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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

1 m' B/ J( p$ W已经在原帖报告了4 J' ?! y# r% t& f' n0 x6 A

! s" W, f' Z- N# B7 q3 S8 ]又发现个新问题,按SHIFT走路,身子老往左歪。
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  h1 Q* j* i* R6 y2 q# y                               
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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 # ]# V8 d( `1 v& D1 J( ?7 E
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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。/ s7 l/ a4 S2 z/ m' q+ A  ^
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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5 p* v& n7 w0 ~* c" W: M4 v4 V" D
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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
+ U" F& a8 \- S  V; O/ V谁TM来救救我啊!!天啊!!!!!!!!!!

. P. }9 v2 M/ H7 r; n( ]bbs.3dmgame.com/thread-4199486-1-1.html原帖地址。
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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
/ m$ F0 E& S0 V, j% A, \谁TM来救救我啊!!天啊!!!!!!!!!!

3 h9 R3 `9 j: F; z  D$ O0 v% y1.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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. g; y7 z4 m" G( ~% ^) t2.下载NMM等MOD管理软件,用NMM激活所有esp erm选项。# b  t" |' r1 z4 \

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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 & j! h! o% s/ y& u( Q
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? ...

. v! z# V: F4 H( U# c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。8 v- S7 v6 v2 n# k; ?% f  ?
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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。- k! c" a% X+ `/ 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。2 d% Q) h5 K  z2 @
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。, p6 F* Y% P; _3 r* Q8 I
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我来列下我修改过的
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先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)6 k7 O# v0 x, g4 b
[General]
+ z* o- U5 g3 @2 x0 C9 \( H/ b: wfBrightLightColorB=1.0000/ E8 `. i# r. q+ L. i
fBrightLightColorG=1.0000& Q# s  e+ C; H* E  ^
fBrightLightColorR=1.0000, ^* }" Q- w5 D- M/ e9 T
iStoryManagerLoggingEvent=-1$ p% G5 O9 N& ?* Z4 b$ i
bEnableStoryManagerLogging=0
  s6 c5 F- G# R[Imagespace]
1 C+ z' }) f- ]bDoDepthOfField=1' s( e7 E+ J) E$ v0 @4 U, P
iRadialBlurLevel=1; i5 i  P  u; p; ^# }
[Display]
1 R+ z- [7 O& C( h. j$ tiBlurDeferredShadowMask=3
5 z+ A# s3 g+ A" T8 N: @; i0 ^fInteriorShadowDistance=3000.00005 W* X/ H. Z- f+ i# Y* O1 ]
fShadowDistance=4000.0000. y" I$ f" E7 E) r
iShadowMapResoluti**econdary=1024
5 c& S( q2 R" t7 }iShadowMapResolutionPrimary=2048
% i+ w3 ?0 k5 G7 G1 [" TiShadowSplitCount=2
! C1 u- o4 b' Y8 @' E4 ^! piMaxAnisotropy=8   异相性过滤 低0-4 中8 高16
4 E- m4 p# v3 SfLeafAnimDampenDistEnd=4600.0000
! i4 H4 O+ v3 i6 MfLeafAnimDampenDistStart=3600.0000' l/ _% g0 C9 k% f/ H# R
fTreesMidLODSwitchDist=5000.0000# F  E, G6 ?& a0 {# z
fGamma=1.0000* v7 r8 [7 }& a- K: k
fDecalLOD2=1500.0000
' Z6 U: r' w/ Z/ @7 ?fDecalLOD1=1000.0000" b7 y/ _2 }  z1 E  P) l
fSpecularLODStartFade=740.0000/ A$ X$ \& y( J: W  q
fShadowLODStartFade=200.0000
2 _2 s) u3 b5 c; k5 {6 W3 p# w: zfLightLODStartFade=1190.0000
