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发表于 2014-10-1 00:07:40
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显示全部楼层
我现在用的这个版本玩了快一个月了,前前后后自己修改了不少东西。SkyrimPrefs.ini ENB.INI文件也别全照着1楼的弄,需要根据自己具体配置修改选项。
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我来列下我修改过的
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/ t* Y+ q, U0 Q# y9 |先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下). h2 }) p# V( k$ l0 T
[General]7 r/ F; k# J) H$ }
fBrightLightColorB=1.0000
- e t) a1 b v, C& ], V) DfBrightLightColorG=1.0000
! |/ c8 ?( w, QfBrightLightColorR=1.0000" X: \3 N; E& y
iStoryManagerLoggingEvent=-1( l% _7 ~/ ?& S5 V& [6 Q
bEnableStoryManagerLogging=0
$ I q& E/ d% a) _# a6 K$ ~8 _[Imagespace]
% l6 y6 T' [* HbDoDepthOfField=1( I5 \2 P/ r& T1 f
iRadialBlurLevel=1) Y$ k, ]9 j4 f+ c
[Display]9 A0 P( e0 ], a* U
iBlurDeferredShadowMask=3" L4 H# V% e: q
fInteriorShadowDistance=3000.0000
3 D9 H7 Z& I" {, M7 ~3 wfShadowDistance=4000.0000
" w z0 I4 Y0 J- P- liShadowMapResoluti**econdary=10241 v2 Z! h1 A+ K8 L: e: s6 E" j, n
iShadowMapResolutionPrimary=2048# N+ b3 a' \1 l5 @0 q' L
iShadowSplitCount=2$ ?4 a" x! u4 q
iMaxAnisotropy=8 异相性过滤 低0-4 中8 高16& t1 @3 B, T9 C: W& {
fLeafAnimDampenDistEnd=4600.0000
& m1 V( E; e# P% i8 K/ y# ~fLeafAnimDampenDistStart=3600.0000
: l- R1 J% z9 K3 KfTreesMidLODSwitchDist=5000.0000
2 k) m7 A# s5 ~4 |fGamma=1.0000 c# [. `; C) Q# p; H
fDecalLOD2=1500.0000
: P# J# s) C' i2 Z) h& E% g: Y; H+ RfDecalLOD1=1000.0000
6 K, _3 O3 c# KfSpecularLODStartFade=740.0000( e1 M7 a. X8 E! ]
fShadowLODStartFade=200.0000) S0 x& \; U1 w7 b
fLightLODStartFade=1190.0000
$ v# e7 q8 c i, x6 r& FiTexMipMapMinimum=03 l7 w9 @- c$ u5 Z& J! D' T
iTexMipMapSkip=0
1 q' `% [; P4 Z$ Y' D4 |iWaterMultiSamples=0
. M, a4 A0 A; n4 N/ V2 }3 R# R, QiMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4
+ ?! o. y2 F7 j# biShadowMode=3
! f5 [* |6 q) I9 B7 L `% VbTreesReceiveShadows=01 \$ a2 {, B0 Y+ |: w8 _4 M2 f
bDrawLandShadows=0
# E! f; s; N. X. GbFull Screen=1$ O8 Y$ N( G) n* y
iSize H=7689 ^& m& O9 ~2 z. `
iSize W=1360 游戏分辨率
6 N) r( \9 s) G; D3 afMeshLODFadePercentDefault=1.2000* c; s! \" H0 K9 ~4 q
fMeshLODFadeBoundDefault=256.0000
' @. T! e( f$ P8 y, T& {3 LfMeshLODLevel2FadeTreeDistance=2048.0000
3 m9 _/ p* u# AfMeshLODLevel1FadeTreeDistance=2844.00007 g: k0 m& {9 w d% I9 ?. `
fMeshLODLevel2FadeDist=10000000.00001 |% l" ^+ i1 `% X4 l f, P& z8 R
fMeshLODLevel1FadeDist=10000000.0000
9 [; U* Y1 j- uiScreenShotIndex=15- I! s2 n/ c+ O) E4 Z
bShadowMaskZPrepass=0
/ `# m x' J9 D! i# }bMainZPrepass=04 F! Z# I* d7 H; M/ j# B
iMaxSkinDecalsPerFrame=10( B/ l6 G0 |: X) ]7 e) f3 m
iMaxDecalsPerFrame=30$ u5 p- j/ r, m5 ~* D0 u
bFloatPointRenderTarget=0
$ C5 Q1 f) J( l5 y6 \9 m9 t1 ZsD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改
0 f" v& ^% X2 H6 O2 H( y; _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
4 u0 j5 |0 ~* ^6 wiShadowMapResolution=2048
0 J) n4 c; [7 j$ @: g; ^6 BfShadowBiasScale=0.25009 h" K: w& [8 D1 z) f) w
iShadowMaskQuarter=4; Z: G {+ {' P8 _- z, w, a& [8 |
iAdapter=0: f2 l2 y# u3 u7 I# p* r4 s
iPresentInterval=0% P/ W, a) @9 h8 {% o: A! o3 \4 G
iShadowFilter=3$ Y z2 d6 I7 M3 [8 s1 D" Q( @/ j
bTransparencyMultisampling=09 g' i {9 ^ @. H
bDrawShadows=1 n& j( q8 B% c7 u& f; W0 ^5 m
bShadowsOnGrass=18 g: K; S0 M& Q% V" Z4 v
bDeferredShadows=1
+ I6 I+ v$ v8 j+ K4 s$ z- B[Grass]+ z. l( Q$ j, ~" y0 F* Z( f0 l7 x$ k
b30GrassVS=1
. X B8 ^7 S+ F9 n" HfGrassStartFadeDistance=3290.00001 ^% q7 V( [% V! J+ }% g
fGrassMaxStartFadeDistance=7000.00004 W9 x8 y. T# ?9 ~$ \, s2 X
fGrassMinStartFadeDistance=0.0000
: a, @4 r* Z0 z9 C! W[MAIN]! m- J' \$ g9 n; ~
bGamepadEnable=0
' i# R0 Z% q: A8 V {0 Q3 a- @/ AbCrosshairEnabled=1
2 }- `2 k' w& r# T; k5 vfHUDOpacity=1.0000
( {# a/ B9 ]% W6 O2 b7 ~bSaveOnPause=1' _* A/ w8 K) N$ A( V. m
bSaveOnTravel=15 q& w% P6 L/ J; Y( t" u6 n# f
bSaveOnWait=16 m5 ~) Y4 o' k9 J
bSaveOnRest=11 W; u6 K) b- n1 v; Y, p" V# G
fSkyCellRefFadeDistance=150000.0000
j' V7 _, C" i+ v) j% s[GamePlay]" Y+ ]" R. V% I4 |+ W
bShowFloatingQuestMarkers=1 k' c, M% H1 L0 d( @( ?
