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[资源] 天际终极稳定整合版,我们的目标是—没有CTD!

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大湿 - 大湿

发表于 2014-8-14 13:51:43 | 显示全部楼层
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已经在原帖报告了9 k# o* T. @% G

; g- B' V& C. p. G! B* P. U- o又发现个新问题,按SHIFT走路,身子老往左歪。
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% E% n' b$ F8 T: J2 Q$ p9 V& y0 l                               
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大湿 - 大湿

发表于 2014-8-14 13:57:50 | 显示全部楼层
本帖最后由 evilkala 于 2014-8-14 14:00 编辑
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用惯了11头身,突然换成了9头身顿时觉得妹子都肥硕了不少的说。, c, `& z! k3 R2 b- X
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! M. [  ~0 Z, a# E+ R还有这个整合缺少很多小而精的玩意,比如头部追随,人物空闲自动姿态,表情MOD,室内去除阴影MOD,然后就是大小姐居然没美化,这个绝壁不能忍。
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Lv.3 - 老鸟

发表于 2014-8-16 15:28:32 | 显示全部楼层
游戏下载好了按照楼主的方法安装,但是游戏检测不到我的独立显卡,后来我去3DM下载了独显补丁,还是街测不到!!!!!求救啊  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:41:17 | 显示全部楼层
点击网页中的 Recogised Plugins 标签,确认全部插件右边都有 Active 字样
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我打开网页只有2个选项是有绿色 Active 字样的怎么办啊 !!!!!!!!!!!!!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:56:36 | 显示全部楼层
按照你说的折腾了整整一天还是玩不起来!我现在快要崩溃了 ,就差把电脑砸掉了!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:57:05 | 显示全部楼层
谁TM来救救我啊!!天啊!!!!!!!!!!
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大湿 - 大湿

 楼主| 发表于 2014-8-16 16:47:08 | 显示全部楼层
ff2x 发表于 2014-8-16 15:57 ! g% v+ H( ?$ J( Z
谁TM来救救我啊!!天啊!!!!!!!!!!

8 l. B% |/ w; q9 v0 C1 sbbs.3dmgame.com/thread-4199486-1-1.html原帖地址。
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头像被屏蔽
发表于 2014-8-21 12:06:54 | 显示全部楼层
提示: 作者被禁止或删除 内容自动屏蔽
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大湿 - 大湿

发表于 2014-8-22 07:52:28 | 显示全部楼层
ff2x 发表于 2014-8-16 15:57
6 b1 ]# M- U' U6 S8 \- ~  d: I谁TM来救救我啊!!天啊!!!!!!!!!!
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1.运行游戏自带的launcher.exe文件,在MOD管理里把所有选项勾选上。
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2.下载NMM等MOD管理软件,用NMM激活所有esp erm选项。
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Lv.3 - 老鸟

发表于 2014-8-23 00:47:10 | 显示全部楼层
悠然的观星者 发表于 2014-8-9 19:57
/ |5 a! I) a0 P. I$ C真心很想下啊,不过又担心显卡太烂玩不了,LZ能说一下这个的最低配置要求是什么吗? ...
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我来给个直观的说法吧,e3芯片8核,gtx6501g显存,4G内存,效果开中,平均2-4小时弹出,或是当机,另外打了城里人多MOD的话,相当卡,比如河木镇,白天人多的话,转身都比较卡。
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大湿 - 大湿

发表于 2014-8-23 15:54:20 | 显示全部楼层
看看自己电脑的配置,只能无语啊
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老湿 - 老湿

发表于 2014-8-24 16:18:36 | 显示全部楼层
谢谢分享了LZ!
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大湿 - 大湿

发表于 2014-8-26 01:48:19 | 显示全部楼层
我来给个说法,原帖的MOD全开外加ENB特效全开,不是14年高配机器根本跑不动。
& s9 X9 ^; t0 [, ]0 K" b一些MOD有问题,比如那个真实的旅馆系统,BOSS检测一直都是严重警告,我用TES5 EDIT清理了几次还是无果。而且这个整合很多东西都是画面提升不高,却浪费资源严重的玩意。比如那个天籁之声4,要这东西干嘛?进墓穴还放着悠扬的音乐,一点探险的氛围都没有。危险的战斗放着蛋疼的轻快音乐,让我想掐死原整合的人。
5 {7 w* K  E% Q我拿4年前的本本测试了下,删除ENB关闭一些特别吃资源的MOD,GT620M还是能松松跑到40-50帧的。
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叫兽 - 叫兽

发表于 2014-9-29 23:24:27 | 显示全部楼层
进入游戏直接卡死,比跳出还惨,切不出关不掉只能重启
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大湿 - 大湿

