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发表于 2014-10-1 00:07:40
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显示全部楼层
我现在用的这个版本玩了快一个月了,前前后后自己修改了不少东西。SkyrimPrefs.ini ENB.INI文件也别全照着1楼的弄,需要根据自己具体配置修改选项。
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我来列下我修改过的
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! R& [& N) z- c$ _; x" s7 O先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
; ^" ~: q, C7 A- s. Y9 I[General], }3 J% _* u# q% h$ R
fBrightLightColorB=1.0000
4 m6 J: u& a5 ~* w0 Z, T, H0 }fBrightLightColorG=1.00008 `6 o6 D) }& h7 d. c! D$ M3 r
fBrightLightColorR=1.00008 ]8 A( V" X1 B# e, ?& w
iStoryManagerLoggingEvent=-1
/ L3 N e) l* U4 [: ]bEnableStoryManagerLogging=0
1 j* Z7 s$ c4 w/ R0 S[Imagespace]7 L1 @0 ]8 K: V0 h: W7 M$ ]# Q# d
bDoDepthOfField=1
! ?0 c: a3 x. Q6 giRadialBlurLevel=1
5 y/ } s, S' X; g. m: C' F- a( r[Display]
0 b) b) e4 B e. y3 XiBlurDeferredShadowMask=30 l$ w1 y, d1 N* _: G
fInteriorShadowDistance=3000.0000
$ y& a! ?: H0 x6 ?! r* OfShadowDistance=4000.00000 t/ o! T4 H' A& Y. R) \
iShadowMapResoluti**econdary=1024* B {) b& V; a, }" j+ g
iShadowMapResolutionPrimary=2048
5 J8 U2 f0 u7 hiShadowSplitCount=2, @% C. H' c: n/ V5 ~ u" {5 m8 a
iMaxAnisotropy=8 异相性过滤 低0-4 中8 高16
" V: Z; C- y5 P1 P6 d/ G/ SfLeafAnimDampenDistEnd=4600.00003 h+ V- s5 B/ B! Z
fLeafAnimDampenDistStart=3600.0000$ j( L$ ?+ c& C2 Q/ e8 @
fTreesMidLODSwitchDist=5000.0000
3 I6 L( Z# k, u r- IfGamma=1.0000- [/ T0 ]1 h k. P0 t& K( j# |4 v5 I
fDecalLOD2=1500.0000
$ R& H6 u* e- k( Z0 kfDecalLOD1=1000.0000
) R( b& R- V& n8 ~; L5 r9 cfSpecularLODStartFade=740.0000
7 t9 Z, ?. d& Z! n. f ^7 w8 G S" mfShadowLODStartFade=200.00009 V, j1 i' ]& X! i: b
fLightLODStartFade=1190.0000( K0 j; o$ z* L" s' A0 |% A2 {+ ]0 I
iTexMipMapMinimum=0
4 A$ N" L" [. H6 e5 Z6 S# m' kiTexMipMapSkip=0
5 D3 G) @& N, U5 x CiWaterMultiSamples=0& u; d1 t, c( J
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-43 r% z; ^* [' q
iShadowMode=3 ; |1 c: V9 r& J0 S$ g1 K
bTreesReceiveShadows=0
% n7 U+ T4 o. N+ U/ a) I. Q% k) abDrawLandShadows=0- Z( a+ Q! C2 R: O; u( r
bFull Screen=19 f# m1 R* J" d0 w& [; [. ]4 r
iSize H=768
3 P% r( n5 v0 \6 YiSize W=1360 游戏分辨率 m6 k4 I' u& P6 L: h
fMeshLODFadePercentDefault=1.2000
" l/ |1 [7 n+ `6 r, LfMeshLODFadeBoundDefault=256.0000 K) }& U9 v1 i6 A* H
fMeshLODLevel2FadeTreeDistance=2048.0000
& G; \0 u7 W. x3 G9 j7 ?6 v( bfMeshLODLevel1FadeTreeDistance=2844.0000
0 C, x+ X* k7 R7 V4 m; I+ WfMeshLODLevel2FadeDist=10000000.0000
) {4 K6 @6 x4 F# X7 L# JfMeshLODLevel1FadeDist=10000000.0000
2 B+ s$ }0 h. FiScreenShotIndex=15
* V( L( v: G: E' h0 O$ N1 jbShadowMaskZPrepass=0+ ~& o* l: p; g u/ o6 N% |1 T$ ~
bMainZPrepass=0
F: B3 M1 k' b/ K' t7 `& g; X4 siMaxSkinDecalsPerFrame=10, l* ~9 c- U6 X2 Q3 M% b
iMaxDecalsPerFrame=30' m9 |; B; n% p: ?
