "feature.grass_lighting.override_complex_tooltip": "Override the settings set by the grass mesh author. Complex grass authors can define the brightness for their grass meshes. However, some authors may not account for the extra lights available from Community Shaders. This option will treat their grass settings like non-complex grass. This was the default in Community Shaders < 0.7.0",
    "feature.grass_lighting.specular_desc": "Specular highlights for complex grass",
    "feature.grass_lighting.specular_strength": "Specular Strength",
    "feature.grass_lighting.specular_strength_tooltip": "Specular highlight strength.",
    "feature.grass_lighting.sss_amount": "SSS Amount",
    "feature.grass_lighting.sss_tooltip": "Subsurface Scattering (SSS) amount. Soft lighting controls how evenly lit an object is. Back lighting illuminates the back face of an object. Combined to model the transport of light through the surface.",
    "feature.hair_specular.description": "Provides better hair shading with realistic specular highlights and tangent-based light interaction for more lifelike hair appearance.",
    "feature.hair_specular.diffuse_multiplier": "Diffuse Multiplier",
    "feature.hair_specular.enable_self_shadow": "Enable Screen-Space Self Shadow",
    "feature.hair_specular.enable_self_shadow_tooltip": "Enables screen-space self-shadowing for hair.\nMarschner hair model might have overly bright transmission without self-shadowing.\n",
    "feature.hair_specular.enable_tangent_shift": "Enable Tangent Shift",
    "feature.hair_specular.enable_tangent_shift_tooltip": "Enables the use of a tangent shift texture to vary specular highlights across hair strands.\nResult may vary based on the hair model used.\n",
    "feature.hair_specular.enabled": "Enabled",
    "feature.hair_specular.glossiness": "Glossiness",
    "feature.hair_specular.glossiness_tooltip": "Controls the glossiness of the hair.\nGlossiness in Kajiya-Kay mode maps to the specular exponent.\nIn Marschner mode, it controls the roughness of the hair surface.\n",
    "feature.hair_specular.hair_base_color_multiplier": "Hair Base Color Multiplier",
    "feature.hair_specular.hair_mode": "Hair Mode",
    "feature.hair_specular.hair_mode_tooltip": "Select the hair shading model to use.\nKajiya-Kay is an empirical model that simulates hair specular highlights.\nMarschner is a more physically-based model that simulates hair light interaction.\nBoth models are anisotropic and support tangent-based shading.\nWithout self-shadowing, Marschner may look overly bright because of transmission.\n",
    "feature.hair_specular.hair_saturation": "Hair Saturation",
    "feature.hair_specular.indirect_diffuse_multiplier": "Indirect Diffuse Multiplier",
    "feature.hair_specular.indirect_specular_multiplier": "Indirect Specular Multiplier",
    "feature.hair_specular.key_feature_1": "Realistic hair specular highlights",
    "feature.hair_specular.key_feature_2": "Enhanced hair glossiness and saturation controls",
    "feature.hair_specular.key_feature_3": "Separate specular and diffuse lighting multipliers",
    "feature.hair_specular.key_feature_4": "Tangent shift texture support for varied hair highlights",
    "feature.hair_specular.name": "Hair Specular",
    "feature.hair_specular.primary_tangent_shift": "Primary Specular Tangent Shift",
    "feature.hair_specular.secondary_tangent_shift": "Secondary Specular Tangent Shift",
    "feature.hair_specular.self_shadow_exponent": "Self Shadow Exponent",
    "feature.hair_specular.self_shadow_scale": "Self Shadow Scale",
    "feature.hair_specular.self_shadow_strength": "Self Shadow Strength",
    "feature.hair_specular.specular_multiplier": "Specular Multiplier",
    "feature.hair_specular.transmission": "Transmission",
    "feature.hdr_display.advanced": "Advanced",
    "feature.hdr_display.advanced_tooltip_enable_windows_hdr": "Enable Windows HDR instead of forcing it here.",
    "feature.hdr_display.advanced_tooltip_force_enable": "Force enable HDR even without detection (not recommended).",
    "feature.hdr_display.cancel": "Cancel",
    "feature.hdr_display.capable_display_windows_hdr_off": "HDR Capable Display (Windows HDR is off)",
    "feature.hdr_display.capable_display_windows_hdr_off_tooltip_0": "Your monitor supports HDR, but Windows HDR is currently disabled.",
    "feature.hdr_display.capable_display_windows_hdr_off_tooltip_1": "Enable HDR in Windows Display Settings to allow auto-detection.",
    "feature.hdr_display.description": "Real High Dynamic Range output for HDR displays.",
    "feature.hdr_display.display_detected": "HDR Display Detected",
    "feature.hdr_display.display_reports_max_nits": "Display reports: %.0f nits max",
    "feature.hdr_display.display_reports_max_nits_tooltip_0": "Reported by OS/driver (DXGI MaxLuminance), not a direct meter reading.",
    "feature.hdr_display.display_reports_max_nits_tooltip_1": "It may be EDID metadata and can differ from real highlight peak output.",
    "feature.hdr_display.display_reports_max_nits_tooltip_2": "Treat this as a starting point and tune Peak Brightness as needed.",
    "feature.hdr_display.dont_show_again": "Don't show me this again",
    "feature.hdr_display.enable_hdr": "Enable HDR",
    "feature.hdr_display.enable_hdr_tooltip": "Enable HDR output. Matches vanilla visuals with extended dynamic range.",
    "feature.hdr_display.enable_hdr_tooltip_not_detected": "HDR display not detected. Use Advanced button to override.",
    "feature.hdr_display.enable_hdr_tooltip_windows_off": "Monitor supports HDR but Windows HDR is off. Enable HDR in Windows Display Settings, then restart the game.",
    "feature.hdr_display.enabled_without_detected_display": "HDR is enabled but no HDR display was detected.",
    "feature.hdr_display.exclusive_fullscreen_warning": "WARNING: Exclusive Fullscreen detected.",
    "feature.hdr_display.exclusive_fullscreen_warning_detail": "HDR is not compatible with Exclusive Fullscreen and may not work correctly. Switch to Borderless Windowed mode for proper HDR support.",
    "feature.hdr_display.force_enable_hdr": "Force Enable HDR",
    "feature.hdr_display.force_enable_hdr_confirm": "Only proceed if you have an HDR-capable display that was not detected correctly.",
    "feature.hdr_display.force_enable_hdr_detected_warning": "HDR was not detected on your monitor.",
    "feature.hdr_display.force_enable_hdr_sdr_warning": "The game will look VERY WRONG on an SDR (standard) display.",
    "feature.hdr_display.force_enable_hdr_warning": "WARNING: Force Enable HDR",
    "feature.hdr_display.key_feature_1": "HDR10 output support (10-bit) with upgraded HDR buffers (16-Bit), and fully unclamped rendering pipeline for true HDR values.",
    "feature.hdr_display.key_feature_2": "HDR-aware tonemapping based on Skyrim's ISHDR path (Reinhard/Hejl-Burgess-Dawson), preserving the vanilla look while improving highlight handling on HDR displays.",
    "feature.hdr_display.key_feature_3": "Configurable paper white and peak brightness.",
    "feature.hdr_display.name": "HDR Display",
    "feature.hdr_display.paper_white_nits": "Paper White (nits)",
    "feature.hdr_display.paper_white_tooltip_0": "How bright SDR white appears on your HDR display.",
    "feature.hdr_display.paper_white_tooltip_1": "203 nits is the ITU BT.2408 reference. Increase for a brighter image.",
    "feature.hdr_display.peak_brightness_nits": "Peak Brightness (nits)",
    "feature.hdr_display.peak_brightness_tooltip_0": "Maximum brightness your display can produce.",
    "feature.hdr_display.peak_brightness_tooltip_1": "Set to match your display's actual peak brightness.",
    "feature.hdr_display.sdr_display_not_detected": "SDR Display (HDR not detected)",
    "feature.hdr_display.ui_brightness_multiplier": "UI Brightness Multiplier",
    "feature.hdr_display.ui_brightness_multiplier_tooltip_0": "UI brightness = Paper White x this multiplier in HDR mode.",
    "feature.hdr_display.ui_brightness_multiplier_tooltip_1": "1.00x = UI renders at Paper White brightness. Higher values make UI brighter relative to scene content.",
    "feature.hdr_display.ui_brightness_multiplier_tooltip_2": "Note: Main menu and loading screens always render at Paper White brightness.",
    "feature.hdr_display.warning_popup_title": "HDR Warning",
    "feature.ibl.dalc_amount": "DALC Amount",
    "feature.ibl.dalc_amount_tooltip": "Blends the IBL brightness toward the game's vanilla ambient (DALC) level.\n0 = no matching (pure IBL brightness), 1 = fully matched to vanilla ambient.",
    "feature.ibl.dalc_mode": "DALC Mode",
    "feature.ibl.dalc_mode_color_ratio": "Color Ratio",
    "feature.ibl.dalc_mode_dalc_plus_sky": "DALC + Sky",
    "feature.ibl.dalc_mode_dalc_plus_sky_directional": "DALC + Sky (Directional)",
    "feature.ibl.dalc_mode_luminance_ratio": "Luminance Ratio",
    "feature.ibl.dalc_mode_tooltip": "How the DALC-to-IBL brightness ratio is computed:\nLuminance Ratio: Scalar ratio from overall luminance (loses DALC color tint).\nColor Ratio: Per-channel ratio (preserves DALC color tint).\nDALC + Sky: Uses vanilla ambient as base, sky IBL on top. Skylighting only affects sky.\nDALC + Sky (Directional): Same, but Skylighting also dims vanilla ambient per-direction.",
    "feature.ibl.description": "Replaces the game's ambient lighting with physically-based IBL derived from cubemap spherical harmonics.",
    "feature.ibl.disable_in_interiors": "Disable in interiors",
    "feature.ibl.disable_in_interiors_tooltip": "Disables IBL in interior cells.",
    "feature.ibl.disable_in_loading_screen": "Disable in loading screens",
    "feature.ibl.disable_in_loading_screen_tooltip": "Disables IBL during loading screens and the main menu.",
    "feature.ibl.disable_in_world_map": "Disable in world map",
    "feature.ibl.disable_in_world_map_tooltip": "Disables IBL while the world map is open.",
    "feature.ibl.enable_ibl": "Enable IBL",
    "feature.ibl.enable_ibl_tooltip": "Toggle IBL. When enabled, ambient lighting is derived from cubemap spherical harmonics instead of the vanilla system.",
    "feature.ibl.env_ibl_saturation": "Env IBL Saturation",
    "feature.ibl.env_ibl_saturation_tooltip": "Color saturation of the environment IBL.\nLower values produce more neutral ambient light; higher values produce more vivid color.",
    "feature.ibl.env_ibl_scale": "Env IBL Scale",
    "feature.ibl.env_ibl_scale_tooltip": "Intensity multiplier for the environment IBL (from Dynamic Cubemaps).\nControls how strongly the surrounding environment contributes to ambient lighting.",
    "feature.ibl.fog_mix": "Fog Mix",
    "feature.ibl.fog_mix_tooltip": "Blends the fog color toward the IBL ambient color.\n0 = vanilla fog, 1 = fog fully tinted by IBL.",
    "feature.ibl.key_feature_1": "Projects environment and sky cubemaps into spherical harmonics (SH) for irradiance",
    "feature.ibl.key_feature_2": "Dual IBL sources: environment cubemap (Dynamic Cubemaps) and Skyrim's native sky reflections cubemap",
    "feature.ibl.key_feature_3": "DALC brightness matching to keep IBL consistent with the game's ambient light levels",
    "feature.ibl.key_feature_4": "Configurable per-source intensity, saturation, fog mixing, and per-weather overrides",
    "feature.ibl.key_feature_5": "Static IBL fallback textures for out-of-world objects (e.g. inventory items)",
    "feature.ibl.name": "Image Based Lighting",
    "feature.ibl.preserve_fog_luminance": "Preserve Fog Luminance",
    "feature.ibl.preserve_fog_luminance_tooltip": "When Fog Mix is active, rescales the IBL-tinted fog to keep the original fog brightness.\nPrevents fog from becoming too bright or too dark.",
    "feature.ibl.sky_ibl_saturation": "Sky IBL Saturation",
    "feature.ibl.sky_ibl_saturation_tooltip": "Color saturation of the sky IBL.\nLower values produce more neutral ambient light; higher values produce more vivid color.",
    "feature.ibl.sky_ibl_scale": "Sky IBL Scale",
    "feature.ibl.sky_ibl_scale_tooltip": "Intensity multiplier for the sky IBL (from the game's native reflections cubemap).\nControls how strongly the sky contributes to ambient lighting.",
    "feature.ibl.use_static_ibl": "Use Static IBL For Out-of-World Objects",
    "feature.ibl.use_static_ibl_tooltip": "Uses pre-baked static IBL cubemap textures for objects rendered outside the game world (e.g. inventory items, loading screens).",
    "feature.interior_sun.description": "Allows for the sun and moon to cast light and shadows into interior spaces.",
    "feature.interior_sun.force_double_sided": "Force Double-Sided Rendering",
    "feature.interior_sun.force_double_sided_tooltip": "Disables backface culling during sun shadowmap rendering in interiors. Will prevent most light leaking through unmasked/unprepared interiors at a small performance cost. ",
    "feature.interior_sun.interior_shadow_distance": "Interior Shadow Distance",
    "feature.interior_sun.interior_shadow_distance_tooltip": "Sets the distance shadows are rendered at in interiors. Lower values provide higher quality shadows and improved performance but may cause distant interior spaces to light up incorrectly. ",
    "feature.interior_sun.key_feature_1": "Functions only for explicitly enabled interiors",
    "feature.interior_sun.key_feature_2": "Utilizes existing sun, moon, and weather systems",
    "feature.interior_sun.key_feature_3": "Includes an option to force double-sided rendering for unprepared interiors",
    "feature.interior_sun.key_feature_4": "Fixes geometry culling issues that cause light leakage",
    "feature.interior_sun.name": "Interior Sun",
    "feature.inverse_square_lighting.description": "Implements an additional inverse square falloff for lighting which allows for a more physically accurate and realistic looking light attenuation.",
    "feature.inverse_square_lighting.key_feature_1": "Automatic light radius calculation based on intensity",
    "feature.inverse_square_lighting.key_feature_2": "Lights smoothly fade out at a configurable cutoff, solving the infinite distance problem",
    "feature.inverse_square_lighting.key_feature_3": "Does not modify any existing lighting",
    "feature.inverse_square_lighting.key_feature_4": "Requires the use of mods with lights enabled for inverse square falloff.",
    "feature.inverse_square_lighting.key_feature_5": "Full integration with Light Placer",
    "feature.inverse_square_lighting.name": "Inverse Square Lighting",
    "feature.key_features": "Key features:",
    "feature.light_editor.active_shadow_lights": "Active Shadow Lights: %u",
    "feature.light_editor.add_bulb": "Add Bulb",
    "feature.light_editor.add_light_failed": "Failed to add light â see log",
    "feature.light_editor.add_point": "Add Point",
    "feature.light_editor.add_to_blacklist": "Add to Blacklist",
    "feature.light_editor.add_to_entry_btn": "Add to Entry",
    "feature.light_editor.add_to_whitelist": "Add to Whitelist",
    "feature.light_editor.added_light_to_config": "Added light to {path}",
    "feature.light_editor.added_to_blacklist": "Added to blacklist",
    "feature.light_editor.added_to_whitelist": "Added to whitelist",
    "feature.light_editor.attach_by": "Attach by:",
    "feature.light_editor.attach_editor_id": "EditorID",
    "feature.light_editor.attach_form_id": "FormID",
    "feature.light_editor.attach_model": "Model",
    "feature.light_editor.attached_bulb": "Attached bulb",
    "feature.light_editor.attaching_light": "Attaching light, please wait...",
    "feature.light_editor.base_object": "Base Object: 0x%08X | %s",
    "feature.light_editor.bulb_type": "Bulb type",
    "feature.light_editor.cancel": "Cancel",
    "feature.light_editor.cell": "Cell: 0x%08X | %s",
    "feature.light_editor.choose_attach_type": "Choose an attach type (Model, FormID, or EditorID).",
    "feature.light_editor.choose_light_record": "Choose a light record.",
    "feature.light_editor.choose_target_json": "Choose a target JSON.",
    "feature.light_editor.close": "Close",
    "feature.light_editor.color": "Color",
    "feature.light_editor.config": "Config: Data\\LightPlacer\\%s.json",
    "feature.light_editor.confirm_delete_entry": "Delete this light entry from the Light Placer JSON?",
    "feature.light_editor.cutoff": "Cutoff",
    "feature.light_editor.delete_entry": "Delete",
    "feature.light_editor.delete_entry_tooltip": "Delete this light entry from the Light Placer JSON.\nIf it is the only light in its entry, the whole models/formIDs entry is removed too.",