( }6 x$ p& I. K9 |iTexMipMapMinimum=06 T1 L# U6 ^. |: m7 P. j
iTexMipMapSkip=0. O" S- L( e" F- ?% b% f" L; B
iWaterMultiSamples=09 M+ F6 y2 v( q8 ?- T
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4
1 o6 V7 Z% }9 [: B: {( ~$ {- niShadowMode=3
- D1 r# m  `- y( f# T. m! {bTreesReceiveShadows=05 G* X: x/ I; _; `5 ?/ v- |& l
bDrawLandShadows=0
9 g8 p1 n; q) ]. h; d5 @  J( T/ QbFull Screen=10 |0 j/ S8 n8 u- p2 {7 P; s) U% L
iSize H=7683 l9 n* ^! [' b& p: a- O( h) g! s# U
iSize W=1360  游戏分辨率
2 N/ |1 m7 r- f# u4 k! _  dfMeshLODFadePercentDefault=1.2000( B$ A# j& g0 Z6 i
fMeshLODFadeBoundDefault=256.0000/ L3 I7 L! c, X4 \( J
fMeshLODLevel2FadeTreeDistance=2048.00005 `- ?; l; K2 l, H! K6 S
fMeshLODLevel1FadeTreeDistance=2844.0000+ T7 f" {4 `  ~9 A6 D
fMeshLODLevel2FadeDist=10000000.0000
6 ?, F, ~  K7 _+ `+ c. D2 ]" ZfMeshLODLevel1FadeDist=10000000.0000' J6 a! i, f. D# a2 v
iScreenShotIndex=15; d; @. @* W6 w! u
bShadowMaskZPrepass=0
" x2 Q( W0 j! D8 b6 YbMainZPrepass=05 }7 N* R3 o! p0 @+ h, {. y% \
iMaxSkinDecalsPerFrame=10( n; }+ L! Z- k; p( u2 g/ U
iMaxDecalsPerFrame=30, ~, m5 ^- g# U
bFloatPointRenderTarget=03 |% `7 t8 j. V: x' `
sD3DDevice="NVIDIA GeForce GT540M"  显卡型号 自己看着改 2 d# S# g& W( B. H" j6 t
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
5 n7 B" X, |* B, y3 A3 O3 uiShadowMapResolution=2048 * s9 t3 u2 O3 N& z) F9 W
fShadowBiasScale=0.25008 t/ q0 T3 Q$ \4 _- v6 `
iShadowMaskQuarter=42 Q0 C& n$ P( H& d% N
iAdapter=0
# _9 I, Q7 G  [; K: h7 jiPresentInterval=0. ?1 @" p: y# R+ {
iShadowFilter=3& C% F, I) H9 K7 \2 w, Z
bTransparencyMultisampling=0/ s; ?/ c3 f' v2 r3 s
bDrawShadows=1( J) n; O, L2 A+ N
bShadowsOnGrass=14 D# M( u- J5 s+ B0 u$ x* T' q
bDeferredShadows=1
. {0 U: E1 U4 Y4 t[Grass]
) e5 S/ `' o+ a( V" q, Q3 S9 [b30GrassVS=1
! p4 F' H. [; S* i0 Q) X# }fGrassStartFadeDistance=3290.0000
3 q. ?+ @+ _/ ]+ _% SfGrassMaxStartFadeDistance=7000.0000! Y2 O# c! ^+ c7 y3 n7 t
fGrassMinStartFadeDistance=0.0000
' C9 a( Z" J/ i( k8 W) R[MAIN]
3 {% ]$ E5 G5 h+ s9 \9 C/ x! E: GbGamepadEnable=0
& r+ D' P0 B7 a. b9 p' {bCrosshairEnabled=1
) @1 W2 F" L1 I/ `# z# W% @fHUDOpacity=1.0000! [/ ~4 I( L+ [
bSaveOnPause=1
0 G! @$ \# `( w1 M' E7 X1 TbSaveOnTravel=1+ b0 U. j) r8 r
bSaveOnWait=1
. m# m! [3 X- G, gbSaveOnRest=10 j7 o# y, D7 m& Y, s
fSkyCellRefFadeDistance=150000.00005 S! A4 N0 r8 ^2 N8 _9 k
[GamePlay]
% G+ Y; w/ P" m' b9 ZbShowFloatingQuestMarkers=1
9 `6 `+ {+ V! M2 E; d/ a# JbShowQuestMarkers=1
$ C; c) f: R, ^9 TiDifficulty=5
( N, ?# |& ]0 J* ~# b1 ~; _1 A[Inte**ce]
! a5 A# n0 g0 `: DbDialogueSubtitles=1
: Z% P* L3 |' W% L3 z9 Z! m% f+ ?bGeneralSubtitles=18 n. v0 @1 Y# J+ G) Q- i
fMouseCursorSpeed=1.0000* m# v3 L! W  E6 K& Q! ~
bShowCompass=1
1 c  x0 p% v+ C" j& a1 ?% W[Controls]" {5 C7 ?* T/ t' f: v
fGamepadHeadingSensitivity=1.00000 p9 P2 j. j1 ^9 h+ e
fMouseHeadingSensitivity=0.01604 r7 x. W4 a: w: T9 H8 }
bAlwaysRunByDefault=1
! a0 I+ ]7 b& F* j0 gbInvertYValues=0" Y9 R# h" p4 F$ J
bGamePadRumble=1( n' h2 ~. i8 s  y( b: C8 F2 K
bMouseAcceleration=0) V8 |* ~6 ]2 ~! ]" l
bUseKinect=0
+ K% C$ `/ e  _5 `[Particles]; N. x* D$ r* _: v
iMaxDesired=7506 d8 l+ x5 ^3 N" l6 x2 ]" U# Y. I6 }7 k
[SaveGame]
- y7 ~+ m. s9 F1 @, W$ Q3 ffAutosaveEveryXMins=15.0000. C9 y4 B+ t9 l; E$ f5 w' E$ y5 Q
[AudioMenu]
& o' b! ?$ [4 f9 s3 kfAudioMasterVolume=1.0000/ d* t; T- U3 A6 |* K% L
fVal7=1.0000