bShowQuestMarkers=1) E9 L, \5 W3 |5 X
iDifficulty=5
7 r N: o4 B: D3 c$ l[Inte**ce]9 o, G7 _- g$ |( F
bDialogueSubtitles=1) L& }$ r. Z [- m9 U2 \
bGeneralSubtitles=1
- a* u5 x. z5 J& GfMouseCursorSpeed=1.0000
) g! ^( x6 f$ R0 \0 }bShowCompass=1
' w. r+ F+ z/ k0 q[Controls]
+ J6 c1 |2 G2 `' @4 nfGamepadHeadingSensitivity=1.0000
5 j( {1 m9 H! ]$ l* b- y9 SfMouseHeadingSensitivity=0.0160
5 V1 a* N! t9 EbAlwaysRunByDefault=10 q4 | j8 i$ V
bInvertYValues=0
( T' i; J8 M9 i6 L- o& ]9 QbGamePadRumble=16 o9 o' M3 R2 f# O1 ]- @! k* L
bMouseAcceleration=0+ K' s& d, `) r# f
bUseKinect=08 m/ [* x! O5 f% \" e' O
[Particles]
! J. P9 X6 j" viMaxDesired=750. j2 B3 f' {& m7 I
[SaveGame]. l6 @/ H7 X3 t0 a% [
fAutosaveEveryXMins=15.0000
* r& p' w6 t. c( I[AudioMenu]
2 a! ~- ]4 n XfAudioMasterVolume=1.0000; n6 S' t2 B* ?, E! f0 {+ W
fVal7=1.00005 a6 E' T8 e$ Z( J. u
uID7=0! ^' y' [) _9 F( ^# f
fVal6=1.0000 n% E4 S2 [! E% l( q+ ^/ x
uID6=0% |' A. x2 |, T
fVal5=1.00000 i0 i* F% ?7 _- L
uID5=0& k# U P) Q) F0 @: j0 {
fVal4=1.0000
1 j$ r0 ~9 W* S( o5 k( p0 \uID4=05 H# J8 n: r0 J" M
fVal3=1.0000
2 e [2 D4 u8 j. WuID3=94881% Z; E8 h! o& r" l: m' v" x
fVal2=0.2000
6 E) M0 h& d6 z0 }$ _# \uID2=466532
) o4 S8 O1 C& Q4 u p6 MfVal1=0.9500
% T y& i: J1 b: l* u/ LuID1=554685
- Z9 H& _$ l/ f! ~2 T; jfVal0=0.9000: O3 j3 I$ M; F+ _. s! C" u
uID0=1007612$ t* Q1 L: ?( F4 @" O
[Clouds], b9 N2 d, a6 u4 z# S
fCloudLevel2Distance=262144.00007 U; T( g/ E3 k5 @
fCloudLevel1Distance=32768.00005 C& ~8 t: O. v$ B2 {0 j. K
fCloudLevel0Distance=16384.00000 S# H2 Q) U+ |: Z
fCloudNea**deDistance=9000.0000* w9 B; ?2 y. r# z& n; q6 X
[TerrainManager]8 Y) j! l3 C# J$ g0 ~) u
fTreeLoadDistance=40000.0000
- j* e6 d7 S) D+ yfBlockMaximumDistance=150000.0000/ h# }' C" {& @# {! A0 }5 h$ R
fBlockLevel1Distance=40000.0000: T. V( b" K. G6 [' V% k3 G
fBlockLevel0Distance=25000.00008 r- F" [6 v' b$ N' G
fSplitDistanceMult=1.1000" q0 F o+ v9 l4 C3 {: J
bShowLODInEditor=0
0 w$ Y3 A8 y7 L- P4 B( Z[NavMesh]& K* Z" h2 p( t/ ]
fObstacleAlpha=0.50009 |3 {9 g. l; p. @0 ]) s0 Q
fCoverSideHighAlpha=0.8000
. }+ c4 R$ k \4 PfCoverSideLowAlpha=0.6500" s* g" V. ?# p! j1 K6 R9 u" C9 m
fEdgeFullAlpha=1.0000
9 l% ^6 m- B6 z! r7 ofEdgeHighAlpha=0.7500% P# L2 f/ l0 W9 ]# F4 Y4 ?/ ]. m
fEdgeLowAlpha=0.5000
" H/ p7 @9 q8 j/ F- ~7 Pf**FullAlpha=0.7000+ }5 X8 J% x8 Q( \) Y3 W& q8 X
f**HighAlpha=0.3500
5 V7 J) V( ^8 Q, q* If**LowAlpha=0.20007 C: @3 `8 q3 T$ A M% Q
fLedgeBoxHalfHeight=25.0000
+ C: i% X7 E7 r- T$ ]/ wfEdgeDistFromVert=10.0000
& K7 j; u6 C; j2 N. k3 G \2 ]" nfEdgeThickness=10.0000
. W- N$ k9 q3 S3 e$ {: ^3 P7 k6 @fPointSize=2.5000' L0 z* F T! M0 u
[Trees]* f: m- r7 ~1 z7 {0 f
bRenderSkinnedTrees=1
: W1 t$ f0 @2 j: }4 [( ^) CuiMaxSkinnedTreesToRender=20
+ x% F$ L, |; z3 C* e7 L[Decals]
- w9 T& X; t3 M- \! N z. buMaxDecals=250
& Q0 ^7 }5 o" S5 }bDecals=18 l: [' O T7 r4 Q
bSkinnedDecals=1
- Q s t& G) O: d( quMaxSkinDecals=50
5 g1 C9 \; ?$ k" t# q9 I$ Z' GuMaxSkinDecalsPerActor=40
, _4 n0 u: |- t e7 g9 [4 y[LOD], {$ c5 |7 ]" T4 [* e/ A
fLODFadeOutMultObjects=4.9998
7 D4 S0 f- o+ r3 V% ^fLODFadeOutMultItems=2.96007 _# N# b; m2 I: X2 n+ I3 j. M
fLODFadeOutMultActors=5.90009 D" u' O, s* I- D! s: u: D
fLODFadeOutMultSkyCell=1.0000
' k# @2 a9 `& \ W% Y/ x% E% G2 _6 e+ _[Launcher]) t. h! u3 n! C: R# O
