找回密码
 入驻H5
楼主: zhaozhao000

[资源] 天际终极稳定整合版,我们的目标是—没有CTD!

[复制链接]

大湿 - 大湿

发表于 2014-8-14 13:51:43 | 显示全部楼层

4 t6 O8 j' C$ T已经在原帖报告了5 l# t3 s* X7 M- L7 \- b

* t; [0 @0 u! K; ~2 x; Y又发现个新问题,按SHIFT走路,身子老往左歪。
! c& z4 [! c' A5 Y( `" q8 g! Y( ?

! e: W7 {3 d/ i" l: I+ X/ u                               
登录/注册后可看大图
回复 顶Ta 踹Ta

使用道具 举报

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
: M2 B/ K0 ^1 o. E0 k
1 d! k* j9 N( M& d7 b; d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。  j# q1 i0 O0 @

! D. h% N$ K. y                               
登录/注册后可看大图
9 r7 w% ?7 ~: T. a. 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。
回复 顶Ta 踹Ta

使用道具 举报

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  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
回复 顶Ta 踹Ta

使用道具 举报

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
7 E4 X* Y- r% w) y; x
. J3 `4 @) x; Z+ }; Y: d0 T/ L我打开网页只有2个选项是有绿色 Active 字样的怎么办啊 !!!!!!!!!!!!!!!$ Z) N( t' ^8 P

! \+ L+ L8 ^5 |4 p, P4 [
回复 顶Ta 踹Ta

使用道具 举报

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!!!
回复 顶Ta 踹Ta

使用道具 举报

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!!!!!!!!!!
回复 顶Ta 踹Ta

使用道具 举报

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 ' F9 _5 `8 I# I
谁TM来救救我啊!!天啊!!!!!!!!!!
2 g9 }, q1 y. S& W* e$ W3 t5 r
bbs.3dmgame.com/thread-4199486-1-1.html原帖地址。
' E1 {4 R# b; A  f
回复 顶Ta 踹Ta

使用道具 举报

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
回复 顶Ta 踹Ta

使用道具 举报

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
& B: {2 C" P5 H/ P6 ^% Q2 ]0 U9 `谁TM来救救我啊!!天啊!!!!!!!!!!
5 ?. H) t: S, e/ m' t9 b: |; Z% M
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。
2 W9 I- Q- m/ [' g# G6 T: c6 L1 e) E9 w& O8 S8 W: {4 m. B
2.下载NMM等MOD管理软件,用NMM激活所有esp erm选项。
# l& n  A' }7 j8 u5 x4 O5 a/ |) a* r0 K

% E4 G* J" {& }
回复 顶Ta 踹Ta

使用道具 举报

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 & E7 R4 o5 v) s& n- S0 i
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? ...

8 K$ v" D3 O$ e% Y: V' @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。
: ], i% r  z) O7 k: S/ @
回复 顶Ta 踹Ta

使用道具 举报

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
回复 顶Ta 踹Ta

使用道具 举报

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!
回复 顶Ta 踹Ta

使用道具 举报

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。6 j, h  e& n3 N9 o" I1 Q
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。
$ \& A( u! B6 g0 m0 [- Q" X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。
回复 顶Ta 踹Ta

