Menu settings and profiles
Adjust the interface, visuals, keybinds and edition-specific settings.
Menu settings and profiles
Use Insert or F1 to open or close the menu. The interface starts with main tabs at the top and subtabs at the bottom; later layout changes are saved.
- Combat: separate Rage and Legit profiles, with their own activation controls. Set an aim or trigger key and choose Hold, Toggle or Always.
- ESP: configure Enemy and Friendly players independently. Use the gear beside the player preview for class and team appearance. Item, building and world controls depend on the edition.
- Chams: choose a target and configure Visible, Invisible and Overlay layers separately, including each layer’s color.
- View and Movement: camera/model FOV and movement controls live under Misc. Additional controls differ between editions.
- Settings: adjust menu scale, language and appearance, then save a named configuration under Configs.
- Lua: run a bundled example or edit a script. See the Lua guide.
Download a language
Open Settings > Interface and press Download / update languages. When the download finishes, choose your language from the Language list. This works in both menu layouts. English is included; required fonts arrive with the initial asset download, and other languages download in-game.
Language files are stored in your edition’s languages folder. Downloads preserve files you have edited. Use Reload languages after making a local change.
Keep your profiles
Native user data is separate from downloaded packages:
- Retail:
C:\scooby\TF2\TF2-Base - Classified:
C:\scooby\TF2\TF2-classfied
Profiles, including default.json, are in configs; UI preferences are in configs/ui. Downloaded assets are in assets. Existing settings migrate automatically and conflicting copies are preserved. Use the menu’s folder controls to locate editable scripts and profiles. Back up your edition’s user-data folder before replacing a setup. The loader’s Open folder action opens its package/cache location, which is separate from your in-game profile data.
Stopping
The product’s Stop action disables its active hooks and restores owned input/render state. Restart the game before loading another build. Stopping an individual Lua script removes its callbacks and script UI; changes it made to built-in settings remain.