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[资源] 天际终极稳定整合版,我们的目标是—没有CTD!

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大湿 - 大湿

发表于 2014-8-14 13:51:43 | 显示全部楼层
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已经在原帖报告了
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又发现个新问题,按SHIFT走路,身子老往左歪。
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2 i% s5 i; }( X5 X                               
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大湿 - 大湿

发表于 2014-8-14 13:57:50 | 显示全部楼层
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。3 m% L  M' o* A8 J1 k
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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。
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Lv.3 - 老鸟

发表于 2014-8-16 15:28:32 | 显示全部楼层
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  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:41:17 | 显示全部楼层
点击网页中的 Recogised Plugins 标签,确认全部插件右边都有 Active 字样. Q' v8 L+ w6 L$ ]. A# m' J

9 B9 c- o# \9 Q7 L; w4 C6 C我打开网页只有2个选项是有绿色 Active 字样的怎么办啊 !!!!!!!!!!!!!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:56:36 | 显示全部楼层
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!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:57:05 | 显示全部楼层
谁TM来救救我啊!!天啊!!!!!!!!!!
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大湿 - 大湿

 楼主| 发表于 2014-8-16 16:47:08 | 显示全部楼层
ff2x 发表于 2014-8-16 15:57
0 `" s! b; K6 [谁TM来救救我啊!!天啊!!!!!!!!!!

8 ^4 x/ v' l1 cbbs.3dmgame.com/thread-4199486-1-1.html原帖地址。+ M; x) `) f6 Y/ X2 w4 i; p7 E
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头像被屏蔽
发表于 2014-8-21 12:06:54 | 显示全部楼层
提示: 作者被禁止或删除 内容自动屏蔽
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大湿 - 大湿

发表于 2014-8-22 07:52:28 | 显示全部楼层
ff2x 发表于 2014-8-16 15:57 4 {# K) l9 v4 @) G! w$ y" G# ]0 P
谁TM来救救我啊!!天啊!!!!!!!!!!
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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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' B% m+ z% a( d0 r2.下载NMM等MOD管理软件,用NMM激活所有esp erm选项。, H2 w- {5 c  J- Z8 `

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Lv.3 - 老鸟

发表于 2014-8-23 00:47:10 | 显示全部楼层
悠然的观星者 发表于 2014-8-9 19:57 5 P; M4 D- X9 f  j5 ?
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? ...

! p$ l4 o4 f2 c$ Q6 a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。
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大湿 - 大湿

发表于 2014-8-23 15:54:20 | 显示全部楼层
看看自己电脑的配置,只能无语啊
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老湿 - 老湿

发表于 2014-8-24 16:18:36 | 显示全部楼层
谢谢分享了LZ!
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大湿 - 大湿

发表于 2014-8-26 01:48:19 | 显示全部楼层
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。
1 u) c- C% u; A3 M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。+ v. |- ?" h; v
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。
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叫兽 - 叫兽

发表于 2014-9-29 23:24:27 | 显示全部楼层
进入游戏直接卡死,比跳出还惨,切不出关不掉只能重启
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大湿 - 大湿

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。2 v. W! j. ], y+ G$ s2 B; D

