|
|
发表于 2014-10-1 00:07:40
|
显示全部楼层
我现在用的这个版本玩了快一个月了,前前后后自己修改了不少东西。SkyrimPrefs.ini ENB.INI文件也别全照着1楼的弄,需要根据自己具体配置修改选项。
1 ]% {7 x7 s* A! [) ]* d6 i5 w2 J( f0 x5 U& L8 M
我来列下我修改过的 2 p' q$ p+ F, {$ M
& A8 q2 F5 p+ N: r: D5 Q( Y! P先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)6 o% k, r2 I2 e9 Q
[General]/ w0 o: ^) U8 O3 F+ K: l
fBrightLightColorB=1.0000# O1 U# Z3 c$ i6 h! I: z! i: N) m
fBrightLightColorG=1.00005 ?) }5 K P3 B; s7 G
fBrightLightColorR=1.0000
8 ^/ {+ U& q8 ?- \iStoryManagerLoggingEvent=-1
0 D, _( r6 D5 x8 @' J4 z1 h5 jbEnableStoryManagerLogging=0( ~0 Q7 a0 h2 U- w
[Imagespace]( S7 _, n% }1 m5 K l4 g
bDoDepthOfField=1
2 i7 A" I4 Y0 ?7 iiRadialBlurLevel=1
# ^" a" c7 O8 Z: q( p/ `[Display]
" u' }/ b1 X6 D% K1 u3 B: liBlurDeferredShadowMask=3
: M0 ~& z+ q4 l _- {% \fInteriorShadowDistance=3000.0000
+ Z4 Y# l1 U: V0 t0 \: X9 n" I" pfShadowDistance=4000.0000
* M- W4 E, s2 X1 h7 A6 |2 V6 [iShadowMapResoluti**econdary=1024 ~" y! P4 A' [ W% x
iShadowMapResolutionPrimary=2048
; d |1 S) z- D; IiShadowSplitCount=2" E: e7 Y( F4 \" }& t; `
iMaxAnisotropy=8 异相性过滤 低0-4 中8 高16' q3 H: I; ]8 J% ^& d! M1 C0 V6 R$ a
fLeafAnimDampenDistEnd=4600.00006 ] N z6 e8 o$ w/ P
fLeafAnimDampenDistStart=3600.0000- M5 f. h8 {; ?/ |
fTreesMidLODSwitchDist=5000.0000
* \& w* s+ {( LfGamma=1.0000
5 a. T# f9 X* X( wfDecalLOD2=1500.0000$ O2 W: g& Y0 f# e5 A
fDecalLOD1=1000.0000
" r6 k/ ~2 k2 ofSpecularLODStartFade=740.00001 a. {* c+ S) x% \8 n- f! M7 ~
fShadowLODStartFade=200.0000; Y) s2 D3 n; W0 F
fLightLODStartFade=1190.0000
4 ?# s9 Y- ?. g9 p; yiTexMipMapMinimum=01 j' V; h1 W( Z% b/ `
iTexMipMapSkip=0# e) z& R3 d0 C# {
iWaterMultiSamples=0. K7 T1 `* h1 ^1 g1 W3 {1 D
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4" d2 e3 o; K* u1 p6 A
iShadowMode=3 ' x/ o; q `8 J* p2 m$ x* Z
bTreesReceiveShadows=02 |% o" S3 I" r
bDrawLandShadows=0
* ?, W, | |1 R( GbFull Screen=1- ~; X* `5 I! {5 r6 \& O
iSize H=768$ y( f$ D1 M9 C% {2 C+ `6 v
iSize W=1360 游戏分辨率
! J7 h! l( W X& X2 mfMeshLODFadePercentDefault=1.2000) G9 c* A' ^, a8 o. W, t1 v
fMeshLODFadeBoundDefault=256.0000
K, l0 P% p- r; V# WfMeshLODLevel2FadeTreeDistance=2048.0000
: H3 P4 h, a M* X' S; q0 v+ TfMeshLODLevel1FadeTreeDistance=2844.0000$ n9 I* V6 ~# M1 B
fMeshLODLevel2FadeDist=10000000.0000, g; G4 a' p7 s& l: C3 M! u2 x
fMeshLODLevel1FadeDist=10000000.0000
" s1 j. R7 k! A3 |0 U$ t3 l' _, HiScreenShotIndex=15
/ D' x5 F' `. W! v' H9 x2 ^bShadowMaskZPrepass=0
+ _& E9 M2 }9 LbMainZPrepass=0
6 h9 J7 ?; u1 f8 xiMaxSkinDecalsPerFrame=107 g2 `! Q) R# E
iMaxDecalsPerFrame=309 n" n/ s" a3 I' l) I
bFloatPointRenderTarget=0! ]% Q; z& v3 R( D S) M0 S. i
sD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改
% ]9 f9 ~5 O) T) A ~bFXAAEnabled=1 快速抗锯齿 0 或者 1 机器不好的可以开这个,把全屏抗锯齿设为0
% s Y, r/ I6 U3 v/ BiShadowMapResolution=2048
U1 R( C6 r+ U5 M( JfShadowBiasScale=0.2500* q8 k9 F+ J- K7 L2 k$ l) d
iShadowMaskQuarter=4
( c4 t& o8 s+ X7 z8 S6 UiAdapter=0
; q, _+ I+ L. V: Y% Z' z" n' giPresentInterval=0) } k$ b( m* F+ y5 c g1 q
iShadowFilter=33 ~: B' e1 F% R. k1 q
bTransparencyMultisampling=0& t0 z. Y. a) x
bDrawShadows=1
b9 m$ J( z7 e F P/ S$ LbShadowsOnGrass=1
2 D* ~$ g' x! IbDeferredShadows=1
# ^: h* E8 A! s[Grass]- |0 j! F9 {" n. Z9 q; l) ?5 p0 g
b30GrassVS=13 ~5 z+ J3 K% Y1 f5 y
fGrassStartFadeDistance=3290.0000
. K8 C; K* c" v* VfGrassMaxStartFadeDistance=7000.0000
3 Q! u. d; X0 T/ a& l. v9 CfGrassMinStartFadeDistance=0.0000