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。
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我来列下我修改过的 1 o! N2 y5 y1 b- W3 ~
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先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)3 N9 c" ^. K& y& S0 a6 O% z& \; p
[General]
7 j; Y5 i7 o) N4 ^1 [, u: s: IfBrightLightColorB=1.0000
" I4 i2 B7 y2 G  GfBrightLightColorG=1.0000
3 P$ a0 F4 O$ X. i; M. J8 o3 efBrightLightColorR=1.00002 b) n0 u& L* i5 q* v1 V
iStoryManagerLoggingEvent=-1
8 |* j" P/ e- z; h9 J2 ybEnableStoryManagerLogging=0
! U+ O' A0 I, O5 o+ y, j[Imagespace]
" j' h- b+ X$ u' ^bDoDepthOfField=1. ]3 Z& l6 w/ Z+ f8 D* Y: o
iRadialBlurLevel=13 b# N. Y* `: I+ k
[Display]
1 C7 A9 Y9 J- o0 a8 AiBlurDeferredShadowMask=3
/ R* t0 m1 p( \. N& e- L! rfInteriorShadowDistance=3000.0000
$ |. B% [, s2 T5 O/ sfShadowDistance=4000.0000! R3 n0 S( a, G
iShadowMapResoluti**econdary=1024* o! v! x0 D( l7 f1 j  s& @# Q
iShadowMapResolutionPrimary=20489 }; J$ L& \! O# J" h
iShadowSplitCount=2
( H1 v' J) T1 F1 r: f! X  D# e9 JiMaxAnisotropy=8   异相性过滤 低0-4 中8 高167 \" ]7 |4 X/ c% i* K" ^
fLeafAnimDampenDistEnd=4600.0000% s7 ]* o1 B& e+ r0 Q0 L
fLeafAnimDampenDistStart=3600.0000% Q! T" H  q' h3 g: _- u
fTreesMidLODSwitchDist=5000.0000$ ?- a) r5 n* ^
fGamma=1.0000' g# F: b" v$ @* p' i, M) o
fDecalLOD2=1500.0000* q5 d2 _9 B& q7 @5 C
fDecalLOD1=1000.0000
- b/ ?1 C7 T5 X5 F$ J  m' y8 h, m7 tfSpecularLODStartFade=740.00008 k6 g" Z' a- e; T. F: c2 B; d( k
fShadowLODStartFade=200.00004 d0 [6 C$ p0 f1 T$ J
fLightLODStartFade=1190.0000
% K  o! ?  D: c7 j# [( E5 _: \iTexMipMapMinimum=0, Q. q. n% i% x- |  @+ H
iTexMipMapSkip=0' Q$ u) X8 E$ T+ S0 Q
iWaterMultiSamples=0- e! h0 ?7 [" k( I+ s
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4
2 X! x, b6 e) W% R8 z3 Z9 u3 yiShadowMode=3   c' o: `6 T9 ?- l4 p3 X0 S9 c  r
bTreesReceiveShadows=0& X- Q; H! L9 m  C
bDrawLandShadows=0# h" i: W  f. V$ C9 R/ w* S
bFull Screen=1
0 U: _# H5 Z1 K6 U, v, aiSize H=768
( S/ c: [8 e3 x# ]3 uiSize W=1360  游戏分辨率; ~8 f2 D/ v7 O. j" a
fMeshLODFadePercentDefault=1.20008 {% v% k1 S2 q; U$ i' Q6 n
fMeshLODFadeBoundDefault=256.00000 g: d$ w; n, r3 }% H& o5 N
fMeshLODLevel2FadeTreeDistance=2048.00003 {) I* `" X  n% B' _8 H
fMeshLODLevel1FadeTreeDistance=2844.0000
. h" U  E# b5 h! ifMeshLODLevel2FadeDist=10000000.00008 V' C, Y! ^+ V# v+ W  Q
fMeshLODLevel1FadeDist=10000000.0000
4 D$ y6 N* j( ciScreenShotIndex=157 R6 V1 P0 v& z4 q# g2 q
bShadowMaskZPrepass=0* v2 I8 @' J$ H  C$ B! a- n2 A  C
bMainZPrepass=0% E# ?* @8 H; i5 Z! s5 u# ?
iMaxSkinDecalsPerFrame=10# j  M+ ~8 Z# w0 q$ o$ R* ?. H
iMaxDecalsPerFrame=30
$ V% ^# A: [- v* p8 A7 c3 fbFloatPointRenderTarget=0; s( I+ u6 T# @* ]5 z) |* O
sD3DDevice="NVIDIA GeForce GT540M"  显卡型号 自己看着改 $ _# n1 O4 [& w+ k2 f/ {! x& a
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 , y- A; G% S/ j5 `) S
iShadowMapResolution=2048
, B; K  b5 Q$ AfShadowBiasScale=0.2500
* i' @( Q! E7 [( k, w2 y- i! l! iiShadowMaskQuarter=42 u" p( [, u+ n3 |" x+ s9 d; a
iAdapter=0
; r9 G! v) I7 r; biPresentInterval=0
* h* D/ \' R6 B: RiShadowFilter=34 P- y: N+ k5 P7 C/ A% g
bTransparencyMultisampling=03 L+ D, R! p" \) v: t3 {
bDrawShadows=1% U+ \; R# D4 r$ ?( j- e' X/ x3 q
bShadowsOnGrass=12 k" C, q: I0 Q' T8 \4 B# X
bDeferredShadows=1
! z9 ~. Y# p" C; r$ L: E[Grass]/ o& X8 }. t0 G, G$ a- @
b30GrassVS=1
; [0 `$ V' }7 v2 hfGrassStartFadeDistance=3290.0000
. \' _% o/ ]* s2 @0 v: }fGrassMaxStartFadeDistance=7000.0000
9 |0 ]" p8 h4 g; s; L" ZfGrassMinStartFadeDistance=0.0000
5 i/ i/ a8 |0 z5 Y[MAIN]; t# j% C9 [* p/ l* M- u* m2 x. w
bGamepadEnable=0
6 X3 b6 i7 m' r$ |$ g0 w1 ibCrosshairEnabled=1
  ^" b5 R  d4 M: @( |+ ^$ jfHUDOpacity=1.00003 L5 i; Y8 e2 h# C( A
bSaveOnPause=1) t; U+ W! l+ D7 g4 N7 g, O
bSaveOnTravel=13 Y+ Z" a. m/ R2 r1 m
bSaveOnWait=1; H% ^6 U) ~1 r; m$ \
bSaveOnRest=1
' i& X6 E2 f3 GfSkyCellRefFadeDistance=150000.0000
) R" {4 d( f7 o( ^1 b9 ^: t1 L[GamePlay]
" [, F! `6 Q$ ]% q7 A# L% \bShowFloatingQuestMarkers=1
, A( t+ M! x' @' g/ dbShowQuestMarkers=1
