=========================================================
 Improved Object Highlighter  —  Reference Sheet (v1.1.0)
 What the game does on its own, vs. what this mod adds
=========================================================

This sheet explains, for every option in settings.ini, what Gothic 1 Remake does ON ITS
OWN and what this mod changes or adds on top — so you can decide what to keep, and dial
the mod back toward the game's untouched look if you want.

The mod never writes to game memory for appearance. Colours, opacity and thickness are
set through the engine's OWN material parameters (the same ones the game uses), so nothing
here is permanent — every value is just a line in settings.ini (or a toggle in the Shared
Mod Menu, default key F2) that you can change back at any time.


---------------------------------------------------------
 HOW HIGHLIGHTING WORKS  (the big picture)
---------------------------------------------------------

  THE GAME, on its own:
    Gothic 1 Remake already draws a thin outline on interactable objects — but only when
    you are standing CLOSE to them (a short-range "you can interact with this" cue). That
    outline is faint and thin (see APPEARANCE below), looks the same for everything, and
    covers EVERYTHING interactable nearby: loose loot, chests, ore, pouches AND things you
    can't loot at all — chairs, benches, beds, ladders and the like.

  THIS MOD:
    Searches a much larger radius around you (the "Range" option) and outlines the things
    worth looting using that same engine system — so you can spot loot from a distance
    instead of only when you're on top of it. On top of that it adds:
      - per-category toggles (turn off items, chests, corpses, ore, …)
      - hiding containers / bodies / veins that have nothing left to take
      - a distinct colour for owned / "forbidden" objects (taking them is stealing)
      - the option to STOP highlighting non-lootable furniture, to cut clutter
      - brighter / thicker outlines by default so distant loot stands out

  The sections below follow the in-game menu tabs: Filters, Colours, Visuals.


---------------------------------------------------------
 1. FILTERS  (what gets highlighted)
---------------------------------------------------------

  Range                (Range)
    GAME:  no equivalent — the game only outlines things within its short built-in
           interaction proximity.
    MOD:   how far around you (in world units) the mod looks for objects to highlight.
           Ships at 1000. Larger spots loot from further away (slightly more work per
           scan); smaller brings it closer to the game's native reach.

  Items                (HighlightItems)
    GAME:  loose items and plants are part of the short-range proximity outline.
    MOD:   outlines them out to your full Range. Off = don't highlight loose items.

  Containers           (HighlightContainers)
    GAME:  chests are outlined only at close proximity.
    MOD:   outlines chests out to Range. Off = don't highlight chests. (See also "Hide
           Empty", which drops chests with nothing left inside.)

  Corpses              (HighlightCorpses)
    GAME:  does not single out lootable bodies for you at range.
    MOD:   finds and outlines lootable bodies out to Range. Off = don't highlight bodies.

  Defeated NPCs        (HighlightDefeated)
    GAME:  does not distinguish a knocked-out (still-alive) enemy from a dead one.
    MOD:   when ON, enemies you've beaten but not killed (still alive, still lootable)
           are highlighted as loot too. Off = only actual dead bodies are highlighted.

  Trophies             (HighlightTrophies)
    GAME:  no concept of this — a body or chest holding only hunting trophies looks like
           any other loot.
    MOD:   when OFF, a corpse or chest whose ONLY contents are hunting trophies (claws,
           fur, teeth… which need the matching hunting skill to take) counts as empty — so
           with "Hide Empty" (below) on it won't light up, and you don't run to a "lit but
           un-lootable" body. Ones that ALSO hold normal loot still highlight. ON =
           highlight them regardless.

  Pouches              (HighlightPouches)
    GAME:  stealable pouches are outlined only at close proximity.
    MOD:   outlines them out to Range. Off = don't highlight pouches.

  Ore Veins            (HighlightOreVeins)
    GAME:  mining spots are outlined only at close proximity.
    MOD:   outlines veins out to Range. Off = no vein is highlighted at all. A tapped-out
           (depleted) vein is hidden only when "Hide Empty" (below) is also on.

  Furniture            (HighlightFurniture)        [NEW in 1.1.0]
    GAME:  the proximity cue lights up EVERY interactable nearby, including things you
           can't loot — chairs, benches, beds, ladders and similar.
    MOD:   this is the one option that REMOVES a game highlight instead of adding one.
           When OFF, the mod strips that native outline off non-lootable furniture, so a
           room full of chairs/benches isn't a wall of outlines. Owned / "forbidden" ones
           (e.g. an owned door or gate winch) STILL show in the forbidden colour. ON =
           leave the game's furniture outlines as they are.
           Bundled default: ON (furniture outlines shown — turn this OFF to de-clutter).

