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发表于 2014-10-1 00:07:40
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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。
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我来列下我修改过的 $ z) r. n0 C1 F8 \+ n6 B& e$ Q
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先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)& F8 A: |& Z' W4 A* C4 F( @
[General]
& p/ j" \( ~. _: u$ i( UfBrightLightColorB=1.0000
# D9 j% s2 q( V0 e3 u8 s$ ~fBrightLightColorG=1.0000
9 {/ K( P+ a3 B0 KfBrightLightColorR=1.0000
5 H' U9 D0 z6 a F# miStoryManagerLoggingEvent=-1
) h% O7 x$ T0 F3 v$ O- fbEnableStoryManagerLogging=0
$ w+ T8 [+ c. v- r* _0 a[Imagespace]
3 a2 w Q+ X, _" abDoDepthOfField=1
% w5 z) M$ z! q7 _( u( H$ ]iRadialBlurLevel=1 L/ F: B# Y4 h4 y
[Display]9 u) V' g/ V8 ?* B; ]* U. A
iBlurDeferredShadowMask=3 w' l8 B2 L _1 z: z* m
fInteriorShadowDistance=3000.0000$ N5 m( \/ j# d( y( R! T
fShadowDistance=4000.0000. U2 {( c8 |" H# l! N' h, p8 r/ Z/ t
iShadowMapResoluti**econdary=1024
$ \ k9 b+ G+ ^) \1 E) QiShadowMapResolutionPrimary=2048' y4 T6 Z2 X$ q9 n5 w
iShadowSplitCount=2
9 D1 A+ w* n) w* q7 liMaxAnisotropy=8 异相性过滤 低0-4 中8 高16% c \) @' [+ [( h. [
fLeafAnimDampenDistEnd=4600.0000( L- Z2 [% B4 S* T, A
fLeafAnimDampenDistStart=3600.0000; h" N. h3 O9 n% V) b
fTreesMidLODSwitchDist=5000.0000 G/ t; x& x9 G' F, v* ~/ f1 P6 X
fGamma=1.0000
2 j" H# S! L( \fDecalLOD2=1500.00002 w- D" l( [+ M
fDecalLOD1=1000.0000
$ M5 c2 I$ N4 n7 }3 N5 o: gfSpecularLODStartFade=740.0000
4 C6 ^# D; r8 I% _$ D& D# nfShadowLODStartFade=200.0000
3 P# @3 F. `7 a5 ~6 X: T0 zfLightLODStartFade=1190.0000
: | b5 b- R% C# Q7 EiTexMipMapMinimum=0
, M; C' I7 D, ~' A5 p) \iTexMipMapSkip=0
- u) X u" a8 A, `iWaterMultiSamples=0
% D( k1 {! O1 fiMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-47 X/ I8 n( e, J8 i! H$ ^- C: b7 d+ X
iShadowMode=3
" `( N+ `$ X1 q5 x% EbTreesReceiveShadows=08 Z( s9 c3 @' q6 o1 e9 D
bDrawLandShadows=0
( z# x7 ]( y7 h. G3 \+ A3 Y! KbFull Screen=1& j5 ~- B2 b) z2 X+ A
iSize H=7683 B7 T% z& `) w9 G v8 {1 K4 k
iSize W=1360 游戏分辨率. v1 K- U. r/ i- d8 B
fMeshLODFadePercentDefault=1.2000
6 j5 g4 ?/ {; ?; ?fMeshLODFadeBoundDefault=256.0000
& L! B' C$ t E; k5 Y+ vfMeshLODLevel2FadeTreeDistance=2048.0000
# Z+ |* {# b& e7 [fMeshLODLevel1FadeTreeDistance=2844.00002 \9 u/ J9 F! I
fMeshLODLevel2FadeDist=10000000.0000
; W9 r+ p: b3 @ b9 }! Q7 zfMeshLODLevel1FadeDist=10000000.0000
, v' c, H) z- ]- b3 n# q* f1 j) uiScreenShotIndex=15$ n0 Z9 ]" |7 V1 e7 v! ^
bShadowMaskZPrepass=0
: w5 Z8 R0 G. a: JbMainZPrepass=0
" I8 X& Q! z0 L7 V3 ]2 `) e0 u) WiMaxSkinDecalsPerFrame=10" p5 U" j4 W, \' i/ w
iMaxDecalsPerFrame=30
! b1 u$ m6 V; V" ObFloatPointRenderTarget=0
* |$ \" K: t2 m9 g6 j* E( JsD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改
) f+ u! a- a* x* f! d5 M, w5 IbFXAAEnabled=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 6 H' ?% H9 J& C
iShadowMapResolution=2048 5 H' F3 L' F/ X+ r6 P- Q0 i# u
fShadowBiasScale=0.2500
: q5 d& l% D6 h3 d; e8 E- RiShadowMaskQuarter=49 O! x) `6 ^; b: p( W
iAdapter=0
4 I. O: c: n+ o, XiPresentInterval=0
& s/ }+ l. ~ ^ R" y$ i; U% ]iShadowFilter=3$ B/ {8 t5 O3 @& \4 {
bTransparencyMultisampling=0# g! Y: i$ }+ I% J- [* ]
bDrawShadows=1
1 B m0 g' D! b, ^7 gbShadowsOnGrass=1# y4 F- R' O9 P) B" I F
bDeferredShadows=1
) M) ]" W/ {- s# R1 s[Grass]; e% s \/ I5 r3 Q
b30GrassVS=1
. i+ z7 d4 G4 z& i' WfGrassStartFadeDistance=3290.0000