    "feature.light_editor.delete_failed": "Delete failed â see log",
    "feature.light_editor.deleted_entry": "Deleted entry",
    "feature.light_editor.disable_inverse_square_falloff_lights": "Disable Inverse Square Falloff Lights",
    "feature.light_editor.disable_regular_falloff_lights": "Disable Regular Falloff Lights",
    "feature.light_editor.entry_type_cell": "Cell",
    "feature.light_editor.entry_type_reference": "Reference",
    "feature.light_editor.external_emittance": "External Emittance",
    "feature.light_editor.fade": "Fade",
    "feature.light_editor.filter_attached_lights": "Attached Lights",
    "feature.light_editor.filter_button_tooltip": "%s\nFormat: %s\nReload LP to apply.",
    "feature.light_editor.filter_entry_type": "Add as:",
    "feature.light_editor.filter_other_lights": "Other Lights",
    "feature.light_editor.filter_ref_lights": "Ref Lights",
    "feature.light_editor.filter_update_failed": "Filter update failed â see log",
    "feature.light_editor.header": "Light Editor",
    "feature.light_editor.intensity": "Intensity",
    "feature.light_editor.inverse_square": "Inverse Square",
    "feature.light_editor.ligh": "LIGH: 0x%08X | %s",
    "feature.light_editor.light_already_in_entry": "This light already exists in this entry.",
    "feature.light_editor.light_flags": "Light Flags",
    "feature.light_editor.light_record": "Light record",
    "feature.light_editor.lights": "Lights",
    "feature.light_editor.linear": "Linear",
    "feature.light_editor.log_mode": "Log Mode",
    "feature.light_editor.log_mode_tooltip": "Extend slider ranges and use a logarithmic scale.",
    "feature.light_editor.lp_flags": "LP Flags",
    "feature.light_editor.memory_address": "Memory Address: %p",
    "feature.light_editor.mode_add_light": "Add Light",
    "feature.light_editor.mode_edit_bulb": "Edit Bulb",
    "feature.light_editor.mode_remove_from_list": "Remove from List",
    "feature.light_editor.ni_light_name": "NiLight Name: %s",
    "feature.light_editor.no_attached_bulbs": "This mesh has no attached Light Placer bulbs.",
    "feature.light_editor.no_base_record": "Picked object has no base record.",
    "feature.light_editor.no_cell_editor_id": "This mesh's cell has no EditorID.",
    "feature.light_editor.no_configs_found": "No configs found in Data\\LightPlacer\\",
    "feature.light_editor.no_editor_id_on_object": "No EditorID on this object.",
    "feature.light_editor.no_filter_list_entries": "This mesh has no whitelist or blacklist entries.",
    "feature.light_editor.no_model_path": "No model path on this object.",
    "feature.light_editor.no_source_plugin": "No source plugin on this object.",
    "feature.light_editor.none": "(None)",
    "feature.light_editor.none_value": "(none)",
    "feature.light_editor.object_no_editor_id": "This object has no EditorID.",
    "feature.light_editor.object_no_model_path": "This object has no model path.",
    "feature.light_editor.object_no_source_plugin": "This object has no source plugin for a FormID entry.",
    "feature.light_editor.original": "(Original)",
    "feature.light_editor.owner": "Owner: 0x%08X | %s",
    "feature.light_editor.owner_last_edited_by": "Owner last edited by: %s",
    "feature.light_editor.pick_mesh_prompt": "Click a mesh to attach a light... (right-click / ESC to cancel)",
    "feature.light_editor.pick_mode_collision": "Collision",
    "feature.light_editor.pick_mode_effect": "Effect mesh",
    "feature.light_editor.picked_base_form_id": "Base FormID: 0x%08X",
    "feature.light_editor.picked_editor_id": "EditorID: %s",
    "feature.light_editor.picked_mesh": "Mesh: %s",
    "feature.light_editor.picked_plugin": "Plugin: %s",
    "feature.light_editor.position": "Position",
    "feature.light_editor.position_format": "X: %.2f, Y: %.2f, Z: %.2f",
    "feature.light_editor.radius": "Radius",
    "feature.light_editor.reload_lp": "Reload LP",
    "feature.light_editor.reload_lp_tooltip": "Reload all Light Placer JSON configs in-game (reloadlp).",
    "feature.light_editor.reloading_lp_configs": "Reloading Light Placer configs...",
    "feature.light_editor.remove_btn": "Remove",
    "feature.light_editor.remove_from_blacklist": "Remove from Blacklist",
    "feature.light_editor.remove_from_whitelist": "Remove from Whitelist",
    "feature.light_editor.removed_from_blacklist": "Removed from blacklist",
    "feature.light_editor.removed_from_list": "Removed from list",
    "feature.light_editor.removed_from_whitelist": "Removed from whitelist",
    "feature.light_editor.reset": "Reset",
    "feature.light_editor.save_as_separate_entry": "Save as Separate Entry",
    "feature.light_editor.save_as_separate_entry_tooltip": "Fork this bulb into a new whitelist entry for %s with the current edits, and blacklist it from the shared entry so the edits apply only to this reference.\nReload LP to apply.",
    "feature.light_editor.save_color": "Save",
    "feature.light_editor.save_color_tooltip": "Include color when saving to Light Placer.\nWhen unchecked, the light falls back to the LIGH form color.",
    "feature.light_editor.save_failed": "Save failed â see log",
    "feature.light_editor.save_to_light_placer": "Save to Light Placer",
    "feature.light_editor.save_to_lp_match_tooltip": "Matching entry found in %s.\nSave current settings to the Light Placer JSON.",
    "feature.light_editor.save_to_lp_no_match_tooltip": "No matching entry found in %s.\nSaving will fail.",
    "feature.light_editor.saved_as_separate_entry": "Saved as separate entry",
    "feature.light_editor.saved_to_config": "Saved to {path}",
    "feature.light_editor.select_a_bulb": "Select a bulb",
    "feature.light_editor.select_a_config": "Select a config",
    "feature.light_editor.select_a_light": "Select a light",
    "feature.light_editor.select_mesh": "Select Mesh",
    "feature.light_editor.select_mesh_tooltip": "Click a mesh in the world to attach a new bulb, edit an existing bulb, or whitelist/blacklist this reference.",
    "feature.light_editor.shadow_depth_bias": "Shadow Depth Bias",
    "feature.light_editor.shadows_only": "Shadows Only",
    "feature.light_editor.shadows_only_tooltip": "Only show lights with HemiShadow or OmniShadow flags.",
    "feature.light_editor.size": "Size",
    "feature.light_editor.sort_distance": "Distance",
    "feature.light_editor.sort_editor_id": "EditorID",
    "feature.light_editor.sort_form_id": "FormID",
    "feature.light_editor.sort_none": "None",
    "feature.light_editor.sub_mode_new_entry": "Add new entry",
    "feature.light_editor.sub_mode_new_point": "Add new point",
    "feature.light_editor.sub_mode_to_entry": "Add to entry",
    "feature.light_editor.target_json": "Target JSON",
    "feature.light_editor.tes_flag_dynamic": "Dynamic",
    "feature.light_editor.tes_flag_flicker": "Flicker",
    "feature.light_editor.tes_flag_flicker_slow": "Flicker Slow",
    "feature.light_editor.tes_flag_hemi_shadow": "Hemi Shadow",
    "feature.light_editor.tes_flag_negative": "Negative",
    "feature.light_editor.tes_flag_omni_shadow": "Omni Shadow",
    "feature.light_editor.tes_flag_portal_strict": "Portal Strict",
    "feature.light_editor.tes_flag_pulse": "Pulse",
    "feature.light_editor.tes_flag_pulse_slow": "Pulse Slow",
    "feature.light_editor.toggle_all_lp_lights": "Toggle All LP Lights",
    "feature.light_editor.toggle_all_lp_lights_tooltip": "Toggle all Light Placer lights on/off (tlp 0).",
    "feature.light_editor.toggle_light": "Toggle Light",
    "feature.light_editor.toggle_light_lp_tooltip": "Toggle this reference's LP-placed lights on/off (tlp 0).",
    "feature.light_editor.toggle_light_tooltip": "Toggle this light on/off.",
    "feature.light_editor.toggle_lp_markers": "Toggle LP Markers",
    "feature.light_editor.toggle_lp_markers_tooltip": "Toggle Light Placer debug markers (tlp 1).",
    "feature.light_editor.total_lights": "Total Lights: %u",
    "feature.light_editor.unknown_value": "(unknown)",
    "feature.light_editor.yes_delete": "Yes, Delete",
    "feature.light_limit_fix.debug": "Debug",
    "feature.light_limit_fix.debug_feature_enabled": "DEBUG FEATURE - LIGHT LIMIT VISUALISATION ENABLED",
    "feature.light_limit_fix.description": "Light Limit Fix removes the vanilla game's 4-light limit, allowing unlimited dynamic lights in scenes.\nThis dramatically improves lighting quality and enables more realistic illumination scenarios.",
    "feature.light_limit_fix.enable_lights_vis": "Enable Lights Visualisation",
    "feature.light_limit_fix.enable_lights_vis_tooltip": "Enables visualization of the light limit\n",
    "feature.light_limit_fix.enable_particle_lights": "Enable Particle Lights",
    "feature.light_limit_fix.key_feature_1": "Removes 4-light limit",
    "feature.light_limit_fix.key_feature_2": "Unlimited dynamic lights",
    "feature.light_limit_fix.key_feature_3": "Improved lighting quality",
    "feature.light_limit_fix.key_feature_4": "Enhanced visual realism",
    "feature.light_limit_fix.light_limit_vis": "Light Limit Visualization",
    "feature.light_limit_fix.lights_vis_mode": "Lights Visualisation Mode",
    "feature.light_limit_fix.lights_vis_mode_tooltip": " - Visualise the light limit. Red when the \"strict\" light limit is reached (portal-strict lights).\n - Visualise the number of strict lights.\n - Visualise the number of clustered lights.\n - Visualize the Shadow Mask.\n",
    "feature.light_limit_fix.name": "Light Limit Fix",
    "feature.light_limit_fix.statistics": "Statistics",
    "feature.linear_lighting.ambient_gamma": "Ambient Gamma",
    "feature.linear_lighting.ambient_multiplier": "Ambient Multiplier",
    "feature.linear_lighting.blood_effects_multiplier": "Blood Effects Multiplier",
    "feature.linear_lighting.color_gamma": "Color Gamma",
    "feature.linear_lighting.deferred_effects_multiplier": "Deferred Effects Multiplier",
    "feature.linear_lighting.description": "Linear Lighting does internal color space conversion to improve lighting calculation accuracy.",
    "feature.linear_lighting.directional_light_multiplier": "Directional Light Multiplier",
    "feature.linear_lighting.effect_gamma": "Effect Gamma",
    "feature.linear_lighting.effect_lighting_multiplier": "Effect Lighting Multiplier",
    "feature.linear_lighting.effect_transparency_gamma": "Effect Transparency Gamma",
    "feature.linear_lighting.effects": "Effects",
    "feature.linear_lighting.emissive_color_gamma": "Emissive Color Gamma",
    "feature.linear_lighting.emissive_color_multiplier": "Emissive Color Multiplier",
    "feature.linear_lighting.enable": "Enable Linear Lighting",
    "feature.linear_lighting.fog_gamma": "Fog Gamma",
    "feature.linear_lighting.fog_transparency_gamma": "Fog Transparency Gamma",
    "feature.linear_lighting.gamma_settings": "Gamma Settings",
    "feature.linear_lighting.glowmap_gamma": "Glowmap Gamma",
    "feature.linear_lighting.glowmap_multiplier": "Glowmap Multiplier",
    "feature.linear_lighting.key_feature_1": "Customizable gamma correction",
    "feature.linear_lighting.key_feature_2": "Corrects lighting calculations",
    "feature.linear_lighting.key_feature_3": "Makes PBR really work",
    "feature.linear_lighting.light_gamma": "Light Gamma",
    "feature.linear_lighting.membrane_effects_multiplier": "Membrane Effects Multiplier",
    "feature.linear_lighting.multipliers": "Multipliers",
    "feature.linear_lighting.name": "Linear Lighting",
    "feature.linear_lighting.other_effects_multiplier": "Other Effects Multiplier",
    "feature.linear_lighting.point_light_multiplier": "Point Light Multiplier",
    "feature.linear_lighting.projected_effects_multiplier": "Projected Effects Multiplier",
    "feature.linear_lighting.sky_gamma": "Sky Gamma",
    "feature.linear_lighting.tab_advanced": "Advanced",
    "feature.linear_lighting.tab_general": "General",
    "feature.linear_lighting.vanilla_diffuse_color_multiplier": "Vanilla Diffuse Color Multiplier",
    "feature.linear_lighting.vl_gamma": "Volumetric Lighting Gamma",
    "feature.linear_lighting.water_gamma": "Water Gamma",
    "feature.lod_blending.description": "Provides seamless visual transitions between Level of Detail (LOD) objects and full-detail objects, eliminating harsh transitions and creating smooth visual continuity.",
    "feature.lod_blending.disable_terrain_vertex_colors": "Disable Terrain Vertex Colors",
    "feature.lod_blending.disable_terrain_vertex_colors_tooltip": "Disables vertex coloring on nearby terrain. Best combined with terrain LOD generated in xLODGen with Vertex Color Intensity set to 0.",
    "feature.lod_blending.key_feature_1": "Smooth LOD object brightness blending",
    "feature.lod_blending.key_feature_2": "Enhanced terrain LOD appearance matching",
    "feature.lod_blending.key_feature_3": "Snow-specific LOD brightness adjustment",
    "feature.lod_blending.key_feature_4": "Optional terrain vertex color modification",
    "feature.lod_blending.key_feature_5": "Seamless transition between detail levels",
    "feature.lod_blending.lod_object_brightness": "LOD Object Brightness",
    "feature.lod_blending.lod_object_gamma": "LOD Object Gamma",
    "feature.lod_blending.lod_object_snow_brightness": "LOD Object Snow Brightness",
    "feature.lod_blending.lod_object_snow_gamma": "LOD Object Snow Gamma",
    "feature.lod_blending.lod_terrain_brightness": "LOD Terrain Brightness",
    "feature.lod_blending.lod_terrain_gamma": "LOD Terrain Gamma",
    "feature.lod_blending.name": "LOD Blending",
    "feature.perf_overlay.appearance": "Appearance",
    "feature.perf_overlay.bg_opacity": "Background Opacity",
    "feature.perf_overlay.clear_test_data": "Clear Test Data",
    "feature.perf_overlay.display_options": "Display Options",
    "feature.perf_overlay.fps": "FPS:",
    "feature.perf_overlay.frame_history_size": "Frame History Size",
    "feature.perf_overlay.overlay_title": "Performance Overlay",
    "feature.perf_overlay.position": "Position:",
    "feature.perf_overlay.post_fg_calculated": "Post-FG: Calculated timing (2x Pre-FG)",
    "feature.perf_overlay.post_fg_fps": "Post-FG FPS:",
    "feature.perf_overlay.post_fg_graph_tooltip": "FSR Frame Generation uses calculated timing data (2x Pre-FG).\nDLSS Frame Generation provides measured timing data.",
    "feature.perf_overlay.raw_fps": "Raw FPS:",
    "feature.perf_overlay.reset_position": "Reset Position",
    "feature.perf_overlay.restore_defaults": "Restore Defaults",
    "feature.perf_overlay.restore_defaults_tooltip": "Restores Performance Overlay settings to defaults, including graphs, appearance, and update intervals.",
    "feature.perf_overlay.show_border": "Show Border",
    "feature.perf_overlay.show_cs_passes": "Show CS Render Passes",
    "feature.perf_overlay.show_draw_calls": "Show Draw Calls",
    "feature.perf_overlay.show_fps": "Show FPS Counter",
    "feature.perf_overlay.show_frametime_graph": "Show Frametime Graph",
    "feature.perf_overlay.show_in_overlay": "Show in Overlay",
    "feature.perf_overlay.show_in_overlay_tooltip": "Opens performance overlay in a separate window that stays open\neven when the main menu is closed. ",
    "feature.perf_overlay.show_post_fg_graph": "Show Post-FG Frametime Graph",
    "feature.perf_overlay.show_pre_fg_graph": "Show Pre-FG Frametime Graph",
    "feature.perf_overlay.show_vram": "Show VRAM Usage",
    "feature.perf_overlay.text_size": "Text Size",
    "feature.perf_overlay.toggle_with": "Toggle with ",
    "feature.perf_overlay.update_interval": "Update Interval",
    "feature.perf_overlay.vram_not_available": "VRAM Usage: Not available",
    "feature.perf_overlay.vram_usage": "VRAM Usage:",
    "feature.performance_overlay.description": "Real-time performance monitoring system that displays FPS, frame times, draw calls, VRAM usage, and detailed shader performance analysis.",
    "feature.performance_overlay.key_feature_1": "Real-time FPS and frame time monitoring with configurable update intervals",
    "feature.performance_overlay.key_feature_2": "Interactive draw call analysis with per-shader type performance breakdown",
    "feature.performance_overlay.key_feature_3": "VRAM usage monitoring with visual progress bars",
    "feature.performance_overlay.key_feature_4": "Frame time graphs for pre and post-frame generation analysis",