  Hide Empty           (FilterEmptyLoot)
    GAME:  no equivalent — outlines a container / body / vein whether or not anything is
           left inside it.
    MOD:   when ON, a chest / body / ore vein with nothing left to take is not highlighted,
           so you don't run to an empty one. Off = highlight them even when empty.

  Forbidden colour     (HighlightForbidden)
    GAME:  taking an owned object counts as stealing, but it isn't given a special
           outline colour to warn you first.
    MOD:   detects owned / "forbidden" items, chests and pouches and tints them the
           forbidden colour (see COLOURS) so you know taking them is stealing BEFORE you
           grab them. Detection works regardless; the colour shows only while
           ApplyStencilColors is on. Off = don't single them out.

  (ToggleKey / StartEnabled / HighlightEnabled are standard mod controls — the hotkey
   that toggles highlighting in-game, whether it starts on at launch, and the live on/off
   state. None of these correspond to a game default.)


---------------------------------------------------------
 2. OUTLINE APPEARANCE  (Visuals)
---------------------------------------------------------

  The "game" column below is Gothic 1 Remake's own outline values, noted in-game during
  this mod's development — the mod doesn't read or change them on its own. They're the
  baseline the "Restore vanilla" recipe (section 5) returns you to.

                             Game's own values        This mod ships with
    Outline Closest Alpha      0.03                     0.05
    Outline Farthest Alpha     0.01                     0.05
    Outline Closest Thickness  1.00                     3.00
    Outline Farthest Thickness 0.30                     0.50

  "Closest" applies near the camera, "Farthest" far away; the outline fades between them.
    Alpha     = opacity (0 = invisible, 1 = fully opaque).
    Thickness = line width.

  Why higher than vanilla: this is a highlighter, so it ships brighter and thicker to make
  distant loot easy to spot. Lower these toward the game values for a subtler look.

  settings.ini keys (under "-- Visuals --"):
      OutlineClosestAlpha / OutlineFarthestAlpha
      OutlineClosestThickness / OutlineFarthestThickness


---------------------------------------------------------
 3. COLOURS
---------------------------------------------------------

  By default the mod tints the normal highlight (ApplyStencilColors=true) and gives owned /
  forbidden objects their own colour:

                    This mod ships with (R, G, B  in 0..1)
    ColourDefault    0.50, 0.50, 0.50   (grey)
    ColourForbidden  0.50, 0.00, 0.00   (dark red)

  To use the GAME'S OWN native outline colour instead of the mod's tint:
      ApplyStencilColors=false
  (Owned / forbidden objects are still detected; they just won't be recoloured.)

  settings.ini keys (under "-- Colours --"):
      ApplyStencilColors
      ColourDefaultR / ColourDefaultG / ColourDefaultB
      HighlightForbidden
      ColourForbiddenR / ColourForbiddenG / ColourForbiddenB


---------------------------------------------------------
 4. OUTLINE FADE DISTANCE  (game value, not exposed as a setting)
---------------------------------------------------------

                             Game's own value (observed)
    Outline Closest Distance   600    (world units)
    Outline Farthest Distance  4000   (world units)

  The distances over which the Closest->Farthest fade happens. The mod leaves these at the
  game's defaults and does not expose them in settings.ini, so there's nothing to restore —
  they're listed for completeness only. This is NOT the same as "Range": Range is how far
  the mod LOOKS for objects; these are a purely visual property of the outline shader.


---------------------------------------------------------
 5. RESTORE THE GAME'S VANILLA OUTLINE LOOK
---------------------------------------------------------

  To make highlighted objects look exactly like the game's untouched outline (same opacity,
  thickness and colour), set in settings.ini:

      OutlineClosestAlpha=0.03
      OutlineFarthestAlpha=0.01
      OutlineClosestThickness=1.00
      OutlineFarthestThickness=0.30
      ApplyStencilColors=false

  The mod will still FIND and outline far-away loot for you — it just draws those outlines
  with the game's native appearance instead of the mod's brighter default. You can also
  edit all of this live via the Shared Mod Menu (default key F2); changes apply within
  about a second, no restart needed.