; J: A1 q1 j/ U) \0 Y% c, E# DiDifficulty=5
9 C& k: E$ `+ I[Inte**ce]# ]& D4 G) ]) l) t. r3 o, R" A
bDialogueSubtitles=1  ^* s- B4 j, i+ a; B  ^
bGeneralSubtitles=1! B6 J; f% E1 o
fMouseCursorSpeed=1.0000
9 @7 L+ Q7 `4 ~3 ^( b( jbShowCompass=1$ ]+ w4 G, E7 g
[Controls]2 a3 q" s: R1 m+ p8 @+ S5 W
fGamepadHeadingSensitivity=1.00007 z3 U; I2 K& L) _$ @
fMouseHeadingSensitivity=0.01607 @% X" }" j9 j" g! p
bAlwaysRunByDefault=1
3 w9 r2 K9 V5 Y1 X- j) hbInvertYValues=03 |; T7 ^8 m2 x$ K3 b# A4 ?
bGamePadRumble=1( |( I( ]/ x- V
bMouseAcceleration=0
6 r% \- o# z% z1 L* X, \bUseKinect=0
1 y2 D  ?" ~' A[Particles]7 z' V& |' c$ d9 p# C' R, G
iMaxDesired=7504 b% s& ^, V3 d0 ^: i! Z" \) L1 U
[SaveGame]
% b; S1 ?5 A1 Z3 F1 JfAutosaveEveryXMins=15.0000) J7 o9 N6 F# O. |; ?, c& `
[AudioMenu]
7 ]! S1 @4 w/ \& |fAudioMasterVolume=1.00008 s. `, X- Q2 c/ u0 w, Z
fVal7=1.0000* u" t0 G: E6 l. c( E' x1 }
uID7=09 ~- d# L( A) p+ u* Z6 o
fVal6=1.0000  V4 a4 M$ W- X2 n3 [
uID6=0
$ e) V, H$ p( zfVal5=1.0000
' M+ C- I" }  |uID5=0
! \! K- r# {8 G5 G' ]fVal4=1.0000
; I" p* x3 s! j$ ?. CuID4=0/ x& U1 O8 f& G
fVal3=1.0000
' Q2 R0 v# h- e) D0 ]9 `: XuID3=94881
! i8 q% l! ?* Q3 ]+ l  w3 tfVal2=0.2000
$ o1 L. ^) B* l( ~1 BuID2=466532
" K. u8 d5 _, S8 ^( o& {fVal1=0.95006 }$ z( _$ X! Q% M3 L
uID1=554685
5 F8 {3 N  x- r# Y( cfVal0=0.9000
( L( r) i% |3 x' tuID0=1007612- z: |8 @- E2 l
[Clouds]
$ H+ l$ b/ f% V# C$ X8 rfCloudLevel2Distance=262144.0000
1 j* V' A/ g. IfCloudLevel1Distance=32768.0000
% A; K9 C0 p, l8 Y" x* }fCloudLevel0Distance=16384.0000
. A+ P; V0 _. X2 o9 D' v9 AfCloudNea**deDistance=9000.0000$ U+ @4 g* }& Z2 w# q
[TerrainManager]5 a2 S; a+ R4 U4 }! I
fTreeLoadDistance=40000.0000  G; L; }8 X+ ~; n3 D
fBlockMaximumDistance=150000.00006 K* M; x6 R& E* V
fBlockLevel1Distance=40000.0000/ f' K$ p) v* F/ q* E& R* j
fBlockLevel0Distance=25000.0000
% b* E* t# W: V+ O0 q7 e, WfSplitDistanceMult=1.1000
5 T! a" t) Z8 R( J' obShowLODInEditor=02 v7 {+ C6 O- x. C! H
[NavMesh]5 q& ]& d. s2 ^: ?# v1 F
fObstacleAlpha=0.5000' g. w' H8 F% {# E
fCoverSideHighAlpha=0.8000! O- ]* d: o$ U
fCoverSideLowAlpha=0.6500) R! G9 k& h% X! o$ d1 d' B' ]
fEdgeFullAlpha=1.0000$ h+ N/ ^) M% n4 \9 [9 S# ~
fEdgeHighAlpha=0.7500
  [: F' I" G4 U0 A- tfEdgeLowAlpha=0.5000- H2 d: z4 c" S/ r( A6 @
f**FullAlpha=0.70001 b; q) u( @6 ~2 f7 p4 j( {
f**HighAlpha=0.3500$ F) K$ o, n2 d
f**LowAlpha=0.20008 M2 D. e4 d3 K+ M2 l9 }4 e; ^
fLedgeBoxHalfHeight=25.0000) Y% h& A9 m- M* N
fEdgeDistFromVert=10.0000
* w7 j* I7 d1 k& C" Z$ E# {+ R& qfEdgeThickness=10.00006 [/ |6 k2 J" e+ d3 I& S4 ]
fPointSize=2.5000
* ?' L$ ]: I; f1 k[Trees]
6 k" K. c: W$ q. ubRenderSkinnedTrees=1' C5 `; D  D0 m7 Z) L
uiMaxSkinnedTreesToRender=206 k5 O7 H  r6 C5 C; t7 D
[Decals]9 d* Z8 L- }. b+ z/ o3 y
uMaxDecals=250
2 b4 [& L0 e: K+ L' F$ I, x2 vbDecals=17 ^* T% R' P6 o% S) x
bSkinnedDecals=1
5 i8 F1 x$ B& Y+ duMaxSkinDecals=500 w8 q  o3 K" e" [# ~; r, j
uMaxSkinDecalsPerActor=40
9 H5 c6 s5 j: S  P[LOD]
& C+ ~8 g0 H# B" [9 }fLODFadeOutMultObjects=4.99982 M4 d3 W5 ^. k. G7 t
fLODFadeOutMultItems=2.9600
4 e5 t1 P+ b( @. u+ i. EfLODFadeOutMultActors=5.9000- d+ Q+ S6 m7 i: S% |" Y2 H: S  o# J
fLODFadeOutMultSkyCell=1.00004 Z/ _5 v% _+ ~* D# F, d
[Launcher]4 f- s7 a6 ^" Q6 x! W$ U7 O3 }4 R4 R
bEnableFileSelection=1* \1 w* ~5 v& |
bShowAllResoluti**=0! n% n2 j2 l7 n" O
uLastAspectRatio=1
+ [, _* Y4 s+ j5 r; V[BlurShaderHDR]' h1 ?2 c2 X- n. }9 C
bDoHighDynamicRange=1
1 w9 Z) z" K: Y8 S+ y7 z" k0 }. E  e[BlurShader]
* X: R4 j9 C. G4 Z; ^# \$ N0 |bUseBlurShader=0
) I- w. B% F5 ~7 O# A: O+ h+ ^8 M- R$ c[Water]) u! ~1 m0 E8 ^6 ^: E5 g" B) [
iWaterReflectHeight=512& f7 |1 E+ P8 {+ m% Z# O2 s
iWaterReflectWidth=512
+ _, @7 ^5 o9 bbUseWaterDisplacements=1* X- w& c: @$ C) v( V
bUseWaterRefracti**=1
+ I" z& \9 b: x- l, {5 ?% ?bUseWaterReflecti**=1
: i2 s, g0 S- TbUseWaterDepth=1
5 Q. L' P9 T1 E2 }6 G
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( Q0 T7 b5 G* m7 K! a) I2 A0 ^下面就是ENBSERIES.INI部分修改了 (游戏主目录下)# o3 R4 V) M6 Y2 V

