|
|
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。 H2 S( W# [2 u' d
, ~+ d. X" B) I3 A4 V我来列下我修改过的 3 W# D8 }' b+ S2 v
! E$ S9 J$ L/ F! E1 N% [: B; O& a先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
$ a2 i J) R( @6 d& I! x[General]$ E9 T3 i& {3 K. X0 m
fBrightLightColorB=1.00004 `/ I; Z7 |' N9 r8 A) l& q4 E( w
fBrightLightColorG=1.0000, l: K# k' @! l; t; y
fBrightLightColorR=1.0000
- h3 i* F' y' |; liStoryManagerLoggingEvent=-1
; N, y" O9 `, Z# `& H* Z) M: G- wbEnableStoryManagerLogging=02 Q2 L. z' V' T: S& b
[Imagespace]
8 c/ b% N: t1 R! l/ g9 {( {* UbDoDepthOfField=1
2 K" T2 c. G3 A" X$ niRadialBlurLevel=1
3 ^9 Z* N) j, n[Display]
9 d% a e- L7 |, x' riBlurDeferredShadowMask=36 m0 m( L3 V% |: z& H5 g
fInteriorShadowDistance=3000.0000" w( {5 [/ P2 T
fShadowDistance=4000.00005 g. ], }" K8 g! B U f& ?7 u8 ^
iShadowMapResoluti**econdary=10242 d E. ~+ _& z1 `3 d8 }6 h
iShadowMapResolutionPrimary=2048& T! T4 M0 w5 q
iShadowSplitCount=2# N; l' ^6 X; \3 [$ a! A
iMaxAnisotropy=8 异相性过滤 低0-4 中8 高16# W, P2 u- ?% ?8 M
fLeafAnimDampenDistEnd=4600.0000; z4 o- x/ F* F! \" j9 U
fLeafAnimDampenDistStart=3600.0000
7 F/ g4 S( A3 w$ j$ u% K$ JfTreesMidLODSwitchDist=5000.0000
! }3 o. V+ V! I! I2 MfGamma=1.0000. y- l' K/ Y; d
fDecalLOD2=1500.00008 Q, Y3 H7 f$ n4 D+ {9 i! C
fDecalLOD1=1000.00008 _+ ?/ O" w0 ^7 |7 H4 j
fSpecularLODStartFade=740.0000- h4 ~: e8 P6 c; e1 f5 E
fShadowLODStartFade=200.0000
8 ] N- {$ f/ E7 F# U& p! v: {fLightLODStartFade=1190.0000
( G y% l. o$ G( Z2 r! {0 \1 R) BiTexMipMapMinimum=0! F7 m$ c0 c% t3 I
iTexMipMapSkip=0
" ]% |3 h8 i0 {7 z3 `7 [" XiWaterMultiSamples=0) i& k1 H3 B4 T+ a. A
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4
8 F) l7 Q/ K) biShadowMode=3 3 b. Y% K2 c) `8 @- Z; V
bTreesReceiveShadows=0" K) D2 a& ]2 ~! L3 I" x( K3 U" ~
bDrawLandShadows=0, r5 ]8 _3 G/ W1 W \8 j/ j
bFull Screen=1
7 l' W9 D2 ]8 x( y1 t6 YiSize H=768
7 E! W) C% {4 D& F2 aiSize W=1360 游戏分辨率9 Y6 J; v& c1 G$ {4 s0 e0 d
fMeshLODFadePercentDefault=1.20008 n0 N ~+ {6 }$ t# t
fMeshLODFadeBoundDefault=256.00001 C/ V0 J0 [' j0 O/ {
fMeshLODLevel2FadeTreeDistance=2048.0000( G" w1 F% q6 R7 D* C% M! D
fMeshLODLevel1FadeTreeDistance=2844.0000; h( z6 e" S" X
fMeshLODLevel2FadeDist=10000000.00007 T; `4 [, j5 U) |
fMeshLODLevel1FadeDist=10000000.0000% a1 J- |$ F4 g; n$ e
iScreenShotIndex=158 O( W [- q: a: s
bShadowMaskZPrepass=0
. p- e# K8 j: I7 g# `0 H9 WbMainZPrepass=02 G( J3 M( }$ W" D+ |. @5 e0 [1 f& h
iMaxSkinDecalsPerFrame=10
* R2 {) f# u7 c! o6 Z2 O3 B2 xiMaxDecalsPerFrame=30# U0 I2 Z- }1 W: {3 q9 ?" H5 C
bFloatPointRenderTarget=0, V5 r1 D/ n9 A0 R% o/ m
sD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改
) `& [; a/ {$ B+ C5 V* AbFXAAEnabled=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 9 ]" O$ P9 m9 R9 w8 d8 Z. V4 X
iShadowMapResolution=2048 5 @* X" j2 T4 L