    "feature.performance_overlay.key_feature_5": "A/B testing support for performance comparison between configurations",
    "feature.performance_overlay.key_feature_6": "Color-coded performance metrics with customizable thresholds",
    "feature.performance_overlay.key_feature_7": "Movable overlay window with persistent positioning",
    "feature.performance_overlay.name": "Performance Overlay",
    "feature.render_doc.description": "In-application RenderDoc capture support and convenience UI.",
    "feature.render_doc.key_feature_1": "Attach comments to captures that appear in RenderDoc UI",
    "feature.render_doc.key_feature_2": "Open captures folder",
    "feature.render_doc.key_feature_3": "Capture file management",
    "feature.render_doc.name": "RenderDoc",
    "feature.renderdoc.cancel": "Cancel",
    "feature.renderdoc.capture_active": "RenderDoc capture is active.",
    "feature.renderdoc.capture_control": "Capture Control",
    "feature.renderdoc.capture_control_tooltip": "Manual capture creation and basic controls",
    "feature.renderdoc.capture_dir": "Capture Directory: %s",
    "feature.renderdoc.capture_dir_tooltip": "Right-click to copy the directory path.",
    "feature.renderdoc.capture_files": "Capture Files",
    "feature.renderdoc.capture_files_tooltip": "View and manage individual capture files",
    "feature.renderdoc.capture_frames": "Capture Frames",
    "feature.renderdoc.capture_frames_tooltip": "Number of consecutive frames to capture. 1 uses a normal RenderDoc capture; higher values use TriggerMultiFrameCapture.",
    "feature.renderdoc.capture_size": "Capture Size",
    "feature.renderdoc.capture_size_tooltip": "Total size of all capture files in the captures directory",
    "feature.renderdoc.clear_all_captures": "Clear All Captures",
    "feature.renderdoc.col_created": "Created",
    "feature.renderdoc.col_filename": "Filename",
    "feature.renderdoc.col_size": "Size",
    "feature.renderdoc.comments_hint": "Additional comments for next capture (optional)",
    "feature.renderdoc.comments_tooltip": "Additional comments will be appended to automatic metadata and embedded in the .rdc file",
    "feature.renderdoc.confirm_delete": "Are you sure you want to delete all capture files?",
    "feature.renderdoc.copy_dir_path": "Copy Directory Path",
    "feature.renderdoc.create_capture": "Create Capture",
    "feature.renderdoc.delete_size": "This will permanently remove %u MB of capture data.",
    "feature.renderdoc.disk_usage": "Disk Usage",
    "feature.renderdoc.disk_usage_tooltip": "Monitor capture storage usage",
    "feature.renderdoc.double_click_hint": "Double-click a filename to open the capture file",
    "feature.renderdoc.enable_capture": "Enable RenderDoc Capture",
    "feature.renderdoc.enable_capture_tooltip": "Enable RenderDoc frame capture for providing debug captures to the Community Shaders team.",
    "feature.renderdoc.enable_capture_tooltip2": "Enabling capture will force-enable frame annotations for easier debugging and will restore the previous setting when disabled.",
    "feature.renderdoc.hover_hint": "Hover over filenames for file details",
    "feature.renderdoc.no_files": "No capture files found.",
    "feature.renderdoc.not_enough_space": "Not enough free disk space to create a capture.",
    "feature.renderdoc.ok": "OK",
    "feature.renderdoc.open_capture_dir": "Open Capture Directory",
    "feature.renderdoc.refresh_list": "Refresh List",
    "feature.renderdoc.restart_to_disable": "Requires restart to disable RenderDoc capture, performance will be severely impacted.",
    "feature.renderdoc.restart_to_enable": "Requires restart to enable RenderDoc capture.",
    "feature.renderdoc.space_required": "At least {} MB of free space is required.",
    "feature.renderdoc.yes_delete": "Yes, Delete All",
    "feature.screen_space_gi.ao_only": "AO only",
    "feature.screen_space_gi.ao_power": "AO Power",
    "feature.screen_space_gi.ao_radius": "AO radius",
    "feature.screen_space_gi.ao_radius_tooltip": "A smaller radius produces tighter AO.",
    "feature.screen_space_gi.blur": "Blur",
    "feature.screen_space_gi.blur_radius": "Blur Radius",
    "feature.screen_space_gi.buffer_viewer": "Buffer Viewer",
    "feature.screen_space_gi.debug": "Debug",
    "feature.screen_space_gi.denoising": "Denoising",
    "feature.screen_space_gi.depth_fade_range": "Depth Fade Range",
    "feature.screen_space_gi.depth_fade_range_tooltip": "Distance range where depth-based effects fade out.",
    "feature.screen_space_gi.description": "Screen Space Global Illumination adds realistic indirect lighting and ambient occlusion to the game. This technique simulates how light bounces off surfaces to illuminate other objects naturally.",
    "feature.screen_space_gi.enabled": "Enabled",
    "feature.screen_space_gi.enabled_tooltip": "Enable Screen Space Global Illumination. When disabled, all other settings are ignored.",
    "feature.screen_space_gi.extreme": "Extreme",
    "feature.screen_space_gi.extreme_tooltip": "Full res and clean.",
    "feature.screen_space_gi.full_res": "Full Res",
    "feature.screen_space_gi.geometry_weight": "Geometry Weight",
    "feature.screen_space_gi.geometry_weight_tooltip": "Higher value makes the blur more sensitive to differences in geometry.",
    "feature.screen_space_gi.half_res": "Half Res",
    "feature.screen_space_gi.hq_specular_il": "(Experimental) HQ Specular IL",
    "feature.screen_space_gi.hq_specular_il_tooltip": "An experimental specular GI that is more accurate but requires more samples. Won't be blurred.",
    "feature.screen_space_gi.il_distance_compensation": "IL Distance Compensation",
    "feature.screen_space_gi.il_distance_compensation_tooltip": "Brighten/Dimming further radiance samples.",
    "feature.screen_space_gi.il_radius": "IL radius",
    "feature.screen_space_gi.il_radius_tooltip": "A larger radius produces wider IL.",
    "feature.screen_space_gi.il_saturation": "IL Saturation",
    "feature.screen_space_gi.il_source_brightness": "IL Source Brightness",
    "feature.screen_space_gi.indirect_lighting": "Indirect Lighting (IL)",
    "feature.screen_space_gi.key_feature_1": "Realistic indirect lighting",
    "feature.screen_space_gi.key_feature_2": "Enhanced ambient occlusion",
    "feature.screen_space_gi.key_feature_3": "Improved visual depth and atmosphere",
    "feature.screen_space_gi.key_feature_4": "Temporal denoising for smooth results",
    "feature.screen_space_gi.key_feature_5": "Configurable quality and performance settings",
    "feature.screen_space_gi.low": "Low",
    "feature.screen_space_gi.low_tooltip": "Quarter res and blurry.",
    "feature.screen_space_gi.max_frame_accumulation": "Max Frame Accumulation",
    "feature.screen_space_gi.max_frame_accumulation_tooltip": "How many past frames to accumulate results with. Higher values are less noisy but potentially cause ghosting.",
    "feature.screen_space_gi.min_screen_radius": "Min Screen Radius",
    "feature.screen_space_gi.min_screen_radius_tooltip": "The minimum screen-space effect radius as proportion of display width, to prevent far field AO being too small.",
    "feature.screen_space_gi.movement_disocclusion": "Movement Disocclusion",
    "feature.screen_space_gi.movement_disocclusion_tooltip": "If a pixel has moved too far from the last frame, its radiance will not be carried to this frame.\nLower values are stricter.",
    "feature.screen_space_gi.name": "Screen Space GI",
    "feature.screen_space_gi.quality_performance": "Quality/Performance",
    "feature.screen_space_gi.quarter_res": "Quarter Res",
    "feature.screen_space_gi.reference": "Reference",
    "feature.screen_space_gi.reference_tooltip": "Reference mode.",
    "feature.screen_space_gi.shader_compile_error": "Compute shaders failed to compile!",
    "feature.screen_space_gi.show_advanced": "Show Advanced Options",
    "feature.screen_space_gi.slices": "Slices",
    "feature.screen_space_gi.slices_tooltip": "How many directions do the samples take.\nControls noise.",
    "feature.screen_space_gi.standard": "Standard",
    "feature.screen_space_gi.standard_tooltip": "Half res and somewhat stable.",
    "feature.screen_space_gi.steps_per_slice": "Steps Per Slice",
    "feature.screen_space_gi.steps_per_slice_tooltip": "How many samples does it take in one direction.\nControls accuracy of lighting, and noise when effect radius is large.",
    "feature.screen_space_gi.temporal_denoiser": "Temporal Denoiser",
    "feature.screen_space_gi.thickness": "Thickness",
    "feature.screen_space_gi.thickness_tooltip": "How thick the occluders are. Only affects AO.",
    "feature.screen_space_gi.toggles": "Toggles",
    "feature.screen_space_gi.vanilla_ssao": "Vanilla SSAO",
    "feature.screen_space_gi.vanilla_ssao_tooltip": "Enable Skyrim's built-in SSAO. Usually disabled when using SSGI to avoid double-darkening.",
    "feature.screen_space_gi.view_resize": "View Resize",
    "feature.screen_space_gi.visual": "Visual",
    "feature.screen_space_gi.visual_il": "Visual - IL",
    "feature.screen_space_shadows.bilinear_threshold": "Bilinear Threshold",
    "feature.screen_space_shadows.bilinear_threshold_tooltip": "Depth threshold for edge detection during bilinear interpolation. Higher values smooth more aggressively across edges.",
    "feature.screen_space_shadows.description": "Screen Space Shadows enhances shadow quality by adding detailed contact shadows and improving shadow accuracy.\nThis technique adds fine-detail shadows that traditional shadow mapping might miss.",
    "feature.screen_space_shadows.enable": "Enable",
    "feature.screen_space_shadows.enable_tooltip": "Enable screen-space contact shadows from the sun/moon direction.",
    "feature.screen_space_shadows.general": "General",
    "feature.screen_space_shadows.key_feature_1": "Enhanced contact shadows",
    "feature.screen_space_shadows.key_feature_2": "Improved shadow detail",
    "feature.screen_space_shadows.key_feature_3": "Better shadow accuracy",
    "feature.screen_space_shadows.key_feature_4": "Fine-scale shadow effects",
    "feature.screen_space_shadows.key_feature_5": "Configurable shadow contrast",
    "feature.screen_space_shadows.name": "Screen Space Shadows",
    "feature.screen_space_shadows.sample_count": "Sample Count Multiplier",
    "feature.screen_space_shadows.sample_count_tooltip": "Multiplier for shadow ray sample count. Higher values increase shadow reach at the cost of performance. Adapts to render resolution.",
    "feature.screen_space_shadows.shadow_contrast": "Shadow Contrast",
    "feature.screen_space_shadows.shadow_contrast_tooltip": "Contrast boost for the shadow transition. Higher values produce harder shadow edges.",
    "feature.screen_space_shadows.surface_thickness": "Surface Thickness",
    "feature.screen_space_shadows.surface_thickness_tooltip": "Assumed thickness of surfaces for shadow detection. Lower values produce thinner, more precise shadows.",
    "feature.screenshot.apply_crop": "Apply crop",
    "feature.screenshot.async_note": "Capture and save run asynchronously without stalling the game.",
    "feature.screenshot.crop": "Crop",
    "feature.screenshot.folder": "Folder",
    "feature.screenshot.folder_tooltip": "Relative paths resolve against the Skyrim install dir.\nAbsolute paths (e.g. D:\\Captures) save there directly.",
    "feature.screenshot.hdr_bit_depth": "HDR PNG bit depth",
    "feature.screenshot.hdr_bit_depth_tooltip": "Quantization for the 48 bpp RGB PNG payload. 11-bit is a good default; higher values increase file size with diminishing returns.",
    "feature.screenshot.hdr_note": "HDR enabled: saves the displayed frame as PNG with HDR10 metadata (48 bpp RGB, cICP/cLLi). Use an HDR-aware viewer such as Windows Photos (HDR on) or Special K SKIF.",
    "feature.screenshot.hotkey": "Hotkey",
    "feature.screenshot.hotkey_collision": "This hotkey collides with vanilla PrintScreen; both saves will fire. Set bAllowScreenShot=0 in Skyrim.ini to suppress vanilla, or pick a different hotkey above.",
    "feature.screenshot.name": "Screenshot",
    "feature.screenshot.open": "Open",
    "feature.screenshot.output": "Output",
    "feature.screenshot.sdr_note": "Enable HDR Display to capture HDR PNG screenshots with HDR10 metadata. SDR captures use the lossless format selected below.",
    "feature.screenshot.take_screenshot": "Take Screenshot Now",
    "feature.skin.a_multiplier_for_the_vanilla_specular_map_applied": "A multiplier for the vanilla specular map, applied to the first layer's roughness",
    "feature.skin.adds_a_constant_layer_of_wetness_to_all": "Adds a constant layer of wetness to all skin, making it look slightly damp or sweaty at all times, even when not in water or exerting effort.",
    "feature.skin.advanced_skin_shader_using_dual_specular_lobes": "Advanced Skin Shader using dual specular lobes.",
    "feature.skin.base_color_multiplier": "Base Color Multiplier",
    "feature.skin.body_tiling_multiplier": "Body Tiling Multiplier",
    "feature.skin.controls_how_bumpy_wet_skin_appears_higher_values": "Controls how bumpy wet skin appears. Higher values create more visible surface ripples and distortion on wet areas.",
    "feature.skin.controls_how_much_fine_detail_is_added_to": "Controls how much fine detail is added to the wetness pattern. Higher values add more small-scale variation on top of the base pattern.",
    "feature.skin.controls_microscopic_roughness_of_stratum_corneum_layer": "Controls microscopic roughness of stratum corneum layer",
    "feature.skin.controls_the_overall_contrast_and_roughness_of_the": "Controls the overall contrast and roughness of the wetness pattern. Higher values make the pattern more pronounced and varied.",
    "feature.skin.controls_the_size_of_the_wet_dry_pattern": "Controls the size of the wet/dry pattern on skin. Higher values create a finer, more detailed pattern; lower values produce larger, broader wet patches.",
    "feature.skin.description": "Advanced Skin enhances character skin rendering with multiple techniques.",
    "feature.skin.dynamic_wetness_detected": "Dynamic Wetness detected.",
    "feature.skin.enable_advanced_skin": "Enable Advanced Skin",
    "feature.skin.enable_skin_detail": "Enable Skin Detail",
    "feature.skin.enable_skin_detail_texture": "Enable skin detail texture",
    "feature.skin.enable_sss_transmission": "Enable SSS Transmission",
    "feature.skin.extra_edge_roughness": "Extra Edge Roughness",
    "feature.skin.extra_roughness_at_the_edges_of_the_skin": "Extra roughness at the edges of the skin, to approximate peach fuzz on the face.",
    "feature.skin.extra_skin_wetness": "Extra Skin Wetness",
    "feature.skin.fresnel_f0": "Fresnel F0",
    "feature.skin.fresnel_reflectance": "Fresnel reflectance",
    "feature.skin.full_sweat_threshold": "Full Sweat Threshold",
    "feature.skin.fuzz_f0": "Fuzz F0",
    "feature.skin.fuzz_roughness": "Fuzz Roughness",
    "feature.skin.fuzz_strength": "Fuzz Strength",
    "feature.skin.how_many_seconds_it_takes_for_skin_to": "How many seconds it takes for skin to fully dry after leaving water. Higher values mean wetness lingers longer.",
    "feature.skin.intensity_of_secondary_specular_highlights": "Intensity of secondary specular highlights",
    "feature.skin.key_feature_1": "Physically-based dual specular lobes for realistic skin highlights",
    "feature.skin.key_feature_2": "Tiled skin detail textures for enhanced realism",
    "feature.skin.key_feature_3": "Extra texture support for roughness, translucency, and wetness",
    "feature.skin.key_feature_4": "Reworked wetness system for dynamic skin effects",
    "feature.skin.multiplier_for_specular_map": "Multiplier for specular map",
    "feature.skin.multiplier_for_the_base_color_texture": "Multiplier for the base color texture",
    "feature.skin.multiply_the_tiling_for_the_body_to_match": "Multiply the tiling for the body to match the face",
    "feature.skin.name": "Advanced Skin",
    "feature.skin.options_for_additional_roughness_and_specular_maps": "Options for additional roughness and specular maps.",
    "feature.skin.physical_main_roughness_multiplier": "Physical Main Roughness Multiplier",
    "feature.skin.physical_second_roughness_multiplier": "Physical Second Roughness Multiplier",
    "feature.skin.physical_specular_multiplier": "Physical Specular Multiplier",
    "feature.skin.primary_roughness": "Primary Roughness",