bFloatPointRenderTarget=0
V: P0 U" _" c) ^sD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改 6 J* G; T0 P B5 a$ u# e
bFXAAEnabled=1 快速抗锯齿 0 或者 1 机器不好的可以开这个,把全屏抗锯齿设为0
2 Y1 J1 V9 g; FiShadowMapResolution=2048
6 |' r: h$ y+ l% x" S8 \fShadowBiasScale=0.2500; V" S, o. j9 i, a
iShadowMaskQuarter=4* b0 w; i; n2 p$ w6 g
iAdapter=0
/ N# F+ T% v2 V2 O/ siPresentInterval=0. u; S3 ?5 p- ]' Q
iShadowFilter=3
; @4 B, z! y9 j% C: o8 a, AbTransparencyMultisampling=0
9 S* p3 T* t6 g8 k1 `% l2 EbDrawShadows=1
& O- z4 Y6 i& ~# a! ~bShadowsOnGrass=1
* N1 j/ q' A9 o% b6 y0 ~bDeferredShadows=1/ d9 K7 z6 f4 p! [: H% c. i0 G G
[Grass]
: N: }2 s' S% F& @$ J2 p1 Jb30GrassVS=1
: W3 ~5 U0 I0 WfGrassStartFadeDistance=3290.0000
( C$ X) L5 E4 z0 r3 }fGrassMaxStartFadeDistance=7000.0000
1 F9 g! M$ ~% EfGrassMinStartFadeDistance=0.0000/ r) i! q G7 a: p, Z
[MAIN]* C o7 @" g& Y2 ]
bGamepadEnable=0
2 Q8 D: J3 i+ s- `bCrosshairEnabled=1# P7 L+ a2 i1 C- c4 X
fHUDOpacity=1.0000# V% ? W W8 n4 F: c6 G
bSaveOnPause=1* @4 v7 i f9 B' {
bSaveOnTravel=1
! i8 l8 S& m9 ^+ A. JbSaveOnWait=1
* w6 _& ]# V! J9 s) \# ibSaveOnRest=1: L9 O) Q: p. A' s. T$ @0 A
fSkyCellRefFadeDistance=150000.0000
* l# i/ b' b% t& @7 H* Q' X[GamePlay]* _( o8 p! j+ K' D3 m+ s
bShowFloatingQuestMarkers=1
( M! ~- x) Z, O9 K8 i4 s$ x! `bShowQuestMarkers=1: \. K/ C3 i/ q* Z/ L" `0 \
iDifficulty=59 w' X' V/ `+ y; m5 y; \- [
[Inte**ce]: S7 @( v, |9 p: J8 G
bDialogueSubtitles=1( L. I* J, G9 k ~$ n0 x6 @9 N
bGeneralSubtitles=1
. S' ]; @6 j, @8 Z0 G3 e- s- ifMouseCursorSpeed=1.00004 i0 s4 ~3 I+ e+ P0 J1 A
bShowCompass=1: p# g+ j+ F5 W; n* n- @9 s; \% w
[Controls]9 m+ i9 P# E# d% K, g
fGamepadHeadingSensitivity=1.0000
9 {( c+ d4 \+ U1 AfMouseHeadingSensitivity=0.0160
; A9 c9 ^! M9 V! Y$ T2 A) }% abAlwaysRunByDefault=1
' k) n1 J0 k* t. Y+ v/ T1 U/ `bInvertYValues=0
$ Z( Z Y$ k |9 W& V" jbGamePadRumble=1
8 d1 u: M! p7 L2 t5 wbMouseAcceleration=0* z' D8 I" |# e# {& u+ p6 @+ ~
bUseKinect=0, i3 {5 T4 k) H5 H/ o
[Particles]+ y( k) v; }( P
iMaxDesired=750
6 X8 {. P9 O2 x: q[SaveGame]( t- X, a1 z: X9 C# ?
fAutosaveEveryXMins=15.0000$ k6 }; }& r6 L; `' Q2 n' W
[AudioMenu]
8 E4 K i4 j, Z( B l. U& {fAudioMasterVolume=1.0000
+ c: A1 J& A2 DfVal7=1.0000
3 F1 K/ I+ t% E/ F8 cuID7=0
* t; @. I2 V, O, [3 E8 ]fVal6=1.0000
0 X; V# F7 l$ }uID6=02 L/ n) I" ^5 \
fVal5=1.0000
1 O* Z$ S. E5 V6 }/ YuID5=0
+ @1 R2 e( Z: [; z$ ^fVal4=1.0000
$ Z. V/ v1 C9 T& m3 Q kuID4=0+ r4 x0 o6 y1 \9 ]( b
fVal3=1.0000
# N- X# g, y( D; S3 cuID3=94881
# \& Y( j7 q! B+ B( u8 T$ j" p/ Z9 }5 ^fVal2=0.2000
9 ]$ D( v/ H* QuID2=4665326 t" ]5 j7 W3 m6 p& L- V
fVal1=0.95000 E# W7 d a$ ? D$ `& Q
uID1=5546855 U1 O! n3 w. S' m/ x8 d
fVal0=0.9000' Q+ z$ s9 q4 v0 x3 B! x% K6 p
uID0=1007612
: w, Y. t. [: i4 ~1 Q[Clouds]
$ R8 M& Y" n7 f+ c9 K" W7 dfCloudLevel2Distance=262144.0000
; Z. X. B; Y1 m# wfCloudLevel1Distance=32768.00003 o1 y& h, {. S3 u6 {
fCloudLevel0Distance=16384.0000
- R2 A; |" ^; ?+ I X1 JfCloudNea**deDistance=9000.00009 p, v; m, @7 P% O$ l/ l1 U. d* s3 y
[TerrainManager]5 k& U8 f, _7 X; c1 R! O
fTreeLoadDistance=40000.0000
7 b, M8 [% M5 N$ Y! H! h0 YfBlockMaximumDistance=150000.0000/ {( z: D! E; A% j( ?
