|
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。$ C7 \- F0 @5 K7 X
0 _: T( q1 a6 A$ ?0 t3 f9 s我来列下我修改过的
. l; e$ T* o4 W" Y& u/ F | E9 _) _) Y* \
先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
/ v) M/ R, a' U" y[General]
5 t) W1 {9 Y$ J/ U8 U% WfBrightLightColorB=1.00007 o/ @8 e" ?2 B; n+ r7 u
fBrightLightColorG=1.0000
. r5 B2 ~1 L4 A% mfBrightLightColorR=1.0000, [+ P& z/ z7 w4 G7 E
iStoryManagerLoggingEvent=-1( F( r0 t" G6 f
bEnableStoryManagerLogging=0
+ L% i. V# K3 o F[Imagespace]1 k! E' ` w" O$ \8 `5 U- g: q9 W
bDoDepthOfField=1
1 F" _2 u: _0 i# {" eiRadialBlurLevel=1
( a- t) {" X9 s+ \1 G( U[Display]
1 O/ b% G0 t. m* R8 }5 @iBlurDeferredShadowMask=3% {3 a z1 L. `& z
fInteriorShadowDistance=3000.00003 P- b2 n: E/ r: j- A" [1 C: u
fShadowDistance=4000.0000" X: L# E# `# X7 E( R0 v7 h
iShadowMapResoluti**econdary=1024+ b; w# g* a# T6 ^$ i, f
iShadowMapResolutionPrimary=20480 i" h, G/ t9 D/ j N7 Q5 a8 m
iShadowSplitCount=2& X u4 L$ t( R& G# D8 I
iMaxAnisotropy=8 异相性过滤 低0-4 中8 高16' x3 r; }- [9 U4 L( P# Z$ _: k
fLeafAnimDampenDistEnd=4600.0000
- F, L- r' {& [5 _1 p2 XfLeafAnimDampenDistStart=3600.0000
* D# d* |% M+ K& [* T" \, V" e, XfTreesMidLODSwitchDist=5000.0000/ E N7 J+ P I. D. E! A
fGamma=1.0000
) a/ _7 @# i/ s8 lfDecalLOD2=1500.0000" c; V' C7 O* I* t
fDecalLOD1=1000.0000
! h9 `5 u" }9 T4 l$ zfSpecularLODStartFade=740.0000
6 ~% t* {+ P) D0 l( t0 Y& TfShadowLODStartFade=200.0000
: t6 A9 Y0 b2 ~3 m- V& m5 c+ gfLightLODStartFade=1190.00008 j1 Z2 g. ?% b: t+ F7 n
iTexMipMapMinimum=0
[' F3 i" f& k! J$ R' viTexMipMapSkip=03 R* ]) Q; [1 v
iWaterMultiSamples=0
1 p2 V1 F# X. h6 `* kiMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-48 _* D& s K& H: p9 A, M: T
iShadowMode=3 6 M& L$ C& Q! w" a9 Z- t# V' |- L
bTreesReceiveShadows=0
, ^% v/ U G: Z9 QbDrawLandShadows=0+ w( v+ m0 L2 r. C$ c( n, g t
bFull Screen=1! d# r1 H! h: T0 g/ f5 E' u( E
iSize H=768
! P. }/ o8 @2 Y2 _iSize W=1360 游戏分辨率
" Z: [$ X5 D4 W# G4 c/ gfMeshLODFadePercentDefault=1.2000, C3 [7 K5 O0 F8 w) i
fMeshLODFadeBoundDefault=256.0000
! I5 d5 N3 ^' q0 }& mfMeshLODLevel2FadeTreeDistance=2048.0000
1 |% X. D6 h5 d2 M% @1 cfMeshLODLevel1FadeTreeDistance=2844.0000( S5 q) j/ ~. }- S
fMeshLODLevel2FadeDist=10000000.0000
4 m2 b% j% |% e9 q' ~! cfMeshLODLevel1FadeDist=10000000.0000
) K1 h4 k; n; i) o' l8 MiScreenShotIndex=15* }8 F' \( F4 I) O
bShadowMaskZPrepass=0
) \( h2 l7 W7 V" f! cbMainZPrepass=0
& B$ _( F2 b; b! ciMaxSkinDecalsPerFrame=10, n6 R9 i" c( {. V3 g9 O
iMaxDecalsPerFrame=307 U; {/ r- @0 d8 b* r
bFloatPointRenderTarget=0! _ X% ]/ H4 H6 ^4 j