8 |  W* q, U9 G( Q. x3 d( nuID7=09 M& T% [& U3 S5 C2 S! |+ i
fVal6=1.0000# l2 w/ q$ U! E3 @+ b" g3 }$ k- J
uID6=0
6 d5 \+ ^* b1 A% k3 YfVal5=1.0000
5 Q: j6 \& @# D% f! u7 n) B5 XuID5=06 r  g* v! K& e' j! t2 M8 R& C
fVal4=1.00002 V- C1 y, [4 l1 V6 n
uID4=0
& [/ W5 n* u: \  [fVal3=1.0000
5 O( r: Z5 e' X3 [& J: juID3=94881
- E4 ^& m% S5 I. m2 u2 mfVal2=0.2000
; G3 Q# {5 e9 B4 ?. H, fuID2=466532
+ t! C0 g3 T, z' ofVal1=0.9500
3 l2 N7 G& F: c3 {* tuID1=554685
; ^# U% @4 W6 R: V" ]fVal0=0.9000
& Y' k' j& N, D/ KuID0=10076124 q7 [$ a, {# N% W+ \
[Clouds]
6 ]: O6 J0 L) Y* `3 u1 }/ h3 T& LfCloudLevel2Distance=262144.0000! }3 K3 S9 Q" R' _& n, g$ f
fCloudLevel1Distance=32768.00009 L0 C; y8 w  j$ O
fCloudLevel0Distance=16384.00008 _6 E" o6 R4 W3 _0 {7 `
fCloudNea**deDistance=9000.00001 A; w" L0 B. N. X$ z+ W' X4 h
[TerrainManager]- J; a4 S- o- O6 S% \2 F) K7 B
fTreeLoadDistance=40000.0000
; ~9 x; r& n: S1 kfBlockMaximumDistance=150000.0000
7 n1 }% T) i' D- Y4 xfBlockLevel1Distance=40000.0000
  @0 ~+ b/ P5 L+ WfBlockLevel0Distance=25000.0000
( G* a; t/ u# Q! S1 I; S* YfSplitDistanceMult=1.1000
/ i0 @2 y; l! U2 wbShowLODInEditor=0
0 I/ |' C/ Y  @/ c+ y$ K[NavMesh]" |! R% u4 O- h' f7 Q% z
fObstacleAlpha=0.5000
0 f* H5 L9 }% K  K! G/ ?fCoverSideHighAlpha=0.8000; K; l3 x4 P. B  ?/ A
fCoverSideLowAlpha=0.6500
) v- {3 A; |; ~% t  Q3 C& vfEdgeFullAlpha=1.00002 L, [6 \4 Q, j8 o( X
fEdgeHighAlpha=0.7500
- c% C' v# M3 H' {fEdgeLowAlpha=0.5000
6 `# m8 G8 r4 q2 G6 y! ?f**FullAlpha=0.7000- O- D  X/ X$ l; n
f**HighAlpha=0.35000 g% u& w, m6 M- H* z
f**LowAlpha=0.2000
  L% V8 `+ \  ]9 J9 @" z8 t" UfLedgeBoxHalfHeight=25.0000
: j, b: p2 ]" y; ]5 A" GfEdgeDistFromVert=10.0000' q( E- Y# D6 y& u9 y
fEdgeThickness=10.0000$ Z# ^% Z/ u) Y0 e- A
fPointSize=2.5000
6 E* [% A2 T: ?- M' r# _[Trees]( M' [! F3 J: G9 w% |+ `) i
bRenderSkinnedTrees=1
. e5 p! p4 Y/ }$ A; j; z; e' t# huiMaxSkinnedTreesToRender=20- \4 k! s, x. w8 a1 F
[Decals]
. M& w0 r' m5 |uMaxDecals=250* L0 A8 O, l0 {$ ?# W$ t, h
bDecals=11 ]$ Q4 S' B" d* M
bSkinnedDecals=14 e. N7 _" R8 a: T" y  X7 g0 i& Z
uMaxSkinDecals=50
. Y: S! c6 g+ p2 G6 |uMaxSkinDecalsPerActor=40, k% P/ f6 c/ M
[LOD]
# H/ k% K% o$ U* z, Y0 `fLODFadeOutMultObjects=4.9998
0 W* {) r/ }& j$ R7 ~fLODFadeOutMultItems=2.9600/ q* i0 y8 Z! I8 Y" m+ o+ O7 P
fLODFadeOutMultActors=5.9000
9 @+ R; g1 H7 ?  u  m, M! t0 R+ sfLODFadeOutMultSkyCell=1.0000
5 `8 ~1 x- V% g3 x% e[Launcher]* Z0 ~( l  X# T+ A9 ~  T9 R4 i0 m
bEnableFileSelection=13 F# X  T4 J7 t
bShowAllResoluti**=0
8 u1 `" K1 x. [4 a/ e* v$ v! ~) P9 buLastAspectRatio=10 Q( i- H% r9 U( b4 t' X5 ^
[BlurShaderHDR]* c+ ?6 ?1 z" M
bDoHighDynamicRange=1
+ v8 v% d) z/ M( u, s+ x[BlurShader]. U9 i9 J7 [& r; p& i- V/ Z
bUseBlurShader=0
7 |6 c" A5 ~3 S& B) F: M$ D, M# b[Water]
7 d( u$ t+ r' G: X6 }3 h; x) ZiWaterReflectHeight=512! S- M' u: u& ~) b3 B
iWaterReflectWidth=512
, G8 J4 B0 U) w: ?bUseWaterDisplacements=18 `9 x( y3 W2 T
bUseWaterRefracti**=19 `$ ?3 a# ~6 c  j8 B& u
bUseWaterReflecti**=1& A, V9 g" K+ f- L$ k. H
bUseWaterDepth=1" K' D2 U9 t+ G3 V) F: t6 ~" q4 U% ]
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" r! b$ V% ~5 O+ e下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
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. {% x( A; W) n# G. v// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm/ L: b! B6 o: o7 f9 d