bEnableFileSelection=1
! _9 U# G. y8 X; X5 e7 vbShowAllResoluti**=02 w4 T5 r. [: y$ w* d
uLastAspectRatio=15 l" A9 b, u( v8 x5 j3 f, w7 W
[BlurShaderHDR]
: O9 T7 Q; ~. c% R! z, PbDoHighDynamicRange=1, n3 g- P' g0 u( W
[BlurShader]2 i i" ?; h5 o9 T1 r0 r+ C
bUseBlurShader=0 C1 s/ b% ]$ J/ X9 a
[Water]7 c/ b+ v9 C' a Q
iWaterReflectHeight=512
! W& u n) J2 O( {iWaterReflectWidth=512
/ i1 R: a0 H8 A0 d0 p2 LbUseWaterDisplacements=17 h8 R3 o/ J \1 Y
bUseWaterRefracti**=1" |; v' K& `; j8 U
bUseWaterReflecti**=1' ?1 @. Q& e3 Z4 C2 Y) c2 K
bUseWaterDepth=1
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下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
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U$ l+ |* P- G* z# j, y// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
. v, `, j" B' J- z0 M/ X; h" L( N# G: _
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
, C# e$ r1 u. f7 ?# J% t1 o: H// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
& U! a6 ?: O2 E) O I' Y& b% |// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971+ L* i1 p; v$ j1 _6 P% f/ u
6 o( n5 h6 a ~4 C9 Y) e1 e
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html2 Y3 u& |2 E! R5 l
// Please respect and support the the ENB original author,thanks HD60 i. U7 M) q* S' O, y9 d0 Y
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[PROXY] //代理
7 f& H. w0 ~; ]4 U) J, \3 oEnableProxyLibrary=false //同时启用外挂dll脚本
# b+ m: u+ `8 l3 \. @ {- M ~1 \InitProxyFuncti**=true //外挂脚本状态& Y& q# k' p4 Y# x+ ~1 Q
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称
8 v/ ~5 ~4 R0 o. g3 q
# ^' h) U5 q6 o0 [# M[GLOBAL] //整体2 s; X! s% s% E* R) X+ @+ o
AdditionalConfig File=enbseries2.ini //外挂ini
- O! N o& w/ bUseEffect=true //ENB在游戏开启时启动+ C# g* g3 f. \( y% V5 O6 w) c7 `) [
CyclicConfigReading=true //读取Cyclic设置文件
8 \3 s% Q+ Z, s( I8 T9 j" H& s) hForceNVidiaCard=false //NVidia加速
* Z0 h: O$ E5 [! O9 q* p& [ForceNVidiaCaps=false //NVidia加速5 K/ @4 R; w/ d4 @
AdditionalConfigFile=enbseries2.ini" o( g, S- J9 n- r' |! i; w6 x! w
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[FIX]0 S n( O9 g5 L4 n7 t
ForceSingleCoreCPU=false. Q% v8 v& R" j# `
IgnoreThreadManagement=false
5 l0 I$ F; X& t, b' S8 r# yIgnoreThreadPriority=false
+ X+ l" g# p# |. s" ]AntiBSOD=true
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[GAME] V! }8 }& O: K; ]7 V7 H
SpeedHack=true! }$ \8 o# n4 L. n
ShadowQualityFix=false4 ?) E9 w; C# s: L, L7 }4 K
ShadowObjectsFix=false
4 z( J8 D9 z) | [! q- e
1 l1 T! d* T- j; Q9 H" y# z+ m5 e[MULTIHEAD]
5 [/ B! v. p. v n) \ForceVideoAdapterIndex=false' x" {1 z& ~8 v4 F# K s) A1 u
VideoAdapterIndex=0& |7 D2 i& G# M. c& W' m6 \
8 u. v' ^! S. d( Q, L
[LIMITER]; k' Z8 s( D, r3 f
WaitBusyRenderer=false
# R1 c; e! L$ b7 ?1 d( E/ NEnableFPSLimit=false4 v" ^' Y6 l4 @) o( M3 L, G6 J
FPSLimit=30.0
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[INPUT]. H! B( m$ G. H5 a$ j3 Q0 \
//back/ i" N9 |4 r; B3 s6 U5 B4 k2 T% H1 r
KeyReadConfig=8
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! _: g3 r0 l) [: n; m1 O) J2 R% }2 T//shift: G0 e! H' R4 p
KeyCombination=16
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- e4 c. A2 o( B$ q1 p# r r0 i//f12* D# F. ]; M; Z; i* P" K" P" q
KeyUseEffect=123- D; ~8 w2 |5 N: [4 J