sD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改 ) @, l l& z6 s; E, G6 ~ k! 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
) [ F* }( j& V& @/ d( \4 piShadowMapResolution=2048 / K" ]7 d5 j8 g
fShadowBiasScale=0.2500
$ |& \# U) D1 r8 ?iShadowMaskQuarter=4
& S5 }7 i2 |& v, j) T1 v4 U8 S( q6 D& UiAdapter=02 d* F: F# o9 k/ ~, h7 A6 \
iPresentInterval=0
8 X) f! @2 A3 i6 miShadowFilter=3, ?7 B8 Y& c# p" Z K1 l! T
bTransparencyMultisampling=0/ P: `) t5 v! l( Q5 T
bDrawShadows=1: A0 J4 G3 A# E2 ~: u/ Z" M
bShadowsOnGrass=11 t" O2 `0 f/ R q$ _
bDeferredShadows=1! O7 O: u ^9 `$ j
[Grass]
' |8 P/ _, l/ ]# k) Z6 _3 x7 g/ |b30GrassVS=14 V6 u1 b! W- H
fGrassStartFadeDistance=3290.0000
) H; E* z) @9 d& ifGrassMaxStartFadeDistance=7000.00007 \1 u, P- O& z/ w
fGrassMinStartFadeDistance=0.0000
2 O% G+ b- p# w7 {[MAIN]
' {' b* P5 ?3 y" E8 ?bGamepadEnable=0* h; n8 H" d- w+ T6 I7 j9 f+ o
bCrosshairEnabled=12 `4 C1 O+ X: D
fHUDOpacity=1.00000 j$ d+ p! O" O' }" d7 K( D9 p, T
bSaveOnPause=1" r' s3 D- Y* G! r. f5 K
bSaveOnTravel=1
- w# \& |& K$ ]8 TbSaveOnWait=1& O: J% I' Q% [( X# |! c
bSaveOnRest=1% o* z( C' f! i7 r( j4 @& P/ c
fSkyCellRefFadeDistance=150000.0000
% q, g1 H2 k4 N4 I& b' a" N/ L[GamePlay]3 a- W' E+ w3 @! V6 B1 N
bShowFloatingQuestMarkers=1) M1 K; a7 f1 g' m9 }' s- O
bShowQuestMarkers=1
0 p9 G; Z2 o \7 q$ E3 q$ U% miDifficulty=5
1 f$ \6 h. D7 x0 ?[Inte**ce]/ Q. T; W" G5 A+ Y/ l. t- P% b6 M
bDialogueSubtitles=1' Q C. v0 ~, ]4 \6 w/ L' D
bGeneralSubtitles=1
( c) G; _5 [+ c- a! u( _9 H3 dfMouseCursorSpeed=1.0000
8 u1 Z9 c" h: ^, h IbShowCompass=1
2 r# _4 o, F2 i. {8 a0 l[Controls]
+ Y* u0 D7 x9 Z6 A% Y( j/ `6 afGamepadHeadingSensitivity=1.00000 ?- s } T S) y5 z t
fMouseHeadingSensitivity=0.0160
6 ^& o8 N& n1 y7 E4 k [% E* \- mbAlwaysRunByDefault=1
) l& P( p, k, o) ?* X3 M4 K o" o; LbInvertYValues=03 Y! b; G2 x! {$ j7 ?
bGamePadRumble=1% d7 X+ {! D# D4 `% M
bMouseAcceleration=0
/ C2 x; d) W) f. x0 J; zbUseKinect=0
' f4 N1 ?' u* v4 P# j[Particles]% I2 T0 w5 Q$ D1 f. L
iMaxDesired=750
3 T* O; k9 u8 m1 L[SaveGame]4 t$ I0 G$ }% D
fAutosaveEveryXMins=15.0000, ]- W4 k6 V5 U$ w5 j
[AudioMenu]9 Y) x7 P- i W: p2 \6 y
fAudioMasterVolume=1.0000
. Z, s# \5 f. X* B( ffVal7=1.00006 b7 `! H' B6 y- P
uID7=08 D" S* t( r% t& ~% f/ @9 i0 o
fVal6=1.0000" I+ [ |! P& ?1 M
uID6=0
# ?$ y6 w: `7 Q7 X. S, sfVal5=1.0000) p! W0 V$ [2 Y* N+ I& v9 V: l
uID5=0; c$ x2 ?% `+ M- V. C5 S& b: `
fVal4=1.0000
. L$ x$ f. m+ A% E: C+ L7 UuID4=0# b0 C8 G- T3 g J7 |
fVal3=1.0000+ x0 S- P9 z/ H" k2 ?. u: @0 e( e
uID3=94881
. l+ q. S: {0 tfVal2=0.2000
* a) p F* T2 p- x& C8 juID2=466532
d* V- W6 l$ ?) N: c) g9 y9 b( EfVal1=0.9500
( q( f, o6 Y: H$ quID1=5546850 Q, f& @7 Y! E- M0 ?
