|
|
发表于 2014-10-1 00:07:40
|
显示全部楼层
我现在用的这个版本玩了快一个月了,前前后后自己修改了不少东西。SkyrimPrefs.ini ENB.INI文件也别全照着1楼的弄,需要根据自己具体配置修改选项。4 l0 T9 o0 [! W3 x
! c+ D0 E6 w! z0 k* e" T5 W. ^我来列下我修改过的
% J: m" K4 L$ [- _) O! }% F0 I6 N/ J& i* ?+ V) e
先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
. B7 T& a' U0 Z. N" X- l" z[General]/ Q C! z2 p9 q- L, a% r
fBrightLightColorB=1.0000; E- r s. R- h
fBrightLightColorG=1.0000
$ B. e7 b$ {- m0 C vfBrightLightColorR=1.0000
+ k( O' o% s) @, X; A* n* viStoryManagerLoggingEvent=-1
/ N I- ^# C7 ObEnableStoryManagerLogging=0
: n" s. V, C$ @! M[Imagespace]
: p7 }, r+ z7 o, ~bDoDepthOfField=11 d+ j3 N6 V) B& x S$ Z$ c5 o, S
iRadialBlurLevel=1* ^: }* M: e- ~, T3 a6 {
[Display]
1 _+ l2 p2 |; r4 y/ wiBlurDeferredShadowMask=3" F% K" }2 K) a! X
fInteriorShadowDistance=3000.0000- Z; ?7 }; r' m* s& D0 J
fShadowDistance=4000.0000
! Y& z* `2 ~- T) z! F+ @! giShadowMapResoluti**econdary=1024 Z Y' w+ u) @5 `" r- ?9 p3 A
iShadowMapResolutionPrimary=2048
# z6 j% s5 H9 h' ]4 FiShadowSplitCount=26 S) e0 i, L) f1 s O3 ^& ]$ J
iMaxAnisotropy=8 异相性过滤 低0-4 中8 高16% J4 ^" J& f+ I! i, d9 {. w4 l3 |
fLeafAnimDampenDistEnd=4600.0000
" Q6 |9 X2 m0 X1 X2 OfLeafAnimDampenDistStart=3600.0000
" o- B( F. R$ \7 SfTreesMidLODSwitchDist=5000.0000
( h+ V% @: }) C# H' M. f" WfGamma=1.0000( o) O5 g h n( C5 O, L1 a+ B
fDecalLOD2=1500.0000
$ K/ j" i t+ |8 c: t! S% |$ KfDecalLOD1=1000.0000$ I6 A, v4 T$ t7 |1 e! U6 h
fSpecularLODStartFade=740.0000& r/ [$ N- \4 D4 L8 S
fShadowLODStartFade=200.0000
) n' J! `' ?9 Q4 f' U6 U! ffLightLODStartFade=1190.0000' ?/ j8 j; y8 ?8 s# f
iTexMipMapMinimum=0
- O) f. `: h5 i( v+ t+ g% tiTexMipMapSkip=0
) B/ o* ?! Z( {3 |' ^' {- OiWaterMultiSamples=0
) F" U% A- I/ A3 x$ kiMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4, o( C3 A! q9 x& \" n: V# r
iShadowMode=3
/ s5 }5 Y- T5 l. t$ i7 e# rbTreesReceiveShadows=0
& z3 y3 q; k% e1 ]9 x1 @bDrawLandShadows=0% H) x F+ T1 r( G
bFull Screen=1
- @3 N3 Z {% n5 a5 O% @iSize H=768
0 C: d7 a: u( J& k! [5 G) GiSize W=1360 游戏分辨率
5 p* B9 N$ `3 V# U5 n( e) ^! D0 RfMeshLODFadePercentDefault=1.2000& \) F$ |2 L( R
fMeshLODFadeBoundDefault=256.0000( r# s$ z0 w4 H, o5 \9 r
fMeshLODLevel2FadeTreeDistance=2048.0000
0 y( i7 ]+ j) O! D6 Z' \, \fMeshLODLevel1FadeTreeDistance=2844.0000
9 ]! B4 J# ?- W7 m: |fMeshLODLevel2FadeDist=10000000.0000
^- F8 D$ Q, X- PfMeshLODLevel1FadeDist=10000000.0000! |* ^* M* H) b6 Y- M
iScreenShotIndex=15+ z7 t9 T J7 i& a4 ?
bShadowMaskZPrepass=0
7 ^: ?! V2 e: ~6 m- _5 L& NbMainZPrepass=0
. M/ l9 g* z1 biMaxSkinDecalsPerFrame=10
+ S/ @* K7 p/ w* [9 YiMaxDecalsPerFrame=301 S! f3 R" r7 t3 u
bFloatPointRenderTarget=0
/ W/ T, M$ N# L2 O. Q' C& i) t2 _. OsD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改 ! M& {( z% Z6 ?