- D5 T7 R/ t9 p* \我来列下我修改过的 ! c( E2 ]9 {) N. }" `0 q
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先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
6 X& b7 O) |8 J6 R[General]
/ I3 C% R2 e! N( dfBrightLightColorB=1.00002 @  A0 ]0 Q3 E$ D4 R0 I; b; ^' b( C
fBrightLightColorG=1.0000
+ ^& _1 r, @: [0 E& nfBrightLightColorR=1.00005 Z3 _* Z7 w+ \1 |' W
iStoryManagerLoggingEvent=-1
0 x( {1 `+ @" f3 U! p& q: D3 MbEnableStoryManagerLogging=0
0 C' G0 B, }; M" Z3 _[Imagespace]9 I, L, R7 J$ W& _, j
bDoDepthOfField=1
) @* e! q8 q2 tiRadialBlurLevel=1/ Z- O0 W  r' u, ?
[Display]8 }4 J% d% R& C  `3 u) T
iBlurDeferredShadowMask=32 ?9 P; M5 u8 H& j# F) f4 D
fInteriorShadowDistance=3000.0000
0 `0 b7 u9 Q4 r. XfShadowDistance=4000.0000- i9 F: u5 [8 K& I6 ]% q+ x/ g2 w3 }. X
iShadowMapResoluti**econdary=1024) j. M3 P1 N7 C8 U6 N
iShadowMapResolutionPrimary=2048
4 m: ~4 l3 q/ h6 C8 YiShadowSplitCount=2
4 j! j6 R9 j$ |& ciMaxAnisotropy=8   异相性过滤 低0-4 中8 高16
8 I/ m" v9 {4 WfLeafAnimDampenDistEnd=4600.0000
: O, Z! r" J+ J% d% p/ yfLeafAnimDampenDistStart=3600.0000
6 H3 K: O5 @- p- h# SfTreesMidLODSwitchDist=5000.00000 ^$ F6 U& N, r% O
fGamma=1.00005 ^. J' P  v2 _! D
fDecalLOD2=1500.00000 F* A8 [% v1 I( W! w
fDecalLOD1=1000.0000
! A; w6 x- E3 @- G4 GfSpecularLODStartFade=740.0000
6 L: h) b/ k6 d% _  [, AfShadowLODStartFade=200.00000 X/ x- ], z( E
fLightLODStartFade=1190.0000
& ?9 B9 ^% `, v( U+ B8 g; m# GiTexMipMapMinimum=0! w9 j0 d) `% m1 z! Q' N
iTexMipMapSkip=0
" m6 D5 P- S5 l* |! e2 piWaterMultiSamples=0
: ~+ @4 c% R4 g  _. TiMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-46 u; R, r3 p. s  `; K
iShadowMode=3 & J( }! b! _3 i( Q: e* i: N
bTreesReceiveShadows=0
) l8 v/ p' y; q1 t& w# obDrawLandShadows=0
) t0 U; @; b" V! p& D5 L" sbFull Screen=10 D6 Q/ j& |4 T8 R& T* n- T
iSize H=768* r* P1 H: ?4 ^( F. Y' Q" p
iSize W=1360  游戏分辨率
! o% r$ X, n9 GfMeshLODFadePercentDefault=1.2000: }# \" X% p9 ~% \7 j, D% r( V
fMeshLODFadeBoundDefault=256.0000
8 z( |! A  e( s  M3 u, _- _fMeshLODLevel2FadeTreeDistance=2048.0000' h* Y4 a* ~1 I% h
fMeshLODLevel1FadeTreeDistance=2844.00002 E1 K3 r5 a+ C$ i
fMeshLODLevel2FadeDist=10000000.00005 a4 k8 b2 l& V( a9 J5 z8 d
fMeshLODLevel1FadeDist=10000000.00006 t& N2 X2 _+ R$ d; y
iScreenShotIndex=15
1 @) P' i1 }1 A' O5 \2 ObShadowMaskZPrepass=0
( q9 r- R/ y% F2 b1 l/ P) YbMainZPrepass=0
5 H& K0 B* u% P$ t; OiMaxSkinDecalsPerFrame=10
; y% x2 A5 h( u. d" N- W; \iMaxDecalsPerFrame=30
6 b' E6 j2 \7 ]" X& q* _bFloatPointRenderTarget=0& }, \5 I, b" U6 v# X
sD3DDevice="NVIDIA GeForce GT540M"  显卡型号 自己看着改
/ `  o+ `$ z! |. `* RbFXAAEnabled=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 : Y$ r0 [6 a& @- p- w) X
iShadowMapResolution=2048
( s" _, I* D- s- I* JfShadowBiasScale=0.2500
/ H1 W' _4 w6 o* g# A8 |iShadowMaskQuarter=4+ N$ U+ y3 d) Q. a* N
iAdapter=0
2 J& r+ h4 A$ d" S% uiPresentInterval=0
1 O5 y7 V) [' F5 s9 p- N2 diShadowFilter=3
# \: k1 I# D5 QbTransparencyMultisampling=08 }7 w. ^4 @) I$ }5 {
bDrawShadows=1. e7 h4 c6 u; C/ V
bShadowsOnGrass=1& I6 \- s# v- S5 p% Z0 v; F& a) Y5 B- T
bDeferredShadows=1
4 h  E5 ^' |" K8 ?" q4 ^[Grass]* X  b8 f$ {' ?
b30GrassVS=1, N, s- H2 Z  a8 _, @
fGrassStartFadeDistance=3290.0000
) W/ M7 c& {0 O% nfGrassMaxStartFadeDistance=7000.0000
- ?- W+ }; q6 wfGrassMinStartFadeDistance=0.0000
" r4 C" O7 p+ ?' N/ l! m! b[MAIN]) Q" K/ Q9 P1 C: i/ Z$ ?
bGamepadEnable=0$ h' W3 D: U# G' O
bCrosshairEnabled=1
0 _# C6 ]9 S! p4 V% \& s" BfHUDOpacity=1.00002 ]# u9 Q0 Q# K% H
bSaveOnPause=1
; Z3 d: o6 [+ GbSaveOnTravel=1
" X) r+ D) J! v/ ?! j0 g" u/ obSaveOnWait=1
6 P, G7 v" ^  n. g3 d- W3 R- nbSaveOnRest=1, Y# H: r$ T" a0 V3 o' |0 D7 Y
fSkyCellRefFadeDistance=150000.00000 ]6 u" R2 }# J/ C( N
[GamePlay]
1 B4 c! ?# [+ l& y6 abShowFloatingQuestMarkers=1: H0 U) e% }7 `* i, h8 T; c5 c
bShowQuestMarkers=16 }( ~- B/ {& E, V) ^( v7 |
iDifficulty=5- W$ s) e  q8 S