fVal0=0.90005 R5 M( S1 T/ e5 O0 u& M# B
uID0=1007612
8 i! g- \8 v$ q6 \[Clouds]
& Q D/ [3 U& S" a. t% V4 VfCloudLevel2Distance=262144.0000
) |0 o1 w- O& U3 F/ F" Y: `fCloudLevel1Distance=32768.0000
7 N b0 x$ W( V- mfCloudLevel0Distance=16384.0000! s4 h r% ?2 D& w; b W" @/ ~, K
fCloudNea**deDistance=9000.0000
, b3 ]$ w* K U' \3 g[TerrainManager] L2 @( o5 ?" r# A8 y
fTreeLoadDistance=40000.0000
/ s& o7 {5 M7 C0 c( [9 L8 `fBlockMaximumDistance=150000.00000 `8 c R2 R& _! g
fBlockLevel1Distance=40000.0000
8 s0 P: L1 W, {1 u0 ~fBlockLevel0Distance=25000.0000
/ M" U) ~' N6 ~2 MfSplitDistanceMult=1.1000
" h* d: w" I9 SbShowLODInEditor=0
8 I( M* f/ r+ j[NavMesh]9 b- k% C2 d# @9 h7 q; T; w4 L/ p
fObstacleAlpha=0.5000
* o0 C4 c; \4 G! P; Q" LfCoverSideHighAlpha=0.80007 l0 g8 a/ V9 c+ D \
fCoverSideLowAlpha=0.6500
9 l; |: [" H9 F& i# `# }fEdgeFullAlpha=1.00007 ]4 B; \( U# W% z$ L! q
fEdgeHighAlpha=0.7500
6 G3 {* K$ a0 t) k8 ?0 o$ N4 G. b: B( `fEdgeLowAlpha=0.5000' F/ M0 h) e2 ^1 x
f**FullAlpha=0.7000
' u8 @; ]0 b3 @5 Kf**HighAlpha=0.3500
. g; w! n& O- g% o: E1 Z' d( of**LowAlpha=0.2000$ Y/ O- T1 V ]8 ^
fLedgeBoxHalfHeight=25.0000
0 G, l% U2 ^& @% I! n# QfEdgeDistFromVert=10.0000. ~- J$ K! J8 f1 _
fEdgeThickness=10.0000
' V0 u Z$ w1 e: K& E5 NfPointSize=2.50007 c! o1 ]5 v+ F0 J! V* P3 f K
[Trees]
7 H4 F' w5 y8 I) ^# `9 UbRenderSkinnedTrees=1- S" k3 M: _( Y. i
uiMaxSkinnedTreesToRender=20& H& \7 L Z5 a0 u$ l" l
[Decals]" P" o8 M% U1 h- s- c+ j
uMaxDecals=250
) m+ R# x+ A6 ]0 nbDecals=16 a! V2 a' s" H6 j: v" ]4 s+ F
bSkinnedDecals=1
6 e. H( u0 y3 K) y0 juMaxSkinDecals=50( C- v$ w- |# O$ |. w
uMaxSkinDecalsPerActor=40; W) F4 V' P: L7 [
[LOD]6 T! d' r9 G) v7 Y K
fLODFadeOutMultObjects=4.9998; }- m9 a1 \5 U( _9 }* `
fLODFadeOutMultItems=2.9600
+ v! i( z6 Q$ h7 K6 q, Y, xfLODFadeOutMultActors=5.9000
; D1 g2 S/ G& {0 G" G0 VfLODFadeOutMultSkyCell=1.0000
% G' ^( W& s7 u" R! ~[Launcher]
+ }5 ?2 `! z# k3 Q- q# ~/ \6 ubEnableFileSelection=13 d& \1 k7 [" W( A# `
bShowAllResoluti**=0
6 @& q4 E4 h8 ]7 E6 o6 @! KuLastAspectRatio=1+ ~4 F$ c q& C$ q0 ~" y" Y0 s
[BlurShaderHDR]. F. K3 \9 G) p% t) V" h
bDoHighDynamicRange=1$ u* }2 f8 a- V4 `& Q4 X- Z' b
[BlurShader]
- T; R s0 z6 D( VbUseBlurShader=0' h) {6 |% O1 @4 \3 {
[Water]
3 L# m4 g) m" `$ j! NiWaterReflectHeight=5127 G$ f7 }) _* S( S' ~
iWaterReflectWidth=512% j8 k* o: E6 C- B+ R, x6 V0 z
bUseWaterDisplacements=1
K/ i4 D ~+ n/ t0 k1 sbUseWaterRefracti**=1
+ w" E- y+ x" ibUseWaterReflecti**=1# H; S$ q3 G0 N- ~. i* x* u
bUseWaterDepth=1
* k2 c8 s9 D, g' M( A) s( u5 n
! J. u' G# q. h6 o" b$ |
9 T! f% Y. Z$ P; c/ L* v下面就是ENBSERIES.INI部分修改了 (游戏主目录下)% ?' `8 s; R% S' ]
/ }: }9 o) i$ d. u" n o# q5 `, ?# Z: w. p1 J
// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm$ x2 p& x! z5 F0 {( K9 D
$ L$ y% G4 X6 q2 g+ d// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3) L h: M! W0 t ]
// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142: T+ a' D/ K4 x; [
// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971- d6 D4 N$ V' G$ c, ]
" P+ p" f$ R. L! g" f. e" M% B2 I
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
; M2 M5 A. F$ ]// Please respect and support the the ENB original author,thanks HD6+ \2 z7 R- o. \
6 A7 `2 j9 ^ O) G& C[PROXY] //代理6 l/ B) ~3 e! n2 D; M. t6 j: M$ e
EnableProxyLibrary=false //同时启用外挂dll脚本8 w# _* v+ V; U' p0 g8 I5 X
InitProxyFuncti**=true //外挂脚本状态
1 H, J5 l! e0 G7 K" y7 YProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称: ^1 z$ L$ w$ \& R8 M' t
: L8 g! i3 V. R( p q
[GLOBAL] //整体
# z8 \; w4 r% }2 C" D& L( s9 dAdditionalConfig File=enbseries2.ini //外挂ini1 A/ B3 i4 ^6 n( ?2 |' A+ X9 t
UseEffect=true //ENB在游戏开启时启动" c* }0 B4 t. P: Y
CyclicConfigReading=true //读取Cyclic设置文件
+ F2 G: k* z8 ]3 }& ^ForceNVidiaCard=false //NVidia加速3 N- F9 _4 p$ Q; L8 N$ R0 V
ForceNVidiaCaps=false //NVidia加速
$ d# b+ k2 z3 C: b# FAdditionalConfigFile=enbseries2.ini
! G U. V g1 N8 f( V( v; f1 Z7 a