* o$ w. s+ ]! b- |0 e2 BfGrassMaxStartFadeDistance=7000.0000
4 A/ y6 `0 M& A/ b% ?fGrassMinStartFadeDistance=0.0000
- c& q, B6 W- h5 c. R; F( Y8 j$ q/ T[MAIN]5 I5 E3 k& s% w, O
bGamepadEnable=0+ H# H* h% S% [! C' F
bCrosshairEnabled=1, a5 h6 d* _* f* v7 D
fHUDOpacity=1.00008 p$ T6 I3 ~( z
bSaveOnPause=18 T5 k- K9 h+ l7 S
bSaveOnTravel=13 M0 b R) K' L# {# V1 K3 e& q' Q9 v
bSaveOnWait=1
$ x0 v, Z% v7 a! hbSaveOnRest=1
! a- o+ z, h- W2 v, V& g4 ufSkyCellRefFadeDistance=150000.0000
& R/ F" A% {2 A" F[GamePlay]3 p7 @ a7 b7 b
bShowFloatingQuestMarkers=1
9 h8 z/ n+ t% W: Y2 O ObShowQuestMarkers=16 k1 U6 M. v8 W7 N; @; _
iDifficulty=5. S% A6 o3 l8 x5 d$ r9 j2 K' ]
[Inte**ce]
- `& L7 |, Z* T- V4 `bDialogueSubtitles=1
, u5 l( b" Z# l) w1 AbGeneralSubtitles=1
3 c6 w# z8 m( L; R- cfMouseCursorSpeed=1.0000
2 t2 l' ?6 @) _" t: FbShowCompass=1+ l. e3 A% X- R3 e) b% ?
[Controls]8 I. T0 f+ m% T$ n/ L z
fGamepadHeadingSensitivity=1.0000
' |2 `1 g1 L. [9 LfMouseHeadingSensitivity=0.01603 s$ M( s) ~; h/ D, ~5 x
bAlwaysRunByDefault=1
3 ]; K" O8 ]! }5 P+ V+ |* NbInvertYValues=0
+ N8 } ~1 s9 \9 s0 dbGamePadRumble=1* I" i) t( r* z3 W U. [6 g) U" z: Q
bMouseAcceleration=0( B5 a6 @$ W9 N$ Q5 I( D9 f
bUseKinect=0
8 j* i0 N* p% u0 H[Particles]; v6 j, w7 U; z$ B! e, Y
iMaxDesired=750- L, B: f# {9 ~; | ]# [
[SaveGame]
' `( S" T X: S4 ofAutosaveEveryXMins=15.0000
& X4 [: K! t5 E) b1 v7 l[AudioMenu]9 S/ e, L5 b4 C9 u% l9 k" }+ W" s0 \
fAudioMasterVolume=1.0000$ l2 {! E5 ?3 l- ?" L
fVal7=1.0000
0 G- q- e* u) V# SuID7=0
; J C9 a Q7 ~6 Y* XfVal6=1.0000
6 X2 R7 ^0 Z2 h; p3 o e+ cuID6=0
- M0 Y, { ~9 t* ]3 G" [fVal5=1.0000, [0 v, N5 F! g: R( i
uID5=0 T6 n" J h4 r) S
fVal4=1.0000
; o$ C' j+ N2 [- a! e" v9 ~6 wuID4=0
7 |$ _/ W7 ~3 m5 b8 F% n2 ^- KfVal3=1.00000 f- _+ ~. S$ r1 H
uID3=94881: J( }1 t1 W$ H$ x5 p% q s4 \
fVal2=0.2000
$ h% \, v# W m: \7 f/ \; ZuID2=466532( a8 H) v2 S: q+ [1 Z \" ^% n. A
fVal1=0.9500$ B8 F6 @, m$ G6 j. z/ h w" B
uID1=554685
- }5 n' p" N/ g: d, ^( ]5 ffVal0=0.9000. @/ P: c2 p5 N5 T T
uID0=1007612
4 w, m0 P4 }- F5 m[Clouds]
( B( B" s7 {9 Z6 K: ~; a& |fCloudLevel2Distance=262144.0000; i& q6 B" c' j! B: d
fCloudLevel1Distance=32768.0000 B9 S- e7 ~+ g$ \
fCloudLevel0Distance=16384.0000: W1 \8 O2 _1 _ O4 V
fCloudNea**deDistance=9000.0000
" V9 ]! ?% B% y3 _5 D1 K' u[TerrainManager], ]) I" B! c6 p& s) j
fTreeLoadDistance=40000.0000
! L* k& v2 w* f6 u$ |! JfBlockMaximumDistance=150000.0000
1 E! r4 i7 o* ^5 \" S* \3 [1 JfBlockLevel1Distance=40000.0000* c+ y2 J9 b$ _: b
fBlockLevel0Distance=25000.00004 d6 a6 G" n ^8 Q( a
fSplitDistanceMult=1.1000# Z9 m7 G- X# g0 A
bShowLODInEditor=04 \4 ^/ a4 o M
[NavMesh]. Q5 a- }$ p7 s8 J& P
fObstacleAlpha=0.5000
, z: L, {2 {/ x) ffCoverSideHighAlpha=0.8000
4 i+ W9 z" U- bfCoverSideLowAlpha=0.6500
4 ^5 n; [$ \ c% M% N" l7 FfEdgeFullAlpha=1.0000
" j; w8 |+ a9 u/ I4 `fEdgeHighAlpha=0.7500: p4 k" P) B+ D& g
fEdgeLowAlpha=0.5000& ~2 H" o" [$ a: j7 ^; P
f**FullAlpha=0.7000/ J3 E1 p; j5 |: }3 n9 l/ q
f**HighAlpha=0.35009 ^+ w6 h _' w
f**LowAlpha=0.2000
/ M! }2 J. H/ g# }* bfLedgeBoxHalfHeight=25.0000
& r7 w- v+ c# E' f2 \fEdgeDistFromVert=10.0000" A: F/ x' U' W
fEdgeThickness=10.0000
7 p, B3 S4 G6 {fPointSize=2.5000 J( a G$ e6 p( k
[Trees]* E6 H; O [/ ]" {
bRenderSkinnedTrees=1
4 j! J0 _% }! r2 K* L0 _uiMaxSkinnedTreesToRender=205 a% y4 p% Y/ X
[Decals]
0 S- P6 j/ C/ ] Q/ ?) E. luMaxDecals=250
0 H, u3 X" p1 `; U4 abDecals=1
* d3 K7 P, `" @6 S; y. T3 C" JbSkinnedDecals=1# H0 b7 B, }: Z4 `
uMaxSkinDecals=50+ Q2 r+ D5 g1 p# ?