    "feature.skin.reload_skin_detail_texture": "Reload Skin Detail Texture",
    "feature.skin.secondary_roughness": "Secondary Roughness",
    "feature.skin.secondary_specular_strength": "Secondary Specular Strength",
    "feature.skin.should_be_30_50_lower_than_primary": "Should be 30-50%% lower than Primary",
    "feature.skin.skin_detail_strength": "Skin Detail Strength",
    "feature.skin.skin_detail_tiling": "Skin Detail Tiling",
    "feature.skin.smoothness_of_epidermal_cell_layer_reflections": "Smoothness of epidermal cell layer reflections",
    "feature.skin.specular_texture_multiplier": "Specular Texture Multiplier",
    "feature.skin.sss_width": "SSS Width",
    "feature.skin.stamina_threshold_for_sweat": "Stamina Threshold for Sweat",
    "feature.skin.strength_of_skin_detail_texture": "Strength of skin detail texture",
    "feature.skin.the_character_reaches_maximum_sweat_when_stamina_drops": "The character reaches maximum sweat when stamina drops below this percentage. For example, 0.15 means full sweat below 15%% stamina.",
    "feature.skin.the_character_starts_sweating_when_their_stamina_drops": "The character starts sweating when their stamina drops below this percentage. For example, 0.75 means sweat appears below 75%% stamina.",
    "feature.skin.the_more_tiling_the_more_detailed_the_skin": "The more tiling, the more detailed the skin will be",
    "feature.skin.translucency": "Translucency",
    "feature.skin.translucency_of_the_sss_transmittance_effect": "Translucency of the SSS Transmittance effect",
    "feature.skin.use_dynamic_wetness": "Use Dynamic Wetness",
    "feature.skin.wetness_fade_out_time": "Wetness Fade Out Time",
    "feature.skin.wetness_normal_scale": "Wetness Normal Scale",
    "feature.skin.wetness_perlin_noise_lacunarity": "Wetness Perlin Noise Lacunarity",
    "feature.skin.wetness_perlin_noise_persistence": "Wetness Perlin Noise Persistence",
    "feature.skin.wetness_perlin_noise_scale": "Wetness Perlin Noise Scale",
    "feature.skin.width_of_the_sss_transmittance_effect": "Width of the SSS Transmittance effect",
    "feature.sky_sync.crescent_intensity": "Crescent Intensity",
    "feature.sky_sync.custom_angle": "Custom angle",
    "feature.sky_sync.custom_angle_tooltip": "Set a custom angle for the sun's trajectory.",
    "feature.sky_sync.description": "Synchronizes volumetric lighting and shadows with the actual sun and moon positions in the sky.",
    "feature.sky_sync.dim_sunlight_under_horizon": "Dim Sunlight Under Horizon",
    "feature.sky_sync.dim_sunlight_under_horizon_tooltip": "Fade directional light to zero as the sun goes below the horizon.",
    "feature.sky_sync.enabled": "Enabled",
    "feature.sky_sync.enabled_tooltip": "Enable or disable Sky Sync features.",
    "feature.sky_sync.fade_volumetric_lighting": "Fade Volumetric Lighting",
    "feature.sky_sync.fade_volumetric_lighting_tooltip": "Also fade volumetric lighting with the directional dim around dawn and dusk.",
    "feature.sky_sync.full_moon_intensity": "Full Moon Intensity",
    "feature.sky_sync.horizon_fade_duration": "Horizon Fade Duration",
    "feature.sky_sync.horizon_fade_duration_tooltip": "How long (in game hours) the dim eases out after sunset and back in before sunrise.",
    "feature.sky_sync.key_feature_1": "Fixes the mismatch between the positions of the sun and moons and the lighting direction",
    "feature.sky_sync.key_feature_2": "Includes a configurable alternative sun path for more realistic and dramatic lighting",
    "feature.sky_sync.key_feature_3": "Smoothly switches the light source between the sun and moons based on visibility",
    "feature.sky_sync.key_feature_4": "Moon light source can be switched between Masser, Secunda, or the brightest",
    "feature.sky_sync.key_feature_5": "Automatic calculation of moon lighting intensity based on moon phase",
    "feature.sky_sync.key_feature_6": "Fixes the sun appearing higher on the horizon when the player gains altitude",
    "feature.sky_sync.min_shadow_elevation": "Min Shadow Elevation",
    "feature.sky_sync.min_shadow_elevation_tooltip": "The minimum angle sunlight will set to. Caps shadow length. Higher = shorter shadows at sunset/sunrise.",
    "feature.sky_sync.moon_light_source": "Moon light source",
    "feature.sky_sync.moon_light_source_brightest": "Brightest",
    "feature.sky_sync.moon_light_source_masser": "Masser",
    "feature.sky_sync.moon_light_source_secunda": "Secunda",
    "feature.sky_sync.moon_light_source_tooltip": "Select which moon casts shadows during the night.",
    "feature.sky_sync.name": "Sky Sync",
    "feature.sky_sync.new_moon_intensity": "New Moon Intensity",
    "feature.sky_sync.shadow_transition_duration": "Shadow Transition Duration",
    "feature.sky_sync.shadow_transition_duration_tooltip": "How long (in game-time units) the shadow direction takes to fade between sources. 100 = ~5 seconds at timescale 20.",
    "feature.sky_sync.sun_path": "Sun path",
    "feature.sky_sync.sun_path_custom": "Custom",
    "feature.sky_sync.sun_path_northern": "Northern Sky",
    "feature.sky_sync.sun_path_southern": "Southern Sky",
    "feature.sky_sync.sun_path_tooltip": "Choose the trajectory the sun takes across the sky.",
    "feature.sky_sync.sun_path_vanilla": "Vanilla",
    "feature.sky_sync.use_alternate_sun_path": "Use alternate sun path",
    "feature.sky_sync.use_alternate_sun_path_tooltip": "Calculate sun position based on time of day and season instead of vanilla movement.",
    "feature.skylighting.description": "Simulates realistic ambient lighting by calculating sky occlusion and directional lighting, providing more accurate and natural illumination in outdoor environments.",
    "feature.skylighting.diffuse_min_visibility": "Diffuse Min Visibility",
    "feature.skylighting.key_feature_1": "Sky occlusion calculation for ambient lighting",
    "feature.skylighting.key_feature_2": "Directional skylighting based on environment geometry",
    "feature.skylighting.key_feature_3": "Enhanced ambient lighting for outdoor scenes",
    "feature.skylighting.key_feature_4": "Support for varying sky illumination intensities",
    "feature.skylighting.key_feature_5": "Integration with existing lighting systems",
    "feature.skylighting.max_zenith": "Max Zenith Angle",
    "feature.skylighting.max_zenith_tooltip": "Smaller angles creates more focused top-down shadow.",
    "feature.skylighting.min_visibility_desc": "Minimum visibility values. Diffuse darkens objects. Specular removes the sky from reflections.",
    "feature.skylighting.name": "Skylighting",
    "feature.skylighting.rebuild": "Rebuild Skylighting",
    "feature.skylighting.rebuild_tooltip": "Changes below require rebuilding, a loading screen, or moving away from the current location to apply.",
    "feature.skylighting.specular_min_visibility": "Specular Min Visibility",
    "feature.sss.albedo_handling": "Albedo Handling",
    "feature.sss.base_profile": "Base Profile",
    "feature.sss.blur_radius": "Blur Radius",
    "feature.sss.blur_radius_tooltip": "Blur radius.",
    "feature.sss.burley": "Burley",
    "feature.sss.burley_samples": "Burley Samples",
    "feature.sss.enable_character_lighting": "Enable Character Lighting",
    "feature.sss.enable_character_lighting_tooltip": "Vanilla feature.",
    "feature.sss.falloff": "Falloff",
    "feature.sss.human_profile": "Human Profile",
    "feature.sss.mean_free_path_color": "Mean Free Path Color",
    "feature.sss.mean_free_path_color_tooltip": "Controls how far light goes into the subsurface in the red, green, and blue channel. It is scaled by the Mean Free Path Distance.",
    "feature.sss.mean_free_path_distance": "Mean Free Path Distance",
    "feature.sss.mean_free_path_distance_tooltip": "Controls the distance that Mean Free Path Color goes into subsurface.",
    "feature.sss.post_scatter": "Post-scatter",
    "feature.sss.post_scatter_tooltip": "Divide out albedo, blur the irradiance, multiply albedo back. Preserves texture detail.",
    "feature.sss.pre_and_post_scatter": "Pre and Post",
    "feature.sss.pre_and_post_scatter_tooltip": "Split albedo across the blur using sqrt(albedo) on each side. A physically motivated middle ground.",
    "feature.sss.pre_scatter": "Pre-scatter",
    "feature.sss.pre_scatter_tooltip": "Blur the lit color directly. Fastest, but blurs albedo texture detail along with lighting.",
    "feature.sss.separable_sss": "Separable SSS",
    "feature.sss.settings": "Settings",
    "feature.sss.strength": "Strength",
    "feature.sss.thickness": "Thickness",
    "feature.sss.thickness_tooltip": "Blur radius relative to depth.",
    "feature.subsurface_scattering.description": "Subsurface Scattering simulates light penetration through translucent materials like skin, creating more realistic character lighting.\nThis technique makes organic materials appear more lifelike and natural.",
    "feature.subsurface_scattering.key_feature_1": "Realistic skin lighting",
    "feature.subsurface_scattering.key_feature_2": "Light penetration simulation",
    "feature.subsurface_scattering.key_feature_3": "Separate profiles for different materials",
    "feature.subsurface_scattering.key_feature_4": "Enhanced character appearance",
    "feature.subsurface_scattering.key_feature_5": "Configurable scattering properties",
    "feature.subsurface_scattering.name": "Subsurface Scattering",
    "feature.terrain_blending.description": "Provides seamless blending between terrain and objects, eliminating harsh transitions where objects meet the ground for more natural-looking landscapes.",
    "feature.terrain_blending.enable": "Enable Terrain Blending",
    "feature.terrain_blending.enable_tooltip": "Enable seamless blending between terrain and objects.",
    "feature.terrain_blending.key_feature_1": "Seamless terrain-to-object blending transitions",
    "feature.terrain_blending.key_feature_2": "Advanced depth buffer manipulation for smooth integration",
    "feature.terrain_blending.key_feature_3": "Support for alternative terrain rendering modes",
    "feature.terrain_blending.key_feature_4": "Multi-pass rendering optimization for complex scenes",
    "feature.terrain_blending.key_feature_5": "Enhanced visual continuity in landscape interactions",
    "feature.terrain_blending.name": "Terrain Blending",
    "feature.terrain_helper.description": "Provides enhanced terrain material support for terrain mods that require additional texture slots and parallax mapping capabilities.",
    "feature.terrain_helper.key_feature_1": "Extended texture slot support for terrain materials",
    "feature.terrain_helper.key_feature_2": "Parallax mapping integration for terrain textures",
    "feature.terrain_helper.key_feature_3": "Automatic terrain material detection and setup",
    "feature.terrain_helper.key_feature_4": "Support for advanced terrain modifications",
    "feature.terrain_helper.key_feature_5": "Compatibility layer for terrain enhancement mods",
    "feature.terrain_helper.name": "Terrain Helper",
    "feature.terrain_shadows.buffer_viewer": "Buffer Viewer",
    "feature.terrain_shadows.debug": "Debug",
    "feature.terrain_shadows.description": "Adds realistic shadow casting from terrain features using heightmap data to create accurate terrain shadows that enhance depth perception and visual realism.",
    "feature.terrain_shadows.enable_terrain_shadow": "Enable Terrain Shadow",
    "feature.terrain_shadows.key_feature_1": "Heightmap-based terrain shadow calculation",
    "feature.terrain_shadows.key_feature_2": "Dynamic shadow updates based on sun position",
    "feature.terrain_shadows.key_feature_3": "Support for custom heightmap files",
    "feature.terrain_shadows.key_feature_4": "Real-time shadow preprocessing and computation",
    "feature.terrain_shadows.key_feature_5": "Integration with existing shadow systems",
    "feature.terrain_shadows.name": "Terrain Shadows",
    "feature.terrain_variation.always_enabled_note": "Terrain Variation is always enabled when installed. To turn it off, use Disable at Boot.",
    "feature.terrain_variation.apply_to_lod_terrain": "Apply to LOD Terrain",
    "feature.terrain_variation.apply_to_lod_terrain_tooltip": "Applies the tiling fix to LOD terrain objects.\nThis helps reduce the visible tiling effect on distant terrain.",
    "feature.terrain_variation.description": "Terrain Variation reduces the repeating pattern effect on terrain textures.\nThis technique creates more natural-looking terrain by adding variation to texture sampling.",
    "feature.terrain_variation.key_feature_1": "Reduces terrain texture tiling",
    "feature.terrain_variation.key_feature_2": "Stochastic texture sampling",
    "feature.terrain_variation.key_feature_3": "Improved terrain visual quality",
    "feature.terrain_variation.key_feature_4": "Compatible with Extended Materials parallax",
    "feature.terrain_variation.name": "Terrain Variation",
    "feature.true_pbr.base_color_scale": "Base Color Scale",
    "feature.true_pbr.blue": "Blue",
    "feature.true_pbr.coat": "Coat",
    "feature.true_pbr.coat_color": "Coat Color",
    "feature.true_pbr.coat_roughness": "Coat Roughness",
    "feature.true_pbr.coat_specular_level": "Coat Specular Level",
    "feature.true_pbr.coat_strength": "Coat Strength",
    "feature.true_pbr.density_randomization": "Density Randomization",
    "feature.true_pbr.displacement_scale": "Displacement Scale",
    "feature.true_pbr.enabled": "Enabled",
    "feature.true_pbr.glint": "Glint",
    "feature.true_pbr.global_settings": "Global Settings",
    "feature.true_pbr.green": "Green",
    "feature.true_pbr.inner_layer_displacement_offset": "Inner Layer Displacement Offset",
    "feature.true_pbr.log_microfacet_density": "Log Microfacet Density",
    "feature.true_pbr.material_density_randomization": "Density Randomization",
    "feature.true_pbr.material_glint": "Glint",
    "feature.true_pbr.material_glint_enabled": "Enabled",
    "feature.true_pbr.material_log_microfacet_density": "Log Microfacet Density",
    "feature.true_pbr.material_microfacet_roughness": "Microfacet Roughness",
    "feature.true_pbr.material_object": "Material Object",
    "feature.true_pbr.material_object_settings": "Material Object Settings",
    "feature.true_pbr.material_save": "Save",
    "feature.true_pbr.material_screenspace_scale": "Screenspace Scale",
    "feature.true_pbr.material_specular_level": "Specular Level",
    "feature.true_pbr.microfacet_roughness": "Microfacet Roughness",
    "feature.true_pbr.name": "True PBR",
    "feature.true_pbr.red": "Red",
    "feature.true_pbr.reset_to_1_0": "Reset to 1.0",
    "feature.true_pbr.roughness": "Roughness",
    "feature.true_pbr.roughness_scale": "Roughness Scale",
    "feature.true_pbr.save": "Save",
    "feature.true_pbr.screenspace_scale": "Screenspace Scale",
    "feature.true_pbr.specular_level": "Specular Level",
    "feature.true_pbr.subsurface": "Subsurface",
    "feature.true_pbr.subsurface_color": "Subsurface Color",
    "feature.true_pbr.subsurface_opacity": "Subsurface Opacity",
    "feature.true_pbr.texture_set": "Texture Set",
    "feature.true_pbr.texture_set_settings": "Texture Set Settings",
    "feature.true_pbr.vertex_ao_strength": "Vertex AO Strength",
    "feature.unified_water.debug": "Debug",
    "feature.unified_water.description": "Unified Water provides a comprehensive fix to water LOD mismatch by replacing distant water tiles with LOD0 (Close Water).",
    "feature.unified_water.error_water_cache_generation_failed_for_worldspaces_check": "ERROR: Water cache generation failed for %d WorldSpaces. Check installation and CommunityShaders.log",
    "feature.unified_water.generating_water_cache": "Generating Water Cache:",
    "feature.unified_water.key_feature_1": "Unifies distant and close water appearance, streamlining all lighting visuals.",
    "feature.unified_water.key_feature_2": "Completely and fundamentally resolves water LOD mismatch issues.",
    "feature.unified_water.key_feature_3": "Provides background systems for water geometry rendering, allowing more advanced water effects.",
    "feature.unified_water.key_feature_4": "Improves vanilla performance by using optimized water meshes for distant water.",
    "feature.unified_water.name": "Unified Water",
    "feature.unified_water.regenerate_caches": "Regenerate Caches",
    "feature.unified_water.regenerate_flowmap": "Regenerate Flowmap",