9 h+ _) X- q" Q6 p7 k0 v[FIX]
- ?& a+ T( s: u4 M- eForceSingleCoreCPU=false: \; R" Z3 d3 V
IgnoreThreadManagement=false3 ]" k, W# C4 p, p
IgnoreThreadPriority=false) \6 V1 Q+ L/ L- C9 L
AntiBSOD=true+ y4 b+ C9 Z; d+ x, u
( Q$ M" e* V7 ^# Z7 S
[GAME]/ G' p0 |' i! {/ L+ w& I
SpeedHack=true# m* Y- @3 p. U9 x
ShadowQualityFix=false% O7 c; u0 r8 A+ D
ShadowObjectsFix=false( R# |9 H R2 M0 I9 Q
& }* R( ~( f ]
[MULTIHEAD]% J# ]/ V4 @* f8 ~. O c* F# H
ForceVideoAdapterIndex=false
. S2 Y) \- ~) r+ F$ ?/ H9 ?VideoAdapterIndex=0/ X8 Z, o; V; _% m: @5 s8 d1 Y
3 u& {9 \0 t5 G" l6 [" `
[LIMITER]* c3 Z, z1 F W- \
WaitBusyRenderer=false
* t9 d5 z4 t j& P W8 l) O: sEnableFPSLimit=false" K4 e5 m+ t8 Y% D- S5 H
FPSLimit=30.0
- Z+ g1 d& C; I: f. h2 G+ P! x
; R" j3 v& y2 N E7 q[INPUT]% K% @, @: n3 n! v' V$ o# k
//back; J3 O6 E1 H; r+ E5 Z$ I
KeyReadConfig=8
& t p: C2 E; {4 j* n. c' [$ ^: C6 ^$ {& |3 l, C
//shift. H, z4 R! H: V: e& \
KeyCombination=16
, \" i4 C. B: i& Y* L6 s# U* P0 p
' O+ u! C( y0 _2 {0 W//f12
/ y H7 v, D1 J7 v1 aKeyUseEffect=123
* U8 S3 f0 ~% O& F6 `% T+ ]: l+ m5 |5 q
+ G2 Y8 |7 r1 |9 v//home
8 y; E1 z$ m+ p6 Z& W4 E+ z. vKeyFPSLimit=36$ e) n* Q1 ~; t4 m' R( w
6 @8 r' k9 P' P6 B4 T2 b! p
//num *
/ E$ d/ D! n/ f, tKeyShowFPS=106$ O) K4 D9 V& }" A% h
5 I! M" e/ x. f' ^% i//insert: 453 b8 b. N' ]( N- p0 f7 f* i
//print screen: 44
; t8 O* t2 w/ I/ L R. |* W2 UKeyScreenshot=45" t, l; S2 J) }
4 H H+ `, d+ e" m
// Above 8 may only make minor if any difference, but may not have fps hit?,: W' f5 H6 d/ z, z. S }
// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view- `1 {$ K$ d+ \& e; y
// I hear forcing this on causes issues on some cards or something, not sure what to do really,
/ k. E; K% E" n a9 r [* `// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
, n& T: h; ?0 m, }// Odd for me this really only affects the transparent edges of grass / trees, improving those.- x2 P5 S% i) c# K; V
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
6 g c5 ~0 S6 u% T3 O// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
3 x9 D$ C5 C; P3 {4 x! ?// In all other cases anisotropic filtering is almost free by fps.
. c+ N' v% W- z' B7 H[ENGINE] 引擎4 L, X: d! O; q8 K( q
ForceAnisotropicFiltering=false 强制各相异性过滤
) a( [3 ], l, g8 JMaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]
3 t5 {: p3 H+ t5 {# A" GSkipShaderOptimization=false 过滤优化
' B, q+ e. {% u1 C' ?, Z+ d& z+ S0 o5 Z+ H
// better to set false in most cases (turn on if mod looks buggy for specific driver version)
5 ?3 G, H' A ?/ ]! m* H/ ySkipShaderOptimization=false8 b, o7 h- |' [
% x4 J6 V& K& d6 ?) H[INPUT] 按键& t% ]* m1 b. x( e. J' g2 {* F, J4 M
KeyUseEffect=123 特效的按键设定
2 C1 V5 V# [1 r- `KeyCombination=16 组合按键设定' @2 H9 F7 z* x; e0 l* A
' G1 R% L$ t- K& i, b* ^4 l1 n
[EFFECT] 效果
: f! E0 u( T% C: g* P' M+ V! jUseOriginalPostProcessing=false 原版画面处理
1 P" r, ^2 e. t! g/ q) m( oUseOriginalObjectsProcessing=false
- K. C6 P( z4 U C5 r0 c6 O! r& yEnableAmbientOcclusion=true 环境光遮蔽特效# R0 u3 f+ h% @
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries0 H" R0 r. w; a6 ~* N& |' v, T& R
// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
! @$ ]2 v0 q* e+ ~ d8 }EnableBloom=true BLOOM特效开启
4 \1 M; F. Q0 Z# I, r- dEnableAdaptation=true
9 I2 ]5 V7 s$ z. ^: S) D9 i1 @5 i# E( \% W: c0 l9 s
// 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)
' n, q5 q' Z3 B) }: a0 G// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
% j5 I! e( G; H& l// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
& w' |3 o/ F; {8 y; K9 A& QEnableAmbientOcclusion=false% m! x9 D! E9 i1 _5 {. n
$ d9 X/ L6 |# @" @5 X P4 L// Do not use, not implimented yet
0 ^! @ K/ C* YEnableDepthOfField=false
8 g( m1 N$ c1 \! n u9 |. S* y" |9 ^9 C; t0 K% S. s* m0 s5 v, f
// This affects entire scene brightness and is what makes everything look 'good'
5 s/ O4 ~- C' L2 k( g// 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.