: _) m* _7 g# f1 _) v5 D& ^// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3" `) d4 D* o; ^2 F. K
// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
. x# g" m# M4 |. V! s" D// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971- L% h2 s* J( E

4 I1 _$ f* n' m* S7 ]4 v// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html5 F( ^% D; l7 D0 P# ?% z+ I
// Please respect and support the the ENB original author,thanks HD6! E& Z! |7 O; D% r

" Y* \  n* {9 v, G+ S* s* W[PROXY] //代理
( h  Z5 d6 E# I$ D% ]EnableProxyLibrary=false //同时启用外挂dll脚本0 F3 k7 S" p" M( z: Y
InitProxyFuncti**=true //外挂脚本状态% j1 ^; C8 R3 g, C8 H1 {& l
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称
( `3 i$ l; i/ x6 R! t! E  t  U3 ]7 `4 u5 x( y6 J9 v( r
[GLOBAL] //整体0 Q4 T5 ^9 P% B/ N. D
AdditionalConfig File=enbseries2.ini //外挂ini4 U: M" e; R3 C2 j3 l2 Q
UseEffect=true //ENB在游戏开启时启动
. c2 s; Z. I* `  ~CyclicConfigReading=true //读取Cyclic设置文件
7 B$ e& b1 |! G& A, bForceNVidiaCard=false //NVidia加速  X$ R8 |: T. W/ |1 u, o
ForceNVidiaCaps=false //NVidia加速5 ^0 h5 d* Y/ A9 Y+ [, x
AdditionalConfigFile=enbseries2.ini
* R' _4 |3 D. L6 Z/ r
- q- S: o2 H$ [( U[FIX]
& g3 |  o8 j# R  c2 u6 U# d+ y. A1 \0 nForceSingleCoreCPU=false7 y0 h3 v+ C. d4 s- D2 F! Q$ }5 N
IgnoreThreadManagement=false- E9 X" |7 ^8 _$ g# k
IgnoreThreadPriority=false2 {) q! C: Z4 _8 f, k! Q: ]
AntiBSOD=true9 z/ k+ V5 s' I. z9 k
! a- t* _, s9 p$ p
[GAME]
( f9 l, f4 w% t, Z# TSpeedHack=true
0 ?5 h, P5 k. ~- kShadowQualityFix=false  g. @3 B8 q( Q, ?8 s8 Y
ShadowObjectsFix=false9 E* i7 J8 b# H- l8 W

; g8 M& l4 R5 M# O[MULTIHEAD]3 W7 i, d6 F' n* A. i( j
ForceVideoAdapterIndex=false
, h( I. Y' N7 R4 r; W& b1 MVideoAdapterIndex=06 w  P7 W$ ?& i  Z2 ]
" K6 F& o$ |9 T( q% I& ^. U+ h
[LIMITER]6 s8 [' d7 H6 T4 A& _5 J& \
WaitBusyRenderer=false9 E( U/ m+ y/ ]& n7 i
EnableFPSLimit=false
/ ^! d0 X; J0 K+ |! L9 {FPSLimit=30.0- e. n; h0 s- l) }, X# n
, u8 F& E: r2 K) i; y# H
[INPUT]- h+ z. ?+ i* S7 Q3 B& k5 p6 K( V
//back' j9 u5 E/ @. ?7 m6 ]7 L
KeyReadConfig=8' D2 w! {% ^0 c  X4 `2 ?
. P: T& I  x9 @! o1 v+ I  p
//shift5 p: [+ a  ~7 Y2 X
KeyCombination=16
  W, M8 q% r" Z" Y3 J8 L3 P
- Q8 ?: T- W4 y$ H//f12) K9 l9 d. q4 [; v
KeyUseEffect=123) H1 l3 |& }; u* v2 S5 h: b

( l. N7 v# H3 M$ Y//home
" a- _! P$ c4 oKeyFPSLimit=36- Z  m2 t  v& O. E
" |' n& E( ?- z! ^' b" O# D% c
//num *, l! V* o9 D3 c) L6 f8 [% J) b! H
KeyShowFPS=106: B: @; d' L* H$ L- R' ~8 E
8 Q4 i  ]/ b+ x9 _/ A
//insert: 45
4 d; T" n7 Q- P//print screen: 44
* w/ b6 T0 V  T; `) V  {0 {KeyScreenshot=45
! S  d- n/ M" k; s# i$ ?- G8 ^+ n7 Q2 B' Y
// Above 8 may only make minor if any difference, but may not have fps hit?,
1 v. s+ i6 S6 a7 b// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view/ O6 ~# B+ Q- V2 J# S- Q
// I hear forcing this on causes issues on some cards or something, not sure what to do really,
! `. \, ~# W$ r3 \4 f# W) K// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.  I0 Y- P# Z! ^8 H
// Odd for me this really only affects the transparent edges of grass / trees, improving those.4 b/ r7 G5 q, j$ ?5 f
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers( t# T' O6 x: P/ w
// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
' T; z  ~# k0 s" c: K( ~* F9 s// In all other cases anisotropic filtering is almost free by fps.
- ]$ f5 N+ y# t' g' i  Q[ENGINE] 引擎: h3 M! X$ H8 c- d: r" Q, v- V
ForceAnisotropicFiltering=false 强制各相异性过滤
6 @! O' J9 J4 z$ H: \3 z4 |3 KMaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]
: l0 c* C7 O: M6 n9 j; DSkipShaderOptimization=false 过滤优化9 P9 ]. ?. \# }# B9 S. j5 v

) h$ }2 q5 x. C% Y( T, n// better to set false in most cases (turn on if mod looks buggy for specific driver version)0 O. q# e2 w4 N6 z# }
SkipShaderOptimization=false2 |6 [7 K- u9 f8 U; g
) ?, `7 {% J8 F/ C3 S0 b- \
[INPUT] 按键
# J+ w5 a) @' q" ?/ ~0 T# ]KeyUseEffect=123 特效的按键设定
  D8 \" Q' @2 @- ^+ l2 T/ uKeyCombination=16 组合按键设定3 m0 a. ~0 H8 C2 o) n) |