# ^- z* m/ A7 T' t, B- f//home
8 W8 B' F& X% v0 dKeyFPSLimit=36
2 d* H% b5 B& H) j
: ^3 h6 S$ D0 Y8 M4 s! f/ L//num *
3 M. a2 r, `2 t$ KKeyShowFPS=106# a8 H6 k* b! ~/ ^/ d
6 \6 a( |" V' q1 q+ Q# C E
//insert: 45! {) s7 a. A8 j! P
//print screen: 44
. V) h6 H* ^7 vKeyScreenshot=45- x$ T/ k8 u( H
- [9 h2 S1 W m. {9 h9 k5 z
// Above 8 may only make minor if any difference, but may not have fps hit?,% M( c$ a# R% E$ M
// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
$ ]5 Q, v3 y7 w7 k% W9 N// I hear forcing this on causes issues on some cards or something, not sure what to do really,
& E3 ~, e. n+ e: G3 T5 m// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
, r* I. o, r4 ?: a" y- U// Odd for me this really only affects the transparent edges of grass / trees, improving those.) F6 q9 f* P5 F7 \6 U
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
! u8 k/ P! R3 }1 B" S, Q// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.5 q7 \2 Q0 O0 U' Q
// In all other cases anisotropic filtering is almost free by fps.7 F9 `5 h k+ H. |
[ENGINE] 引擎
) i0 [; e" C. r& D5 r$ R3 w0 `. z* }ForceAnisotropicFiltering=false 强制各相异性过滤
u, g% K3 [: [1 T: ~MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低] M( r5 X9 d1 U$ Z8 L3 L
SkipShaderOptimization=false 过滤优化
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// better to set false in most cases (turn on if mod looks buggy for specific driver version)+ b: u$ R2 K9 @
SkipShaderOptimization=false
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[INPUT] 按键5 U0 l3 s" ]6 S, Q5 J( B# D
KeyUseEffect=123 特效的按键设定) f" Y: d. c( U- Z. [
KeyCombination=16 组合按键设定2 Q; F0 d e2 _
6 f+ X+ u% K* w1 U! d. Y3 e4 Y
[EFFECT] 效果, v1 y* P& @! w* f# M
UseOriginalPostProcessing=false 原版画面处理
4 V6 N( T7 L# B& L) O yUseOriginalObjectsProcessing=false 5 p' o! K6 |5 \
EnableAmbientOcclusion=true 环境光遮蔽特效" ~& U2 a$ `3 {2 {
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries k; u8 }4 y1 V
// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx& @! @2 _$ a: j; B5 s
EnableBloom=true BLOOM特效开启
, { l. A% l' t8 NEnableAdaptation=true
|+ ~: q% a$ i- e C2 [0 z
$ P2 b- ?, Y) G0 P2 q* \2 K// 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 T' ?4 o# f5 L% M. H! @// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
& O( M5 b+ ^+ j; h3 m' Z// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
: |; @$ T9 L8 x, ^/ \) b3 `EnableAmbientOcclusion=false
5 f& B }3 A/ _* ^' S, J" {: d* ~2 E
// Do not use, not implimented yet. z6 }3 P }4 D4 n% l. u
EnableDepthOfField=false- S; C* c* K9 m
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// This affects entire scene brightness and is what makes everything look 'good'- [/ C) a4 o- u) d
// 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.# r* b* m& ^5 l0 j7 X7 \' |% @
// Quality: higher numbers = lower quality
8 A3 ~# H2 o$ t/ C8 `[BLOOM] 静态特效
" _$ U; N" M4 g5 l$ z" `) N+ ZQuality=1 质量 [-1最高,0高,1中高,2低]) i$ r& l( b( l! n4 {$ p
// Some areas in Markarth especially; really blow out to white
$ M! t1 ?. z( ^+ V// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
2 T* [) S* U' i3 i4 w9 iAmountDay=1.5
5 ~3 Z: @: T7 U9 ?) A& t// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
# H( K: ?. s( A8 y/ ^0 K! JAmountNight=1.0; b$ C2 {7 x {* {& Q
, I9 L5 Q* Y1 N5 d, N, T// 256, 512