* j7 e8 c, n0 h& z+ T// Quality: higher numbers = lower quality# ?9 c" b+ F1 D4 Z, [ v1 J+ O
[BLOOM] 静态特效
- c$ o! i" n( N! x; [: e0 yQuality=1 质量 [-1最高,0高,1中高,2低]" j2 b1 ~5 Q/ [- U- y, N5 t
// Some areas in Markarth especially; really blow out to white. M$ j6 D; C# I& |9 e x* p4 U1 c
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
! t6 f8 E2 a& n5 SAmountDay=1.5/ w4 C- V6 z, z* N9 u4 `( s
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
# P. H& I6 {' C: |5 f s2 EAmountNight=1.0
7 w7 L# ]1 s4 E$ Z& Q7 Q6 K/ R4 R
5 D: g7 d9 g6 T8 t8 S* C// 256, 512! R' T: n& p5 `6 J! ~3 N
// Makes dark areas bluer. Simulates the human eye. Higher is bluer.* e+ |1 N0 F* `. S- q- P9 w
BlueShif**ountDay=1.0
$ q6 S+ G+ a/ FBlueShif**ountNight=1.0+ V$ T: t- K2 R( M) t2 ?2 L
$ u: p# \# @9 h( m" ~/ n2 N2 u// 5, 3, 1, 1
+ x; y% F X2 E5 }$ S4 {// 3, 2, 2, 1' A. ]. k, s3 w2 w% w
// nn: 4, 4, 3, 3( K0 ~' Q+ T6 a7 U$ f3 d, K; X+ ?
// Intensity is how bright and strong the bloom is, higher = brighter. `9 Z* s; d! x! Y2 P
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more* E3 o' \1 }+ o) H8 L% v7 V9 N/ y
[CAMERAFX]
( A7 p( s. \# K0 a. V' iLenzReflectionIntensityDay=1.44 y7 F% X% m, }! W* s" m
LenzReflectionIntensityNight=1.4# V6 ^& E& D0 k5 H( I: _
LenzReflectionPowerDay=2.0
7 o8 G9 z9 n1 [2 t# p; wLenzReflectionPowerNight=2.0
* _) z% t4 z2 g% q. G% S// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches, Y9 I. \( K% M# Q! u
// this is only due to my alterati** in Enbeffect.fx.. so probably a mistake somewhere I did :-D for now I have just increased this from 1.0
9 S" y7 K" K* o+ F9 C8 Q// even at 1 this will trigger in ice caves which are really bright
4 T2 E! T9 e- E8 `, ?2 j; w; W& F2 y7 k" U4 j0 ^
; i$ T4 H0 q1 x/ b// Trees still flicker especially in distance when lower LOD D% C* D! Y' d: D( m. Y5 |
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also/ ^& s6 |7 x" { f
// ILAmount is a weird thing, not sure what it technically does :-D if you see things in the distance get eerily light and flickery then this is the culprit) ]3 z& d7 m% f3 A
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
) \7 _7 `: k0 X% K" D// Shrinking Sampling range reduces/tightens this smudgyness
' f. R7 w+ `4 ?2 I// Also screen resolution has a big impact when combined with SSAO0 t, Y1 ^4 l( z: r9 W7 q1 Y# j
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example
9 P' L _" t+ j! S/ d// Note SSAO has nasty effect on plants and shrubs, trees etc giving them a dark flicker or halo around them so dont over do it, use it subtly5 p: `7 N9 Q1 c! B3 W2 z! w6 m/ q
// And right now if you have SSAO on at all it will screw up water ** it look see thru9 N0 r5 f1 K3 U4 }' ?
// If you alter 'UseIndirectLighting' you must restart game to see changes
- B7 g3 D U$ b8 C// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
5 o. Z+ P, p" n7 G7 r4 k' G[SSAO_SSIL]9 W2 F" x6 \) `9 t; n2 y4 x
// 1, 0.4, 7, 77 F, j$ ]! }) B5 f1 m- H4 G
UseIndirectLighting=false0 n# q7 B( q! y2 Y2 g( F/ n$ a
// Quality: lower is better, can even go -1 if you are brave0 w% {# X) ] [7 Y0 b6 e ^' w
SamplingQuality=1- w: n1 [0 Q3 e: s6 \: m
// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both. E* o( h `% y$ E+ t
SamplingRange=0.6# z( F3 r4 ~9 r4 d2 J, e7 l1 K# a
FadeFogRangeDay=7.0
2 u' T0 v, d' [; d* xFadeFogRangeNight=7.03 Q \/ |8 J) Q6 `
6 ], i) i( F% c& ?
