Optional combat fallback settings¶
RuneSchema can turn its optional weapon-registration helpers on or off without changing item, recipe, quest, spell-persistence, or save-cleanup registries.
Edit settings/settings.ini with the game closed, or use **Settings > Runtime
Optional combat fallback**, then restart.
[combatFallback]
enabled = false
additionalWeapons = true
manifestMelee = true
rangedEquipment = true
initialWorldMutation = false
Legacy JSONC remains supported; see settings and migration.
enabledis the master switch for all optional combat fallback helpers. It is disabled by default because normal item, recipe, spell, and save support does not require component mutation.additionalWeaponscontrols RuneSchema's built-in ordered spear and hoplite attack bridge.manifestMeleecontrols melee attack collections declared by cooked registry bridge assets.rangedEquipmentcontrols complete quick/full ranged attack pairs discovered through registered item equipment data.initialWorldMutationcontrols only the compatibility path that may update combat components which already exist in the first gameplay world. When enabled, RuneSchema makes one guarded attempt and never retries on later callbacks or worlds.
Leave both safety switches false for normal play. Mod authors testing the
bridge can enable the master switch while leaving initialWorldMutation off;
that permits startup component-default registration without changing live
components. Enable live mutation only for a controlled compatibility test.
These settings do not change mounted-PAK discovery, item registration, PersistenceID validation, or orphan cleanup. RuneSchema does not currently use a live-component fallback for magic; combat and utility spell data continue through their established native registries.
The startup log prints [COMBAT-REGISTRY][FALLBACK-SETTINGS] with the active
choices.