+ @" H( N( t  g  J
- I6 I' ?+ u: U9 r  g; t" G8 O' k// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
; \. G! B! \; I0 }
. r- B0 x+ @# D7 B" c4 V0 d// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
% C1 t( c" a, d- U$ W// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142/ M' }$ W+ P' d/ g7 h2 n8 Q1 q+ @
// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
/ x, i! n( ~! ]" w; @. ^. k6 q) S5 ?1 q* j) Z6 V; M
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html! b: F2 D: g# K, f( M9 j
// Please respect and support the the ENB original author,thanks HD63 ]7 h% J1 ?- \  G) Z

' j( N7 c% H3 I7 F0 d8 G! @[PROXY] //代理+ d* j1 y; S" G' I" B: o4 ~
EnableProxyLibrary=false //同时启用外挂dll脚本
! N% Z/ Z8 q: Q( e4 `InitProxyFuncti**=true //外挂脚本状态7 w; J# P1 z% V! N0 Y
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称" h5 u! `  J8 S( @# [2 h
: e2 C1 I  e; z$ U6 u
[GLOBAL] //整体
6 F( H! Q) ~2 [AdditionalConfig File=enbseries2.ini //外挂ini
4 C% q" u1 T1 h- ^& f3 w- ZUseEffect=true //ENB在游戏开启时启动
7 q$ D; c9 n0 T" E5 y$ @7 wCyclicConfigReading=true //读取Cyclic设置文件+ @6 Y+ [: H; a7 p3 D
ForceNVidiaCard=false //NVidia加速
7 [6 N% m5 H: R# U' \0 {2 h- Y$ ^ForceNVidiaCaps=false //NVidia加速/ f5 p6 M" L7 F. x3 R
AdditionalConfigFile=enbseries2.ini
' E- T1 f8 ]% A. a: J
/ R! p3 p  O3 r" h4 `[FIX]
9 a0 L9 S( k2 E- jForceSingleCoreCPU=false1 Z$ M5 b6 m3 R# r1 f( }- ]) x; M
IgnoreThreadManagement=false& ?" M2 U3 u2 C0 U; a
IgnoreThreadPriority=false
# d9 i* h% y) AAntiBSOD=true% h+ p6 P% j. B3 s, E) U' p4 e- A( @
; G$ U7 }. H. [) \
[GAME]% t% s% u5 l' `1 \. @# Q, k
SpeedHack=true
# N5 B. K, R- eShadowQualityFix=false( }2 l+ d% k2 Z  \
ShadowObjectsFix=false
* U  q( X: G5 @
2 n5 G1 `3 E1 {# B3 Q[MULTIHEAD]
: a) _( h5 |/ SForceVideoAdapterIndex=false8 m, A4 C  z7 j2 D( U8 N
VideoAdapterIndex=0, Y& C7 D; @* b: _7 v2 `) @0 Y

2 [3 @$ I5 U0 c[LIMITER]
  Y0 L0 f& M5 cWaitBusyRenderer=false) D: J, h/ q' k8 p  i
EnableFPSLimit=false! E0 E6 n* B! b  ~7 V! K/ |( n9 m
FPSLimit=30.0
+ T* R" c* z, y; ?( m! }  Z
, l) O$ b- B* {) `2 |# v" E* B0 o[INPUT]
8 B! G; ^  e# q- N, w: K' g//back
+ r2 M( s" I+ QKeyReadConfig=8
9 X* ?; x9 x' D4 F# y, t9 c$ K" H, O
//shift
; y& w' w2 Y( e6 ^# d/ @3 UKeyCombination=16
/ w2 A/ v) H" t! X' U7 T6 B! g* u5 ~; ?
//f12! G$ H% D" t& z5 k/ F! y# v
KeyUseEffect=1237 o% Y/ w7 a% d

+ T' H7 z0 g5 y( s' n//home# F3 R/ `! p7 M8 N7 w, ^8 r
KeyFPSLimit=36, `1 r0 h: ~* a5 N5 ~

  o* L2 H; U2 c0 A# V6 I* `( y5 Y//num *
7 [+ y. q% E4 p) O- K" z0 xKeyShowFPS=1063 R( L0 o% \0 q* e9 I

9 g, f1 K1 Y! g; n6 ?6 X- \//insert: 45
( v* W# ~9 t. k, U( B//print screen: 44
, D; p2 T/ }  c0 E8 P! U5 q6 Z, ~! tKeyScreenshot=45# J- B' X  S' d% X+ S4 J