fShadowBiasScale=0.2500
5 k" |) Y* k- `* SiShadowMaskQuarter=4
% w$ z' w2 a: o! C" QiAdapter=0
8 w7 L& p5 n0 J& KiPresentInterval=0
! G; p1 x) Q! K4 Y& t4 niShadowFilter=3
" n, Y! K% `4 U: g& [2 G2 jbTransparencyMultisampling=00 p8 i* F' L3 x
bDrawShadows=17 v4 n/ V) v3 F& R( I9 W& D' w
bShadowsOnGrass=1
! `2 w& \, m+ v% ^bDeferredShadows=1
* x. ]/ ~8 T7 |[Grass]
# x/ j3 u4 q f. Z( }7 J4 r5 C8 G8 [b30GrassVS=1
0 X5 o* `$ r9 b S: |! A0 X- SfGrassStartFadeDistance=3290.0000# T2 A0 h+ q; p9 {. ~! T, h* m$ u& X% @
fGrassMaxStartFadeDistance=7000.0000
5 g3 S U$ Z7 V8 D6 RfGrassMinStartFadeDistance=0.0000
9 G" X6 F0 h4 A9 ]' z[MAIN]
; ?( T8 @8 i9 O: i6 qbGamepadEnable=0
( ~, y# f% U$ h' r0 BbCrosshairEnabled=1
" B* G$ \" ?# V* [- b2 ]0 QfHUDOpacity=1.0000
8 i" a. j- t6 P1 B% Z5 t& x5 q; pbSaveOnPause=1
7 m4 K' v1 T7 ]; r7 n0 A! A K' |bSaveOnTravel=1: D0 v2 W% A d5 H( E5 z
bSaveOnWait=1, j2 _8 i; p- B; h/ b' d; U
bSaveOnRest=1
8 y$ I+ n3 Q+ _4 ofSkyCellRefFadeDistance=150000.00003 x: j- t% b% x& z0 B1 t! S
[GamePlay]
. V" c6 b, |( B; m/ P2 k abShowFloatingQuestMarkers=1
. _: b V7 A: k+ C) f/ |) B: {' KbShowQuestMarkers=19 R8 Z! D6 s3 A0 j* S! _% K' d8 |
iDifficulty=5
0 h5 n+ `" w, x8 h( v[Inte**ce]
# V% R+ a" B" \9 Y. L4 y+ @! b- xbDialogueSubtitles=1
$ Y& A. c2 {3 E6 B- gbGeneralSubtitles=1! ~; k+ ` @$ E% }
fMouseCursorSpeed=1.0000
! f9 @. F. X: T7 Z# B5 ?bShowCompass=13 q' c9 `9 s1 E" a
[Controls]: ?5 P2 |5 q; c6 W) ?( I
fGamepadHeadingSensitivity=1.00009 V1 w$ l3 s1 Z4 Y1 C5 j& F& Z* e
fMouseHeadingSensitivity=0.0160
0 {1 {8 G$ C, D" xbAlwaysRunByDefault=13 H. n1 c* o$ C0 z% r. u K: _3 X, i M
bInvertYValues=08 h; a) f8 w: F7 l* ~& Q
bGamePadRumble=1
8 y1 b+ q7 O2 e- i$ |3 ~8 wbMouseAcceleration=0
) m( {, j1 Q2 Q* s0 R$ F: U( WbUseKinect=09 [# S4 z, ~2 K% R
[Particles]/ I* M+ p! T8 f; D; G( \- i
iMaxDesired=7503 G9 W* _2 L5 i! u0 T' M' |: y
[SaveGame]
4 g5 F1 p$ J" j" p( ~fAutosaveEveryXMins=15.00007 g; J+ s2 x2 I, i0 W- ?0 D' g
[AudioMenu]
0 M: N, \& ?- _1 p# KfAudioMasterVolume=1.0000
4 B ^$ ` {" m! c# pfVal7=1.0000
) }' x! H* ^& I- i, j7 Z& G; E& JuID7=0
; Y: A, D8 ^; G2 p7 WfVal6=1.00009 `" l% a2 b- \1 _! l
uID6=0
& G& t' Z8 B/ A; _. d( [ m# kfVal5=1.0000+ S8 t! m8 D1 U
uID5=0
: a: s* H% b8 p/ K8 R2 @% V- }fVal4=1.0000
, H( U" t2 X5 G3 T. S% h* AuID4=0
6 P* ?6 m. S$ AfVal3=1.0000! Y0 }( |; `- T9 Z+ |1 H4 Q
uID3=94881: C' P% T* r Y8 x0 n2 O
fVal2=0.2000- S0 S, Z8 j7 D; M
uID2=466532
/ s! [# O7 O7 Z! u/ {! F7 CfVal1=0.9500
. S; {: v; g Y4 V; ZuID1=554685
1 X9 c6 S' P/ D, wfVal0=0.9000/ I$ l, g% m$ u0 o! [; v
uID0=1007612+ b" R6 W0 P( |! j
[Clouds]
5 p/ a1 L+ j$ R3 M* j6 QfCloudLevel2Distance=262144.0000' E( c6 j2 j; F: W9 {) J
fCloudLevel1Distance=32768.0000. _& I) T" j$ M) `
fCloudLevel0Distance=16384.0000
U& T4 T# z6 r% RfCloudNea**deDistance=9000.0000, z. Q7 I! j4 ?