bFXAAEnabled=1 快速抗锯齿 0 或者 1 机器不好的可以开这个,把全屏抗锯齿设为0
) R- P, O$ t4 q+ T9 ]% [+ ?& b5 MiShadowMapResolution=2048 / Q; `; u4 F- Y
fShadowBiasScale=0.2500+ U' z6 n- g7 R9 r; ~
iShadowMaskQuarter=4" J. [% x& Z$ w6 D0 N/ Q$ F
iAdapter=0
U! q9 g) `9 Y' G0 ]iPresentInterval=07 y& r0 U7 W5 F! O- d: m* o
iShadowFilter=30 R3 R* ]" r3 v; M; G& K
bTransparencyMultisampling=0
9 z: B- m9 H; e1 ^, \- R" Y( P( n: ubDrawShadows=1
9 @' h& L' g. J. \# T @bShadowsOnGrass=1
5 ~3 U X) g' Z7 z6 l2 f. cbDeferredShadows=1
- j/ t" q2 m7 L7 [ z, a[Grass]
' C, J) U" r7 ~! f( K2 db30GrassVS=19 U( P# y Q4 p
fGrassStartFadeDistance=3290.0000$ \' E" \6 t1 S6 T5 Y, V
fGrassMaxStartFadeDistance=7000.0000; l6 a, T3 ?4 n! H! z( r. V, q+ W2 V) e, {
fGrassMinStartFadeDistance=0.0000
1 i9 K6 y1 b) d5 g8 t7 S0 Z: D[MAIN]
/ w+ h# C& K; A: M/ TbGamepadEnable=0+ n: c2 m d( q% w: u$ l
bCrosshairEnabled=1% r' B" n( t( M$ U( N* Q# e
fHUDOpacity=1.0000
R+ Y( @ e8 D Y$ o# ~$ F* ]+ xbSaveOnPause=1/ a$ v& U- {! b( Z/ ]0 L, k% U: P
bSaveOnTravel=1
5 A9 j! h6 A% n% k2 t. i6 L1 kbSaveOnWait=1: s0 i. t0 S! [0 W- Z+ x0 s& n
bSaveOnRest=15 S9 L% }% w7 ~- g; i2 `$ ]
fSkyCellRefFadeDistance=150000.00005 Y# \9 L% ^7 l: I
[GamePlay]
8 }, b) t, P+ D: s& m% t9 F$ WbShowFloatingQuestMarkers=1( ]6 \3 U# D. p
bShowQuestMarkers=1* M1 a1 `0 Y* z; _: `- M
iDifficulty=57 l9 y% r# Q3 }; I) C1 V# ? `
[Inte**ce]7 B4 ?4 t. _0 m
bDialogueSubtitles=1
' g; A& g" F8 e6 zbGeneralSubtitles=1# S: S( K: y, a+ m; [' J8 X
fMouseCursorSpeed=1.0000* K/ Z9 C1 j3 v# f3 S
bShowCompass=1$ b0 P4 ~. Q* _' x/ P) O
[Controls]5 n* |& P* x& S/ K2 A G" Z
fGamepadHeadingSensitivity=1.0000
5 A R, ~& _% L& DfMouseHeadingSensitivity=0.0160! y, D {+ \: L( ?
bAlwaysRunByDefault=1
% v2 p& w, l" E, z7 C9 rbInvertYValues=0
3 f6 |& [3 u4 e" h6 {bGamePadRumble=1, K% _; N8 |0 s) U: ] P
bMouseAcceleration=0
+ @2 Q) y7 P" v* e0 G5 XbUseKinect=06 G& Y5 ~( A3 M5 ^
[Particles]$ U+ I0 E5 T% @0 g) A+ b
iMaxDesired=750
' }( \( |# ?- `# l[SaveGame]
- g0 s1 P, ^% V& V# k0 W) J& x9 _fAutosaveEveryXMins=15.0000
9 r& D, q. A+ m7 d" o: A; H[AudioMenu]
5 [! N3 i. c- K$ |fAudioMasterVolume=1.00002 ?3 B4 Y* @" b$ ^ [4 d6 G
fVal7=1.0000
0 J) K- O' z/ ruID7=0; D! [+ f% _. T" I! k5 f
fVal6=1.00009 w" _) x$ S& H B6 L
uID6=0
: E$ \2 b( j# H D! ufVal5=1.0000
4 P \* F' D5 ?8 Y6 m e8 j, s$ puID5=0
. e( b# ?$ Y8 G+ z5 GfVal4=1.0000
) Z8 ` a0 R5 _& _. n" x) j5 FuID4=00 J! V$ M7 C3 ~. h% Q8 y
fVal3=1.0000
: d5 O: {/ Y1 b$ z1 L- M2 UuID3=94881
7 N+ m7 W% |* y6 W1 cfVal2=0.20000 G8 E7 j4 @+ q8 O: i$ i
uID2=466532! X" s$ S- J! q$ t% {& H- U3 D
fVal1=0.95002 Q% y+ S# L0 t) h5 m' \. S. W" P
uID1=5546855 [2 ]; u* g2 T! P" ]4 w
fVal0=0.90003 N0 T8 G. J2 W3 R: ` e4 J
uID0=1007612
. {/ K5 J+ ^- Q" H9 N& M[Clouds]/ Y; P u& ~, @& `5 ~. g
fCloudLevel2Distance=262144.0000
8 p9 B0 ~* r6 f6 d' bfCloudLevel1Distance=32768.0000
, G# C, J/ T2 W' g/ e, yfCloudLevel0Distance=16384.0000' f6 V0 [5 N; C, I4 {5 K
fCloudNea**deDistance=9000.0000
; |" I' V& x" f) d n% t[TerrainManager]0 p* C" F+ d, n6 V1 W4 y
fTreeLoadDistance=40000.0000
6 Y) V3 f* M$ d1 Q( v$ D, Y' ofBlockMaximumDistance=150000.0000
6 \; ~9 e+ g* O- A1 Z' k, d) a4 qfBlockLevel1Distance=40000.00009 ], q7 ~: ?. O5 l
fBlockLevel0Distance=25000.0000
" m8 t5 b- ~ J' X1 f& q0 kfSplitDistanceMult=1.1000
% h' m+ k3 }! U: \+ G% E7 e3 bbShowLODInEditor=0% T3 R! ]/ C7 w( I
[NavMesh]
* t# U# U, Y7 |0 a. }fObstacleAlpha=0.5000
: B0 \/ H) C7 G* D% l/ E7 lfCoverSideHighAlpha=0.8000 r) P' R- W P7 ~
fCoverSideLowAlpha=0.65004 f. Z, X$ O g, ]& [" ~
fEdgeFullAlpha=1.0000 p8 e' J7 N: m+ D: K) Y0 R
fEdgeHighAlpha=0.7500' y' r% s9 I: L# ^$ R
fEdgeLowAlpha=0.5000
; k2 `# {& d! W1 |; R) D' [f**FullAlpha=0.7000
8 o# \) K. u2 @! Jf**HighAlpha=0.3500
* s& s, {: [: i* lf**LowAlpha=0.2000$ |6 C% y0 T1 a6 Z
fLedgeBoxHalfHeight=25.0000
4 w5 ]2 D P4 b8 a$ c: {. tfEdgeDistFromVert=10.0000
: O* U h1 v& w* E4 X$ RfEdgeThickness=10.0000
M# B G" M, R* K; e' V5 Z9 WfPointSize=2.50006 T: p/ p" [) Z' t" j0 J/ i
[Trees]6 d7 x4 F% c- n* t, ^" w. l
bRenderSkinnedTrees=1( L; S: Z5 H) s+ X2 t
uiMaxSkinnedTreesToRender=205 j: b& ~% c, n2 A3 m$ f U
[Decals]
$ T' o T5 O# q6 OuMaxDecals=250# N6 m; ^% p2 U1 G, O/ K/ h
bDecals=18 z( D3 ~9 W8 j8 J8 c9 F
bSkinnedDecals=10 j5 ], Z M5 o; z6 ?