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit, w; Q: ~$ h: w& e6 {2 S- n
// 0.35, 0.35 - LOW - will flicker more on trees. w7 P% e5 \. w* M Y
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
+ t! Y l0 Z. t6 g% ~' W. D// Not much point in going above 1.0
7 e) \+ K. i2 {9 p) C" V, }" wSizeScale=0.4
) a/ R8 J3 v' ~' a6 iSourceTexturesScale=0.4
" a; T/ q0 _1 F; W- o4 u7 i- }" g
' C$ }* f* j2 ~- \/ n: O) ]7 Z// 2, 0.8, 0.5, true' z d$ x8 q& ~ C! G% v5 B; a
// FilterQ lower is better, tighter
1 b1 f: A$ S( l4 TFilterQuality=1
3 k% z; | f9 B: t; M
' b" ?5 |% p+ T9 P& Z- A// The AO strength, high numbers = darker shadowy areas.' _$ I- `: L. u$ w/ Y& {5 ~ M
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
. l, k" P% f8 b# C* Q d8 L- qAOAmount=0.5$ t, |+ M* U+ ?) S
' G. }& i J; v, a7 _// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
0 Y5 v, r2 V0 X6 t% a, O9 e// If you alter 'UseIndirectLighting' you must restart game to see changes8 ?' V! ?5 d/ |, O# r6 h# ]
// 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
* y! [6 j( g! F4 J( ^ILAmount=0.5
" X* w( H& ^1 h) B" w& `( O) U/ ?0 K) _
// Alters what time and places are c**idered to be day or night and the transition between them' b2 c$ O/ c2 b+ ]
// 0.7, 0.15, 1.0
+ k' B: Z* l0 L7 q[NIGHTDAY]9 U( v) g( \2 |" e2 Y3 c: }: {. I
DetectorDefaultDay=true4 p# Q1 D; O& s9 l
DetectorLevelDay=0.7$ a. S! M. `6 r5 U! @7 L
DetectorLevelNight=0.35
7 C! m, T5 n" m: H4 }( b- f$ oDetectorLevelCurve=1.0
: o: C: h) T4 X% E3 g
( w; E0 X7 C6 s4 ~. K! K1 H0 h// 0.2, 0.4, 0.1, 0.6, t' y# x) v$ J! F
// Adaptation is entirely ignored with my enbeffect.fx file
0 h: P8 S( j. R1 m0 ]* ^// Adaptation also set with EAdaptationMin/Max in enbseries
; W7 Q7 G& z( `/ { c9 V2 W[ADAPTATION]
: h# W% |2 X& Z/ ~ForceMinMaxValues=false4 _# W# e5 B6 q$ x7 |
Adaptati**ensitivity=0.2
. ^) J, p5 L/ X' e1 EAdaptationTime=0.4" ]; t; u4 s) M" @4 S
AdaptationMin=0.1' n$ _+ c, {8 v$ _
AdaptationMax=0.6
- a+ C! N1 U0 l+ V* R4 J% {5 f0 C5 R& u! V. `4 P& _
// 1.2, 0.8, 1, 1, 0, 0, ?1 y4 X8 w4 B- u) O- b& L
[ENVIRONMENT]+ z* C. }0 I, G+ V/ I
// Sunlight during day cast onto scene
6 @4 O9 Q/ x/ l' T- h0 V0 y) T5 ADirectLightingIntensityDay=1.0
) b1 n0 g3 R# \* H) p l# x// 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 boring3 q+ K: B: Z% @: c
DirectLightingIntensityNight=1.00 r5 d2 |* Z5 S! K
; M, ]* N0 y- U( Y: iDirectLightingCurveDay=1.0
1 U$ c7 p7 f0 B* J+ p+ m0 D& b! l- VDirectLightingCurveNight=1.02 P1 S9 {5 o6 l; U% {! g
DirectLightingDesaturationDay=0.0
6 v8 |* y; V/ [" l
8 \0 |& ^" ]2 b$ n0 |1 B// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all8 h2 [4 r+ m+ Z6 |, Y* _! J1 d& l
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
2 U T2 y+ T/ `9 W& ~// More desaturation at night is done in the enbeffect.fx1 Z* @7 W) y) d- \+ w: w4 i
DirectLightingDesaturationNight=0.0' [! T, ?; n0 Y$ D3 {
* o$ w8 @ j( Q. q c. g// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
+ a) y, ?8 \3 wSpecularAmountMultiplierDay=1.6; `( U/ W( n2 T/ o3 p. b
SpecularAmountMultiplierNight=1.4$ B7 D! q: h' f7 p( F* R6 k
SpecularPowerMultiplierDay=1.2: r W3 @4 }4 p$ `: J; j0 y
SpecularPowerMultiplierNight=1.2- T! V" y% k; L0 K, O# A l
7 i1 J- c; ~3 Q% q; |' r4 i6 Y// Leave at 04 `' D- w( n4 w. n: T9 f0 Q% o
SpecularFromLightDay=0.00 S8 G# r6 P9 i9 I' K& {8 Q
SpecularFromLightNight=0.0/ ]6 u/ I" ?- ?7 y9 f
& \4 e. A8 k0 z9 K4 X4 r. ?1 ^2 L//1.3, 1.8, 1.0, 1, 0, 0.8* I2 ^6 U+ r, |7 n0 J- y
// 1.0, 1.3, 0.2, 1, 0, 0.51 M6 J# _& g$ X. l3 g
AmbientLightingIntensityDay=1.1
' S: R H6 n) CAmbientLightingIntensityNight=1.0/ \$ b! p6 o- E$ W- F% Y
