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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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/ s6 d! |$ c# D9 A我来列下我修改过的
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9 ?$ C4 p& a# P先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)% S1 o. z5 v$ a5 C& D. _- s
[General]" F1 B0 L$ p' W3 v/ h+ B
fBrightLightColorB=1.0000; H n1 T2 M0 A: f
fBrightLightColorG=1.0000
2 [- a+ z; J9 H: mfBrightLightColorR=1.0000 m) l( W/ ]5 d4 A! R4 }: S+ g
iStoryManagerLoggingEvent=-1' A3 L2 K7 u2 t9 S$ ]
bEnableStoryManagerLogging=0
9 A5 E k/ W2 Z O, b[Imagespace]
2 Y! B/ [( a3 V( b. i( lbDoDepthOfField=1
, f* \2 Y5 |5 @3 n, E4 R2 y6 SiRadialBlurLevel=1
6 L- K4 i4 B8 P a8 @: M' l# W% T[Display]0 D/ V- i. u- \: {
iBlurDeferredShadowMask=3& [3 U w2 P, v H7 [, h
fInteriorShadowDistance=3000.00002 Z& A6 R! O1 W B- @
fShadowDistance=4000.0000
; d' c7 x4 ^# S- \0 | y- k% l$ UiShadowMapResoluti**econdary=1024
% Q) T: G9 Q- I. h& C viShadowMapResolutionPrimary=20489 S- h* F9 z* e* o( L
iShadowSplitCount=2
4 Y, x/ g) R E, {iMaxAnisotropy=8 异相性过滤 低0-4 中8 高16- M& Y( b5 L! h" m0 }& a6 m0 C% A
fLeafAnimDampenDistEnd=4600.0000
/ U9 Y, O% C5 n/ MfLeafAnimDampenDistStart=3600.0000: s9 X' f" K3 ~' H9 X
fTreesMidLODSwitchDist=5000.0000
B8 U& J5 S' L8 d3 ~fGamma=1.0000
+ t# K8 p4 y2 P6 j" bfDecalLOD2=1500.00007 X! p1 @% u% I% _5 Z
fDecalLOD1=1000.0000! F8 d! G% ?4 r& u
fSpecularLODStartFade=740.0000
% n/ s. c: \, W" F. H$ v! efShadowLODStartFade=200.00005 \# x* R' S7 m. G2 u+ m# U! Z, K
fLightLODStartFade=1190.0000
- T1 D# s! u% {. V+ H8 JiTexMipMapMinimum=0
! q3 T; F; a1 T( s" `0 X! ViTexMipMapSkip=0: Y/ I; X. e' j" z2 R' c
iWaterMultiSamples=07 o4 d5 I8 I& b g6 w
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4
: L- s* O/ u. ViShadowMode=3
8 O" f9 a' W4 a& C9 c7 Q7 jbTreesReceiveShadows=0
, j1 R6 n' y" l* ]4 o) ybDrawLandShadows=0
* A0 @) E5 {2 Q/ SbFull Screen=1
}3 `5 Z4 V8 M9 {7 {iSize H=7686 C% H: X, V6 _( C0 c
iSize W=1360 游戏分辨率/ p+ p1 _8 s" j( l0 Z: A
fMeshLODFadePercentDefault=1.20003 U8 K, k& _& ~7 v8 j7 p2 z7 C2 f" _
fMeshLODFadeBoundDefault=256.0000
, w8 k; G. e, y6 N. x' FfMeshLODLevel2FadeTreeDistance=2048.0000
4 q+ O3 s5 j) P1 e, c. G: `fMeshLODLevel1FadeTreeDistance=2844.0000
: `" D4 y* \( v M. jfMeshLODLevel2FadeDist=10000000.0000) b) E- j8 j a+ L# ^0 Y
fMeshLODLevel1FadeDist=10000000.0000
( Q' \1 a; X4 U8 K, L# v5 biScreenShotIndex=15( @) C% e( A" t4 B& P M1 O
bShadowMaskZPrepass=00 E+ ~; Q0 }9 T5 T9 ?
bMainZPrepass=0
& C; R4 I2 |) z) X8 B7 }iMaxSkinDecalsPerFrame=10: ]- @9 m3 ^) H& B. W: N
iMaxDecalsPerFrame=30
; A) x+ O8 z+ A# w7 z1 ~bFloatPointRenderTarget=07 j: o4 I0 l* l d
sD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改
8 M T' \% A' m) g8 DbFXAAEnabled=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 K4 t1 T+ U! H$ b8 j
iShadowMapResolution=2048
/ [4 C' ?& ]$ W% SfShadowBiasScale=0.2500
* q2 ^8 |3 E8 RiShadowMaskQuarter=4& p/ ]. E# U7 t/ M! Y
iAdapter=0
* j, [# b6 d* `( uiPresentInterval=0+ _4 M# ]6 }9 p" p2 p, M& U+ d
iShadowFilter=3
6 D( q* I0 n c; ^! s8 MbTransparencyMultisampling=0
7 T# u" G+ W" U4 B* ?bDrawShadows=1* w+ j; ^7 K' G& o& a2 s9 O
bShadowsOnGrass=15 r6 u" E# _1 f. k9 B9 q
bDeferredShadows=1, t4 q9 K. N% _: ~9 V0 g
[Grass]; F) L4 W6 ? Y
b30GrassVS=1* d. p7 N; R8 Z; I6 E( _8 c
fGrassStartFadeDistance=3290.0000# s/ b" j& X( z6 }* L; b
fGrassMaxStartFadeDistance=7000.0000( G; U/ a9 h/ x) | r: j
fGrassMinStartFadeDistance=0.0000, u5 L' K9 r" g' f
[MAIN]2 r) A; a# Q8 b3 w7 g
bGamepadEnable=01 j& O$ t: Z! n, [# {. [" G7 z) P
bCrosshairEnabled=1
$ Z" j% A/ F7 a. N8 EfHUDOpacity=1.0000
9 W$ j) j! T% W2 IbSaveOnPause=1
* m; w% _5 _; M* Q# J- mbSaveOnTravel=1, |+ K2 f8 ~9 \# M# ?