7 [, \; a* p# F" t: q8 _4 k5 D[EFFECT] 效果
" @5 }8 ~& l- w3 G# p* TUseOriginalPostProcessing=false 原版画面处理
* k. C0 a/ G/ `1 _9 d5 K. WUseOriginalObjectsProcessing=false / X% }& t6 O: J/ a3 f$ |
EnableAmbientOcclusion=true 环境光遮蔽特效
: K( J$ j9 m+ k0 m// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries+ \+ z; j# x) |- ], S0 z$ d$ ?8 b
// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx7 _. z# O/ A4 L: z9 Z- |6 }9 J. [
EnableBloom=true BLOOM特效开启
+ P! @; t4 O0 Q  J1 E1 hEnableAdaptation=true, t; _" a; b4 o5 \! |5 P
7 g# l4 z, c. k+ K1 p
// Disabling AO (enabling takes a huge hit on speed and will add flickerign to trees at low quality, but greatly improves skin and shadowing in game)) W) I. g. H2 w, Q& d% s; Q1 O
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up5 \: H1 a* U9 _
// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.: s; D' _7 r. [/ F( B
EnableAmbientOcclusion=false! S7 D9 Q* J' |& J; C

/ p& h- d( l! c& g( b9 {// Do not use, not implimented yet- A8 \" d* Z* [# I7 u, S
EnableDepthOfField=false5 [$ ]' e5 F3 T2 T. w2 L' C
& n  E7 J0 J' `( \$ V3 p) d
// This affects entire scene brightness and is what makes everything look 'good'
4 p% i1 z1 p3 F" [& I& w  D2 ?2 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.
/ _0 ~7 Z4 h0 S! B, L8 X; T. D// Quality: higher numbers = lower quality
) n* x0 I" Y& [7 k9 a[BLOOM] 静态特效
, i- _1 r' h# I: VQuality=1 质量 [-1最高,0高,1中高,2低]: x4 R2 _7 |3 w* z( C
// Some areas in Markarth especially; really blow out to white9 ]  q  l7 o- C$ V9 _
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.3 q" t! h0 B+ L( M
AmountDay=1.5. O( i8 U/ r& d6 Y, V2 h. K" @
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate3 \3 N& E  ]9 t4 E+ q# ?
AmountNight=1.0
* a/ i8 T7 ?* u
% D0 D0 ^/ K% l9 x( ~4 j// 256, 512
7 ^( [2 J+ {) f2 P) Z+ A5 |2 a3 J// Makes dark areas bluer. Simulates the human eye. Higher is bluer.( H+ \2 X* d1 ]' I- _
BlueShif**ountDay=1.0( p9 a8 h! q+ Q2 Z2 {9 S8 |
BlueShif**ountNight=1.0
. G* ?' D/ X' `6 L: k3 Q0 Y( z$ m( K- F
// 5, 3, 1, 1
. c+ O6 T& d( R& _( d. d! p% {0 P& [// 3, 2, 2, 1( u+ b8 T/ C+ D% Q, F' j2 I( u, P1 q
// nn: 4, 4, 3, 3- U$ d9 {- c- z3 Z/ t8 ?9 }
// Intensity is how bright and strong the bloom is, higher = brighter
" A1 w5 b$ D: ~+ G% ^) ^// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more
$ i1 C8 T/ G% _, r[CAMERAFX], b# O  W. x3 o3 z$ C6 v
LenzReflectionIntensityDay=1.4( g: @' i. z$ s3 B) E3 d
LenzReflectionIntensityNight=1.41 M6 z& @; w9 o4 s2 {, R4 d
LenzReflectionPowerDay=2.0, p1 ^0 E% r  e9 p5 t9 S9 q
LenzReflectionPowerNight=2.0
8 w$ W9 ^* m" \8 T' w4 d// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,) v: p) f# ?9 Y/ i
// 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& g# u5 R3 T+ V; V9 {// even at 1 this will trigger in ice caves which are really bright% e+ D/ u7 d' \
! z' ]+ d' Q; I; w
; Z/ e+ F3 Z( Z+ H2 K9 T! S  J
// Trees still flicker especially in distance when lower LOD+ u/ `$ t# q) V" F
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also9 s9 x4 F1 M0 t- f6 L
// 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 culprit8 c( G) ?5 t& V
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
# l1 \7 o  n" v// Shrinking Sampling range reduces/tightens this smudgyness
# d. x6 h1 m7 K6 l) O; y// Also screen resolution has a big impact when combined with SSAO6 X) G' Y" m# k+ j1 `
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example) P, L: Q% @' w
// 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 subtly0 j% R4 c8 N! L, O/ D7 B
// And right now if you have SSAO on at all it will screw up water ** it look see thru: F6 A1 R! @+ x* P8 G) ~: Q8 n: w7 K
// If you alter 'UseIndirectLighting' you must restart game to see changes
9 f& C, h6 ?4 M% U  b. x; @// ENB Help Here:  http://enbdev.com/doc_skyrim_ssao_ssil_en.htm) \& j# d+ R0 b8 d3 i% Q
[SSAO_SSIL]4 U. ^# x4 p5 W
// 1, 0.4, 7, 7  W7 ]% ]! ~7 \0 u
UseIndirectLighting=false; ?5 f  C5 D. F/ y" ^
// Quality: lower is better, can even go -1 if you are brave
/ l: `3 u9 s6 A, kSamplingQuality=11 s6 {. {' c$ C7 F
// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both" M) t7 S; Q4 h4 V/ ^% Z$ c" k
SamplingRange=0.60 q6 Q; i  ~( N9 o1 S+ l# v* ^
FadeFogRangeDay=7.05 e9 A  t4 V, I3 M4 S$ T  B5 M0 f) A
FadeFogRangeNight=7.00 C5 T" o" g: M* Z
. A# k5 C) U* w3 e2 `+ k$ h; m- K
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit
) \& ~; R! d) _4 J. _// 0.35, 0.35 - LOW - will flicker more on trees& R) n8 r5 e. ?4 \# N- \9 n1 O
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
5 Y" `$ U  `- f# W  R6 Q1 ^// Not much point in going above 1.0" Y, j$ B( l( x# `, N. V
SizeScale=0.4
  T2 V) l) x9 a! f1 f4 ySourceTexturesScale=0.4% a; U" ^/ C, b* i