uMaxSkinDecalsPerActor=401 z/ J, s: P' g0 [& E
[LOD]$ O; E- G( P9 S; E# G+ P1 ]; O5 M
fLODFadeOutMultObjects=4.9998; o" p* C" p" z! ?2 f2 v
fLODFadeOutMultItems=2.9600
4 k* @7 e1 y' F. ?8 v1 C# P ZfLODFadeOutMultActors=5.9000
: L) c" D- x4 A, T1 g: lfLODFadeOutMultSkyCell=1.0000
0 X7 j7 w5 O0 a! t0 ~[Launcher]
6 T* X | a5 b, V0 d& xbEnableFileSelection=1
- l* M; t( J w+ |- ibShowAllResoluti**=0
2 z, E$ U5 H5 m* U$ e/ a- \uLastAspectRatio=1
) s) ~4 W( j: s: b1 d[BlurShaderHDR]% C/ M! b" c& f) x0 |* L% t, I; O; l1 O
bDoHighDynamicRange=1
0 d6 z- e6 ?4 D0 D- w2 P, a[BlurShader]
( }' @' L# T7 A& VbUseBlurShader=0* X* N B1 ~+ D0 F1 @
[Water]
+ ` l+ N5 v! \# n8 {" BiWaterReflectHeight=5128 \0 n% g: N* D f1 n. E/ t
iWaterReflectWidth=512
* E" o$ I/ U! p: ]bUseWaterDisplacements=1
- g5 t8 x8 J! Y9 X! fbUseWaterRefracti**=1) z$ h; i. I! x+ v9 E: J
bUseWaterReflecti**=1
8 R. v t! w% J% |! GbUseWaterDepth=1
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下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
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// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm5 z1 W' l! J0 j) x0 `+ X+ k
% C4 b3 k4 o: A$ i% d; j6 f& v5 z
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
* ^# N2 M0 j) w# Y/ ^// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142, J# L8 Z3 v$ n6 l) H
// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
7 ^( x' S, H' }- G& M; J
' \( B W7 n+ j8 x( T- f1 m// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
1 e9 @ w3 B$ f8 q// Please respect and support the the ENB original author,thanks HD6% O( X! P, @% G; }1 v2 E
9 V$ e0 O5 f& [: z$ {; N3 s. N
[PROXY] //代理4 F8 ?5 q+ q h# m/ n$ F
EnableProxyLibrary=false //同时启用外挂dll脚本% q! P3 Z7 `3 b$ n: g
InitProxyFuncti**=true //外挂脚本状态
: O' n, \( @: B! v2 wProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称: O7 _( _5 Z% k
7 i7 y1 F8 I0 _, a[GLOBAL] //整体6 f# p- t7 n: Z& m& s0 P# r7 j# x
AdditionalConfig File=enbseries2.ini //外挂ini6 m$ B/ C& H9 K+ g4 b L5 p
UseEffect=true //ENB在游戏开启时启动& A9 \% l, Y- t1 P# A3 \) P" V
CyclicConfigReading=true //读取Cyclic设置文件" L2 Y) c" S6 q
ForceNVidiaCard=false //NVidia加速
, |/ q4 @# h) W9 { W( t; mForceNVidiaCaps=false //NVidia加速
( }4 [% ?% z1 b( w4 D) g! IAdditionalConfigFile=enbseries2.ini
8 u: @# ]2 {4 S5 @! |
9 C7 A# {7 g# k) x V, b& M" E[FIX]5 r0 q& N: H9 u2 [& @
ForceSingleCoreCPU=false7 j" X0 q5 h! n, h' B8 V
IgnoreThreadManagement=false3 ?. U" X% w3 k& t
IgnoreThreadPriority=false
$ L. A$ l; o6 TAntiBSOD=true
0 j4 I9 e; N9 v5 R9 [9 m3 J1 K! q& P4 J- b k# [& R0 r( Z9 X$ {: r
[GAME]. V/ y9 s1 x# p, N" g/ d, s' h
SpeedHack=true
9 W8 X. ~# }: \2 F9 [5 h; ]ShadowQualityFix=false
- }+ [$ ?% i0 Z) ?" A( i; Y: qShadowObjectsFix=false
# [+ E) O8 D/ g2 q
+ n( l7 ~" v, e' }5 A, L2 u[MULTIHEAD]0 y5 X% _& U5 G! k# o. Y) u+ }
ForceVideoAdapterIndex=false
+ [) t8 R& b) f4 V7 s8 LVideoAdapterIndex=0" E2 f, y( ]3 ~8 \3 m, c, `$ D$ n
: q) y9 M7 Y. T) C9 L: _
[LIMITER]
# c' w1 f- i# n, M9 H3 x' @WaitBusyRenderer=false
0 X+ G6 X7 t# Z6 G% B% jEnableFPSLimit=false8 e9 a) s8 R: y: U# i
FPSLimit=30.00 d0 @2 j8 O0 H
+ h( V3 o# t- \. y8 ~, a5 C[INPUT]2 \2 N& O/ I0 F% f
//back
0 z# k! H8 t3 l% H3 a% Y$ ? i; d& eKeyReadConfig=8" q, y2 R$ c& ^' a; ?% I% `
! \$ N I- J7 F, i+ g& ^, u
//shift
# J( V: N. F' _& IKeyCombination=160 Y! X5 Z6 g+ w8 c5 B1 L; l( [
( c( G j+ L; o6 m
//f12
3 ^2 U8 i0 l0 Y# kKeyUseEffect=123
+ |& `# \! o" T: ?: r% M; f9 b/ g# }: c. n k, E1 B% n( Z* u1 \
//home