bSaveOnWait=18 E4 U& t& x6 E9 a. V9 R
bSaveOnRest=1
1 V" }; q3 _7 C" G. OfSkyCellRefFadeDistance=150000.00009 k$ F# ^, ~# o
[GamePlay]
- P( t7 m' r1 i5 rbShowFloatingQuestMarkers=1
2 U) @0 O" A3 ]+ CbShowQuestMarkers=1: [- ?- ~0 m4 F* {' G
iDifficulty=5
- D9 K% r$ r- E( M! T' Q[Inte**ce]
4 H5 i$ J" B' ~& \- w$ W) T8 T1 ObDialogueSubtitles=1- F; S9 r$ F7 {
bGeneralSubtitles=10 F2 n$ b; E4 k+ D7 X- l
fMouseCursorSpeed=1.0000( ~8 Z+ j. e. p" U
bShowCompass=1
7 K1 H5 A/ [8 o* {9 C[Controls]3 [3 F6 L% z4 b7 ^, W& t% P
fGamepadHeadingSensitivity=1.0000$ j5 p I2 n6 K. j ~: ]
fMouseHeadingSensitivity=0.0160
, V; ^9 j% {( E$ C3 c- t9 t% abAlwaysRunByDefault=1, \2 z, Y4 s/ h7 i1 @
bInvertYValues=0
$ t, M7 g1 P* `bGamePadRumble=1
' w# l, z6 w) ~0 S2 y4 ibMouseAcceleration=0/ \; P! A# Q0 b9 D
bUseKinect=0
5 \- A. g9 X% _" G8 W0 K# {[Particles]
4 D9 ~3 Q) S7 q+ ZiMaxDesired=750$ ]% ?) B. K1 c: O" L
[SaveGame]( n( d8 t$ o! d! B# R* ]' Q3 i
fAutosaveEveryXMins=15.0000
' ~# j7 g" H$ A$ f0 X[AudioMenu]
3 U/ {: f* n) U6 ~0 HfAudioMasterVolume=1.0000
1 t2 X Z7 N% y' v! HfVal7=1.0000
% A" ~' o+ r; h0 g/ vuID7=0
) h! h# d: Q5 W; S2 BfVal6=1.0000$ \/ Q2 x0 }% G0 h
uID6=0) m. Q0 `- f) X/ y3 E1 U* d
fVal5=1.0000
! u( J( Z& b0 q% ~) j6 Z1 o" uuID5=0$ L x9 [& R: n+ B" c, R h) H
fVal4=1.0000
) M6 y( n1 c+ NuID4=0
+ a% ^! F) L) o6 GfVal3=1.00009 u- _9 n$ Q: l- \
uID3=94881
6 U L( z( V# p. |2 ?2 ?5 YfVal2=0.2000
1 y5 L$ L! u% T. s# x8 B2 NuID2=466532& w! ^8 z" G/ z0 D- u$ \
fVal1=0.95004 r' ~. g; D: t: K
uID1=554685
5 Z7 V2 P4 A9 ?! N7 R% ]7 W0 zfVal0=0.90002 i% [# H6 X3 R* u, b: G
uID0=1007612
3 ^( R2 L2 x9 m2 f$ x[Clouds]
+ s* w* k( z, c: D5 ~fCloudLevel2Distance=262144.0000; F/ M5 h) A; D4 b" g+ s
fCloudLevel1Distance=32768.0000
: \5 C# ^: s+ V2 y) zfCloudLevel0Distance=16384.0000
' t# y/ x' X% c J- t9 |" |- L9 kfCloudNea**deDistance=9000.0000
9 B6 |! y, o! `5 s5 V& x: n[TerrainManager]/ e- d3 d. [) V
fTreeLoadDistance=40000.0000$ G& ?0 t( q: b7 ]+ r
fBlockMaximumDistance=150000.0000, K7 }3 c0 \! T, d2 O# _
fBlockLevel1Distance=40000.0000
2 M. p2 L% d8 a2 {3 gfBlockLevel0Distance=25000.0000
; S! i. O% e! f, JfSplitDistanceMult=1.1000
" [& ^3 Z; E* h( AbShowLODInEditor=0
2 V9 G5 x, T3 _$ `[NavMesh]
, ?; }. z0 W! l% j1 pfObstacleAlpha=0.50009 _2 o- M9 U' x w5 ]
fCoverSideHighAlpha=0.80003 u% x. x+ j# o% U9 `9 m
fCoverSideLowAlpha=0.6500# h3 Q4 q2 c6 S+ W* h& k& r
fEdgeFullAlpha=1.0000
+ J" w2 `# @. @3 |- l5 ?fEdgeHighAlpha=0.7500* r- P1 q/ c3 o0 [; i& Z
fEdgeLowAlpha=0.5000# S5 C0 ?' i) E+ W: l" O: K, a
f**FullAlpha=0.70006 K) R6 p4 N" d) l9 a( l+ V% z
f**HighAlpha=0.3500
" k- w4 n7 |9 g) m4 Xf**LowAlpha=0.20000 S2 |9 R# ~( n- l
fLedgeBoxHalfHeight=25.00005 U( C+ ?: i- X0 Z
fEdgeDistFromVert=10.0000/ e3 `9 c7 V- H% y, g
fEdgeThickness=10.00003 C3 n1 u/ [+ `" N2 d& q% K
fPointSize=2.5000
( Q# W( b7 Z5 ^1 g[Trees]
4 x$ L( l& x6 ]9 l5 @& QbRenderSkinnedTrees=1( N$ a7 O7 `0 Q) Y" h7 {9 [
uiMaxSkinnedTreesToRender=20+ k. F; }1 {' U6 c2 t( v6 O3 o
[Decals]$ ]* x( F( s8 [3 h/ @+ O1 G/ `
uMaxDecals=250
. {. m( U6 [+ K) {. @5 ybDecals=1
0 b$ D: {! W" T4 y4 `bSkinnedDecals=1
% H6 a* W+ b) F! TuMaxSkinDecals=50
/ U- P# t! b' e quMaxSkinDecalsPerActor=40
/ N4 M6 d4 Y' v6 N4 G- n% C) {( [1 O8 J[LOD]
5 Y: _( }1 [4 X) R) I( r. H$ }3 q& GfLODFadeOutMultObjects=4.9998
; ~, g: P- X ^5 ^$ N3 ]% }" UfLODFadeOutMultItems=2.9600