AmbientLightingCurveDay=0.3* @0 y/ C0 I' L9 G$ C6 }1 M
// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!2 s% Z/ |2 M4 ^; q! i( z. j7 P
// If you increase curve past 1 you get little superbright specs of light, dots flickering( \5 |! c4 R- b O2 v4 F
AmbientLightingCurveNight=0.8
" l8 z$ J! k$ J x' `3 P* |; j* V: i1 ^AmbientLightingDesaturationDay=0.0/ x5 @1 d/ _( _* N
// More desaturation at night is done in the enbeffect.fx
0 p. t" e/ x4 K+ {" A% I2 v$ qAmbientLightingDesaturationNight=0.0- C% T6 Y! [; w- Q/ g
+ [" {: l/ f/ I2 f6 l/ ]2 G/ m% N* \// some caves lights are treated as Day, so they may always be bright >_<
" ~, \* A) k0 {- [) tPointLightingIntensityDay=0.6& t2 h" L1 d! V: p" j, L+ ]
PointLightingIntensityNight=0.6
3 `$ ]7 j! q$ p7 ]2 T1 J/ APointLightingCurveDay=1.5; M; S( I/ i) e2 d! \
PointLightingCurveNight=1.5
2 d% w! O% _3 ePointLightingDesaturationDay=0.0
3 M6 C3 U8 f; B1 T# w8 BPointLightingDesaturationNight=0.0* ?: z) k- Z! |- C" q
* ~" C, X9 T/ K2 t8 X4 s; s" k
// ** 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" n' {" f$ \8 e8 F' [) {" g1 e
// 0.8, 1.2, 1.2, 1.0
0 B" s9 n5 ~( d+ |( aFogColorMultiplierDay=0.9
8 [6 T( p% k$ I9 gFogColorMultiplierNight=0.87 Q- n% A1 C/ R
FogColorCurveDay=1.0
: ^4 U7 v/ \6 C8 b8 l B* V- sFogColorCurveNight=1.10 n8 ` ~9 Z, W
! U, ]. o& b. j4 g( c+ o, p* k//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey1 Y8 `3 L) l; Z v& a
ColorPowDay=1.0, l+ U1 l; ^, |. x4 H$ U
9 o, }- c/ A; {# V// Decreases Contrast at night be setting colorpow to 0, cannot go below 0$ E* d7 s8 @) Y8 M0 n( ~& l
ColorPowNight=0.0
2 \6 f9 f0 N" l F) Q/ A, K" X. ~3 r- {- m2 J+ q; ~, z' J
// 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
7 @: P* [2 P6 I! G8 H9 ]! }8 [[SKY]7 M- [+ y4 [2 g
Enable=true
$ o. e7 m/ t2 `: {8 y// 1.5 :: 1.0; u0 P2 p+ B+ R, \' p. Z
StarsIntensity=1.5
* Q& A0 N6 T6 H R9 F7 SStarsCurve=0.95 L9 N$ J4 x5 P- P. Y
; `& C9 V7 P# x$ o. [, ?// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example
: D6 |% M& h; x. g- h// 1.0 :: 0.85 U7 T4 b" n. D$ c" C
AuroraBorealisIntensity=1.5
! p' c% E z# p9 @/ _AuroraBorealisCurve=1.4
5 p( E. M9 b c4 ~, |
& o+ g8 Y& ]; y9 q$ Y( B3 _// 1.1, 1.3, 1.25, 1.25, 0, 0
% g0 M/ S/ C& n( R6 x8 vCloudsIntensityDay=1.2
1 S/ p- P! i0 O" u) yCloudsIntensityNight=1.1; M$ j& ^5 g) }, E8 r5 i3 z
5 m. N, C1 \+ d R
CloudsCurveDay=1.4
, u2 x8 b: H* t, ]# t# t& bCloudsCurveNight=1.4
1 F! l3 e! q$ A7 A( m0 NCloudsDesaturationDay=0.0% z2 Q: Q) h( T0 e# W8 X# f
CloudsDesaturationNight=0.0( _( X% x) c; |0 Y
5 w/ w ?) C, J1 g* ?+ }// 1.6, 0.15, 1.1( y6 K3 }% Y h" w5 @4 ^
//1.2$ Q9 a+ ^! w4 o0 U. m+ p$ V
// v11.2: 1.5, 0.4
9 ]3 U5 n4 B) K9 w4 PGradientIntensity=1.7" q- g9 h: ^3 t* v6 k" D: L0 |0 G$ h' }
// 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
! H" I S+ q K# h+ F& QGradientDesaturation=0.3! B- C4 f; J) K; F+ X
2 ?# f: r. F! r, A H4 T9 y
// 3.2, 2.5, 1.01 g; {, O p) O* h6 j9 e
// 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
9 f/ E6 ^2 H% Z$ N8 C0 rGradientTopIntensityDay=1.02 B4 p" i6 G% K7 t2 K6 T
GradientTopIntensityNight=0.7
2 I5 b/ p5 M/ |1 l/ W& h/ _GradientTopCurveDay=1.2
' k: y8 U- u3 u$ x& w" P, ~7 [GradientTopCurveNight=0.8
1 P' \' a& }# C. D4 `. q& B7 `9 J( D1 _9 H7 N
// 1, 1, 1, 1- L3 i! E* w0 t8 A9 g6 f
// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3
- G$ i+ v" @" Y- k3 m9 W/ m6 fGradientMiddleIntensityDay=1.0
3 C$ s# m! n) c8 P5 oGradientMiddleIntensityNight=0.6
+ @4 T) j( J/ W) C* _1 U// Setting curve above 1 results in awfulness at some times of day& \1 S* r3 ~& s" Q
GradientMiddleCurveDay=1.7
# i4 z( J; ^- Z9 u8 |+ ?GradientMiddleCurveNight=0.9/ v$ e+ N, g! i" ~
& F* r; W+ s } X- X