[Inte**ce]
) [, a* ^' ]+ P4 M& T* ibDialogueSubtitles=19 H7 H! z7 M6 L+ O
bGeneralSubtitles=1. e; D7 |5 Q: R! G' \
fMouseCursorSpeed=1.0000
) T5 F- j9 ~. \0 P# wbShowCompass=1" v3 r) |4 r. {2 m* r" u0 G4 m( j
[Controls]% V; _' \. a, i) y
fGamepadHeadingSensitivity=1.0000
+ D% j4 \+ O  x( |0 CfMouseHeadingSensitivity=0.0160
' r8 B, h* l, M+ j5 ^bAlwaysRunByDefault=1
1 G) W! t. \& O+ {( x/ ~7 A- M9 o4 PbInvertYValues=00 n+ w; S9 K; ?4 E& ]/ V' P! @
bGamePadRumble=1
1 o" p; O, V4 A3 j; J5 e  JbMouseAcceleration=0
1 l4 R9 \2 B3 A5 M+ H5 sbUseKinect=0
  f6 J3 o! m7 |# s+ B[Particles]
" \; q4 u+ k+ R8 m; k, [iMaxDesired=7509 n9 Q5 q9 r0 n. z: M% [
[SaveGame]
3 m7 i) K5 H* S8 zfAutosaveEveryXMins=15.0000
+ m/ Q9 e: W1 V, _0 `[AudioMenu]
" }" p) i. a+ i+ R+ q3 `) efAudioMasterVolume=1.0000
# a1 W0 Q/ O# i, q! afVal7=1.0000# f7 d7 a7 N9 L$ v- D
uID7=0
* h: r' [$ M' T# x: f/ m7 ]fVal6=1.0000: L9 J1 r& b6 S0 M+ s
uID6=0
+ \5 O% Q+ {: YfVal5=1.0000
6 C# {0 [4 U: u% M& T/ s& ^uID5=09 K. \1 k  S: B2 E
fVal4=1.0000* }# k# p. `- f* P2 I% A
uID4=0
: @$ g; D( D& ]& O- k+ VfVal3=1.0000
( G% F% g1 Z+ k5 U6 G0 p( OuID3=94881
: G) i/ _% {5 A9 I" }4 @fVal2=0.2000
: c- L$ Q% M2 I" Z% MuID2=466532- @0 F  G1 G( S
fVal1=0.9500! Q; y% l, N- u' V7 ]& p8 a
uID1=5546852 E- h; O, V, i& e: ?+ |0 B- x
fVal0=0.9000# ]: m) ^/ p7 f$ F4 y- q% m
uID0=1007612! [  \( v6 y0 p5 Q: E, `3 I# F
[Clouds]8 _+ ]" ?% f8 A4 p4 B+ _) J
fCloudLevel2Distance=262144.0000. J8 Q7 q3 L$ I/ r8 z* i
fCloudLevel1Distance=32768.0000
8 P3 K' u" f2 K0 `% r1 b# DfCloudLevel0Distance=16384.0000
( _1 a, Q. x( R3 f8 I- pfCloudNea**deDistance=9000.0000) y- U2 M4 B# B$ }2 U2 f
[TerrainManager]
# _) e# y1 m* g( K/ xfTreeLoadDistance=40000.0000
# Y" N+ L. \. M2 j1 }' IfBlockMaximumDistance=150000.0000
) l: Y, l* j% f$ O) i, S, z# }fBlockLevel1Distance=40000.0000- Z& L* _) P8 p
fBlockLevel0Distance=25000.0000
0 d  T: I/ `5 {( X" e: M& j, H+ ?fSplitDistanceMult=1.1000
4 P9 u, O1 ^" v+ h  I% YbShowLODInEditor=0& i2 v: l. i0 R0 E: p
[NavMesh]
) u/ p1 x6 z4 q  f5 [, ZfObstacleAlpha=0.5000: O& j) L$ a* e' u; j, z8 ?
fCoverSideHighAlpha=0.8000+ T/ W- d5 t8 N
fCoverSideLowAlpha=0.6500& b/ u6 j2 K/ g; q# D0 D4 D
fEdgeFullAlpha=1.0000
) ]' |0 m+ R- n3 g' _fEdgeHighAlpha=0.7500; C0 x! C( m8 v2 v  B3 G- G
fEdgeLowAlpha=0.5000
  a# @$ P- G, _" v; i7 tf**FullAlpha=0.70006 |0 H! ?1 g( y- m
f**HighAlpha=0.3500) z0 b: c* w! w4 [
f**LowAlpha=0.2000' E, U& g# H9 E8 a# e
fLedgeBoxHalfHeight=25.0000
! y1 R  C- M& a& }7 H' M/ pfEdgeDistFromVert=10.0000
7 o* {/ u& G8 O  k9 |fEdgeThickness=10.0000
9 T2 q6 S/ `, o: kfPointSize=2.5000  z# `) r# K4 r" j* ~1 k5 s
[Trees]
' k' d( G$ s. u6 m8 Y) H: LbRenderSkinnedTrees=1
+ K- f# R" o2 @, p0 ~1 m0 DuiMaxSkinnedTreesToRender=20
5 c3 S. c3 N: X7 e[Decals]
4 e/ {  C( n, s3 D7 l% b! AuMaxDecals=250/ N: b8 n- n3 s% ]
bDecals=1# @+ ^' @% o6 ^9 a4 e( P
bSkinnedDecals=1
* U  B3 W7 H8 @( r: E1 OuMaxSkinDecals=50
: K9 h0 V0 J/ x3 AuMaxSkinDecalsPerActor=40* [8 x' J! H5 B: g: b2 Y& \
[LOD]
6 v) Q! c' P2 f/ P2 G, S9 pfLODFadeOutMultObjects=4.9998# z# Q- x0 b% ]3 t  X
fLODFadeOutMultItems=2.9600
8 s- @% a: s+ I% @" KfLODFadeOutMultActors=5.9000
( r+ G2 K$ e- ~6 O: tfLODFadeOutMultSkyCell=1.0000
) w/ H! W7 r4 O% W' }[Launcher]
8 e8 X; n! X3 B" K/ Z% EbEnableFileSelection=1
: Q) z% _# V3 B7 `/ S+ fbShowAllResoluti**=0
$ B  X/ _2 E6 O5 D4 ZuLastAspectRatio=1
# H4 p! m) Y- a[BlurShaderHDR]1 ~- P2 o: H0 M, K& |
bDoHighDynamicRange=1# [! }7 z- t7 T; {8 `" Y
[BlurShader]
& @0 y/ y  x% V4 ]- M2 i' e) I& P, j+ ebUseBlurShader=0
. w% O# I& f! T, n" V0 v0 p# R+ A, q[Water]
( `" A0 B, D1 W9 L# Y* x7 hiWaterReflectHeight=512
/ y+ k9 ^% Q6 |* viWaterReflectWidth=512
3 ~$ j: [& |6 ?# fbUseWaterDisplacements=1" v/ D3 L  l# [( t
bUseWaterRefracti**=1* \2 c: B  C0 N: ^
bUseWaterReflecti**=1
' @7 V- i* \# D5 W* S; f$ R5 hbUseWaterDepth=1( v$ I+ L# a; a. f