5 G* ^( [' u/ [ D& i% Z XfLODFadeOutMultActors=5.90004 X q! v! S$ w' e$ }
fLODFadeOutMultSkyCell=1.0000 t9 B, Z2 }0 v
[Launcher]5 g) ?% U! E0 D$ _; z8 c
bEnableFileSelection=1
6 z3 A% v& [9 \: `bShowAllResoluti**=09 b% l7 v) {* S: v( A( R) \( @
uLastAspectRatio=1
7 Q4 N/ N" m. \+ D[BlurShaderHDR]" Y1 o' c, V7 k n
bDoHighDynamicRange=1
! Q, q$ {1 A& S% Z[BlurShader]
7 |6 A# y" f3 M9 r9 z- i0 KbUseBlurShader=02 @0 K8 D7 W1 T/ F0 E# x; d4 y
[Water]
) d3 E4 R! ?2 L. G! EiWaterReflectHeight=512
: ]& Q1 j, ~5 E/ w. ^iWaterReflectWidth=5125 [$ h% m! p2 `- r5 W
bUseWaterDisplacements=16 E* K+ D, A: @% W
bUseWaterRefracti**=1
& a9 t9 } x$ } Y# abUseWaterReflecti**=1: O. j( F' I p9 \) c; V- D
bUseWaterDepth=1
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$ N- E6 X- G+ V- ^3 m下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
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4 ^6 e/ O2 L7 P3 x// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm/ m- _0 T/ } t$ p
( g3 A' p" e4 K. [0 r. }( r
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.31 I/ U2 m5 J6 ~* z% @
// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142. M2 b3 X# L. a3 Z: A
// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
; i' J' }- Q, N4 \5 h [
1 r8 G% [) t5 X* ?/ {4 b% X7 l// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html" O- @( n3 p/ w8 u
// Please respect and support the the ENB original author,thanks HD6
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" A1 G: N o) z7 z4 f. S[PROXY] //代理( s, b& z0 |. K0 d2 b ^
EnableProxyLibrary=false //同时启用外挂dll脚本. y0 I+ ^( e. V2 x, ^" C! P
InitProxyFuncti**=true //外挂脚本状态7 G5 S$ k& k! }& I
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称. r3 [: p/ m j. Y+ C
& Z, l# T( i( w4 K# {2 U[GLOBAL] //整体6 b! Q2 i4 \' M+ [: V' W
AdditionalConfig File=enbseries2.ini //外挂ini" s* u) n) N# B5 t
UseEffect=true //ENB在游戏开启时启动 Y5 U* h6 K6 o& O
CyclicConfigReading=true //读取Cyclic设置文件
! K, w+ [8 T: G( g" h8 MForceNVidiaCard=false //NVidia加速
% C* z8 H6 o# g* TForceNVidiaCaps=false //NVidia加速- Q" t. {: T h+ L5 @. z( b0 I
AdditionalConfigFile=enbseries2.ini% e! u& R5 @! z+ F, p1 u/ E9 f
8 U' g; y0 f- r2 j
[FIX]
" Y( e( J# u2 [1 q1 u6 ^ForceSingleCoreCPU=false+ t, l# v7 b& ?; R
IgnoreThreadManagement=false
; t2 ?; {! v8 \/ S7 p+ t GIgnoreThreadPriority=false
. y2 r0 C! v/ sAntiBSOD=true
1 N/ |, x: O# f3 D/ P3 d" L4 j! n5 J- ]6 h6 k
[GAME]6 F" S) t! [& Q4 V; M, K! v
SpeedHack=true
) X! w% P! ]. GShadowQualityFix=false
e4 [1 A/ a% j1 SShadowObjectsFix=false) }% C8 K4 @% y* i z I1 V
) Q# F q6 M' q P" o- f[MULTIHEAD]9 r! z) L& X# x8 E
ForceVideoAdapterIndex=false6 }. _4 `2 h* b" B
VideoAdapterIndex=0
. y# \7 J+ B; }3 w s/ S+ c$ F' D( S
[LIMITER]
% N/ w: N& e/ g& G4 r) xWaitBusyRenderer=false
( c0 z& J5 w, W: [EnableFPSLimit=false
* J5 a6 Z8 w# G; N. ^& I" z# hFPSLimit=30.08 W( A- T! j* @! q! u& G% e8 ^
! |, L1 H x3 h- q9 i. E
[INPUT]
5 ?& q! j# `/ b% ?" C& b//back
1 W0 \+ |& `6 LKeyReadConfig=8; N# A. Q$ b% E" y( _: O
. ]. z) Z% o0 d+ {( p//shift
) @8 O# [2 N! ]4 L: D! i- o# ~, `KeyCombination=16
! M' g* Z/ k' ~' f8 {' m, F. y7 z) v; T1 D* P2 T
//f12' N% T; b9 D4 A7 R
KeyUseEffect=123! }0 }7 e( v/ x1 Q2 n5 l! b
$ g# R' m% I! E1 C' Y
//home
" E1 v6 Z' _& @, n" \, F0 hKeyFPSLimit=36
2 Y' h5 t; V. u" q" z. w$ r
! }2 y9 |) A: Z7 p# h- ?; |+ G//num *
/ i6 S- ` ] A2 S# rKeyShowFPS=1067 V. C% X, l7 t# I5 L9 Y/ I- s
