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标题: 天际终极稳定整合版,我们的目标是—没有CTD! [打印本页]

作者: zhaozhao000    时间: 2014-8-9 11:21
标题: 天际终极稳定整合版,我们的目标是—没有CTD!
本帖最后由 zhaozhao000 于 2014-8-16 16:48 编辑
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个人觉得非常优秀的一个整合版,稳定性高,可是人气好像不太高,特转至此,希望大家喜欢。(本资源由3dm的kkil001大原创整合)
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+ v2 H# R0 |" J& h* q8 I% dCTD测试结果:游戏16小时不跳出。读档直接读不跳出,游戏完美运行。
  n7 S8 G0 H7 |, M# u终极CTD测试结果:野外持续奔跑2小时,频繁快速旅行。不跳出,游戏完美运行。
( r6 d/ O4 @3 Y& T1 T& V2 BPS由于上古卷轴5世界过于庞大,无法测试到每一处地方,所以只能保证游戏是高稳定的,在配置足够的情况下99%无CTD,不作100%保证。
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前言:
, J2 u. k; T$ e3 l  K: V上古5有海量的MOD资源,而无脑安装大量MOD的的后果直接就是Crash To Desktop(CTD)也就是我们所说的游戏跳出。
6 ^, a2 [; a/ V; w! w% Q  D1 @目前论坛也有很多整合包,本人几乎都下载来试过,不是整合的东西太少,就是有大量冲突,经常CTD。由于个人原因,本人实在是不能忍受玩着玩着跳出到桌面这种神烦的情况,在重装了无数次游戏,装坏了几个硬盘之后,这个整合包就诞生了。
! A8 z  V% Q! a4 O很多朋友在CTD之后经常会想到是不是自己的配置问题,其实这是错的!CTD大部分原因其实因为安装了危险脚本,或者MOD之间不兼容,或者没有按作者说明安装兼容补丁或者排序。也就是即使给你一个神一样的配置,你错误的安装了MOD一样会CTD。当然,机器配置也是CTD的原因之一。
1 R7 F9 u& d" X0 _( e1 y/ w3 |9 k整合版简介:
# n$ F. i, K% ~7 {6 ~本整合版整合了3DM和N网所有最热门的MOD3 X' W) u4 i1 @' o0 I8 z* b
本整合版的基础为《上古卷轴5:天际中箭组两周年高清整合版》无需更新任何补丁,集成所有DLC,包括非官方民间大型DLC  Falskaar(佛斯卡),Wyrmstooth(龙之牙)
" H, A5 u) u+ G本整合版自带246核心RealVision ENB。由于本整合包优化需要,如果需要更换ENB请更换233核心以上的ENB( Y- t5 M. I1 u$ a1 h. ]
本整合版旨在提升原版游戏乐趣,不会有和原版游戏违和的内容,在全NPC美化的基础上不会再有全城女性NPC走路扭啊扭的景象。
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整合详细介绍:
2 V7 `7 ~; M, w* l" A  V6 k$ X工具:6 l; u" L5 L! @
FNIs4.1.1
0 _/ e2 H9 D7 @7 P4 X6 m, P" `0 \FNIs Creature Pack 4.1
' Q- c$ i1 z3 u9 W+ Q; xSKSE 1.06.163 ?6 D% S9 S8 b
TES5Edit 3.0.31
* X8 t3 z4 m* `Wyre Bash 304.3
) t# H& ~. e) A) R% L优化处理:, W5 s; U2 x7 W) Z0 }
FreeMem (内存释放)
) i- t  r0 ^/ z! @3 IPrecache Killer(预缓存**)& s9 G& }3 s. v2 K$ Q& X, y$ u
Safty Load7 p* x; y0 T  U% P$ {% P/ u
Skyrim Memory Patch
* _% n, @6 h' a. G% D) g  }& bSkyrim Project Optimization6 I' D* y1 C3 e
SSME - Skyrim Startup Memory Editor, F: s. ?. ]7 q( e
Stable uGridsToLoad0 |* X) t- U, G3 F9 b* X* U
人物美化:# ^7 e# p5 d  |( M3 A
UNPB TOPMODEL身形6 w& \3 ]; x/ o# t; }, f
TBBP(RY系统)( `8 b. \: d/ T5 s1 e0 m8 u
Sophia脸型皮肤(预设1自带脸型)
: ~- |/ r1 |, y7 ?% u1 B* n湿汗皮肤7 d& b" Q, p- P/ h6 u; o
寒霜动作美化5.1
' O4 N" Z1 W$ p" u* i! c       - 女性站姿替换为淑女站姿& n8 u$ ~0 S5 K: V7 y
       - 女性跑步替换为少女跑步: z- L9 S" ]' ]% |
HDT Havok Object v1.2(RY物理碰撞系统)
% h0 R* p3 t+ r2 j( Z* W天籁之声第四期--莉夏修正版
+ t1 P- ?) r- w高跟系统
" }; Q$ \4 z1 c2 M天际美化:
! l. Q. B$ Z& x% R, ]  zClimates Of **riel 3.1 (塔玛瑞尔的天候)
/ ]4 c- g$ b: e* E: P3 YClimates Of **riel - Weather Patch 16 (塔玛瑞尔的天候 - 天气拓展包)
4 I# a! Z* m5 Q, F* c# J: KC**istent Stars - CoT 1.0 (动态的星空 - 塔玛瑞尔的天候支持)/ g! c" Q; ~% u
Deadly Spell Impacts ( 毁灭法术特效 )0 o! R1 w/ ]: F/ G) X( T, g. I
Enhanced Distant Terrain 2 (远景美化2代)6 t7 A0 {5 E) N: e' J
Enhanced Blood Textures 3.5d(更好的血液材质)
5 F# R# ~. N# p6 RExpanded Snow Systems - CoT (雪地系统拓展)# V7 e; C% N! B7 w
Falskaar - Climates of **riel patch V1 (佛斯卡 - 塔玛瑞尔的天候)+ {( `& ~! x) z' x
HQ Snow Texture 2.7.1 (高清雪地)
9 @  g- h8 a+ u1 e! i1 iImmersive Soulgems (灵魂石美化)' _. A" i: u: @4 b
LV Mo** (高清月亮)
6 e5 T' V. D) |1 r/ g5 WRealistic Lighting Overhaul 4.0.8.2 (RLO光照大修)
5 m( {3 s2 ^% h" Q0 n* cRealistic Water Two v1.11 (真实水质). Q% D! I- ^# o' h
SkyFalls and SkyMills 3.0Beta3 (远景动态瀑布 支持 Falskaar 和 Wyrmstooth)
- G1 ?2 E) H/ j9 O" _, J/ E9 bSMIM 1.61 (房屋细节美化); n  d2 n& k# G$ T
Supreme Storms for Climates of **riel (至高风暴)6 _8 l9 L! |) I8 g6 H+ ]
TPC - Texture Pack Combiner 1.95b (**材质整合包)
, V( G0 S0 E5 v8 X       - 移除Skyrim Flora Overhaul   W" {' L3 F  j4 I$ V8 L
       - 移除Bryce Nebula1 `* x6 b$ P% {$ v9 v4 R
       - 移除W.A.T.E.R
4 Q' j2 |/ B+ j; [! X3 P) VUltimate HD Fire Effects - Medium Resolution (终极火焰特效 2K材质)2 s* A- I" C7 @" X6 `
Ultimate Lush (终极树木美化)
, c" I# R" D) x% j. rWEBS extended 1.3(蛛网美化及拓展)
+ H- u" ]1 i- x真实性及游戏性提升:0 R4 }- W" f  G2 E
Amazing Follower Tweaks (随从系统)) ?; Q) L( @1 h1 v5 B
Block Sparkles(武器碰撞火花)
  u, [6 D; h! C* p+ n* T9 mBFS Effects (**效果大修): j( H- S7 R: p' f! [% L# f, L
Cloaks of Skyrim 1.2 (天际斗篷)6 ^, i* p: |, [; U, U; d; ^
Dead Body Collision (尸体物理碰撞效果); K- m* }1 Y2 u* k
Deadly Drag** 6.3.5(致命的龙)
( J7 ~) b2 ~# h; g  eElemental Arrows(五颜六色的元素箭头)5 O; u- l# v" ]% A/ L9 _2 ?
Frostfall 2.5(寒霜之秋)2 [  T% M# V# e8 R7 n
Get Snowy (身上残雪效果)6 t7 r* U! s2 C0 e# L7 @3 i
Guard Dialogue Overhaul (守卫对话大修)8 A$ ]+ e, {; @; D- T" _
Immersive Skyrim Thunder V6 (身临其境的闪电)
* T$ p- d$ Q( z% d: `" c: [Immersive Spells 1.0 (身临其境的法术会发光)
  H8 d4 a. P% l+ H! ?Immersive Weap** 1.5(身临其境的武器)/ M2 U! }$ V  D* N
Interesting NPCs  3.04(NPC对话大修)
1 w  u* Q8 N) @Perseids Inns and Taverns - Realistic Room Rental Enhanced 1.8.2(旅店真实化)! E" b" R3 ^: ^* l6 ^% s2 I
Populated Dunge** Caves Ruins (洞穴生物添加)! Y: n2 v2 H. T9 P% q+ B1 M
Populated Forts Towers Places (堡垒强盗数量添加)3 n& \6 z! n# g4 o
Populated Lands Roads Paths(道路添加闲杂人等)' H$ g; h5 S2 j' e, w  h, r5 S
Realistic Needs and Diseases (真实的需求)
" H% _: j1 Q9 y3 ?Revenge of the enemies 1.95(怪物技能添加)
6 L& m* f% T9 }' z" \SkyRealism - Time and Travel(更改时间速率)3 b+ k: w7 }( r% P5 E4 H
Skyrim Redone v1.3.01 (天际重置)
. M1 Y1 T/ m0 N3 R+ D; WSounds of Skyrim (天际之音)
/ a$ i. x+ e( F; Z. A; h2 z0 H6 @Wet and Cold v1.321 (湿与冷), \8 R# w; ~5 T$ W; F1 i1 ^
Wet and Cold - Ashes v1.06(湿与冷灰尘效果插件)
- _" T6 n& K$ u9 s+ {Winter Is Coming Cloaks 2.3(北国斗篷)
+ q/ H0 n' g+ ]* O9 Y" t. M" t* Z6 Z装备服装:0 c1 P) Z" k0 f$ F
UNP装备清凉化* o/ g7 G% b( v+ X' ^+ y
UNPB真高跟典藏合集2.0% V5 T% x6 d! S4 ?; z0 o8 s) |
UNPB BBP睡衣合集
  K* `, T$ B. m3 a: ]随从:
; O/ \. k7 k, |. k黑荆棘女王玛莎2.0重制版 (招募地点:裂谷城监狱)
3 h; P2 ]0 C7 H- G  q$ c独立随从娜塔莎3.9重制版 (招募地点:风盔城酒馆)5 V( x" t3 K! X, A
MBWS Followers ALL version -SeveNBase 1.6.1
" i. y) x5 l4 ?/ l, q招募地点:  # \) s2 i; I3 y) E- r) A
白漫城铁匠铺. V; P6 B+ ]" H- o3 u
白漫城龙绡宫4 F: U4 s6 q* r6 n% B8 N3 R
白漫城亡者大厅- u& ~# Z4 B2 r2 j$ N4 ~5 ]3 d2 ?
冬堡冻炉旅馆
$ _* s- C5 @0 U冬堡学院首席法师住所* ^% h5 {' F- p
冬堡学院秘藏馆& _! Z, r0 {- r5 D: ^) H- t9 r
音乐包:
$ {& r; c; F6 m; ]1 F9 D+ o音乐包很老,叫不出名字,不过本人几乎试过所有的音乐包,还是觉得本整合包里的最好,该燃的时候燃,该静的时候静,不像其ta音乐包24小时无间断一直播放,虽然音乐很多,不过一点都不符合场景。
0 |$ o/ O* V$ }5 c1 q% U' u/ [' }1 L& G总结:
& j7 P; P- c+ B. R8 h6 [- M本整合版旨在提升游戏性和真实感,由于大部分的独立随从都是果体的,本人并不想看到满街的女人果体站着,所以舍弃了很多独立随从,不过也够了,一个MBWS Followers就包含6个随从,而其ta两个不是在监狱就是在酒馆,恩,这两个地方见到果体的比较印景
" z1 j& B- b/ j5 B8 j" A. k! o关于不使用主流水质W.A.T.E.R的理由,W.A.T.E.R是个好MOD,但是个人意见觉得Realistic Water Two更好,不仅支持两个民间DLC,而且也能表现出那种阳光照在水面上的通透感,具体看截图。
) t- z+ g8 p5 L( Z. {. z9 |关于光照大修使用Realistic Lighting Overhaul而不使用ELFX的理由,个人意见觉得ELFX的光有的地方太突兀,在很黑的夜晚,光竟然没有漫反射,有点不真实,所以选用Realistic Lighting Overhaul。
- ?. K/ l5 x. q; w8 }9 q关于几个在3DM论坛不常见的MOD解释。BFS Effects,放火系法术可以烧屋子烧森林了...正印证了守卫经常和你说的一句话“小心你的法术,不要烧毁了什么”...冰系法术会在地上留下冰块,可以用来阻挡敌人前进,冰块可以被打碎或者烧融。Immersive Spells,为法术添加了光效,火本来就应该要会发光的嘛,提高真实感。Ultimate Lush,让树木繁茂起来。Guard Dialogue Overhaul ,守卫对话将更有趣更应景,再也不会让你觉得烦了。
' |6 H8 I' w/ }' `, L本整合版里的Climates Of **riel - Weather Patch里选用的是4级夜晚亮度,也就是说没有月亮的夜晚是很黑的,不过这样才真实,在没有光的大荒野里应该就是伸手不见五指,夜晚要么带好火炬,魔光术,烛光术,魔光法杖,要么在旅馆睡觉吧。当然有月亮有星光的夜晚还是比较亮的。# @; _$ n: h0 y* G
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配置要求:CPU  i5  3GHz+   显卡  GTX660  2GB   内存  8GB; P, ^' r6 Q6 u* q0 p5 {