    "feature.unified_water.use_optimised_meshes": "Use Optimised Meshes",
    "feature.unified_water.use_optimised_meshes_tooltip": "Uses meshes with significantly lower tri-count for improved performance with no visual quality loss.\nWill only affect newly created water - requires a change of location or game restart to take effect.",
    "feature.upscaling.backend_diagnostics": "Backend Diagnostics",
    "feature.upscaling.description": "Advanced upscaling and frame generation technologies for improved performance",
    "feature.upscaling.dlss_model_preset": "DLSS Model Preset",
    "feature.upscaling.dlss_model_preset_default": "Default",
    "feature.upscaling.dlss_model_preset_j": "Preset J",
    "feature.upscaling.dlss_model_preset_k": "Preset K",
    "feature.upscaling.dlss_model_preset_l": "Preset L",
    "feature.upscaling.dlss_model_preset_m": "Preset M",
    "feature.upscaling.dlss_model_preset_tooltip": "Choose which DLSS AI model preset to use.\nEach model offers different visual quality, performance, and motion stability.\nSet to 'Default' for automatic selection based on your Upscale Preset and hardware.\nChanging this setting requires a restart to take effect.",
    "feature.upscaling.enable_sharpening": "Enable Sharpening",
    "feature.upscaling.enable_sharpening_tooltip": "Applies RCAS sharpening to the DLSS output.\nOff by default; DLSS already resolves a sharp image.",
    "feature.upscaling.force_enable_frame_generation": "Force Enable Frame Generation",
    "feature.upscaling.fps_limit": "FPS Limit",
    "feature.upscaling.fps_limit_tooltip_1": "Set your frame cap target.",
    "feature.upscaling.fps_limit_tooltip_2": "Start about 2-3 FPS below refresh rate (e.g. 117 for 120 Hz).",
    "feature.upscaling.frame_generation": "Frame Generation",
    "feature.upscaling.frame_generation_available": "AMD FSR Frame Generation is available.",
    "feature.upscaling.frame_generation_desc": "Frame Generation interpolates real frames with generated ones for a smoother experience",
    "feature.upscaling.frame_generation_in_menus": "Frame Generation in Menus",
    "feature.upscaling.frame_generation_in_menus_tooltip_1": "Keeps frame generation active while game menus are open.",
    "feature.upscaling.frame_generation_in_menus_tooltip_2": "May feel smoother, but increases menu input latency.",
    "feature.upscaling.frame_generation_proxy_note": "Requires a D3D11 to D3D12 proxy which can create compatibility issues",
    "feature.upscaling.frame_generation_restart_note": "Toggling this setting requires a restart to work correctly",
    "feature.upscaling.frame_generation_tech": "Uses AMD FSR Frame Generation technology",
    "feature.upscaling.frame_limit_vrr": "Frame Limit (Variable Refresh Rate)",
    "feature.upscaling.key_feature_1": "DLSS (Deep Learning Super Sampling) support",
    "feature.upscaling.key_feature_2": "FSR (FidelityFX Super Resolution) support",
    "feature.upscaling.key_feature_3": "TAA (Temporal Anti-Aliasing) support",
    "feature.upscaling.key_feature_4": "Frame generation for supported systems",
    "feature.upscaling.low_latency_boost": "Low Latency Boost",
    "feature.upscaling.low_latency_boost_tooltip_1": "Keeps GPU clocks higher to avoid latency spikes at low GPU load.",
    "feature.upscaling.low_latency_boost_tooltip_2": "Useful if frametime jumps; costs extra power and heat.",
    "feature.upscaling.low_latency_mode": "Low Latency Mode",
    "feature.upscaling.low_latency_mode_tooltip_1": "Cuts input delay by syncing CPU work closer to the GPU.",
    "feature.upscaling.low_latency_mode_tooltip_2": "Can reduce max FPS a little, but usually feels more responsive.",
    "feature.upscaling.marker_optimization_unavailable": "Marker optimization unavailable (PCL not loaded).",
    "feature.upscaling.method": "Method",
    "feature.upscaling.method_none": "None",
    "feature.upscaling.method_taa": "TAA",
    "feature.upscaling.name": "Upscaling",
    "feature.upscaling.nvidia_reflex": "NVIDIA Reflex",
    "feature.upscaling.preset_balanced": "Balanced",
    "feature.upscaling.preset_dlaa": "DLAA",
    "feature.upscaling.preset_native_aa": "Native AA",
    "feature.upscaling.preset_performance": "Performance",
    "feature.upscaling.preset_quality": "Quality",
    "feature.upscaling.preset_ultra_performance": "Ultra Performance",
    "feature.upscaling.reflex_blocked_by_fg": "Reflex is unavailable while the DX12 frame-generation swapchain is active.",
    "feature.upscaling.reflex_not_available": "Reflex is not available. Ensure sl.reflex.dll is present and restart.",
    "feature.upscaling.sharpness": "Sharpness",
    "feature.upscaling.streamline_logging": "Streamline Logging",
    "feature.upscaling.streamline_logging_restart_note": "Changing this requires a restart to take effect.",
    "feature.upscaling.streamline_logging_tooltip": "Streamline logging controls the verbosity of NVIDIA Streamline backend logs. Useful for debugging issues with DLSS/DLSS-G.",
    "feature.upscaling.upscale_preset": "Upscale Preset",
    "feature.upscaling.use_fps_limit": "Use FPS Limit",
    "feature.upscaling.use_fps_limit_tooltip_1": "Uses Reflex's internal FPS cap for steadier frametimes.",
    "feature.upscaling.use_fps_limit_tooltip_2": "Can lower latency versus uncapped rendering.",
    "feature.upscaling.use_markers_to_optimize": "Use Markers To Optimize",
    "feature.upscaling.use_markers_to_optimize_tooltip_1": "Uses frame markers for tighter Reflex timing.",
    "feature.upscaling.use_markers_to_optimize_tooltip_2": "Try On first; turn Off if it causes stutter on your setup.",
    "feature.volumetric_lighting.description": "Volumetric Lighting creates realistic light scattering effects through fog, dust, and atmospheric particles.\nThis adds dramatic god rays and atmospheric depth to both interior and exterior environments.",
    "feature.volumetric_lighting.enable_exteriors": "Enable Volumetric Lighting in Exteriors",
    "feature.volumetric_lighting.enable_interiors": "Enable Volumetric Lighting in Interiors",
    "feature.volumetric_lighting.exterior_depth": "Exterior Depth",
    "feature.volumetric_lighting.exterior_height": "Exterior Height",
    "feature.volumetric_lighting.exterior_quality": "Exterior Quality",
    "feature.volumetric_lighting.exterior_width": "Exterior Width",
    "feature.volumetric_lighting.interior_depth": "Interior Depth",
    "feature.volumetric_lighting.interior_height": "Interior Height",
    "feature.volumetric_lighting.interior_quality": "Interior Quality",
    "feature.volumetric_lighting.interior_width": "Interior Width",
    "feature.volumetric_lighting.key_feature_1": "Realistic light scattering",
    "feature.volumetric_lighting.key_feature_2": "God rays and atmospheric effects",
    "feature.volumetric_lighting.key_feature_3": "Separate interior/exterior settings",
    "feature.volumetric_lighting.key_feature_4": "Configurable quality levels",
    "feature.volumetric_lighting.key_feature_5": "Enhanced atmospheric immersion",
    "feature.volumetric_lighting.name": "Volumetric Lighting",
    "feature.volumetric_lighting.quality_custom": "Custom",
    "feature.volumetric_lighting.quality_high": "High",
    "feature.volumetric_lighting.quality_low": "Low",
    "feature.volumetric_lighting.quality_medium": "Medium",
    "feature.volumetric_shadows.description": "Volumetric Shadows provides downsampled VSM shadow maps for use by effects like particles and decals.\nThis improves shadow quality on transparent objects with minimal performance impact.",
    "feature.volumetric_shadows.key_feature_1": "Downsampled VSM shadows",
    "feature.volumetric_shadows.key_feature_2": "Gaussian blur filtering",
    "feature.volumetric_shadows.key_feature_3": "Multi-cascade support",
    "feature.volumetric_shadows.key_feature_4": "Optimized for effects rendering",
    "feature.volumetric_shadows.name": "Volumetric Shadows",
    "feature.water_effects.description": "Water Effects enhances water rendering with realistic caustics and underwater lighting effects.\nThis feature adds dynamic light patterns and improved water visual quality.",
    "feature.water_effects.key_feature_1": "Realistic water caustics",
    "feature.water_effects.key_feature_2": "Enhanced underwater lighting",
    "feature.water_effects.key_feature_3": "Dynamic light patterns on water surfaces",
    "feature.water_effects.key_feature_4": "Improved water visual fidelity",
    "feature.water_effects.key_feature_5": "Atmospheric underwater effects",
    "feature.water_effects.name": "Water Effects",
    "feature.wetness_effects.advanced": "Advanced",
    "feature.wetness_effects.breadth": "Breadth",
    "feature.wetness_effects.chance": "Chance",
    "feature.wetness_effects.chance_tooltip": "Portion of raindrops that will actually cause splashes and ripples. Higher values increase effect density but have the least performance impact.",
    "feature.wetness_effects.climate_arctic_detail_0": "Cold, dry climate with minimal precipitation.",
    "feature.wetness_effects.climate_arctic_detail_1": "Max precipitation: ~1.08 mm/hr (light)",
    "feature.wetness_effects.climate_arctic_detail_2": "Multipliers: Wetness 0.5x, Puddle 0.3x, Transition 0.5x.",
    "feature.wetness_effects.climate_arctic_detail_3": "Raindrop: 30% chance, grid 3.5 units, interval 0.4s.",
    "feature.wetness_effects.climate_arctic_detail_4": "Performance impact: Minimal",
    "feature.wetness_effects.climate_arctic_effect_0": "Slow wetness accumulation (0.5x)",
    "feature.wetness_effects.climate_arctic_effect_1": "Minimal puddle formation (0.3x)",
    "feature.wetness_effects.climate_arctic_effect_2": "Slow weather transitions (0.5x)",
    "feature.wetness_effects.climate_arctic_effect_3": "Sparse precipitation (30% chance)",
    "feature.wetness_effects.climate_coastal_detail_0": "Maritime climate with frequent, heavy precipitation.",
    "feature.wetness_effects.climate_coastal_detail_1": "Max precipitation: ~8.06 mm/hr (heavy)",
    "feature.wetness_effects.climate_coastal_detail_2": "Multipliers: Wetness 1.5x, Puddle 1.7x, Transition 1.7x.",
    "feature.wetness_effects.climate_coastal_detail_3": "Raindrop: 80% chance, grid 2.5 units, interval 0.25s.",
    "feature.wetness_effects.climate_coastal_detail_4": "Performance impact: Moderate",
    "feature.wetness_effects.climate_coastal_effect_0": "Fast wetness accumulation (1.5x)",
    "feature.wetness_effects.climate_coastal_effect_1": "Enhanced puddle formation (1.7x)",
    "feature.wetness_effects.climate_coastal_effect_2": "Rapid weather transitions (1.7x)",
    "feature.wetness_effects.climate_coastal_effect_3": "Frequent rain events (80% chance)",
    "feature.wetness_effects.climate_legacy_detail_0": "Riverwood's original rain effect values for full backward compatibility.",
    "feature.wetness_effects.climate_legacy_detail_1": "Max precipitation: ~0.66 mm/hr (very light)",
    "feature.wetness_effects.climate_legacy_detail_2": "Multipliers: Wetness 1.0x, Puddle 1.0x, Transition 1.0x.",
    "feature.wetness_effects.climate_legacy_detail_3": "Raindrop: 30% chance, grid 4.0 units, interval 0.5s.",
    "feature.wetness_effects.climate_legacy_detail_4": "Performance impact: Minimal (baseline)",
    "feature.wetness_effects.climate_legacy_effect_0": "Original wetness accumulation (1.0x)",
    "feature.wetness_effects.climate_legacy_effect_1": "Original puddle formation (1.0x)",
    "feature.wetness_effects.climate_legacy_effect_2": "Original weather transitions (1.0x)",
    "feature.wetness_effects.climate_legacy_effect_3": "Original raindrop frequency (1.0x)",
    "feature.wetness_effects.climate_monsoon_detail_0": "Tropical/monsoon climate with extreme precipitation.",
    "feature.wetness_effects.climate_monsoon_detail_1": "Max precipitation: ~22 mm/hr (extreme)",
    "feature.wetness_effects.climate_monsoon_detail_2": "Multipliers: Wetness 2.0x, Puddle 2.5x, Transition 2.0x.",
    "feature.wetness_effects.climate_monsoon_detail_3": "Raindrop: 100% chance, grid 2.0 units, interval 0.2s.",
    "feature.wetness_effects.climate_monsoon_detail_4": "Skyrim light rain will not match wetness.",
    "feature.wetness_effects.climate_monsoon_detail_5": "Performance impact: High (may impact GPU)",
    "feature.wetness_effects.climate_monsoon_effect_0": "Rapid wetness accumulation (2.0x)",
    "feature.wetness_effects.climate_monsoon_effect_1": "Maximum puddle formation (2.5x)",
    "feature.wetness_effects.climate_monsoon_effect_2": "Very dynamic weather (2.0x)",
    "feature.wetness_effects.climate_monsoon_effect_3": "Maximum raindrop frequency (100% chance)",
    "feature.wetness_effects.climate_nordic_detail_0": "Balanced temperate Nordic climate.",
    "feature.wetness_effects.climate_nordic_detail_1": "Max precipitation: ~3.35 mm/hr (moderate)",
    "feature.wetness_effects.climate_nordic_detail_2": "Multipliers: Wetness 1.0x, Puddle 1.0x, Transition 1.0x.",
    "feature.wetness_effects.climate_nordic_detail_3": "Raindrop: 100% chance, grid 3.0 units, interval 1.0s.",
    "feature.wetness_effects.climate_nordic_detail_4": "Performance impact: Low",
    "feature.wetness_effects.climate_nordic_effect_0": "Standard wetness accumulation (1.0x)",
    "feature.wetness_effects.climate_nordic_effect_1": "Standard puddle formation (1.0x)",
    "feature.wetness_effects.climate_nordic_effect_2": "Standard weather transitions (1.0x)",
    "feature.wetness_effects.climate_nordic_effect_3": "Moderate raindrop frequency (100% chance)",
    "feature.wetness_effects.climate_preset": "Climate Preset",
    "feature.wetness_effects.climate_preset_arctic": "Arctic Tundra",
    "feature.wetness_effects.climate_preset_arctic_desc": "Cold, dry Arctic climate (light rain)",
    "feature.wetness_effects.climate_preset_coastal": "Temperate Coastal",
    "feature.wetness_effects.climate_preset_coastal_desc": "Maritime climate (heavy rain)",
    "feature.wetness_effects.climate_preset_custom": "Custom",
    "feature.wetness_effects.climate_preset_custom_desc": "User-defined custom settings",
    "feature.wetness_effects.climate_preset_legacy": "Legacy",
    "feature.wetness_effects.climate_preset_legacy_desc": "Original rain effect values (very light)",
    "feature.wetness_effects.climate_preset_monsoon": "Monsoon/Extreme",
    "feature.wetness_effects.climate_preset_monsoon_desc": "Extreme monsoon climate (extreme rain)",
    "feature.wetness_effects.climate_preset_nordic": "Nordic (Default)",
    "feature.wetness_effects.climate_preset_nordic_desc": "Balanced Nordic climate (moderate rain)",
    "feature.wetness_effects.climate_preset_unknown": "Unknown",
    "feature.wetness_effects.climate_presets": "Climate Presets",
    "feature.wetness_effects.current_climate_preset": "Current Climate Preset",
    "feature.wetness_effects.custom_preset_tooltip_0": "Custom settings - you have modified the preset values.",
    "feature.wetness_effects.custom_preset_tooltip_1": "Select a preset above to apply predefined climate settings.",
    "feature.wetness_effects.debug": "Debug",
    "feature.wetness_effects.description": "Adds realistic wetness effects including rain-based surface wetness, puddle formation, shore wetness, and dynamic raindrop effects for enhanced weather immersion.",
    "feature.wetness_effects.effect_range": "Effect Range",
    "feature.wetness_effects.effect_range_tooltip": "Range for raindrop effects",
    "feature.wetness_effects.effects": "Effects:",
    "feature.wetness_effects.enable_interior_exterior_override": "Enable Interior/Exterior Override",
    "feature.wetness_effects.enable_puddle_override": "Enable Puddle Override",
    "feature.wetness_effects.enable_rain_override": "Enable Rain Override",
    "feature.wetness_effects.enable_raindrop_effects": "Enable Raindrop Effects",
    "feature.wetness_effects.enable_ripples": "Enable Ripples",
    "feature.wetness_effects.enable_ripples_tooltip": "Enables circular ripples on puddles, and to a less extent other wet surfaces",
    "feature.wetness_effects.enable_splashes": "Enable Splashes",
    "feature.wetness_effects.enable_splashes_tooltip": "Enables small splashes of wetness on dry surfaces.",
    "feature.wetness_effects.enable_vanilla_ripples": "Enable Vanilla Ripples",
    "feature.wetness_effects.enable_vanilla_ripples_controlled": "Enable Vanilla Ripples - Controlled by Splashes of Storms",
    "feature.wetness_effects.enable_wetness": "Enable Wetness",