* W, x& V% s8 U. a! Q//insert: 45 s- S. Z+ q# r) |& l; P0 z
//print screen: 44/ u$ d/ ?' T) Z9 b
KeyScreenshot=45
& |! f/ @- g6 X7 j3 l/ _# i" |8 z3 p# f
+ ^, C% W5 h) T0 b% U( G- v" [// Above 8 may only make minor if any difference, but may not have fps hit?,
- y1 ^9 z/ s" d. G7 f% V// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view' U3 w; c9 v3 ^$ q# c1 V
// I hear forcing this on causes issues on some cards or something, not sure what to do really,
7 d. d7 F8 a1 z. F+ \// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
6 E( `* \$ H0 G. n* Q4 e// Odd for me this really only affects the transparent edges of grass / trees, improving those.$ n# f( g+ ?; \ u g" n+ K
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers* p9 u1 z1 E2 }2 H) D, G0 c0 Z
// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
' ^8 W, ?$ h0 \) q3 H# d. k% }7 n3 p+ l// In all other cases anisotropic filtering is almost free by fps.. R3 B4 {/ |2 s8 K. V9 k
[ENGINE] 引擎6 D8 G1 k$ e5 b5 D8 l
ForceAnisotropicFiltering=false 强制各相异性过滤
( d) p3 o8 L- e$ w- o, M3 V2 ]MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]3 N0 ^9 `! i% y
SkipShaderOptimization=false 过滤优化
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+ m) |9 Y. N e// better to set false in most cases (turn on if mod looks buggy for specific driver version)( Q! S a6 v+ ^2 ~+ ]% {
SkipShaderOptimization=false2 {' A+ u6 x% P& \7 V+ w2 M
# J& M8 O8 y, R
[INPUT] 按键2 C5 s& f- v! L0 j3 O& y
KeyUseEffect=123 特效的按键设定
5 m8 ]; k+ {# x: Z, |0 EKeyCombination=16 组合按键设定! K1 d0 V Z; Y/ c0 k
y R9 `! S; D* ]2 A. I' V[EFFECT] 效果1 `2 D1 n+ b4 z" f2 c1 V# U
UseOriginalPostProcessing=false 原版画面处理
. H- D+ p3 e/ E) U g2 p V$ yUseOriginalObjectsProcessing=false
+ U" ]4 h7 }( Z3 s0 J# CEnableAmbientOcclusion=true 环境光遮蔽特效
# o+ Q! v: v$ W$ W- T// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries4 @, @3 l$ u& ]: \) C6 O
// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
q9 |( p9 D9 A7 w) X2 @; VEnableBloom=true BLOOM特效开启
( @7 e3 Y: W8 Z* @+ Z% fEnableAdaptation=true
t& U9 g7 J( D% p* t7 e& B2 s! G9 v. u. B' w: J6 L4 M, R, e
// 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 m0 Q8 L( a" U% j8 u// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
) f! {3 o [6 {6 C' R// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.; q5 P5 M7 _ Y& U v
EnableAmbientOcclusion=false' v: i7 P( |( _2 a) I5 X, L+ A
( G& g o9 _9 G// Do not use, not implimented yet, v/ D5 H$ n' n
EnableDepthOfField=false
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// This affects entire scene brightness and is what makes everything look 'good'
0 Q' Y; c! Y2 d8 _5 m- K; ?( s// 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.! p' f6 J& @% S8 B4 u+ a
// Quality: higher numbers = lower quality. r8 m( ^: ~8 M8 G
[BLOOM] 静态特效
$ G5 `* V/ z! Q! T1 XQuality=1 质量 [-1最高,0高,1中高,2低]. [$ G7 n2 s, ~# o
// Some areas in Markarth especially; really blow out to white, p' ^! s; P6 d( E! s
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
2 V) m- w' u( x" f, hAmountDay=1.5
+ l8 K2 o& P3 q5 ?6 q// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
& W( K% X C) P W6 _0 _9 pAmountNight=1.06 r7 x |5 a% N; X6 N, E$ y2 n9 {
2 `. ]# x1 x* | a( g1 A6 q0 J/ v// 256, 5125 [6 L6 _3 p' a' |5 ], W# v9 w
// Makes dark areas bluer. Simulates the human eye. Higher is bluer.
