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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。! g8 d, d3 g% w0 _3 S* V% ?
: K4 s1 y" m: N% x4 X2 u4 p我来列下我修改过的 ! L0 F1 z9 n t7 [+ H! Q
$ I- _( ^- A3 k# B先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)/ \$ B( U. N' u5 t: o
[General]
9 E+ g1 b0 ]' g, |fBrightLightColorB=1.0000
]1 Q( S) _& t( @/ HfBrightLightColorG=1.00008 W3 _* t% e" [; Y( W% N0 u
fBrightLightColorR=1.0000% h7 D3 F0 X! V
iStoryManagerLoggingEvent=-1
m) J' w, _3 ]- ~- |4 z& v- s6 CbEnableStoryManagerLogging=0
& r! k/ ]) J! S. e% M3 {[Imagespace]
( `5 V0 y: G; n7 s; sbDoDepthOfField=1+ ]; Y$ ?, y3 t
iRadialBlurLevel=1
: Q% m: Z4 H1 t1 `[Display]$ [- J9 @( b3 H
iBlurDeferredShadowMask=3
( o% @8 G( {& Q7 x2 K" ]fInteriorShadowDistance=3000.0000
$ T2 y6 O6 s! [1 N% |/ ?fShadowDistance=4000.0000
6 r7 |9 W7 Z9 f, y, EiShadowMapResoluti**econdary=10246 z( U/ P) S3 D6 m6 W. U
iShadowMapResolutionPrimary=2048
' n6 n0 F& l& V7 C' H, Z7 liShadowSplitCount=24 p3 C+ r3 I X4 ?9 X/ d9 N
iMaxAnisotropy=8 异相性过滤 低0-4 中8 高16
# a! m/ A- C, d1 V! QfLeafAnimDampenDistEnd=4600.0000, @$ Z! h. s0 g
fLeafAnimDampenDistStart=3600.0000+ G# f9 H" z6 H4 i S' P( k
fTreesMidLODSwitchDist=5000.0000/ M" U8 \" {3 x9 ~
fGamma=1.0000 P/ T- \1 c. Z; T' X
fDecalLOD2=1500.0000
. m5 q L9 p7 Q# S' r7 ~: K$ K9 UfDecalLOD1=1000.0000
" O4 e/ W$ x+ ^fSpecularLODStartFade=740.0000 a* h0 H. D) f
fShadowLODStartFade=200.0000
! ~) N$ H( p2 Y0 B) w- h( _fLightLODStartFade=1190.0000
0 R& D8 T5 I+ H2 Q( ziTexMipMapMinimum=0
) D7 h3 f+ c( ^) ?0 z- liTexMipMapSkip=03 P( B; }. j' M4 @- G9 A; }( z A
iWaterMultiSamples=0
( u# L5 F9 x, R9 ]# |7 I" p5 IiMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4
* U. g2 @# ^- B" ]- O4 oiShadowMode=3 ! K& f$ Y) q6 C; a
bTreesReceiveShadows=0
{. V/ D8 v4 v+ J! M( G& m5 AbDrawLandShadows=03 I' }8 @8 X2 B) M4 F( ]* t( k7 p+ |
bFull Screen=1; q8 U5 v+ c' D; p; F) R
iSize H=7686 J# d( Q f2 z; y$ d. r/ ^
iSize W=1360 游戏分辨率
" `( G8 q# o( U5 R) i" X! }* efMeshLODFadePercentDefault=1.2000& h" n' c2 z" i9 X5 ?1 o
fMeshLODFadeBoundDefault=256.0000
5 ^, r- g6 ^3 E0 F6 L4 jfMeshLODLevel2FadeTreeDistance=2048.0000
( n: @# y- W) n1 p4 L z4 jfMeshLODLevel1FadeTreeDistance=2844.00002 _* |" `6 T* Q( c9 v
fMeshLODLevel2FadeDist=10000000.0000, R: f: c8 H+ \. ], c6 L
fMeshLODLevel1FadeDist=10000000.0000
8 k" z4 _6 [, CiScreenShotIndex=15/ [; m5 s1 f4 z5 O/ a
bShadowMaskZPrepass=0( B7 S9 r3 I7 A/ L# [# K2 U
bMainZPrepass=0
* S* v0 H2 ?' f+ X! ziMaxSkinDecalsPerFrame=10
1 H# g. R" D2 X1 h7 wiMaxDecalsPerFrame=30
' y" U( l. b8 EbFloatPointRenderTarget=00 C/ V9 _. L1 g% A- z: V5 ~& l
sD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改
$ B# A! V! r" [' Q$ @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 2 q. S) S7 T% V m N- l; N2 v
iShadowMapResolution=2048
+ b, ?+ F( [7 M; }8 ~" @+ Q9 ?+ `fShadowBiasScale=0.2500
- w8 N# r! P( r0 n0 H: E9 g1 LiShadowMaskQuarter=48 T0 R- y% f* g; L# r* [
iAdapter=0; g6 b' A( i% ^9 d! [1 I0 G- a
iPresentInterval=01 A! ]5 ^+ W- v! @2 h& i8 V
iShadowFilter=31 ~, o8 k$ V4 }$ y6 O
bTransparencyMultisampling=0* o5 Q6 _' o" q1 b, t2 f
bDrawShadows=1' c( {& _2 I {4 S/ t1 M
bShadowsOnGrass=1
- F7 m$ L6 D9 }4 J j5 ?' L9 kbDeferredShadows=1
9 v* Z( B% n% L( b* N5 ^. o[Grass]