使用道具 举报

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
回复 顶Ta 踹Ta

使用道具 举报

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。3 C! m! u$ M9 q/ T( x
1 l2 y: }& V  [; G: F
我来列下我修改过的 . T, X( R6 I9 F" p" s, \% f6 [
& z* u; c6 T, P6 n: @
先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
2 `* p: D/ C* }! I$ H[General]$ b* f$ e, O8 q
fBrightLightColorB=1.0000
: G  R/ b/ @/ UfBrightLightColorG=1.0000
( `$ ]$ u7 K) |$ p) b" n% Y6 WfBrightLightColorR=1.0000
+ |6 s+ v, D: G( M0 @iStoryManagerLoggingEvent=-1, ^5 g+ V7 P, y# Y3 b9 L( g
bEnableStoryManagerLogging=0
& a: u2 c4 T) @, @5 z3 E4 `1 |[Imagespace]8 m7 `" U9 ]4 w% g: _
bDoDepthOfField=1
; [; t. T6 [6 l8 _5 M) ~4 o% Q# Z* ^9 NiRadialBlurLevel=18 O! c+ v$ _9 V4 ^" p( {$ i8 Y9 C
[Display]
/ v; C( u  R( }; Z* e0 ?! l9 ~8 X2 aiBlurDeferredShadowMask=32 e+ v# c3 B, Y: x2 A, p
fInteriorShadowDistance=3000.00000 f# l& Q1 M" d: ^2 U1 S
fShadowDistance=4000.0000
6 |  Q  p* B7 jiShadowMapResoluti**econdary=1024
4 E1 q$ S5 K1 H, J% F+ `" P4 A- YiShadowMapResolutionPrimary=2048* V- E( R. s. v0 e& A' S
iShadowSplitCount=27 O/ x0 Z/ Q) ]. r: m3 t8 w. h
iMaxAnisotropy=8   异相性过滤 低0-4 中8 高16  h7 O9 o8 |' [4 ?* D' E
fLeafAnimDampenDistEnd=4600.0000
  I  W$ Q, V" M' z9 R) AfLeafAnimDampenDistStart=3600.0000
: n" v& c. ^) ^3 ^fTreesMidLODSwitchDist=5000.0000& c  O! Q. U- v) S7 v8 e$ u
fGamma=1.0000, y  T' U+ d9 Y8 j! M
fDecalLOD2=1500.0000: x& D; ~8 f$ J' b% W8 T
fDecalLOD1=1000.0000
! j* Y' `7 \' ^, s7 Y) pfSpecularLODStartFade=740.0000
" P9 C5 i  _$ ~: ufShadowLODStartFade=200.0000" H* H$ g; o$ I
fLightLODStartFade=1190.0000
8 y- L" B, b% D. w+ ]: m0 |( riTexMipMapMinimum=0
4 W* Z0 C5 h. H; {& |# \- ]5 ~iTexMipMapSkip=0
# C: O' X9 @+ m- P9 a0 r# V2 viWaterMultiSamples=0* C! \" {9 ^+ h! L/ T
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-43 P6 _5 D. L: `
iShadowMode=3
3 f" [* H0 s9 ?. c/ `bTreesReceiveShadows=01 o: C* ^. b4 v5 H4 K7 P! e! K2 U% o
bDrawLandShadows=0
4 S- }. F' o$ I2 w, O6 UbFull Screen=1
3 Q- @  k- ~+ j, QiSize H=7689 ]# E( [/ R6 J" R& n% A8 U
iSize W=1360  游戏分辨率
3 X6 i# o; Y2 w* [, X5 `fMeshLODFadePercentDefault=1.2000
) ^# Z5 `8 U" f1 G" C# lfMeshLODFadeBoundDefault=256.0000
, B6 |1 z: T2 {# ]% B$ pfMeshLODLevel2FadeTreeDistance=2048.00005 e, O7 u" M3 X5 W
fMeshLODLevel1FadeTreeDistance=2844.00007 ]" ?* x2 h3 O, q2 K
fMeshLODLevel2FadeDist=10000000.00001 L6 X# W) r5 P' Z( t/ r
fMeshLODLevel1FadeDist=10000000.00004 x7 @# m  c( c. b6 c, {
iScreenShotIndex=15' |' r# j1 S  \( w' R. _$ G5 y
bShadowMaskZPrepass=0
9 R7 V8 h4 l6 P& s9 nbMainZPrepass=0
- H% f7 c/ _+ ~* ~iMaxSkinDecalsPerFrame=104 K0 ~9 X' V4 Y/ G+ |$ K
iMaxDecalsPerFrame=309 I7 b: _) R" w
bFloatPointRenderTarget=04 {0 |9 E. J' n* n- O% y; ]* p
sD3DDevice="NVIDIA GeForce GT540M"  显卡型号 自己看着改 / b' W9 K. f6 {# v2 E
bFXAAEnabled=1 快速抗锯齿 0 或者 1 机器不好的可以开这个,把全屏抗锯齿设为0
" f1 \1 Z' ^7 R/ biShadowMapResolution=2048
' O, \2 h- P- hfShadowBiasScale=0.2500; T  A# q2 R5 |0 v6 p1 i0 B
iShadowMaskQuarter=4
: N; ~' u0 F' ^/ V5 e; LiAdapter=0; y! }0 O8 f6 V+ a
iPresentInterval=00 h, B  W! W7 N2 E; C/ m; P
iShadowFilter=3; G6 S' c: ?$ X" @2 j: T7 m) \
bTransparencyMultisampling=0
. X8 u1 W/ a# }; }4 }$ G6 m( ~bDrawShadows=1# h# {6 W+ B" W8 o" n* o2 Y
bShadowsOnGrass=1
, u5 |: P! t( _2 TbDeferredShadows=16 N$ w2 V( R8 [0 R! U+ S( E# Q3 r$ P# Q
[Grass]. h7 w9 y2 d8 B9 V1 Z- L2 N
b30GrassVS=1" s7 Q( i$ O9 j7 F6 S
fGrassStartFadeDistance=3290.0000
! ^6 M! \0 j: g+ |fGrassMaxStartFadeDistance=7000.0000
; i  m- V: }  @0 QfGrassMinStartFadeDistance=0.0000/ L: n. j/ j3 i3 ^/ C7 Q
[MAIN]7 J4 L6 J2 Y' u& Y( a3 l0 l, Y( i2 v+ V
bGamepadEnable=0
! b: c+ G7 E' M; T0 p" k, @bCrosshairEnabled=1+ g4 k1 }, J5 k% l  G
fHUDOpacity=1.0000
0 e6 M6 ]8 _1 ^8 m% L; Z& dbSaveOnPause=1# i" g! [% W% J+ \9 O
bSaveOnTravel=1% i' \. q$ N" K$ |0 l
bSaveOnWait=1
  b# i" r4 r# x4 `7 T; zbSaveOnRest=1
% P/ {" g# ?, w0 CfSkyCellRefFadeDistance=150000.0000
% ^8 i+ Z! o( Z! `5 L! P[GamePlay]- D7 U7 O9 P6 C4 L9 A% k, P1 ^) D
bShowFloatingQuestMarkers=1