6 o# ^* ?. i, i2 M% dBlueShif**ountDay=1.0
9 Y4 d4 T1 R+ a6 f I- ZBlueShif**ountNight=1.0
' S# I. U/ q* A v. d
# o+ J# Q$ B5 `7 a# C8 [// 5, 3, 1, 19 N& E! p6 d# c2 Y; u6 K- _
// 3, 2, 2, 1, y! c1 Q+ B8 r, @% w
// nn: 4, 4, 3, 30 _6 v# A( Q T: O. p2 g+ O
// Intensity is how bright and strong the bloom is, higher = brighter
8 z1 H( e$ S3 S, s1 K// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more
8 b5 C0 R( }* ?+ R* H, m[CAMERAFX]. w* k h& {, U8 e1 T
LenzReflectionIntensityDay=1.4" `6 @7 m3 A+ P
LenzReflectionIntensityNight=1.4# T4 x% t+ y$ D, C8 q$ ^8 m# b2 N
LenzReflectionPowerDay=2.0) d* G, V: [1 ]4 H c! g
LenzReflectionPowerNight=2.0
' _9 D9 v8 {9 K! J+ A Y// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,; j% f H' W( x3 u7 z
// 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
; ]1 E( G7 ~' y$ i8 H// even at 1 this will trigger in ice caves which are really bright
5 [1 @& r6 w u" o# ^3 d
* X+ S0 m+ |/ l2 ~+ B6 e* S9 @# z5 ~
// Trees still flicker especially in distance when lower LOD3 d: w4 f' n5 Q/ S# k; ~7 }
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
8 t: Q: e/ `2 b# T0 ? ^// 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
! M ?- ]" V9 E$ Q// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
! ]0 ~( w/ l r// Shrinking Sampling range reduces/tightens this smudgyness2 n, r7 q; d. k7 z7 {# X
// Also screen resolution has a big impact when combined with SSAO7 c% w) |9 y" Y- ?
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example% z2 B% Q- \2 t$ [3 K( _. V# {
// 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+ f! T% N, W. ? |# |
// And right now if you have SSAO on at all it will screw up water ** it look see thru
: m4 q1 O8 B1 X// If you alter 'UseIndirectLighting' you must restart game to see changes3 `" c3 {; f" F3 D' @
// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm! X* F, P1 r2 ]! n/ y8 E1 h
[SSAO_SSIL]: `5 B" X; E3 P% F" F
// 1, 0.4, 7, 7" q2 B* f, \; N) J
UseIndirectLighting=false
5 `: I" H7 X6 ?* m0 ~% x' M; x// Quality: lower is better, can even go -1 if you are brave
8 N! l" ]& m2 N S8 P( n' C/ iSamplingQuality=1
4 C! D _8 `* w$ ?! a// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
, S% s( V: J# s& GSamplingRange=0.6; _# e5 ~; H) k" a0 U
FadeFogRangeDay=7.0
6 W" a9 Y0 k" B- W: x2 VFadeFogRangeNight=7.0
+ k$ O+ b h E/ q+ B" W
4 z6 r% Y! T# o0 z" a2 r// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit% Z2 [& Z: o" `" o* g+ e
// 0.35, 0.35 - LOW - will flicker more on trees
3 V$ m2 b8 K* }. y* ^& g// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
" |" N; n( m3 P$ m& p' p# A8 ~+ z// Not much point in going above 1.0
# z, U. s8 ^. Q) | f5 J0 uSizeScale=0.4
& u7 ?8 D* a ~+ c- u2 ^6 R- BSourceTexturesScale=0.4$ s* t& I0 i" [% T' m" P" m
0 H8 }4 O( m5 V! l: r8 k// 2, 0.8, 0.5, true* A) ^) }. Y4 c
// FilterQ lower is better, tighter) L5 k$ Y, i8 [1 a: J+ a. J2 w
FilterQuality=1
, t1 _' Q% M1 F( ?% u. U0 w$ [; C# A' a7 a7 B h1 T( S7 i/ {6 T( f
// The AO strength, high numbers = darker shadowy areas." i5 `/ Z& p/ j4 q. P
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
) V9 n7 u E1 X H* C8 mAOAmount=0.5' P5 C2 `; \2 m) @3 H; j( {
# X h# p1 G& G6 X4 F
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does: Q8 S! w% T3 l( B& B% j$ }5 F
// If you alter 'UseIndirectLighting' you must restart game to see changes! g; C7 d' Z* n