3 W o6 B- H6 l* Jb30GrassVS=1
5 U" t0 j0 H. x0 B y$ ^+ \8 UfGrassStartFadeDistance=3290.00001 r: l H6 k! T' u ?
fGrassMaxStartFadeDistance=7000.0000
5 q6 u' _+ x7 @; v4 p ~$ {fGrassMinStartFadeDistance=0.0000# x, U1 N- G" l5 Z
[MAIN]2 @5 q, g5 d2 \5 l Y& g' C7 _$ n
bGamepadEnable=03 j/ H5 d4 _! S- x1 ~7 {
bCrosshairEnabled=1
6 F' Q; t- _! Q% s, }fHUDOpacity=1.0000
# f- r6 @- Q( }' Z3 x$ e5 d {bSaveOnPause=1) S. D1 C3 f" n7 j- y% S0 q
bSaveOnTravel=1
/ j; ?" G- N1 J6 d# a: P4 G- Y+ w( dbSaveOnWait=1, P: c3 m; s4 T+ L H6 H c$ I6 U7 C
bSaveOnRest=1
+ T4 S3 ]& U9 k. R9 ^, sfSkyCellRefFadeDistance=150000.0000
" z, Y9 Q$ @$ }* a' a[GamePlay]
) C8 M. Q! R9 [! N: @3 q, obShowFloatingQuestMarkers=1 D$ t g, _) z/ o
bShowQuestMarkers=1
% \& c! z$ j! C3 wiDifficulty=5+ B& P( U, [8 t- Z
[Inte**ce]
$ Z' r7 b4 p' h* O# F2 ]4 TbDialogueSubtitles=1- `$ j# x+ E) @# i, S% f9 V
bGeneralSubtitles=1
7 N% i' l( Q* C$ P9 V6 ^& ffMouseCursorSpeed=1.0000
/ Z, P8 F- X0 `! ebShowCompass=1, N# v) f! y3 |' S4 y2 f, H
[Controls], a# y5 s# @3 ]5 i Q" s' A0 O
fGamepadHeadingSensitivity=1.00005 F# Q- i+ d& D& ^7 h/ ]7 ?- x
fMouseHeadingSensitivity=0.0160
, n2 M9 ^. r. F6 R! q/ a3 |& a; nbAlwaysRunByDefault=1
+ t. a, x" U7 p1 f6 r" E, EbInvertYValues=02 k6 I& P# R* ^' L& d, a6 p
bGamePadRumble=1
: |3 N X! `4 x0 ]$ Q. YbMouseAcceleration=05 ]: L9 I: ?9 E& B
bUseKinect=0. N4 T* N2 I6 a0 H! x
[Particles]& {5 ]6 a# w3 E/ n0 A! K7 H6 |
iMaxDesired=750
, m6 b# f" ]/ i$ B) o[SaveGame]) m9 K. e& T2 g1 L8 y5 n0 O
fAutosaveEveryXMins=15.0000
( q v% z4 |! x2 {[AudioMenu]( q# ^% c5 ~+ ]- o5 t* t) j
fAudioMasterVolume=1.0000
$ a0 ]% @, l- h: U4 w: v1 ?fVal7=1.00009 C$ h0 I7 }# p; q, M& M
uID7=0
t6 g; k# I! B1 R" V4 Q5 ffVal6=1.0000/ |: v; n( A) y5 a
uID6=0
% W& o, g( `# ffVal5=1.0000( J D2 {9 Z8 Z* G
uID5=0
0 c/ p# f% ~$ j$ Z/ G) P0 B% Q) ]* LfVal4=1.00005 G/ U. Q. P; b8 J$ F" t: F4 U
uID4=0
" l+ O2 ~) g: A8 F2 RfVal3=1.0000
/ O0 f4 Y# h$ i0 P C3 fuID3=94881
8 d" G/ P) }7 J% c p6 \ TfVal2=0.2000
" m \8 e2 k( f. IuID2=4665322 h) F6 H3 R( J W- b2 H6 L2 _
fVal1=0.9500
. d2 M$ n3 G* Q3 m& D2 r8 a0 puID1=554685
/ E* ^( I# C3 L. _fVal0=0.90009 f3 R) t6 L" O% N+ S# I
uID0=1007612
% X( X' p5 U! B$ l7 O[Clouds]" P ?$ R% D) E& d( l
fCloudLevel2Distance=262144.0000
5 z% n! Q8 Q9 a9 IfCloudLevel1Distance=32768.00004 o8 M, Z/ J9 s5 J& Q% Q
fCloudLevel0Distance=16384.00001 A$ O( B" H. ^# C
fCloudNea**deDistance=9000.0000
, N: ^3 {: R: z: O' { r# |[TerrainManager] s( {; M4 [/ [6 ?2 [' T
fTreeLoadDistance=40000.00006 J" n1 E2 k4 X7 f; P( h
fBlockMaximumDistance=150000.0000
* \' ]3 m& U# i' X& m3 HfBlockLevel1Distance=40000.0000
$ a4 W: f! Y5 z* [) h) dfBlockLevel0Distance=25000.00008 @" ?. r' O) e! m. C
fSplitDistanceMult=1.1000
4 J) L/ F% h: G8 ^' o; h* f, F3 JbShowLODInEditor=0* Y% D% ~7 R! U. a. p
[NavMesh]
5 T% A- [0 O- a8 j7 DfObstacleAlpha=0.5000
8 C) P/ k1 j3 d4 A% H/ W) nfCoverSideHighAlpha=0.8000
3 }+ p3 N! l K T0 t6 j' d3 u+ H( mfCoverSideLowAlpha=0.6500
5 s. n* ]+ d1 M* _* A" V; c" hfEdgeFullAlpha=1.0000
( v: ?4 d& }9 B+ Z' a0 Z4 u5 ZfEdgeHighAlpha=0.7500
& z Z# w) l7 k8 @. IfEdgeLowAlpha=0.5000
7 V2 m- k2 F5 H" F; jf**FullAlpha=0.7000
, ~$ C! [) M3 K {+ lf**HighAlpha=0.3500; q% i' ^* I2 H. x
f**LowAlpha=0.2000
" o5 m) P1 S! ~fLedgeBoxHalfHeight=25.00009 _' ` B# }; k8 Y