1 l* {6 Q1 T* ^) Z. m( y// 2, 0.8, 0.5, true
$ j( N) H  k; K, X9 W0 [2 N3 x: y// FilterQ lower is better, tighter) ]& e( _) F3 \0 g* a4 r
FilterQuality=1; K) N6 c4 d" V4 O
  U1 R* C3 q8 C+ W
// The AO strength, high numbers = darker shadowy areas.
( f+ a' s6 r  X6 e; l4 A// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
/ V# O  Y/ X( s1 D" MAOAmount=0.5
9 U. f  F8 [" l% _, F4 {: ]: n9 j7 P! f1 L6 I% j  N
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does  f  h. Y4 _0 F& _' q" ^; R
// If you alter 'UseIndirectLighting' you must restart game to see changes2 x9 j5 c  d- g4 U5 m8 \
// 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+ j* t- \1 _8 r1 t
ILAmount=0.5
6 @7 \3 V% }2 `# V8 t( Z' G+ z+ B  h
// Alters what time and places are c**idered to be day or night and the transition between them
4 O7 k( G+ j/ v. F// 0.7, 0.15, 1.0- Q3 }% a/ M+ ^2 l7 q$ k
[NIGHTDAY]
0 ~  s+ X/ w: c' g$ mDetectorDefaultDay=true( h+ t( N. {+ u& Q
DetectorLevelDay=0.7
; q- Q- [0 S1 r: @DetectorLevelNight=0.35) p! N/ M) @5 L4 E: O- Q
DetectorLevelCurve=1.0
3 {5 Y( o9 d# ?! S. ^% W
+ D: X7 c" f* l: U' n// 0.2, 0.4, 0.1, 0.6
5 k) y  h& O8 s' O, Q9 B// Adaptation is entirely ignored with my enbeffect.fx file
! u! E7 t4 w. c// Adaptation also set with EAdaptationMin/Max in enbseries
: ~) V6 ]6 V4 e[ADAPTATION]! {/ V" w4 V( w# B% Z) E
ForceMinMaxValues=false" f; D) g1 l3 P1 g) S" i/ W
Adaptati**ensitivity=0.2
8 b. }5 x! W5 \AdaptationTime=0.4
- l* J) Y# s( {+ }1 l0 oAdaptationMin=0.1
2 T# U- \; \0 Z( v: SAdaptationMax=0.6
2 R# ~+ o9 G: X( \! G$ A5 ]- F2 f  M) _+ v
// 1.2, 0.8, 1, 1, 0, 07 Y% D& @  P+ M$ W; V
[ENVIRONMENT]: s0 t9 P: [' t  |) ?: N: ^# h
// Sunlight during day cast onto scene) Y" f7 C" W9 E6 K( Q
DirectLightingIntensityDay=1.0' z5 G) N) Q; U% \' g
// 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 boring6 X- u" _' w: i: H2 |
DirectLightingIntensityNight=1.0& ?4 W) u3 s/ t3 x+ |