uMaxSkinDecals=50
' ]- s2 [" z l' T3 quMaxSkinDecalsPerActor=40
1 z2 F5 k5 y4 u; Q5 O9 K( b9 d[LOD]6 o1 r- s& t) j, m5 e& k
fLODFadeOutMultObjects=4.99982 X( P% |- j' u* d' `, w! ^7 h
fLODFadeOutMultItems=2.9600
- I' F7 J. c x0 K: A3 u; pfLODFadeOutMultActors=5.9000. H5 B/ e1 |# E% P4 r7 ~2 k4 F
fLODFadeOutMultSkyCell=1.0000
/ N* l/ R6 R* h! x2 n" ?( \[Launcher]
; ~+ k' c3 d8 b1 WbEnableFileSelection=1
1 g1 ]; d- N! l* f# }5 j" l2 hbShowAllResoluti**=0 N# d% j4 ]' f" K- m# z
uLastAspectRatio=1# A- R3 t/ m ? ?
[BlurShaderHDR]& u: m) H1 Z3 B
bDoHighDynamicRange=1
- s; h3 H/ D0 W' V/ @* t2 ?# @[BlurShader]
7 \# s+ I. G/ @ t; U, WbUseBlurShader=0
# k! k/ p4 M* R4 k[Water]$ A9 E8 G4 {+ }7 G6 q% ~
iWaterReflectHeight=512- b: `" S% g- v6 ?/ u: [+ x
iWaterReflectWidth=512% B5 \; q* ]/ A" P) q0 S E7 H& q
bUseWaterDisplacements=12 \6 i6 c; Y2 \" b7 G
bUseWaterRefracti**=1; G3 m& G+ P6 Y
bUseWaterReflecti**=1' D; ^9 h9 T4 `) s4 Y: o' e! F
bUseWaterDepth=1
% |4 h" l# T% ?/ ]" i
& ?- w3 f9 E6 } Y* E
/ g1 V5 l! y9 i. V$ g: W7 E" S下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
1 Q6 w9 b! X* O- i: }- D% N3 I% u7 K- U; G9 L; i5 a
5 m; D) y z& T K' O
// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
, s5 p/ E1 ]$ @0 J1 s& l5 N
( K" I+ D' q( F( F; y3 D$ Z" O// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
/ i; e8 `7 A* T [1 X A$ X$ y// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
0 T; J+ A1 D S4 B F+ D% @// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971! o# \ e4 e, u. m% b
! D, \9 b5 h- R& e( u' B1 F// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
7 Y6 G: j5 f2 Y/ y8 F0 T4 L// Please respect and support the the ENB original author,thanks HD6: r( [& V. C! T
3 A& t0 b7 M; Z; {
[PROXY] //代理
! Z9 i" m4 ^% B# |; @EnableProxyLibrary=false //同时启用外挂dll脚本
) Q z- N( P1 B7 |. AInitProxyFuncti**=true //外挂脚本状态
9 Z& m: e- M3 [/ lProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称. G% j& V. W) B5 @+ y$ F& z" @2 Q& r* N
! g4 [! R' x5 ]! R
[GLOBAL] //整体
; s% i( C. ?4 ~# LAdditionalConfig File=enbseries2.ini //外挂ini. x, b' B' t) w
UseEffect=true //ENB在游戏开启时启动7 G+ g8 W% o3 K' j$ ^* J3 H
CyclicConfigReading=true //读取Cyclic设置文件
2 C% |4 f/ r* V0 |ForceNVidiaCard=false //NVidia加速
' j3 Q5 r5 K2 tForceNVidiaCaps=false //NVidia加速% }! \3 c6 y; ?# ?" q, P% G
AdditionalConfigFile=enbseries2.ini
) d. [2 p4 ?3 i# U& J' R+ v' h- H% h; b1 H5 S9 }- \' G6 y9 {
[FIX]: r! J3 _4 G C: B
ForceSingleCoreCPU=false
3 B) v/ Q0 [' o3 }/ Q3 E2 GIgnoreThreadManagement=false, k2 D3 I& S& M9 m, o, X. k
IgnoreThreadPriority=false
* v6 G, j9 }: p# `) |+ X2 j8 \* pAntiBSOD=true
$ }. J; b- ?$ {- M
* P! P8 d' M+ N8 x2 l9 K# S% F[GAME]+ v9 x6 x! }4 { `
SpeedHack=true
" C" u) v: S7 p$ @) X* q/ j9 ?- TShadowQualityFix=false
8 J; `# H" w( m" A" eShadowObjectsFix=false
9 J! F7 H P5 D; ~3 L
3 F3 S) _" u. k: X# O[MULTIHEAD]
2 _+ H6 }' Q! kForceVideoAdapterIndex=false
, L( m# w& c7 d/ dVideoAdapterIndex=0* R" {& o& @3 y1 ^; l, r; i4 e
* x d7 m; \1 A) V) {[LIMITER]
; I K1 h4 Y7 @+ ^' Q. R; qWaitBusyRenderer=false
% s+ V+ N$ J) Q- j1 |4 ]# fEnableFPSLimit=false; |5 w) v" \1 _' {, j
FPSLimit=30.02 e# M3 a: _2 G3 R2 a" ^, U" U
3 x. q; ^5 w! J: f$ h% z1 E0 p) n% {[INPUT]
+ _; x$ |! s }, [1 i3 X( V//back1 x2 ~) u. D% v$ H+ I, I
KeyReadConfig=8
. ^: s. f7 J8 T9 p- n$ ?