[TerrainManager]1 H5 ] V! J9 n
fTreeLoadDistance=40000.0000$ B3 N; M, W/ u* |8 f% [7 z- L
fBlockMaximumDistance=150000.0000. x4 `3 c3 F; z' n$ e
fBlockLevel1Distance=40000.0000
% k9 U/ v- N# z0 ]: o: H; R7 i4 cfBlockLevel0Distance=25000.0000
" T" j1 E( ~$ h) ~4 z& cfSplitDistanceMult=1.10009 H4 o' ?& p* j1 E
bShowLODInEditor=0, h/ {$ t v, U0 ]. W/ i
[NavMesh]2 N. t |1 e; g' t. o2 U
fObstacleAlpha=0.5000
( }! ^: O6 T$ l0 ?fCoverSideHighAlpha=0.8000
; b9 [" j" i! ufCoverSideLowAlpha=0.65003 L$ }5 ]8 T; f! K- H% h+ `* |/ m& V
fEdgeFullAlpha=1.00000 r# ] a$ h: P
fEdgeHighAlpha=0.75005 j" l( e* N+ ~2 y/ _! q
fEdgeLowAlpha=0.5000
6 }6 h8 ~1 Z$ @9 K0 wf**FullAlpha=0.7000( }( H' W9 ]* f. F- s3 H
f**HighAlpha=0.3500- Y, }8 \2 a) ~
f**LowAlpha=0.2000
! z7 L& a- ~+ KfLedgeBoxHalfHeight=25.0000, C1 Z7 i( ]' C |1 U
fEdgeDistFromVert=10.0000
$ y% o: P7 F& w' f: j9 ZfEdgeThickness=10.0000( l/ v4 A2 J8 _
fPointSize=2.5000
, T+ {- O* f1 N- g# j. t[Trees]5 w* L2 v& k. N! O
bRenderSkinnedTrees=1
7 Q4 ~! Y6 L' z2 ]. X Q% i/ SuiMaxSkinnedTreesToRender=202 ?5 C: |) U+ y
[Decals]; @5 e5 j( t* k7 t/ g8 i; u6 q& @
uMaxDecals=250) Y1 _8 ?1 m6 f5 Z5 g
bDecals=1
' |) h$ L3 h. y- s5 ^6 bbSkinnedDecals=1! _# i% n0 I' L' N, \8 l
uMaxSkinDecals=50, V8 Y% s( n& J: G( M$ ?
uMaxSkinDecalsPerActor=40/ _" Y- I$ s, _# Z
[LOD]9 W; z: p5 z" W- Q
fLODFadeOutMultObjects=4.9998
) u8 G O8 X9 Q- BfLODFadeOutMultItems=2.9600
! k G& _$ M. p5 sfLODFadeOutMultActors=5.9000
0 w2 P' s0 A9 FfLODFadeOutMultSkyCell=1.0000* \# u4 Q8 S. O) ?5 i H: R
[Launcher]
6 s2 I8 P2 g- t7 X3 q0 J# ~/ QbEnableFileSelection=13 x7 r* b |; s+ k* g: f8 }$ L& L
bShowAllResoluti**=0
9 \" H" ?, X3 V& Y- E: D v, buLastAspectRatio=15 d# |$ j% l; s6 W6 ]9 G9 C
[BlurShaderHDR]& ?) X, ?# G$ l' \8 \8 [
bDoHighDynamicRange=19 X. Z3 ^" }3 V$ ~0 a8 K
[BlurShader]
; T4 C: T( t6 G3 N' y1 u% ~5 rbUseBlurShader=04 c5 V# v. J0 C! e A% F z$ O4 L1 F
[Water]
& A5 `+ y) r+ O& \3 K$ o! hiWaterReflectHeight=512
* B# m9 M* p O4 v1 {9 B. L w. M+ P$ H6 giWaterReflectWidth=512; d9 E O1 g9 d+ O
bUseWaterDisplacements=11 d3 a* W2 b# u, d5 v
bUseWaterRefracti**=1
" D+ d' T- a* tbUseWaterReflecti**=10 g. [* O1 D; ?$ K# d( o4 T
bUseWaterDepth=1
2 O1 ~" `! V( R) \/ I& I( ]& a( O/ A( ~: ?& Z# Y9 N. P9 M
0 K& h- C; q- T# B& @& ^& H下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
0 S5 P2 T! ]/ E( b; \; B$ S$ P9 A4 W) R7 R, y& w
& S9 [# A' r- r- Q8 x1 m& a" V! t0 h// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
. W$ y4 F6 K- b$ N1 }( [) u- ^5 k% w
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
* X, ]( P: ^( a: f" O1 S. ^// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
8 t9 ]2 E& x+ _// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
$ |0 R3 Q* ~7 i/ x$ _$ v9 ?, ]4 G5 j
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html8 w/ d0 C+ P$ d& Q2 Z) K
// Please respect and support the the ENB original author,thanks HD6
" X/ p* `, i: n- E0 _% w
2 n4 L6 s3 W- u6 c6 _6 C/ Z[PROXY] //代理, U& m+ D- K" g+ Q! q e+ ^
EnableProxyLibrary=false //同时启用外挂dll脚本
7 t0 m9 q) {, \5 q; |5 t1 K) ~& {InitProxyFuncti**=true //外挂脚本状态 o% r5 ]! A3 w3 q* i4 Z
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称
( |9 v& ^# O9 c3 _, z& g1 f6 k, M, U/ B0 {1 u5 n6 V
[GLOBAL] //整体" R5 T0 a W7 e M% t- s6 j' v- k8 E: N
AdditionalConfig File=enbseries2.ini //外挂ini: u* y/ M) ? ~2 X5 K3 b
UseEffect=true //ENB在游戏开启时启动% R z! D- u- Z$ n& D
CyclicConfigReading=true //读取Cyclic设置文件% w( G3 {7 S2 b
ForceNVidiaCard=false //NVidia加速
5 K+ U* I7 V, F2 V9 Z# o0 ]ForceNVidiaCaps=false //NVidia加速
) k& n+ v+ a( s4 |/ _* y5 oAdditionalConfigFile=enbseries2.ini
; @6 h& t) {! \' _! V, y8 n
7 \. [( q( `- |& y: W7 B6 B[FIX]8 J8 [* X9 }4 g+ X2 h! \
ForceSingleCoreCPU=false