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, j  l" V! G/ A: Z0 w" z下面就是ENBSERIES.INI部分修改了 (游戏主目录下)- W8 g4 w3 {+ y  x6 t7 @( n4 t

  ]1 S! N3 |0 d& L: O
! t. t% d3 p! C2 X4 r// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm' m( y; T0 e8 `
5 W5 S; T, K% `' @
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
/ i2 _) q5 X* H9 O; {// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
/ o* ^$ O8 R- f1 P1 w// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
/ _5 \" J# C3 e# |* R# y0 ^9 M; e7 U3 v
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
9 o! i# D9 I5 p) W  I; r. o3 R/ ~9 {// Please respect and support the the ENB original author,thanks HD6# B! |0 y) V+ l# v( E* q
- n( Q* o, {# i" }
[PROXY] //代理
8 m$ g, I7 b8 M* uEnableProxyLibrary=false //同时启用外挂dll脚本
! ?9 X8 `0 y8 P3 N  ^, Y; C4 ]( |" KInitProxyFuncti**=true //外挂脚本状态" q; \  E) _4 R- W4 Q9 M4 B- P' R' B$ f
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称
/ j: r, ]+ P- C$ U% Y8 S0 m" u% u- p0 H/ U7 w0 I0 L
[GLOBAL] //整体
$ V( Y% N8 R6 M/ t- qAdditionalConfig File=enbseries2.ini //外挂ini
5 R# w2 L& ~8 s8 _1 T7 RUseEffect=true //ENB在游戏开启时启动
, f8 y" `% w, E1 s5 MCyclicConfigReading=true //读取Cyclic设置文件
1 q" f0 {. k; l5 x+ J0 mForceNVidiaCard=false //NVidia加速7 B9 E& G5 U% l$ r3 {
ForceNVidiaCaps=false //NVidia加速
' e" c, Y. b/ J) G+ l% ^) A/ `AdditionalConfigFile=enbseries2.ini4 [- |* U1 l0 D$ Q0 d7 x3 @
4 R& W1 K' @. N$ Q* w; P
[FIX]
! o* x# i/ q* h: Q- C. b6 O7 c5 kForceSingleCoreCPU=false
2 P% Z. w3 d- mIgnoreThreadManagement=false
1 L; e/ V" P; ]5 K) B( D" O. qIgnoreThreadPriority=false( [# C1 Y. S" G
AntiBSOD=true* ^7 P/ x# _' Y  ]
/ g0 f4 Q5 O, M7 g
[GAME]
* j# ^$ g9 n8 a+ JSpeedHack=true
% H' G0 @& q  sShadowQualityFix=false6 a' K! D1 a3 Q! w" \1 U* B5 N- m
ShadowObjectsFix=false
$ L( P( k8 c" D% Z) m6 V8 y! r3 N" ]/ i* k& W: S  t4 b
[MULTIHEAD]( g* Z/ h9 G! z! x& k
ForceVideoAdapterIndex=false
) x% e: B* ?5 s6 M* TVideoAdapterIndex=0
  x9 X0 v7 K$ ^+ A1 W, H' t
3 Q! A# V! p9 K: K7 o) S  }6 f  g[LIMITER]; \+ g, M5 {! Q; R
WaitBusyRenderer=false
& ^9 g0 U$ q8 J2 X- K- T/ xEnableFPSLimit=false
0 J# l9 G/ L, b% s+ L6 m$ t9 vFPSLimit=30.0/ w" D2 v4 f5 S) W& s1 g( w
# a- {  Y( h3 p
[INPUT]8 j3 Y( C9 ?# I+ W& ]+ l8 V) V
//back+ S: g. C6 t  v4 y3 Z( w# Z2 \
KeyReadConfig=8
8 C: d4 r8 h! {$ Y+ D0 O) F( {& {( C! a4 T. G* n5 }9 ?3 O' G
//shift0 N' x  A, A; g% R7 ~8 g7 C. |! Z
KeyCombination=16% @% Y  L2 C& X+ O2 y) X" }6 I
/ x5 R1 `5 ~+ I6 X8 o
//f12
4 v. p1 W) m: A. ~/ zKeyUseEffect=123. s9 z$ D( f: E) s# X5 l

7 j& S. [2 W- H5 Q, k7 H//home% ?7 Q; P9 R8 k! v  N* Z, z( ?
KeyFPSLimit=36( N) V5 e2 E4 ]5 [7 ^+ z

) S/ ?, S; Y: c//num *
0 B: ]# q4 ^( m& k. p& pKeyShowFPS=106- g- I# U) q  ^# X
& V9 m8 |0 C+ y' d; X% p
//insert: 45
1 P( j5 O; m* Y+ s//print screen: 44
! d! q* W: C+ v- B0 |; ^: l( YKeyScreenshot=45" q( ?$ b  Y: ?2 P% T) b0 E

. k. O0 m% \  l: T+ x4 T// Above 8 may only make minor if any difference, but may not have fps hit?,
6 G3 j- K' w4 q5 v4 W! L3 X3 ~// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
3 d+ r6 L2 R7 ^  Y/ C8 b// I hear forcing this on causes issues on some cards or something, not sure what to do really,
4 ^. [3 O# k* \; M/ C' [/ n// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.$ r1 |& h% R( T
// Odd for me this really only affects the transparent edges of grass / trees, improving those.$ b8 @9 v; J) e+ M) w+ v/ @5 e
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers1 r8 W1 [0 B9 [. Q1 I& r5 |9 N+ h
// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.3 Q6 j# ]# c, H  H1 j* P6 b
// In all other cases anisotropic filtering is almost free by fps.* P  ^  R' ~8 B$ H$ A# E5 j
[ENGINE] 引擎
& \5 v- h, l+ c" p6 }* @ForceAnisotropicFiltering=false 强制各相异性过滤
5 y& |$ p! \4 Q3 DMaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]
  W9 C7 \; M1 [6 I/ Q( CSkipShaderOptimization=false 过滤优化
+ P1 e! R; a9 @8 t5 J$ q1 d9 Y/ d6 B
// better to set false in most cases (turn on if mod looks buggy for specific driver version)
# I8 v$ T( }* T1 B& QSkipShaderOptimization=false( j# }6 E. R9 R/ p2 Q