! ~. }* T& X  j; c9 v安装教程:
& r% g, J, S# a" R$ I& a1.双击 Skyrim Ultimate Stable Merge Patch.part01.rar 解压到任意目录,目录地址不要带中文。至少预留36GB硬盘空间。
1 z8 ]) t1 ]0 j4 r  D2.右键 Skyrim Ultimate Stable Merge Patch\Skyrim_USMP 目录下的 Skyrim注册表修复.bat,以管理员身份运行1 I! [! ~# _5 @# n
3.双击 Skyrim Ultimate Stable Merge Patch\Skyrim_USMP 目录下的 SkyrimLauncher.exe 等待游戏自动检测配置(是的,这需要一点时间)然后打开“设定”选项,用笔记下“显卡”的名称和“分辨率”的数值。# d4 |& p0 u2 n" S& B
4.下载 Skyrim,解压Skyrim.rar到任意文件夹
3 _6 w/ h2 }  d" J5.复制Skyrim文件夹到 C:\Users\Administrator\AppData\Local 如果有询问是否覆盖,选是
1 w+ _  y/ G& ~) c( B6.双击 Skyrim Ultimate Stable Merge Patch\Skyrim_USMP\BOSS目录下的BOSS GUI.exe,点击【Run Boss】,等待直至弹出网页。点击网页中的 Recogised Plugins 标签,确认全部插件右边都有 Active 字样,然后关闭网页,关闭BOSS GUI.exe

7 W$ M# h2 Y/ E: K1 J) J3 @6 ~0 Q, [5 \7.休息一下。' L  b. E, s( Q. c/ D1 l1 w. M
8.双击 Skyrim Ultimate Stable Merge Patch\ini file 目录下的SkyrimPrefs.ini,大概在文档的中间,修改以下3个数值* }" {/ q! R9 U' A7 u
iSize H=**x                  
2 t/ J0 y$ Q) q  l4 p" yiSize W=**x                        0 Z1 o! c3 c. s; ^8 |
sD3DDevice="**x" " @7 N3 q  s, o' w
这三个数值就是本教程第3步让你记下的显卡和分辨率的数值,例如* W8 a0 E% c. l3 n* @
iSize H=1050
5 ]( x! Y6 [4 U8 V* ?/ \* _( CiSize W=1680
! Q8 W$ `9 y& zsD3DDevice="NVIDIA GeForce GTX 780" 5 s! o6 p* h& Z8 _
然后关闭,保存: `) \6 G4 D0 q% {8 I
然后复制Skyrim.ini和SkyrimPrefs.ini两个文件到 C:\Users\Administrator\Documents\My Games\Skyrim 目录(如果没有请自行创建)如果询问是否覆盖,选是2 Y$ d$ {. W& O" x7 i
9.双击 Skyrim Ultimate Stable Merge Patch\Skyrim_USMP 目录下的 enblocal.ini
- X9 _# A2 W* C" u5 j1 P在 [MEMORY] 标签下找到 VideoMemorySizeMb=3000) y: ?! M. R' u
请将3000这个数值改为你显卡的显存。
+ d; z% G7 F5 \% T1 m, ?% R10.确认显卡的设置如图所示
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现在可以直接进入游戏了!
请务必使用 Skyrim Ultimate Stable Merge Patch\Skyrim_USMP 目录下的 skse_loader.exe 进入游戏。/ Y: I/ `) N( X( b& [
游戏内设置:  J# _, w$ |- o5 k8 T  l
进入游戏后请自行修改按键。7 I6 m& S& s1 C$ p
Frostfall (寒霜之秋)和 Realistic Needs and Diseases (真实的需求)插件是需要手动激活的/ ]9 [3 M4 S1 S( t/ o0 h
关于FreeMem(内存释放)的设置:* D. b% A- K  T# W# J
建议将内存检测时间由默认的1分钟调到10分钟( j0 T1 h6 _" L$ Z6 d
关于天籁之声第四期--莉夏修正版,龙吼选项里有个【额外角色的声音】,使用后选择TYPE1。
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. @" N# E, V) B! r/ D. R/ I; E如果需要安装和谐包的朋友请继续
3 Z* m2 C% X9 a9 bSkyrim USMP专用和谐包安装教程
/ M. e4 P; s- J& w" a! F- {- d7 M( r1 s1.解压 Skyrim USMP专用和谐包.rar 到任意目录* I! u8 f( Z$ |- W) O
2.复制 Skyrim USMP专用和谐包 目录下的 BOSS 文件夹和 Data文件夹 到游戏根目录,即
Skyrim Ultimate Stable Merge Patch\Skyrim_USMP目录,会提示询问是否覆盖,选是
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复制Skyrim文件夹到 C:\Users\Administrator\AppData\Local 如果有询问是否覆盖,选是
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4.
复制 Skyrim Ultimate Stable Merge Patch\ini file 目录下的 Skyrim.ini 和SkyrimPrefs.ini 这两个文件到 C:\Users\Administrator\Documents\My Games\Skyrim 目录,询问是否覆盖,选是% I, L) W7 u& H. f, W2 L4 k
5.
双击 Skyrim Ultimate Stable Merge Patch\Skyrim_USMP\BOSS 目录下的BOSS GUI.exe,点击【Run Boss】,等待直至弹出网页。点击网页中的 Recogised Plugins 标签,确认全部插件右边都有 Active 字样,然后关闭网页,关闭BOSS GUI.exe
# J, U& b$ q# }  ~( `; Z6.双击 Skyrim_USMP\Data\tools\GenerateFNIS_for_Users 目录下的 GenerateFNISforUsers.exe ,点击【Update FINs Behavior】按钮,等待直至出现如图所示