4 v; d/ T+ I: y# `' M2 [// Above 8 may only make minor if any difference, but may not have fps hit?,
0 r% ^4 _1 A. i( w7 j// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
0 E/ M+ l2 o% n3 R3 H8 w// I hear forcing this on causes issues on some cards or something, not sure what to do really,
. ]: O% X4 r- u( [// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
; J9 q3 k, ]8 x4 \) a9 D6 r! }// Odd for me this really only affects the transparent edges of grass / trees, improving those.9 D% n- b. f4 e
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers" M4 [$ U" I3 B+ i* K0 q
// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax., y- o4 q5 A. S" E0 L$ x
// In all other cases anisotropic filtering is almost free by fps.4 O5 A  q0 n, h+ u9 @, |2 O0 `
[ENGINE] 引擎; m; x' |, ?  J) k& ]/ j: ^3 G
ForceAnisotropicFiltering=false 强制各相异性过滤* H6 b. @, V/ t& \+ v
MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]! z. j9 G1 K! U( _$ Q% G
SkipShaderOptimization=false 过滤优化& k& {9 ]$ @7 n* P+ n! F0 B, q
5 I7 i. h* c7 |, ?0 g
// better to set false in most cases (turn on if mod looks buggy for specific driver version)
) }, L3 Q( _" _) G+ [/ gSkipShaderOptimization=false
6 k' K6 v" p5 U* q
2 E4 L) i4 m) V5 ?0 }: \7 F[INPUT] 按键
" O5 ^, o% u* W2 Z: k# |& F, }4 X0 e8 GKeyUseEffect=123 特效的按键设定
% U" R( v0 z8 {/ N2 SKeyCombination=16 组合按键设定0 n" o- b+ I$ P! z
/ o- [$ G' q3 l! A4 r% N
[EFFECT] 效果
3 K6 ^$ A" z* `/ n$ U. XUseOriginalPostProcessing=false 原版画面处理
( l  h1 M1 Q# R% W4 XUseOriginalObjectsProcessing=false
) G' {8 S$ K) S3 M! b  cEnableAmbientOcclusion=true 环境光遮蔽特效
" n  @6 B' m7 v8 V6 d$ P+ \// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
) \4 a& o9 L# \. R+ Z) Y// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx& J' f( _3 n) G
EnableBloom=true BLOOM特效开启0 A& ]( W  ^5 c) v* A! `2 Q! a* g
EnableAdaptation=true- B+ N. D( w6 L- s
  w5 @/ Y: A# u9 d" m
// 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)
2 [' E/ k4 {$ m; h! y: X& R% X// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
( \9 Y1 H& w) [! ]$ W4 X// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.% l% [) _1 T3 t( Z; M" i
EnableAmbientOcclusion=false6 e/ t0 M, @0 x( P9 ?& |4 f

. s$ j! \: \" C. P7 [1 Y// Do not use, not implimented yet9 I# L& y* K% f7 x0 C) ]+ E0 ]& B* a
EnableDepthOfField=false
9 {: W3 g( ^; A8 `* F! D# g9 p
/ O# g1 ]1 ?7 }3 C& d, P+ @// This affects entire scene brightness and is what makes everything look 'good'. y3 I+ u( }% {" K% S6 H# c
// 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.
5 {+ O8 `# Y  K4 l5 y- n6 i// Quality: higher numbers = lower quality2 n* ~( Y: c0 U8 D5 J1 Y8 P
[BLOOM] 静态特效
: n' D' p- i, F- bQuality=1 质量 [-1最高,0高,1中高,2低]' S& ?+ |" u% C
// Some areas in Markarth especially; really blow out to white7 t( l+ ~/ x1 T& x6 i' P  L' t9 a# o
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
0 k- Z) W$ G, }1 e7 JAmountDay=1.5
4 \7 H0 y* D. X1 O// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate% o+ y. P- |/ I1 s, s& n# e8 Z
AmountNight=1.0# U2 w6 `! T; C3 |! Y* l/ G7 H2 _% _+ K
" X6 m6 i+ \; s- ?
// 256, 512
2 ]# E1 u/ y# ?7 ]# X+ n// Makes dark areas bluer. Simulates the human eye. Higher is bluer.2 i( h/ _3 I( l2 `& D
BlueShif**ountDay=1.0! {3 \( y: ^2 ~5 r1 a$ [
BlueShif**ountNight=1.0, K5 Z- E/ W) L  `' Z2 S$ }) |2 h

+ _" e$ v- {* v- p// 5, 3, 1, 1+ O& w/ N% U$ y9 R/ K) v  a
// 3, 2, 2, 15 Z4 M5 v. w8 I. y
// nn: 4, 4, 3, 3
" c& Z/ x- v& C9 \7 J' W// Intensity is how bright and strong the bloom is, higher = brighter6 |; `) d& N4 G2 E
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more3 }5 q2 r9 A; O; ?6 C
[CAMERAFX]9 }9 |8 C: m5 o' I3 B, l
LenzReflectionIntensityDay=1.4" F- z5 e1 V$ P8 e+ J; Y
LenzReflectionIntensityNight=1.43 e3 b1 Q: @3 C7 d6 q' z
LenzReflectionPowerDay=2.0* z5 l) ~& {1 V
LenzReflectionPowerNight=2.07 W  G4 r+ l$ W$ p' \, E/ U! }8 H
// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,
9 ~- B8 t( D/ }; j% g7 `// 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
/ M+ U) l# n* R# V; L// even at 1 this will trigger in ice caves which are really bright. P1 @- C" W, ~