: S1 M: [) y2 t& I2 e  U[INPUT] 按键$ B' s8 r" |" x. T
KeyUseEffect=123 特效的按键设定
( x- ^9 @' f5 C. O1 E6 s: nKeyCombination=16 组合按键设定
7 ~1 E9 q# ^7 z/ T7 @) t: r1 w9 s5 {4 t% d' ]! \! z+ M
[EFFECT] 效果) @- c1 [4 E  R: {/ y
UseOriginalPostProcessing=false 原版画面处理) c) R1 r/ g2 _
UseOriginalObjectsProcessing=false : B$ u! O2 \0 I0 j: y* N
EnableAmbientOcclusion=true 环境光遮蔽特效* `0 j+ t7 s4 J+ i7 m: ]' B1 J- c9 t7 S
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
1 k7 `; _1 ?) J; q4 f// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
! e: z% L& D, }EnableBloom=true BLOOM特效开启; w6 H* r* x# ?) H
EnableAdaptation=true# `( R1 B3 h- B3 ]( ^

# b: E0 J- @1 X% U) y// 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)3 [6 Q' ~# z  h6 m- y2 R
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
* F" h! N: K! u. J2 I6 N' X( H0 w// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
; t/ o1 S# `: V" w: kEnableAmbientOcclusion=false, }4 [5 J% ^1 T' r, z% S4 D
+ f# N5 j, Z. _* B7 x# C
// Do not use, not implimented yet
1 F5 ?4 g) r7 rEnableDepthOfField=false/ z" o7 K) W: K# }
) x; J+ }- A! w8 u. p
// This affects entire scene brightness and is what makes everything look 'good'6 B4 w+ P' x$ ]3 }
// 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./ e0 Y" K; c' P8 f0 k: D
// Quality: higher numbers = lower quality
0 n0 g# H0 I0 U. G2 a- R[BLOOM] 静态特效, W, Q5 U6 X9 C) X$ A, }" Q7 H
Quality=1 质量 [-1最高,0高,1中高,2低]
/ z  |! k3 B0 X5 _+ T// Some areas in Markarth especially; really blow out to white3 @, K  S7 ~$ z; g
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.8 A, K7 ~  O2 d% h5 ]6 ~/ @! {7 t1 O
AmountDay=1.5! e0 {) }( q, c5 A$ v+ r! ?# c
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
* J$ U% }, r, j" T5 RAmountNight=1.06 C; ^2 K2 c, I% m- q- p' i/ k4 U
. R. _) S3 g0 ^" v$ }0 b" `
// 256, 512! ?9 U% P8 C+ ?* q$ i! W$ G! m( Z
// Makes dark areas bluer. Simulates the human eye. Higher is bluer.7 C: ~' O& a) s; W6 @% u$ B
BlueShif**ountDay=1.0
' s8 V$ A5 e( f# V. f) EBlueShif**ountNight=1.0( e8 {0 ]$ q, n7 J, v/ U

# o& ]; q3 z. d5 i0 t, E0 B7 j: @// 5, 3, 1, 1
. ]1 y6 {. t7 K( k// 3, 2, 2, 1
3 i. q: B! d$ ?+ Z7 H// nn: 4, 4, 3, 3
* y. A9 U* L2 Y) l' K9 P3 q5 ?, u// Intensity is how bright and strong the bloom is, higher = brighter
5 y3 Y5 p4 X) p) I0 S// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more
5 l0 h3 `+ z- `) N( ?[CAMERAFX]
! R5 a8 Q$ U9 \; DLenzReflectionIntensityDay=1.4
4 s3 {+ {$ T' S7 ELenzReflectionIntensityNight=1.4
! E$ d* _. {2 ]$ `( a2 ^# gLenzReflectionPowerDay=2.0# a0 h: q' D6 }. I8 j3 G
LenzReflectionPowerNight=2.0. p  ]) e& {* N- R: ^) K
// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,* V7 A0 t" K3 {0 q7 V2 p
// 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
* v+ W$ Q7 d9 O  k& J5 [// even at 1 this will trigger in ice caves which are really bright# @+ N6 w$ o: \6 }( k