+ r8 {2 f$ _& l0 f* JKeyFPSLimit=36
1 Q9 F! O1 e7 K0 L: [0 [" u
% V/ O; l: }. U4 f' u! r//num *7 b) h8 a7 _% X$ x
KeyShowFPS=106
9 Y+ E! _, n0 @6 ^! p4 q: m( R! D+ y' \* D0 @% ~
//insert: 45/ U: x5 z8 O$ x, e4 p$ [
//print screen: 44; d4 K7 M5 I Z/ K, _
KeyScreenshot=45; q _. `" T. o( j2 H% ?
. y" W9 D5 |( h& I, M! ?; X5 D
// Above 8 may only make minor if any difference, but may not have fps hit?,
7 J2 `9 ]$ T: q: w% A/ l/ C// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
" l6 m. Z% v. ~" d0 Y9 V// I hear forcing this on causes issues on some cards or something, not sure what to do really,3 ?; x$ M) l' z' L4 z: M
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
" f1 R0 K7 Y" v- Q# n// Odd for me this really only affects the transparent edges of grass / trees, improving those.
5 U' e( O# z& @$ [" M. M/ C# ?// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
; Z- U+ C0 D+ E// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.7 a! |( S/ T% y, U" p6 o( t; `0 Z
// In all other cases anisotropic filtering is almost free by fps.% |8 o/ M/ e$ l% W' J, d
[ENGINE] 引擎- d$ [' C* b; o$ u
ForceAnisotropicFiltering=false 强制各相异性过滤( s) f! R7 {1 ]; E
MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]
0 {7 M" M/ t( n2 k5 D2 Y fSkipShaderOptimization=false 过滤优化3 f# }$ n6 V, ~ o, Y0 y
9 J' M& n) k, e% F& r# M4 T9 a' Z
// better to set false in most cases (turn on if mod looks buggy for specific driver version)
1 k' V F0 k" t& P4 W; RSkipShaderOptimization=false
|5 l4 ] k3 U# j
% T2 a* u' j* d; u1 } y9 O" v* C[INPUT] 按键
% m2 a8 W" e$ `KeyUseEffect=123 特效的按键设定
8 j" [* f }: r) A) q2 QKeyCombination=16 组合按键设定
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[EFFECT] 效果; ^, D( e; Y- i! e3 z0 U0 o
UseOriginalPostProcessing=false 原版画面处理
! J( v2 o* J' T. o* X1 s4 x6 z" P/ HUseOriginalObjectsProcessing=false
1 i8 S1 H- w4 ]" n3 m+ N; Y$ ` UEnableAmbientOcclusion=true 环境光遮蔽特效
4 C- ~$ @7 h; V( K- D" [/ ^// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
# _5 f4 q2 `. n+ r. v# c0 s0 a# L// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
4 }$ G! ~. U( a/ L% Y _EnableBloom=true BLOOM特效开启 D2 m% ^6 l0 i$ t* o
EnableAdaptation=true8 s# X0 ^- M! H) L5 j( J* Q
. W" h' C8 I& R7 J: Q6 z. x+ K0 ^+ }// 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)1 O; j8 H" g# u# `! Y
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
1 A9 Z7 I, \/ a X- L// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
& U z( E+ L/ j& |; }EnableAmbientOcclusion=false6 p/ i! l, l& F& a+ I* O/ g; x
" C3 ?! m2 ~* j; b3 n// Do not use, not implimented yet
- q- u! k! q: o, X8 s+ g- nEnableDepthOfField=false3 I. Q" |( V, s# D1 J$ n) T
7 X5 k9 Y! S9 k1 Q# U// This affects entire scene brightness and is what makes everything look 'good'" V- ]+ O. c$ G% Z
// 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.; h- B7 a+ E" p% U& p6 V
// Quality: higher numbers = lower quality
* N5 C' V" ^" r. F) R[BLOOM] 静态特效
- j* @4 m, @. ?3 G) UQuality=1 质量 [-1最高,0高,1中高,2低]+ T2 u/ s/ W7 N' f) P( Y
// Some areas in Markarth especially; really blow out to white$ s# y% R3 x% s8 _/ m1 W" Y7 Q
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
- \$ V# x$ }5 Z3 G' s; SAmountDay=1.55 d* K& c" V5 B0 r5 v
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate: f( Z" { ?- h, p: z
AmountNight=1.0+ N6 d5 m' a6 A# U5 R
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// 256, 512
. ?/ V# E. D+ J V8 [// Makes dark areas bluer. Simulates the human eye. Higher is bluer.