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使用 Skyrim Ultimate Stable Merge Patch\Skyrim_USMP 目录下的 skse_loader.exe 进入游戏
' B0 Q, R) |+ I% p  J注意,每次打开 Skyrim Ultimate Stable Merge Patch\Skyrim_USMP 目录下的 SkyrimLauncher.exe之后,请务必再复制 Skyrim Ultimate Stable Merge Patch\ini file 目录下的 Skyrim.ini 和SkyrimPrefs.ini 这两个文件到 C:\Users\Administrator\Documents\My Games\Skyrim 目录,询问是否覆盖,选是8 z/ u6 v  g: O1 C" x* T
复制Skyrim文件夹到 C:\Users\Administrator\AppData\Local 询问是否覆盖,选是
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1 U/ ?! v+ i) j& {* s下载地址:http://yun.baidu.com/s/1sjNKAQT4 J% c/ w6 E4 X/ T

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作者: rzljw    时间: 2014-8-9 13:12
楼主 ,XP32位能玩吗
作者: m3589081    时间: 2014-8-9 15:02
楼主你忘说最重要的了配置需要啊~~~不知道最低配置怕下了又玩不成~~~上次就被黑了下,不知道最低配置,下来后文楼主,楼主说最低要用I7,E5的主机才能玩我晕死
作者: 悠然的观星者    时间: 2014-8-9 19:57
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?
作者: bingdongdexue    时间: 2014-8-10 00:39
本体在好也是个普通游戏。我最想知道的是和谐包具体是什么。至于别的乱七八糟的那都不是太重要。
作者: 31401    时间: 2014-8-10 15:53
0.0  表示玩不了
作者: Gavin-lin    时间: 2014-8-11 19:02
此版本如果运行SkyrimLauncher遇到“unable to find an INI file” 问题,可以先运行tesv.exe解决
作者: bitehigh    时间: 2014-8-12 18:32
lz这个版本整合邪-恶MOD了不?
作者: evilkala    时间: 2014-8-12 22:16
下个SAVETOOL跟TES5EDIT 这两个工具配合使用,只要不乱来基本能去除70%非硬件的CTD的问题。
作者: YY无罪    时间: 2014-8-13 16:15
没有排序表对于没有一定上古卷轴MOD基础的玩家来说根本无法好好玩耍
作者: evilkala    时间: 2014-8-13 19:17
和谐MOD装上后,开场动画马车疯狂翻滚,更新了FNIS也没用。只能读以前的老档,出了一堆奇奇怪怪的问题。
作者: kehuan2003    时间: 2014-8-13 20:59
为什么不以传奇版为基础。。。
作者: evilkala    时间: 2014-8-14 11:41
这个整合包有点小问题,某些动作缺失。6 H* n  N/ x6 o! A% T
1.双持武器加速跑有时候会出现大字。
& f8 `( t3 ^7 s- I7 y$ Z1 l5 g2.NPC转身动作缺失,跟纸片人一样诡异的空中一转,吓死人了。
作者: zhaozhao000    时间: 2014-8-14 11:54
evilkala 发表于 2014-8-14 11:41 # C  o  |2 Y2 a1 M' ^9 ?
这个整合包有点小问题,某些动作缺失。
4 j' _) T7 p& x7 H8 C5 w1.双持武器加速跑有时候会出现大字。
/ W3 a- Y- w: ?- E5 U+ L0 V( P3 y2.NPC转身动作缺失,跟纸片人 ...

+ ^0 C1 {+ ~4 l! {* v原帖地址,我是个搬运工。bbs.3dmgame.com/thread-4199486-1-1.html- f/ v2 Y' R1 S

作者: 书/漫痴ˇxin〃    时间: 2014-8-14 11:56
提示: 作者被禁止或删除 内容自动屏蔽
作者: evilkala    时间: 2014-8-14 13:51
zhaozhao000 发表于 2014-8-14 11:54
# c& K5 {% P9 ^  M* }1 _; H- l+ D原帖地址,我是个搬运工。bbs.3dmgame.com/thread-4199486-1-1.html

  f7 L, r4 r* N3 w- G: o已经在原帖报告了
7 |+ U! e5 {* r* h" f+ R
- \9 a; ~& J. E* b/ w又发现个新问题,按SHIFT走路,身子老往左歪。% k0 v  T2 {- P
6 |; J1 G& \6 ~7 Z* ~7 K
                               
登录/注册后可看大图

作者: evilkala    时间: 2014-8-14 13:57
本帖最后由 evilkala 于 2014-8-14 14:00 编辑
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用惯了11头身,突然换成了9头身顿时觉得妹子都肥硕了不少的说。0 z! z' Q7 V& b" S1 c

: i* }1 b( G: I, `# r0 j7 m                               
登录/注册后可看大图
8 S; K7 f. l" ~$ r8 [" t4 g% }' k4 |
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。
作者: ff2x    时间: 2014-8-16 15:28
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  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
作者: ff2x    时间: 2014-8-16 15:41
点击网页中的 Recogised Plugins 标签,确认全部插件右边都有 Active 字样. T& E( V* z: A

- E, W- x$ o' U1 X1 b我打开网页只有2个选项是有绿色 Active 字样的怎么办啊 !!!!!!!!!!!!!!!- J( v' b$ G* X* P/ M" V
& V1 ?; H; V& A! H% Z" v' i, b

作者: ff2x    时间: 2014-8-16 15:56
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!!!
作者: ff2x    时间: 2014-8-16 15:57
谁TM来救救我啊!!天啊!!!!!!!!!!
作者: zhaozhao000    时间: 2014-8-16 16:47
ff2x 发表于 2014-8-16 15:57 - w+ c, S* y6 v7 k, |  X; u9 G; W6 K" j
谁TM来救救我啊!!天啊!!!!!!!!!!

7 z- x: ]' }8 f; `5 Fbbs.3dmgame.com/thread-4199486-1-1.html原帖地址。
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作者: x_lain    时间: 2014-8-21 12:06
提示: 作者被禁止或删除 内容自动屏蔽
作者: evilkala    时间: 2014-8-22 07:52
ff2x 发表于 2014-8-16 15:57 9 ~( p, b0 N3 r& Q- P/ I) z- K
谁TM来救救我啊!!天啊!!!!!!!!!!
# S& G$ [& N' e* h$ \; D* d
1.运行游戏自带的launcher.exe文件,在MOD管理里把所有选项勾选上。
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0 H) W* h& r( }+ d1 C# {2 |2 R2.下载NMM等MOD管理软件,用NMM激活所有esp erm选项。
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( S9 V' A, j7 @1 l

作者: silasa    时间: 2014-8-23 00:47
悠然的观星者 发表于 2014-8-9 19:57 6 F! t( D! x" w! X
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? ...