i5 Q, H; n$ z1 M: h- |//shift4 } C. S# l9 X+ y
KeyCombination=160 C0 G, X% w: T" ]7 K# d
+ C4 |7 o9 ]/ b% ] D
//f121 v/ B& Q- G" G* ], }8 K
KeyUseEffect=123. w- y2 k( Q9 x1 u0 w r
7 Q3 s- b& D1 [6 S: q
//home1 Z! i: O; S4 p( }- P
KeyFPSLimit=36
) x" g1 ?9 Z7 K; w, G- `- \" y1 @; y% ^! v$ b
//num *
5 @; o1 ~1 d; m" N) UKeyShowFPS=106: P) N- o C6 o+ Q- J6 [1 F
S+ R: M# l& H& x$ ^8 M8 p0 }
//insert: 45
5 p& P! T, x @7 j/ k//print screen: 44
1 @8 u2 h$ X5 t$ h! ?KeyScreenshot=45
" A6 }& A0 Y! q: v' A+ H
; h% @/ L# a, u" G* o// Above 8 may only make minor if any difference, but may not have fps hit?,
# x6 r% a0 c/ K' N0 m+ @// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
& K f0 w Y2 e& H' j3 ?( |// I hear forcing this on causes issues on some cards or something, not sure what to do really,# `$ c% ^$ p* J2 ~1 q0 W
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
+ v( g0 n- d. S: |0 r; t// Odd for me this really only affects the transparent edges of grass / trees, improving those.1 F% \+ s) Y4 [# K! { r" d. n; ~
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
) q2 S: e( w# y' k- a, C w// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
4 x+ b$ |# _* s// In all other cases anisotropic filtering is almost free by fps.
+ S+ _& f2 ^9 q6 ^6 E! I1 d" @[ENGINE] 引擎
% _) x" t2 E3 A) h7 @( y5 h( tForceAnisotropicFiltering=false 强制各相异性过滤5 t( w& u+ ?' i$ t+ F& |
MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]1 n; R0 M# k; e; F/ \0 r
SkipShaderOptimization=false 过滤优化5 S1 [4 l# t! E8 j
* r a4 i/ q% T0 {4 p' r' j
// better to set false in most cases (turn on if mod looks buggy for specific driver version)4 d8 ?8 b. J2 {, z) d, N
SkipShaderOptimization=false
; l7 B7 f, C& s/ p# T4 j' q9 W9 }9 Y' B, [; c8 B4 Z* w% T$ J$ I% j
[INPUT] 按键/ R; w6 S# ?% P& Q+ C
KeyUseEffect=123 特效的按键设定
/ ?9 n6 \5 Z5 hKeyCombination=16 组合按键设定
1 T# v3 h4 U1 ~! X l! ^$ E3 y8 ]; s' H
[EFFECT] 效果6 g, m+ s# @; Q/ C) j
UseOriginalPostProcessing=false 原版画面处理
2 K/ b4 ], b7 ?0 q5 LUseOriginalObjectsProcessing=false ! Q5 F2 w9 C0 b3 D$ s: x
EnableAmbientOcclusion=true 环境光遮蔽特效( T2 S) a h* q$ G% ^
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries% `9 K( K1 l* P& @ p1 v
// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
5 u9 j+ j8 J% q' U3 X7 KEnableBloom=true BLOOM特效开启/ w$ t( M0 |+ R" ^# G; }
EnableAdaptation=true5 [: ~, l+ A9 W1 z5 f4 D2 f9 o- \
3 f7 l4 K9 y! |) g0 q! Q
// Disabling AO (enabling takes a huge hit on speed and will add flickerign to trees at low quality, but greatly improves skin and shadowing in game)
: ~: c; }& m$ ?: g# v: P* T// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
: K6 R* q! b @# V# e// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.& q; v5 p( e. R/ V9 {
EnableAmbientOcclusion=false3 p/ G+ ?" k! ]8 d" ~& u: n' J' P T4 R
+ q8 N1 t8 _$ }0 `, E
// Do not use, not implimented yet) u6 n" l" e. |1 M1 |
EnableDepthOfField=false
' o1 Q' G4 o% f2 I9 ?: s2 Z% J) y& Q$ u0 |* _* b- b
// This affects entire scene brightness and is what makes everything look 'good'
. _) {1 _2 h1 P3 ~6 v6 ]- N' @// It also normally brings out the blue/green to much but I wrote a 'fix' for it in the enbeffect.fx that desaturates while keeping the luminance intact.3 T0 T6 L, N5 h, r) `, V3 y, c! m
// Quality: higher numbers = lower quality e8 q2 I7 ^# p4 H8 M* R
[BLOOM] 静态特效& k; M* r) z) S# m
Quality=1 质量 [-1最高,0高,1中高,2低]
- A* {# W" f, Y6 h9 z' ~// Some areas in Markarth especially; really blow out to white+ h. |* x8 V8 T) q( C& `+ v: L
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
; |. x! E' V; T! C# X' p0 `5 Z: aAmountDay=1.5
0 x9 }- h* E( V// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate0 U& B- h7 y$ M
AmountNight=1.0' p1 V) q9 h ^% h% \3 k
$ @8 a* K2 s# G( j! ~" [
// 256, 512) D# `' F' P& @
// Makes dark areas bluer. Simulates the human eye. Higher is bluer., ~/ z) U* r0 K+ l
BlueShif**ountDay=1.07 ?4 a3 }6 }2 c6 E9 t
BlueShif**ountNight=1.0* y4 q2 W. t7 L, E
* c7 H3 z7 f+ j* w! {0 b/ `// 5, 3, 1, 12 P/ g. W7 [3 K7 a) h0 m( I
// 3, 2, 2, 1
7 O: E0 [; Z: X0 f$ q+ e: Q// nn: 4, 4, 3, 3
. q, ~! C- N+ T7 X$ T! {// Intensity is how bright and strong the bloom is, higher = brighter5 ?7 O: L. N% \ g& `7 D