fBlockLevel1Distance=40000.0000
1 k; Z$ p5 {4 n' S r2 A) NfBlockLevel0Distance=25000.0000
( J/ a" A7 ~4 |' cfSplitDistanceMult=1.1000
& k+ o$ n' A* nbShowLODInEditor=0) @2 w. }% L3 P
[NavMesh]
, h! G+ m/ e' @: T6 NfObstacleAlpha=0.5000, S4 J" J3 k/ e3 C) n
fCoverSideHighAlpha=0.8000. W7 w6 R9 Z- _- F' Q
fCoverSideLowAlpha=0.65000 ?" }7 F8 h$ q6 F+ H
fEdgeFullAlpha=1.00009 t s% X+ m) v2 ^; N& o
fEdgeHighAlpha=0.75005 [* g# m" Q) F; f: Z* `
fEdgeLowAlpha=0.5000" V( R5 Q+ v2 q# I
f**FullAlpha=0.7000
2 j* g1 N& k* {f**HighAlpha=0.3500) ]( E) I2 l0 V% f5 V
f**LowAlpha=0.2000, ~' ~# o2 N1 ]
fLedgeBoxHalfHeight=25.0000; Q# g* f! Q& Z$ ^
fEdgeDistFromVert=10.0000
7 z2 K0 b% {# d+ U0 ofEdgeThickness=10.0000
& F/ M5 W0 d$ w% U/ ?4 [fPointSize=2.5000: F# [% N' ] W8 f
[Trees]
7 C) \. e( z; F" G/ d* t4 g$ _bRenderSkinnedTrees=1
. F* m2 w" x# p# T& J3 |uiMaxSkinnedTreesToRender=20' a, ]0 n8 A: ]3 U- B# D
[Decals]1 E- B' E8 V |5 H
uMaxDecals=250' W1 c) Q, ]. Z4 f4 l. d0 a5 w$ o
bDecals=1
" M; n0 H9 k1 ~) lbSkinnedDecals=16 `% A7 _2 i8 L+ F! m: R
uMaxSkinDecals=501 l7 w$ v* H8 Z4 M) o8 {
uMaxSkinDecalsPerActor=40
4 H) Q0 C7 h1 X5 w4 s- O# g[LOD] q# K. p, U" @3 q0 [
fLODFadeOutMultObjects=4.9998; s# c% f. i0 w. T, g5 n
fLODFadeOutMultItems=2.9600" ]) K, R' J! f! ?* D+ q
fLODFadeOutMultActors=5.9000+ O( V+ d, F) @" O4 [7 ~: c k
fLODFadeOutMultSkyCell=1.0000
$ o W7 N6 ?7 X7 n6 L8 _[Launcher]5 i$ Q S/ A# M7 c
bEnableFileSelection=13 l& L) O' y ^! d/ w- Q4 j
bShowAllResoluti**=0
2 ^" F6 X0 C1 t0 Y( v; n4 s7 FuLastAspectRatio=1
: ?, y* o G4 P2 k* E[BlurShaderHDR]( V8 r7 g1 ^6 U' W% \
bDoHighDynamicRange=1% |% X6 z3 O5 E! V7 K3 }: I
[BlurShader]+ ?% z- \' \) S
bUseBlurShader=0
2 W* G5 Y: r, J+ E8 y0 v[Water]
+ L6 b* K0 O. J& FiWaterReflectHeight=512
0 Y9 B2 k1 ^ @1 ?1 {iWaterReflectWidth=512
* e4 @" T" v, O; d/ tbUseWaterDisplacements=1( \4 ]2 P1 \4 u3 A$ G5 N6 z1 H
bUseWaterRefracti**=1
$ k" h& f" l- U9 f2 f1 _: TbUseWaterReflecti**=1
# r/ ?* u1 o! N+ g/ k" G% QbUseWaterDepth=1
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下面就是ENBSERIES.INI部分修改了 (游戏主目录下)4 P; l& l. O& D) T! }0 v# i
$ w. J3 y7 S3 |4 U7 i
/ ?4 d$ ^) n/ \$ J4 L6 e// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
. Q1 J& z) Z& F/ D9 Q/ q# P! J% {& l) C3 M* b+ f! d; u
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3. X4 \2 q4 W7 v; J8 t
// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142* i# P) v1 ~) m) }1 F8 H
// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971) h% _& `7 e/ |$ C' w8 H" A' O0 O
& v# F V% F/ |( z# h4 C
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
0 ~. G; m$ j; Y' {// Please respect and support the the ENB original author,thanks HD6
7 p/ {% h- h# K, z- e
# @' [2 B1 w L7 b k0 O[PROXY] //代理
, L! y. h$ N6 t8 D5 Z+ N; sEnableProxyLibrary=false //同时启用外挂dll脚本: H) k' t! C0 X& n$ u: } L
InitProxyFuncti**=true //外挂脚本状态# Z! N* G# W1 F6 a
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称
2 R* o6 h. Y1 Y! {( c9 P$ q
1 | o& G# p3 C ~. F: _[GLOBAL] //整体7 B+ V+ N: V3 m+ a+ s
AdditionalConfig File=enbseries2.ini //外挂ini0 a( M7 D) L& B
UseEffect=true //ENB在游戏开启时启动/ r9 H" k/ P, h4 G! t5 V& `7 x
CyclicConfigReading=true //读取Cyclic设置文件 I: G/ |* ~5 p9 g
ForceNVidiaCard=false //NVidia加速
+ ^0 F; y5 P5 s* [# ?9 ^4 {ForceNVidiaCaps=false //NVidia加速& U2 ` ?/ q2 I2 @- A9 H
AdditionalConfigFile=enbseries2.ini$ R0 ` l2 M7 _1 ]
M! ~8 {4 E; A) _" |6 v n[FIX]; ~ b3 e g7 I5 w: Z n
ForceSingleCoreCPU=false
/ ~. ~* b4 ]+ G3 l8 ]9 d; `# l5 M9 C qIgnoreThreadManagement=false
! W$ y0 J+ ^! w }$ {IgnoreThreadPriority=false
* f" V& W" s d! h$ GAntiBSOD=true0 N1 U- ^: M& a3 [" u( X
+ j. ^' X7 r+ p( D4 g2 D6 w
[GAME]+ z5 D3 P* W {+ q/ H* U' k
SpeedHack=true
$ _2 Z. l- I, d5 B7 W) P' F5 pShadowQualityFix=false
J% \$ y6 g. G# JShadowObjectsFix=false
2 v s; H* n* ?$ C- }8 N. }8 V. m; h! J* w+ N4 e! g. c
[MULTIHEAD]7 W! u$ r1 z. \; l# E
ForceVideoAdapterIndex=false o! F$ L4 C' k# W4 \
VideoAdapterIndex=0
% j. @; k K) J) j+ e& m& l5 }! }4 ?; b; m, @0 M% f