' X  q% K4 M) p( |7 s2 P/ c* q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。0 c8 w; Q) s1 u% {' N

作者: hjc3    时间: 2014-8-23 15:54
看看自己电脑的配置,只能无语啊
作者: fqyyywq    时间: 2014-8-24 16:18
谢谢分享了LZ!
作者: evilkala    时间: 2014-8-26 01:48
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。! I2 \" }* s' X! c
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。
( B, B3 i1 ?  i& w8 a/ G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。
作者: qblj    时间: 2014-9-29 23:24
进入游戏直接卡死,比跳出还惨,切不出关不掉只能重启
作者: evilkala    时间: 2014-10-1 00:07
     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。1 t/ T' ?7 F8 U( U

& v9 Z" m7 E3 J: ^% F) \我来列下我修改过的 7 @7 x# p" V0 {6 u) m" e2 e
/ }$ c9 `: F9 L' f4 M  p
先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)4 [3 ?/ [9 d2 e" y9 M
[General]( L; c# Z! i3 n! K2 A2 G1 J- Q8 [! i
fBrightLightColorB=1.0000
0 `- |& p! x/ U- mfBrightLightColorG=1.0000
5 \7 T# Y3 ~* PfBrightLightColorR=1.0000# A1 \  |! V0 h' z0 U
iStoryManagerLoggingEvent=-1
" ^$ A6 H' w3 ?% h0 K& fbEnableStoryManagerLogging=08 h5 m9 z; D( \2 s. L
[Imagespace]9 L. g$ j/ V% e" v& Q! A
bDoDepthOfField=1
4 d) \* W' I2 [8 {! {iRadialBlurLevel=12 x/ |8 Q! ~5 b- Q$ q% T: }
[Display]1 u5 F; W( b6 B$ I: v
iBlurDeferredShadowMask=3
! ~/ c' B% b5 X- V! ]fInteriorShadowDistance=3000.00002 H8 d: }7 [- J- z. V
fShadowDistance=4000.0000
3 N  k- c0 [: |5 o0 U  r0 {9 miShadowMapResoluti**econdary=10243 H3 ]; l1 e/ D9 `
iShadowMapResolutionPrimary=2048
; r3 C4 r. y0 b5 t0 S2 Z! ?iShadowSplitCount=2
' y6 q4 C- I6 ]5 N  eiMaxAnisotropy=8   异相性过滤 低0-4 中8 高16' k5 u: n7 F" w7 P7 B. ^
fLeafAnimDampenDistEnd=4600.0000" P1 Q/ u# |& I# i9 H. g
fLeafAnimDampenDistStart=3600.00008 q9 y6 I8 c- l0 O7 X1 X
fTreesMidLODSwitchDist=5000.0000/ K0 h/ \9 n7 @1 ^# o% K, |
fGamma=1.0000
% ^7 \1 L5 L6 W4 E6 ^1 V3 afDecalLOD2=1500.0000
  m8 C; i, e) f! WfDecalLOD1=1000.0000( Z- u6 {- B/ q+ d2 l5 N: L
fSpecularLODStartFade=740.0000( \, R" m9 n# i$ J
fShadowLODStartFade=200.0000
6 n5 r. B  z* efLightLODStartFade=1190.0000
8 @# o' B) a; _6 K4 r% P/ PiTexMipMapMinimum=05 o0 l. a+ o$ u3 Z
iTexMipMapSkip=04 U: q, a" w* u/ f' T; h
iWaterMultiSamples=0
. Z" |4 L) i# B5 [! CiMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-40 P0 Z  U& c& A2 A# K) u
iShadowMode=3
3 {0 V  ]! C/ ~4 `" l& j+ RbTreesReceiveShadows=05 Y0 {! s7 m/ f# Q5 H
bDrawLandShadows=0/ w; f8 |5 B3 X& _2 h; m
bFull Screen=1
, x4 D' Q: P4 i' P" c9 yiSize H=768
8 a, n1 q* m( y& t$ UiSize W=1360  游戏分辨率
% \( j5 x5 ]& p4 J: R% P0 FfMeshLODFadePercentDefault=1.2000
+ i6 a" U2 _# w& {) A6 yfMeshLODFadeBoundDefault=256.0000: a: R4 g1 C6 u3 R( |& q8 Q0 T- L
fMeshLODLevel2FadeTreeDistance=2048.0000
# d2 b6 r( F2 Y5 ]; t" y0 ifMeshLODLevel1FadeTreeDistance=2844.0000
& b- Y# A* g( h; `1 u( J0 rfMeshLODLevel2FadeDist=10000000.0000
1 W. B2 t: P" [; ^fMeshLODLevel1FadeDist=10000000.0000& m$ r$ P' I+ {, ~2 J! g
iScreenShotIndex=15
7 r/ I5 y3 n5 u- g$ I4 V  ]bShadowMaskZPrepass=02 G) \% u7 u7 W/ m. G
bMainZPrepass=0. |$ m4 l  }( r* y2 V! M
iMaxSkinDecalsPerFrame=10/ @2 u& u6 G4 m9 X- s
iMaxDecalsPerFrame=30
1 k( O* w. U; S/ i; zbFloatPointRenderTarget=0, F" x: F! M9 t+ S# |- h1 {. d
sD3DDevice="NVIDIA GeForce GT540M"  显卡型号 自己看着改 ) i7 U& V2 e/ P6 Z% d5 I, H; N/ g
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 " m  j0 q' |! i3 X3 u4 _
iShadowMapResolution=2048
! n# g2 g6 U/ Z# s& T3 nfShadowBiasScale=0.2500
; D) L+ \5 X5 j- B3 @& l* R" uiShadowMaskQuarter=41 g5 K+ i4 c) [' S
iAdapter=0
: S; s7 @" e  p4 j8 y  A5 EiPresentInterval=0
+ r: x$ g1 L' o" A4 I# PiShadowFilter=37 \6 m) `0 F+ Q& h# r
bTransparencyMultisampling=0% R% N- H: p7 K5 g9 \
bDrawShadows=1, q+ z5 Q7 W9 E
bShadowsOnGrass=1- e  m* ]2 i# A: l8 A
bDeferredShadows=1
( i& c% q2 u2 H: p5 X[Grass]
1 S9 I: h. t3 x, n. P" ]b30GrassVS=1
& T- k2 ?7 ]% R0 MfGrassStartFadeDistance=3290.0000
# u/ y0 Q5 d  X; Z* _fGrassMaxStartFadeDistance=7000.0000
% x: `2 T/ ^7 B! WfGrassMinStartFadeDistance=0.0000$ @$ a' s" k  e2 N" K' Q+ R6 }
[MAIN]! z+ D; I1 j) @
bGamepadEnable=0
5 M& g- d) Q: p! c  VbCrosshairEnabled=1, d- y7 `: e9 h5 H$ M! l
fHUDOpacity=1.0000
9 n- W8 Q2 W0 h6 }bSaveOnPause=1/ y3 N- z9 z1 E0 n( o, u$ A) u
bSaveOnTravel=1
) H/ z1 X- o- Z) X1 y% _4 x' i- bbSaveOnWait=1+ b  q; ?3 r, n! K+ a6 E9 \
bSaveOnRest=1, I7 Z  C  `0 C0 c* {
fSkyCellRefFadeDistance=150000.00004 {0 n/ D: T9 r7 F: R
[GamePlay]
0 T- G5 l# @  {, u" XbShowFloatingQuestMarkers=1
! q4 f1 U$ t" F$ bbShowQuestMarkers=1
- F& O( b! N0 V2 m! U$ [: wiDifficulty=5
* N3 E: N9 u* z  }# a4 R[Inte**ce]8 g2 _# Y7 _& b! u/ i3 p
bDialogueSubtitles=1
- Y, v# Q  n9 U& f( z$ m2 ebGeneralSubtitles=1
3 Z9 ^1 u4 W& k0 L- |1 S: c& vfMouseCursorSpeed=1.0000
0 O' }0 g0 x8 Z. b% S4 abShowCompass=16 ?! g$ I! }5 D3 D) s) W: M
[Controls]
+ X! @% [2 r. B- ^+ m9 O1 PfGamepadHeadingSensitivity=1.00002 Q2 l( z* B4 M5 k: q
fMouseHeadingSensitivity=0.0160  q& G, x: N. {5 b) x- P" n" ]
bAlwaysRunByDefault=16 n4 ?) \/ v4 Y3 d+ C2 H
bInvertYValues=0
7 v0 h7 t6 R9 JbGamePadRumble=16 ^, b, m0 t) m! G7 K9 o, B
bMouseAcceleration=0, n9 A  S+ S% K0 x1 P" a
bUseKinect=0
- t  M" ^3 O5 b; v6 X4 j[Particles]. ?2 u3 h% E. {$ s+ A# e. H1 L% ~3 u
iMaxDesired=750( I" K& ^. Q5 u% A6 u% {4 d$ C
[SaveGame]
  j# F% e, e4 Q4 D6 g& P' RfAutosaveEveryXMins=15.0000% R* F3 \! }( H+ J9 w
[AudioMenu]
6 N( L2 s% Z/ Z- M+ b2 s* JfAudioMasterVolume=1.0000
" d% q  {& @1 y0 |( ~0 E. v8 VfVal7=1.0000
/ A, T7 k2 s1 a1 U" wuID7=02 K; p$ x* N' w1 L
fVal6=1.0000
. W5 I5 ?) @; x) b, a; g* n- juID6=0
2 Y+ ~' q3 H1 M1 k9 [# ~6 g: [fVal5=1.00002 [- A: G: ]3 k+ i/ ^! |& d0 x
uID5=0
$ v& f; {0 k6 r5 g. kfVal4=1.0000: X7 |. p) b0 m0 V$ x  a
uID4=0( j& {' @" g! j# }1 R
fVal3=1.00008 e) z3 U! R" Y
uID3=94881+ l+ Y4 v3 o  c" N- k
fVal2=0.20007 s. {/ k, g, X6 d' t* i* H* S
uID2=466532# i) ?; f+ m9 T. z6 V4 m1 I
fVal1=0.95003 |/ ?4 I- i* z" }
uID1=554685* ?7 z) j# Y: ]9 J  H, _) \2 h/ O
fVal0=0.9000
5 k' T$ Z# m& L  m+ LuID0=1007612
) [$ F2 n2 }6 \+ J[Clouds]* A" @. t( R1 D
fCloudLevel2Distance=262144.00004 T0 G4 b8 b9 t, r3 e
fCloudLevel1Distance=32768.0000
* s3 O' ^+ z+ n, ]0 CfCloudLevel0Distance=16384.0000
+ x5 \" n+ E9 {, Z6 O5 E, X* N- EfCloudNea**deDistance=9000.0000
5 T9 n4 D$ N( U( h1 @[TerrainManager]
' [7 T3 ]; t/ _fTreeLoadDistance=40000.00008 R- p# u* U- |  G) b/ S: B  Z
fBlockMaximumDistance=150000.0000
' B5 U+ n$ w- e4 a" |7 x. tfBlockLevel1Distance=40000.0000
  G. @: Z! Y. q2 M0 S; P7 yfBlockLevel0Distance=25000.0000' K4 T' S  p5 x: b
fSplitDistanceMult=1.1000
- {7 l5 o9 ^5 L3 s- B, M1 F4 vbShowLODInEditor=0# Q. k1 P9 r3 I* K" w0 E) d
[NavMesh]4 I- P7 b. K: V  \$ d
fObstacleAlpha=0.5000
0 f1 s8 E$ B/ |4 ?& }3 JfCoverSideHighAlpha=0.8000% A2 a" N' h0 B3 f
fCoverSideLowAlpha=0.6500
. C5 S4 I; D  z3 `* afEdgeFullAlpha=1.0000  T7 e1 S- x9 W+ a) v. Q/ P( S" K
fEdgeHighAlpha=0.7500+ I+ _* v. Q9 G5 h& O) E5 C
fEdgeLowAlpha=0.50008 V, F: F- l# l- P
f**FullAlpha=0.7000
0 T$ t1 @0 Z: p+ b: c4 of**HighAlpha=0.35009 T8 {2 z; s7 ^
f**LowAlpha=0.20007 W1 l, J4 ?" T$ p1 ~: f) p
fLedgeBoxHalfHeight=25.0000
7 B' l- e! {8 k1 X( v& Y/ i& FfEdgeDistFromVert=10.0000
7 x4 r: [- w8 @fEdgeThickness=10.0000
: @) G$ Y% }2 L. xfPointSize=2.5000* V+ m% a6 ?( w. U
[Trees]
" Z, P6 {! \+ h/ \7 u: K  cbRenderSkinnedTrees=1
: ]6 r: I! S) H/ FuiMaxSkinnedTreesToRender=20; Q3 c' U+ ]+ v- {
[Decals]
! ^4 T( c( b. p) I  CuMaxDecals=250
' V0 k: K4 ]7 k3 U- }0 NbDecals=1
2 E' h  s" a/ `! ]bSkinnedDecals=12 l7 G$ S1 x; {) F% C
uMaxSkinDecals=50& W. R, o' l7 Y: \8 ^
uMaxSkinDecalsPerActor=40
/ f) ?2 H8 ?- `% o+ B[LOD]2 i! Z7 Q# U1 _& t- M
fLODFadeOutMultObjects=4.9998
  s/ W9 L& q7 [7 J) ufLODFadeOutMultItems=2.9600
) K3 w1 I' z  Z6 f; o( J, ofLODFadeOutMultActors=5.9000' _) i3 t* @& m" H3 ~" g
fLODFadeOutMultSkyCell=1.0000, C& {% L# }: C: o+ n3 K
[Launcher]
5 V" a, D( H; s1 Y1 V5 }bEnableFileSelection=17 V: ~7 [+ i5 K" S9 Y6 H* A
bShowAllResoluti**=0
& k( c- C* Y- g  h, C0 y' t9 NuLastAspectRatio=15 d( F0 ]- F6 [0 K$ O# ^) M
[BlurShaderHDR]
! Q' r" K" q( v+ ~/ BbDoHighDynamicRange=1
$ @1 J% F- w& b. [1 B7 V[BlurShader]; X! f' J8 B2 ]. g) u
bUseBlurShader=0' J: a/ D  ^9 w1 \9 W0 K+ b
[Water]
9 x( r' b9 v- z7 P/ c( d4 HiWaterReflectHeight=512% E- ?; F. j! u' l
iWaterReflectWidth=512
9 a3 C& u& G9 M. _bUseWaterDisplacements=1& g/ {0 ~" N: I
bUseWaterRefracti**=1; w/ [4 @# [; F+ I$ y- k$ p
bUseWaterReflecti**=14 j2 @% M2 n+ f& X
bUseWaterDepth=1
- v6 c! J  S3 @! C4 l4 \# `, }% v" ]: w4 A1 j& c7 C