" E* T- @# h" V# x; U5 e( @3 s, b; E1 \[MAIN]5 G5 N4 H3 i0 O' o
bGamepadEnable=0- f! z4 L' c7 s; G1 V4 Z# v9 @
bCrosshairEnabled=1! R) }+ z! x' e, _( }; {
fHUDOpacity=1.0000
% f3 Q1 i6 }2 w3 ?+ K$ h- v! j- KbSaveOnPause=12 P" E5 D1 P& |8 h
bSaveOnTravel=1
4 ]& I( J& ^: X0 fbSaveOnWait=1
x- G% Q0 e9 F7 [0 b2 Z7 ibSaveOnRest=16 z1 i- d9 e- A2 j7 Y
fSkyCellRefFadeDistance=150000.0000" [6 q6 c0 ?* n/ d- n1 m8 w
[GamePlay]
' Z* Y/ n, R' q9 l$ S0 F' X6 ], NbShowFloatingQuestMarkers=17 y# w8 v6 ?+ P! A2 h- x% [. p
bShowQuestMarkers=1 G5 ?2 T7 S1 U+ _' u
iDifficulty=5( y2 L6 g7 Y f2 L( N
[Inte**ce]8 R+ R* C6 t9 ~4 U+ _& X1 e
bDialogueSubtitles=1
& m- z! `4 b3 I9 O% GbGeneralSubtitles=1
$ Y p+ e1 W3 K- W* efMouseCursorSpeed=1.0000
: k3 B! C$ k# L- UbShowCompass=1/ H7 V# ~9 G3 E" C
[Controls]
( t/ ?7 r' c6 Y! r) A. [" tfGamepadHeadingSensitivity=1.0000
# u) @3 {. y) |3 RfMouseHeadingSensitivity=0.0160: k/ M5 l% N: B# i, ~ c
bAlwaysRunByDefault=1
" T' B/ Y! {0 y, LbInvertYValues=0
2 y7 u8 t5 E, P# F& CbGamePadRumble=1" g+ k3 s5 l6 M( s+ r7 R
bMouseAcceleration=0
3 S3 K, X& d6 z2 z; o7 CbUseKinect=0
- n. s" d" |% y0 ~9 F[Particles]; w* I: I+ \, D$ E" L% ]
iMaxDesired=750
8 i# R2 v: i+ B( [[SaveGame]. L3 @) ~# {& Z7 s6 e) A& o
fAutosaveEveryXMins=15.00009 @: B2 k+ w# s/ S
[AudioMenu]3 n2 K) S4 R3 K1 x8 J
fAudioMasterVolume=1.0000+ b% b! m4 ? l- W# ]* ]' z/ k
fVal7=1.0000
% H } I( \3 G/ {; u" T" e" Q8 s% WuID7=0
8 u5 w7 l7 G. q' c% e; {fVal6=1.0000
" F+ _' ?2 J3 L9 y }1 OuID6=01 j5 y7 `6 a4 A1 G& ^/ y- Y" Y$ N
fVal5=1.00007 T4 r) k: n. o* m, k
uID5=0
1 r) G) S. ^ r1 O/ ~! RfVal4=1.0000
3 F' s2 q. m. F3 V& zuID4=0
$ e$ `2 b0 k; K. K, ufVal3=1.0000
# j! O! u* ~) U; c; ?4 ouID3=94881
; F2 {: @. p5 ]/ g3 e9 ZfVal2=0.20006 @7 Q6 [& P5 Y- T% ?4 J
uID2=466532% M% A# b1 O' H+ }
fVal1=0.9500
{& V0 X2 w+ I/ c2 AuID1=554685
, F" s3 s2 w, N4 Y" ]1 h2 K- dfVal0=0.9000
5 g! h; V' c# ?2 fuID0=1007612
2 E& d5 {7 x/ j- @[Clouds]2 f( ^( L3 P Q
fCloudLevel2Distance=262144.0000
! ]* G" R' }: u' e& f5 ?fCloudLevel1Distance=32768.00005 o3 e$ K7 F K: b. H, T5 q1 \, {0 j
fCloudLevel0Distance=16384.0000$ D0 J" T) ~" t9 a( t' R) t- h
fCloudNea**deDistance=9000.0000! x- y' H8 v# b3 G$ ~6 c/ W/ V
[TerrainManager]5 I- w7 `! f! |
fTreeLoadDistance=40000.0000/ F9 S% I1 _/ F+ ]& \% w
fBlockMaximumDistance=150000.00007 n6 `) v# Z1 K1 J
fBlockLevel1Distance=40000.0000
3 s! |/ }: i3 P) UfBlockLevel0Distance=25000.0000+ P0 K. T* t3 z* c
fSplitDistanceMult=1.10004 r" w& w" Y/ F" S* P
bShowLODInEditor=0
* i) O0 F$ `2 a3 l[NavMesh]+ x3 v9 I2 ~) F
fObstacleAlpha=0.5000
: D3 J- m- D; c0 {0 `. F: YfCoverSideHighAlpha=0.8000
6 T5 j* S- S* M0 q4 B& g a3 dfCoverSideLowAlpha=0.6500! _" t! |( {5 R1 `! u6 R
fEdgeFullAlpha=1.0000, D2 v( k1 A! H% I
fEdgeHighAlpha=0.7500, i1 F; m' w8 {6 E4 \
fEdgeLowAlpha=0.5000
& H- ~+ y4 T5 W2 z4 L8 Rf**FullAlpha=0.7000
- [) p% S$ i" W3 ^9 Qf**HighAlpha=0.3500& M9 t+ h/ H- V* G) h
f**LowAlpha=0.2000/ ~6 m* ]/ A7 _# P3 `. [
fLedgeBoxHalfHeight=25.00002 N; U( u, K1 D- T* f4 l
fEdgeDistFromVert=10.00002 O, ]6 `1 G$ {% E4 [# _
fEdgeThickness=10.0000
9 w* b0 }! K2 ^* H9 B4 ^fPointSize=2.50008 Q1 h1 F8 z" W0 G0 S g
[Trees]8 J2 p$ A7 ~! y: D9 E
bRenderSkinnedTrees=1
' T7 U, l3 z- OuiMaxSkinnedTreesToRender=20
& H3 m. b0 Y6 B6 c2 `' U[Decals]& @2 ~; [- I, @1 X4 Z! T3 `
uMaxDecals=250
. I) B% |# m! A& z8 @+ vbDecals=1$ l9 E# |6 N+ K# F8 y" D