[LIMITER]/ J9 D$ Z. R' o
WaitBusyRenderer=false. q, U/ r3 M: W) a: e5 W7 u
EnableFPSLimit=false8 j6 p# c5 M3 {+ z `. i+ {" ~
FPSLimit=30.0# p8 J& x- ` X+ q, n! H3 J, e
& ?& S% u% i8 r! i/ v[INPUT]# E T3 I9 N c y. w
//back
# g3 x/ y- o" Z" t( q& ]KeyReadConfig=8
/ ^& s6 C3 K2 I, ~# L9 P* J2 I
5 |; L3 r: e; S//shift
2 s q/ M' R H- r9 zKeyCombination=16
. R# m/ R6 H. T$ W( t4 n4 `" m/ ^; H. z$ h8 `% b/ |- T
//f12
2 M6 e' K* u: q9 OKeyUseEffect=123
7 |0 ?1 b" K" G6 h, t% _1 g# `: u) X# W r5 Y: C( C: u2 f! C
//home
+ d4 M! O* p5 }0 DKeyFPSLimit=36
) i* p M6 X# H6 @ ~- x; u P( E0 E0 Z9 o: S
//num *
, f2 ~& p9 D, g: m2 W1 |$ n3 OKeyShowFPS=1068 O/ i; C, B) p7 a# B/ p
! {) d$ q4 _) E% Z//insert: 45
g- P6 A2 U6 H* t6 u' Y9 i//print screen: 44
0 h ]4 _1 S& bKeyScreenshot=45, _. Y0 p8 G% ~0 l m% b
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// Above 8 may only make minor if any difference, but may not have fps hit?,# t5 f4 u7 I5 m/ w
// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
! g3 D. K) e# E6 n; K i// I hear forcing this on causes issues on some cards or something, not sure what to do really,8 Y6 V7 l1 A" Q, I
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
. m( g$ F0 E$ b7 ^/ o* l: }6 \! k/ q// Odd for me this really only affects the transparent edges of grass / trees, improving those.6 }( L& z, m8 h' V+ G0 b! K4 e U( G
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
1 ^7 J# s: _" n Y# U" K4 }// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
6 Z( }1 L+ i9 Y" G0 t2 e// In all other cases anisotropic filtering is almost free by fps.
. V" X+ t% t: V[ENGINE] 引擎8 X, [5 R) |% ~4 L
ForceAnisotropicFiltering=false 强制各相异性过滤
. x5 g6 b4 R5 T* w# \ P- AMaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]# x% K" ^6 J2 C+ L. X" [
SkipShaderOptimization=false 过滤优化
% F2 S! W+ [/ T: d1 M" }: z$ @" D' ~5 a& D( `
// better to set false in most cases (turn on if mod looks buggy for specific driver version)3 K0 Z4 x) P; B9 M+ J# U
SkipShaderOptimization=false: v4 D& X8 a& D+ j' n6 j1 U
( E2 ]! L' F P( ~5 E[INPUT] 按键
+ R1 z$ m9 @0 |$ p1 J7 R4 [" @2 g6 S3 jKeyUseEffect=123 特效的按键设定
) l$ U n( {) O% EKeyCombination=16 组合按键设定
% V+ ?# Y3 K6 u2 H" O$ I1 q e, ]: S6 v' K+ {
[EFFECT] 效果
2 R% p9 e8 a2 u0 R1 Y O+ e* jUseOriginalPostProcessing=false 原版画面处理) E0 n5 v ^7 S& f' t
UseOriginalObjectsProcessing=false
5 d @* v+ [- a$ U I/ AEnableAmbientOcclusion=true 环境光遮蔽特效" z3 y* v$ a! J- @( L5 e+ q' ~3 ^
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries8 L) ?- | Z) D( m0 N& }$ R
// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx0 g. D$ w! v% p+ M) r' X9 C
EnableBloom=true BLOOM特效开启3 ^8 r4 `+ X2 W$ Q
EnableAdaptation=true
9 m9 j0 y6 p, s7 v/ z' Z) K. y. a$ f! c- K' \2 z6 l4 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)
$ c, U8 a# M# o" ?2 D9 |* h) m// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
3 O6 i9 y7 i U4 K0 [4 M// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
9 p, R& u% C1 H# \# y% S" tEnableAmbientOcclusion=false
. z5 S* ^: J g8 ~# u
5 o0 |/ y4 T+ \6 W, x// Do not use, not implimented yet
+ E! Q4 L, |. d7 j4 aEnableDepthOfField=false
% t/ f* o( M. z% X7 P
# O. x7 i \& a. k D, W3 D4 K// This affects entire scene brightness and is what makes everything look 'good'- h1 ~4 \0 J0 E, C3 B4 V' L
// 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.; M C1 ^3 d* f
// Quality: higher numbers = lower quality
- d4 o* q& Q- C6 J1 O[BLOOM] 静态特效0 ]: l, D; n' M9 j4 ~$ h
Quality=1 质量 [-1最高,0高,1中高,2低]
2 p- |# N# E+ T6 ^8 N' u// Some areas in Markarth especially; really blow out to white
( J) H/ Z4 \2 S" U5 l8 n8 P// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
4 B- f3 W) P! ]AmountDay=1.52 [" Q- ?. w0 V* O5 W8 `; T" g
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate# D! t* q# r0 F. H) _
AmountNight=1.0; i* E8 I9 \; ]' W& V
6 f% D! S+ c( j: O3 D// 256, 512
' p' O. v( y* L" W// Makes dark areas bluer. Simulates the human eye. Higher is bluer.