7 q2 ~& s: v; _' O下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
  x, o9 \+ }) D" B1 r# ^1 n% \1 K* N$ Y, r" W* z& D# m
. v, |( @  `  t& Z; F' X' h
// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm. u- w5 y1 z/ y3 ]
3 q2 n% f8 [0 w, P4 j
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3# C% q. p7 w1 b5 x2 s$ {0 \
// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142+ w2 C' C( a$ [# d5 D( u+ S
// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
' k3 x+ y% V  p8 T$ s! p" G2 f$ ?4 \5 e
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
: q* T# ?9 k# I7 m8 Q// Please respect and support the the ENB original author,thanks HD6
3 {$ q& @" x$ d7 B$ E% A; P' W% o/ A9 I/ Q
[PROXY] //代理+ q% m& c$ b  a6 M: R
EnableProxyLibrary=false //同时启用外挂dll脚本8 Q2 g! T& N* l2 l5 _. B/ }- P
InitProxyFuncti**=true //外挂脚本状态
2 g1 [/ p' f/ O. T" t, [ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称" {1 K2 m4 e) S+ v# _" `  R

. S9 a' q( Z5 {; x0 g* V[GLOBAL] //整体% x1 x; I, ~% F. j  f1 @
AdditionalConfig File=enbseries2.ini //外挂ini" H3 F$ c% I" Z( A( ?/ e
UseEffect=true //ENB在游戏开启时启动
8 ~4 W  m' A0 o" ?5 sCyclicConfigReading=true //读取Cyclic设置文件: W- q( |/ c3 b7 D; `
ForceNVidiaCard=false //NVidia加速
6 G" t8 U8 C; a* g" bForceNVidiaCaps=false //NVidia加速" e3 A4 \! r: K  h8 Q! j
AdditionalConfigFile=enbseries2.ini; ~, n9 W+ t2 w7 V' E5 j$ M
/ A& Z) t. U* n9 `8 z* L
[FIX]. K5 Z& l: s& p- M9 v! E" K, D
ForceSingleCoreCPU=false1 e% _/ r/ O: f
IgnoreThreadManagement=false
+ s% j% }) G6 W$ ZIgnoreThreadPriority=false
$ |( u, y7 x( U1 TAntiBSOD=true7 W, g/ l# y2 h. O2 D; D

3 q5 z9 e* i' y" E3 T% s' X- y[GAME]# k0 _6 E' W5 v! E) I$ ~2 q; v
SpeedHack=true* [/ n; V7 e' m( [9 g! c
ShadowQualityFix=false1 V! {0 ^! Y0 e( _. b& c1 }0 n
ShadowObjectsFix=false) m. T7 {8 l- l* m

- d. j# P/ f3 _, b5 k( J5 C[MULTIHEAD]+ J' |' U( N* j+ ~$ _: z
ForceVideoAdapterIndex=false( r( L: ~& ~) P$ G4 K! h: |
VideoAdapterIndex=09 b* s$ ?3 `# s9 g

" Q' P% ~* l4 T+ M) @3 k5 ^[LIMITER]9 g" K3 Y" R1 |, n7 S
WaitBusyRenderer=false; K( ~( G& |+ P' R/ ?* i
EnableFPSLimit=false' K* o2 x* R8 x4 |2 @2 X* q- B
FPSLimit=30.0, K1 E. f1 M$ ?: w, L) M, A3 I1 P
0 {1 H" [8 @! ~# w/ X1 A2 ^4 B+ `- |
[INPUT]
4 R9 u0 {6 B. U' Q6 D+ o" \//back2 t: A* s) p0 f- a
KeyReadConfig=8* U* y, U& y5 m1 Z# U
. [. f7 l2 C) i
//shift2 x. T+ c9 g" u- J4 R
KeyCombination=16/ B; h# l' z9 a$ R* P