- ]2 H- Z2 L& F2 \) m$ N2 zbShowQuestMarkers=1
9 v, a" ^; u9 }, V& a1 biDifficulty=5
& G4 p* h  J. `[Inte**ce]
0 t& @' O. n. p# k  l' F) T2 gbDialogueSubtitles=1
! K$ O  Q- x- \bGeneralSubtitles=1
$ n  e3 j. p5 o' lfMouseCursorSpeed=1.0000+ n% C  K8 a5 j+ t4 l, b. b+ S* F
bShowCompass=17 H: x5 a) c0 r# A( u5 T5 `
[Controls]
  k7 V$ C- z" vfGamepadHeadingSensitivity=1.0000
, B  P1 d9 q) z8 _9 hfMouseHeadingSensitivity=0.0160
1 ^! U! c% z; Y8 x& O; ^0 c, KbAlwaysRunByDefault=1
1 y, {1 E+ h4 v; fbInvertYValues=0
/ F# _" h+ c' b" o$ rbGamePadRumble=1
8 B+ E- d& `' W1 VbMouseAcceleration=0
8 ~+ S+ j' w1 Y  X/ ^bUseKinect=0
4 z* C9 S' S/ ?" T3 C4 R[Particles]
/ T; t  t" H; {6 H; \5 ?5 PiMaxDesired=750# b8 i2 ?* r& X5 G* J) ^
[SaveGame]
; Z; w% g; Y1 pfAutosaveEveryXMins=15.00001 B7 E9 Y) }2 f3 H
[AudioMenu]
( I6 ]/ }& }% _/ C0 B. `  jfAudioMasterVolume=1.00006 A7 \& F$ Y* Z" }$ k
fVal7=1.0000
  I! B& U: u$ VuID7=0
+ y( _9 C3 s0 |% m8 k# g, {% EfVal6=1.0000
! ^9 m2 Q3 F4 J, ]uID6=0( u2 k: e$ R( ?: E9 Q2 G
fVal5=1.0000
: Z, y3 o- {% S. R/ I) b; h* luID5=04 z. N2 k+ N* `. Z3 Q/ H# ]7 @7 n
fVal4=1.0000
! L7 x' p% y0 {uID4=0) S6 N; v+ X9 l: m5 f) i; \* F6 g
fVal3=1.0000% K* O( p3 _8 _8 b$ S
uID3=94881
- {0 s4 M7 a, r0 a# v  M: DfVal2=0.20000 [* |' o' V8 \
uID2=466532
- z( l5 S) s5 Z  M0 r% H7 wfVal1=0.9500$ d1 C; M% L. P8 u8 I3 Z
uID1=554685$ M& c8 x0 ^' T* K; S
fVal0=0.9000* T( c4 T+ w4 R& Y" @. A
uID0=1007612+ P' \' Z5 I' T2 |7 }2 x4 L7 g& C# M) |
[Clouds]
4 Y, i. e9 j- H' w8 J7 gfCloudLevel2Distance=262144.0000
7 R% c8 ^9 P; [' M. n5 NfCloudLevel1Distance=32768.0000
$ r+ G- h& N/ n9 c* }fCloudLevel0Distance=16384.0000
: V5 l# B# Q' k" Z- R3 ~' @3 JfCloudNea**deDistance=9000.0000
9 V: h0 i" U+ ^6 P% Q[TerrainManager]4 V  C5 d, ~5 M4 @/ Y1 d# F
fTreeLoadDistance=40000.0000
0 p( ^) m8 G9 p# [) CfBlockMaximumDistance=150000.00006 q7 R' }3 `/ x, n
fBlockLevel1Distance=40000.0000
' R% k5 i, ^6 B+ \8 d5 e4 CfBlockLevel0Distance=25000.0000  }% Q- @- C- d' @/ D; h* F8 z2 a
fSplitDistanceMult=1.10009 [/ ?: W3 R* p8 ?
bShowLODInEditor=0% M5 M$ F  Q$ a* z7 a! }7 w) n7 y
[NavMesh]
- r  X1 J3 t" Z7 w6 k: I0 LfObstacleAlpha=0.5000, i4 |) P1 K8 L7 V1 c0 k
fCoverSideHighAlpha=0.8000
3 Y* g& M9 l3 ]! d4 zfCoverSideLowAlpha=0.6500
3 ~% _1 K. U% C1 L8 Q4 hfEdgeFullAlpha=1.0000, z" A7 l$ c8 U
fEdgeHighAlpha=0.7500
, A  n! C; ~; yfEdgeLowAlpha=0.5000
; }5 o. k1 Y1 w+ k' Y7 g5 Vf**FullAlpha=0.7000( L' U4 G, `8 ^! i- c& P  @2 R
f**HighAlpha=0.3500! f/ {. `8 W3 ^; C
f**LowAlpha=0.2000" R! X5 t$ t8 G' d: }5 U
fLedgeBoxHalfHeight=25.0000
/ P9 I% R4 y$ o1 o$ w( rfEdgeDistFromVert=10.0000( v! h+ N( a& F# ^) P. `7 r% g
fEdgeThickness=10.0000
( r  h9 d$ s5 M, p( xfPointSize=2.50002 i" t0 I+ ^2 i. V7 g; D$ L
[Trees]* [& Z/ y/ c: T8 i* t
bRenderSkinnedTrees=1
0 f$ `$ O* d3 w3 T( Z' ZuiMaxSkinnedTreesToRender=20" Q6 u3 q1 X" ~+ }* r- g7 P% [- c, a& X
[Decals]' o, u* b! [5 ^  q
uMaxDecals=250
5 `7 k$ U" U' Q  q6 U; GbDecals=1) M: \) X: p  j+ U
bSkinnedDecals=1
6 \' i7 W3 U) f  xuMaxSkinDecals=50% T. F; s2 r/ j2 @( @! i5 |: y$ u
uMaxSkinDecalsPerActor=40
, `8 s# ^8 Y  x; I) _3 U[LOD]
; X$ e( x# u! h# q5 VfLODFadeOutMultObjects=4.9998- z; t9 |$ `2 E3 _; b7 Z* @
fLODFadeOutMultItems=2.9600
+ S* x' Y2 I9 L+ Q5 D# I  MfLODFadeOutMultActors=5.9000
: J; X( _$ E3 m6 N7 I+ KfLODFadeOutMultSkyCell=1.0000
+ [- u0 \! c5 L; C) E2 A[Launcher]
' V; D$ R+ e: c2 ~, ~2 M! wbEnableFileSelection=1( j7 t. z. G6 M* R9 }
bShowAllResoluti**=0
, N! P& [4 q# ?  LuLastAspectRatio=1
9 }) G& ]7 f" [6 e! A[BlurShaderHDR]
$ b+ W! n- l' R5 F6 `bDoHighDynamicRange=1, q, H) F4 d; K$ u7 T, z  J
[BlurShader]
& [1 u) h8 z$ c- X2 i& `3 o+ nbUseBlurShader=0, b5 Y- R, y9 Q
[Water]' I! w3 Y% i0 J+ ?: \) z8 B
iWaterReflectHeight=512
% v9 f1 W" e" J0 TiWaterReflectWidth=5125 h6 A; F7 `( F, M+ Z7 r
bUseWaterDisplacements=1
  o1 p! n8 j7 C4 L" d2 O4 gbUseWaterRefracti**=1
! T2 I; a5 f0 g+ p' Q( M( |: V8 }" pbUseWaterReflecti**=1
9 F# |; G8 q0 DbUseWaterDepth=1
" y! H) n; G- n9 K: x) ^2 H: {  J- f% [6 I