* l. l' l; _! LBlueShif**ountDay=1.0
3 {5 z' C( s+ H# MBlueShif**ountNight=1.0
* B/ w E8 D' U- j
6 q- v2 K* G# c+ r4 V// 5, 3, 1, 1! P5 E7 h: b4 K, W4 h. [( r
// 3, 2, 2, 1% v( @( \. k0 G
// nn: 4, 4, 3, 3' s" S" T8 g, O: o9 d k9 U
// Intensity is how bright and strong the bloom is, higher = brighter
& J; `! ]1 h1 K7 o* R& a// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more9 L# v6 j: S' D- y, q' A! b7 _2 M
[CAMERAFX]
7 {0 j" @" @7 Y# a; aLenzReflectionIntensityDay=1.4
* } c' l) N* P" w1 Z E, ~/ }' S& rLenzReflectionIntensityNight=1.4$ @$ w5 c* t% @4 M1 Z
LenzReflectionPowerDay=2.0% K2 d; ?, k, g# z
LenzReflectionPowerNight=2.0
! S' [/ Z% z7 T( N* u. Z/ a// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,) m4 y: v/ V- v* [% v, Q
// 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
8 e$ r9 `. K3 m( [ i- M5 @ x// even at 1 this will trigger in ice caves which are really bright! w# V6 E- h2 ]9 u
j; W) m. }, g' q/ E
8 }' t* p1 p1 `$ a
// Trees still flicker especially in distance when lower LOD
- g+ N" O+ C- T7 F6 d# r// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
% _6 g9 E3 u! r" s/ K3 [// 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* y- `9 f+ e! N! [2 c
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
$ A/ `+ x3 M, k7 i- N2 I4 E0 E2 ^// Shrinking Sampling range reduces/tightens this smudgyness
& t/ }) f3 f* N// Also screen resolution has a big impact when combined with SSAO5 b" n! e4 g1 \' L1 x& C" x- H3 n
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example
5 e2 Z/ s& ` K4 Z// 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 subtly
# _* R, |9 \: x4 e3 A4 h// And right now if you have SSAO on at all it will screw up water ** it look see thru
. g0 E/ J3 }+ X0 ]$ Q1 y// If you alter 'UseIndirectLighting' you must restart game to see changes! t+ ?( O& w; Y: ?- B
// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
6 p9 g( d2 C; U: ?: E' @* l m* N" X[SSAO_SSIL]0 z7 Q% d2 v2 U$ d3 K% g/ [/ z
// 1, 0.4, 7, 7* E/ |6 v. S% O1 R, X+ e: g+ F* s
UseIndirectLighting=false; Z; s8 {& j1 b/ v: `! X
// Quality: lower is better, can even go -1 if you are brave
2 ?: {7 X5 ~4 ~8 `SamplingQuality=1
2 p+ G% W6 V/ @; v. B// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both* h k5 Z6 J' a( i) N* M& }
SamplingRange=0.6' W7 l7 d- s, Z% g( J
FadeFogRangeDay=7.0- J( Q8 E& ?% R5 @9 r. `6 O
FadeFogRangeNight=7.0, H0 Z2 _- a. I9 N; [' c+ a% P/ j
3 Q e. y: Y, H. }" c
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit- }( Q/ X5 F( E& K( B6 U" g
// 0.35, 0.35 - LOW - will flicker more on trees& m# g8 }8 Y9 O& c( o
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me1 N" U- M" R6 s. l+ M2 U
// Not much point in going above 1.0; c0 r* P5 A' f" ~/ g9 v# W W
SizeScale=0.41 U# K2 W1 [3 A4 q* O
SourceTexturesScale=0.45 P' Y+ k. W; q* a' E# ?