; Z  ?1 U+ q1 V+ Z& U//f12
3 C0 r9 b/ e: g$ M8 _KeyUseEffect=123
! A9 o$ M4 s; q; Q3 x
4 r, D0 k1 |: K1 B0 h: B" [//home1 s. r' A. ]6 ]5 X
KeyFPSLimit=36
3 M. L$ i2 I! k& S9 N
9 s+ V. L1 r& ^$ o) Y5 R2 n//num *+ h# t. s' k& Y5 e
KeyShowFPS=106
, |7 u# n3 E% I8 M
* c) |' r% f7 u7 T+ t+ B6 N$ L//insert: 45! U1 h) ]! o% U4 c. h& |
//print screen: 44
4 k: l. Z* E; N3 Q& W$ l# zKeyScreenshot=457 D/ A) f/ q8 g" |; Z6 ~
- |0 ^7 l% D7 M" z# T% c3 ], ]9 G
// Above 8 may only make minor if any difference, but may not have fps hit?,
& I, O) a' k; L// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view& b4 x( B' r/ W
// I hear forcing this on causes issues on some cards or something, not sure what to do really,
. z0 n! K7 v; {3 v$ F/ x* j// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
) b  M8 b6 D% `# c7 p: t% Y6 M// Odd for me this really only affects the transparent edges of grass / trees, improving those.
( M) S- m, h( h" S// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
& M% A  H2 {6 V# O0 _// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
  Q, V7 v" r2 h# f+ b, y. B6 y- T// In all other cases anisotropic filtering is almost free by fps.
) [- `7 j  K$ k( e( P# y[ENGINE] 引擎5 U+ ]$ V! _. {8 \
ForceAnisotropicFiltering=false 强制各相异性过滤. }) R) s& k( U4 m
MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]
/ u% d) G- h! N. ~  k$ USkipShaderOptimization=false 过滤优化
1 k& h" @5 N2 \. K% \5 {
/ X1 {0 ?) q8 k- C) z, B// better to set false in most cases (turn on if mod looks buggy for specific driver version)) r* N" _* m& Q2 h0 y
SkipShaderOptimization=false
$ F$ l1 i+ \8 M) l5 c4 H) `) e5 L  T9 s
[INPUT] 按键
5 I  v4 b  o0 \# cKeyUseEffect=123 特效的按键设定6 z! ?9 o* w( X- O7 `: N
KeyCombination=16 组合按键设定
7 J6 k- c# z4 B  }8 ?! ~( [5 m, O, C  {
[EFFECT] 效果
' C) Y/ l8 x4 `2 C( N$ E1 XUseOriginalPostProcessing=false 原版画面处理. g: r/ ]) w8 E! J4 ~
UseOriginalObjectsProcessing=false , ?9 \* X4 r% g: r. O0 i7 {3 l, l. g
EnableAmbientOcclusion=true 环境光遮蔽特效6 E! V! l. {* m, }( N
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
/ p$ f. E; k7 \" ?3 @// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
1 e4 Y% o# H1 I2 j; Y) O$ n# w+ {EnableBloom=true BLOOM特效开启: k4 g$ t5 A# j8 T8 G; j
EnableAdaptation=true1 C6 \: {5 K- U) o+ {

  Z) ?& _  R1 P+ w0 v3 G' d// 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)
  ^& |6 I0 ~. T% a& c8 D1 v// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up" w. x: R) @) H! H9 T% Y* Z3 P
// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.3 R4 C& Z4 E0 l1 N  Y3 O* e
EnableAmbientOcclusion=false
, v/ W# G/ V" b8 u( a5 L- K! y
. ^9 k2 B' x6 d7 g) V% Y// Do not use, not implimented yet
1 }- h3 D, K0 q. ^3 {8 qEnableDepthOfField=false8 @/ ]! \+ M1 D7 @* i7 i. a

. R/ Y2 I! A9 w5 K# b0 T// This affects entire scene brightness and is what makes everything look 'good'
5 ?5 o2 ?/ J: N) a# C9 x// 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.- c' h4 m  e7 X8 U# d7 C
// Quality: higher numbers = lower quality2 J1 T8 S$ N4 l6 b& f! g3 ^
[BLOOM] 静态特效# j+ O4 i/ u8 Z  T2 \
Quality=1 质量 [-1最高,0高,1中高,2低]2 m* p' L' u+ E
// Some areas in Markarth especially; really blow out to white
, `. ?3 O; I' E+ i! j8 Q// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
, [3 w( e# ?) @  EAmountDay=1.53 o, K+ V# ]/ \! ]) a6 b( @
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate& L: N$ J& a; C6 }: U& {# t" f
AmountNight=1.0% b( s: F# h$ Z5 D. _# A) |
0 O3 Q: b% g, u+ O- l7 L# M
// 256, 512
4 K* e( H- ~+ H" O// Makes dark areas bluer. Simulates the human eye. Higher is bluer.
5 `8 S5 }# p# Y' f$ Y$ uBlueShif**ountDay=1.0
) x2 K2 l* \3 G3 j. z3 ^/ UBlueShif**ountNight=1.0
* o% s: `# T! j
* {# u8 Y4 M8 p* {// 5, 3, 1, 1. ~5 o+ [+ H* q7 [7 R* V
// 3, 2, 2, 1
# z, O& p. d! J% K) D! q// nn: 4, 4, 3, 3
4 W$ z1 b  a% e2 p. B// Intensity is how bright and strong the bloom is, higher = brighter$ P# t4 W. g0 _# p( n
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more0 c, D3 @' I  o  V
[CAMERAFX]
5 Y) c# [( g, }! p2 I2 GLenzReflectionIntensityDay=1.4+ F' ~( X* D) X  B* s% w
LenzReflectionIntensityNight=1.4
8 b9 ~0 x5 Q3 p; rLenzReflectionPowerDay=2.02 w" \, s! k) C2 K8 s# }5 W
LenzReflectionPowerNight=2.0
$ q; D8 y! b6 J7 J/ T// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,
  A3 u" ]* C  y; u: E" j8 H/ D// 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
& D6 j8 ^3 ^4 w// even at 1 this will trigger in ice caves which are really bright
6 E" S7 m) z8 b# i  h3 b2 x( J
5 z$ e9 z; L& s' S/ o7 A/ v2 s9 D' Q$ _4 `5 {2 `% L
// Trees still flicker especially in distance when lower LOD
5 C9 L2 {' h0 Y9 j* ~// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
0 t% d6 H7 B) I; c6 L; |// 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( ~, |: [9 e/ b
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
7 d3 k8 F' w" A* A& n$ m// Shrinking Sampling range reduces/tightens this smudgyness
  Y- T* |: E! {7 X// Also screen resolution has a big impact when combined with SSAO
8 r! v' {/ U5 v* p$ u  A// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example
& ^; Y# o5 j. _; F* h7 ~( \// 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, Z) B4 h( T- T- I4 g; E
// And right now if you have SSAO on at all it will screw up water ** it look see thru
# W% f6 }* C* K( U* H- F/ x& c// If you alter 'UseIndirectLighting' you must restart game to see changes
) r: }' s$ Q# X6 h6 J# A) u// ENB Help Here:  http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
; p$ A3 `. T1 ^" V, v* F, b% J' l[SSAO_SSIL]+ r! ?+ B, v' E, P
// 1, 0.4, 7, 7
; @( C3 u- s8 ?* t7 ?UseIndirectLighting=false
6 V# w) c+ B% S9 \// Quality: lower is better, can even go -1 if you are brave7 A' S/ @' e! m2 R0 [
SamplingQuality=1
0 g. c* ]2 k. m% m: K6 O+ R// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
2 \7 Q# U$ Y2 m8 M! H+ x7 d; OSamplingRange=0.6
) q6 S) [: l% y; _7 r$ F- rFadeFogRangeDay=7.05 d( g3 ]1 S: R* k0 ]* V
FadeFogRangeNight=7.0
( p" A2 o5 a: o  d' g
- ?% a: ]$ T) t// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit
7 g7 V) k4 i+ N. u; @4 n! k4 o+ R// 0.35, 0.35 - LOW - will flicker more on trees* h6 K5 N/ ?! T  k
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
8 U$ H' Q* v% C* N// Not much point in going above 1.08 O$ E% q5 }5 r6 T9 O4 \1 b
SizeScale=0.4& C: P% H5 [4 ^& [8 R& P. X) P
SourceTexturesScale=0.4+ V6 y/ z, u& F2 z. M2 s8 \/ q8 C3 \
# G, w# C: w2 b! _
// 2, 0.8, 0.5, true
( l# i  k( _# W; y// FilterQ lower is better, tighter
% `1 I6 N5 {) o! c# OFilterQuality=1
: I- k6 f- X  W  ?$ p' v4 J
0 U6 J6 q! f6 _! S+ w$ \9 n8 Y// The AO strength, high numbers = darker shadowy areas.
: T3 Y6 ], [6 \) D# ~8 H- h// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
( e# J& F5 d" m% i. @2 r0 H8 u6 zAOAmount=0.5" N0 n0 G3 |" H
6 n5 O8 O* a/ A# J; v
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does5 X4 o, u/ O9 K0 ~6 B' d) B
// If you alter 'UseIndirectLighting' you must restart game to see changes5 e3 _3 N7 e9 _
// 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 dark0 a, {- J5 |% r. G6 Q$ A
ILAmount=0.5) m* x1 r8 V+ Y
; j+ ^- E6 X) n
// Alters what time and places are c**idered to be day or night and the transition between them
# Z) B5 d7 v* ~% ]) i8 m. K4 A// 0.7, 0.15, 1.0
, a' t8 E6 k5 H, u0 @[NIGHTDAY]
) o+ e  D) @$ v+ g+ r# O5 v% jDetectorDefaultDay=true
! u0 Y1 b3 e  MDetectorLevelDay=0.7
6 K9 y( H& H5 ?' ZDetectorLevelNight=0.35
4 |( Q& f1 u. r& A& L/ M2 ~, f% P0 k% _DetectorLevelCurve=1.0
+ B  s8 [0 u7 ^3 h; q/ z9 |  R1 A  N, ~, ~, z
// 0.2, 0.4, 0.1, 0.6
+ T- {, P' ^+ z$ m% J- p, C// Adaptation is entirely ignored with my enbeffect.fx file
* E: j) C* o" v) |// Adaptation also set with EAdaptationMin/Max in enbseries
, M7 V) R( @) j5 ]; g) K* O; ^[ADAPTATION]5 T( ?: g- H) u; I: i
ForceMinMaxValues=false( E% ~7 U0 m: c4 h# A
Adaptati**ensitivity=0.22 H! k: O) _/ s1 L% `/ K4 o
AdaptationTime=0.47 D$ R7 _' l1 I; S# |
AdaptationMin=0.18 z; m. m5 k- G, w
AdaptationMax=0.6
; p$ B0 M# a' ^8 g7 j+ U! ?% \) c0 O6 G( h
// 1.2, 0.8, 1, 1, 0, 0
' H2 j3 A& V; Z& n5 K7 X2 }[ENVIRONMENT]
4 _" E, [9 F) v// Sunlight during day cast onto scene! Q" m) ]: z/ d! o, ^
DirectLightingIntensityDay=1.0
: k$ H$ y- V8 G  j& r& 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
6 r7 n  I4 v. i  ?" nDirectLightingIntensityNight=1.0
& i; R* \9 v# S: T3 g+ C, d7 [: @$ j4 ?1 Q5 t' L% A9 P
DirectLightingCurveDay=1.0
6 J, y' [4 X4 K& Z! e' TDirectLightingCurveNight=1.01 \5 p  J6 J# {8 v& J4 ^# V
DirectLightingDesaturationDay=0.0/ g3 x( }8 s* I8 Y