2 ^) s3 ~6 v. j, p, W0 m) a) @: g% qBlueShif**ountDay=1.0
2 @0 T! h4 I- B' G& B. s& Q! O) s! G8 |BlueShif**ountNight=1.0- @2 f- t; O# o7 L9 M
) U4 l9 T/ N$ U, Z1 C2 z// 5, 3, 1, 12 N% J; T0 ]) }1 V+ e" ~. f
// 3, 2, 2, 1
1 v7 O0 I1 L" O6 [! r// nn: 4, 4, 3, 3
+ H& U7 l! D: F- D9 f// Intensity is how bright and strong the bloom is, higher = brighter! |3 D% Q1 U/ p% y
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more3 G3 k8 x$ c3 L, D D: C% L
[CAMERAFX]% y3 t; U. u: W d! g! X
LenzReflectionIntensityDay=1.41 W7 t6 m4 r0 x% G) ~2 P8 ~
LenzReflectionIntensityNight=1.41 F+ ~# O+ ?3 [0 W5 Y( J# ]
LenzReflectionPowerDay=2.06 T2 B( J, C6 v
LenzReflectionPowerNight=2.0
( N- u( J, x g L& H- _: O// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,+ x) h: D4 J% B
// 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
9 e ~$ V) {7 g& \, g* l. e// even at 1 this will trigger in ice caves which are really bright
, @' b; g) f$ R2 D
. e* Q G2 B" q9 s/ t" y9 w1 i, N2 C
4 Q- L- l! I1 F% ?/ L, [5 Z// Trees still flicker especially in distance when lower LOD- v' Q9 \* u( p! Y$ ^( D
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also, ~5 @- Q, F1 B; }
// 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+ M4 H- r1 b; d& l9 v; {
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them' v! J0 q* `) S# X6 L w ~
// Shrinking Sampling range reduces/tightens this smudgyness" i% @4 B$ k4 W# j, R
// Also screen resolution has a big impact when combined with SSAO4 M' W `3 _' @2 p, p: }
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example8 _9 ^2 S, L& q7 I7 V0 v
// 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% W" D! b2 N t& n
// And right now if you have SSAO on at all it will screw up water ** it look see thru
j8 _8 u; a( Q q// If you alter 'UseIndirectLighting' you must restart game to see changes2 K- p" X% P1 C. Q8 o7 I
// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
0 ?* I! Z. f9 o& T" [9 s7 x: u8 }[SSAO_SSIL]. n# L h4 b' o, S* H7 b4 p5 o
// 1, 0.4, 7, 7( U. Q" u# g1 C T2 I" h" k
UseIndirectLighting=false
/ k, n P [. w( `; u// Quality: lower is better, can even go -1 if you are brave
' r* h; o1 A: W* J, m% rSamplingQuality=1# v6 y* |3 c2 Z" X) o8 l
// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
3 W# L7 _. ~+ \0 lSamplingRange=0.6
6 z5 h" n4 g/ t7 \1 gFadeFogRangeDay=7.0
# u; F( T7 v+ G# p. f- YFadeFogRangeNight=7.0
1 f; S, M! w; e. O5 L7 M
7 w3 l w) n0 z- S5 _// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit8 r. t8 `: q6 j' t% [* t. K/ I
// 0.35, 0.35 - LOW - will flicker more on trees8 ^( h/ t f$ g
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
0 l- l: z( h( d// Not much point in going above 1.0
q: d, F8 @$ r- ` h. c& cSizeScale=0.4
) S, b2 c. g/ oSourceTexturesScale=0.4
" V( \0 H, B( F/ ]- T3 a& @# G0 m- \2 S" P2 ^; c
// 2, 0.8, 0.5, true
8 Z1 f+ _8 }( T- d// FilterQ lower is better, tighter
- P" \, M8 k5 i& {6 R, `% jFilterQuality=19 ^$ ]5 m% l5 D. ?- Y* H! ^- j
; m' M5 f3 l- a/ j. q# l
// The AO strength, high numbers = darker shadowy areas.) @0 g1 L( @# x
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh' m$ ^ ^0 {5 C# O( I/ H
AOAmount=0.5: }1 G1 s. a* B- O
6 m0 w, H! \& m9 D: ?// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does g' x0 O" D5 z) g
// If you alter 'UseIndirectLighting' you must restart game to see changes# p7 x# U) Q3 k& F+ P7 ~8 |% J! Y
// 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
# P! \8 S) Y# O% X& fILAmount=0.5
% O6 K% J/ l1 S% q# X1 \: v. B5 O/ L8 A. [7 B