! `/ v0 r$ R& ]" }0 l9 }// Makes dark areas bluer. Simulates the human eye. Higher is bluer./ x5 d& S' U, j2 e, E* L2 h9 T
BlueShif**ountDay=1.0
2 Z( A7 b8 Z6 ]4 w' i1 SBlueShif**ountNight=1.03 Z8 w0 P* z x/ Q& }
1 U1 B# ?: O! }9 x( V// 5, 3, 1, 1
; M. z; x5 p3 M! ^$ ]// 3, 2, 2, 1+ Z. a7 e& j" |4 q" ]& B& S0 ]/ {
// nn: 4, 4, 3, 3
8 g' x$ V- W# c1 W8 T// Intensity is how bright and strong the bloom is, higher = brighter- q# v3 }8 X* r
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more
, L( ~! ^$ F. _0 F6 c4 r$ d[CAMERAFX]
# ~/ |1 P5 t% z* [6 L. b3 w) s3 BLenzReflectionIntensityDay=1.4" a7 U1 A4 T1 s7 ^# u# g# f
LenzReflectionIntensityNight=1.4' U6 X- l7 F# Y+ _
LenzReflectionPowerDay=2.0, K- Q( P3 Y' ^/ |
LenzReflectionPowerNight=2.0
# i; T% Y( u% |+ n' v5 B! b// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,, s, Q) l/ K+ e1 u1 `% ?
// 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
4 s9 y( `. U- ^3 M3 g9 _1 ]// even at 1 this will trigger in ice caves which are really bright
% y6 q5 T; X- L) x, L* v7 |) l6 G* g5 h6 Z. s
; v$ Q |3 _5 p0 q& y, @, K// Trees still flicker especially in distance when lower LOD
$ |& Y1 C4 D9 H. [6 d& e" o" a// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
7 u! S1 P5 p t. c* v' `// 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) c3 ~& J, V- t, q5 n% f' z
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them: p+ a% ]5 U# X% `
// Shrinking Sampling range reduces/tightens this smudgyness
: F9 ]8 s" d+ d+ N% _* a6 T// Also screen resolution has a big impact when combined with SSAO3 h7 \9 p, Z4 ?8 @/ k+ q8 K
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example& T3 h# f& Q% H8 B" z
// Note SSAO has nasty effect on plants and shrubs, trees etc giving them a dark flicker or halo around them so dont over do it, use it subtly
% [' M0 o, i" _& P9 z% y# q// And right now if you have SSAO on at all it will screw up water ** it look see thru
6 M# d" g* T; Y1 C0 v6 M( f// If you alter 'UseIndirectLighting' you must restart game to see changes
% v3 `3 j, V, p1 I5 d// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm6 U( M; b% }5 Z' g& z- V5 M
[SSAO_SSIL]
# {6 p. w2 j+ @// 1, 0.4, 7, 7- T3 W! q+ U. ?. s: v
UseIndirectLighting=false
4 S& P7 p" T6 a* t// Quality: lower is better, can even go -1 if you are brave
2 m+ W% s- m) \+ cSamplingQuality=14 x- C; `1 {8 F
// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both6 f: x7 O$ s1 q, d
SamplingRange=0.6
* p8 |' I7 h( p$ PFadeFogRangeDay=7.0
- n2 V/ |# b% G) h# KFadeFogRangeNight=7.0# J8 l/ ~3 \2 Q9 f: Y6 d0 i |. X2 V
$ D/ |4 {( J9 v' x
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit
6 a8 h8 r8 M+ U2 o% o// 0.35, 0.35 - LOW - will flicker more on trees/ t( ^/ d6 N. z6 C
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
& N, A' v4 f+ r9 R// Not much point in going above 1.06 d0 I- i. @0 K8 n& k' P- g
SizeScale=0.4
) v% z$ U# u1 `; K3 b0 Z( ~$ sSourceTexturesScale=0.4
" V( ?- C* H- H& D! u
$ P8 g+ Q! d9 Z8 J// 2, 0.8, 0.5, true
+ p. F; B. G1 c2 s* ?6 R) ]! Z+ N! W// FilterQ lower is better, tighter' Y5 W! ?2 s3 I0 w8 k/ h1 L; R
FilterQuality=1
$ J h# v) k" A- ~- B5 t1 r( P2 ? |3 W3 o- L* n
// The AO strength, high numbers = darker shadowy areas.