bSkinnedDecals=1" O/ t! n. S2 I. I: |& d7 g3 p9 S: G; Y
uMaxSkinDecals=50
4 t! y: i* u" k1 k, KuMaxSkinDecalsPerActor=40
2 Q$ b l6 J. z0 R) z( k6 [# Q- f! w# m[LOD]
% s* b% }. U S, w+ Y% ?" I/ tfLODFadeOutMultObjects=4.9998
8 V$ n! Y6 ? E0 VfLODFadeOutMultItems=2.9600
4 `0 G' ~- V( e! f1 ]fLODFadeOutMultActors=5.90002 A5 k& J/ M% G6 g+ \
fLODFadeOutMultSkyCell=1.0000
/ U& z4 L, `3 F6 }3 _ d& d, j[Launcher]& Q# f5 g' U! d5 j. w
bEnableFileSelection=1( g2 X1 l$ b9 [; _
bShowAllResoluti**=0
# b8 q5 a6 x6 u5 F; ~3 ouLastAspectRatio=1! y2 ]1 e2 `7 N
[BlurShaderHDR]5 W! _4 u$ g3 G, E
bDoHighDynamicRange=1) D1 t3 c3 ?; Q0 u- Q
[BlurShader]
: j4 [; A) a8 b, X' v) HbUseBlurShader=0
' {4 f u) P6 w8 P$ f[Water]! o2 L5 v, B' b/ j( I P$ ?! A8 x
iWaterReflectHeight=5129 J- c% i/ D/ o0 g$ }9 ~
iWaterReflectWidth=512
: i1 w# s. L3 N, x* e: p) qbUseWaterDisplacements=1
5 P& ^* b& N+ H7 y6 QbUseWaterRefracti**=1/ [1 x; \* l# ^% C
bUseWaterReflecti**=1
) E3 F3 d2 d+ W" L8 [bUseWaterDepth=1; A( w2 B0 o- G1 [9 x$ l8 X
& `4 ]2 a0 q( d! _. n `! G$ E9 n
, [! r e! H. ]" d' y& |) p下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
+ B- b4 c; }( b: E3 M6 A& B8 @- {$ `- }: V* s3 X
# r# p# {! Q# N3 h
// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
2 h1 a' f! ]% Q* S. u. u: I2 Z3 n# P0 I
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3; c& O$ m8 l& u. F" {
// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
; B( g( ?7 `$ k// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971' e# a+ H' c8 ^5 F
/ i/ _ {) G2 b- i
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
8 J! ]; `5 |: R9 J+ h6 G2 Y// Please respect and support the the ENB original author,thanks HD6) S8 U+ Q" a+ n) V A; C( Z2 D; l
; y9 X: V, M$ I& t2 ?[PROXY] //代理+ U9 _- }$ W8 K, Z
EnableProxyLibrary=false //同时启用外挂dll脚本
) w+ ], F9 H# M9 W4 e, k+ I: sInitProxyFuncti**=true //外挂脚本状态
8 O! b: s; ]9 ^ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称9 I- h* u4 ~7 g t7 q1 {: [2 Y
' [, z g4 ?( j6 ~" f
[GLOBAL] //整体3 X; \+ R- Z1 g9 P
AdditionalConfig File=enbseries2.ini //外挂ini6 f w: J6 N% Z) K, \) Z
UseEffect=true //ENB在游戏开启时启动
% g8 u: e, l! E/ Z: KCyclicConfigReading=true //读取Cyclic设置文件
4 ]( Y% [% r6 j! ~ForceNVidiaCard=false //NVidia加速3 T2 d$ Y$ J5 v. R1 a$ Q* o
ForceNVidiaCaps=false //NVidia加速
) V; U+ Y: Z: HAdditionalConfigFile=enbseries2.ini) x) C, z. B0 _6 o
# v" z1 z3 { [! y
[FIX]0 R$ g3 [% ?# P& k2 }8 ~' G8 v
ForceSingleCoreCPU=false; W9 x+ |! M3 q7 ^! y: B, _
IgnoreThreadManagement=false* ?. f* A* J0 v( o
IgnoreThreadPriority=false2 {' j5 o, d2 t9 z5 w4 s6 O2 k
AntiBSOD=true, d7 I( c( ^9 ~
: f8 J' H( R6 {5 Q. @' N$ t% q
[GAME]% j+ P8 r3 P% W' q
SpeedHack=true
! J+ z' B6 _, p0 P( F2 CShadowQualityFix=false
0 e# j# }% W9 v+ W( y( DShadowObjectsFix=false; S: J) r/ C+ {8 I) Z8 Y9 E! q
% ]0 x3 p6 [5 T" E' S/ s! x- |[MULTIHEAD]
* r' `, v4 u7 A. o' K# g v3 xForceVideoAdapterIndex=false# e4 v& o9 ^& n+ E( x- E
VideoAdapterIndex=0
. }& C7 [# s+ }' _4 R3 t& i$ o) q" w9 O, s( z* S9 n' a
[LIMITER]
1 A d9 Z: P4 M6 S Y# ~WaitBusyRenderer=false
& r# d5 B2 i Y. gEnableFPSLimit=false! F1 a+ f ]# r3 ?# H
FPSLimit=30.0
* b* b) t) ~; d6 @( X r/ Q n% D* f! S4 B1 f: T
[INPUT]
/ \8 ]' X; S3 {, y8 |8 H2 O6 M//back
7 p B C7 X! r& ^KeyReadConfig=8, k, r" X, y' r- u/ x3 [6 {
' T. Y4 a1 R: `2 @0 Y! |//shift
) i) B& R- H+ A- S' mKeyCombination=167 k4 ]4 G* Y$ w( R" r
3 `6 p9 Z# n2 l/ q3 I( K//f129 x- g1 z( z+ H! r/ p9 D- {; ^5 @7 g/ U