fEdgeDistFromVert=10.0000
9 ~) i6 K& R9 l3 W! P% @, pfEdgeThickness=10.0000
. {4 g1 @! p) X- ?/ xfPointSize=2.5000
( z+ |( P/ u4 H, n* Q1 j[Trees]
- k; O+ t" K) }- ^: `# a, O# ?# gbRenderSkinnedTrees=1, [* s, N& U' N
uiMaxSkinnedTreesToRender=20
0 i5 r, _3 {4 E0 `[Decals]
* n4 ^2 `" z+ R8 P; G; }# z/ fuMaxDecals=2502 a. {3 r3 T+ a
bDecals=1
( d% w+ s+ M9 @: mbSkinnedDecals=1( P5 K' Q. d7 C% H0 ~, C
uMaxSkinDecals=50
4 C G0 M& B4 Z" M* W j9 buMaxSkinDecalsPerActor=40
: S4 G( U; ]! D2 J( n$ @0 p[LOD]) a& ]: ~: a9 B" j* X' O
fLODFadeOutMultObjects=4.99985 h( T$ j: I, t( ~; G/ }
fLODFadeOutMultItems=2.9600
: E# y& J7 ^$ p+ Q7 V: yfLODFadeOutMultActors=5.90009 r+ {9 k& g$ C
fLODFadeOutMultSkyCell=1.0000, m' L, V6 G7 r6 W
[Launcher]) F% k' ?4 F, v7 i: b5 `
bEnableFileSelection=1
# Z k9 W D4 c& e; t" A8 g0 }bShowAllResoluti**=0
! l5 c8 @0 c9 j5 H6 uuLastAspectRatio=1
4 w& |* |5 J$ ^5 h: {[BlurShaderHDR]
2 \6 P A1 J X. K! m3 X$ m* }bDoHighDynamicRange=1
; I" D8 m' m4 H7 |[BlurShader]
3 j8 C4 u/ u, { D X" k3 H7 JbUseBlurShader=0
, F* K) t1 s. \ { x; ]' H[Water]
7 i5 n) p; a* I; P' d7 M( v2 ]% hiWaterReflectHeight=512! B1 M, w: r, Q6 ?( g* ]. `
iWaterReflectWidth=512; G" ^, D( x/ Q F. _
bUseWaterDisplacements=1
7 P/ I/ Y2 h# x* }, h* z, p1 mbUseWaterRefracti**=14 b4 N6 f* w/ j
bUseWaterReflecti**=1# F2 q M; M7 x
bUseWaterDepth=1- `0 p1 n X: _8 K- h' v5 c
! Y p) v+ H! p" m% ^3 `: A7 e5 u: d. Y6 l5 c v' O# J \
下面就是ENBSERIES.INI部分修改了 (游戏主目录下)" b- M6 Q U8 b& ~: [) V
0 D2 A1 }# G2 [' A8 L$ M7 r4 t7 n" j: u5 R. ^
// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm3 p Q3 F0 O% O
. }& o/ G. @9 l// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
, \) d c; a' P7 L, B// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142- d2 B, ~. D# G5 b) }# a
// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971' y9 i. P, t+ R2 M& w2 N
* N; g' X4 @0 n, D+ N- g- ], g
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
. f. `2 A( L" z( f( c: V1 y// Please respect and support the the ENB original author,thanks HD6
* n, ]4 ]4 j' K# j5 H* w9 p. ]% n* C
[PROXY] //代理+ a6 Q/ K& G4 o+ {
EnableProxyLibrary=false //同时启用外挂dll脚本% d D5 T' M# k. c
InitProxyFuncti**=true //外挂脚本状态8 S( L! G @, w( O& ]" Y' ~
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称- M! x8 J0 @& C+ L* T& o
3 h6 v( s5 Y; T# o# ^' B[GLOBAL] //整体& p: V5 v# V/ A
AdditionalConfig File=enbseries2.ini //外挂ini
4 {% F. r- _ \/ R5 t: A/ ?UseEffect=true //ENB在游戏开启时启动
3 q/ M }& c4 iCyclicConfigReading=true //读取Cyclic设置文件) S( x8 s% t$ t! x5 n( Q+ k
ForceNVidiaCard=false //NVidia加速$ L0 @6 a; w B/ d$ P# b6 a
ForceNVidiaCaps=false //NVidia加速8 Y' r `% D6 t1 X
AdditionalConfigFile=enbseries2.ini3 F j G& v! }: I" k
, }5 J$ [$ R8 z, D0 U+ C* m% S- L
[FIX]
* `1 i3 a! R9 ?3 B% A1 u nForceSingleCoreCPU=false. V! E* J$ y+ i( D
IgnoreThreadManagement=false
3 ^9 @, z! F7 V3 b: MIgnoreThreadPriority=false
- [. V \1 | a% ?$ V6 X3 f% SAntiBSOD=true
: v! \( x% Q! A8 d$ v$ m& Z- A3 n% x6 U
[GAME]: a5 t6 O( `$ q- ?. Y- D! ?* a7 E0 \
SpeedHack=true
! B9 C2 N4 T. {) p0 d KShadowQualityFix=false; V$ ?' v4 p' m$ f
ShadowObjectsFix=false
5 X6 r' G- j( c+ G6 i
. Q4 N6 c1 p: j) j2 f/ G, L[MULTIHEAD]; j7 v/ J) v; z# p
ForceVideoAdapterIndex=false: e5 y! @1 h# T9 D+ `
VideoAdapterIndex=0
) e$ @3 ^- y7 N6 f