9 E  v# E* c6 Z$ J/ @; \! b下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
/ j1 @3 {6 {  M# c
. Q8 H2 U1 N& w( E% p( C
* [/ V  }9 {0 r% g( b' s0 j$ `// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
; e6 }6 A1 q; t  [4 r; y' P( S. a7 z1 y6 x, E5 \
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
& K) W( O7 g3 z8 n7 V/ _+ S// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142: t2 ^# R% l0 M1 v) ~
// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
0 B2 j8 @4 _( E9 \
- e9 T/ C2 F8 W% G9 \: i// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
" A4 N  N. W" y// Please respect and support the the ENB original author,thanks HD6
  T' G2 f8 i1 H8 A# \, z# c- D( \% b  S# F8 C
[PROXY] //代理- g: X6 H" U. y+ c
EnableProxyLibrary=false //同时启用外挂dll脚本" R* t4 k( A" a7 {7 r( ?# @- h
InitProxyFuncti**=true //外挂脚本状态% l% h+ G* d; ^& x7 |7 e3 h& N, H
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称  h  G6 n: e2 y* ~

" l( p+ G8 \1 ?, M$ M1 R1 t' l[GLOBAL] //整体
0 f4 }( W, L) z# dAdditionalConfig File=enbseries2.ini //外挂ini: b  x# R8 X" l2 B
UseEffect=true //ENB在游戏开启时启动
" _8 m* V- T7 F1 a  W- p! \CyclicConfigReading=true //读取Cyclic设置文件  c0 k* d! V- N
ForceNVidiaCard=false //NVidia加速* g6 C) R& G( N) A
ForceNVidiaCaps=false //NVidia加速
1 o% g6 W  k; j8 _. p1 IAdditionalConfigFile=enbseries2.ini% u8 U. h( }" w( _- \- n

' X% Y; r* o* c3 H' }8 v  s4 J[FIX]- i% T# z* z! M# Y( j' D
ForceSingleCoreCPU=false
, `+ x8 j2 g7 J3 A; y8 p' W, XIgnoreThreadManagement=false
" x* p7 l6 L) ^8 j. X" }/ ~IgnoreThreadPriority=false
/ ?1 g+ H7 w& ]AntiBSOD=true# c0 B/ E! d  p1 I6 ~% C' P0 v

/ q" y! P9 t$ O+ @5 o; g[GAME]
$ t5 i" F' J0 F6 o8 ?SpeedHack=true3 ]* y. s6 q$ }8 y+ \
ShadowQualityFix=false
7 H" a; Y: ^9 i0 |1 B0 |/ M( \ShadowObjectsFix=false
# Y1 M! y" Z9 K  g: r) x) X, \+ z' h- R1 M8 e1 w+ _
[MULTIHEAD]1 Q1 B/ \1 ~/ `$ V1 K" N
ForceVideoAdapterIndex=false
2 E7 }" s+ S$ j; J7 t: ^, vVideoAdapterIndex=0
4 k; T9 a2 W) ^# P+ ?9 ~
! G" q! f, L4 ^  n" g+ P/ `( C: C  L[LIMITER]" [9 k6 z2 h- I$ `
WaitBusyRenderer=false: L+ x5 t' M) q: F
EnableFPSLimit=false4 [2 j( t$ _# N) J8 O& L* x! _
FPSLimit=30.0
; ?8 m+ b0 B; U1 s$ C+ j
, M5 D$ a7 t) J[INPUT]7 u/ T1 ~$ _0 I
//back
8 M2 T9 z& H  G% m- o$ rKeyReadConfig=8; `5 u1 w4 M" p* z1 Q

8 w" M2 n: Z- U3 }. I- z* L" |0 F//shift
) X3 J: }4 p2 v8 @0 q3 W4 NKeyCombination=163 d$ J6 q  v# g: ?
8 ?8 Q. [9 u- p  x8 _0 W( u( b
//f12
' ^: x2 g& y. M6 c! YKeyUseEffect=123: Z& }; r7 b. Q$ ]4 r; L

* K4 w/ f# Z8 H, ^# B//home, j0 ?. ~9 F$ a9 d8 ~- N
KeyFPSLimit=36
' S7 W% \; n9 Q# x! x$ X
0 r% g1 ~/ T/ Z% H//num *
" Q. M8 n4 y$ s. X0 z- qKeyShowFPS=106
' m, U* W4 D6 }8 ]
: P( D' e9 C+ p3 ^//insert: 45
% F6 \3 j3 T5 r, K* s//print screen: 44
/ x4 e# s; a: [9 B8 U7 ZKeyScreenshot=45# k$ g7 c: ]; S% k

: ]$ y+ f1 Q, J: J; b// Above 8 may only make minor if any difference, but may not have fps hit?,( ], G6 u" b* w" r5 G4 O" W
// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view7 ~1 c* g) W; e& l0 R1 I% E  ]
// I hear forcing this on causes issues on some cards or something, not sure what to do really,' J7 i! s* D4 F+ G
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
4 E+ r  ^, x, U$ r// Odd for me this really only affects the transparent edges of grass / trees, improving those.
% Y+ [" Z9 [8 G. F// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers  O& D- R, R. S/ j$ Y" n
// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.* b9 E7 q4 O6 n; F3 t+ c0 o" Q0 w
// In all other cases anisotropic filtering is almost free by fps./ Y  m2 l8 b/ y4 `; Y& w$ v
[ENGINE] 引擎
  v9 ]  X/ J& F- i$ l: WForceAnisotropicFiltering=false 强制各相异性过滤
/ X% `' o" W5 B# j4 WMaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]+ U  f9 {3 K8 ~+ ~) n& E
SkipShaderOptimization=false 过滤优化+ y- q9 `( @* F. e1 R' i
+ E' A) s8 I" g: c4 M
// better to set false in most cases (turn on if mod looks buggy for specific driver version)
) N; h1 L2 l" i4 |; }9 {0 O1 ^8 OSkipShaderOptimization=false
! \5 {6 M9 \- b  o$ |) j2 d% N, T8 ?2 g
[INPUT] 按键5 b9 I# C+ c! n/ V3 d* s3 T+ r6 I
KeyUseEffect=123 特效的按键设定
+ Q. G2 I4 X* |KeyCombination=16 组合按键设定
6 m, D3 m3 v/ u3 D7 |% S3 e0 t) L  t1 b2 k) F1 D: D
[EFFECT] 效果* h. E) y1 P% f$ X" R3 f
UseOriginalPostProcessing=false 原版画面处理' o6 f4 n. X& a( a. q/ v
UseOriginalObjectsProcessing=false 6 f& \9 \! W- m
EnableAmbientOcclusion=true 环境光遮蔽特效2 {- l4 L; S" F
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
- Y5 }% J, z/ T& V) j2 _// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
. G1 E; v, W  UEnableBloom=true BLOOM特效开启
: ~, Y' W& x8 W# n1 b7 b* \8 eEnableAdaptation=true7 K0 b6 E, v; n- B! B