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more1 k L" m2 ?7 o7 x* y/ _0 t" j
[CAMERAFX]
% e5 D- \/ Q' G: K& R8 _( E3 GLenzReflectionIntensityDay=1.4
- K! q) k) t+ pLenzReflectionIntensityNight=1.4) y, z# s5 m1 W9 p
LenzReflectionPowerDay=2.0
# w2 e9 Y' R7 F- SLenzReflectionPowerNight=2.0, q% {* Z' o# |2 ?* b/ }
// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,
5 u/ h" y S+ a c! V// this is only due to my alterati** in Enbeffect.fx.. so probably a mistake somewhere I did :-D for now I have just increased this from 1.0
' D1 h; k6 q: A# j// even at 1 this will trigger in ice caves which are really bright
- E3 U4 t5 P k3 y# _* I
( l! m2 d9 N% g/ R( z; v
. v J9 b G) u1 c// Trees still flicker especially in distance when lower LOD8 H# C A8 Q3 I1 L& i
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
" q2 n- e- D3 K4 n: u// ILAmount is a weird thing, not sure what it technically does :-D if you see things in the distance get eerily light and flickery then this is the culprit
}) h" Q1 B$ F/ Q. S7 i/ S( t& Q; K& `// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
% o+ {& p3 \# q4 i l) U// Shrinking Sampling range reduces/tightens this smudgyness7 k, z2 u* m8 i
// Also screen resolution has a big impact when combined with SSAO% J' g1 W4 P3 ?; J$ a! I% a& p
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example( V: I+ F- q+ y# q
// Note SSAO has nasty effect on plants and shrubs, trees etc giving them a dark flicker or halo around them so dont over do it, use it subtly0 M. X; `8 u2 z+ n: l4 I
// And right now if you have SSAO on at all it will screw up water ** it look see thru3 U7 P+ j) H! ^7 G, C
// If you alter 'UseIndirectLighting' you must restart game to see changes+ t! ^/ f" {- _8 c! J! I5 P
// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
3 M2 e* R! Y% v" Z. G[SSAO_SSIL]
) Q( a* v3 M, {, l// 1, 0.4, 7, 72 D4 y8 @: I( _ j; c
UseIndirectLighting=false. x; a' \: S! O) v/ L1 ^
// Quality: lower is better, can even go -1 if you are brave2 J. F5 t3 a$ B& \
SamplingQuality=1
! p9 M. W) ~ T; |0 L// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both9 S j. T) T: q) P4 r0 U1 {
SamplingRange=0.6/ i1 L0 M, ?" V/ b- H
FadeFogRangeDay=7.0
3 k9 \6 V6 k5 D- B' v% D& m2 ]7 N7 fFadeFogRangeNight=7.0
; X, U# p/ T6 c$ d' g* N4 p) N2 T2 k7 f. W9 f2 t5 E: w
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit8 d) [7 o! q3 g! f- b R% b
// 0.35, 0.35 - LOW - will flicker more on trees7 h3 u+ K' }' `) N# w7 L) W) N1 m
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me1 o+ A3 d* f# t! J/ k" F# Q+ g" D
// Not much point in going above 1.0+ ~6 H0 J3 r5 Q6 g* n4 A
SizeScale=0.4
/ O; s4 g a1 v9 z1 JSourceTexturesScale=0.4' Q( y+ h8 x W f: ~1 n" M5 t
. l/ S, l2 J0 D+ V9 H
// 2, 0.8, 0.5, true
" |- j9 _: `/ P// FilterQ lower is better, tighter
2 K$ A% s0 Z# ]. s& s, x$ v0 TFilterQuality=1
1 K% ^" U# x. a7 w1 b: {: K$ i) F. g+ J% ~: L) w
// The AO strength, high numbers = darker shadowy areas.: c" r2 a% ~1 v& m: ?/ d
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh, l) c9 d; U* C1 e1 r
AOAmount=0.5
6 X- W: X: _0 K) Y# O% t* f: v1 J9 z8 @* p
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
+ y( L+ t' h/ d/ q, k// If you alter 'UseIndirectLighting' you must restart game to see changes
+ j2 n6 x7 g* h// ILAmmount (when UseIndirectLighting is true) will brighten areas that are being darkened by AMAmount, so you can balance the two values together to prevent the AO being too dark5 \- D2 u f5 }, N( r ]
ILAmount=0.5
/ S* C; |2 m. E7 m w
: t5 H" D& o( N6 s8 p/ b' j// Alters what time and places are c**idered to be day or night and the transition between them) u ?: |: E. B6 D& ~
// 0.7, 0.15, 1.08 p4 E+ [: {* T+ T
[NIGHTDAY]
, b: Q B1 `% u5 V& P. \4 J) h- l0 pDetectorDefaultDay=true" Z6 ~2 Z' |) F6 i
DetectorLevelDay=0.7
' K; b3 N/ w; @DetectorLevelNight=0.35& e3 z5 q8 x9 c& \6 z; a7 I
DetectorLevelCurve=1.0
/ q0 j/ e* u" t3 h: ^+ J7 k! w; l( q4 E+ } |7 O
// 0.2, 0.4, 0.1, 0.6
* m) R3 `- I# p3 o9 g8 i) R# } x: W. f& {// Adaptation is entirely ignored with my enbeffect.fx file- U% g) D+ I% Q6 K2 g
// Adaptation also set with EAdaptationMin/Max in enbseries
' c1 v m& F H! I% Q- p[ADAPTATION]' T" D) C, {9 ]" ^8 N3 ?