8 S$ Z+ b P# S% WIgnoreThreadManagement=false/ L h0 v% G- F- S
IgnoreThreadPriority=false. o7 D; V/ L" V& a+ g+ ^, G
AntiBSOD=true
+ U! K2 e; K" \& [* ^( ^0 ]. s) u
7 N$ G' z% T. q; f0 r[GAME]
; [" p6 x( I6 D0 t8 iSpeedHack=true
2 {1 {/ {. s6 v5 B5 ~ShadowQualityFix=false
0 p- x2 E/ W0 W& y4 _8 zShadowObjectsFix=false7 L# |; u5 t" g; e
8 q$ @( M. h/ `9 F6 g5 L[MULTIHEAD]
8 X5 Z+ T- d( IForceVideoAdapterIndex=false
0 g, D9 i1 y6 n% U8 r6 s; l& r2 L/ dVideoAdapterIndex=0
# m9 ]) f: _' I7 z0 I& k
3 G" T2 j+ v: i, T4 C[LIMITER]4 c& Y: i; t# }3 X7 `- @( m
WaitBusyRenderer=false5 X s$ L3 G* a) i
EnableFPSLimit=false
+ u; l% d1 ^+ S, X+ H; m5 j* uFPSLimit=30.0
3 B% ?, F: Y: e* q& J! m$ ?- G
/ a7 x* f' M! n8 H, ~[INPUT]) U0 c; t5 y1 G8 B/ y+ V
//back: [+ ^) j4 G) o5 a6 _
KeyReadConfig=86 j5 Z9 N4 A# D2 N: S
% [2 o7 b( G4 [
//shift
. H1 {' z1 U: A+ e) k( N- ~7 |5 m2 _KeyCombination=16
7 o+ `0 H8 |% A+ w/ X
7 I9 W9 C; s% L5 Z//f12
4 q) a c F7 L$ Y2 O' cKeyUseEffect=123
. j- H$ d% S0 f9 Q6 k z2 ]3 T9 o
//home2 L# p/ |; Z3 {# Z9 X1 i
KeyFPSLimit=36
+ S8 |" Y( _5 d8 r% y. e7 [# {$ B V
//num *5 t( k+ [! P8 e
KeyShowFPS=1061 r X5 f1 V' r4 I6 _/ P/ m( X
& T9 z% r2 E( s+ V' K
//insert: 451 Z- @1 Y: k5 y* s7 }1 O
//print screen: 446 `3 e& Q. j8 Q( o
KeyScreenshot=45
* W, d- ]0 J: Y8 l5 e0 h( T) S8 g7 B( q3 @7 h( s3 R/ X
// Above 8 may only make minor if any difference, but may not have fps hit?,
* g$ L7 Q' R) y' p$ I" p2 ~/ i// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view( j0 y& i+ H7 D, ^; x4 p
// I hear forcing this on causes issues on some cards or something, not sure what to do really,1 ?5 U6 k3 z7 Q* k$ ?
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
. X" c- [! i4 g2 R/ f& U) c// Odd for me this really only affects the transparent edges of grass / trees, improving those.
# O6 @( j/ J0 N1 R// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers3 Y9 P9 }1 j; R6 k
// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.: H0 O( q) H% j( t( z- w
// In all other cases anisotropic filtering is almost free by fps.- n: g" }; C6 Y3 R
[ENGINE] 引擎
9 _( o! B) S) ^2 ` bForceAnisotropicFiltering=false 强制各相异性过滤+ T$ H4 ~/ X5 F5 O
MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]
) M: L7 V/ V- o4 k! f+ b- w" g. ?SkipShaderOptimization=false 过滤优化
0 l" J: Z# L5 z1 p/ \* I" d- I6 X0 K/ T. Q( p2 A8 {# m( a
// better to set false in most cases (turn on if mod looks buggy for specific driver version)) l1 N" d% ~, ?0 Y( |; S; ]5 d
SkipShaderOptimization=false {1 } ^/ J+ B# j0 Q
2 b/ d- x( T; c1 a# s2 V0 n+ g
[INPUT] 按键
& m) T7 w0 @ n6 K) vKeyUseEffect=123 特效的按键设定
5 P/ U2 F0 Z4 M& b& |KeyCombination=16 组合按键设定# i, o! r3 L, k+ x2 B. j
$ E5 n* H. |9 K0 b: o4 H
[EFFECT] 效果
. o( c7 G. E. f; h0 u' d# |/ K! ^UseOriginalPostProcessing=false 原版画面处理/ S5 \" H0 s& P* u
UseOriginalObjectsProcessing=false & h3 J, \" n; q: g9 n
EnableAmbientOcclusion=true 环境光遮蔽特效; Z$ s0 G4 B/ v' _
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries6 ^; w- S J6 \% u% E6 z
// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
0 i; z# K! z# W& t1 ?. A7 s8 lEnableBloom=true BLOOM特效开启
( H6 r5 `- P" d2 S5 qEnableAdaptation=true
- s' W5 g/ P0 r6 A2 ]/ s: ?6 r7 ]; D! 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): R7 H" G c0 n0 v1 i3 `& N1 L
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
- z* Z9 l0 C/ s( s// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0./ |, z* y6 T3 U5 Q' l* b I
EnableAmbientOcclusion=false' R2 c3 Q/ V$ C
. ?! Y) W$ P/ }
// Do not use, not implimented yet8 F8 }; v* a; }; I
EnableDepthOfField=false
4 O- \) N! ?/ R4 ~& Q7 B5 n+ N/ x9 u8 _
// This affects entire scene brightness and is what makes everything look 'good'