4 S# S, h: W& k) r4 W/ S; p2 J x4 X) _[LIMITER]
( V7 q; H- e8 e, z$ u# L9 @, uWaitBusyRenderer=false# w4 h+ X* P( N
EnableFPSLimit=false
7 q- w! |1 P" a0 C4 c, K* x- uFPSLimit=30.0
3 u/ x" V& T1 A1 ?8 ~0 a
4 b( {* H( X& \( f9 Q[INPUT]
2 @+ j; t2 `( L b! V6 j//back
7 H+ u3 }+ [ m( _+ d/ eKeyReadConfig=8
! a9 Q) M" {# r0 A3 n, s. Z1 y3 h
//shift
/ o1 j2 B7 Y0 C8 zKeyCombination=16
( ]. B1 a& f! x G; Q
* I1 Y$ o4 |( M6 d) a//f12
9 ]6 c2 s2 b9 c; nKeyUseEffect=123
; K+ Q" Q& r! p6 {
: v9 Y X% N7 A$ m1 l- q% M//home
2 u! Y1 z h% \+ GKeyFPSLimit=36
+ }3 u( w+ K* K, z( F3 X( o9 ~; f2 |
//num *
2 I! P' ^+ v+ `$ P* f) `. O4 m% WKeyShowFPS=106
% P5 c4 @5 i3 r: g6 v( [2 `0 x: W, r* C1 {$ N
//insert: 45 `' s/ w1 s8 z, u! f; o- n
//print screen: 448 P) l: E2 m& |
KeyScreenshot=456 d6 w. V X3 O9 k z
# A; k" S0 A( l0 o+ |! B6 R5 ]
// Above 8 may only make minor if any difference, but may not have fps hit?,$ U) e! f; }" k
// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view& x) }3 J+ W1 f7 A
// I hear forcing this on causes issues on some cards or something, not sure what to do really,
7 Z! l6 M4 [2 \7 Y# F// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.0 n9 Q" @& ?) K3 {; t! f+ a
// Odd for me this really only affects the transparent edges of grass / trees, improving those." H& `/ T3 O+ O) A4 t
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
( }* q0 V, N: W; d7 e! w5 ~// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
$ S; C1 ], v0 A, w// In all other cases anisotropic filtering is almost free by fps.1 m6 A- e$ ~8 F- Z
[ENGINE] 引擎" ]* T+ R/ V1 X( y" ^
ForceAnisotropicFiltering=false 强制各相异性过滤
2 I$ x4 H, z- V$ J/ R: ZMaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]
w1 t& }; H% R7 }! `( n. Q- ^SkipShaderOptimization=false 过滤优化
# k* C. Z: P+ _5 }0 A4 [1 G7 A
" X2 }8 G0 X D* Q( l// better to set false in most cases (turn on if mod looks buggy for specific driver version)
' a- A% o: [8 h' y. o2 |( A8 ]. cSkipShaderOptimization=false+ d; _) A% r# X: z" P) `( T
; \9 ]! h; U; }# [7 R
[INPUT] 按键3 n* {2 X3 W+ v) D) j
KeyUseEffect=123 特效的按键设定0 [, @9 V. K( @) |1 ?; g# R b
KeyCombination=16 组合按键设定
( J# f8 I4 U Z( p- L. Y
+ R7 f5 S& f' ^1 N5 q4 [; G[EFFECT] 效果; k1 _ G# S- \' k
UseOriginalPostProcessing=false 原版画面处理3 }- o6 h! y% c- i2 T. E/ \
UseOriginalObjectsProcessing=false
* e4 K8 f& i u3 C7 |! REnableAmbientOcclusion=true 环境光遮蔽特效
2 x6 i" m. ]6 a* l1 T// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
7 p" ^1 W8 e8 D- u7 b- R0 ]5 a// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
7 P6 y r" n/ d. WEnableBloom=true BLOOM特效开启6 x. x$ ~7 p3 h! R3 J* j7 s# ~ s3 ]
EnableAdaptation=true9 {- ]! E& ?7 ?1 v) T3 }; U
# V H( @" ]4 W. E7 V( ~0 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)( a. ]7 C$ Q8 B8 }7 ]
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up8 |6 U/ K$ v1 e% C, W+ l
// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0./ C- |4 S7 [7 ?& t6 {! L6 C
EnableAmbientOcclusion=false0 b$ ]+ C, u6 @ g& K
8 q3 e4 [1 D6 H" E V
// Do not use, not implimented yet
! }: V3 G( O. o- v7 PEnableDepthOfField=false
, e, T ~/ A8 @6 j0 T5 _8 o3 O8 d5 q7 k7 B+ v1 B( X* S5 }! G
// This affects entire scene brightness and is what makes everything look 'good'
- A/ g1 \ ?- c, 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.