ForceMinMaxValues=false
4 { p( P/ Z) U6 S! ?7 r. |: L9 ]+ ?8 sAdaptati**ensitivity=0.2
/ ~( r/ t' k$ M( N6 `AdaptationTime=0.4
$ M7 s$ P* y- \! IAdaptationMin=0.1, |- m! W8 @+ K% a5 D' ?. g0 k M
AdaptationMax=0.6
# X- m6 ?2 @. T2 C, \; I" \$ Y
6 V" e) u% g- r4 s// 1.2, 0.8, 1, 1, 0, 0
2 m2 d* E6 r8 R! @[ENVIRONMENT]
3 t: |3 ~# i% U! {/ L* L// Sunlight during day cast onto scene
9 i' W" N r( rDirectLightingIntensityDay=1.04 d; k3 p" X. a1 }4 K' ~
// Moonlight cast at night, thus creating shadows where it is not cast, most dark night mods just reduce or remove this, but then it looks flat and boring6 ^' u( r" W& `
DirectLightingIntensityNight=1.0
" z6 G' b' `( J! i& L# a5 H! V: N# l- j2 q ]" s( G
DirectLightingCurveDay=1.0, _$ D3 P; X3 n
DirectLightingCurveNight=1.0/ h& `1 j- c1 q+ _) ?7 K
DirectLightingDesaturationDay=0.0
5 Q2 N" Z) J7 ~' [* S S! f; T V- x2 f' r$ ?( b- C; ]
// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all6 _ W$ _' E1 E9 |$ H' P! `
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx7 Z( _" K% U' H2 j0 k8 J+ ~
// More desaturation at night is done in the enbeffect.fx
! L% I5 X( ?% S2 F. @& `DirectLightingDesaturationNight=0.0$ D& d7 ~6 {2 S0 X3 a6 D4 S; F
; ~" H7 U/ P# u* g+ L' {// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
$ N2 m; |) _* N2 v! @* _" M! }6 @2 O; ]SpecularAmountMultiplierDay=1.6
& q$ s0 G% x7 g4 nSpecularAmountMultiplierNight=1.4& U1 }# v+ g8 |! j
SpecularPowerMultiplierDay=1.2
! N8 J( H# l \, F( G; P* [9 eSpecularPowerMultiplierNight=1.2% D; }/ R A. d4 P
4 g3 V! i! f+ i4 O5 V0 k7 e// Leave at 0
1 s3 s2 Z3 _$ w) \# E" k/ fSpecularFromLightDay=0.0 I- ?( _% h1 _" L
SpecularFromLightNight=0.0
& [/ {3 W( ]4 ~ I
. I+ p) Q" ]# a6 s4 L: v2 b//1.3, 1.8, 1.0, 1, 0, 0.8 v7 D2 w! \, ^7 f
// 1.0, 1.3, 0.2, 1, 0, 0.5
2 L" _6 D* L: W6 F# ZAmbientLightingIntensityDay=1.1
& E* L2 f- L# Z- Z4 VAmbientLightingIntensityNight=1.0& P/ ^! y2 n$ l
AmbientLightingCurveDay=0.3
% H+ r( ]4 ?' q" K! Z$ p// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!