1 s4 E: T& o8 E) ]2 k6 F! h4 M+ n// 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)
; }  J9 Y( v: h// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
# J* y/ A, o4 Z2 S1 T// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.) I8 ]2 d2 S6 t* Y5 F. x. }& x; c
EnableAmbientOcclusion=false$ |( n" V' |5 g$ }% ~' y

: z! h# A" p( y/ k8 U. {! {& ^// Do not use, not implimented yet* o3 z1 y$ G% M! ]0 F" U
EnableDepthOfField=false
: M2 v* O/ N: t4 k8 `; }& J5 b+ a* i' q+ O% U
// This affects entire scene brightness and is what makes everything look 'good'' a/ ~3 D9 I! `- e+ l/ E' k, P# 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.' ~* N; ~: b! S+ ]! n2 l
// Quality: higher numbers = lower quality
- I6 G- S) z$ ?[BLOOM] 静态特效+ n, o4 c4 r4 H3 u% [6 A2 Y8 {
Quality=1 质量 [-1最高,0高,1中高,2低]
- o7 _8 ?+ }& s// Some areas in Markarth especially; really blow out to white
7 j5 Z0 c5 U# N0 J+ a, I// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.& {# I7 X4 v, C+ |9 k) x* X
AmountDay=1.5( b8 W4 N( V/ B  Z& J: \9 ~
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
  V" C& |) Q* B" @AmountNight=1.0% B2 Y) `; E- [; b; L$ x. ]

$ e( l' s( ~' r8 S# Q// 256, 512) `! p- P; j/ K' z! E4 ]
// Makes dark areas bluer. Simulates the human eye. Higher is bluer.
7 ~/ \! c! C) f5 N5 XBlueShif**ountDay=1.0: P( T9 b9 b6 Q# g8 F. N- ?8 C
BlueShif**ountNight=1.0
2 i% j. l( x+ Q
' ]; V8 |- a9 J// 5, 3, 1, 1
4 e( t' s0 h' H) C// 3, 2, 2, 11 s8 `! r7 S! ~1 ~: |) ]
// nn: 4, 4, 3, 3
6 {. e: I( h) @3 ?! a// Intensity is how bright and strong the bloom is, higher = brighter! R$ B( d) w; ?. n, i
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more  @$ |$ X& _( H" E) j
[CAMERAFX]
2 X" D% q, E# JLenzReflectionIntensityDay=1.4
) K, F; i- W( y7 ~6 Z/ s  |, Z1 w& FLenzReflectionIntensityNight=1.4
" T" c* S3 z% v0 _* P- I3 ^LenzReflectionPowerDay=2.0
9 \! A2 V* M0 [- YLenzReflectionPowerNight=2.0
# P0 n8 J/ L3 U- h1 W$ H// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,  ?5 p5 M: n2 `) o
// 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
2 p: k! J$ w, q# z' U// even at 1 this will trigger in ice caves which are really bright1 k0 q; U& O+ @* X1 F2 F/ g
2 k& Z. s+ G; R% K; ~& }