KeyUseEffect=123
) x7 {! F; d9 N; f" Q
+ w; t! |6 l2 `( h+ w//home3 x6 E1 X! x9 c5 W2 h
KeyFPSLimit=362 r8 j' @! N1 k( B+ ^' |
, B: p0 _7 y7 S9 o! p. |//num *4 |' I: F. W% }
KeyShowFPS=106
+ ^+ C1 j' n& c6 K& Z; p6 r- N9 C1 Q
//insert: 45
4 @" D5 `: C" Q0 E- k//print screen: 44
5 L$ [0 x; ~( aKeyScreenshot=45/ k9 S n8 E1 P4 S4 w' W
5 m; ^9 O8 h! {1 X* G
// Above 8 may only make minor if any difference, but may not have fps hit?,
. X* s; D* W+ E. n/ a// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
, _" b( t2 T9 j: t- O// I hear forcing this on causes issues on some cards or something, not sure what to do really,: H) P N9 E/ b* U1 D9 s- E
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
" t* j1 g3 f# c9 a& Y// Odd for me this really only affects the transparent edges of grass / trees, improving those.
2 e% i c, U" R+ S) o' L// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers- M( d2 |$ h, y% o* V
// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax. a8 V& z& r% k( V( o
// In all other cases anisotropic filtering is almost free by fps.
# S" V* q6 f4 A' ?/ [[ENGINE] 引擎3 a# w1 w3 v& ~$ ]
ForceAnisotropicFiltering=false 强制各相异性过滤6 X$ W2 T- O; ~
MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]
2 t3 O. w* A. H, h- pSkipShaderOptimization=false 过滤优化& ?! n; S. Z: N* _. L! L; l
. M% ]% r, K( w* L// better to set false in most cases (turn on if mod looks buggy for specific driver version)
1 }: F2 ~5 c1 tSkipShaderOptimization=false
( S) r# m( h' k. X, S: }
3 {) [. b* w7 x7 n4 _; s$ D[INPUT] 按键
2 D: h, ~3 u$ U/ a8 dKeyUseEffect=123 特效的按键设定
! j. i3 k# @9 v% Z- z a' aKeyCombination=16 组合按键设定
' J0 j8 I1 l% o5 t9 g7 O
* b7 `$ @; X3 W2 B[EFFECT] 效果
6 \0 b" S s( w3 o. u+ IUseOriginalPostProcessing=false 原版画面处理 K) w1 [; \# R/ t+ ^+ w0 Y7 Q
UseOriginalObjectsProcessing=false 3 W8 }( d5 t B1 a# s% y) K
EnableAmbientOcclusion=true 环境光遮蔽特效: i( @! r' S+ s: \! r
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
( m Z+ a0 S$ `( J: h% a) M// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
$ Q, w' v! {* F- _EnableBloom=true BLOOM特效开启5 l% C y1 W; |" ` O i# b$ X0 c2 ~
EnableAdaptation=true
4 V7 a0 t6 z2 A8 |+ ]4 w
2 o" v3 g. B- }" F W$ y1 P// 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)
$ O' A" f. l$ A4 e. J// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
: I9 N4 [3 z+ v$ T: u// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.5 C; {* f7 }% l/ D
EnableAmbientOcclusion=false
0 s4 \3 v, W3 U0 I N' e0 T0 h, Q6 u. a
// Do not use, not implimented yet
7 S( L0 N: u6 i0 kEnableDepthOfField=false
6 z0 |7 X0 S3 A+ r& j3 e2 m4 n) b, q% i
// This affects entire scene brightness and is what makes everything look 'good'9 y1 h3 t# I" o J" [4 Q( 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.( {7 f! E3 V9 `, ^, M2 x
// Quality: higher numbers = lower quality
. g/ T( y/ H& q8 Q# Q) e4 p) ][BLOOM] 静态特效$ g2 g" z9 i# t5 j
Quality=1 质量 [-1最高,0高,1中高,2低]
% d1 i0 g0 ~1 k1 m// Some areas in Markarth especially; really blow out to white
8 y) `- o% o V* K0 J2 f// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.: a6 y2 Q" f/ w4 q- O. k
AmountDay=1.5
4 p8 a, c! r2 p* d2 h2 v' `9 z; [// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
1 }( o+ E$ C7 qAmountNight=1.00 Z3 g) a( N" R. }% r4 s
- Y' Q9 g3 i: U# P, U+ F// 256, 512
+ A0 o3 }8 f3 m! F- p4 L// Makes dark areas bluer. Simulates the human eye. Higher is bluer.