// Alters what time and places are c**idered to be day or night and the transition between them! T6 ^+ y# w( j% p5 T5 K; e* Q
// 0.7, 0.15, 1.0. d) t9 d) ^5 u
[NIGHTDAY]
4 R+ A& B1 H: D5 l: GDetectorDefaultDay=true
: h0 E; C4 [. S8 _& R( a4 }DetectorLevelDay=0.7
K3 t3 e1 Q% U% C p2 BDetectorLevelNight=0.35
; ^9 J3 E- {2 I6 f, ~5 z8 r1 dDetectorLevelCurve=1.0
8 m9 Q d K) k; C% t) e' B
7 H6 G0 r3 Y3 T4 p; a// 0.2, 0.4, 0.1, 0.6+ o2 g% x5 E1 C- I9 Q" g
// Adaptation is entirely ignored with my enbeffect.fx file3 M/ `1 A- ~( j& ~9 |* o
// Adaptation also set with EAdaptationMin/Max in enbseries* `) q. D* J5 ^( h; y* w1 c0 W
[ADAPTATION]; C1 K4 y1 k, S% V: C
ForceMinMaxValues=false
. d# ~, |8 N8 sAdaptati**ensitivity=0.27 ^$ D! F9 Q3 i
AdaptationTime=0.4% C' z/ t% C) Z/ D, R, Y
AdaptationMin=0.1& I5 p+ ^1 H% n7 X9 N
AdaptationMax=0.6
/ V. {5 t, t) I: ~1 V
) p |- D; f, U& s% \$ Q// 1.2, 0.8, 1, 1, 0, 0
. i" K- _ g2 e0 h7 X' e) _[ENVIRONMENT]3 |1 q' q. e0 \7 F- ^
// Sunlight during day cast onto scene6 X, a9 l' f8 h; K) B2 Q) H L
DirectLightingIntensityDay=1.0! U# ]5 \3 \$ G) P( 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 boring4 v2 J4 z- ^, O/ \( S$ d
DirectLightingIntensityNight=1.0+ S8 t! _- ^8 _- Y4 E# v
3 d" M8 L: _; Z! m. ^9 h4 o
DirectLightingCurveDay=1.0
6 c+ y% G' W; @0 E" D8 xDirectLightingCurveNight=1.0- k$ f* ]2 b6 ^9 s) R) W; c5 C
DirectLightingDesaturationDay=0.0* B6 v3 p/ X3 _+ ~
2 h2 S, C, ~0 {8 A1 Z! O/ U$ n// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all, W: H) e* c) O% O* O
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
" U* c) k4 P {9 w) v; t+ }// More desaturation at night is done in the enbeffect.fx9 y4 [( B: D( d' `% [7 f E
DirectLightingDesaturationNight=0.0- Z4 {; n4 V% A# O
4 |6 n" z) U6 M0 A' j0 K// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
1 @9 Q$ ^% H$ d7 N9 jSpecularAmountMultiplierDay=1.68 i6 f5 O+ G; f$ k7 k' h$ b
SpecularAmountMultiplierNight=1.4; i# P, d( {( Z* W1 J* A& m X$ s
SpecularPowerMultiplierDay=1.2
$ k$ E) g1 r" R$ ~8 VSpecularPowerMultiplierNight=1.2
9 ~/ l* G. V B( s! ]& r( \$ b% r$ `/ J" a- j* ~* Z
// Leave at 01 C2 L/ V! O) _+ A
SpecularFromLightDay=0.09 x) o. t5 k% O. Z3 l7 y
SpecularFromLightNight=0.00 D3 L: E: n+ L
' k# J1 A" H4 J" I2 @
//1.3, 1.8, 1.0, 1, 0, 0.87 Q; Q7 X5 R% v8 h# e* d
// 1.0, 1.3, 0.2, 1, 0, 0.5( I; i I' \, A
AmbientLightingIntensityDay=1.1
3 t& u; Q$ g6 ^5 kAmbientLightingIntensityNight=1.0
: e5 E3 u- P, U: A- ?" Q6 zAmbientLightingCurveDay=0.3, r. |& P7 y6 S/ b, Q
// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!1 ^! J0 j5 q# g. I5 W; m' H
// If you increase curve past 1 you get little superbright specs of light, dots flickering
9 B7 i0 G& v$ q( @0 }7 n9 pAmbientLightingCurveNight=0.8
, ]8 Z# D& c+ n3 aAmbientLightingDesaturationDay=0.0" W0 j, ?" H9 A; `- l
// More desaturation at night is done in the enbeffect.fx
+ P+ V( R/ D, J1 {$ B; _AmbientLightingDesaturationNight=0.0' z; S4 l7 y$ l# I0 H* |9 V1 x
. j" N# p& |6 e& r1 p r" N: W// some caves lights are treated as Day, so they may always be bright >_<1 b' n6 o, F3 J9 L5 ]
PointLightingIntensityDay=0.6* z+ B- i+ w9 J, U# ?0 w
PointLightingIntensityNight=0.6/ b% W+ u. o- `: w0 ~# h. Y
PointLightingCurveDay=1.5- a6 y% b9 t b2 Y1 j/ Z
PointLightingCurveNight=1.5
2 |4 L3 S! j4 |0 P8 [; dPointLightingDesaturationDay=0.04 M, A+ R; c7 p5 Z4 C+ s4 a
PointLightingDesaturationNight=0.05 Z2 V8 y* Y* [0 z/ s/ p( v1 J
0 f$ [. v2 F' N$ z) d
// ** 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, o% j$ S0 D. ~+ c0 G8 B" E, ?