& e! B4 W6 @% M" t7 s( p: c// 2, 0.8, 0.5, true' d4 K6 D, }3 Y$ F
// FilterQ lower is better, tighter: T! @7 A3 U5 a# a* \$ |
FilterQuality=1 l- ~/ u1 f0 O$ \% b/ i
7 N, ?1 c" {. n9 d; m" u$ \& ~
// The AO strength, high numbers = darker shadowy areas.* z1 [ y$ h/ }, q+ c' ^% u
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
3 d- q& H' O0 B7 \9 OAOAmount=0.5
* F1 `& }7 ?2 M( J0 F
+ v- n* Q! x# u& Y2 a6 q// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
4 B) G3 ~/ M2 L; D// If you alter 'UseIndirectLighting' you must restart game to see changes
( p# B) A: T, R m$ Z' m. j5 C// 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 dark
5 ? U$ [( s; s2 P: xILAmount=0.5. C p( l: F9 R2 }, n7 G' @
2 V- C8 k- v; w( N9 w9 F4 w
// Alters what time and places are c**idered to be day or night and the transition between them
( q) _; v; Y( U0 t// 0.7, 0.15, 1.0# G7 @# Q: |& q6 _+ \
[NIGHTDAY]
3 K! |& m7 ^9 uDetectorDefaultDay=true* [+ P3 R# i+ S7 N% \
DetectorLevelDay=0.7
1 J0 A$ \& g$ q9 b) ]3 ^DetectorLevelNight=0.35
4 F: ?' a* A V( G0 ~0 GDetectorLevelCurve=1.0
) f% P1 v: i6 A( S' u9 q! R
+ d8 V: c* W2 L9 k0 S// 0.2, 0.4, 0.1, 0.6
/ P- i) A, @" f) Q2 x// Adaptation is entirely ignored with my enbeffect.fx file
/ S) e6 J8 y: d O, L// Adaptation also set with EAdaptationMin/Max in enbseries: P" Z { N. {3 s9 y5 L
[ADAPTATION]7 Q7 f6 Y6 I6 y$ Z
ForceMinMaxValues=false
, d" q9 Z$ L& i, m! ^' Z. z9 FAdaptati**ensitivity=0.2# b+ D6 n* P0 A+ ~8 n _
AdaptationTime=0.4: |, }: j* X/ _, J3 X
AdaptationMin=0.1
( B( [3 d/ q9 f9 d2 z& @5 }7 y$ F' vAdaptationMax=0.6' Q4 K' U4 i. K4 h, }2 M m/ `$ G
; k7 g- r9 N) h0 l! B3 Q5 C
// 1.2, 0.8, 1, 1, 0, 0
1 @0 U4 f6 U9 [$ K& }[ENVIRONMENT]
2 v6 U, P6 R& S// Sunlight during day cast onto scene
+ l, P& @3 W3 F' eDirectLightingIntensityDay=1.01 i+ [5 r; ~/ E) 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 boring
) ?1 m5 F2 b1 N- `DirectLightingIntensityNight=1.0: [1 v5 E8 f7 k/ x: R- F1 Q
: y8 d- U1 v6 p" X* H. [
DirectLightingCurveDay=1.0& a) U" [- j" k3 f) z& i" B" }7 f' ]
DirectLightingCurveNight=1.0
* m* r5 z/ E, U3 Z$ q% q5 l. ?DirectLightingDesaturationDay=0.0
4 d$ ^$ |; ?& J: A3 _9 Z3 E
+ P' k. `0 y" J, L+ T// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
8 M. J A+ w' R8 Z& K// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
4 Y. T; s* D, k' }, l2 N// More desaturation at night is done in the enbeffect.fx
+ k4 Z1 x9 ~2 U4 v+ jDirectLightingDesaturationNight=0.0 Y# b7 r- L8 k. L ~
2 Q& ]* G1 t J' K* [// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
; \2 {" m# y: F0 tSpecularAmountMultiplierDay=1.6
% Y5 M1 X6 w! S: c% s3 D9 Z6 ^SpecularAmountMultiplierNight=1.4' \8 X- b& @& p6 I) w$ i
SpecularPowerMultiplierDay=1.21 w# G6 O5 J$ g1 F/ K2 i( F
SpecularPowerMultiplierNight=1.2, X# m7 ~6 |5 D% n. Q+ \
. Y+ e* X* [/ B3 o// Leave at 0
7 Z, b, ~& ?% k% PSpecularFromLightDay=0.0* q6 j$ W t7 a' \
SpecularFromLightNight=0.09 t" v3 `* G" h. @
% k/ i' M4 {: t& |( F//1.3, 1.8, 1.0, 1, 0, 0.84 Q! i0 z8 j- {+ z, X: d8 W/ B
// 1.0, 1.3, 0.2, 1, 0, 0.5
( n8 T" w/ X! ~3 m. SAmbientLightingIntensityDay=1.1
j+ `4 n4 e! FAmbientLightingIntensityNight=1.0
7 e# c2 l' A& y- zAmbientLightingCurveDay=0.3
W7 V5 v% `+ M( T// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!& p2 E0 Q1 g/ n- ]8 j5 }/ Y
// If you increase curve past 1 you get little superbright specs of light, dots flickering; I+ h7 Y! A/ C( K, z
AmbientLightingCurveNight=0.8