0 p/ F8 A* S9 f2 sBlueShif**ountDay=1.0. O" Q/ U3 ]8 E$ J& L7 ]
BlueShif**ountNight=1.0. A% ~8 G% P7 c0 B; S
" v9 k% q2 H3 T$ b
// 5, 3, 1, 1
; G& o# k& T7 R# D5 O// 3, 2, 2, 1
: i) v% H d4 u# c2 v9 T: a// nn: 4, 4, 3, 3$ R1 I6 W7 X8 s: s! i
// Intensity is how bright and strong the bloom is, higher = brighter6 ~4 i( A! I7 y3 }! i
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more3 [! }- w8 U! ?" F' o9 J2 j4 K
[CAMERAFX]
6 m# C8 o+ L! q2 e; X2 }LenzReflectionIntensityDay=1.4
9 O3 l& h3 U v# M: K: B; `LenzReflectionIntensityNight=1.4
1 i6 x) i8 y* pLenzReflectionPowerDay=2.0& {, {" `! ?3 {0 a! L& W5 O
LenzReflectionPowerNight=2.0
4 d8 c" p2 g1 {) i// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,
# k% s4 s6 v/ O4 A7 S. J! p7 ?- Q// 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 r5 h6 {6 _! |8 X// even at 1 this will trigger in ice caves which are really bright
+ R, H: ?9 R, n2 w+ J, ?( l1 \' |9 h$ v' u2 d, Z
7 C0 r% n; d% l// Trees still flicker especially in distance when lower LOD
2 {- F$ \# {) ~7 y1 e3 U: o// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
" R6 ], }: M% }7 K7 u. F// 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
0 U& Y/ Y0 G4 B: l: M( a: M: [+ u. _// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them8 R7 ]2 f0 K2 n* k* x8 j: ~& q
// Shrinking Sampling range reduces/tightens this smudgyness. j7 Z1 A# e; B
// Also screen resolution has a big impact when combined with SSAO
; ^; w5 i: i) m: i' C ?6 b( S7 c// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example) Z/ m { o- H8 n6 ~
// 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/ }7 q- |2 `) P4 T6 i4 X
// And right now if you have SSAO on at all it will screw up water ** it look see thru( ~) z0 H- Y- L" r' J$ @
// If you alter 'UseIndirectLighting' you must restart game to see changes' f/ q: i6 u5 I1 d) j Z- t
// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
3 ^1 b& u& b% L: D, y/ g[SSAO_SSIL]
. E+ E9 j* H: [% K# t: S! n// 1, 0.4, 7, 7" |" I9 {& U% l( G# X- i5 P8 p! O
UseIndirectLighting=false
2 a' @- E0 |6 k) h7 s4 x// Quality: lower is better, can even go -1 if you are brave
" I$ G$ B, e& |/ K( TSamplingQuality=1
$ }9 f; N' G- H0 B% N) l// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both0 ], O& h# g! H+ W9 Q9 n! g
SamplingRange=0.6
& |+ w9 n2 H7 U, J6 Z9 MFadeFogRangeDay=7.00 W- b; k0 I7 t8 r
FadeFogRangeNight=7.0
$ `. ~. Y( \! x" Y) C" q$ r6 u* K' _. ^2 q
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit* h: Y2 W$ y; U+ ~
// 0.35, 0.35 - LOW - will flicker more on trees4 X; p# C' P6 \
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me& j6 N$ E% O# U# a5 c1 |7 w
// Not much point in going above 1.0
7 j6 l) B6 I5 z4 |: Q6 cSizeScale=0.4: s) L9 C7 Y! C6 W
SourceTexturesScale=0.4
v6 c+ D8 r2 F; S( ~" B1 u3 h& b6 V( S% e, ~1 w+ X0 l( z1 R T5 i
// 2, 0.8, 0.5, true
6 U2 B& s2 m( ?$ j8 r% n// FilterQ lower is better, tighter# T; }& \/ ]1 A; y& T: @5 o
FilterQuality=1
$ X# ~& F8 i' }# w, v0 h- _( U: _8 K
// The AO strength, high numbers = darker shadowy areas.& p8 B# J" ^* k
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh2 d8 E- y# e& A0 J' L) `
AOAmount=0.5
^3 }" q# x4 g: u4 Q: w' ^$ t) ~$ b; {7 Y/ h7 j1 B& k
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does) N8 S E2 ]. C5 F& t( L
// If you alter 'UseIndirectLighting' you must restart game to see changes3 B( {$ ~& O6 |5 K% s& q
// 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
1 l* ?$ G& Y# }; H' P" j# I9 D5 Q; n* RILAmount=0.52 B0 p, \, g8 U, n
/ v, O+ Y7 O d& }" _7 e
// Alters what time and places are c**idered to be day or night and the transition between them9 }- D3 E: M7 p" O
// 0.7, 0.15, 1.0
( ]7 U ?/ s% n0 [6 }[NIGHTDAY]4 M" x5 v5 _) ?4 j: A P( ^8 t* e
DetectorDefaultDay=true
, R7 A0 e7 K' Q4 L: CDetectorLevelDay=0.7
' b, l: i6 d2 g3 NDetectorLevelNight=0.35
, r; G2 k' s# sDetectorLevelCurve=1.0
( x7 H3 V/ W1 S) I7 N5 ?