    "feature.wetness_effects.enable_wetness_override": "Enable Wetness Override",
    "feature.wetness_effects.enable_wetness_tooltip": "Enables a wetness effect near water and when it is raining.",
    "feature.wetness_effects.grid_size": "Grid Size",
    "feature.wetness_effects.grid_size_tooltip_0": "Spatial grid size for raindrop placement (smaller = more grid cells, higher GPU cost)",
    "feature.wetness_effects.grid_size_tooltip_1": "This is the most performance-sensitive setting. Lower only if needed for realism.",
    "feature.wetness_effects.interior_exterior_override_tooltip": "If disabled, will only use the exterior value. ",
    "feature.wetness_effects.interval": "Interval",
    "feature.wetness_effects.interval_tooltip": "How often raindrop effects are checked (lower = more frequent, moderate performance impact)",
    "feature.wetness_effects.key_feature_1": "Dynamic surface wetness based on weather conditions",
    "feature.wetness_effects.key_feature_2": "Realistic puddle formation and shore wetness effects",
    "feature.wetness_effects.key_feature_3": "Animated raindrop effects with splashes and ripples",
    "feature.wetness_effects.key_feature_4": "Configurable wetness intensity and weather transitions",
    "feature.wetness_effects.key_feature_5": "Support for skin wetness and material-specific responses",
    "feature.wetness_effects.lifetime": "Lifetime",
    "feature.wetness_effects.max_radius": "Max Radius",
    "feature.wetness_effects.meters_format": "{:.2f} meters",
    "feature.wetness_effects.min_radius": "Min Radius",
    "feature.wetness_effects.min_rain_wetness": "Min Rain Wetness",
    "feature.wetness_effects.min_rain_wetness_tooltip": "The minimum amount an object gets wet from rain.",
    "feature.wetness_effects.name": "Wetness Effects",
    "feature.wetness_effects.open_weather_picker": "Open Weather Picker",
    "feature.wetness_effects.open_weather_picker_tooltip": "Open the Weather Picker in CS Utility",
    "feature.wetness_effects.portion_of_grid_size": "As portion of grid size.",
    "feature.wetness_effects.puddle_max_angle": "Puddle Max Angle",
    "feature.wetness_effects.puddle_max_angle_tooltip": "How flat a surface needs to be for puddles to form on it.",
    "feature.wetness_effects.puddle_min_wetness": "Puddle Min Wetness",
    "feature.wetness_effects.puddle_min_wetness_tooltip": "The wetness value at which puddles start to form.",
    "feature.wetness_effects.puddle_radius": "Puddle Radius",
    "feature.wetness_effects.puddle_radius_tooltip": "The radius used to determine puddle size and location",
    "feature.wetness_effects.puddle_wetness": "Puddle Wetness",
    "feature.wetness_effects.puddle_wetness_in_exterior": "Puddle Wetness In/Exterior",
    "feature.wetness_effects.radius": "Radius",
    "feature.wetness_effects.rain_in_exterior": "Rain In/Exterior",
    "feature.wetness_effects.rain_system_state": "Rain System State",
    "feature.wetness_effects.rain_wetness": "Rain Wetness",
    "feature.wetness_effects.raindrop_effects": "Raindrop Effects",
    "feature.wetness_effects.raindrops": "Raindrops",
    "feature.wetness_effects.raindrops_help": "At every interval, a raindrop is placed within each grid cell.\nOnly a set portion of raindrops will actually trigger splashes and ripples.\n",
    "feature.wetness_effects.ripples": "Ripples",
    "feature.wetness_effects.shore_range": "Shore Range",
    "feature.wetness_effects.shore_range_tooltip": "The maximum distance from a body of water that Shore Wetness affects",
    "feature.wetness_effects.shore_wetness": "Shore Wetness",
    "feature.wetness_effects.skin_wetness": "Skin Wetness",
    "feature.wetness_effects.skin_wetness_tooltip": "How wet character skin and hair get during rain.",
    "feature.wetness_effects.splashes": "Splashes",
    "feature.wetness_effects.strength": "Strength",
    "feature.wetness_effects.vanilla_ripples_tooltip_0": "Enables default ripples (e.g., Ripples01).",
    "feature.wetness_effects.vanilla_ripples_tooltip_1": "Disabling may not take effect until the next weather change.",
    "feature.wetness_effects.weather_transition_speed": "Weather transition speed",
    "feature.wetness_effects.weather_transition_speed_tooltip": "How fast wetness appears when raining and how quickly it dries after rain has stopped.",
    "feature.wetness_effects.wetness_effects": "Wetness Effects",
    "feature.wetness_effects.wetness_in_exterior": "Wetness In/Exterior",
    "menu.advanced.active_shaders": "Active Shaders",
    "menu.advanced.active_shaders_tooltip": "List of shaders that have been used in recent frames. Enable Shader Blocking above to use hotkeys to cycle through and block shaders for debugging. Shaders not used for ~1 second are removed from this list.",
    "menu.advanced.active_shaders_used_recently": "Active Shaders (Used Recently)",
    "menu.advanced.addresses": "Addresses",
    "menu.advanced.avg_parallelism_metric": "Average parallelism (W/S): %.2fx",
    "menu.advanced.avg_parallelism_tooltip_1": "Average useful concurrency in this workload.",
    "menu.advanced.avg_parallelism_tooltip_2": "Roughly the worker count where adding more cores gives diminishing returns.",
    "menu.advanced.avoid_flow_control": "Avoid Flow Control",
    "menu.advanced.avoid_flow_control_tooltip": "Adds D3DCOMPILE_AVOID_FLOW_CONTROL to the shader compiler flags.\nForces fxc to flatten branches into predicated ops rather than emitting dynamic flow control. Often a win for short branch bodies and uniformly-taken branches; usually a loss for long divergent branches that vanilla flow control would skip entirely.\nResets every launch. Toggling this clears the shader cache and triggers a full recompile.",
    "menu.advanced.background_compiler_threads": "Background Compiler Threads",
    "menu.advanced.background_compiler_threads_tooltip": "Number of threads used to compile shaders during gameplay. Defaults to half of performance cores to avoid impacting the render thread. Higher values finish compilation faster but may cause stuttering.",
    "menu.advanced.block_next": "Block Next:",
    "menu.advanced.block_previous": "Block Previous:",
    "menu.advanced.blocked_shader": "Blocked: %s",
    "menu.advanced.change_shader_block_next": "Change##ShaderBlockNext",
    "menu.advanced.change_shader_block_prev": "Change##ShaderBlockPrev",
    "menu.advanced.clear_shader_cache": "Clear Shader Cache",
    "menu.advanced.clear_shader_cache_tooltip": "Clear all compiled shaders from memory. Forces recompilation of all shaders on next use.",
    "menu.advanced.click_to_block": "Left-click to block this shader",
    "menu.advanced.click_to_unblock": "Left-click to unblock this shader",
    "menu.advanced.column_class": "Class",
    "menu.advanced.column_class_tooltip": "Shader class",
    "menu.advanced.column_descriptor": "Descriptor",
    "menu.advanced.column_descriptor_tooltip": "Shader descriptor",
    "menu.advanced.column_frame_pct": "Frame %",
    "menu.advanced.column_frame_pct_tooltip": "Percentage of draw calls this frame",
    "menu.advanced.column_key": "Key",
    "menu.advanced.column_key_tooltip": "Shader key",
    "menu.advanced.column_type": "Type",
    "menu.advanced.column_type_tooltip": "Shader type",
    "menu.advanced.compiler_threads": "Compiler Threads",
    "menu.advanced.compiler_threads_tooltip": "Number of threads used to compile shaders at startup. Defaults to all logical cores minus one for OS headroom (E-cores included). Higher values finish compilation faster but may make the system less responsive.",
    "menu.advanced.compute": "Compute",
    "menu.advanced.compute_tooltip": "Replace Compute Shaders. When false, will disable the custom Compute Shaders for the types above. For developers to test whether CS shaders match vanilla behavior. ",
    "menu.advanced.copy_info": "Copy Info",
    "menu.advanced.copy_info_tooltip": "Copy complete shader information including cache path to clipboard",
    "menu.advanced.copy_key": "Copy key",
    "menu.advanced.dump_ini_settings": "Dump Ini Settings",
    "menu.advanced.dump_shaders": "Dump Shaders",
    "menu.advanced.dump_shaders_tooltip": "Dump shaders at startup. This should be used only when reversing shaders. Normal users don't need this.",
    "menu.advanced.efficiency_progress": "{:.1f}% efficient / {:.1f}% gap",
    "menu.advanced.enable_file_watcher": "Enable File Watcher",
    "menu.advanced.enable_file_watcher_tooltip": "Automatically recompile shaders on file change. Intended for developing.",
    "menu.advanced.enable_shader_blocking": "Enable Shader Blocking",
    "menu.advanced.enable_shader_blocking_tooltip": "Enables hotkeys to cycle through and block individual shaders for debugging purposes.",
    "menu.advanced.frame_annotations": "Frame Annotations",
    "menu.advanced.frame_annotations_tooltip": "Enable detailed frame annotations for debugging render passes and draw calls.",
    "menu.advanced.half_precision": "Half Precision (Partial Precision)",
    "menu.advanced.half_precision_tooltip": "Adds D3DCOMPILE_PARTIAL_PRECISION to the shader compiler flags.\nLets fxc downgrade unmarked float ops to FP16 where it can prove safety, on top of the existing min16float type hints.\nOn FP16-capable GPUs (Pascal+ / GCN+ / Skylake+) this can halve register pressure and double ALU throughput, but it can also introduce minor visual differences in shaders that haven't been audited for precision sensitivity.\nToggling this clears the shader cache and triggers a full recompile.",
    "menu.advanced.infinite_core_efficiency": "Infinite-core efficiency",
    "menu.advanced.infinite_core_efficiency_metric": "Infinite-core efficiency (S/T_p): %.1f%%",
    "menu.advanced.infinite_core_efficiency_tooltip_1": "How close runtime is to the infinite-core lower bound.",
    "menu.advanced.infinite_core_efficiency_tooltip_2": "100%% means T_p == S.",
    "menu.advanced.infinite_core_gap_metric": "Infinite-core gap: %.1f%%",
    "menu.advanced.infinite_core_gap_tooltip_1": "Distance from ideal infinite-core time.",
    "menu.advanced.infinite_core_gap_tooltip_2": "Defined as 100 * (1 - S / T_p). Lower is better.",
    "menu.advanced.log_level": "Log Level",
    "menu.advanced.log_level_critical": "critical",
    "menu.advanced.log_level_debug": "debug",
    "menu.advanced.log_level_err": "err",
    "menu.advanced.log_level_info": "info",
    "menu.advanced.log_level_off": "off",
    "menu.advanced.log_level_tooltip": "Log level. Trace is most verbose. Default is info.",
    "menu.advanced.log_level_trace": "trace",
    "menu.advanced.log_level_warn": "warn",
    "menu.advanced.makespan_label": "Makespan (T_p)",
    "menu.advanced.makespan_metric": "Makespan (T_p): %s",
    "menu.advanced.makespan_tooltip": "Observed wall-clock duration for the full shader build.",
    "menu.advanced.open_logs": "Open Logs",
    "menu.advanced.parallelism_header": "Parallelism (derived from %zu compiled tasks)",
    "menu.advanced.parallelism_tooltip_1": "Computed lazily from the last completed build.",
    "menu.advanced.parallelism_tooltip_2": "Only evaluated when this Statistics section is open.",
    "menu.advanced.pixel": "Pixel",
    "menu.advanced.pixel_tooltip": "Replace Pixel Shaders. When false, will disable the custom Pixel Shaders for the types above. For developers to test whether CS shaders match vanilla behavior. ",
    "menu.advanced.press_key_shader_block_next": "Press any key for Shader Block Next...",
    "menu.advanced.press_key_shader_block_prev": "Press any key for Shader Block Previous...",
    "menu.advanced.queue_wait_metric": "Queue wait (avg/max): %s / %s",
    "menu.advanced.queue_wait_tooltip_1": "Time spent waiting in the ready queue before a worker started compilation.",
    "menu.advanced.queue_wait_tooltip_2": "Useful for identifying scheduler-induced delay separate from compile cost.",
    "menu.advanced.relative_bar_format": "{} ({:.1f}%)",
    "menu.advanced.relative_durations": "Relative durations (normalized)",
    "menu.advanced.replace_original_shaders": "Replace Original Shaders",
    "menu.advanced.shader_blocking_active": "Shader Blocking Active",
    "menu.advanced.shader_class_label": "Class: %s",
    "menu.advanced.shader_compiler_stats": "Shader Compiler : {}",
    "menu.advanced.shader_debug_header": "Shader Debug",
    "menu.advanced.shader_defines": "Shader Defines",
    "menu.advanced.shader_defines_tooltip": "Defines for Shader Compiler. Semicolon \";\" separated. Clear with space. Rebuild shaders after making change. Compute Shaders require a restart to recompile.",
    "menu.advanced.shader_descriptor": "Descriptor: 0x%X",
    "menu.advanced.shader_row_tooltip": "Type: {}\nClass: {}\nDescriptor: 0x{:X}\nKey: {}\n\n{}",
    "menu.advanced.shader_slow_entry": "#%zu  %s  (weight %d)",
    "menu.advanced.shader_type_label": "Type: %s",
    "menu.advanced.span_label": "Span (S)",
    "menu.advanced.span_metric": "Span (S, longest): %s",
    "menu.advanced.span_tooltip_1": "Critical-path lower bound, approximated by the single slowest shader.",
    "menu.advanced.span_tooltip_2": "Even infinite cores cannot finish faster than this.",
    "menu.advanced.statistics": "Statistics",
    "menu.advanced.stop_blocking": "Stop Blocking##Section",
    "menu.advanced.tab_developer": "Developer",
    "menu.advanced.tab_disable_at_boot": "Disable at Boot",
    "menu.advanced.tab_logging": "Logging",
    "menu.advanced.tab_shader_debug": "Shader Debug",
    "menu.advanced.tab_testing": "Testing",
    "menu.advanced.test_conditions": "Test Conditions",
    "menu.advanced.top_slowest_shaders": "Top %zu Slowest Shaders (last build)",
    "menu.advanced.vertex": "Vertex",
    "menu.advanced.vertex_tooltip": "Replace Vertex Shaders. When false, will disable the custom Vertex Shaders for the types above. For developers to test whether CS shaders match vanilla behavior. ",
    "menu.advanced.work_label": "Work (W)",
    "menu.advanced.work_metric": "Work (W, sum of task wall times): %s",
    "menu.advanced.work_tooltip_1": "Total compile work: sum of all per-shader wall-clock compile times.",
    "menu.advanced.work_tooltip_2": "This is not CPU time; it is accumulated task elapsed time.",
    "menu.advanced.work_tooltip_3": "Equivalent serial time on one worker if overhead stayed the same.",
    "menu.clear_shader_cache": "Clear Shader Cache",
    "menu.clear_shader_cache_tooltip": "Clears the shader cache and disk cache (if enabled). The Shader Cache is the collection of compiled shaders which replace the vanilla shaders at runtime. The Disk Cache is a collection of compiled shaders on disk. Clearing will mean that shaders are recompiled only when the game re-encounters them.",
    "menu.disable_at_boot_desc": "Select features to disable at boot. This is the same as deleting a feature.ini file. Restart will be required to reenable.",
    "menu.faq.a1": "Community Shaders is a comprehensive graphics enhancement framework for Skyrim that provides advanced lighting, materials, and visual effects. It's designed to be modular, allowing you to enable only the features you want while maintaining good performance.",
    "menu.faq.a2": "Each feature can be found in the left sidebar menu. Click on any feature to access its settings. Most features include presets and detailed tooltips to help you understand what each setting does.",
    "menu.faq.a3": "Features may fail to load due to hardware incompatibility, missing dependencies, or conflicts with other mods. Check the 'Feature Issues' tab for detailed information about any problematic features.",
    "menu.faq.a4": "Failed shaders are usually caused by mixed file versions. Ensure all features are up to date and avoid mixing files from test builds or outdated versions. Please review the 'Feature Issues' tab and/or Wiki for more information. Update your features and remove any obsolete features.",
    "menu.faq.a5": "Start by enabling the Performance Overlay to monitor your FPS. Consider disabling expensive features like Screen Space GI or reducing quality settings. The 'Display' tab also includes upscaling options that can improve performance.",
    "menu.faq.a6": "No, Community Shaders is not compatible with ENB. Community Shaders will automatically disable itself if ENB is detected.",
    "menu.faq.a7": "By default, Community Shaders uses the END key to open this menu. If your keyboard doesn't have an END key or it's not working, you can change it in the General > Keybindings tab. You can also edit the hotkey in the JSON configuration files.",