// 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
- z& v: T# \/ d# Q+ m( V3 ~( kILAmount=0.50 j& A) T# g" q8 \+ I: C
. t/ ?9 @- p+ T" l9 F k3 X: ~* J// Alters what time and places are c**idered to be day or night and the transition between them
0 _3 t9 E# x. H4 F, t// 0.7, 0.15, 1.0: h. h: t3 i; U8 L6 l4 |
[NIGHTDAY]
; z" E! l8 G, _" H, @8 dDetectorDefaultDay=true+ d, J# n: s( H' X m* j1 [% T
DetectorLevelDay=0.7# w# A- u: g( s. T; V6 X% g1 a
DetectorLevelNight=0.35
, P) p9 i1 l+ |2 WDetectorLevelCurve=1.0
" h4 c% @6 j$ O' D5 d E. n0 P# X# q4 h' o1 I
// 0.2, 0.4, 0.1, 0.6
# d' O- |6 n* x// Adaptation is entirely ignored with my enbeffect.fx file
1 F. I3 _8 O8 P9 d$ e- v2 c" M0 V0 u// Adaptation also set with EAdaptationMin/Max in enbseries
4 G5 e( P4 d2 Q[ADAPTATION]
0 t3 O9 u1 @; e7 e2 I7 WForceMinMaxValues=false
( H" P/ ?( @; r: |- fAdaptati**ensitivity=0.2
6 B& M% F( w+ i) f! Q7 ?AdaptationTime=0.4
, w( ?/ P' L B8 J/ mAdaptationMin=0.1
& _, N( M2 _' X0 o9 m, U' NAdaptationMax=0.6+ A3 l) k8 W, \
6 K2 r& m7 O* ]) y3 B( j" _' {// 1.2, 0.8, 1, 1, 0, 0
2 F8 X$ M6 a% r/ w8 k4 o% v[ENVIRONMENT]
; k0 w7 i: A" Q1 [( S7 l// Sunlight during day cast onto scene* m8 Y- ?$ `# }) p
DirectLightingIntensityDay=1.0
- e: w" ^( v# G5 f7 A# r// 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
* W4 l4 d4 d5 f. k7 L& ? y. |DirectLightingIntensityNight=1.0 x9 ~! O* @: t
. }2 B5 k# s) A! h! o
DirectLightingCurveDay=1.0% `. z. K2 d9 P5 ^; Q
DirectLightingCurveNight=1.02 n( G/ O& B, t% H4 ^5 ?1 R
DirectLightingDesaturationDay=0.0
+ M V+ O5 N0 u' s4 \4 {
% V% T' ?' h6 ]) L6 u# Q N% q// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
/ @3 w6 I1 w! g// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx( y! {( t, ]8 S* N( j" b
// More desaturation at night is done in the enbeffect.fx- x% \& v; y4 z, O' v
DirectLightingDesaturationNight=0.0
1 j8 X. u, b2 ^3 U! d' }9 M1 D3 i7 W5 q/ q* [* L( g/ D* ]
// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
6 a! K" T: A4 CSpecularAmountMultiplierDay=1.6
$ l. u, `6 _: }" g3 y% U# ASpecularAmountMultiplierNight=1.4# U4 L/ ~8 d7 Q9 D6 A7 ?! D
SpecularPowerMultiplierDay=1.2 [% s6 |/ Q' s* m
SpecularPowerMultiplierNight=1.2
; o- n% Z- u4 b; ~& J
7 S8 ]; x. ?: ^// Leave at 0
& t- R6 U7 }9 ZSpecularFromLightDay=0.09 T% c5 d& A/ @3 u/ ^8 n
SpecularFromLightNight=0.0
" F% o6 k- Y- R2 z
+ ]7 s/ R! q) \- x6 f//1.3, 1.8, 1.0, 1, 0, 0.8* Z) Q0 h4 A$ K, K& s. P2 I
// 1.0, 1.3, 0.2, 1, 0, 0.5
" V4 H4 s9 H; `) ^; R3 }# `AmbientLightingIntensityDay=1.1 x8 W. F. x, Q! D' [
AmbientLightingIntensityNight=1.0+ G' D" i" _5 R' A
AmbientLightingCurveDay=0.3" M% C4 k5 ]* X2 W
// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!, n# j* X/ y2 v" [% @2 X' k' x
// If you increase curve past 1 you get little superbright specs of light, dots flickering4 K) d9 M8 i; J e0 T
AmbientLightingCurveNight=0.84 {0 F" B* ?; j% V7 w: L
AmbientLightingDesaturationDay=0.0
9 z3 i7 ?: Y- X) R; V// More desaturation at night is done in the enbeffect.fx
6 l. R( F. R7 {4 m5 QAmbientLightingDesaturationNight=0.08 M0 k$ b0 K( m0 N7 [8 a4 e: F
! O8 U0 N# w7 D/ P( g
// some caves lights are treated as Day, so they may always be bright >_<* L1 b9 ? {) \
PointLightingIntensityDay=0.6
^) y5 T4 u# P) S* H$ O) C2 uPointLightingIntensityNight=0.65 c. A7 z* L+ o2 B0 U2 C
PointLightingCurveDay=1.5
: i6 B: E; F7 W$ g4 mPointLightingCurveNight=1.5, z$ K4 H; `' U$ O9 o. ?