+ E- B& I" M+ G/ g+ u, z4 H// 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.$ U7 [# }. }1 D5 z0 J$ J
// Quality: higher numbers = lower quality
( g) K3 G1 c# X6 H$ O4 _) R" `2 H[BLOOM] 静态特效
, W1 k+ v0 F9 Y. W6 V4 WQuality=1 质量 [-1最高,0高,1中高,2低]
9 c5 t4 U: L4 V$ {! R6 W; i" r// Some areas in Markarth especially; really blow out to white
" k! }8 I: x* `+ t4 E! _// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.# P1 v2 x2 F4 R" H, Z9 Q; ~% ?6 C
AmountDay=1.57 z: ?! m; d$ P# a
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate# u5 T( z3 S& n1 f2 w% a# |
AmountNight=1.0
6 A1 O) E @3 [: a9 h
' z; f- G1 z# \' Y# B4 j& ]// 256, 5129 W, K4 l0 a; T" K# a1 T6 I( i: ]0 N! _! Z9 {
// Makes dark areas bluer. Simulates the human eye. Higher is bluer. |7 ~( @0 H, G) s- [0 t- k
BlueShif**ountDay=1.0
- I2 a( ?7 s" C7 YBlueShif**ountNight=1.08 r/ x f+ Q* z- w- m
& g0 T8 S6 J' I8 P: t) l# O// 5, 3, 1, 1
/ H7 G! R6 O) L6 |- ^4 b// 3, 2, 2, 15 [$ I; F" t, M. P
// nn: 4, 4, 3, 3
5 c5 u' }1 {: r! u9 U% d( | P// Intensity is how bright and strong the bloom is, higher = brighter& j. f( ]' J' P
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more
1 L8 g( v; m3 l3 t; y[CAMERAFX]
- |, h( z$ |% M6 tLenzReflectionIntensityDay=1.4
' ~( w8 r* d! U/ SLenzReflectionIntensityNight=1.40 G: R! c0 u0 c1 o# _
LenzReflectionPowerDay=2.0
. o; a7 b& _+ l! l) U( jLenzReflectionPowerNight=2.03 J' v9 c. H: ?7 z) G
// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,
}! P" ^( C7 f- K// 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% R. F' d& R; ?8 M
// even at 1 this will trigger in ice caves which are really bright( r( x I/ t, c- d+ m$ r8 P
O! e8 }' Z) b- F6 ~: U4 e" S
* _, O' g4 H g// Trees still flicker especially in distance when lower LOD3 S" P2 b$ \; H j) h/ Q8 b4 m7 S
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also1 b& ?2 t! K* q
// 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
2 _& I9 j( c/ k7 O$ @$ M// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
' `+ S q1 Y5 C// Shrinking Sampling range reduces/tightens this smudgyness
, W" B$ n$ H+ q7 k/ I% u6 a/ I// Also screen resolution has a big impact when combined with SSAO$ X; b& G$ L4 s8 a f
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example
, c$ v) i6 D8 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 subtly
/ Z1 {9 o% m4 D H) ~// And right now if you have SSAO on at all it will screw up water ** it look see thru
2 {, {6 l+ D! S& B& T// If you alter 'UseIndirectLighting' you must restart game to see changes
9 O% Q! t- ~& \# U) Y! Z- A# a// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
v1 I9 P! V0 K) b d( N: A/ c9 n[SSAO_SSIL]3 G s7 |) {6 C$ i8 f
// 1, 0.4, 7, 7
: W9 o& K- U) r- K: ^: IUseIndirectLighting=false% R5 m3 ]- w& O6 R& q
// Quality: lower is better, can even go -1 if you are brave
( L/ O* c3 p/ X7 QSamplingQuality=1
+ f4 E, E: ]7 |& U7 ^0 g/ G// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
; x; X n1 b1 J7 ^$ r$ H( _8 QSamplingRange=0.6+ n [' M3 \! f; e& I5 f7 B' ?2 F
FadeFogRangeDay=7.03 \% h6 n. p) k
FadeFogRangeNight=7.09 l7 H5 G4 J/ e q
L: I* h- o1 Y! Y) _: B
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit
3 q' K: d+ F8 P! _+ {// 0.35, 0.35 - LOW - will flicker more on trees0 V) l* g" f2 |" n) l( ^0 v
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
% ~- B$ b9 N; j// Not much point in going above 1.0
6 G; H' B4 s$ ` @# dSizeScale=0.4
( ^" B0 u* |. q9 c QSourceTexturesScale=0.4
( r+ v8 e/ q( N" _! T, O/ q1 ~) w" b0 p
// 2, 0.8, 0.5, true
$ d" P- z R+ ?! P1 g// FilterQ lower is better, tighter
3 P8 y/ a0 L' R5 s1 jFilterQuality=17 n% F/ a: s2 T! R$ ]2 C
) f Q1 D& n8 T" I% m E
// The AO strength, high numbers = darker shadowy areas.