U2 A0 T4 m0 @& s& A; U// Quality: higher numbers = lower quality
8 `$ m; K& e# Z& P5 B; J[BLOOM] 静态特效
/ e/ V! p; }4 ]5 b/ l0 a7 z# FQuality=1 质量 [-1最高,0高,1中高,2低]
& D) E; ~+ M* K4 H// Some areas in Markarth especially; really blow out to white
7 U/ B% _! @" `- Y/ ?// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.% ]8 Z( U: O; C5 r* J
AmountDay=1.5
5 a! S4 s7 ~- |( ~4 T# m F* F// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
& u3 E2 s3 r4 \3 sAmountNight=1.0
; g( [/ Y) f( a+ ]$ t* O7 d# {+ k4 Y2 B9 b
// 256, 5122 e/ F" I# P6 c1 O
// Makes dark areas bluer. Simulates the human eye. Higher is bluer.) W4 w! W: {/ W/ G4 N4 S0 p# b4 Q
BlueShif**ountDay=1.0
# ^5 ]( r9 Z7 r6 l9 a; c- }BlueShif**ountNight=1.03 e3 z0 c7 B! ^- X* T
' A. Q+ G, W" u; f// 5, 3, 1, 1
7 k: p: l, H& w0 ^2 g6 O. V// 3, 2, 2, 1# X6 U9 w; G' k T) N0 K
// nn: 4, 4, 3, 3
( r# H! t$ s4 l q// Intensity is how bright and strong the bloom is, higher = brighter$ |! t1 Q9 d7 N( K7 n
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more- S- c" Y3 Q5 \
[CAMERAFX]3 u$ U4 `+ W$ w4 \* E6 m3 B6 v- g
LenzReflectionIntensityDay=1.4$ P3 d5 ^3 V" h8 m7 G
LenzReflectionIntensityNight=1.4
7 V* j" F2 j! bLenzReflectionPowerDay=2.0% L! V0 K/ d9 u" a8 K* T- K
LenzReflectionPowerNight=2.0* s. n: }3 K1 ~ o' i7 h
// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,
) j, n! L! D- X! H! l- ~2 U5 m// this is only due to my alterati** in Enbeffect.fx.. so probably a mistake somewhere I did :-D for now I have just increased this from 1.0
8 C% b1 q2 R/ z& d% h# ~// even at 1 this will trigger in ice caves which are really bright
" x0 D2 W# r6 s3 b0 Z2 k! V8 d' H$ q
2 Z2 Y% g; l6 }* J: C( x6 |! o' g! e4 b5 w2 B' C
// Trees still flicker especially in distance when lower LOD" d# v/ L1 \: A
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also5 n; G# \0 W3 y8 H) `. w
// 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' G: k5 S$ K0 H% D4 ]
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
5 g$ H8 a! u: W: g/ l! B8 W// Shrinking Sampling range reduces/tightens this smudgyness
' C$ I* V' b3 w8 H( h- H6 s+ M) k// Also screen resolution has a big impact when combined with SSAO e' Y8 c! H* z& f$ k% n: u
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example. p: z0 T$ W/ S$ @' H8 W5 L
// 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 subtly3 p1 j; b- h7 ?+ @
// And right now if you have SSAO on at all it will screw up water ** it look see thru
& Q! @ N' Z8 d// If you alter 'UseIndirectLighting' you must restart game to see changes. }7 N3 H8 [5 j9 [1 @9 ?' A
// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
. `$ ^; F6 m7 O9 B& r% ]; J[SSAO_SSIL], @+ J0 ]. X1 z) R& I; t+ i
// 1, 0.4, 7, 73 K$ L6 {9 C/ I z: A
UseIndirectLighting=false. v/ W+ N, @4 a E3 ^
// Quality: lower is better, can even go -1 if you are brave
! Z U6 r. H4 K2 j1 ^' C# o" xSamplingQuality=1
$ J4 U, y3 @& e% W0 W3 C# C// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both! v1 s9 I U# Q3 o# q
SamplingRange=0.6$ u d- a; E8 F0 I
FadeFogRangeDay=7.0- x9 X* ~$ @( X U$ F
FadeFogRangeNight=7.0( [0 t# M1 m. b& S8 i
2 }6 H6 l/ N& f; j8 v2 J
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit
% d, F5 c. w" b0 @: N// 0.35, 0.35 - LOW - will flicker more on trees& X6 |/ A5 h: d6 E% K
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
: Z+ ~) }. m" x! e( \% z// Not much point in going above 1.0( Q# J p9 B2 N" \
SizeScale=0.4# y5 q, j3 Q* s2 c, K$ c, [% ]7 G
SourceTexturesScale=0.4