" r0 C- ]5 V& Q# a0 k+ ?0 B// 0.2, 0.4, 0.1, 0.6
$ ~0 i& a6 Y4 ~2 q// Adaptation is entirely ignored with my enbeffect.fx file9 C$ X4 p1 _6 E" |8 G; N+ Y
// Adaptation also set with EAdaptationMin/Max in enbseries
$ @5 D7 ^% y) `! G[ADAPTATION]
( W3 ^0 J1 L' j6 C% v: ^, |ForceMinMaxValues=false
( F! Q2 F2 H1 Z* X( C0 M. Q7 G3 cAdaptati**ensitivity=0.2
0 {3 j( H2 ~3 D& IAdaptationTime=0.4# [% U$ z' B+ V; l
AdaptationMin=0.1$ ?& n0 o# m# Z
AdaptationMax=0.6" u5 y" k3 G1 [1 j
. \' X" E6 v* B7 \+ P
// 1.2, 0.8, 1, 1, 0, 0
- f7 G z- F' ?& r3 ?[ENVIRONMENT]
+ r$ a& [" S3 x// Sunlight during day cast onto scene
m) s) C- a9 N, E4 i; KDirectLightingIntensityDay=1.0, X" {" y8 l( {3 L& D7 U3 y4 ?
// 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" q n6 z. r6 J& R: `2 ~
DirectLightingIntensityNight=1.0
# r1 t, U" T* h3 d; G. ~% O
+ c7 b6 Y7 q( N& ADirectLightingCurveDay=1.0
, i8 q) I- T) M5 M! pDirectLightingCurveNight=1.0
' ]) x9 P( G/ i% d; xDirectLightingDesaturationDay=0.0 e9 q6 X e( ~4 ^
: s% m0 @7 u+ `// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all" L. j5 [5 j% t8 }* u5 ^$ C
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx. x4 o& g: E3 b6 m) |
// More desaturation at night is done in the enbeffect.fx
2 N( l4 Q5 s# `# n8 w; YDirectLightingDesaturationNight=0.00 }1 `" U: K3 |& ^8 e: G. `
+ J6 d7 f0 \8 c% j- n* w+ f
// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
; t9 {) M. G1 E5 eSpecularAmountMultiplierDay=1.6. S& B. G# S4 f, f
SpecularAmountMultiplierNight=1.4$ k% a, N0 l1 Q, }! _- I+ p
SpecularPowerMultiplierDay=1.2
1 ^. `+ K% E1 k; ~" Y `( tSpecularPowerMultiplierNight=1.24 O4 F, ?+ n8 d& W' `, q
. A8 y* |0 F. l% C* i8 k
// Leave at 0
" o/ n% ~. N" @: nSpecularFromLightDay=0.02 _& l6 Y9 P4 b( [8 j9 j: U
SpecularFromLightNight=0.05 `( V9 B t# S0 ^
2 i, J( }0 `% f5 B//1.3, 1.8, 1.0, 1, 0, 0.8
0 a: Z3 ?/ I' B- _1 V2 u// 1.0, 1.3, 0.2, 1, 0, 0.5
( g" u; Q/ } H6 S" ~( E4 kAmbientLightingIntensityDay=1.1
1 Q8 S# z. b" J( fAmbientLightingIntensityNight=1.0
* [$ h& f' E, _AmbientLightingCurveDay=0.36 [9 [% }, a* f8 H0 k; ?3 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!