. c9 C  }9 y  |" a0 ?, A" ~' X// Trees still flicker especially in distance when lower LOD
8 `$ l0 L4 L# ^9 l7 E: B% y// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also6 I1 R0 d" J3 i' H* w4 d4 o
// 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% ]- k$ n3 _: M9 K; @5 U( d' S
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them$ c1 O% }! p6 r! D' }
// Shrinking Sampling range reduces/tightens this smudgyness
' ^7 b5 n- g. W6 W2 A$ t+ _/ t! ~// Also screen resolution has a big impact when combined with SSAO
8 t6 W4 Q7 K7 k, b6 y' M$ @: w// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example' H" U- \6 B4 O0 K7 _
// 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
9 B: ]  M6 Y! i, B// And right now if you have SSAO on at all it will screw up water ** it look see thru
1 R3 Y; O: i) C6 D// If you alter 'UseIndirectLighting' you must restart game to see changes0 Z* F; t0 T4 V9 r. |9 D
// ENB Help Here:  http://enbdev.com/doc_skyrim_ssao_ssil_en.htm2 Y5 W7 x! Q4 G
[SSAO_SSIL]
& Z% o, K& a6 X- R: S" M// 1, 0.4, 7, 7! |% w+ t6 z6 H( U) D$ {  r; K  i
UseIndirectLighting=false
; _' g; J+ W, h. L9 U// Quality: lower is better, can even go -1 if you are brave
1 F' b$ _' S: h: dSamplingQuality=11 G& n. d( p1 i
// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
6 \) }5 X) T8 C) q9 |SamplingRange=0.6" P, s. Y9 T+ s6 w8 Q* W
FadeFogRangeDay=7.0
. {3 _+ c7 ~$ Q: E. k$ ?FadeFogRangeNight=7.0
( @; r  d# m9 X& l2 i0 n5 c+ l# k/ y! d9 s  Y% I0 |& w( x/ ~5 a9 @
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit
9 O0 X$ l/ k/ ?4 f0 I# L6 z// 0.35, 0.35 - LOW - will flicker more on trees% z; c, @4 ]6 ~  Y; V
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me3 w( V2 R  b4 o" I
// Not much point in going above 1.03 Z2 |% m- F% N6 b- v7 [/ d4 h/ Q
SizeScale=0.4% j/ J! O, c5 w, Y% G+ r
SourceTexturesScale=0.4
$ {4 Y4 M; X! c% U6 q9 c- }$ g2 N( M* p7 G. X. v
// 2, 0.8, 0.5, true
6 Q3 n2 r; q! B' I. @; P2 ^// FilterQ lower is better, tighter1 V& }* r5 C' A* f0 B: h) `$ u
FilterQuality=1: O- s, R% }) O3 j% u& m/ ~
' n) }3 S% ]  ?) x" |! A/ ?
// The AO strength, high numbers = darker shadowy areas.# B" k. D  X- V* ~
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
) P+ L! |$ _! q) f- n! E! P# lAOAmount=0.5
3 j6 A$ \% m" m# L" B/ |' [$ S( e3 [6 \$ U# i: n" G
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
/ d7 V9 u3 I; B5 @! Y; a7 G// If you alter 'UseIndirectLighting' you must restart game to see changes" C/ a9 f. e$ u7 K! |+ r& `
// 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
* H$ Q* R! f* E% \4 s" ?ILAmount=0.5% Y1 x9 P$ N  g, l- Z& L, r8 Z: m+ U
* ^: F1 H# v- [$ ]8 U3 j+ A) H
// Alters what time and places are c**idered to be day or night and the transition between them3 y- d4 d; \- {% V# U
// 0.7, 0.15, 1.0
  M' e4 r! c9 [% i& T[NIGHTDAY]" }7 }/ j5 j2 y& v2 D7 J
DetectorDefaultDay=true
: T' }5 P, q; u6 s9 f/ IDetectorLevelDay=0.7
& t1 t6 U# }) W, z( w* r# CDetectorLevelNight=0.35
& y+ x9 q1 ?# m5 @) S9 gDetectorLevelCurve=1.0% c6 c- S; l5 x* \

8 x  g9 V# M1 c5 d/ G9 x" R8 a// 0.2, 0.4, 0.1, 0.6
, Q2 V( j; s  i9 T! ~// Adaptation is entirely ignored with my enbeffect.fx file  ^; {+ i4 D9 i* v/ ^
// Adaptation also set with EAdaptationMin/Max in enbseries
6 x+ m. v1 Y. d; A[ADAPTATION]  e* Q7 O/ {+ H, J; |
ForceMinMaxValues=false" |, t3 W6 V7 q6 J( @
Adaptati**ensitivity=0.2$ n- j* Z* V0 w9 n' E
AdaptationTime=0.4
' c  d" ~  l1 {# XAdaptationMin=0.10 n8 A2 g+ S, u" [, K
AdaptationMax=0.6
5 t9 v- D3 e& M2 N( {% Q3 h. S; K% }6 H6 f8 v- ~
// 1.2, 0.8, 1, 1, 0, 00 i* ~3 E& j' k& L3 q  H
[ENVIRONMENT]
0 s0 A, h& J% Q8 M0 R( S// Sunlight during day cast onto scene3 |% d7 ^+ {0 N' V' {
DirectLightingIntensityDay=1.0- u" x4 {; y' A7 l9 P
// 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
( \2 A9 h" C" ~" L9 Z2 r/ TDirectLightingIntensityNight=1.0$ ]: r* g  T+ }5 R% O' \: ]

/ l1 z! D/ p* a6 `DirectLightingCurveDay=1.0
9 O! `( `# s3 y# @DirectLightingCurveNight=1.0( I4 x' x0 U2 o" S
DirectLightingDesaturationDay=0.0. w$ {1 Y4 [/ K
% E  r2 x2 ]3 j) I
// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
. `! J. r4 t/ }1 r8 T! [. z// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
7 A  D5 @- d" T* c' P// More desaturation at night is done in the enbeffect.fx* L) p4 `4 |- S& E$ A
DirectLightingDesaturationNight=0.0* Y3 Y2 Y( l6 d: l* z  n) ~8 q
# @8 B& P+ d7 x: ^! Q2 g# l- A* R" b
// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
6 t, ?' a8 K1 Z: i$ FSpecularAmountMultiplierDay=1.6
( `) m. S5 d3 s; x6 w& o9 O, P& vSpecularAmountMultiplierNight=1.4! W  T4 l. f7 ^  K$ l/ ]8 I; _8 n
SpecularPowerMultiplierDay=1.22 P# C" l2 T' Y. a+ q
SpecularPowerMultiplierNight=1.2; r/ y4 `4 M7 f/ r, X/ `/ W: f9 F+ v

7 t" i& V1 @& o// Leave at 0
; e' X$ M, ]2 [) U1 N5 D9 hSpecularFromLightDay=0.06 q. P- c% a9 O: m) X
SpecularFromLightNight=0.06 y# X0 W; ^2 t6 [, F6 Z$ U; t
& X6 N3 P( P, I& F. F" l7 Q
//1.3, 1.8, 1.0, 1, 0, 0.81 f8 s( T2 l& I! b7 f$ }
// 1.0, 1.3, 0.2, 1, 0, 0.5  Y" L0 o3 |* @2 r1 ?5 c
AmbientLightingIntensityDay=1.17 q+ z3 v# d% [9 K# h' o5 d9 d
AmbientLightingIntensityNight=1.05 Y( g; K/ ^. \  E
AmbientLightingCurveDay=0.3# Z' d6 T! z( X) I& |0 G" l: ~( Y3 l
// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!0 m( q$ f/ |5 ]) J& l* f1 Y1 S: X+ J
// If you increase curve past 1 you get little superbright specs of light, dots flickering
+ y2 M7 h. i( c5 f) W  Q9 w/ s: B1 UAmbientLightingCurveNight=0.8$ Z4 W6 I. h1 e$ D' e) a
AmbientLightingDesaturationDay=0.05 j+ O7 S% s' }$ n8 q, d0 C
// More desaturation at night is done in the enbeffect.fx4 T, B! a: f" u  Q9 s9 Q) d( `+ A6 ^
AmbientLightingDesaturationNight=0.03 S& {# C4 N, p+ r4 @1 T