  _9 n( l. n4 V0 c2 g& D# I+ h4 i# D# ?1 y' W1 z( V: o
// Trees still flicker especially in distance when lower LOD
% ?* V6 S  ]+ L( _// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
$ y. ?9 t" f! F8 t// 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
. r/ K; X, S1 I' N1 T// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them3 R/ _- b5 a& ^% j
// Shrinking Sampling range reduces/tightens this smudgyness
  x" d* V- s& F% G( a// Also screen resolution has a big impact when combined with SSAO* ]3 Q/ ^# A9 ^( x/ ^; S% n$ ^
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example. c  V  P# P6 S$ G4 ]; j5 e
// 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& b! x+ d% G" T0 [: ?" D
// And right now if you have SSAO on at all it will screw up water ** it look see thru
5 u( j+ U' k: `5 S// If you alter 'UseIndirectLighting' you must restart game to see changes
+ H- K' K" t' A6 a/ S* I8 Z8 Z, C// ENB Help Here:  http://enbdev.com/doc_skyrim_ssao_ssil_en.htm: j7 ?0 J' |& Z4 g1 C
[SSAO_SSIL]
/ i" j4 J/ A- l* m) x// 1, 0.4, 7, 7- j1 X% H2 U8 L5 r: b, g
UseIndirectLighting=false
. J8 A& x5 m' O! ^" d! O- g// Quality: lower is better, can even go -1 if you are brave
7 e  K5 k' C- |- N9 l0 S9 LSamplingQuality=1
4 y  F. [# s  \- n2 M2 T* |// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
& P" g% Q& r; N# ?  h" \SamplingRange=0.6
  |( n( i9 ?* p4 {6 xFadeFogRangeDay=7.05 w. h# X$ `5 n+ L  L
FadeFogRangeNight=7.09 h( z! ~. f+ S- v. c0 |# [7 H
& ?' j0 U$ }9 ~$ K
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit$ Q* H8 h' k5 q7 I1 p3 f
// 0.35, 0.35 - LOW - will flicker more on trees7 U, d0 `: o/ b( ?/ J4 y5 ~
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me1 u0 }( B( \4 m5 g3 m- t  d# ]
// Not much point in going above 1.0+ B; D7 h% H5 h# {1 `% t& z( O: C6 `
SizeScale=0.43 n; n- {, t; P+ i# U
SourceTexturesScale=0.4
% g+ q5 d! m" G4 u. b
% F# D! Y. Q5 q1 y- ^// 2, 0.8, 0.5, true: z: ~5 R$ U9 T% z6 f
// FilterQ lower is better, tighter
/ e% i$ o/ y/ iFilterQuality=1
! m0 S+ v1 u2 H% a$ ?) w1 k# B: c4 Q/ N. K4 Y
// The AO strength, high numbers = darker shadowy areas.
, U4 _7 E8 }, \, q' T// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
: k  f  l. R) L  W9 s& q- o( `AOAmount=0.5
6 z( j- d: t! e& \$ I/ X$ _$ I7 R/ u2 z  F7 y
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
6 E* X* @  L, \7 S, C// If you alter 'UseIndirectLighting' you must restart game to see changes0 V4 O4 J9 ~7 I& x9 H2 J
// 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
( n6 W% v& s9 K1 p* iILAmount=0.5
' B! K# {$ }( T  L/ U- M  S6 i4 v4 k9 v6 ~4 I' H1 G# B( N% s
// Alters what time and places are c**idered to be day or night and the transition between them
& C/ u! B( m% Q  D. L9 f3 p// 0.7, 0.15, 1.07 o2 G0 \' S6 Y4 D
[NIGHTDAY]3 w! ]$ k! K2 B* y1 f, }3 W
DetectorDefaultDay=true( ~3 F1 n- h) k, Z8 k9 K! E
DetectorLevelDay=0.7% a) C& f, M; w, n- x- V6 o
DetectorLevelNight=0.35
) p" _0 U6 @3 v' _8 q  d, D6 d! lDetectorLevelCurve=1.0$ j# o; {5 r, E" I' m
0 d( ~  |1 J; j  X. T# f. v) C
// 0.2, 0.4, 0.1, 0.6
. N8 B) O& Y5 h. A% E// Adaptation is entirely ignored with my enbeffect.fx file
3 f7 y' p0 q/ u// Adaptation also set with EAdaptationMin/Max in enbseries% b6 g; L2 {, l
[ADAPTATION]- u8 T5 ^# j6 V. j. J
ForceMinMaxValues=false: L+ W+ q! h. V* ~" [9 f# f
Adaptati**ensitivity=0.2; U9 {; I1 D8 v1 E* o& [" `. K
AdaptationTime=0.42 X) u' l5 w: h- p  t/ s" I
AdaptationMin=0.1
# y' j2 J9 l* ]! ^4 ~: oAdaptationMax=0.6" m4 E4 M! c9 _! t

  H3 K2 T8 f0 L( |' L1 H// 1.2, 0.8, 1, 1, 0, 0* `- r, R* C/ ?9 d+ U9 l7 l
[ENVIRONMENT]
: K5 U+ U! A7 N# g/ j  ~) Z// Sunlight during day cast onto scene/ x9 Q6 Y; c" Y" H
DirectLightingIntensityDay=1.0
1 w1 R" o6 d6 f  W// 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
" A: K8 l4 @+ ^9 Y( v4 MDirectLightingIntensityNight=1.0
6 O$ o8 ?) f! F9 i  S* i/ ^1 I+ S9 |" f/ j% ?* }& |. ?
DirectLightingCurveDay=1.0
  h. v" s# d! v" _9 T$ DDirectLightingCurveNight=1.00 F8 p3 ^& ^7 I3 W  P
DirectLightingDesaturationDay=0.04 r4 t4 q7 `% ]$ C/ l

5 J% g. ]. I# N" s// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
$ d. H6 K  i' K' H3 ]. P// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
* X! d/ Q! g" _$ g// More desaturation at night is done in the enbeffect.fx0 L: z7 Q7 ~9 G+ u1 }3 \' d9 J" `9 z5 X
DirectLightingDesaturationNight=0.02 ^" a8 S+ W; \8 i' `' q