// 0.8, 1.2, 1.2, 1.0
" ]- i$ k3 T% ~. }- YFogColorMultiplierDay=0.9- Z9 h# @! C. N1 \; G
FogColorMultiplierNight=0.87 C V. K" C- o1 ^+ \
FogColorCurveDay=1.0/ {1 @3 n K: F, R: s
FogColorCurveNight=1.1
) Z" c+ A7 F$ N! d: N5 i: c) d
; K9 J9 z3 [: B//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
( N9 g$ k5 ~+ RColorPowDay=1.0
2 y% A7 W$ q) D& p: U) [) X* h! T: E5 J% Y; g9 `$ Z
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0
$ Q. C0 y" g, Y4 V ^7 aColorPowNight=0.0
5 d: E* b' s' C' V G: k5 Q- e, ^; i2 C1 }1 C1 M
// 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 too4 A# y0 M& a, P
[SKY]. N/ O" _2 U# e8 Y: P- f U
Enable=true
& |- q' L1 B, H) e5 x// 1.5 :: 1.0
8 q8 y3 ]" X) P* z- O3 ^StarsIntensity=1.5
6 a/ Z6 Q5 Q% N# @+ E" BStarsCurve=0.97 P% ~: A |8 h5 S# ?
" b: E) ~) s* n f w) h5 i0 q0 y// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example' y% b( C9 H) @4 A, q- m* P+ [
// 1.0 :: 0.8$ V1 n. }$ P, C1 P- ?* ^5 C+ c
AuroraBorealisIntensity=1.56 f2 \ h/ W. M& L
AuroraBorealisCurve=1.4
! y5 Y" }7 b y& @) A
/ D9 t( p+ M5 ^2 Y// 1.1, 1.3, 1.25, 1.25, 0, 0
6 f* V$ }$ N! N1 ?$ l* t) @$ \+ TCloudsIntensityDay=1.2
9 A; {; m, f. b; I" z3 F& @CloudsIntensityNight=1.1
( K# m; ^: E/ u$ R% p$ J/ p# h
6 c" }3 u3 L' q( }5 rCloudsCurveDay=1.4
6 ~8 S/ O. K- B( T# Q: P0 W% ACloudsCurveNight=1.43 u3 a/ b7 y9 J
CloudsDesaturationDay=0.0# S% b2 P$ X. \, c$ |; j
CloudsDesaturationNight=0.0
' l0 H9 W; y' u1 H8 W: M" k6 W" a1 V( q8 G$ F. }
// 1.6, 0.15, 1.1* Y2 G/ S- n/ l( I" ?
//1.2
, C L7 f' @( ^# g. q8 u// v11.2: 1.5, 0.4
( d7 z! A2 m. q( I. V& XGradientIntensity=1.72 J. c" K/ e A6 T: E9 R
// 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. d+ o; V6 g V, K3 S6 J
GradientDesaturation=0.33 S' v$ A& t0 ~7 ^2 }$ k' q, L
5 t: V6 u+ ~/ S: ?$ j6 G( g
// 3.2, 2.5, 1.0' a7 h8 @* {% r: [$ b
// 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
; J' U9 g# v+ ~- f5 GGradientTopIntensityDay=1.0
8 J& @4 P4 C6 B% l8 W0 c; NGradientTopIntensityNight=0.7
* B+ v6 A% ?7 d- ZGradientTopCurveDay=1.2
6 ~% z$ V) `: X2 q/ S* {GradientTopCurveNight=0.8
4 `* I: @0 m+ L. k$ V3 ]' W; M$ B1 ~9 c3 A& g o
// 1, 1, 1, 1) Y+ @, j( C0 \: n
// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3
* x( Y" J! [) K4 A8 gGradientMiddleIntensityDay=1.00 ^$ Y6 E% k" L5 z
GradientMiddleIntensityNight=0.6 a' y3 q* [1 }0 l
// Setting curve above 1 results in awfulness at some times of day
9 X! K: Q! q! p4 ~+ QGradientMiddleCurveDay=1.7
8 D: {$ M2 c" v( c7 R* [! pGradientMiddleCurveNight=0.9, @, T" s( [0 P; l* c: G1 V
$ M* {1 o( e, G; r5 U* J6 e4 i
// 1.8, 1, 1, 17 N* E6 c% F R1 u/ ]) A9 d0 ]) o
// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.34 p: ]) m6 m% v! y5 B' I& ?) l
GradientHorizonIntensityDay=1.2; ^4 o+ N0 M4 z+ F5 l4 [4 K6 L g
GradientHorizonIntensityNight=0.6, `( g2 e% e$ Y% ~' D' V) c
GradientHorizonCurveDay=1.7
; A* B4 w- V3 P/ o. }) i( nGradientHorizonCurveNight=1.1
1 P) g* W% G4 D, e+ G6 b8 N2 {/ V2 }& j" c& Q1 a0 p5 N: A6 c
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
4 H y+ e8 \6 ~7 g# v0 u2 P1 Y' w: }// Oh I have a sun lens flare mod, maybe that doesnt help
+ b8 |5 _7 J, J0 Y+ e N7 ^8 FSunIntensity=0.6
, z% o/ ^6 y* zSunDesaturation=0.0; [) _( N' f4 c2 \
0 m% I* P, l' Q5 R$ ?2 R ?