- q7 A. Z8 |( m' N1 ~/ v5 nDirectLightingCurveDay=1.0, e" o) U+ W& Z) T
DirectLightingCurveNight=1.0
! f5 h3 L" G2 Z/ `0 R/ T* LDirectLightingDesaturationDay=0.0
' M7 ]$ t/ ^) a0 V
7 ?6 p! M5 }* Z; b9 p// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
' H1 ?/ l8 T5 v) j; s8 Z/ g4 w% h// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
7 j7 V; X9 e' P6 b: o// More desaturation at night is done in the enbeffect.fx( q/ K7 i+ o6 @6 ^' N
DirectLightingDesaturationNight=0.0
7 @4 ^' Y+ F/ o/ I- r
3 u# E1 ~% A, X// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
9 d7 J  q+ e0 }SpecularAmountMultiplierDay=1.6
9 t/ R3 D: ^$ W3 S" t2 JSpecularAmountMultiplierNight=1.4
* E$ V( T  D& e1 Q) X! jSpecularPowerMultiplierDay=1.2' q" [4 ?* [5 C; L- R4 V# X! @
SpecularPowerMultiplierNight=1.2
$ j& H. N% Q, R& }& Q
) d: Q; {" D  g: }// Leave at 0+ }+ V5 N; A) X- [2 E7 h4 @" g
SpecularFromLightDay=0.0. C# Q/ i1 z0 L4 \; y
SpecularFromLightNight=0.0
# [, F: B  R; @6 e8 ?. t
& l1 g- F* T$ B$ S. [) `0 {//1.3, 1.8, 1.0, 1, 0, 0.82 G7 h# g$ E. J* Q: M8 G; n
// 1.0, 1.3, 0.2, 1, 0, 0.5- x/ R6 X: j, M' O7 x: @
AmbientLightingIntensityDay=1.1
, `# o0 F1 ?# yAmbientLightingIntensityNight=1.0- o6 \( N! e' J( g* x5 X
AmbientLightingCurveDay=0.3/ T" n+ e2 v2 R5 u3 s8 q
// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!
. R, I/ t% H  f// If you increase curve past 1 you get little superbright specs of light, dots flickering; ~- ?! a( G+ ]- v: j
AmbientLightingCurveNight=0.8: t' ]  c& D% n$ w& K/ W7 S# P8 }
AmbientLightingDesaturationDay=0.09 g5 M. J# T- |1 w0 W
// More desaturation at night is done in the enbeffect.fx
) B8 K2 x- Z' K, E. YAmbientLightingDesaturationNight=0.0
0 Y1 I6 t4 K% @( d) W$ z5 c  b, n! V4 I
// some caves lights are treated as Day, so they may always be bright >_<
' p9 P+ o/ R. C/ A7 D9 [7 dPointLightingIntensityDay=0.61 z! l2 {( h0 V
PointLightingIntensityNight=0.6
/ J8 `; c; h! ?" c1 ^5 J. I3 r7 ZPointLightingCurveDay=1.5/ U: z1 R5 O* A# a4 F% t& q( Y
PointLightingCurveNight=1.5
; a- I' ^0 |8 S4 D. YPointLightingDesaturationDay=0.0" c* E/ }' i% @6 y. v& j
PointLightingDesaturationNight=0.0
; W, |, O7 U+ |8 Q
) o- N( o# B% b" b2 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# A$ Y, E% D2 m8 u/ ]7 c7 n  e( H
// 0.8, 1.2, 1.2, 1.0
, i' Q1 C: y) g6 Q: K7 b6 OFogColorMultiplierDay=0.9$ G8 E) J2 r& y" t, z9 w# @
FogColorMultiplierNight=0.85 ]& z8 S3 h( j
FogColorCurveDay=1.0
0 L, ^6 F- u* o# x- E* mFogColorCurveNight=1.1
1 D+ i! J- J/ n
3 p+ V) X! W& L: Z( @//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
: i  p, @  I% }1 N- X" D: @ColorPowDay=1.0! t) Y3 ]* i0 \  D. A+ u. f: K

3 \+ H- W8 W4 N8 J  d5 b. U% |// Decreases Contrast at night be setting colorpow to 0, cannot go below 0. k) [/ M" M  d5 o$ \  q* X
ColorPowNight=0.0: y* s* K& w/ L, K

. v6 a  t5 a. E. d( x$ e0 t& C// 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 k! X. p0 _% @' X& ?% L[SKY]
0 C% m6 u4 C! J7 XEnable=true$ J, D$ k) @2 ~) y: \+ y
// 1.5 :: 1.04 O' @, `1 M2 z8 Z
StarsIntensity=1.5- `% U1 W8 q& ^3 ]% F+ ]
StarsCurve=0.9: T* N/ t0 D0 p; C
4 k# Y1 @' \8 |& H- }* O: u
// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example, A6 @3 f, c& d" L3 n
// 1.0 :: 0.8
$ ?" e8 |6 g9 ~AuroraBorealisIntensity=1.58 M7 s' f1 Z' g! o- ^$ \+ N7 U
AuroraBorealisCurve=1.4
: p4 z) Z+ p- }; K) ?4 b; J6 I* O. R; }2 f. T1 A% s
// 1.1, 1.3, 1.25, 1.25, 0, 0
# y/ l$ f$ N9 J. q  ~0 JCloudsIntensityDay=1.2
) T: I: Y  U8 q$ nCloudsIntensityNight=1.1
: i0 W; N: L6 v2 J9 Q1 X1 b
) _# h6 m' |9 A' ^  ^# ?CloudsCurveDay=1.40 z$ I3 i$ D) k! z  ]2 e
CloudsCurveNight=1.4
& i9 {3 \4 U0 B; u3 c, WCloudsDesaturationDay=0.0
+ P' p, @4 k) \/ vCloudsDesaturationNight=0.0
  _; t) N& Q  s0 [: w) J
9 L' g- ~5 R6 E; k% G// 1.6, 0.15, 1.1' c8 p5 O( K0 m: Z% P1 j
//1.2# O" a5 y1 C' E4 U5 K
// v11.2: 1.5, 0.4/ h: H, h4 M$ V2 Q1 S& b. j
GradientIntensity=1.7
0 L0 }6 s' k: E6 F" S# L// 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 saturated8 E) a0 _0 S' d2 m) ~
GradientDesaturation=0.3
* z5 K  t7 C" F% j
, W9 H# W7 {, x// 3.2, 2.5, 1.00 ], B2 b' w: a
// 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
8 r9 w% B+ l! U& v) e6 YGradientTopIntensityDay=1.0' h  Z& g3 V3 P& }. q$ y' F$ ]
GradientTopIntensityNight=0.7: g( O4 R4 y% j+ j, F5 F/ y1 o
GradientTopCurveDay=1.2
- g# L  C$ I( ]6 AGradientTopCurveNight=0.88 F! w4 W# R* {" I% g6 Z" U& [4 F" f