1 ^1 }1 o, }5 Q  b; f" D6 m// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
! c% g' M9 `) x& {. XSpecularAmountMultiplierDay=1.6
; Z$ }( i( E2 g" U9 t, R0 tSpecularAmountMultiplierNight=1.4; S) I$ D! x& b; @
SpecularPowerMultiplierDay=1.2
* f' F7 S* ]5 [+ d$ FSpecularPowerMultiplierNight=1.2
, d7 K/ f4 D1 F3 q* B) o
  m6 Q: ~( ~4 L$ V2 l' J// Leave at 0; F" E6 P3 a$ f
SpecularFromLightDay=0.0
4 f# b1 w; ]1 r# `, h% |SpecularFromLightNight=0.0
3 `& G" J: X+ W: B
5 m7 b2 Q: P) @: s//1.3, 1.8, 1.0, 1, 0, 0.89 z9 }. \, A2 Y, D
// 1.0, 1.3, 0.2, 1, 0, 0.56 t, E6 x5 u+ f0 o
AmbientLightingIntensityDay=1.1
# \7 }& S+ \' N# RAmbientLightingIntensityNight=1.04 m) d' t3 n* @& x9 u
AmbientLightingCurveDay=0.38 T' O) u' G& N, @$ ?4 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!' v/ N+ O4 x1 z  p8 a' Q3 w
// If you increase curve past 1 you get little superbright specs of light, dots flickering# o+ K7 G6 K7 x1 I/ p+ k* o8 S, d
AmbientLightingCurveNight=0.8
& d+ M6 t# H( `, |+ H$ y7 }+ HAmbientLightingDesaturationDay=0.0
3 G* _1 h1 h- C$ d// More desaturation at night is done in the enbeffect.fx
+ d% G3 F* F) l6 H" R- C- S" ^AmbientLightingDesaturationNight=0.0
! X$ Q1 ~1 k! b: M, |0 O7 N  M# H$ [2 `# k, f4 q
// some caves lights are treated as Day, so they may always be bright >_<
8 [7 ]8 {1 P9 o' ?6 V" rPointLightingIntensityDay=0.6
" v0 F  q* [5 z+ t7 pPointLightingIntensityNight=0.6- ]7 F9 i, v2 [) T0 p1 V' J" f
PointLightingCurveDay=1.5- {+ M8 w7 x3 U  E4 Y- Y1 _
PointLightingCurveNight=1.5
1 a* u. y" w4 V, WPointLightingDesaturationDay=0.04 I& n! Y' N  ]' i# M( Y5 V8 q
PointLightingDesaturationNight=0.0
! x" u  ?1 ]3 A5 h4 p" q% r
( c, g  m2 ^8 c8 U  U2 W$ ^// ** 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
( a) q4 m4 p$ `// 0.8, 1.2, 1.2, 1.0
0 G. E% Z* l' Q& g: r4 ^FogColorMultiplierDay=0.9
% C" d/ u" s3 r4 W! n2 b# XFogColorMultiplierNight=0.8
5 d) \. f, u+ I9 n3 gFogColorCurveDay=1.0
0 K2 k2 y. h. \# U$ ^! tFogColorCurveNight=1.1
) U/ }9 t2 G0 P2 [$ w% X( a. t5 q2 @
/ S3 D& H6 u9 Z//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey8 a) Z1 A$ v& c! @8 s* D
ColorPowDay=1.00 j: i6 F' m2 p
1 y! f9 K3 X0 J
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0+ V- c; a2 w1 n; F. N
ColorPowNight=0.0
/ C. n' k* {6 S+ s* y) ~5 C+ J3 `- J- x3 ]9 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
6 N0 W: u8 a( h, }[SKY]9 F2 @- ?: P' @5 x
Enable=true
, F! f, y6 r% A% b- A7 A7 A, l// 1.5 :: 1.04 d2 R3 n  I' w" C
StarsIntensity=1.5
: U5 a8 D, [- y: QStarsCurve=0.9
; Z: O1 _2 I2 X( g, @3 a7 n' p
. B  w/ E4 L, U3 d/ i9 R/ O7 i' [// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example6 y, A( ?( b0 l! s, A
// 1.0 :: 0.8: _" F7 Z! ?" V! m. ~
AuroraBorealisIntensity=1.5
9 @" u, b6 s, iAuroraBorealisCurve=1.4
, |, y* [' K# r4 T( S+ S+ ]' d& ~1 a$ _8 C8 z
// 1.1, 1.3, 1.25, 1.25, 0, 0- D8 P; M& D- J5 T
CloudsIntensityDay=1.2. W% w4 q) S4 m* \7 l4 W+ C' w3 o
CloudsIntensityNight=1.1
7 z# t6 w: t: j) M, L+ n3 W; \# `0 J$ X6 e+ l
CloudsCurveDay=1.4) @# F3 t) l! P6 K* E+ T1 h2 C
CloudsCurveNight=1.47 e* D' z. |+ C
CloudsDesaturationDay=0.0
& }% [6 T& i* u' d; c' @3 sCloudsDesaturationNight=0.0
( e5 n" G, X- @% U6 D* K7 r# C
+ }, {9 V: V  y1 b1 v( v5 G! V// 1.6, 0.15, 1.1
; j! B, E# }7 ?5 Z6 `8 O" r//1.2+ M# j: q5 s' e% x
// v11.2: 1.5, 0.40 R0 @8 \5 G" w" i" i4 q( ~+ n5 a
GradientIntensity=1.7
0 n  D4 g+ [: W' u' q4 m// 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
: i9 l4 i& Q7 Z9 h( x0 [( eGradientDesaturation=0.3! a* ?0 u5 n% M8 q- f& m1 @. y" a+ Z
; H+ w* ?; P' h9 r8 Y# L3 {1 ?
// 3.2, 2.5, 1.0
" }" ?: _2 U' L/ d. E0 Y// 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' m: w5 A7 r. F3 Q" t6 F
GradientTopIntensityDay=1.0; }9 o' D' ]7 W, ^0 |8 i/ t# J1 Q
GradientTopIntensityNight=0.72 I( s7 O; |1 j% Q7 R1 W; a
GradientTopCurveDay=1.2
" ^  |1 |- }# w" o1 K, WGradientTopCurveNight=0.8
# E5 \7 ~( H$ A* |; o2 \4 o% J0 q: V2 p2 J5 P" Q
// 1, 1, 1, 1
7 \: V: A6 p5 s# Z( ^5 Y& c% k// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3
" M0 Y* M/ J: D: }% q. [GradientMiddleIntensityDay=1.0+ F7 B2 H9 v6 C, V+ z
GradientMiddleIntensityNight=0.62 O; L) D0 Y7 j: x
// Setting curve above 1 results in awfulness at some times of day
7 E. u; `: c# R5 l, {2 u8 `: J. R) XGradientMiddleCurveDay=1.7' W2 x; D! h& D  n
GradientMiddleCurveNight=0.9
& @7 ?4 k! Y6 D5 O' X/ ?
2 v& {. @: `5 ]; v" d1 |5 j// 1.8, 1, 1, 1
8 X2 I+ X* Y' }  M// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3
0 \* {$ ~4 h7 I1 k2 S* e( RGradientHorizonIntensityDay=1.2* a2 g# ~* F% ]. P/ r: o
GradientHorizonIntensityNight=0.6- D" V- n( t+ \, l( p
GradientHorizonCurveDay=1.7
2 w! O( q4 W; [) B' Z0 ]GradientHorizonCurveNight=1.1
' R& g+ \& t9 i1 g  n& N8 r
8 i. v  R; ?# W5 @4 f// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
  n) `7 @9 p% z. _) z& _// Oh I have a sun lens flare mod, maybe that doesnt help4 _3 ?5 N5 |1 E( d9 ^
SunIntensity=0.6
0 K6 [0 E- x! {7 u7 q3 L* kSunDesaturation=0.0" K7 O( z: D" g