; E: ]: f/ W3 b// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
# Z; F1 C: b3 d6 S& O( N9 K// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
  a' v5 W; A- D3 }// More desaturation at night is done in the enbeffect.fx
' @4 Y) Q' c. r0 j2 e$ o) }8 BDirectLightingDesaturationNight=0.0
* L9 o6 }& @% }1 H+ z2 x: u4 ~
8 Q5 f* ]* V3 [& `+ P// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
6 T/ |, w$ `1 U/ ESpecularAmountMultiplierDay=1.6
% `0 c2 ^1 S4 kSpecularAmountMultiplierNight=1.4
9 e- f( x. |+ T! a$ [SpecularPowerMultiplierDay=1.25 m! g  f  ^! A
SpecularPowerMultiplierNight=1.2
0 N  j3 U* r, x2 o3 t. z$ J/ b" m7 p' _3 P; e  k. h
// Leave at 0
  p  P3 Y3 B+ TSpecularFromLightDay=0.0) ^5 e6 y5 ~$ e! j+ l: g; H% n- I* e
SpecularFromLightNight=0.0, a2 i% f, {0 T% R
. b& s4 u& k$ {: k- o. z7 H" ]
//1.3, 1.8, 1.0, 1, 0, 0.8
. P$ t! \6 R, E1 t5 t3 j// 1.0, 1.3, 0.2, 1, 0, 0.5
; U  P% [3 K2 q: A4 rAmbientLightingIntensityDay=1.18 s! H" S1 \; z$ J- B) l
AmbientLightingIntensityNight=1.0
- B9 N+ V  Q& y' o: `AmbientLightingCurveDay=0.3
! z, Q1 ~# o- S6 P  ?& 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!- Z" W  \. w5 r# J
// If you increase curve past 1 you get little superbright specs of light, dots flickering, n; R# h' \. ^' i6 o& |1 R
AmbientLightingCurveNight=0.8
/ b) _  \- P; ?7 x3 j" mAmbientLightingDesaturationDay=0.0' n9 o4 c$ a+ w
// More desaturation at night is done in the enbeffect.fx
& {8 ^/ V/ \& t- P! S6 o) ]AmbientLightingDesaturationNight=0.0
# c. Y$ G2 J, M. L. Z) _9 U! s  l; j% \/ Q
// some caves lights are treated as Day, so they may always be bright >_<3 }0 d2 ^5 |$ f* N! N
PointLightingIntensityDay=0.6
2 T. s8 s) p  JPointLightingIntensityNight=0.6. ^& b; \! p& O. u$ }! `
PointLightingCurveDay=1.5
; L- t, a7 H( w( a( u+ R6 VPointLightingCurveNight=1.5$ a. ?$ U* r' H
PointLightingDesaturationDay=0.0
( b& O& Y$ C  D; c$ \: b  k  V& IPointLightingDesaturationNight=0.0+ h' a  t2 l9 Z1 J

5 g2 f4 H% s5 ~: s1 O% C" y  _// ** 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. h; b  L4 o. ~4 ?5 y
// 0.8, 1.2, 1.2, 1.0! |, g! B) u/ O! ~0 F+ j& }. P- I
FogColorMultiplierDay=0.95 X9 q6 z+ [3 {5 v
FogColorMultiplierNight=0.8
' H: P) S( \2 i, l! ~7 L& Z0 r$ nFogColorCurveDay=1.0
4 s- l2 M$ ^8 r' e( LFogColorCurveNight=1.1, x1 N0 n6 x% W! F& ]
4 i! k9 q9 M0 y) D# R
//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey* t) @, r4 G0 ~5 G
ColorPowDay=1.08 {' i: \( J* `- Z0 n

2 v% A" y) a2 T8 m* ?$ K% `1 |) D; Y// Decreases Contrast at night be setting colorpow to 0, cannot go below 0
8 ~+ H) e' o7 w3 p/ RColorPowNight=0.0
5 o4 y. M% K. J- x( e  }
3 k: _6 V, _. q. W4 u! Z( _$ s( q3 l// 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
/ }/ \8 [2 ^9 K0 D+ i[SKY]9 {6 X7 O2 R9 h/ }; i" @
Enable=true
. j$ M& c- D8 a" P// 1.5 :: 1.0/ T/ z) P  `- g
StarsIntensity=1.5
1 t/ O% I$ e) e  J0 g  `2 N2 P2 aStarsCurve=0.9
9 L& O( `, H+ P+ x# x
1 M; R& x1 c, k// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example
, A* y8 P/ g: ~& G// 1.0 :: 0.8$ F2 A, u: a1 t# X7 C  N! d5 H
AuroraBorealisIntensity=1.5
% m* ^- t* f) x; \% |" G* D( ^AuroraBorealisCurve=1.4
7 r3 b, H* ?/ m! e/ ]  q- U
9 {! D- G" P# x# C// 1.1, 1.3, 1.25, 1.25, 0, 0! {0 Q( w1 D! C! U" N& R* {2 B
CloudsIntensityDay=1.2
4 [/ B6 O; O# {+ V3 E5 y3 m3 s; }CloudsIntensityNight=1.17 `$ T# C6 ~- y$ m, E6 w; B7 m# Q

' y! l; E+ I, nCloudsCurveDay=1.4
( B9 M. {1 u1 C, s) YCloudsCurveNight=1.4
) l7 C# q2 N) B" ^# eCloudsDesaturationDay=0.0
( n2 @, H: W3 }& O( y  Q$ eCloudsDesaturationNight=0.07 m! w. V: }3 B9 |

/ T# j  i* f; b) U$ ^// 1.6, 0.15, 1.1, F" K; _+ P! e: @+ T
//1.2& f0 r7 @* n. q- |
// v11.2: 1.5, 0.4, v, t" k' U* o& b  b
GradientIntensity=1.7, Q$ x4 A9 d+ y% A- j  t
// 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( J: t  x; ~+ J) e9 E6 h" C7 u
GradientDesaturation=0.3
0 G9 t$ h; y8 U0 k! f* m! ^3 K3 c' E
// 3.2, 2.5, 1.0
. E. P0 Y; v& d7 \4 x// 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" `4 g/ V2 q- o/ Y  a3 u+ Z8 f1 \5 g# \
GradientTopIntensityDay=1.0
' G/ S5 R- c: {9 B3 U# v- bGradientTopIntensityNight=0.7
4 }4 T; |3 Q0 G& N& ~GradientTopCurveDay=1.2* M6 {% c$ c  {$ _: d% d- \
GradientTopCurveNight=0.8; v0 o* ^/ t! K9 c. v" @  {