5 Y7 Z2 c& T' f% k+ ~+ C// If you increase curve past 1 you get little superbright specs of light, dots flickering
K0 _6 S+ F+ ?( pAmbientLightingCurveNight=0.8# v. p7 O) M7 v# e* |* E
AmbientLightingDesaturationDay=0.0
. z6 T/ Z9 j* A& d// More desaturation at night is done in the enbeffect.fx
/ Z1 W, u& O0 D- A0 JAmbientLightingDesaturationNight=0.0- S* r) c5 O) H, ^0 C. z3 ]% k
9 }. U2 ~. e# S
// some caves lights are treated as Day, so they may always be bright >_<
( ]: s, J+ a- J9 TPointLightingIntensityDay=0.6
$ j( E! @1 C" S& i1 UPointLightingIntensityNight=0.6
% V# Q ]6 r! g. n7 I8 H2 V. L" KPointLightingCurveDay=1.5
7 z* f7 C% u, R; c% @PointLightingCurveNight=1.5
2 _/ v7 M) Y$ k! B MPointLightingDesaturationDay=0.0
7 X9 t" ^( Q4 Y& y- r1 BPointLightingDesaturationNight=0.0& Z- k9 z# B+ _' I7 Z( O
* {* k5 B) l' X T; `* w8 @. ^+ d0 [
// ** fog black here at night is a good way to darken nights, but can or at least did have many sideffects then, so I leave fog alone! ]: X J7 V: [4 \0 n1 n2 u
// 0.8, 1.2, 1.2, 1.0
/ S6 I, g' g; A3 T$ n- [FogColorMultiplierDay=0.9: q/ Z# \! W4 C, V. W" ^
FogColorMultiplierNight=0.8
& m' K7 I9 v! B H! e& yFogColorCurveDay=1.0
1 W7 L5 N# _3 O6 M- _. BFogColorCurveNight=1.1
! d; K0 y! S! n1 b
( j6 z. N) s/ p1 r- K, |. T- E//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
- i5 k3 N1 o+ @. `/ ]! u, a& wColorPowDay=1.0/ y# z% i' x. P" V1 V
# w" r# d% _7 Q& K" M3 b
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0! o' l- k% Q- D7 a- f+ u2 ~9 p
ColorPowNight=0.0$ I: a$ m8 n/ s3 i9 |. m
, p8 c: d* U8 ~2 q
// Need to use ENB Sky so I can blow out the sky to bright values in order for the sky and only sky to glow/bloom, otherwise sky is basically same brightness as ground, which would make groundglow then too
1 a/ Z6 a" D8 d+ g" j- f( J5 b[SKY]- L9 S9 ?' Y- k1 C; R
Enable=true
. X% C! L; F7 o8 J// 1.5 :: 1.0
4 e- I* Q5 |1 f" eStarsIntensity=1.5
! w( g9 O! ]1 |# M9 A( HStarsCurve=0.94 j$ A' b* V& o" O" f
8 c& N Y; z3 c+ `8 r
// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example& |, N5 I9 U9 |5 o
// 1.0 :: 0.8
# N/ x! C6 O2 HAuroraBorealisIntensity=1.5
: J+ M3 L' e& L7 SAuroraBorealisCurve=1.4
8 G9 `5 }' A3 Y$ @9 O0 V: U
" ]% L# Z9 ^0 l// 1.1, 1.3, 1.25, 1.25, 0, 0
# @$ a0 v# p/ |: j+ W: u4 mCloudsIntensityDay=1.2; U1 v1 I3 D! A( N9 ^5 E/ l" a
CloudsIntensityNight=1.1# n$ z& e- p6 c: d) ]% c c) s( i
3 t7 p: h" q( C# V! d' [CloudsCurveDay=1.4
# t" J) h( t5 `3 F: yCloudsCurveNight=1.4
$ I+ T5 F8 n rCloudsDesaturationDay=0.0$ M# ?: \& { v: z7 G3 B" ~
CloudsDesaturationNight=0.0
" w3 J% U0 O" z. ~0 |6 U0 ~+ ~% \2 W$ J5 ~& F/ X1 M8 H
// 1.6, 0.15, 1.11 m C4 t+ ]* E7 _; A# P! o/ g1 f
//1.2
. ^3 n2 e# z* D: S" _- |// v11.2: 1.5, 0.4
! P6 J; E! r4 X: g! q0 mGradientIntensity=1.7) ?8 u! g. o5 G8 ~
// 0.55 makes for good blue sky, not too cyan/saturated, but wreckes the pink/red sunrises, also bright blue sky wont match fog color on mountains if its super saturated
% N) e' D' G% sGradientDesaturation=0.3
% I& P4 Q$ j, U! a
5 m( F+ C7 y8 l# K3 @+ m# t( I: z// 3.2, 2.5, 1.0: x- o; M/ O4 k9 ]/ g! Q2 B
// Now Fixed - I had problem of top of sky going greeny cyan, so setting curve to 1.8 makes it deep blue instead, no perfect but better than cyan: h2 e! J7 [& j) |5 W
GradientTopIntensityDay=1.0/ R6 R8 y+ s& c% {( F; e
GradientTopIntensityNight=0.7
3 c5 t2 ?. J# u, oGradientTopCurveDay=1.2
" _2 x( S" E' p7 o t8 qGradientTopCurveNight=0.8
7 Z. Z( A+ z6 `' h6 `! j* D
t/ q- M- q C' ]// 1, 1, 1, 1! }* b4 C1 H# U% y {8 O) q
// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.33 q$ R1 W5 V. r/ D& v
GradientMiddleIntensityDay=1.0( U- S' f% \( O( |
GradientMiddleIntensityNight=0.6
* @* F/ ~/ u# U5 T/ X// Setting curve above 1 results in awfulness at some times of day
V* r) ~" t6 u5 wGradientMiddleCurveDay=1.77 N$ s+ G; h4 E* Y% B3 j+ w