2 [/ h1 E' \, \. W% V// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
9 n; D( ^+ D# K0 C% aAOAmount=0.5
; g4 X2 e: R. ~4 p! u6 b1 m& D! i$ |8 n# |8 @ n
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does) l7 j8 X- C' ? D% \
// If you alter 'UseIndirectLighting' you must restart game to see changes
9 {: k! U9 K; @, o- T/ q// ILAmmount (when UseIndirectLighting is true) will brighten areas that are being darkened by AMAmount, so you can balance the two values together to prevent the AO being too dark
. r! @6 f0 P" ?9 }ILAmount=0.5
2 Z5 z3 F, M; d8 A( i$ s# _7 g6 f k- X/ l8 M
// Alters what time and places are c**idered to be day or night and the transition between them
4 b4 N, U+ Z$ @: {1 e3 e2 T// 0.7, 0.15, 1.0
4 s& d0 h# V5 L' G[NIGHTDAY]1 V; V, ~4 m) i6 K2 E
DetectorDefaultDay=true f1 ~% p& |+ \( `& n5 D# _0 H# z
DetectorLevelDay=0.7' x, }! N3 {1 w3 g' r
DetectorLevelNight=0.35
6 D+ T9 P# h |DetectorLevelCurve=1.06 P% K! i$ G6 J' |: |. L% ~$ a [" h
' o7 h, u/ k# r; E4 |- z
// 0.2, 0.4, 0.1, 0.6$ |! u8 X. b+ _3 S( I1 f
// Adaptation is entirely ignored with my enbeffect.fx file
* _$ q* G; _/ J// Adaptation also set with EAdaptationMin/Max in enbseries& R& j: O. n" r8 N5 j, s
[ADAPTATION]
) s' m9 I) k2 G, M. @3 NForceMinMaxValues=false) r4 v6 {( w* F" t3 D2 G7 S
Adaptati**ensitivity=0.2
/ m- |& A/ S6 M( p: Y- A: MAdaptationTime=0.4( y8 |0 N' V( r0 G9 t& s6 M6 {6 Q
AdaptationMin=0.1# q4 s# a* Q' ~2 o. i
AdaptationMax=0.6
6 y5 {" y4 [3 x6 g" \! Q5 k; j" V8 E, K/ o6 ]
// 1.2, 0.8, 1, 1, 0, 0
9 V8 C/ [5 ^& h2 d- @8 u- Z8 j: s[ENVIRONMENT], b# c6 ^2 \* S& H/ |
// Sunlight during day cast onto scene
( L3 q) v2 a8 M7 A1 fDirectLightingIntensityDay=1.0, S$ z+ z. T; V' q7 u9 K, [
// Moonlight cast at night, thus creating shadows where it is not cast, most dark night mods just reduce or remove this, but then it looks flat and boring
$ q+ T2 E# } G# c( A# @( YDirectLightingIntensityNight=1.04 U' A E- G7 g+ _
2 t3 N) Q" b$ P: T+ k
DirectLightingCurveDay=1.04 v! g- s# H% j7 O: g$ l
DirectLightingCurveNight=1.0& r4 \1 f, q: g' n4 ]# [2 q) B
DirectLightingDesaturationDay=0.00 U, ?) Z& x' U8 s
0 K4 K$ K. f3 e" C- [
// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all( l3 E+ U7 s) X8 E/ l( _/ _
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
: `% s/ a7 k; M1 X2 p9 l// More desaturation at night is done in the enbeffect.fx0 L* o* w# n& c- a4 p
DirectLightingDesaturationNight=0.0+ b+ D5 h* j3 m/ D- E+ R
+ L' G( ~$ k K, ?+ Q# ?// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you! o% \- T# r$ i
SpecularAmountMultiplierDay=1.6
6 h" D7 h: i7 A5 ]8 QSpecularAmountMultiplierNight=1.4, j. L/ ]9 |2 e2 Y4 Q
SpecularPowerMultiplierDay=1.2
7 M I8 b& q" g: X9 E6 W0 gSpecularPowerMultiplierNight=1.2
6 h m& _3 q$ l! x
7 M# a# n$ j/ Y5 n& O( a/ x$ ]! O// Leave at 0
( F/ ?# z' ^9 n: ]) t* T E" H( R) q( GSpecularFromLightDay=0.0
3 @! _! b& u" i1 }8 ZSpecularFromLightNight=0.0" `0 d/ F4 ~ s7 ?3 L
" |$ f) Q0 A7 l5 Q$ R( a2 C# e* ]" K//1.3, 1.8, 1.0, 1, 0, 0.8
" c b$ p- c7 d4 e- G X// 1.0, 1.3, 0.2, 1, 0, 0.5
& g, ]4 ?2 J9 f6 c7 fAmbientLightingIntensityDay=1.1" L0 R2 F8 r) J/ n; v/ z
AmbientLightingIntensityNight=1.0
5 d% m3 |: u+ L- r3 h* ~$ l2 A- s. `' V- CAmbientLightingCurveDay=0.3
& ~" Q" [% ^' [4 o// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!# p& h! c' v7 T! o! U8 X
// If you increase curve past 1 you get little superbright specs of light, dots flickering0 @3 F9 Y8 O$ W. c" s