+ |9 Q$ k/ B+ c$ w// some caves lights are treated as Day, so they may always be bright >_<
& \) f# g# b7 d! }: s8 cPointLightingIntensityDay=0.6. Z6 @3 u0 i. \6 |- I3 ?1 h
PointLightingIntensityNight=0.6/ P% x/ t) K& Y0 L+ `$ t& B
PointLightingCurveDay=1.5
1 T% u% \: K. Y$ s& _4 C7 M& vPointLightingCurveNight=1.56 P& q. J0 t, W4 u/ A, ~
PointLightingDesaturationDay=0.0
# f  K. }+ x% C2 EPointLightingDesaturationNight=0.0
7 B: t. X1 M8 q2 S
* {6 n5 W0 v& @: N$ T7 `6 ?// ** 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
( n9 |# a! V' \+ K0 H// 0.8, 1.2, 1.2, 1.0
/ }1 _' o$ \1 O1 K$ C4 r  OFogColorMultiplierDay=0.9
: d9 z% C: D+ q, @: M  jFogColorMultiplierNight=0.8
( U0 E- H5 j2 o, V; sFogColorCurveDay=1.0
, }8 s5 m. |: aFogColorCurveNight=1.1
' I0 d! @0 C2 a6 \, B: p
& n" Q# v- e8 d/ w% A, ^//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey/ X+ H, W1 U9 d  P6 j$ D4 j
ColorPowDay=1.0
6 s2 T) L$ K# s1 |  z. r' J; w0 v; a% w# Z
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0
3 V; C- M0 u4 {- R! [1 `1 f% MColorPowNight=0.0
2 ?  W8 n4 }  R% ~" U) v/ A7 x& r1 ~% l+ F+ q
// Need to use ENB Sky so I can blow out the sky to bright values in order for the sky and only sky to glow/bloom, otherwise sky is basically same brightness as ground, which would make groundglow then too  n: {- e( Y+ @/ L$ _
[SKY]
' G, c" U7 v' b7 i, }; }" w+ Y, sEnable=true
3 y3 u% p/ F, A, H1 r0 W" g// 1.5 :: 1.0! i# A( I9 d4 N  J) {
StarsIntensity=1.5
( d, `0 W1 k- }7 x7 hStarsCurve=0.9
  \# x8 k9 A' ?( ?* Q) _6 @% t/ w. b0 ?- y" s% b. p
// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example9 G( |" O2 i; x9 {
// 1.0 :: 0.8
- r1 `4 q' K' [3 gAuroraBorealisIntensity=1.5
5 m- k* k8 i5 l! IAuroraBorealisCurve=1.4& `3 }; U& X- m# _3 X; k' i- p
: v1 e3 ]& K% Z. m+ I; D4 t9 ~
// 1.1, 1.3, 1.25, 1.25, 0, 0" U0 B; E  f" L
CloudsIntensityDay=1.2
2 v  ~% j9 N+ YCloudsIntensityNight=1.1
7 P$ q9 A& G( J6 \' w2 u: `, e4 V# y! {( N5 q$ D" z2 F
CloudsCurveDay=1.4
  C; `9 i+ G$ n2 [7 g; `CloudsCurveNight=1.4) W) r% g" @5 {8 p- h
CloudsDesaturationDay=0.07 w/ Q0 T& G: [$ ~
CloudsDesaturationNight=0.0
/ I5 a  Z  U7 f* i5 {5 @) y% z+ \9 f( P7 s. Z
// 1.6, 0.15, 1.1, s+ o* X0 X2 Y% K' X
//1.2" o; N' h. i! u: o! Z, H9 C; ?" `% B. w
// v11.2: 1.5, 0.4
3 R, n3 t) L# j* |0 \/ T' FGradientIntensity=1.7
) {2 B5 v) v6 m: Z  N) e// 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
# R2 o4 m1 T7 xGradientDesaturation=0.3
8 k& `) T! l4 T' c$ ~- J  P6 f* V, I2 b+ M; ^- B
// 3.2, 2.5, 1.02 b' y  D, ]1 v) p! \2 R1 u# @
// 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 cyan5 t1 P5 U7 e. T- g3 k
GradientTopIntensityDay=1.00 J: H& `/ O- i
GradientTopIntensityNight=0.7
. c/ }! p9 S0 ~; {# i$ rGradientTopCurveDay=1.2+ J/ X/ @7 ^% H' q2 a2 i
GradientTopCurveNight=0.8. l5 d7 e$ u, @' \" i- r  m* H
: B* q6 \1 G2 U
// 1, 1, 1, 1
! u: a: y! ]5 l// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3" P  _4 N: n2 S. E( _
GradientMiddleIntensityDay=1.0" o- q* ~# j; M7 K8 b3 y# A
GradientMiddleIntensityNight=0.6
, L) N& w5 o& H% P; z// Setting curve above 1 results in awfulness at some times of day
% K) b9 Y" ~7 q) B5 }GradientMiddleCurveDay=1.7
8 d6 J# ~% f* H0 c( n" r4 ?: pGradientMiddleCurveNight=0.93 s: i" o/ a( c! L