; x: ~( e5 @0 p! |- f: y. D: @( z) t+ b6 T+ J. x6 }- i
// 2, 0.8, 0.5, true& w9 G3 e. d) J, ]7 k9 {
// FilterQ lower is better, tighter9 R" D) i5 e4 E
FilterQuality=1
J: a7 B0 ?; K: x; z7 G" y
* \5 _ j$ M) F8 A6 R// The AO strength, high numbers = darker shadowy areas.% ]" c% V8 c# {/ l9 U! ~
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
* \" X+ L. N" B# M4 {$ @3 m9 WAOAmount=0.57 P* ^. u. q/ R' K% c5 M
5 O; @& s0 a0 V, c
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does+ [/ y& P- }0 p0 `
// If you alter 'UseIndirectLighting' you must restart game to see changes3 t7 m( y" u1 Y5 Y6 R: p
// 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 dark7 y6 I* \& g' p! u: @& N6 a
ILAmount=0.5
0 e* n- F8 S+ D/ m) C* U& e: p+ p% R# ]
// Alters what time and places are c**idered to be day or night and the transition between them. I8 s2 t1 v3 M* o: ^
// 0.7, 0.15, 1.00 Y& w. S. W9 }9 D9 G6 g- P% ~' n3 S
[NIGHTDAY]
! ]- E6 t: {& ?( ?0 h1 xDetectorDefaultDay=true
( S- e) g6 ]: m7 i! nDetectorLevelDay=0.7$ C2 p. E9 z. e2 W& Z( @
DetectorLevelNight=0.35
) c( u. p/ _* x" K% XDetectorLevelCurve=1.0
" r( R2 t! L& e/ Y v! D, f! A2 h3 W7 c2 y+ P a& ? V
// 0.2, 0.4, 0.1, 0.6! c; }) g# f6 j' |% @+ [: B
// Adaptation is entirely ignored with my enbeffect.fx file0 o; w+ j& t4 i5 }. K5 i
// Adaptation also set with EAdaptationMin/Max in enbseries
' O; u" Y) f+ U+ J4 M. A) d[ADAPTATION]
, w$ {0 m0 H7 ?$ j8 JForceMinMaxValues=false
0 E( I9 z0 ]' Y8 e* i' Z& KAdaptati**ensitivity=0.2, a# ~5 T* n) e" o0 R d/ k/ ?
AdaptationTime=0.4
) s, [0 [1 V2 u; u1 rAdaptationMin=0.14 J- e8 l6 j/ x* c
AdaptationMax=0.6
/ |$ Y, ?# y' d3 c* l- }+ K1 g+ y$ \. {- A, Z
// 1.2, 0.8, 1, 1, 0, 0
8 a1 l4 M0 h' s, [$ [1 v/ `7 a[ENVIRONMENT]
- \' M3 b) W5 N! l. I// Sunlight during day cast onto scene" D, q' j) b- W, e1 u+ w1 c
DirectLightingIntensityDay=1.0
; w/ r- i. {& [$ b" L3 c0 {// 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
3 X' M( x# f( S5 h. e6 }4 S, P' sDirectLightingIntensityNight=1.0; v7 ^" e! o- s3 O+ v
" R& D; @) \- y& U3 m* [( @
DirectLightingCurveDay=1.0
8 U Q8 y$ d, I" b3 P# [DirectLightingCurveNight=1.0 `+ I$ R# Q6 S
DirectLightingDesaturationDay=0.0
# M$ Y1 V9 R; V6 ?/ D
4 H6 X- r. Z$ _, s7 f$ y+ K W// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
7 L @; F& t; L$ {// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
9 {7 i1 A( v7 o+ U, s- [* K// More desaturation at night is done in the enbeffect.fx
3 E& a0 f3 V! d3 i, L9 V1 D8 ?1 EDirectLightingDesaturationNight=0.0$ y3 I$ y8 x: u# Y6 x' O3 |
4 `! s4 H# }2 D9 X) v// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
5 f, y6 \5 | M% L# m' xSpecularAmountMultiplierDay=1.6; Z- l9 X1 ]: g$ c' ?$ a
SpecularAmountMultiplierNight=1.43 _! I) m m9 Y( |. z
SpecularPowerMultiplierDay=1.2
* L1 v: o9 @$ `2 U$ CSpecularPowerMultiplierNight=1.23 H8 x X% Q0 G0 a, t% ]
2 o* `1 C1 \+ x3 F& Q9 r1 b
// Leave at 0* F( y2 V" s" E/ h* G8 v
SpecularFromLightDay=0.0+ r# [7 b( v3 I) N& `2 d; P$ I
SpecularFromLightNight=0.0
" v+ Y% y a7 ^/ V: W" R. |
; L( K! O; J7 i1 \7 u" G! u//1.3, 1.8, 1.0, 1, 0, 0.8, Q- x, H/ b& J+ `7 j5 Z
// 1.0, 1.3, 0.2, 1, 0, 0.5
' I ]# [5 j) c' ]+ b( @AmbientLightingIntensityDay=1.1* K, S7 p [! y* }
AmbientLightingIntensityNight=1.0/ t: X- P' {5 D' X: w0 V) Q3 e" D
AmbientLightingCurveDay=0.33 _5 M: j7 @( E( i& f' v
// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!! K1 f! X. Y6 o& X: ~3 U, w
// If you increase curve past 1 you get little superbright specs of light, dots flickering0 ^: l/ d- ]9 ~$ G6 K4 t