5 P2 \ u* O. R& r, k// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh* J1 s# ^: Y# h5 B% u+ n2 m
AOAmount=0.5
* B" \$ F- x) c
+ }6 F( [& G2 f" k8 t( A4 R( Q// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does0 G- P( \ Z+ M/ k. m- B1 ?5 F
// If you alter 'UseIndirectLighting' you must restart game to see changes
4 t( P/ T) ^ G3 ~// 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
k9 o' O# a! U+ u( tILAmount=0.5
0 d6 h8 d K. n( `7 A
$ x5 L9 n3 J" R n// Alters what time and places are c**idered to be day or night and the transition between them1 g9 K0 l& L r; b2 \: B
// 0.7, 0.15, 1.0
' ~3 Q) B# y3 l" U, ^[NIGHTDAY]0 t% ]1 {! N/ J2 }! X2 }" [
DetectorDefaultDay=true/ V& p! p1 g+ X7 f$ R% n
DetectorLevelDay=0.7
% z* {9 E- n- w- F* W' i" M) rDetectorLevelNight=0.35/ b/ \/ I- V5 |8 n
DetectorLevelCurve=1.0 U2 U9 }8 R- b# X6 O. h
, W% V3 t2 K" s6 {9 \4 S: ]// 0.2, 0.4, 0.1, 0.6
. D$ l7 G/ U# h. u2 {// Adaptation is entirely ignored with my enbeffect.fx file6 K5 c) ~; ?' E
// Adaptation also set with EAdaptationMin/Max in enbseries
) \! \$ r8 o* O; t) f3 k& `4 w* x5 ~[ADAPTATION]$ Q9 I8 Z$ P' E7 X
ForceMinMaxValues=false
3 j% } h( \' k3 f2 m9 k' H) L) cAdaptati**ensitivity=0.22 Z u; H( v7 k# `& @& M
AdaptationTime=0.4
: k" C- r9 c6 FAdaptationMin=0.1
+ w# Z3 h" {& b. M$ L( T6 qAdaptationMax=0.6; ^" z. Y h3 _0 h( Q+ L7 d
( V3 A; J& B4 B1 z/ h2 N// 1.2, 0.8, 1, 1, 0, 09 V; B" [8 P2 A5 Z9 O: y
[ENVIRONMENT]
R f( X& ~( F; I// Sunlight during day cast onto scene
' m! @* l* ~0 G; {, L9 iDirectLightingIntensityDay=1.01 N, a. {. M1 o! G- K
// Moonlight cast at night, thus creating shadows where it is not cast, most dark night mods just reduce or remove this, but then it looks flat and boring
* Z1 b2 h9 C4 Q9 `6 cDirectLightingIntensityNight=1.0
- u5 e1 @/ L& K: Q* o t5 P
! M: s$ v5 K0 `0 j3 XDirectLightingCurveDay=1.0+ ]. `, S" l9 x
DirectLightingCurveNight=1.0
# j; N+ `9 B/ DDirectLightingDesaturationDay=0.0
& N. [6 `+ l% K5 r, `( z; S0 s( d2 S& s0 g8 z1 U
// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
: v6 `; R7 b5 Z5 \5 H5 o// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx3 }) W/ t5 m" ]& z3 b+ ?, D. c
// More desaturation at night is done in the enbeffect.fx/ y9 T3 Q2 u1 [) {6 `
DirectLightingDesaturationNight=0.0$ z) c7 }) z( Q8 K2 E( p
- a' m$ c, @7 N X5 U: M// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you( T1 f) d/ _" b- M" O
SpecularAmountMultiplierDay=1.6" i, `5 \( i. M% ]
SpecularAmountMultiplierNight=1.47 J3 o5 A* m8 O$ J! M2 J
SpecularPowerMultiplierDay=1.2
+ j1 x8 ~3 J8 C" t V/ _SpecularPowerMultiplierNight=1.2
6 }9 O( Y, R& _4 A5 ~. W, V4 ?: J3 c7 r& L
// Leave at 0
# q$ y7 O8 V. c' s" _3 Q( w9 ^& C m. YSpecularFromLightDay=0.0
: X. z" q4 L/ r" ?, U( i7 H- cSpecularFromLightNight=0.0$ [2 f' E. I) q# m7 M- |
1 y" z% A# y+ t; d
//1.3, 1.8, 1.0, 1, 0, 0.8
5 \ m7 K- r8 x- d+ X- c- E// 1.0, 1.3, 0.2, 1, 0, 0.5
$ ~4 K, O, b0 e5 ]# T2 A( E5 Z% CAmbientLightingIntensityDay=1.1
$ i' C: J7 \# [5 n& f/ ^) ?AmbientLightingIntensityNight=1.0% E8 y* v/ K0 o" j7 Z2 r$ n* o, o
AmbientLightingCurveDay=0.3
/ ^$ H5 C+ k8 A/ r4 r+ e0 m, N5 e// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!$ X3 q7 f# K3 V- F
// If you increase curve past 1 you get little superbright specs of light, dots flickering) ^. }' I* m7 s
AmbientLightingCurveNight=0.8# |; G# c- G& u6 M% ^' N
AmbientLightingDesaturationDay=0.0; @2 w, w$ V) Y) ?" w0 m" V