. T+ Q1 l9 s( b! V9 LAmbientLightingDesaturationDay=0.0, n' N! B/ u* ]6 c1 K* L2 e) i
// More desaturation at night is done in the enbeffect.fx
; ], {; q& a/ ]AmbientLightingDesaturationNight=0.0
# m- |% q. h) {% O$ {6 K- T# T2 e" U0 t* a
// some caves lights are treated as Day, so they may always be bright >_<6 N7 e; G: |9 n" A# S/ I2 J
PointLightingIntensityDay=0.6
; F1 G& ~: M+ {. i. ?6 _9 Q O/ ?PointLightingIntensityNight=0.6
3 z+ a; d5 r& V% ?' e; jPointLightingCurveDay=1.5$ ~0 n! k9 M& ] }# R
PointLightingCurveNight=1.5
, p/ a4 b; O5 S! ~PointLightingDesaturationDay=0.0! f6 |2 [9 i, K; j
PointLightingDesaturationNight=0.0
9 W' ^7 U2 e. |; }( H# |5 m% _- S, H% b% j
// ** 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
) z+ W) P& w9 y- I// 0.8, 1.2, 1.2, 1.04 t. a$ ~$ ]% t
FogColorMultiplierDay=0.94 H* m+ L! |* O" V! r
FogColorMultiplierNight=0.8
2 l. i+ J9 b7 J6 e0 dFogColorCurveDay=1.0
0 S5 b$ O3 w/ o4 ]* [FogColorCurveNight=1.1
+ X$ U) {2 X& R# V7 u, O w3 U& Q: b8 z6 Y* p% I. H. ~: t( \
//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey6 g: K- a. S; g
ColorPowDay=1.0$ a8 @" A w1 t( g$ \9 X' ^ w
4 `/ Q7 Z/ P# d/ F. V; h" i// Decreases Contrast at night be setting colorpow to 0, cannot go below 0( t, h5 v$ N& g/ L5 F. l; u( p
ColorPowNight=0.0; c. U0 r( z( ?/ o0 m# H
) `2 T' f, x: p( F" v" H// 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 too7 }* {" J, t0 X. Y2 n
[SKY]
! q- }/ i. W3 Y2 [' P. R5 b' oEnable=true
* h5 o% B% T3 V8 P( p// 1.5 :: 1.00 ^; N- {1 f. ?
StarsIntensity=1.5$ b7 E, R; `$ P
StarsCurve=0.9 q! C* a- l+ P
5 K6 z7 f% Q8 C3 w
// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example
5 k: a6 R) |" R3 `+ U1 O9 J// 1.0 :: 0.8" Z8 `: s* {2 J" O( E8 z* u/ K, y9 S- c
AuroraBorealisIntensity=1.5: x8 y( B2 U5 D
AuroraBorealisCurve=1.4
6 P+ N" l+ M8 g7 m, s: U$ w+ E" u8 Q( B6 Q2 u, a% W
// 1.1, 1.3, 1.25, 1.25, 0, 0
- C& [( Y5 k4 g6 K2 dCloudsIntensityDay=1.29 I; u: ]) J- Q `# `/ A
CloudsIntensityNight=1.1# f. y/ }( Z# V& I; K7 u* [& q3 s
! [) L: `- W2 h. y% e2 ]CloudsCurveDay=1.4
% g3 e5 F( c& B: pCloudsCurveNight=1.46 `+ g b- s& ]; I8 F. f+ |
CloudsDesaturationDay=0.0
5 Y9 |; f' P& VCloudsDesaturationNight=0.0
1 z9 }% d* B% C, G# e9 n2 x, o6 V
+ S$ O _( e }% s- }- F// 1.6, 0.15, 1.1
4 y6 E1 r4 K' X5 j% P5 g//1.2
( d1 j% f: G" i( @1 W' ]6 h" I// v11.2: 1.5, 0.4# D# ]3 z5 G; L; B5 O8 m1 u4 n
GradientIntensity=1.7+ K p( {) S' i* \- r P8 R* F
// 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
* i& c0 X& N k9 A6 DGradientDesaturation=0.3" a7 t$ F4 Q7 ^4 i) W$ s6 o
6 g/ h g# y& _, c8 m
// 3.2, 2.5, 1.0+ q6 e/ d8 x4 _7 P, [
// 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
4 Z1 u) i; e1 A* g- t' g& EGradientTopIntensityDay=1.0
& x" c) n \. H/ w1 ?GradientTopIntensityNight=0.7. ]3 ] m+ D6 {2 L
GradientTopCurveDay=1.23 X* R! @ {5 `
GradientTopCurveNight=0.8
8 f( h9 f6 [: l3 {: @# |5 x* A8 j% I& z, T' r) z( F
// 1, 1, 1, 17 s; {/ `$ T2 k$ S0 W3 S
// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.34 U3 V7 d+ k; G' v" [5 {
GradientMiddleIntensityDay=1.04 v5 F' d& z) T* Z, d( t
GradientMiddleIntensityNight=0.6+ K# a& [: C: }
// Setting curve above 1 results in awfulness at some times of day
& d8 I8 L* n. h- AGradientMiddleCurveDay=1.7
J4 n: T4 Y" f0 b1 E3 Z7 y' pGradientMiddleCurveNight=0.9
3 @( D) O" O, ] g' u! i" @' _( |- V( }/ F' a+ C
// 1.8, 1, 1, 1
* W( O% D( Z% [; c2 ?// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3