PointLightingDesaturationDay=0.0
! _* d: c/ e6 u) |& t" uPointLightingDesaturationNight=0.0
7 D, p/ b% i) {. ]0 ?' s% K! a3 d. i- _
// ** 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 alone2 K1 ]$ q* }( I) x* g
// 0.8, 1.2, 1.2, 1.0
# Z, r+ e0 z5 B. {" {% c$ UFogColorMultiplierDay=0.9
/ h) E5 K& F+ A+ R" H. E; iFogColorMultiplierNight=0.8, ?$ E+ i* a+ X% S2 l! T: r# K
FogColorCurveDay=1.0
! i' k+ x9 p( w" H" {: u4 t2 ?FogColorCurveNight=1.1% S6 j5 ]$ r1 y a
) r! c% V% ~+ J: J2 b//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey* R* [7 M+ L( [2 r) A5 O$ m" f9 ]
ColorPowDay=1.0
! B# p1 z0 Y, g- G' T2 q* c# U3 g8 f7 [; F: @6 }1 {
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0
) o- l+ V s3 C8 D; a9 |ColorPowNight=0.0
1 |) c, W$ S3 w' G
. ~0 D: x% u& d* G( c" D( _// 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" {! _. W* e* } e, z
[SKY]
+ {0 D `3 V6 iEnable=true/ J5 O2 O1 V+ ^4 y! o1 n/ w* |% |
// 1.5 :: 1.0$ G4 U& ?5 }1 a; V6 R5 T
StarsIntensity=1.5
& ~) Q/ F" e4 vStarsCurve=0.9, g9 K' U i0 b' W* K
. H$ n% k" B1 s8 C
// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example( _7 R% W3 f8 T
// 1.0 :: 0.8
u$ a3 f v1 |AuroraBorealisIntensity=1.5
5 A" ]. D: z" V" wAuroraBorealisCurve=1.41 I9 c4 I2 T! H8 A* v: l5 _( @. a
9 L: I, V3 E$ g. F2 ?0 F
// 1.1, 1.3, 1.25, 1.25, 0, 0
# G+ E: n# {& u+ ~% [+ l6 t% HCloudsIntensityDay=1.2
1 z2 T, l- B1 mCloudsIntensityNight=1.1
8 t S2 x8 \ @, J% ^2 O; ]
" `, J# U& r0 R5 pCloudsCurveDay=1.4+ o9 ^& F4 I8 N
CloudsCurveNight=1.49 U- ^ \; k# J2 Y: v2 u$ ]
CloudsDesaturationDay=0.0+ S2 G/ _4 v" I7 L
CloudsDesaturationNight=0.0
4 V. D) V$ Q0 D0 W) ^* B# b; ?
// 1.6, 0.15, 1.1
% v: P6 ?. K! }& F( \. y- P; P//1.2- w9 `) `1 [) o. n. w0 d
// v11.2: 1.5, 0.4
* V5 _& W0 h8 g/ |( k0 E2 qGradientIntensity=1.7
/ q/ k* V7 E4 z4 h// 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& A6 F: [) c1 U U+ p
GradientDesaturation=0.3. I0 Z! M5 z+ E
: M" [/ L7 p$ D A
// 3.2, 2.5, 1.0
2 z3 ]5 {* }8 C5 R0 F// 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
7 M; W( R e2 J- N. @GradientTopIntensityDay=1.01 }6 Z! C/ s+ [9 t
GradientTopIntensityNight=0.7
+ s2 J4 v1 W, x7 e( mGradientTopCurveDay=1.2! L- N; ?/ K/ V1 j z/ \0 {3 ?