// More desaturation at night is done in the enbeffect.fx
' }6 h9 k5 x- z2 N" O- mAmbientLightingDesaturationNight=0.00 c, O: s* `7 K1 |$ S
7 h2 G2 l- b1 A6 V g3 ]// some caves lights are treated as Day, so they may always be bright >_<
) u5 P6 g) C a4 Z$ QPointLightingIntensityDay=0.6
3 H$ h* s; G& ]* A6 uPointLightingIntensityNight=0.6% w0 ]' X, p( E3 d4 }# V0 W& g7 v
PointLightingCurveDay=1.5, e2 ?9 z, u4 I. ^* C& y
PointLightingCurveNight=1.5* K* u/ D. k3 s( m; @
PointLightingDesaturationDay=0.0
' H' j( U; _4 e4 r) p2 {4 gPointLightingDesaturationNight=0.0- a/ q+ N5 l9 C. r
% k1 W2 z T1 E; d1 A) ]( K9 w( H* x
// ** 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 alone6 m! M) D7 K }
// 0.8, 1.2, 1.2, 1.04 A4 E1 g6 j. N1 [! V
FogColorMultiplierDay=0.96 @% y" g4 n3 B$ T4 L. `2 q
FogColorMultiplierNight=0.8 j" _2 z. U) r5 p
FogColorCurveDay=1.0
. T* e+ c# u" P( SFogColorCurveNight=1.1& U$ J+ Y) ~9 [7 D2 ?) {
1 @$ `! k1 c, P+ ^/ |
//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
5 ~9 b+ [7 Q, r r' S- f9 qColorPowDay=1.0# g/ P4 f+ n; F( C$ y3 b
' k5 Q& G* p6 C* b) h% F- s# W" D
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0
/ p; F; Q& _- }ColorPowNight=0.0
* F+ ~7 h) t1 S' [( w/ r8 x; b0 F `& ^7 Q; C( ?1 c. m& j
// 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
. `7 q- ~. V& i$ I& l% X( O[SKY]; k: ?8 c3 k8 s: Z1 M7 p% ]
Enable=true
1 G ~, v# z* q// 1.5 :: 1.0" T) X6 O L8 V- f" P5 n5 Y4 N
StarsIntensity=1.5. ]; X' X/ E( V- ?1 a
StarsCurve=0.9
1 r! Z/ A/ f4 J. V( h4 k
9 n* v! c+ `0 k$ |4 G( |4 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
- F& n# v- x% s: o// 1.0 :: 0.8( s2 f. L! G/ \0 ?/ T
AuroraBorealisIntensity=1.5
, }) q7 ?. O+ s% ^& l( }" JAuroraBorealisCurve=1.4
3 C: Z S/ ~0 P5 S7 B7 R v6 c% s
- |/ B/ c- \& I4 b4 h9 a. {& M// 1.1, 1.3, 1.25, 1.25, 0, 0$ A# F7 n* B' `9 A1 i/ c& }8 H& Z
CloudsIntensityDay=1.2+ q# w$ j# P4 ?2 f! \1 @! L1 T
CloudsIntensityNight=1.1* W( k; I" F" k
' J% c' t& T n* iCloudsCurveDay=1.4' X) n$ V" q% q
CloudsCurveNight=1.4# V2 S1 B' ]2 k
CloudsDesaturationDay=0.0
5 i- t& E) g2 X2 P! j( {CloudsDesaturationNight=0.0
" u& V* ]; L! P5 e D, g
: R, Q$ y( L% I, f3 k// 1.6, 0.15, 1.1. I" f) q$ @3 a2 [3 ?# E! F8 |
//1.2* }) D2 T- H4 W# W& u+ m
// v11.2: 1.5, 0.4
0 v K+ G) `3 rGradientIntensity=1.70 K. d2 @8 C# _/ g ^9 _
// 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
0 S- d! N T; L6 e% M* l6 ^4 FGradientDesaturation=0.3
l {. \. G* \+ ^4 [% `( u7 I
' D& |( o' r/ A/ Z9 B( C// 3.2, 2.5, 1.0
+ ?6 d% \9 x3 y" n// 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
$ ?) v$ t- [8 M2 N, Z/ [8 ]GradientTopIntensityDay=1.02 H4 q% N2 R- w% w/ F' ?7 E
GradientTopIntensityNight=0.7+ q0 o+ r! n* }
GradientTopCurveDay=1.2) w$ ?) d4 \: g) X2 B8 D7 Y
GradientTopCurveNight=0.8
) m- _7 n8 V) `9 c( W
& C+ x9 l. L c2 ?* g/ Y; {$ R# u// 1, 1, 1, 1
{4 K" T7 d- h- C// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3
" |/ a% }3 d2 ]3 J' p1 k E% ^GradientMiddleIntensityDay=1.00 p( V& F5 d$ q1 x H' R
GradientMiddleIntensityNight=0.6
/ }7 H- ]8 Y. d* U, x# o9 m; T// Setting curve above 1 results in awfulness at some times of day! O! E# }, m Z
GradientMiddleCurveDay=1.7
, R- p5 z' B$ g; d+ n! X4 KGradientMiddleCurveNight=0.91 T4 \, _: i) h& m
$ N( ]1 O( j0 T# x1 s7 w2 l
// 1.8, 1, 1, 1
( B+ f* u: J; S% P" }0 A, p" o// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3