; x! A) x7 L1 f' {+ Z// If you increase curve past 1 you get little superbright specs of light, dots flickering+ I# Y4 d4 n' s$ j, \
AmbientLightingCurveNight=0.8
, R+ _0 Q+ P5 k1 ]# NAmbientLightingDesaturationDay=0.0
8 S5 E$ e/ O8 M$ W5 m// More desaturation at night is done in the enbeffect.fx" n+ N9 m3 h& V: |
AmbientLightingDesaturationNight=0.0; w' n, W6 f, o) w
( y6 o4 B+ e8 W// some caves lights are treated as Day, so they may always be bright >_<
& P3 r' d: w/ W1 z: F8 dPointLightingIntensityDay=0.6
2 B3 y6 @! x' I2 I: c5 P, ^1 kPointLightingIntensityNight=0.6
( m* C0 v! y" X; w* CPointLightingCurveDay=1.5- m1 j5 q" n2 p# {, y* O w6 _ B4 s7 X! ~
PointLightingCurveNight=1.5
/ r3 h# q; I8 u6 A6 e7 M6 |" }PointLightingDesaturationDay=0.0
0 r+ a r: E/ CPointLightingDesaturationNight=0.0& I% D; }: g) l& `4 A
' ?2 M( u. I) e5 z
// ** 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) ?! x0 ~3 W2 Y6 C
// 0.8, 1.2, 1.2, 1.0
* m0 R4 t: X4 `: xFogColorMultiplierDay=0.9
n, @" g! T. a1 c/ w! [FogColorMultiplierNight=0.82 Y5 V! e8 R/ G. ]: H8 f9 H
FogColorCurveDay=1.0( F# k# l5 h, V- E
FogColorCurveNight=1.1
9 s' O, @5 U4 z: v* J6 M/ R
. R0 s, ]& ^4 n$ b//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
2 a% K/ E- O' |1 TColorPowDay=1.0
3 ~' T4 q) R+ s3 W' K6 G. B" e# @/ }
// Decreases Contrast at night be setting colorpow to 0, cannot go below 06 \- {7 T/ I/ j) c/ }7 f2 Z. C$ P
ColorPowNight=0.0
/ R% j0 S; c, N; h% y3 Q
+ m. c6 X" [* v9 t// 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
: S) E6 r& @7 O3 \ E[SKY]( r2 N2 ~3 Q* \7 W; H
Enable=true
9 t! p8 P5 e; K7 O, P) @! H- ^// 1.5 :: 1.0. x: M9 G; H4 \0 `, R- d/ W) g
StarsIntensity=1.5
) J! |0 B/ X, U4 E, fStarsCurve=0.9& s8 J3 o% F \+ V |1 J" X# R! h3 D
; ~' q/ w% K1 C. @( s7 v: O) w
// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example
8 K1 V4 b! O6 x+ f4 b1 A// 1.0 :: 0.82 A! Y8 a% i8 E
AuroraBorealisIntensity=1.5
2 j5 V& i0 h' |/ Z6 Z) y2 CAuroraBorealisCurve=1.4) {" W" @+ r! B- O1 j; b" j
* ]: K4 L, Y2 B9 I: R( T7 j
// 1.1, 1.3, 1.25, 1.25, 0, 0/ v" G1 R4 |+ _; w" ?
CloudsIntensityDay=1.2) y# g+ \ a& S `6 n
CloudsIntensityNight=1.1
' l% ?2 G6 P# F8 X. R$ `% i, S$ ^9 {
CloudsCurveDay=1.4
/ N0 ^$ F4 P9 o4 ^# S# ]6 FCloudsCurveNight=1.4, B; b! C Y0 H1 Z1 x
CloudsDesaturationDay=0.0& w+ d* m8 k9 ?* M4 a$ f' B' S
CloudsDesaturationNight=0.06 c) ~ N1 N! K5 S, {! @
, K+ n/ y! ?# q// 1.6, 0.15, 1.1( ~' \& O1 t/ [' c( z
//1.2) v2 [ i9 U% y& ]2 Z' a1 }
// v11.2: 1.5, 0.4
8 G( ^3 \1 f. z! p- X. ^( d5 c. J; x! P) XGradientIntensity=1.75 f/ f9 p& b* 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 saturated3 U" W. o0 s' W* v
GradientDesaturation=0.3
- g4 v& S7 V4 p
! k7 F. M# w$ b0 X// 3.2, 2.5, 1.0
" }7 f# R. p. W4 _1 g; [// 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
. O$ K9 P1 A& o' J# `7 RGradientTopIntensityDay=1.05 ^/ q9 i5 D) b5 K/ G% O
GradientTopIntensityNight=0.7: |1 h F+ s# {" N
GradientTopCurveDay=1.2! S, M* M2 l! F7 u4 u9 g; Z9 j- v& P
GradientTopCurveNight=0.8' \& [, j C' i: N( c) N& E! D
& F) ]6 V* n/ ^: J2 q" F3 [& f8 R4 P% Y- h6 t// 1, 1, 1, 1* ~3 b- ^0 Y, G% w+ V3 I8 S
// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3- e: h* X; _. |% O; a
GradientMiddleIntensityDay=1.0
$ V1 N7 W) T. _2 \% g) G0 u+ t5 ^GradientMiddleIntensityNight=0.6( \* e: D: v) @
// Setting curve above 1 results in awfulness at some times of day
9 |7 e3 E5 `4 m2 vGradientMiddleCurveDay=1.7& e, i7 P' v R% S9 F) u2 `9 f
GradientMiddleCurveNight=0.9
1 O6 ?! c# Q2 B3 @) B5 B1 M9 P! k7 c7 O$ I' o
// 1.8, 1, 1, 1