GradientTopCurveNight=0.8
1 n! L1 O/ D, E/ M% M: G! ]3 @, v. P, ]5 x, o. E
// 1, 1, 1, 1
6 w( y+ L( d0 ^// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3
: Y8 {: u( w1 cGradientMiddleIntensityDay=1.0
; ?7 C$ U2 e, g. @GradientMiddleIntensityNight=0.6/ N& ]% P" ^( ]; K
// Setting curve above 1 results in awfulness at some times of day! L/ z( X7 z" `( R8 F
GradientMiddleCurveDay=1.7
3 o1 Q1 _+ }: CGradientMiddleCurveNight=0.9
5 B1 c+ I8 q. G
; ~6 L& p( a3 K5 E- q4 p3 h9 b// 1.8, 1, 1, 18 P3 Z* C, g) r3 M: O0 [3 t. |' x
// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3( ~) c0 O1 u5 w% Q- u
GradientHorizonIntensityDay=1.2 C: s: z. _* d$ n; ^
GradientHorizonIntensityNight=0.6) f; A- P2 n: I
GradientHorizonCurveDay=1.7+ p7 d& C1 V0 a& x8 Y4 T( ~- m, Q
GradientHorizonCurveNight=1.1
/ O, B6 F7 P% b# o9 m6 x. q% g1 T& d4 D S6 s1 n8 d/ m2 I! k
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
0 M6 b! z, D; Q M3 ~8 d% G& b/ g// Oh I have a sun lens flare mod, maybe that doesnt help4 j. b8 L8 W. l) B2 }( d
SunIntensity=0.6
. H* q5 \# h* z( oSunDesaturation=0.0# K0 o W$ @' f/ `# g. \+ d
: m& q+ V7 R- f0 a! p// Setting this higher results in pixely noise and visble border of sunflare' k- Q! U9 f" I) q
// Oh I have a sun lens flare mod, maybe that doesnt help
3 S6 b' m; [% Y4 k7 {% [, F// Cannot get sun to bright enough in center( g9 D' ^7 A! D" R, w
SunCoronaIntensity=3.0
! Q- ^0 U P( A9 H+ g4 }SunCoronaCurve=1.0
+ O& _, ^1 a/ L+ U, L: gSunCoronaDesaturation=0.0
" ^ p& }( h7 ]5 n2 I y6 j% n' L0 H# M; q( k. a# T0 w. A2 g$ m T* o
// 1.0 :: 0.8
' }& ~* Y% u! n, z/ ^7 RMoonIntensity=1.8
1 L, o# X2 k, z0 X- ZMoonCurve=1.4$ {5 y* }6 o/ J1 @6 I
MoonDesaturation=0.0* r4 |1 g7 C5 T7 l' `$ p( H
" o u" ^( d- \9 P- {; B0 j// Makes Frosttrolls, ice, trees and such glow at night when set too high :-); V7 ]' M0 w. r
// 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)
! y) v* `1 `: c// 0.4, 0.3, 1, 1- _! v6 `9 P5 W" l/ d( n( s( o
// 0.9, 0.9, 0.4, 0.4; q3 I+ k/ {# c5 c6 |9 w6 ?! Z- R4 {* J
[OBJECT]
9 d% O4 \( s9 |: jSubSu**ceScatteringMultiplierDay=0.9
% v7 t. v/ C% f$ v( HSubSu**ceScatteringMultiplierNight=0.94 m) `0 D5 d Y
0 O" r, }( f& r4 Y3 T// Setting this higher makes people go redder, lower = whiter and brighter
& e! B( \( l7 @, JSubSu**ceScatteringPowerDay=0.6
+ o9 E2 S# v2 J5 `SubSu**ceScatteringPowerNight=0.6; z. _) `: o, ?' K* j; u; a
6 h9 O: Z! D+ j( v! }) ~[LIGHTSPRITE]
% n/ k: f ?" U# f, K0 E$ X7 zIntensityDay=0.81 V4 h3 P- b/ G4 h
IntensityNight=0.8; G) i$ y* t. Y6 A9 W8 V
CurveDay=1.21 Z5 H1 B, A/ @' c" G
CurveNight=1.2
2 O) z [! Z/ Q" F
& m) _* Y! t& [! J* Q! d, V[WINDOWLIGHT]
% d. A0 R1 s, B+ {Intensity=2.6
! \; @" E- W; }* ]+ cCurve=1.2
k( l9 s, d+ g2 q8 q N3 `) F7 P5 w6 Z) l7 _8 N( a |9 a: {
// Clouds on mountain tops and I think fog sprites in dunge**% [5 |& r4 M. r
[VOLUMETRICFOG]
( u% w$ N8 P+ Z8 ^1 AIntensityDay=1.0
% f9 ~- `+ b4 J& r) u" OIntensityNight=0.8
! A* y4 a. O& }# RCurveDay=0.9
- B8 f, t) o' |$ H. h! ^CurveNight=1.0
' K4 u. p: R7 b' B0 s: J/ h
4 q9 U2 s1 M% T4 q. ?) V$ f: G// Increasing this still affects water foam amongst other things7 v3 J; T/ _, H" D$ p
// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
1 A: n+ D: J2 n5 x0 d z. ~6 Q[FIRE]
H! l9 |* z' EIntensityDay=1.4: R( q' Y9 C2 u( y* Y
IntensityNight=1.8
% w4 ~. d- x: S' UCurveDay=1.20 P/ g* D. D6 Y/ q" T: m' K; r
CurveNight=1.2
% ?: E: ~9 @/ q- E' F) b2 u: @8 x
$ D2 R- D4 K5 b0 Z# A// enables use of enbpallette.bmp if present' B; T! c- B5 O/ c1 f: }- J
[COLORCORRECTION]
, ]2 Z& K' r1 d1 a# ]1 bUsePaletteTexture=true8 U1 n+ I- m! L/ `4 Q- Q% T
5 U. e2 m# ^. \
// 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+ }5 M7 `3 B5 ~! _- M6 D5 a6 y
[SHADOW]; Z) f1 x3 r7 A4 \, r$ \5 x/ k
ShadowObjectsFix=true' h- c' ~" h. _3 |
: ^4 W) h! D# T+ E, I" Z7 N
[DEPTHOFFIELD]
3 j) y& a% \" x4 _# P! X$ NFadeTime=0.1, b! C _2 ~ l% B# b
8 m; W" S& V# _/ L5 i: e
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2 u) ] g4 _1 }% X
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