# G. O$ A& f" EGradientHorizonIntensityDay=1.2
: S$ }* ]* F5 y$ KGradientHorizonIntensityNight=0.68 b6 d `2 }' ~ o
GradientHorizonCurveDay=1.7
7 s+ k; f# B) Z8 K- B6 JGradientHorizonCurveNight=1.1
. l7 _) x8 y- v6 \1 G- a" X+ |' M9 `" t4 ~ O) l. G0 H6 H
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance# T+ ~$ `* v7 Y
// Oh I have a sun lens flare mod, maybe that doesnt help! G& n) f4 y' F1 c1 f4 l
SunIntensity=0.6* ?* S3 ^$ B. H6 W+ p
SunDesaturation=0.0' m' G1 c& f' H9 c) X: |
: ^, a/ `9 v3 @// Setting this higher results in pixely noise and visble border of sunflare/ \& a. a/ t5 u6 _' X% r
// Oh I have a sun lens flare mod, maybe that doesnt help' ^$ w2 H) ^3 ^3 W# K. k3 w6 X% c
// Cannot get sun to bright enough in center
/ a: z. H/ r- t: eSunCoronaIntensity=3.02 k5 r4 b7 @! B- \2 I0 Z
SunCoronaCurve=1.0) \# S( B0 {4 @/ t8 N- O
SunCoronaDesaturation=0.0
- _: s! F! W9 ]8 n
1 ]- d- O" ^3 z s: j// 1.0 :: 0.8) O% w! V1 R l9 ^) s" I, r: u$ O7 I
MoonIntensity=1.8
8 `( }' |) ?. \. o8 u. |MoonCurve=1.4
- E1 M1 d) G; I5 EMoonDesaturation=0.0! z: ^7 d" `3 n- \; b; Z4 ~0 c3 `+ b
9 |( x2 _9 `' h5 ~6 F& F// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
% B3 z( O6 I$ z$ b: W// 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)
4 x6 o, {) u- h, d9 R2 o// 0.4, 0.3, 1, 1) s1 K: a$ _6 [$ [0 L1 h5 R% F
// 0.9, 0.9, 0.4, 0.46 U1 \4 V+ Y7 x
[OBJECT]5 ~( c0 | ^1 L, ]' m
SubSu**ceScatteringMultiplierDay=0.98 v2 y+ o w. h% B+ T0 l( p' x
SubSu**ceScatteringMultiplierNight=0.9
7 q( a+ D/ M. L3 x( H5 g" K4 d% t# i# {
// Setting this higher makes people go redder, lower = whiter and brighter3 V p' ^" {9 @1 V
SubSu**ceScatteringPowerDay=0.6
# d; V* E, W! P V1 S- U/ ySubSu**ceScatteringPowerNight=0.64 |1 B8 i. @! m. T8 u7 D
3 N5 p3 h1 a0 e$ b' p[LIGHTSPRITE]4 B$ Z$ j0 ?9 U
IntensityDay=0.8' T2 P, t" w, [1 Z5 k% w! g
IntensityNight=0.8
- _' v7 u( t3 z+ rCurveDay=1.2
K6 A3 D- D6 o. b( [! NCurveNight=1.2
% o4 S- h6 ?3 W" _: b* k8 g, [
* R! F4 q& T( ^ m[WINDOWLIGHT] & t0 y( M) s ?' V2 U
Intensity=2.6
4 C3 O% h: G" d* HCurve=1.2
; U/ F7 c+ A" h( I4 M5 ~: w2 L; A0 j4 K [
// Clouds on mountain tops and I think fog sprites in dunge**
* G q# t5 n7 i, x& N1 z/ z[VOLUMETRICFOG]
) L: Q/ A4 w, D+ S4 c4 QIntensityDay=1.00 d: a, [2 {9 ?; Q/ P; {$ F, ~
IntensityNight=0.8) e- {/ A Q! _* J9 {, I! O
CurveDay=0.9
% C& a4 N5 p$ [3 C7 ^CurveNight=1.0( R( ?" C; K" D; m3 A' p: f: ~
. r7 z! g8 G' @& X' g' x) y' ]" T// Increasing this still affects water foam amongst other things
5 O" c( m$ K# H; t; `( i- H2 E// Affects draugr spirity/blue glowly bodies also, which is cool ;-)+ N/ E5 n3 _$ ], _6 m! |
[FIRE]
; ~) d# B2 G+ _& o* uIntensityDay=1.43 m4 G' r2 v$ G0 u& u# R
IntensityNight=1.8" u/ |' b8 X1 C. s
CurveDay=1.2 A) f3 p8 C& r* a
CurveNight=1.2
; b; X! y) [" l7 X$ X* ^) N% j2 a) k4 k+ W3 w
// enables use of enbpallette.bmp if present* w' S }: g6 G4 W. ?! j
[COLORCORRECTION]9 n. K! d2 O9 \) F, L- G" i
UsePaletteTexture=true+ d( Z! r8 r8 E2 t0 z# ?& \
2 j. i5 |) N- X# K// 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
# C; P/ c* i! R[SHADOW]
! w& q7 I+ R0 i1 {9 G5 W# F3 xShadowObjectsFix=true5 W9 e$ b, R0 c& N. g5 r
7 `6 Z: A+ y8 W* K8 D, q
[DEPTHOFFIELD], [. {# p, u+ v) ?; R& e
FadeTime=0.1) s/ o9 u* ]: T; K. H9 f1 P% |
: F$ O x! S: r* q3 Z2 f m S: c+ K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
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