; v7 h+ H" D0 Q9 `0 J# U3 f3 E# `: l1 `" P, @4 E
// Trees still flicker especially in distance when lower LOD: K+ }) a8 a, K% v+ i5 x7 Z
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
0 J7 J$ {- N) B3 f0 R// 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
5 l( q8 x& g' L3 e3 c" k// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them9 N$ [) U  V# \* ~
// Shrinking Sampling range reduces/tightens this smudgyness/ u; k& ~2 d2 f3 ]% l6 f( i
// Also screen resolution has a big impact when combined with SSAO( [- l: ^9 d4 q
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example% y. Y* d! G/ Y/ N( n# e0 h* u
// 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% W6 S; y- j* O8 G: G( j7 p
// And right now if you have SSAO on at all it will screw up water ** it look see thru
( N1 c: ~0 v, m, L0 |; G// If you alter 'UseIndirectLighting' you must restart game to see changes  O% I4 j. Y  v, @2 ?; S" D/ }. O. O
// ENB Help Here:  http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
$ K5 t3 e% b  v9 ]. A) J3 l$ b[SSAO_SSIL]" z( Q- h) p7 @/ g$ `
// 1, 0.4, 7, 7% G8 c' l/ K2 ]) N
UseIndirectLighting=false/ q5 ~, T: ~$ G: J
// Quality: lower is better, can even go -1 if you are brave7 w! P0 O6 a/ v9 j' i
SamplingQuality=1/ a0 ]3 D2 _# [; p  c
// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
$ O! }& P9 _. @SamplingRange=0.6, T* X/ p% N& Z* n* t
FadeFogRangeDay=7.0
8 C9 `: _& e2 RFadeFogRangeNight=7.0
5 X( h! l( @+ L6 ]: h
3 A6 ]* m* Z0 }' U- Y# g// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit  ~2 d$ y, P' A. f6 A* @2 k
// 0.35, 0.35 - LOW - will flicker more on trees
0 Y, P4 _' o% W  y. ~6 R// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
6 q" I6 t$ R, f! M* v5 ?0 J/ b// Not much point in going above 1.0
; f* d* K0 j, y( B8 gSizeScale=0.4
2 X- Y# F: b, h, N& S6 fSourceTexturesScale=0.4
6 E7 F1 I$ ?( d  w) M% E; _* F; s, E$ f5 z
// 2, 0.8, 0.5, true
1 H: \$ \5 y" @' E/ F; _* ^3 ^) B// FilterQ lower is better, tighter
3 X7 e* D7 P) H1 v5 X* C9 I$ BFilterQuality=1
) A: e; U& ~) `1 j2 s8 U% n4 V3 a& D$ C4 M2 M- j& a6 M
// The AO strength, high numbers = darker shadowy areas.$ ]9 a7 `9 F# l6 G) i8 \, t7 ]
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
: d% ~- r+ |; o) P* `2 o8 YAOAmount=0.5( ?) _( V+ b3 s& z
4 u9 e, E$ w1 F: G5 I
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does7 P; ]2 _9 _( \& D1 g2 n
// If you alter 'UseIndirectLighting' you must restart game to see changes; f, E( Q6 n) R9 k# g
// 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 c6 l( X; l/ L( n/ e4 B; UILAmount=0.5' Y( l8 }' [& Z3 i  E
4 I( c3 ~, i6 C7 U4 n$ @) ^) S
// Alters what time and places are c**idered to be day or night and the transition between them
! M% H1 H5 o; @" a( g; i% h// 0.7, 0.15, 1.05 H7 ~9 L8 ~6 y$ B& {; w
[NIGHTDAY]- H8 a8 e8 |& [
DetectorDefaultDay=true
1 t% N1 X) l/ N5 v' SDetectorLevelDay=0.72 Q4 N. y/ O* g) \  W
DetectorLevelNight=0.356 D6 J+ w/ V+ f5 S% x. N
DetectorLevelCurve=1.0
; c! L- |7 u4 a  l0 E5 p* ~* _0 ]" U3 l# ^/ p  X9 Y+ `
// 0.2, 0.4, 0.1, 0.6. @7 ?9 w0 s8 }$ D/ \  Q
// Adaptation is entirely ignored with my enbeffect.fx file# z6 H$ {; D" A3 x7 d+ n; W
// Adaptation also set with EAdaptationMin/Max in enbseries
( X) a2 @2 ~" x( o6 y* K[ADAPTATION]
, G$ v9 n) `' c$ h6 A. A5 U. v8 qForceMinMaxValues=false
* d' O$ |# g0 o* B9 A7 J* PAdaptati**ensitivity=0.2# ^# m% @8 ?. _) J! Z
AdaptationTime=0.4
0 F! z8 O2 T$ \/ QAdaptationMin=0.1
/ L- Z& _- y% E2 FAdaptationMax=0.6  C0 p" B% D0 ~- U

& |6 _! j, i, E4 L0 r. N// 1.2, 0.8, 1, 1, 0, 0& |% P6 X% m7 Y( K
[ENVIRONMENT]
: I! _: s* G' U7 R$ f// Sunlight during day cast onto scene4 d; N/ E. u3 H7 D1 n4 I. n5 n
DirectLightingIntensityDay=1.0
; g% R* n- @: k0 M5 Q3 i// 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
: V8 i7 L& J3 x+ w% NDirectLightingIntensityNight=1.0" w( E( Q% x- h0 ~

' s8 F- K! l: [) |6 E. ZDirectLightingCurveDay=1.0
  P; K" B+ S' V7 A4 gDirectLightingCurveNight=1.00 a: x: N0 t1 \( F3 C0 M1 K+ e9 D
DirectLightingDesaturationDay=0.0( C! f! P! N( F: l

. X# _$ h  f7 g3 X6 y// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all) Z9 b6 ?* x- b! T) J
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
+ J- D0 U, Y6 b& e6 ]) H// More desaturation at night is done in the enbeffect.fx5 }  ^4 g0 P! M. \9 s2 N, T
DirectLightingDesaturationNight=0.0/ M1 U* v. X& ?& s+ F% {