AmbientLightingCurveNight=0.8
1 x5 ], p/ M3 Y; B6 O& q3 r8 uAmbientLightingDesaturationDay=0.0 a2 o5 q3 r/ S& Q
// More desaturation at night is done in the enbeffect.fx
, C' N1 A! ^$ O% {6 p, I* V/ jAmbientLightingDesaturationNight=0.09 l/ y9 A3 m& |( o% H0 V
7 f4 ]" u7 U" O9 \ W; |- y1 q
// some caves lights are treated as Day, so they may always be bright >_<% i; n: R V* Z1 {0 m2 \
PointLightingIntensityDay=0.6; b( b C5 W/ H- }! R( c8 C( S
PointLightingIntensityNight=0.6
* L% j2 k9 r4 G2 zPointLightingCurveDay=1.5: v9 ~8 `; T7 r$ Z* b, N! }
PointLightingCurveNight=1.5
* p1 G* _' }6 W$ @- A a8 CPointLightingDesaturationDay=0.0
0 I/ S9 E- r0 a: u& N$ ^6 dPointLightingDesaturationNight=0.0
! F. n( f7 A! z2 d! j# m3 k
& V% Y! I0 H# V7 ]* [0 }4 `, l1 A// ** 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, j- u5 b) j' x6 r; j
// 0.8, 1.2, 1.2, 1.03 Q( L0 j. W6 L% N, t
FogColorMultiplierDay=0.9
5 l/ E& X9 N( w! ZFogColorMultiplierNight=0.8
# c! e2 e# a$ u0 Q+ ?FogColorCurveDay=1.0
8 `! j& O7 Q, g) ~FogColorCurveNight=1.11 ^7 {; f- _3 S7 N# o
+ c2 a& Z# W* N$ f6 R/ G
//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey" r9 \5 Y3 P& v# G9 a/ }. e+ `7 F
ColorPowDay=1.00 S- M2 K0 X9 }
6 ^$ M( k* l' a) ?* g1 R
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0
. _! F' F6 V d& K8 y7 c! FColorPowNight=0.04 v+ [7 Y; F- ^5 {5 E* y
2 f6 @# v- T' T+ P- u/ t k
// 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
+ G$ r5 E7 Q9 ~- ?9 h9 P[SKY]( Y. n7 K2 M7 N/ A
Enable=true
& ?0 Q9 P a8 \& `' m( w0 q: O9 |/ z// 1.5 :: 1.0
1 P& g+ S! S4 q0 q" NStarsIntensity=1.5
+ g$ t# w3 F9 W3 e. F9 B. YStarsCurve=0.95 H/ m8 F" X1 |& l+ X
' w* ]- ~" B; [ H2 x- D2 n// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example
G0 `0 g z, b1 ~// 1.0 :: 0.8
3 J6 B4 K% x& m2 YAuroraBorealisIntensity=1.5: Z& V# {; A/ [( w' ?9 |2 [
AuroraBorealisCurve=1.4
/ h# C3 ~2 b* \6 @
( G' S ~7 |7 i- \6 r1 d9 z// 1.1, 1.3, 1.25, 1.25, 0, 0
7 X& c% ?. j) v; aCloudsIntensityDay=1.2+ L: _) \" \4 [. ]
CloudsIntensityNight=1.1
% O1 h4 E" C( q3 r) w$ I' p5 j/ t }$ d1 P* x* H
CloudsCurveDay=1.4
) q; T3 h3 r" Z8 r0 z) eCloudsCurveNight=1.4
M! J4 B8 |1 ?( {; I; VCloudsDesaturationDay=0.0
+ _6 P ~' I1 [' V1 M7 ~CloudsDesaturationNight=0.06 o$ D9 l, P+ l' d
" H- h8 E2 ]) ?, O1 H0 @
// 1.6, 0.15, 1.19 i/ m; Y1 E5 ]% H- H& T
//1.22 ~) z1 H! V% v3 P/ r
// v11.2: 1.5, 0.4
6 P& Z; H9 @' F, C. }" ~2 GGradientIntensity=1.7* C7 X* g8 {, o
// 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
: \3 V2 l8 c, b( k E& XGradientDesaturation=0.3
3 M! |9 r/ K# c' _; O7 X6 Y0 l, |! z4 `
// 3.2, 2.5, 1.0
4 z2 C: T( |1 s- ?// 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
5 ~: Z: j/ c" [- [! G& SGradientTopIntensityDay=1.00 ?5 M- y: ~5 u, y) ~3 \
GradientTopIntensityNight=0.7
2 Q; |, E" l8 |5 v9 U8 H/ n& @+ yGradientTopCurveDay=1.2
2 `; J7 A3 S5 k% _, Z% uGradientTopCurveNight=0.86 }' {+ ?' o. A! \+ c
' i2 {' n: v4 h! y/ ~0 o) m6 G// 1, 1, 1, 1- S2 w# o i# R V* r( x! q5 I9 w2 A
// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3
3 G( @9 ~8 T) P; jGradientMiddleIntensityDay=1.0
) L. l) ]6 ?0 _) c0 jGradientMiddleIntensityNight=0.6
/ @5 ^4 d/ o8 ]* R// Setting curve above 1 results in awfulness at some times of day5 ]5 k$ |9 r3 c
GradientMiddleCurveDay=1.73 W3 k1 C" X- L/ y- E# N
GradientMiddleCurveNight=0.9+ i: }% w: Z: ?% g: U- G1 I) E
( F9 r) u Y$ f1 _ C' S
// 1.8, 1, 1, 1" _& \; O: F/ F; S* w! D
// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.37 ]2 ~. R c& Y: }6 E' }1 D% `
GradientHorizonIntensityDay=1.2
' y! ], S4 ]7 I0 Y7 v2 ^5 D. vGradientHorizonIntensityNight=0.6
* z1 M7 x" R- i0 h# JGradientHorizonCurveDay=1.7
6 p* s1 t7 \9 r+ AGradientHorizonCurveNight=1.1! N5 O" j" [# T
% A5 L n. B3 v, V+ A1 P// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
$ U5 h/ m0 G2 Y X/ |// Oh I have a sun lens flare mod, maybe that doesnt help/ {6 S: q3 G% l% L7 ^! f
SunIntensity=0.6
8 ?8 o5 M% x9 H- XSunDesaturation=0.0
3 ]) N+ b. i0 K) W5 W; Y9 o+ @+ l y( \0 ?2 `) \. i' g
// Setting this higher results in pixely noise and visble border of sunflare3 ]" z+ ^; }, m9 p$ n
// Oh I have a sun lens flare mod, maybe that doesnt help
; o7 f" f- x0 A8 d4 m7 \$ ~// Cannot get sun to bright enough in center7 ?6 c |" Q" A, h% ~8 d$ U$ R4 o
SunCoronaIntensity=3.0* a" ?0 }# i+ I9 t* {: ?' X- t/ K3 W
SunCoronaCurve=1.0
! ?5 M4 v3 h" `3 bSunCoronaDesaturation=0.0. k: C! s8 P0 K3 F2 q% Z, v! [
2 b7 H, f- k# i3 m" Y( \; f$ c% G) H// 1.0 :: 0.8& B3 |. X! H7 _8 K
MoonIntensity=1.8
' G/ c+ `3 b5 C, \8 pMoonCurve=1.4
8 s* `" v, i' }1 e' fMoonDesaturation=0.0
8 T2 T6 z* M: {0 L4 G6 X6 F
' ^2 I2 M B+ w* ]2 k$ ]// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
; ^* u) O" W7 ~- Z6 G// 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 {+ ^' |+ W. J: Q9 Y# W// 0.4, 0.3, 1, 1+ f! N) O$ C9 x% |- t9 j
// 0.9, 0.9, 0.4, 0.42 [- G( ^2 n& x9 ~) G# O: ?
[OBJECT]7 J: p7 H$ C2 k% D# H7 e" n/ ]
SubSu**ceScatteringMultiplierDay=0.9# O6 J: r/ @- v( E
SubSu**ceScatteringMultiplierNight=0.98 w) k$ e3 l. ]5 P
) |- z6 l3 d- G0 Z( g( e
// Setting this higher makes people go redder, lower = whiter and brighter' f4 M6 k! p5 p
SubSu**ceScatteringPowerDay=0.65 n2 {) N" K* q/ v! C
SubSu**ceScatteringPowerNight=0.6
" {7 X+ v3 }- q% a& j/ j5 @; P$ i5 o' R" H. U' d% X# s
[LIGHTSPRITE]
4 s& Y+ g; Q4 o5 v( Q pIntensityDay=0.8; Q+ K6 t4 D7 h9 I l" f$ I
IntensityNight=0.8
8 J. K% s) G! m: M2 W% tCurveDay=1.2; B/ T) u5 H* K% Z) y
CurveNight=1.22 v0 P( h8 ]) n# E& u
$ ?6 K% J1 z# i, E3 \. r- p8 e
[WINDOWLIGHT]
7 f8 r3 v9 M7 p$ T# T' v/ pIntensity=2.6
1 g% k( D0 R% @Curve=1.2/ d* b& ]9 a) G# D
# X' Z% @) n% t1 p$ z// Clouds on mountain tops and I think fog sprites in dunge** z% T+ g x& q# b( ~3 x
[VOLUMETRICFOG]) I5 U0 n) r4 S9 n
IntensityDay=1.0
# W. {) Z% J, v, RIntensityNight=0.8 d3 P6 N& U, W
CurveDay=0.9
0 l% f& ?3 n+ o( n |/ YCurveNight=1.0, f+ o2 @% F3 H( _' |
- ?! H, u7 ] y1 y" c% Q$ C// Increasing this still affects water foam amongst other things( Q5 |: L- N7 C; t
// Affects draugr spirity/blue glowly bodies also, which is cool ;-)9 G- H3 [. n" A' e6 [
[FIRE]/ G3 F' m4 b# ~2 K1 I9 @( S% }
IntensityDay=1.4
5 P: n% ^/ C. Z6 iIntensityNight=1.8. O7 y& J2 v2 K; `2 A, I/ G8 ^
CurveDay=1.2# }. d U9 a8 M# Z
CurveNight=1.2
8 O# o' j9 q9 R& j+ p. Y- C, N3 p5 S% o/ Q3 K8 ~# e
// enables use of enbpallette.bmp if present. @- i' h6 { L [; z
[COLORCORRECTION]
0 U$ g, G! l: x5 hUsePaletteTexture=true% x: _6 p$ U; T4 J- }
# h+ V- h5 F; V$ V! T+ v2 q0 L; V; L
// 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% W. K" ^3 V% Z; J
[SHADOW], ]$ l1 I$ v) p& r
ShadowObjectsFix=true
3 A5 {9 B* C4 I% f: R8 @. F" G3 ]' ]* e
[DEPTHOFFIELD]8 g( l; P* e0 l4 f
FadeTime=0.18 I6 V# ^* t+ j* ] k# ^
; i& P, D# n) P/ Z+ t7 H6 a l1 h
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
8 C$ E, z: x8 @, H6 t; V1 Z6 V$ N
/ S6 l- A: i, w2 F$ v+ I. q2 c; i+ M1 E6 g" t$ d: H: S# e6 N
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