4 E: E7 s7 z1 [+ Y// 1.8, 1, 1, 1
2 k4 p/ s. R5 q. [" F8 _3 m6 G8 p// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3
" G* a% P$ W. w# v/ t( E8 ~GradientHorizonIntensityDay=1.2
2 ]# Q0 h- q% ^* {6 F' D) i; IGradientHorizonIntensityNight=0.6
% U9 g$ Y& W/ X+ MGradientHorizonCurveDay=1.7  {* d# A# r$ h9 K- z8 v* L8 \- ^: V; O( I
GradientHorizonCurveNight=1.1
$ T7 l( P' n2 b3 T4 q
8 f$ k, Z# t- l5 S' S3 b+ l// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance; K7 j. s1 o$ F
// Oh I have a sun lens flare mod, maybe that doesnt help
, {7 Q" k1 z! m  a& d( z2 J& t: h! ZSunIntensity=0.6- Y3 z% T9 z1 B$ q9 d) d
SunDesaturation=0.0
/ @9 v  Y. w; u) m+ |% A
" r9 V1 B1 H! X, S( ^// Setting this higher results in pixely noise and visble border of sunflare; w. w9 j* {( j: Y& C8 H9 R
// Oh I have a sun lens flare mod, maybe that doesnt help
0 X7 z& O: P( r" t// Cannot get sun to bright enough in center
( o- E: z+ |4 N* v+ C# T9 QSunCoronaIntensity=3.08 B+ n, M; ]5 z" w8 l' `1 Y1 v: w
SunCoronaCurve=1.06 t4 R) k9 \9 {% ?! }1 `& M
SunCoronaDesaturation=0.0
' {( x3 n; x6 m& v  @% }8 x
; ~& d* Z% r; x5 P// 1.0 :: 0.8
0 N  n& d* M0 \5 ]# aMoonIntensity=1.83 Z) N3 a" l  F. x$ w
MoonCurve=1.4
. C3 f9 C% p: k0 _) T. PMoonDesaturation=0.0
: m! }+ u0 K3 d) m, j9 w# ?8 @7 e4 }2 v& f" @
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
# s: h, s6 f0 @9 E' D// 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)
6 s5 \7 s( q) q6 I0 V; ~// 0.4, 0.3, 1, 1( A7 V1 H- g+ ?% T# L/ E' A/ L
// 0.9, 0.9, 0.4, 0.4" S6 n* h* c) \: P+ D- V( Z* _1 I
[OBJECT]
% w- ^* S5 ?5 ~% d! c, q6 jSubSu**ceScatteringMultiplierDay=0.9  G3 _! V1 ^9 a% U" z
SubSu**ceScatteringMultiplierNight=0.9
( }! e1 ]  m2 z  k$ h5 }, h7 T( g8 V- V2 n" q
// Setting this higher makes people go redder, lower = whiter and brighter
$ X2 E; D  w1 j! @SubSu**ceScatteringPowerDay=0.6
1 E) N: a) q% s1 ^- P5 B9 oSubSu**ceScatteringPowerNight=0.6
# t1 R. {: D- q4 i# r
: S5 \1 B5 e" g9 ]; a- V2 a[LIGHTSPRITE]. [& B" B9 S0 m' Y
IntensityDay=0.8$ y" ^7 K- A1 ~, X& ?/ H
IntensityNight=0.8
0 M7 B% W* t2 d" MCurveDay=1.2/ h& p$ u# {+ T. h
CurveNight=1.2
5 Y, z. C1 J+ Y. r, @  q) \& w% s
0 M5 D8 N7 u/ K- i! x* D+ a) q[WINDOWLIGHT] 2 T4 v! A+ o+ I; S$ G, ?
Intensity=2.6
1 l/ `3 ]1 Y+ T8 LCurve=1.2* x* H# d$ P5 R- H0 f! y- D
7 D1 u" A' T" h; W$ w* u7 H
// Clouds on mountain tops and I think fog sprites in dunge**- W  l$ V* s% a
[VOLUMETRICFOG]
: Q' U# t6 `; d3 X' P7 TIntensityDay=1.0
! t8 o) y) b1 {$ ~5 u8 `* LIntensityNight=0.8! c+ q- Y2 z  e0 i
CurveDay=0.9- g3 s' ^' F# D6 a
CurveNight=1.0
, e, S" y" A8 L  F2 ~* c5 A" @. m2 `& |! ?$ G' ]) a
// Increasing this still affects water foam amongst other things
$ G2 V/ H$ ?: I2 E// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
' ^/ y( |5 b! D, U" y& P& ][FIRE]6 j0 N/ z- [' T' W& r* Y5 N7 q3 N
IntensityDay=1.4" [: ~0 M% z. T$ ^' m4 g# W; h& P
IntensityNight=1.8
8 n" f5 l$ M/ s- nCurveDay=1.2
* W! |% d' Z3 x/ g4 G/ E4 S3 {CurveNight=1.2' ]2 U- c6 I& z0 t; B5 D7 }

5 r# P  y1 `: F2 I% h+ y// enables use of enbpallette.bmp if present2 ]% Y2 t) B' T
[COLORCORRECTION]+ c( |/ \) i6 w# f  ~7 p
UsePaletteTexture=true5 V7 }$ W; y- l! ?. C

/ A4 l7 _$ _" V" S+ l# _, }: k0 }5 U// 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* Q; k: _/ F! a6 |' O( Y7 Q
[SHADOW]
4 @3 v* `( G& b( p3 EShadowObjectsFix=true
: O: s# R  x! \6 {9 y, Y) w; _6 p8 f* S
[DEPTHOFFIELD]
: R+ c# ]( o4 X$ V, u5 n- p' k/ IFadeTime=0.1
' w+ F6 @4 Y# o( U- i! T5 e
, b. W# p5 Y- t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' Y* x! H& [9 V+ f1 X

6 W$ a: Q/ z9 W- S( l+ g9 P* w# [
) O4 t/ h+ `$ a% `5 q
- T: I1 s- V% k5 N: I( X
) h  F6 c5 ]+ }( v
回复 顶Ta 踹Ta

使用道具 举报

您需要登录后才可以回帖 登录 | 入驻H5

本版积分规则

Archiver|手机版|小黑屋|免责声明|H5Gal游戏论坛

GMT+8, 2026-10-30 22:28 , Processed in 0.018934 second(s), 5 queries , Gzip On, Redis On.

Powered by Discuz! X3.5

© 2001-2026 Discuz! Team.

快速回复 返回顶部 返回列表