6 Q# W5 Y% F0 h! y% k// Setting this higher results in pixely noise and visble border of sunflare
2 ]0 U  i& b2 \; y# ^/ ]// Oh I have a sun lens flare mod, maybe that doesnt help
5 y. B" s! Y2 f// Cannot get sun to bright enough in center
. I9 Y" n5 v" i# A# \SunCoronaIntensity=3.0
9 A0 R7 h# R1 \$ Y" oSunCoronaCurve=1.0
# Z0 i! b' [/ f5 Z# X& NSunCoronaDesaturation=0.0: e" ^4 W! w# _8 g5 X
$ t2 P# s: p* E, Q
// 1.0 :: 0.88 |# |5 \! n% }' ~4 _$ U0 n$ `! |2 H
MoonIntensity=1.8( Y3 O: J, o! R* x4 ?4 f1 j
MoonCurve=1.4
9 |! P7 P2 p# c, ?MoonDesaturation=0.0- {( a8 ]3 T  z$ L0 M) ~: ]6 }/ c
7 |8 X/ U' w' {7 Z7 }9 T
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
8 K2 v" k" e6 t// 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)
2 f* k( G. p& @4 d, `/ n: h3 s// 0.4, 0.3, 1, 1' L# }1 ]* {& b) L* N
// 0.9, 0.9, 0.4, 0.4, s# e* L1 a7 R) t. P4 E
[OBJECT]5 o% j$ M1 q" b. G, ?4 E. b
SubSu**ceScatteringMultiplierDay=0.9
2 W/ J. \' b/ J3 c- ISubSu**ceScatteringMultiplierNight=0.9
1 W5 ?; S: o7 N- Q9 g1 S2 s  p3 s4 Y' g- _+ _/ K  V; t. u% M+ _
// Setting this higher makes people go redder, lower = whiter and brighter6 l) G9 Y1 _6 F1 W  n& p
SubSu**ceScatteringPowerDay=0.6$ _8 ]$ O! e& ]+ o5 @2 n' o
SubSu**ceScatteringPowerNight=0.6
* x2 A4 e7 T" r% {. _/ m( M$ }& ^: |1 f1 e) D7 W. @# l0 B/ }% m
[LIGHTSPRITE]; q. E3 n6 @( F# U
IntensityDay=0.8
1 k! p4 ^. ~6 cIntensityNight=0.8
( s' @- d# [/ ~6 X4 o; E$ YCurveDay=1.2% J1 ^& B0 ]) R1 t/ M- Y8 N( \
CurveNight=1.24 V5 D% m1 K8 m$ w
* e& |" m* k% k6 ], O: u
[WINDOWLIGHT] , r. T+ v" P# H& \* q6 d8 g
Intensity=2.6+ L. V0 Q+ q% |" I: Y2 o. Z7 a/ i
Curve=1.20 b% C9 _* }' X3 a" H: [9 B
3 r& q) S# H) M( X
// Clouds on mountain tops and I think fog sprites in dunge**
" f! g6 L3 V* }/ `. X/ [0 m" v- z[VOLUMETRICFOG]
9 W# o. Q+ p$ w6 n9 ~% g. V. @3 v% aIntensityDay=1.0
9 ~0 @5 F9 t5 U3 r* {. z! p, iIntensityNight=0.8/ U; m! I. k0 F2 g
CurveDay=0.9, l# J) [$ u) s6 R+ P( t
CurveNight=1.0/ e7 j( T% U* v$ z3 }/ n9 ?! l

' D7 ~& f# F- n6 G2 ?( V$ M// Increasing this still affects water foam amongst other things
! _  I3 e/ \+ K* G- Q" \9 B$ ~// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
, j- X- C* L8 C2 h; @" [[FIRE]
# D4 H$ [7 I6 lIntensityDay=1.4; L2 P! q% f, E/ d% H3 i  }
IntensityNight=1.8
! a) V# u/ J4 g" H/ {CurveDay=1.2
& s# K& M) Q% I! N4 E$ }  T1 l0 SCurveNight=1.2, R# P' k# `% p0 `4 w! {7 `
# t' a9 I! w4 ^7 V, r: p( s3 X
// enables use of enbpallette.bmp if present
+ Q& _1 X4 j8 Z  X5 h[COLORCORRECTION]9 B) u- |: v( K) D" Q
UsePaletteTexture=true
# H0 h" P: K$ x/ m1 O) s  D$ e0 ^1 c8 {9 y2 C; d  S9 U$ [
// 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
: u1 E" p9 |8 s) q9 A2 h; B4 a" p- G  A* e[SHADOW]! [: ^9 e4 g$ v' ?! }
ShadowObjectsFix=true
6 O5 s  q  j& t" w: w1 I6 S2 K4 H- B7 `& r! E
[DEPTHOFFIELD]! A2 k9 j* Y1 i  B& ]1 x; G+ K
FadeTime=0.1
$ ?2 N6 n+ h1 l  z6 H
! D& K8 c0 z- w$ u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. J6 ?" A: m6 j: P; c2 z" F! a# @  f5 G

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