2 O% g- K7 K  ^// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you4 s; T5 r* O& ]: R2 U6 t
SpecularAmountMultiplierDay=1.6# q* n1 h2 t- h: G
SpecularAmountMultiplierNight=1.48 K4 ?0 O! ?( V5 T
SpecularPowerMultiplierDay=1.2* W; S0 @3 @9 c0 l
SpecularPowerMultiplierNight=1.2
7 u9 e( S# q1 [7 Y! e! b) F
- z: p0 q6 N) S. n( t// Leave at 0
& ]7 S% X/ J9 t3 ~SpecularFromLightDay=0.0: J* o, o  C: U
SpecularFromLightNight=0.0
' T% d* c+ g, _  |: F! w
' l9 t+ r9 |; Y4 w$ `//1.3, 1.8, 1.0, 1, 0, 0.81 @0 m6 b( w7 C" h* i
// 1.0, 1.3, 0.2, 1, 0, 0.5* z/ t$ C& |1 g
AmbientLightingIntensityDay=1.1
- Y$ v. ^+ l# L3 zAmbientLightingIntensityNight=1.0: A% a0 `, a" D% V, b) Q$ d$ q
AmbientLightingCurveDay=0.3
* A9 N; H1 a$ D2 W: M// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!
8 n; K/ Z  g# a0 Y8 h// If you increase curve past 1 you get little superbright specs of light, dots flickering
5 A- x3 ]- h4 s  i8 ~AmbientLightingCurveNight=0.8, [5 l" l, x% ]5 j$ V
AmbientLightingDesaturationDay=0.0
. D. Y3 Y6 W' c# r* K- W* L7 a: X/ W// More desaturation at night is done in the enbeffect.fx6 I# ]* k% J8 K! [: U% E$ Z
AmbientLightingDesaturationNight=0.0
* o" A; A3 o- r9 E; v$ {1 \# p8 T* s" q! h
// some caves lights are treated as Day, so they may always be bright >_<
6 E- w  O0 Q$ B' h9 {+ WPointLightingIntensityDay=0.6
+ i6 e1 u4 u# G4 w: k. iPointLightingIntensityNight=0.6/ s9 [" |& i1 V1 N; i8 U
PointLightingCurveDay=1.5- r$ ^0 B2 v! v$ n
PointLightingCurveNight=1.5
' }" h0 A( K# h' I/ C2 p: DPointLightingDesaturationDay=0.0
! b1 t- A1 s% i& SPointLightingDesaturationNight=0.00 Z6 w$ t+ v" }. D2 @" O
: {5 I( N: [' n6 F5 ?) O2 R+ 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
1 m5 c6 L  M8 }, ~& T. d0 k4 `// 0.8, 1.2, 1.2, 1.05 e. M* F1 J8 \! ]# d
FogColorMultiplierDay=0.9
4 }. _  C1 _6 NFogColorMultiplierNight=0.89 S* S1 @% Q! P) W
FogColorCurveDay=1.0) r/ R+ z, \( v+ K* M7 H' ^& q
FogColorCurveNight=1.1
& I; J. |: i. l
7 f6 H2 g/ T/ Q$ ^: f% b( i9 _//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey8 @+ }" p' q* z& w1 ^( [: m8 N( n. b
ColorPowDay=1.0
: V5 Y3 r' h$ w
" Q/ Y5 R6 x( A; s// Decreases Contrast at night be setting colorpow to 0, cannot go below 03 K# x7 K/ I0 v, |* `
ColorPowNight=0.0
' S1 X* V4 E6 \* T/ a; M4 Z, X
2 W% M1 h5 @2 n4 s: c: P' ?// 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
5 ~. ~- K' a- v3 _) [$ T[SKY]
: q0 d0 L) X$ {, j3 g8 nEnable=true
) [6 Q9 i! M) Y5 _  a// 1.5 :: 1.06 e' c2 F+ |0 X0 v7 U+ L' r
StarsIntensity=1.5
9 j/ [9 O% q* r' D' @- GStarsCurve=0.9
. P! f9 H7 V1 k, R5 y
8 D2 L: b: @. X  y* H, P0 K0 L// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example: A2 H! y/ s8 C  \/ C
// 1.0 :: 0.8. o% r+ i4 a: T" w% q" J9 t4 M
AuroraBorealisIntensity=1.5
0 j% G  S( Q+ J( q- jAuroraBorealisCurve=1.40 _# I9 ]9 {+ @$ i1 @
8 i% _  x1 W. H) U2 B8 i
// 1.1, 1.3, 1.25, 1.25, 0, 0
5 M6 l" t- h( D& u) l5 hCloudsIntensityDay=1.2
' L, p/ K* H$ S2 jCloudsIntensityNight=1.1! T8 C( |8 f4 m8 ?* J

0 I. J- w$ n* f( t2 o6 P- iCloudsCurveDay=1.4
0 @$ B0 _9 |; O# h. E6 b" KCloudsCurveNight=1.4  g* h. G2 x# J, \5 _) O' l1 W
CloudsDesaturationDay=0.0' h. a3 P9 _) \2 k& S
CloudsDesaturationNight=0.0
* F7 x/ S# O8 v
, `8 @0 i2 F& S9 V0 k// 1.6, 0.15, 1.1
8 y. w) j6 \, y5 |- [//1.26 b; R; o  \+ [6 v. u9 ^" L
// v11.2: 1.5, 0.4; I% R5 G4 K3 `: p
GradientIntensity=1.7
6 ^6 A; v& |- ^4 V// 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 saturated4 d  K5 r+ L! G5 l9 v0 S
GradientDesaturation=0.3
$ u' J+ A4 T0 x. T5 ~6 P& a/ q% H
// 3.2, 2.5, 1.0
0 U0 s! E8 O$ O2 c. ~& T// 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
( s2 ]1 D) g2 C# b& a% _& u1 K: @. wGradientTopIntensityDay=1.01 @* ]6 D/ v5 Y  C2 p
GradientTopIntensityNight=0.7/ X6 e$ K! y% U1 m  m, l
GradientTopCurveDay=1.2
: V% X1 m. Q2 C5 Y: _4 n" jGradientTopCurveNight=0.8* P' H" E. U2 N4 j( I: B) E