    "menu.faq.a8": "We're always looking for talented developers to join the team! Check out our GitHub wiki for contribution guidelines and join our Discord server to connect with the development team. Whether you're interested in shader programming, C++ development, or documentation, there's always something to contribute.",
    "menu.faq.a9": "Yes! Community Shaders is completely open source and available on GitHub. You can view the source code, report issues, suggest features, and contribute to the project. The project is licensed under GPL, ensuring it remains free and open for everyone. Branding materials and assets (icons, nexus branding, typography, etc) are not covered by the GPL Licence. Any included assets may not be used without explicit permission.",
    "menu.faq.q1": "What is Community Shaders?",
    "menu.faq.q2": "How do I configure features?",
    "menu.faq.q3": "Why are some features not loading?",
    "menu.faq.q4": "I have \"Failed Shaders\" when compiling?",
    "menu.faq.q5": "How do I improve performance?",
    "menu.faq.q6": "Is Community Shaders compatible with ENB?",
    "menu.faq.q7": "The menu hotkey isn't working!",
    "menu.faq.q8": "I would like to help develop Community Shaders.",
    "menu.faq.q9": "Is Community Shaders open source?",
    "menu.faq.title": "Frequently Asked Questions",
    "menu.features": "Features",
    "menu.features.advanced": "Advanced",
    "menu.features.also_feature": "Also: %s",
    "menu.features.apply_override": "Apply Override",
    "menu.features.available_after_restart": "This feature will be available after restart.",
    "menu.features.boot_toggle_tooltip": "Toggle feature loading at boot.\nCurrent state: %s\nRestart required for changes to take effect.\nDisabling removes performance impact.",
    "menu.features.cannot_apply_overrides_scene": "Cannot apply overrides while scene-specific settings are active.\nPause scene settings for this feature first.",
    "menu.features.click_to_navigate": "Click to navigate to %s",
    "menu.features.col_constrained_by": "Constrained By",
    "menu.features.col_forced_to": "Forced To",
    "menu.features.col_impacted_feature": "Impacted Feature",
    "menu.features.col_setting": "Setting",
    "menu.features.constraints_explanation": "These settings are disabled in their respective feature menus while the constraints are active. Adjust the constraining features to remove them.",
    "menu.features.disabled": "Disabled",
    "menu.features.display": "Display",
    "menu.features.dont_show_warning": "Don't show this warning again",
    "menu.features.download_link": "Click here to download this feature ({})",
    "menu.features.download_tooltip": "Download the feature from the mod page.",
    "menu.features.enable_to_access_config": "Enable the feature above to access its configuration options.",
    "menu.features.enabled": "Enabled",
    "menu.features.error_header": "Error",
    "menu.features.feature_issues": "Feature Issues",
    "menu.features.features": "Features",
    "menu.features.general": "General",
    "menu.features.home": "Home",
    "menu.features.no_settings_available": "There are no settings available for this feature.",
    "menu.features.ok_button": "OK",
    "menu.features.pause_weather_overrides": "Pause Weather Overrides",
    "menu.features.pause_weather_tooltip": "Temporarily disable weather-based setting adjustments for this feature.\nThis state is not saved.",
    "menu.features.profiling": "Profiling",
    "menu.features.restore_defaults_tooltip": "Restore default settings for this feature",
    "menu.features.restore_override_tooltip": "Restores original override settings from mod files.\nThis will discard your customizations and revert to\nthe mod author's recommended settings.",
    "menu.features.scene_specific_settings": "Scene Specific Settings",
    "menu.features.select_feature_left": "Please select a feature from the left.",
    "menu.features.select_item_left": "Please select an item on the left.",
    "menu.features.setting_change_warning_title": "Setting Change Warning",
    "menu.features.settings_adjusted_warning": "Some of your settings have been automatically adjusted due to feature incompatibilities.",
    "menu.features.settings_hidden_disabled": "Feature settings are hidden because this feature is disabled at boot.",
    "menu.features.tag_alpha": "[ALPHA]",
    "menu.features.tag_beta": "[BETA]",
    "menu.features.unloaded_features": "Unloaded Features",
    "menu.footer.d3d12_swap_chain": "D3D12 Swap Chain: {status}",
    "menu.footer.game_version": "Game Version: {runtime} {version}",
    "menu.footer.gpu": "GPU: {name}",
    "menu.home.active_constraints": "Active Setting Constraints",
    "menu.home.click_to_navigate": "Click to navigate to {feature}",
    "menu.home.consider_disabling_at_boot": "Consider disabling at boot.",
    "menu.home.constraint_header_constrained_by": "Constrained By",
    "menu.home.constraint_header_forced_to": "Forced To",
    "menu.home.constraint_header_setting": "Setting",
    "menu.home.constraints_desc": "Some settings are constrained by other features. Hover over rows for details.",
    "menu.home.dev_wiki": "Developer Wiki",
    "menu.home.github": "GitHub",
    "menu.home.intro": "Community Shaders provides advanced graphics enhancements for Skyrim.\nThis comprehensive collection of features brings modern rendering techniques\nto enhance your visual experience.",
    "menu.home.join_discord": "Join our Discord",
    "menu.home.nexus_mods": "Nexus Mods",
    "menu.home.quick_links": "Quick Links",
    "menu.home.welcome": "Welcome to Community Shaders {version}",
    "menu.home.welcome_dev": "Welcome to Community Shaders {version} [{build}]",
    "menu.home.wiki": "Wiki",
    "menu.issues.all_ini_loading": "All feature INI files are loading successfully.",
    "menu.issues.cancel": "Cancel",
    "menu.issues.cannot_be_undone": "This action cannot be undone!",
    "menu.issues.check_modified_files": "Check for modified files in Data/Shaders/ (not in feature subfolders)",
    "menu.issues.cleanup_actions": "Cleanup Actions:",
    "menu.issues.clear_issue_list": "Clear Issue List",
    "menu.issues.clear_issue_list_tooltip": "Clears this issue list (useful after cleanup).",
    "menu.issues.compilation_breaking_desc": "The following features modified core shader files and must be completely uninstalled via your mod manager. Deleting just the INI file will not fix compilation errors if core shaders were modified.",
    "menu.issues.compilation_breaking_header": "Compilation Breaking Features",
    "menu.issues.compilation_persist_warning": "If compilation issues persist after deletion:",
    "menu.issues.core_feature_installed": "Core feature already installed",
    "menu.issues.core_feature_installed_tooltip": "This feature is already included as part of the core Community Shaders installation. Uninstall this feature with your mod manager.",
    "menu.issues.current_version": "Current Version: %s",
    "menu.issues.delete": "Delete",
    "menu.issues.delete_confirm": "Are you sure? This will delete all files for feature '%s'?",
    "menu.issues.delete_files_tooltip": "Delete all files associated with this feature (INI, shaders, etc.)",
    "menu.issues.delete_unknown_tooltip": "Delete files for this unknown feature. WARNING: If this feature modified core shaders, deletion may not fix compilation issues.",
    "menu.issues.download_tooltip": "Download {name}",
    "menu.issues.download_version_tooltip": "Download {name} version {version} or later",
    "menu.issues.file_label": "File: %s",
    "menu.issues.files_label": "Files:",
    "menu.issues.general_actions": "General Actions:",
    "menu.issues.guidance_label": "Guidance: %s",
    "menu.issues.hlsl_files_count": "%zu HLSL files",
    "menu.issues.hlsl_files_found": "HLSL Files: %zu found",
    "menu.issues.ini_file_label": "INI file: %s",
    "menu.issues.ini_label": "INI: %s",
    "menu.issues.ini_path": "INI Path: %s",
    "menu.issues.issue_label": "Issue: %s",
    "menu.issues.last_modified": "Last Modified:",
    "menu.issues.minimum_required": "Minimum Required: %s",
    "menu.issues.no_issues": "No feature issues found!",
    "menu.issues.obsolete_compilation_failure": "This obsolete feature modified core shader files and is causing compilation failures. It must be uninstalled via mod manager.",
    "menu.issues.obsolete_features_desc": "The following features are obsolete and disabled automatically. These features have been removed or replaced in this CS version but do not modify core shaders.",
    "menu.issues.obsolete_features_header": "Obsolete Features",
    "menu.issues.open_features_folder": "Open Features Folder",
    "menu.issues.open_features_folder_tooltip": "Opens the Features folder containing INI files for manual review.",
    "menu.issues.open_logs": "Open Logs",
    "menu.issues.open_logs_tooltip": "Opens the CommunityShaders.log file for manual review.",
    "menu.issues.open_shaders_directory": "Open Shaders Directory",
    "menu.issues.open_shaders_tooltip": "Opens the main Shaders directory to view individual feature shader folders.",
    "menu.issues.override_failures_desc": "The following override files failed to load or apply. Check the file format and content.",
    "menu.issues.override_failures_header": "Override Failures",
    "menu.issues.potential_compilation_failure": "POTENTIAL COMPILATION FAILURE",
    "menu.issues.reinstall_cs": "Consider reinstalling Community Shaders if issues persist",
    "menu.issues.replaced_by_prefix": "(replaced by ",
    "menu.issues.replaced_by_suffix": ")",
    "menu.issues.replacement_label": "Replacement: %s",
    "menu.issues.shader_directory_label": "Shader directory: %s",
    "menu.issues.shader_folder": "Shader Folder: %s",
    "menu.issues.test.active_inis_count": "Active test INI files ({count}):\n",
    "menu.issues.test.active_inis_warning": "Test INI files are currently active. Restart CS to see feature issues.",
    "menu.issues.test.create_test_inis": "Create Test Inis",
    "menu.issues.test.create_test_inis_tooltip": "Creates test INI files that trigger all known feature issue cases:\n- Obsolete features (ComplexParallaxMaterials, TerrainBlending, etc.)\n- Unknown features (fake non-existent features)\n- Version mismatch (modifies existing feature version)\nRestart CS after creating to see the issues in action.",
    "menu.issues.test.feature_issue_testing": "Feature Issue Testing",
    "menu.issues.test.feature_issue_testing_desc": "These tools create test INI files to trigger all known feature issue types for testing purposes.",
    "menu.issues.test.modified_notice": "\nSome test files modified - restore recommended to clean up",
    "menu.issues.test.no_active_inis": "No test INI files are currently active.",
    "menu.issues.test.restore": "Restore",
    "menu.issues.test.restore_tooltip": "Removes all test INI files and restores any modified INI files to their original state.\nThis undoes all changes made by 'Create Test Inis'.\nRestart CS after restoring to see normal operation.",
    "menu.issues.test.testing_header": "Testing",
    "menu.issues.this_will_delete": "This will delete:",
    "menu.issues.time_label": "Time: %s",
    "menu.issues.uninstall_via_mod_manager": "Completely uninstall the feature via your mod manager",
    "menu.issues.unknown_compilation_warning": "This unknown feature may have modified core shader files and could be causing compilation failures. Unknown features should be removed if failures continue.",
    "menu.issues.unknown_delete_warning": "This is an UNKNOWN feature. If it modified core shader files (outside of its own folder), deleting these files alone will NOT fix shader compilation issues.",
    "menu.issues.unknown_features_desc": "The following features are not recognized and we tried to disable automatically. They may be from development branches or newer CS versions. Since we cannot determine what files they may have modified, they should be removed as a precaution to prevent potential shader compilation failures.",
    "menu.issues.unknown_features_header": "Unknown Features",
    "menu.issues.update_no_link_tooltip": "This feature needs to be updated but no download link is available. Check the mod page manually.",
    "menu.issues.update_required": "Update Required",
    "menu.issues.update_to_version_required": "Update to {version}+ Required",
    "menu.issues.use_clear_issue_list": "Use 'Clear Issue List' to refresh after manual cleanup",
    "menu.issues.use_open_features_folder": "Use 'Open Features Folder' to manually review INI files",
    "menu.issues.use_open_logs": "Use 'Open Logs' to manually review the logs",
    "menu.issues.use_open_shaders_directory": "Use 'Open Shaders Directory' to check for orphaned shader folders",
    "menu.issues.warning_label": "WARNING:",
    "menu.issues.wrong_version_desc": "The following features have version compatibility issues and were disabled automatically. Please check for any updates or if the feature is considered obsolete.",
    "menu.issues.wrong_version_header": "Wrong Version Features",
    "menu.profiling.avg": "Avg",
    "menu.profiling.cpu": "CPU",
    "menu.profiling.gpu": "GPU",
    "menu.profiling.no_timing_data": "No timing data",
    "menu.profiling.no_timing_data_world": "No timing data available (enter game world)",
    "menu.profiling.p95": "P95",
    "menu.profiling.p99": "P99",
    "menu.profiling.pass": "Pass",
    "menu.profiling.percent": "%",
    "menu.profiling.total": "Total",
    "menu.restore_settings": "Restore Saved Settings",
    "menu.save_settings": "Save Settings",
    "menu.settings.auto_hide_feature_list": "Auto-hide Feature List",
    "menu.settings.auto_hide_feature_list_tooltip": "Automatically hides the left feature list panel. Move cursor to the left edge to show it.",
    "menu.settings.background_blur": "Background Blur",
    "menu.settings.background_blur_tooltip": "Applies a blur effect to the background behind the menu window.",
    "menu.settings.base_font_size": "Base Font Size",
    "menu.settings.borders_and_separators": "Borders & Separators",
    "menu.settings.button_text_align": "Button Text Align",
    "menu.settings.button_text_align_tooltip": "Alignment applies when a button is larger than its text content.",
    "menu.settings.cancel": "Cancel",
    "menu.settings.cell_padding": "Cell Padding",
    "menu.settings.center_header_title": "Center Header Title",
    "menu.settings.center_header_title_tooltip": "Centers the Community Shaders title and logo in the header title bar",
    "menu.settings.child_border_size": "Child Border Size",
    "menu.settings.child_rounding": "Child Rounding",
    "menu.settings.color_background": "Background",
    "menu.settings.color_border": "Border",
    "menu.settings.color_border_shadow": "Border Shadow",
    "menu.settings.color_button": "Button",
    "menu.settings.color_button_active": "Button (Active)",
    "menu.settings.color_button_hovered": "Button (Hovered)",
    "menu.settings.color_button_left": "Left",
    "menu.settings.color_button_position": "ColorButtonPosition",
    "menu.settings.color_button_right": "Right",
    "menu.settings.color_check_mark": "Checkbox Checkmark",
    "menu.settings.color_child_bg": "Child Window Background",
    "menu.settings.color_current_hotkey": "Current Hotkey",
    "menu.settings.color_default": "Default",
    "menu.settings.color_disabled": "Disabled",
    "menu.settings.color_docking_empty_bg": "Docking Empty Background",
    "menu.settings.color_docking_preview": "Docking Preview",
    "menu.settings.color_drag_drop_target": "Drag & Drop Target",
    "menu.settings.color_drag_drop_target_bg": "Drag & Drop Target Background",
    "menu.settings.color_error": "Error",
    "menu.settings.color_frame_bg": "Frame Background",
    "menu.settings.color_frame_bg_active": "Frame Background (Active)",
    "menu.settings.color_frame_bg_hovered": "Frame Background (Hovered)",
    "menu.settings.color_header": "Header",
    "menu.settings.color_header_active": "Header (Active)",
    "menu.settings.color_header_hovered": "Header (Hovered)",
    "menu.settings.color_hovered": "Hovered",
    "menu.settings.color_info": "Info",
    "menu.settings.color_input_text_cursor": "Input Text Cursor",
    "menu.settings.color_menu_bar_bg": "Menu Bar Background",