; L- \! z0 K! z3 S9 a0 TGradientHorizonIntensityDay=1.2
% ^- Q4 j/ h4 F$ [. l OGradientHorizonIntensityNight=0.6
F. _5 a- _% P( C7 E& h/ GGradientHorizonCurveDay=1.75 [4 \+ ]5 D4 l+ M* x
GradientHorizonCurveNight=1.1
o2 w/ [6 P" \, u9 d, O! D4 e: D0 ?) Z
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance ?" C% J+ `9 h8 P9 q/ y9 J2 s7 s
// Oh I have a sun lens flare mod, maybe that doesnt help
. c) s" E! X4 O uSunIntensity=0.64 s" L u3 ?3 ?+ f. H* ^+ a
SunDesaturation=0.0
- R9 J, x* l% w7 z( Q6 ^, v$ X
! @* k; C& i6 G+ \) {1 H6 Y/ H// Setting this higher results in pixely noise and visble border of sunflare3 Z8 V& w# g# S; q
// Oh I have a sun lens flare mod, maybe that doesnt help
- e6 q* H- X; u3 n B// Cannot get sun to bright enough in center
3 w3 p% ?* c$ fSunCoronaIntensity=3.0; \- g' x2 M, {8 \
SunCoronaCurve=1.0
8 O4 \4 e i* T: K5 w) l4 uSunCoronaDesaturation=0.0- w4 j1 Y, r& Y& B7 T0 |
& h- ]4 D9 B4 \% `" o; E// 1.0 :: 0.8/ T3 J2 x' e: b9 c$ q
MoonIntensity=1.8
8 e% d$ ~+ a+ i& _/ LMoonCurve=1.4
4 `$ r" A+ B8 _+ |, ]) IMoonDesaturation=0.0
: c* U2 D) X q' k/ a$ K7 I) Y7 |8 V9 Y: A$ e; I6 ]# V7 E, \! @+ n
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)( k4 T- Z S& W$ H: V
// 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)) W4 J2 n* [9 c2 p/ `+ }* h X
// 0.4, 0.3, 1, 1% U ~; g3 U9 {, `& I, T5 k1 D
// 0.9, 0.9, 0.4, 0.4
. D( M- s! A7 F8 U/ l7 M" R[OBJECT]
7 [# n! Y+ Y# O( O. [' cSubSu**ceScatteringMultiplierDay=0.9% M, @, q/ k% l# s6 d% f
SubSu**ceScatteringMultiplierNight=0.9% O. s3 ]5 m) t3 j; S& W
* C! R0 f/ J# p, j1 ?% B3 B, m b
// Setting this higher makes people go redder, lower = whiter and brighter
0 |7 k& A: F; j* ]3 j: T( WSubSu**ceScatteringPowerDay=0.6
5 P: K3 j7 [, N& @1 h$ WSubSu**ceScatteringPowerNight=0.6
" E S0 N+ B: F7 D/ E6 E
/ @! r: @7 N4 X* `[LIGHTSPRITE]
( s# x3 _, }! f M* T$ Z J2 XIntensityDay=0.8; F+ o6 p) [3 T
IntensityNight=0.84 P P5 o. t P! x% X
CurveDay=1.2) r4 d6 J' o& z6 e$ ^4 T8 S
CurveNight=1.2# g& @ E$ b, m5 O
2 U: A$ O6 v* A0 g: u1 t! u
[WINDOWLIGHT]
0 n9 s. ] z$ ~) z1 M# vIntensity=2.68 v0 i, w0 Q6 k! f* x
Curve=1.2; J; b: @% d$ y3 @
! n9 B1 @7 ]7 s* S' N// Clouds on mountain tops and I think fog sprites in dunge**
# ]. A% w+ I2 I2 | g, A[VOLUMETRICFOG]
4 n$ `8 d! {' @$ q1 Y- {' zIntensityDay=1.0, b K: x1 \* r. u
IntensityNight=0.8
7 R$ Z9 ?0 R* z1 W& ECurveDay=0.9
; {: L( s% P: o: p7 e8 E- o* W: o( gCurveNight=1.0
+ F& D5 E3 W) R/ p; f
% b; A/ j$ h; R S; ~// Increasing this still affects water foam amongst other things
' g4 r, j+ r# M1 D// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
4 g) t0 c' n5 Z+ H[FIRE]
9 t1 Y+ Q; y5 ^6 K* TIntensityDay=1.4
8 J$ Z. Y: U4 f/ W9 S! D9 ]) QIntensityNight=1.8
/ r# s- ~3 G1 f8 l. iCurveDay=1.2
* t! o: f" m) S3 \2 UCurveNight=1.22 e$ n" G" y3 G7 [
* b1 F. L3 q& O. q/ B// enables use of enbpallette.bmp if present. h5 I1 k. `+ G4 E( u
[COLORCORRECTION]
- E* H4 q( ?/ |( i7 e& q; cUsePaletteTexture=true
2 T% B/ r& g9 i/ N! M& H) I m0 H, |$ r3 N" Q$ r. ]
// 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' Q2 v6 b& q6 G! @# B6 H: D1 M5 Z
[SHADOW]7 K1 Y2 }# H; R5 G
ShadowObjectsFix=true
1 E; q- U+ E2 g5 v- f1 K( j: X% e( l4 N
[DEPTHOFFIELD]
/ }% Q7 n* X' E1 m. IFadeTime=0.1( j! P/ V: u1 M2 Q& i: Y) A: r7 U( c
. l$ K# F3 h2 K. 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, W4 }' A+ n- ?, r
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