// 1.8, 1, 1, 1
. s2 P* c C. f! D// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3 N3 _% e: j0 y! k
GradientHorizonIntensityDay=1.2
5 T3 \ \% B/ X- ]1 F9 oGradientHorizonIntensityNight=0.6$ x# O$ L# ?& a7 M- s( Q, @
GradientHorizonCurveDay=1.7$ A3 o& ?. w: v( M
GradientHorizonCurveNight=1.1
; C5 ^6 q- K& w1 W; F$ q- j. A) p' a& Q6 t9 A
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance7 L) e8 ]$ W- g) ]
// Oh I have a sun lens flare mod, maybe that doesnt help
) Z& |, w6 H; v& M j2 v+ s% MSunIntensity=0.6% N& k+ ?4 K, [$ Z6 c. v
SunDesaturation=0.0
/ S. U. D+ o" m- H' `
: t& a1 d5 {, [// Setting this higher results in pixely noise and visble border of sunflare
5 }# M7 ~# Y+ v( I// Oh I have a sun lens flare mod, maybe that doesnt help
2 R0 d4 E$ Q9 {* o9 ?7 U/ a& F// Cannot get sun to bright enough in center7 D3 D( [5 F) {# w+ f9 b4 ~, c
SunCoronaIntensity=3.0
6 }; f7 D" @" v5 {8 O- wSunCoronaCurve=1.0
4 Y K1 ~, ]' g% @7 {$ K& ZSunCoronaDesaturation=0.0, G$ _/ C. l. s3 i' e
: F+ ~7 m: Q( j
// 1.0 :: 0.89 A0 N! K1 J% f* u
MoonIntensity=1.8$ L5 m) F( `" b
MoonCurve=1.4
3 N( Q2 D* t$ y6 H9 O. K" fMoonDesaturation=0.0* @1 ?) w. {% g
; I2 I+ `1 f; r/ j( k1 y
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)6 }/ C* l" R; x" I
// 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)5 L$ i. _1 z7 o7 h* u
// 0.4, 0.3, 1, 15 N9 j% t. q {, q. @( R
// 0.9, 0.9, 0.4, 0.43 W( c" U& M1 J& g s, g W
[OBJECT]" ?+ l- b: X+ ~
SubSu**ceScatteringMultiplierDay=0.9
! W$ D1 d5 p( T& M6 O0 ]SubSu**ceScatteringMultiplierNight=0.92 `% o% p. k4 x! l. M
; w- C' A* H- D9 a9 D* w c0 n
// Setting this higher makes people go redder, lower = whiter and brighter
$ T4 h. I( h2 H& q3 gSubSu**ceScatteringPowerDay=0.60 e4 f0 U$ b& A, J5 R6 l q
SubSu**ceScatteringPowerNight=0.6, f- g: z) e' u$ y. S6 b
( C, ]1 }/ o! ]$ d% \5 V[LIGHTSPRITE]
' b% `* J/ ] W* e9 EIntensityDay=0.8
$ E$ v" s3 s) a* c L' i9 pIntensityNight=0.8
4 g- k5 J8 Z( v* E/ T% J* M' w e, |CurveDay=1.2
; h0 U J3 S, z) P. ?2 ^, S" ACurveNight=1.2
; t/ L9 C$ G' R2 U) @
5 }: P) L; s+ f3 u8 t6 E3 p9 T[WINDOWLIGHT]
! j7 J6 r0 ]. \* q- O' w# k5 xIntensity=2.6
: a% N2 g+ y J. t7 Q7 q" fCurve=1.2/ Y4 @0 O p" R/ f0 a
- s. L$ f0 I2 l9 H// Clouds on mountain tops and I think fog sprites in dunge**
1 S: Z. E, j" M& e- d2 a[VOLUMETRICFOG]
7 ]" W& I! T) x o& U# N: _IntensityDay=1.0" Q+ |* d! i# t
IntensityNight=0.8
4 U0 J* |: ^9 K2 d$ I8 r+ g0 L) YCurveDay=0.9
+ I, q' w' K1 fCurveNight=1.0- h s# U2 W4 D- M) S$ ]3 H
0 a2 K. s' a5 B! @4 k/ A
// Increasing this still affects water foam amongst other things3 [9 ~' k/ m+ x7 a) W* h
// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
7 g j' \+ S9 N* K b/ T" D[FIRE]
3 h3 E# \2 `( g, g; C, TIntensityDay=1.4
- _# R" _/ N: }) B3 L5 F; o4 DIntensityNight=1.8' Z& h a( {0 a1 q0 ] n/ L5 v* m- A
CurveDay=1.2
+ U! B4 D. r5 m2 [( {CurveNight=1.2( Q7 k' O$ ~! @% W' S" s
, m9 j0 P [+ Y Y R+ Z
// enables use of enbpallette.bmp if present0 f8 } w9 N; u2 ^) n6 M' r
[COLORCORRECTION]
" `- x' O1 c5 {1 y7 g7 FUsePaletteTexture=true0 `- ^- }# ^2 S" L
+ Y$ @! W4 ~* C' s% P5 M! F
// 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
$ | |% B5 \, M! v- ^[SHADOW]
$ {1 \) {: W' ^ ^. m! cShadowObjectsFix=true; J9 f$ J; s4 Q! n' p9 ~2 F5 e/ I
9 i$ D+ ~" o3 B% w0 M' U& @2 V[DEPTHOFFIELD]0 y% z% N* |1 j2 v) N( r4 }
FadeTime=0.1& w# t. p, `8 N$ w/ L& B n
# A. q" g. [; x3 G8 y7 h
千万别运行skyrimlauncher.exe启动游戏(每次运行skyrimlauncher.exe这些设置需要重新再修改),通过skse_loader.exe启动游戏
: U4 \1 z: c2 N2 A7 ? `% E+ w% F) b" M3 T: o/ c
. @. m( x0 i/ Q! N
$ k; x1 U6 J+ ~
. B, q% T" R& }" p) |
|
|