' Y* c1 u0 T. B4 h2 L// 1, 1, 1, 1. C5 ]" A2 }) O! a" F
// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3) h+ p# m' ]/ Q+ W6 l# H& b; u) N
GradientMiddleIntensityDay=1.0
6 V4 U! ~) q& F/ v6 M# b0 PGradientMiddleIntensityNight=0.68 r! t& @$ I( e+ ^' J* B
// Setting curve above 1 results in awfulness at some times of day
6 ]4 Z, B) B" w; o; xGradientMiddleCurveDay=1.7' C; N8 z; k+ w5 `1 S
GradientMiddleCurveNight=0.9; l; [& ]$ Z+ Z5 c% N
/ b3 j$ P# s! Y, O5 T' |, N# m
// 1.8, 1, 1, 1
8 O' \' U9 |- T& C( d// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.37 U5 h( N. ^, B6 o3 Q- x7 l
GradientHorizonIntensityDay=1.2
1 e# M& |. g! oGradientHorizonIntensityNight=0.6
7 z) s! d% r& F. ]GradientHorizonCurveDay=1.7
0 N0 U, R" T; Z) X( {GradientHorizonCurveNight=1.1
8 Q' k7 k! `7 \  v2 V5 N8 q2 n. Y+ I; [! X
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
$ D7 P) e. P( i" F1 s// Oh I have a sun lens flare mod, maybe that doesnt help' R  {- L# \9 p# y0 P: k/ W+ W' j
SunIntensity=0.6
' z" V5 X( A3 h' v4 J( DSunDesaturation=0.0/ x& h  Q2 w, C1 j0 `3 R$ W% \  R
! T$ e; V6 v$ I0 J% c
// Setting this higher results in pixely noise and visble border of sunflare  p* k5 I) A  B2 |8 [
// Oh I have a sun lens flare mod, maybe that doesnt help2 K: x6 W, ~% ~0 W. k9 F  i* u  f
// Cannot get sun to bright enough in center
$ h; j' V0 a! u5 ]/ XSunCoronaIntensity=3.0
/ Q) p$ u3 e0 [' NSunCoronaCurve=1.0- Y3 q- P% K5 Y4 N- ?
SunCoronaDesaturation=0.0( ^& q( ]& K+ H2 z
( ?+ e- ~# d9 C! t
// 1.0 :: 0.8
1 C" v. p8 ^# i2 p# {, \MoonIntensity=1.8$ V9 z. _* P0 A6 @3 U  R  |
MoonCurve=1.44 k) \% K0 B: x% P: T1 S% V
MoonDesaturation=0.02 }& {. F  t5 e$ b+ W) {7 u
4 K' t/ A' v' D6 V9 V% r- S5 I
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)/ ~8 t+ B3 O: H3 k6 ?  A4 z) f
// 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 @, N( U5 }; V% A// 0.4, 0.3, 1, 1' a. {7 U  F# ^0 {4 o
// 0.9, 0.9, 0.4, 0.4
6 s9 m2 A& \+ ~5 y8 V  w9 {9 I[OBJECT]/ z9 I; ?* Y+ k3 I
SubSu**ceScatteringMultiplierDay=0.9
4 d$ n5 ~$ M0 eSubSu**ceScatteringMultiplierNight=0.93 W8 y9 B1 y% e. K, Y2 n- x
; S' W* t* ^. l# ]
// Setting this higher makes people go redder, lower = whiter and brighter
' Q3 ]% }, |5 T* |# ESubSu**ceScatteringPowerDay=0.6" u% I5 l3 g+ x% n# Z, Z0 C
SubSu**ceScatteringPowerNight=0.6
0 ?7 n- V% G" s+ Y+ w6 A/ \( M4 s6 G  ^
[LIGHTSPRITE]( |, ]4 C& d+ @( ?
IntensityDay=0.8* ]9 v2 e7 K& e' ]( K
IntensityNight=0.83 i! x" N* h9 S3 p& R0 h0 s
CurveDay=1.23 S+ r4 y/ G' z
CurveNight=1.24 G4 h9 Z" z+ {4 J& U4 R5 k
3 f' d) R) |' K: H) `6 h' V8 v
[WINDOWLIGHT]
: b  A& A& o- y- qIntensity=2.66 Y2 N8 O1 O. Y7 h, b$ `; B) {
Curve=1.2
: t( l2 I. e4 U9 v  p9 G3 F8 F3 c2 r3 e' L9 ?! Z4 {+ m  G7 }
// Clouds on mountain tops and I think fog sprites in dunge**
& J0 t- Q9 g- w$ N[VOLUMETRICFOG]' m' g; x7 t. b/ Y. Q
IntensityDay=1.0
1 G9 r5 n4 m8 |6 E, k5 jIntensityNight=0.8( G3 z9 b$ w7 x& d. y  t" E
CurveDay=0.9
3 B! r$ Q. V' q2 ^: Q$ d+ VCurveNight=1.01 B/ i- K. f/ d& ]; _1 y2 P
# G# ^  i6 Z, ]( Q5 v' i
// Increasing this still affects water foam amongst other things
% R. D# v$ l# C* b: M+ C8 j// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
9 B) c) Z4 {- b$ b[FIRE]
" Y$ P3 r# [: a# I4 EIntensityDay=1.47 `& H- }6 S1 v
IntensityNight=1.8( O# o; n! @7 _9 C0 B
CurveDay=1.2
. f+ k2 I0 ?; x: D0 U( VCurveNight=1.29 y; y9 d" ~3 ^" P* G' n5 b9 b2 S

6 T: l3 L: c$ \1 n// enables use of enbpallette.bmp if present; Q0 U+ C+ v' {- w
[COLORCORRECTION]4 j( r0 s7 S: K. s) [8 H& R
UsePaletteTexture=true
/ ^# p$ v! E9 N7 }3 c  v% d  D& y$ Y0 b+ O( P  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
* ~$ J; w5 Q7 w: h& c: A[SHADOW]& ^: v! x; l; N* H: ~
ShadowObjectsFix=true
" v( z7 F* ]9 r7 @# Z. J0 u9 B3 O1 c( }( r5 N* G7 x! \% v
[DEPTHOFFIELD]
3 u1 T; ^8 Q7 FFadeTime=0.1
# N" R' U1 t6 t& A/ b9 a
/ D; J$ Y0 d! J' Y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
; _& Q% T4 k# @
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