GradientMiddleCurveNight=0.95 q( l8 o! ]7 t: w6 S
}3 g) I; {) w7 O/ ?1 X// 1.8, 1, 1, 1! M5 e! T" p' `% k+ m
// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3. Z5 Z. Z4 D4 D& h
GradientHorizonIntensityDay=1.2' i0 R& X- Y. Q. H: o* ]" J; N
GradientHorizonIntensityNight=0.6! d+ a) a& c$ b2 P+ _/ ?4 U8 j
GradientHorizonCurveDay=1.7/ J; z+ \& A3 v- Y, v# [
GradientHorizonCurveNight=1.17 r+ B6 f) \& O: A2 a
% k7 x, @: T- S9 t, Z// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
, g. D. i1 K0 A+ F [5 z- J// Oh I have a sun lens flare mod, maybe that doesnt help- U) `0 C# t! z6 Q5 @6 a
SunIntensity=0.60 v1 C1 S8 X9 ?) o1 _* f! N' ~
SunDesaturation=0.0) h1 h w# h6 ?8 G0 D
5 N$ \9 M) U# v
// Setting this higher results in pixely noise and visble border of sunflare
0 C$ ]$ `( }, D+ A8 W H; i3 B2 u. i// Oh I have a sun lens flare mod, maybe that doesnt help0 Z: Q* J! u# S( \+ H( b
// Cannot get sun to bright enough in center
& ?1 T' b+ c, N. M- C/ KSunCoronaIntensity=3.0
0 V3 w! i/ E& e. hSunCoronaCurve=1.0
U* U) a) ^. W. w7 V7 P% x! E- RSunCoronaDesaturation=0.0
# k1 ^: E7 E* e( B! k* u1 t
8 g2 D( N0 H: R1 p. ?( y4 ^! l// 1.0 :: 0.85 s: J4 X9 L& O
MoonIntensity=1.8 t; ^$ f5 T$ _
MoonCurve=1.4
5 C- {$ w. z: r8 jMoonDesaturation=0.0* O4 } p8 G! d
+ @6 ^) L- U8 T; L& }// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
1 s7 [/ n9 j. T7 @// Also on skin I get a pixely aliased countour on faces sometimes which high SS makes even worse (exist in vanilla game too so bug in skyrim)
; R) G4 ?3 E* I" _// 0.4, 0.3, 1, 11 J2 s+ l4 }8 u* F. r4 o7 h) K
// 0.9, 0.9, 0.4, 0.4
5 k, Q2 D s$ ?9 C5 |! \[OBJECT]2 {- o3 _- g% ^5 _( p! z
SubSu**ceScatteringMultiplierDay=0.9 l N! w: ?3 l. t3 g
SubSu**ceScatteringMultiplierNight=0.9& C2 R# k8 ]! c- \9 `2 }4 X1 K
+ @5 Y/ x6 z# i5 q2 `" U) ?
// Setting this higher makes people go redder, lower = whiter and brighter
% b% U" z) u% t7 \* S" _, LSubSu**ceScatteringPowerDay=0.6) q- C5 H% a& z4 {
SubSu**ceScatteringPowerNight=0.6, K4 a) z- T- G! i Y: F1 l9 B
8 l1 n# r3 e1 R6 c/ \- X
[LIGHTSPRITE]& e" m# ^& I* ?, u7 m T
IntensityDay=0.8" Q3 a/ b9 J {: a( @: q+ X
IntensityNight=0.8
$ T0 W3 c( f( y' E1 s" ICurveDay=1.2
& E5 I1 i" Z- t$ E4 x7 SCurveNight=1.2
" r2 |/ N' Y) ]/ t# o( ^9 J& ]- D6 \9 E& k4 U
[WINDOWLIGHT]
: K8 f! F' W2 [8 }" _% gIntensity=2.6
6 n* X% N$ Q5 }- _ g% bCurve=1.2
4 k5 j/ k7 B- O' Y
# @( }6 _7 F, ^5 ~// Clouds on mountain tops and I think fog sprites in dunge**
; A" g& }$ B% r, Y[VOLUMETRICFOG]
W5 i' Q/ g" j) z0 GIntensityDay=1.0, ?1 k% Q0 Y. S; T/ X
IntensityNight=0.8
) p+ M; d' G3 S: @CurveDay=0.9
$ Y5 l9 i- | N [: o" xCurveNight=1.0
, [$ m, e) V+ b0 p- q' c! z: h
+ l- ~3 _" m1 c, o' h1 X// Increasing this still affects water foam amongst other things
9 G& V7 r8 |" \1 {1 c// Affects draugr spirity/blue glowly bodies also, which is cool ;-)0 K! F- {+ C9 G' C% L
[FIRE]% j+ B1 D% [) u
IntensityDay=1.4. c; J, F5 c* n: z
IntensityNight=1.8
7 m4 i' o! o0 n$ S3 S4 gCurveDay=1.2
) A1 m: q. l. o! fCurveNight=1.2+ T( K* x# D1 f6 O
# W5 n8 [: o, g+ u$ K) B// enables use of enbpallette.bmp if present7 O3 q8 b9 i/ g, ?) t: F- T9 t
[COLORCORRECTION]
: a: k/ W: x- `8 t0 pUsePaletteTexture=true/ I4 N. w$ t) J5 Q
- R) A" y' |! N/ z6 O) x8 x/ W// Fixes shadows in places where it wasnt casting shadow properly before, has side effect that some places with very very small shadows will get ignored; but worth it( O1 z5 d+ L3 |: b
[SHADOW]
, k+ R! L% n1 g! v! n; h5 |ShadowObjectsFix=true$ X7 Y: \/ I: @1 E6 s) X/ Z
7 u* O5 U/ I1 Q[DEPTHOFFIELD]: U1 w. D" C+ ?0 x
FadeTime=0.1. r& @7 q' Y1 @3 @- K) }
, E( `" S+ }7 x5 n. ~+ ~6 l千万别运行skyrimlauncher.exe启动游戏(每次运行skyrimlauncher.exe这些设置需要重新再修改),通过skse_loader.exe启动游戏/ ?" ?& j2 Q- T# r4 x
* Q9 K9 ^" r& V' K0 x+ l7 W, C9 e9 I# D, p
: I# B$ ?. h- R' f! U: p1 T3 z8 @2 w% M3 U+ {
|
|