AmbientLightingCurveNight=0.8
; G/ O \; {- L5 ?# ?AmbientLightingDesaturationDay=0.0$ @3 D4 s E/ g$ |5 b5 W- m1 F
// More desaturation at night is done in the enbeffect.fx
+ y1 ?, O, E! C$ c3 \4 O* V) Q0 gAmbientLightingDesaturationNight=0.0
( P* \5 p# N" @# q; t; y& p/ H. }0 s
// some caves lights are treated as Day, so they may always be bright >_<6 E# M o1 ~ B% j! V. J+ |6 k" X& v
PointLightingIntensityDay=0.63 t5 Z* V% ^5 [/ J O5 }5 r
PointLightingIntensityNight=0.66 g+ u8 d" }! S. U. ?3 r
PointLightingCurveDay=1.5+ f6 k. z9 l& T$ Q
PointLightingCurveNight=1.5; b. p' _/ k! D. J( m5 m
PointLightingDesaturationDay=0.0& X" Q9 ~) e3 n+ y' p; u5 u4 n
PointLightingDesaturationNight=0.0
O" O0 f4 R* U4 h6 S2 X. J" H# s5 F; \: n3 P% a* v& ?- G
// ** 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
( j# q4 i) M2 A' }* ]8 `, z. Q# N// 0.8, 1.2, 1.2, 1.0/ F V* I' K6 H% C8 N
FogColorMultiplierDay=0.9
/ Q. U5 F# H$ J& kFogColorMultiplierNight=0.8% H3 e M. U0 o# y$ U3 j
FogColorCurveDay=1.0
- b: z* z/ p {FogColorCurveNight=1.1
3 K: p% B Z, c* K4 G& _7 a# B: M
//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey6 F+ p7 T _* R [) g4 E/ l9 d
ColorPowDay=1.04 V) R! ^( K& Z$ ?: i
6 |! Z8 _' A, E- h9 T7 F
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0
+ j# N: P0 E% ]% MColorPowNight=0.0
( A @: N1 {/ G( Y6 ~+ B- q) {
$ [7 ]" A' V8 h// 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 too9 A$ x, P6 f, c; u. H
[SKY]
6 E1 J4 Y, v4 s+ ]% ^( T- z+ t8 CEnable=true6 z1 {6 j. }7 T
// 1.5 :: 1.0; ^7 ]! g& R9 C& W7 N! ~1 H6 n' _, X
StarsIntensity=1.5" Y3 m; [5 [1 u5 }; ~7 m
StarsCurve=0.9
+ n( o# w, o% w) l
) w1 J% ~6 X5 r5 p0 L M- @// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example* x8 V; Z. @8 g, L X
// 1.0 :: 0.8
$ l8 N4 W# D2 f: l0 lAuroraBorealisIntensity=1.56 u" T/ O, |/ ?5 T. ?0 b" [( v6 s
AuroraBorealisCurve=1.4
, e9 S1 D& J( k' ]7 |# {5 i+ J- T7 i' y1 ^2 R; w1 M
// 1.1, 1.3, 1.25, 1.25, 0, 0
( r) H! f, N% [/ bCloudsIntensityDay=1.2
@+ t6 h4 A2 E/ HCloudsIntensityNight=1.1
, P) W+ H9 C1 _7 f! P: P
* k( D) d: F# V: U2 uCloudsCurveDay=1.4
7 ?! @$ K' k% _0 G- GCloudsCurveNight=1.4
2 y) }9 @, p* t; U% tCloudsDesaturationDay=0.0
9 q# x; J- l- V, ^& K% M- F) rCloudsDesaturationNight=0.0& g: [0 @8 m, o6 Y# O( a+ q% `
. `6 z, o, J) H9 O5 x9 j* Y
// 1.6, 0.15, 1.16 p0 i/ |8 l& s- m7 c# S6 O2 e
//1.2
. {2 }7 R( q0 Y' L9 ?3 E: y2 V/ X// v11.2: 1.5, 0.4/ }- A) V. c' l1 S: J
GradientIntensity=1.7; ~5 Z" G7 F$ |2 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
9 T( o+ W) d; K3 p# Z6 c6 K1 CGradientDesaturation=0.34 o7 G4 e5 ]. p4 T L& n
8 C. P3 q- x' P" o1 v; B( c6 A9 Q$ O// 3.2, 2.5, 1.0
+ _" Y; y1 }% \( A3 x, 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
1 V& o% g5 v+ g# _# v1 I- bGradientTopIntensityDay=1.00 j* j" P7 q" U& ]; m+ d( [
GradientTopIntensityNight=0.7+ v$ @# e% x& Y- e9 Q/ R
GradientTopCurveDay=1.2
3 U& R5 V( l6 S3 cGradientTopCurveNight=0.8+ H6 d5 K. w6 J
$ B% W0 w) j( W' z
// 1, 1, 1, 1
! e- W$ @9 T: u/ j! o// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3 m/ x" t% n1 q, h" |, F4 G* \% F; z
GradientMiddleIntensityDay=1.0
& ~' I* U6 n9 A# j. yGradientMiddleIntensityNight=0.6% ?9 ^* m! `; ~1 Z4 S
// Setting curve above 1 results in awfulness at some times of day
+ ~1 Y% W8 F2 G1 f* E% OGradientMiddleCurveDay=1.7
3 m+ g/ m4 B* Z i% SGradientMiddleCurveNight=0.9& I- {2 [1 S6 a4 P* c" a
" E! T4 Z! ~) l. L" _
// 1.8, 1, 1, 16 F% g: [( j! @5 z3 ]6 D8 z6 L
// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3# A" b! V& _# n: Z
GradientHorizonIntensityDay=1.2
A& k% J4 l, f4 V: W, v' LGradientHorizonIntensityNight=0.6
' Y, r% g9 X3 YGradientHorizonCurveDay=1.7, U. e5 s& X& d/ A4 e0 X8 ^, Q
GradientHorizonCurveNight=1.1
" }+ O& z; B! L4 I+ J, \! `5 d1 f; X X9 D
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance% C% c$ c7 i$ q! j! Y
// Oh I have a sun lens flare mod, maybe that doesnt help
" {8 ^6 z% q! a: i+ I ASunIntensity=0.6" g3 n: ?0 q7 \3 g8 m4 T& W0 o
SunDesaturation=0.0
- R, p0 c- E7 ^
# l5 c J3 F: y) M+ f3 v// Setting this higher results in pixely noise and visble border of sunflare. D5 Q# |8 c; ~0 z/ H# P, d
// Oh I have a sun lens flare mod, maybe that doesnt help+ W7 ]0 A; f" b0 R
// Cannot get sun to bright enough in center
; o6 A1 i9 W* O8 x" K+ qSunCoronaIntensity=3.0& e/ ~2 l" K- v) L/ n- z. P& u4 j
SunCoronaCurve=1.0
7 s3 J7 B% W5 U" VSunCoronaDesaturation=0.0
. j9 A# [ Z; I$ [( t4 K F3 e7 e& o+ L$ y& O
// 1.0 :: 0.8
; D# R* U1 c6 {! f" V% KMoonIntensity=1.8
- h: Y9 m; X4 pMoonCurve=1.48 a# b' F+ \+ r. `) Q4 b
MoonDesaturation=0.0
, y: C% `/ `2 ~) G" ]7 k' H4 i1 C4 t0 G8 p2 w# r, L4 A6 K
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
& \: x8 s% `: N// 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)4 k3 u$ y) ~0 v( b2 f
// 0.4, 0.3, 1, 1; d1 |' c+ z2 e8 Z
// 0.9, 0.9, 0.4, 0.4( N/ [3 T" O J8 i: P, n5 E
[OBJECT]
; r5 ^* i* G6 y1 P+ H3 T. q) c" @0 PSubSu**ceScatteringMultiplierDay=0.9
" e% E) w6 k# U4 nSubSu**ceScatteringMultiplierNight=0.9
* D* d" _8 p% R. Q+ r, U9 Q# M/ O! I# G, G- Q% |3 l/ M3 n: Y
// Setting this higher makes people go redder, lower = whiter and brighter
4 Z; h/ y& N2 h% [' t6 k2 bSubSu**ceScatteringPowerDay=0.6
; H& ~8 @/ T; E5 xSubSu**ceScatteringPowerNight=0.67 Z! t- d" g3 g
. Q* ^! J" \8 w, z! `
[LIGHTSPRITE]
+ d x" z8 b; J1 h9 {+ cIntensityDay=0.8
) l- q, `0 C3 H3 ZIntensityNight=0.8
4 @3 C/ M/ a/ K1 K# f6 U) s& GCurveDay=1.2
' E* M3 r. q7 JCurveNight=1.27 C* o9 i! k9 t4 u
& g* n4 H0 w: V0 k' w f
[WINDOWLIGHT] 5 K- p- J( y( w& ?
Intensity=2.62 C( E7 ]; F( y. n- D
Curve=1.2" {2 ^7 c1 n) P8 K3 y5 m
`$ `6 I8 _( q! H+ A1 B
// Clouds on mountain tops and I think fog sprites in dunge**9 u! o3 v- p. G2 l! e- o* O
[VOLUMETRICFOG]
4 p" Q' }/ {: E2 @3 D7 V( c& ~! h* tIntensityDay=1.0
" @) s5 r" @) V: [! jIntensityNight=0.8* z+ J4 a2 Z& o- z C
CurveDay=0.9
4 X( M' U6 D/ r5 ]# wCurveNight=1.0
0 ]7 Q# f5 T0 {& R$ f e( X6 u5 l0 Q- T% n% N- P( B+ Z& ~: n
// Increasing this still affects water foam amongst other things, M1 ?+ X) Q3 B
// Affects draugr spirity/blue glowly bodies also, which is cool ;-), Y" F# W( E* W
[FIRE]' b/ Q5 y8 w8 a1 x T; w9 v
IntensityDay=1.4# Y4 }% u) y Z
IntensityNight=1.8
& j5 t1 |0 Z9 [) N$ n3 ?& K bCurveDay=1.24 G' H) |9 h3 q M4 Y/ _- A- J# x" \
CurveNight=1.2/ {% u" @( H( i8 l3 X% a
* }9 Q; o) a8 u+ Z9 F2 }// enables use of enbpallette.bmp if present
8 ?8 s$ z3 z B3 S+ h- ~) h. R |[COLORCORRECTION]
6 N) k3 t: r: U6 GUsePaletteTexture=true
^" A) O0 G; k
4 K2 }/ f9 X3 u9 A: @7 P1 |// 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/ R3 j9 O9 K* {
[SHADOW]
' |) ?! g, }* J/ p# {1 gShadowObjectsFix=true
# B+ U7 e+ F Y; N0 x$ s9 u% X& s) ?! d; p- d
[DEPTHOFFIELD]5 ?. j8 |6 W/ v5 M
FadeTime=0.1
, o' T. P& f6 @
% _# R: E1 K7 M. ]1 s+ |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
7 g6 F" o4 b: h# d, D! o& T+ d1 o2 `8 a7 \
( M( j3 _& G3 B8 c( _" ?6 ], Z0 x9 W
7 u E% I. C: r V+ V6 \
|
|