    "menu.settings.color_minimized_transparency": "Minimized Transparency",
    "menu.settings.color_modal_window_dim_bg": "Modal Window Dim Background",
    "menu.settings.color_nav_cursor": "Navigation Cursor",
    "menu.settings.color_nav_windowing_dim_bg": "Window Navigation Dim Background",
    "menu.settings.color_nav_windowing_highlight": "Window Navigation Highlight",
    "menu.settings.color_plot_histogram": "Plot Histogram",
    "menu.settings.color_plot_histogram_hovered": "Plot Histogram (Hovered)",
    "menu.settings.color_plot_lines": "Plot Lines",
    "menu.settings.color_plot_lines_hovered": "Plot Lines (Hovered)",
    "menu.settings.color_popup_bg": "Popup Background",
    "menu.settings.color_resize_grip": "Resize Grip",
    "menu.settings.color_resize_grip_active": "Resize Grip (Active)",
    "menu.settings.color_resize_grip_hovered": "Resize Grip (Hovered)",
    "menu.settings.color_restart_needed": "Restart Needed",
    "menu.settings.color_scrollbar_bg": "Scrollbar Background",
    "menu.settings.color_scrollbar_grab": "Scrollbar Grab",
    "menu.settings.color_scrollbar_grab_active": "Scrollbar Grab (Active)",
    "menu.settings.color_scrollbar_grab_hovered": "Scrollbar Grab (Hovered)",
    "menu.settings.color_separator": "Separator",
    "menu.settings.color_separator_active": "Separator (Active)",
    "menu.settings.color_separator_hovered": "Separator (Hovered)",
    "menu.settings.color_separator_line": "Separator Line",
    "menu.settings.color_slider_grab": "Slider Grab",
    "menu.settings.color_slider_grab_active": "Slider Grab (Active)",
    "menu.settings.color_slider_input_bg": "Slider & Input Background",
    "menu.settings.color_success": "Success",
    "menu.settings.color_tab": "Tab",
    "menu.settings.color_tab_dimmed": "Tab (Dimmed)",
    "menu.settings.color_tab_dimmed_selected": "Tab (Dimmed Selected)",
    "menu.settings.color_tab_dimmed_selected_overline": "Tab Dimmed Selected Overline",
    "menu.settings.color_tab_hovered": "Tab (Hovered)",
    "menu.settings.color_tab_selected": "Tab (Selected)",
    "menu.settings.color_tab_selected_overline": "Tab Selected Overline",
    "menu.settings.color_table_border_light": "Table Border (Light)",
    "menu.settings.color_table_border_strong": "Table Border (Strong)",
    "menu.settings.color_table_header_bg": "Table Header Background",
    "menu.settings.color_table_row_bg": "Table Row Background",
    "menu.settings.color_table_row_bg_alt": "Table Row Background (Alternate)",
    "menu.settings.color_text": "Text",
    "menu.settings.color_text_disabled": "Text (Disabled)",
    "menu.settings.color_text_link": "Text Link",
    "menu.settings.color_text_selected_bg": "Text Selection Background",
    "menu.settings.color_title_bg": "Title Bar Background",
    "menu.settings.color_title_bg_active": "Title Bar Background (Active)",
    "menu.settings.color_title_bg_collapsed": "Title Bar Background (Collapsed)",
    "menu.settings.color_tree_lines": "Tree Lines",
    "menu.settings.color_unsaved_marker": "Unsaved Marker",
    "menu.settings.color_warning": "Warning",
    "menu.settings.color_window_bg": "Window Background",
    "menu.settings.color_window_border": "Window Border",
    "menu.settings.create_new_theme": "Create New Theme",
    "menu.settings.create_new_theme_hint": "Create a new theme with your current settings:",
    "menu.settings.create_theme": "Create Theme",
    "menu.settings.cs_editor_toggle_key": "CS Editor Toggle Key:",
    "menu.settings.custom_cursor_status": "Custom cursor images loaded",
    "menu.settings.delete_button": "Delete",
    "menu.settings.delete_theme": "Delete",
    "menu.settings.delete_theme_confirm_part1": "Are you sure you want to delete the theme '",
    "menu.settings.delete_theme_confirm_part2": "'?\n\nThis will permanently remove the theme file. This cannot be undone.",
    "menu.settings.delete_theme_title": "Delete Theme",
    "menu.settings.delete_theme_tooltip": "Delete the theme file for '%s'. This cannot be undone.",
    "menu.settings.description": "Description",
    "menu.settings.description_tooltip": "Optional description for the theme",
    "menu.settings.display_name": "Display Name",
    "menu.settings.display_name_duplicate": "A theme with this display name already exists",
    "menu.settings.display_name_tooltip": "Human-readable name shown in the dropdown",
    "menu.settings.docking_splitter_size": "Docking Splitter Size",
    "menu.settings.effect_toggle_key": "Effect Toggle Key:",
    "menu.settings.effective_size": "Effective size: %.0f px",
    "menu.settings.effects11_toggle_key": "Effects 11 Toggle Key:",
    "menu.settings.enable_async": "Enable Async",
    "menu.settings.enable_async_tooltip": "Skips a shader being replaced if it hasn't been compiled yet. Also makes compilation blazingly fast!",
    "menu.settings.enable_disk_cache": "Enable Disk Cache",
    "menu.settings.enable_disk_cache_tooltip": "Disables loading shaders from disk and prevents saving compiled shaders to disk cache.",
    "menu.settings.feature_header_scale": "Feature Header Scale",
    "menu.settings.feature_header_scale_tooltip": "Scale multiplier for feature title text in the Settings tab.",
    "menu.settings.feature_headings": "Feature Headings",
    "menu.settings.file_label": "File: %s",
    "menu.settings.filter_colors": "Filter colors",
    "menu.settings.font": "Font",
    "menu.settings.font_preview_sample": "The quick brown fox jumps over the lazy dog.",
    "menu.settings.font_roles": "Font Roles",
    "menu.settings.frame_border_size": "Frame Border Size",
    "menu.settings.frame_padding": "Frame Padding",
    "menu.settings.frame_rounding": "Frame Rounding",
    "menu.settings.full_palette": "Full Palette",
    "menu.settings.full_palette_tooltip": "Advanced color controls for detailed customization of all UI elements.",
    "menu.settings.global_scale": "Global Scale",
    "menu.settings.grab_min_size": "Grab Min Size",
    "menu.settings.grab_rounding": "Grab Rounding",
    "menu.settings.indent_spacing": "Indent Spacing",
    "menu.settings.item_inner_spacing": "Item Inner Spacing",
    "menu.settings.item_spacing": "Item Spacing",
    "menu.settings.language": "Language",
    "menu.settings.language_tooltip": "Select the display language for the Community Shaders interface.",
    "menu.settings.last_shader_cache_duration": "Last shader cache build duration: %s",
    "menu.settings.log_slider_deadzone": "Log Slider Deadzone",
    "menu.settings.no_families": "No families",
    "menu.settings.no_font_families_available": "No font families available",
    "menu.settings.no_fonts_found": "No fonts found. Place .ttf files in Interface/CommunityShaders/Fonts/",
    "menu.settings.no_style_variants": "No style variants found for this family.",
    "menu.settings.no_styles": "No styles",
    "menu.settings.open_themes_folder": "Open Themes Folder",
    "menu.settings.open_themes_folder_tooltip": "Opens the Themes folder where you can add custom theme files.",
    "menu.settings.overlay_toggle_key": "Overlay Toggle Key:",
    "menu.settings.popup_border_size": "Popup Border Size",
    "menu.settings.popup_rounding": "Popup Rounding",
    "menu.settings.refresh": "Refresh",
    "menu.settings.refresh_font_families": "Refresh Font Families",
    "menu.settings.refresh_font_families_tooltip": "Rescan the Fonts directory after adding or removing font files.",
    "menu.settings.require_shift_to_dock": "Require Shift to Dock",
    "menu.settings.require_shift_to_dock_tooltip": "When enabled, you must hold Shift while dragging to dock/snap windows. Prevents accidental docking.",
    "menu.settings.reset": "Reset",
    "menu.settings.save_as_new_theme": "Save As New Theme",
    "menu.settings.save_theme_button": "Save",
    "menu.settings.save_theme_tooltip": "Updates the currently selected theme (%s) with your current settings",
    "menu.settings.screenshot_key": "Screenshot Key:",
    "menu.settings.scrollbar_opacity": "Scrollbar Opacity",
    "menu.settings.scrollbar_rounding": "Scrollbar Rounding",
    "menu.settings.scrollbar_size": "Scrollbar Size",
    "menu.settings.section_borders": "Borders",
    "menu.settings.section_docking": "Docking",
    "menu.settings.section_language": "Language",
    "menu.settings.section_layout": "Layout",
    "menu.settings.section_main": "Main",
    "menu.settings.section_rounding": "Rounding",
    "menu.settings.section_tables": "Tables",
    "menu.settings.section_widgets": "Widgets",
    "menu.settings.selectable_text_align": "Selectable Text Align",
    "menu.settings.selectable_text_align_tooltip": "Alignment applies when a selectable is larger than its text content.",
    "menu.settings.selected_theme": "Selected Theme: ",
    "menu.settings.separator_text_align": "Separator Text Align",
    "menu.settings.separator_text_border_size": "Separator Text Border Size",
    "menu.settings.separator_text_padding": "Separator Text Padding",
    "menu.settings.shader_deduplicated": "Deduplicated",
    "menu.settings.shader_disk_cache": "Disk cache",
    "menu.settings.shader_failed": "Failed",
    "menu.settings.shader_fast": "Fast (<2s)",
    "menu.settings.shader_slow": "Slow (2-8s)",
    "menu.settings.shader_very_slow": "Very slow (>=8s)",
    "menu.settings.show_footer": "Show Footer",
    "menu.settings.show_footer_tooltip": "Shows the footer with game version, swap chain, and GPU information at the bottom of the window",
    "menu.settings.show_icon_buttons_in_header": "Show Icon Buttons in Header",
    "menu.settings.show_icon_buttons_in_header_tooltip": "When enabled: Shows action buttons (Save, Load, Clear Cache) as icons in the header\nWhen disabled: Shows as text buttons below the header",
    "menu.settings.skip_clear_cache_dialogue": "Skip Clear Cache Dialogue",
    "menu.settings.skip_clear_cache_dialogue_tooltip": "When checked, the shader cache will be cleared immediately without asking for confirmation.",
    "menu.settings.skip_compilation_key": "Skip Compilation Key:",
    "menu.settings.skip_unchanged_shaders": "Skip Unchanged Shaders",
    "menu.settings.skip_unchanged_shaders_tooltip": "When enabled, each shader is recompiled from source only if its .hlsl file is newer than the cached .bin on disk. Shaders whose source has not changed are loaded directly from the disk cache, avoiding the full startup compilation cost. Useful for iterative testing: change a shader file and only that shader is rebuilt. Requires 'Enable Disk Cache' to be active.",
    "menu.settings.status": "Status",
    "menu.settings.tab_bar_border_size": "Tab Bar Border Size",
    "menu.settings.tab_behavior": "Behavior",
    "menu.settings.tab_border_size": "Tab Border Size",
    "menu.settings.tab_colors": "Colors",
    "menu.settings.tab_fonts": "Fonts",
    "menu.settings.tab_interface": "Interface",
    "menu.settings.tab_keybindings": "Keybindings",
    "menu.settings.tab_rounding": "Tab Rounding",
    "menu.settings.tab_shaders": "Shaders",
    "menu.settings.tab_styling": "Styling",
    "menu.settings.tab_themes": "Themes",
    "menu.settings.table_angled_headers_angle": "Table Angled Headers Angle",
    "menu.settings.theme_name": "Theme Name",
    "menu.settings.theme_name_duplicate": "A theme with this name already exists",
    "menu.settings.theme_name_required": "Theme name is required",
    "menu.settings.theme_name_tooltip": "File name for the theme (without .json extension)",
    "menu.settings.theme_preset": "Theme Preset",
    "menu.settings.theme_save_info": "Theme changes are not saved with the global \"Save Settings\" button. Use the Themes tab to save changes to this theme.",
    "menu.settings.theme_save_reminder": "If you changed the theme above, save your selection using the global \"Save Settings\" button.",
    "menu.settings.theme_update_failed": "Failed to update theme",
    "menu.settings.theme_updated_no_changes": "Theme updated successfully - no changes detected",
    "menu.settings.theme_updated_with_changes": "Theme updated successfully! Changed settings:",
    "menu.settings.thumb_active_opacity": "Thumb Active Opacity",
    "menu.settings.thumb_active_opacity_tooltip": "Controls the opacity of the scrollbar thumb when being dragged.",
    "menu.settings.thumb_hovered_opacity": "Thumb Hovered Opacity",
    "menu.settings.thumb_hovered_opacity_tooltip": "Controls the opacity of the scrollbar thumb when hovered.",
    "menu.settings.thumb_opacity": "Thumb Opacity",
    "menu.settings.thumb_opacity_tooltip": "Controls the opacity of the scrollbar thumb (the draggable part).",
    "menu.settings.toggle_key": "Toggle Key:",
    "menu.settings.tooltip_hover_delay": "Tooltip Hover Delay",
    "menu.settings.tooltip_hover_delay_tooltip": "Time in seconds to wait before a tooltip appears when hovering over an item.",
    "menu.settings.track_opacity": "Track Opacity",
    "menu.settings.track_opacity_tooltip": "Controls the opacity of the scrollbar track/channel (the background area behind the scrollbar).",
    "menu.settings.ui_behavior": "UI Behavior",
    "menu.settings.use_custom_cursor": "Use Custom Theme Cursor",
    "menu.settings.use_custom_cursor_tooltip": "Loads cursor PNGs from the active theme folder (Themes/<preset>/).\nSupported files include cursor.png (arrow), cursor_text.png (typing), cursor_resize_ew.png, cursor_resize_ns.png, and more.\nMissing types fall back to the default ImGui cursor. Configure per-type hotspots in theme JSON.",
    "menu.settings.use_custom_shaders": "Use Custom Shaders",
    "menu.settings.use_custom_shaders_tooltip": "Disabling this effectively disables all features.",
    "menu.settings.use_monochrome_cs_logo": "Use Monochrome CS Logo",
    "menu.settings.use_monochrome_cs_logo_tooltip": "Uses monochrome version of the Community Shaders logo",
    "menu.settings.use_monochrome_icons": "Use Monochrome Icons",
    "menu.settings.use_monochrome_icons_tooltip": "Uses white monochrome icons that adapt to your theme's text color",
    "menu.settings.use_resolution_based_font_size": "Use resolution-based font size",
    "menu.settings.use_resolution_based_font_size_tooltip": "When enabled, the UI font size scales with your screen resolution. Disable to set a fixed size.",
    "menu.settings.visual_effects": "Visual Effects",
    "menu.settings.window_border_size": "Window Border Size",
    "menu.settings.window_padding": "Window Padding",
    "menu.settings.window_rounding": "Window Rounding",
    "menu.setup.change_later": "You can change this later in General > Keybindings.",
    "menu.setup.choose_hotkey": "Please choose a hotkey to access the menu:",
    "menu.setup.cs_editor_unbound": "CS Editor hotkey unbound - chosen key uses Shift",
    "menu.setup.cs_editor_will_be": "CS Editor hotkey will be: {key}",
    "menu.setup.new_install_line1": "This appears to be a new install, update, or",
    "menu.setup.new_install_line2": "reinstallation of Community Shaders.",
    "menu.setup.press_any_key": "Press any key to set as toggle key...",
    "menu.setup.press_to_close": "Press Escape or Enter to continue",
    "menu.toggle_error_message": "Toggle Error Message",
    "menu.toggle_error_message_tooltip": "Hide or show the shader failure message. Your installation is broken and will likely see errors in game. Please double check you have updated all features and that your load order is correct. See CommunityShaders.log for details and check the Nexus Mods page or Discord server.",
    "menu.window_title": "Community Shaders {version}",
    "menu.window_title_dev": "Community Shaders {version} [{build}]",
    "overlay.modified_features": "Features that may have modified shaders detected. Check Feature Issues in the Menu.",
    "overlay.shader_blocking_active": "Shader Blocking Active",
    "overlay.uncompiled_warning": "WARNING: Uncompiled shaders will have visual errors or cause stuttering when loading.",
    "ui.cancel": "Cancel",
    "ui.clear_cache": "Clear Cache",
    "ui.clear_cache_confirm": "Are you sure you want to clear the shader cache?",
    "ui.clear_cache_desc": "This will clear all compiled shaders from memory and disk cache (if enabled). Shaders will be recompiled when the game next encounters them.",
    "ui.clear_shader_cache": "Clear Shader Cache?",
    "ui.copy": "Copy",
    "ui.dont_ask_again": "Don't ask me again",
    "ui.search": "Search...",
    "ui.search_features": "Search Features..."
}