4 R/ e5 K4 _. n" s- f// 1, 1, 1, 1
9 r" s' Z8 O$ F. ?& D, ^8 q// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.36 N! C' Y5 K9 [
GradientMiddleIntensityDay=1.0$ p) s8 q2 u- d* k
GradientMiddleIntensityNight=0.6
* M3 [) u: l! s9 Z// Setting curve above 1 results in awfulness at some times of day9 u/ j/ w7 l* C# y+ T! {3 W
GradientMiddleCurveDay=1.77 e( i5 T2 {  `! m
GradientMiddleCurveNight=0.9
% ^; o$ n9 a2 c1 @
" k, o8 L, I: [) s8 V, k4 V+ n7 l// 1.8, 1, 1, 1% a0 O& ]# L; h! k+ g+ Z# H$ y
// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3
2 d: F' K8 X4 H' iGradientHorizonIntensityDay=1.28 d5 Z& c3 u: K, Q# R8 ?
GradientHorizonIntensityNight=0.6
1 _$ p9 L. V& Q" E# u% yGradientHorizonCurveDay=1.7
' _2 B$ ^& @* V- W9 ZGradientHorizonCurveNight=1.1
: s+ @/ n+ i! o9 J, F& ~6 l$ V5 s9 p5 u- A+ R6 `( N9 w
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance6 \, C! k0 H& p1 o- q3 U/ `$ G
// Oh I have a sun lens flare mod, maybe that doesnt help
+ y7 N4 y& p3 H! USunIntensity=0.6
. ]" f# b9 {; [/ @6 y- g/ |) KSunDesaturation=0.0% Z# o% h" {6 }5 p% |; e

5 d/ R* |2 W0 ?9 n// Setting this higher results in pixely noise and visble border of sunflare
2 Z% g  h1 {7 v; w' G0 b// Oh I have a sun lens flare mod, maybe that doesnt help
9 I. [" T8 V' ~// Cannot get sun to bright enough in center) d9 t1 V2 ^9 @4 Q5 h
SunCoronaIntensity=3.08 g: q( H( Q# [& Z
SunCoronaCurve=1.0
/ j9 ^( A: k/ T0 Y* q/ cSunCoronaDesaturation=0.0
/ @0 [) D1 G% W: B8 \5 q! J8 g$ e, y9 k
// 1.0 :: 0.82 b" b4 g% m/ q: \8 y8 z$ C
MoonIntensity=1.8( t7 x. [% L. j# B7 V! o' D
MoonCurve=1.4
6 p/ V4 C: q! U6 D3 A7 A, n% DMoonDesaturation=0.0
) f3 z/ J# j' b+ ?! E* E
. ]$ k" A: f7 z// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
! m3 h0 N$ p' j* }% h// 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)1 r2 [* k  Y4 T' I/ `" j
// 0.4, 0.3, 1, 1  [0 U' M3 S0 r, J( X) I3 J) ?
// 0.9, 0.9, 0.4, 0.4* n9 F* a1 d4 r+ T
[OBJECT]1 a$ W; o' T0 z! L7 ^) [6 s5 a
SubSu**ceScatteringMultiplierDay=0.9
+ _) N0 D) n: u' @SubSu**ceScatteringMultiplierNight=0.9
! C" F; l0 ~' i4 k' I' }4 B, V$ P( i. M/ Z
// Setting this higher makes people go redder, lower = whiter and brighter
* Y9 t/ [8 h( ]2 r6 o$ A* u" QSubSu**ceScatteringPowerDay=0.65 a# G1 g" g' z- G
SubSu**ceScatteringPowerNight=0.6; m1 ?0 N5 _7 K4 i
: g3 p% e& X; R; L, d4 `
[LIGHTSPRITE]
' t4 [2 U' v. T* ~- uIntensityDay=0.8- a9 {2 {& k3 ~& e
IntensityNight=0.8" P. N4 `& t  I8 `' Y6 t& w9 Q& {
CurveDay=1.2
2 A2 M- e2 l1 p7 q' rCurveNight=1.2# {3 h: e7 z& y: w8 G9 s
  W! b# G4 |( W: S4 z4 y7 j
[WINDOWLIGHT] & D# L* S# P0 U! E0 o7 }
Intensity=2.6
9 w$ N3 E' Y0 s1 j( M# y- RCurve=1.2
3 V. r, E1 {' l: Z4 @
" @, g% h( T; w8 L1 Y! ?" s// Clouds on mountain tops and I think fog sprites in dunge**# O' S6 K' ]* R  J7 G
[VOLUMETRICFOG]8 X. I0 @% w, {( t% p% ?
IntensityDay=1.0
7 Z  V7 R# i( i) ?/ AIntensityNight=0.8( c+ c. ~. c+ w7 v- \) S; W# D" E
CurveDay=0.9
9 x2 H& G# U! D5 ^CurveNight=1.00 W( `" M. i6 w

4 n2 D5 j( i- r- [. t# c// Increasing this still affects water foam amongst other things& H" |* U! Y& S8 \2 ^# O1 A
// Affects draugr spirity/blue glowly bodies also, which is cool ;-)' M; v6 I( U1 r- @- \9 L- o
[FIRE], N( c5 P/ \2 U0 [! g
IntensityDay=1.4& `( T8 Z9 d/ ]1 z
IntensityNight=1.8
( M& a+ H3 ~) C/ e( o7 FCurveDay=1.25 o; ?* u+ ?7 r0 W$ C6 y' F7 u4 v% h
CurveNight=1.2
4 b; U, c  V4 [3 K; g2 v( Z' m4 @5 r: a4 f4 S
// enables use of enbpallette.bmp if present
/ \: Z3 a* Q. ?7 B6 W[COLORCORRECTION]
9 K3 \% Q/ X. g7 C+ r$ gUsePaletteTexture=true' X$ N. ]8 ?5 N6 G5 P0 s& q2 K; f7 r, A" g

6 K& R2 d. ^4 X* M6 a6 Z- M// Fixes shadows in places where it wasnt casting shadow properly before, has side effect that some places with very very small shadows will get ignored; but worth it6 ]7 j" b' P0 q; c: i7 |" }
[SHADOW]$ W6 w: t+ a' n; V- y9 F% E1 m/ R5 s* t
ShadowObjectsFix=true" y( c& u4 V, D1 \7 N2 W" h
6 q* t( |- U( ~& B
[DEPTHOFFIELD]
/ J8 v& b; A8 j6 {9 XFadeTime=0.18 a4 u. Z. ]+ ?/ F# A+ j. B

/ N% u, O  f5 k# c0 K2 R7 A  \0 P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
# Z$ H" U: m8 q$ y. R( H. y" I5 O$ f/ w: R0 }# d3 w5 H

3 J( C( x5 o, e; j9 G* a( x, S$ W) l1 T# x8 i
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作者: evilkala    时间: 2014-10-1 01:00
本帖最后由 evilkala 于 2014-10-1 01:02 编辑
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[attach]964422[/attach][attach]964423[/attach][attach]964424[/attach][attach]964425[/attach]
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( j& ^# V8 `2 s; Y+ ~: O6 f[attach]964426[/attach]
. Y, ]) g! }" u$ s郁闷,论坛能传的图片太小了,高于128K就传不上来了。
; K9 {6 S$ Y& R3 L- `我炸鸡能跑这个效果就感觉不错了。3 Q( O  i& t: ?% W

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作者: 798956899    时间: 2014-10-2 11:21
楼主 我是小白  我装了这个游戏 然后进游戏提示 什么版本错误 要更新最新版本 是啥意思
作者: evilkala    时间: 2014-10-7 02:41
798956899 发表于 2014-10-2 11:21 5 f* f' _: a& y4 @8 l* c; ]
楼主 我是小白  我装了这个游戏 然后进游戏提示 什么版本错误 要更新最新版本 是啥意思 ...

7 ?* |. Z- [! j6 @没用SKSE运行游戏
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作者: 15817705659    时间: 2014-10-7 13:02
赞一个,感谢大大分享
作者: 郑永浩    时间: 2014-10-24 14:55
很给力啊。。还有人在 制作 上古5 的整合版。。。真的很感谢。下载了。玩玩看。。
作者: yzyjxf    时间: 2014-10-24 16:58
咳咳 虽不明但觉厉 三十二个赞 感谢LZ分享
作者: panshoujie    时间: 2014-10-28 13:45
我下载了,面对大神只有的人才,不顶下真是木JJ啊~!
作者: h5hanmo    时间: 2014-10-28 14:23
这么好的东西不顶不是人,顶
作者: mciedison    时间: 2015-1-1 00:54
怎么没人回复的?参考资料太少了。
作者: yjxing2006    时间: 2015-1-10 23:04
提示: 作者被禁止或删除 内容自动屏蔽
作者: yjxing2006    时间: 2015-1-13 22:56
提示: 作者被禁止或删除 内容自动屏蔽
作者: hwdiaochan    时间: 2015-3-4 22:36
7 9 11 12 无法下载. k) l& B& f! X0 S% t0 d, |' j

作者: 手拿板砖的好人    时间: 2015-6-2 14:57
看看。。。。。。。。。。。。。




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