% r+ e; T. G: ?// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3. V, P. I$ r% e1 Y
GradientHorizonIntensityDay=1.2" D4 D8 v* j* t
GradientHorizonIntensityNight=0.6
. P/ I8 Y( S2 W" @% f5 l& }GradientHorizonCurveDay=1.7
6 _0 `# A4 C7 Z: r6 b: ], S+ y) \) O/ kGradientHorizonCurveNight=1.1
4 U; @9 A; n6 y N& Q
* Z" i! u1 m# C9 X* B/ ?0 U// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
4 ~5 v" C9 f( s, f) k" r// Oh I have a sun lens flare mod, maybe that doesnt help
+ c* H8 I1 @+ B( o2 |SunIntensity=0.6
7 v4 q1 I& \1 _5 P3 Q# j8 @SunDesaturation=0.0
8 V1 c& G( A# z
% z9 z6 G8 p0 `; p// Setting this higher results in pixely noise and visble border of sunflare3 z8 z8 v* t# z" O- u
// Oh I have a sun lens flare mod, maybe that doesnt help
5 { z- j: {3 {, Z# l// Cannot get sun to bright enough in center9 [2 A0 I. M3 r3 I8 J5 s
SunCoronaIntensity=3.0
5 S3 F2 m. G0 f- N. ~1 L+ H& @SunCoronaCurve=1.03 |6 C" t5 S, k. m" c
SunCoronaDesaturation=0.02 w% l: Y. B- j" Y# j0 ?% I8 F
. d( V! B. k9 N" n// 1.0 :: 0.8
! ?6 L% {) c0 E# z6 P. v) ^MoonIntensity=1.8) m) V/ x/ s1 g: C" y
MoonCurve=1.4* J! U5 [/ p# P( ]- ]; l
MoonDesaturation=0.0
# X2 }& T4 z/ ^, Z
, C* V' O! L4 Q/ J// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
6 q1 U$ k; i: _" j- r3 y; a// 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)3 x2 l5 |* s, T7 o2 K+ D$ `
// 0.4, 0.3, 1, 10 `; A' D, J2 f& r1 G
// 0.9, 0.9, 0.4, 0.4+ n5 M9 z# { m# Z3 U- G# [8 i* s# l
[OBJECT]7 z% C. y6 N& a7 U, z0 G
SubSu**ceScatteringMultiplierDay=0.9
' u& f7 p- j! @3 QSubSu**ceScatteringMultiplierNight=0.9" v' f2 W( l; f' t
5 V% e3 @* F4 d; `0 c2 T
// Setting this higher makes people go redder, lower = whiter and brighter
, P+ ^% t2 ^: l+ l8 \- o/ B) wSubSu**ceScatteringPowerDay=0.6; Z* _- L8 m/ J/ {$ ^/ A
SubSu**ceScatteringPowerNight=0.6
6 _, ?: p0 Y0 Q2 I* Z( o. Q
& x$ a5 q1 t+ u; U2 \9 z7 w" f[LIGHTSPRITE]
, @) _5 g* E, ^" r1 C9 ^" HIntensityDay=0.8
. R( B# ?+ ~- XIntensityNight=0.8
2 ~0 b2 M; t3 XCurveDay=1.2
" }4 _+ P- z9 D) OCurveNight=1.2
0 `0 Y% x4 U+ E, j9 N* a# U
% [4 g- e( @- E& d# {[WINDOWLIGHT]
6 G! v# c/ R) t$ u2 t* ?" wIntensity=2.65 g, _2 x; g& I$ H9 G; d) _4 Y
Curve=1.2, a! T& P: J: y0 b9 s* M+ Z# g3 Y
: a+ z/ v3 h9 V @// Clouds on mountain tops and I think fog sprites in dunge**: ]7 R2 d& D8 h' C0 C* t
[VOLUMETRICFOG]! g% W9 y8 T' k! d9 F
IntensityDay=1.03 m/ D. H' y O. B6 \
IntensityNight=0.8: W: c" X1 S; ~' J" U
CurveDay=0.98 i' E$ r) i, y3 `; c
CurveNight=1.0( g+ F1 R, q: v; n" r# E- D- E
8 P+ r5 m" _8 M4 a T9 t! T
// Increasing this still affects water foam amongst other things2 k* H2 i1 i' U: p" I
// Affects draugr spirity/blue glowly bodies also, which is cool ;-) R2 y5 Q+ v2 e. `2 K* @0 S8 W
[FIRE]. S& J* e1 E3 _( i t9 |, o! f; v
IntensityDay=1.4
4 e6 b, h8 ^5 L* I5 Z5 _' z2 hIntensityNight=1.83 \1 U1 J0 @% J9 } j
CurveDay=1.2
+ D* V. b1 d& \/ h* jCurveNight=1.2; f4 E. O# l" ^# r
; [% z, H8 o' p J7 T
// enables use of enbpallette.bmp if present6 J. I* _( l/ u
[COLORCORRECTION]. j. \/ J* `. o! [8 M
UsePaletteTexture=true" N# W( ~: L% t$ l6 P
" w2 p" T2 \5 k3 N) j. y
// 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' `$ E: G% T3 [! F5 l" k5 d
[SHADOW]
, }+ c+ V( Y* nShadowObjectsFix=true
+ D) S0 R: {5 A0 R! y' N
3 ^: g8 q5 U, y% y+ T[DEPTHOFFIELD]5 y( Z" v+ }! U5 v& e0 q
FadeTime=0.1
7 s0 l- t& o3 d& Y" c6 B
) C5 ^, D, g: [) S; W. m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/ g( |. s b2 G4 p7 P3 ^1 w- Q
8 S3 ? Z: {' a& @7 z" `
3 M. b; _* Z+ g w4 H6 G; ^7 l5 O7 @$ D% x
1 ]# Z' j8 ?, p1 V, M
|
|