// Setting this higher results in pixely noise and visble border of sunflare. F0 |6 k- a- y' W) g# x5 b p ~
// Oh I have a sun lens flare mod, maybe that doesnt help+ S9 m7 |' o3 ]/ Z6 O2 H Q
// Cannot get sun to bright enough in center. Q! T( _' b5 i, t, g
SunCoronaIntensity=3.0
- |7 n+ k8 l$ C/ u4 ]. bSunCoronaCurve=1.0; y4 A6 {4 B2 t4 W# V2 }3 M
SunCoronaDesaturation=0.0
& I( ]& o$ o+ ?4 T7 ~0 y0 s9 Y2 r" |) e. @+ U- S- d
// 1.0 :: 0.8
- C' r7 N7 T2 G- L3 G; \MoonIntensity=1.8' E# o( l9 A5 b8 ?
MoonCurve=1.4
3 f0 s p- a, H6 ZMoonDesaturation=0.02 P4 Q) @" a) U$ G
- g1 G7 v% y8 W5 M// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)5 Q3 G$ u3 u+ M/ ?' N: j- ]4 _# p
// 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)9 k9 ~0 d E7 @6 g' R( l8 h* Y
// 0.4, 0.3, 1, 1$ n- D' k; M+ t7 y8 }. e9 _& C8 {
// 0.9, 0.9, 0.4, 0.4
3 {. j! T( v- J3 B1 V' ~- M3 d2 O[OBJECT]5 d( _' G+ U- f" D
SubSu**ceScatteringMultiplierDay=0.9, c& R8 a( X5 Y1 H! x* x0 E
SubSu**ceScatteringMultiplierNight=0.9
( C' ?1 z' V# U8 n, p$ n) x
$ S4 c* R1 p. e$ G// Setting this higher makes people go redder, lower = whiter and brighter
) u9 Q9 x$ M. I$ x7 bSubSu**ceScatteringPowerDay=0.68 o8 O/ d0 ]! V- ?. R
SubSu**ceScatteringPowerNight=0.6
# `: B% W! ^0 A. _& t% M% Q# f0 ?" f8 C
[LIGHTSPRITE]) ^/ Z) K# c5 S0 `1 }/ e% i6 i
IntensityDay=0.8
- h: H) |( k& W8 l$ b9 c! c' i" bIntensityNight=0.8
" V% Y, \; q% Q* C3 |; V# CCurveDay=1.25 `" E2 Y& C1 x
CurveNight=1.2
Q3 N+ b U2 G3 t
5 A. B& H( C- _) r/ b) u& s, Z& W[WINDOWLIGHT] 4 ]) h' v5 I- u
Intensity=2.64 N) y" B% B5 w$ ^
Curve=1.2- d1 j/ k8 x. M9 l3 W- p
8 K- M1 I7 t0 c, d
// Clouds on mountain tops and I think fog sprites in dunge**- d9 E7 x1 w$ _( }0 a0 [
[VOLUMETRICFOG]
8 J) g3 r# R" E$ R* T! M& j2 _IntensityDay=1.0
. Z* U1 E" b/ f+ bIntensityNight=0.8
- d% M2 I( t9 o- E9 }( V5 hCurveDay=0.9
( J! _4 X7 O" c; @) oCurveNight=1.0
( y" b! Z, J8 E$ }, O" ^% B
) o% m4 |6 u) \! ~) s// Increasing this still affects water foam amongst other things3 T0 H: x' g+ p8 a' U
// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
* i4 Y) c$ @% Y$ d8 m8 c3 m/ M) l5 P[FIRE]' a, i: D |+ |9 m" x
IntensityDay=1.4
: T2 t# |% w& m1 MIntensityNight=1.8! V7 j& J9 Q4 g1 z- \
CurveDay=1.2
* w( {" y$ `. w+ z6 g' cCurveNight=1.2
' j/ b0 x Y) H/ c% K8 p0 M' P; \2 L
a2 T' R. v; T// enables use of enbpallette.bmp if present
3 u: U8 r, e, h t; i% B$ \[COLORCORRECTION]
9 q0 d7 F* p. F1 ?6 {5 tUsePaletteTexture=true* m( A2 z; J$ K9 T; F- K7 R
" j' a6 P( V) W* @' v8 Z
// 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# }7 B/ l. v: I
[SHADOW]
. a% v" t! w% }! q$ TShadowObjectsFix=true- W+ O- S* {. C: {6 _
' ~) C0 I$ }7 |6 t& \. A I[DEPTHOFFIELD]+ [* m+ g7 }9 F2 Y: ?8 m( M
FadeTime=0.15 h4 V; w7 b! n6 {( T5 r
" c0 ^$ X2 j# u" J9 x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( U) @; Y/ y* t1 X v% Q5 t% K: Y$ ]
& o" C4 K4 [0 Q; ]5 [% H, c
+ W! Y# M( m' w, n* s8 D
1 c2 |5 [" f- @" o$ Z* [( j$ t6 r, @3 f2 t2 O+ J
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