* p/ ?2 p. o% _3 Q# Y4 s// 1, 1, 1, 1; T6 d4 c4 O( {  x( C* S
// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3! {% t& ]; w  i4 g. O8 U1 @" |
GradientMiddleIntensityDay=1.0  |# {" {1 ~& O  F) K
GradientMiddleIntensityNight=0.6
8 V: Y! l1 a: e9 V) Q" u// Setting curve above 1 results in awfulness at some times of day/ ~9 A( L! P& @8 }
GradientMiddleCurveDay=1.7  L, q4 `. a7 S# `) y
GradientMiddleCurveNight=0.9, j0 d$ V$ j9 q: x$ Q
7 x4 \8 |5 q: l9 \9 F+ r" X
// 1.8, 1, 1, 1
3 }/ G, c- ~4 B( O9 i9 ]9 n5 I// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3
: R) K- K" g, S: E3 V/ ~& ]GradientHorizonIntensityDay=1.2
, R) {, ?7 Q' _2 UGradientHorizonIntensityNight=0.6" p& n0 Z& f1 L# ~9 e
GradientHorizonCurveDay=1.7" Z6 ~! {& j* ^& G, a  [  W% H
GradientHorizonCurveNight=1.1
1 _/ o) F% U% G# O+ [7 n' {+ Q2 ]( \9 S: a% y
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance) L( d4 @+ v: c: x  X+ C
// Oh I have a sun lens flare mod, maybe that doesnt help
1 i# F, |, I6 t7 u' D1 xSunIntensity=0.6* B! c! q1 n* @- N
SunDesaturation=0.0
* I( p! O( \5 x- M$ n8 U6 y: Y
# o6 |9 c. y; j4 ^' R! C// Setting this higher results in pixely noise and visble border of sunflare
/ o  f! M+ t# ?% ~! Z// Oh I have a sun lens flare mod, maybe that doesnt help4 g; ?& U! f: A( ?
// Cannot get sun to bright enough in center
4 Q4 s% [& S  jSunCoronaIntensity=3.0
9 M) E. m2 V( ]2 x! o. r$ O# E9 `SunCoronaCurve=1.03 r/ a$ ^3 z* m
SunCoronaDesaturation=0.0- o; q: T9 r: z9 c

) W+ x" ?' Q+ m2 L* `* m// 1.0 :: 0.8+ [7 ?9 H! q+ v3 t
MoonIntensity=1.8% S8 N8 y9 q' m8 H: l* }7 m
MoonCurve=1.4
% `' q3 n; O3 j5 Q* O$ XMoonDesaturation=0.08 P* ]) M  C3 T8 c
, j& @3 J9 D5 H3 k- M) s# \6 ?5 j
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)9 J" \- U1 a7 A! Y( A$ L; t# l4 J" V
// 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)' D1 r- z. Y1 ~5 V8 n, j
// 0.4, 0.3, 1, 1& P* Z& G) v" z: P" R, m; N
// 0.9, 0.9, 0.4, 0.4, y2 `" Q" n: ?7 o$ W3 j8 f: L
[OBJECT]
7 X% ?6 C) t$ b+ M2 _1 _( ]- rSubSu**ceScatteringMultiplierDay=0.9
- o0 L7 s6 }# h+ RSubSu**ceScatteringMultiplierNight=0.9
! c% B1 E/ R8 g1 x
3 Q+ M$ {' w5 |  i* y  k+ f// Setting this higher makes people go redder, lower = whiter and brighter
( A/ E0 H/ S4 d( E0 L" {SubSu**ceScatteringPowerDay=0.6' Q7 i( D7 V" \6 c7 m1 e- `( x
SubSu**ceScatteringPowerNight=0.6+ K) _; C$ o; l
! v2 \- |4 V- S
[LIGHTSPRITE]
" v; K" U1 f4 B  x1 Q5 |; DIntensityDay=0.8% }( i1 ]5 e" K$ v5 d
IntensityNight=0.8
4 e) l' y/ ]/ \( T1 T. bCurveDay=1.2
1 X0 n$ V0 O) n, CCurveNight=1.2
/ C7 G3 r9 y+ p9 b6 h$ p# X. ~' u- G9 c' _8 P* p& Z
[WINDOWLIGHT]
; y9 J0 s9 ^* x! j+ ]3 J  yIntensity=2.6; v' d, E- ^* f& r4 N- z6 P  J, f
Curve=1.2
) C6 w. \- w1 K1 q  y6 b# T
& i  S3 D/ f% y9 E3 u// Clouds on mountain tops and I think fog sprites in dunge**' O1 Z9 u: X" l1 ]
[VOLUMETRICFOG]' I) y; \9 F* D% g! F
IntensityDay=1.0
/ }6 Z- U- c7 H3 H: eIntensityNight=0.8; b, n' P4 x4 J' k; j' ]
CurveDay=0.9( a; |2 ^  ~6 d& v. ^' ~
CurveNight=1.09 m& l8 l3 [' O( h/ q( r9 H
1 f. ^" Y; r9 o/ q$ R4 K- |: c
// Increasing this still affects water foam amongst other things
2 T1 F0 R# l5 |! c3 Z7 k// Affects draugr spirity/blue glowly bodies also, which is cool ;-)1 G, c* ?" X6 D0 W  e" f
[FIRE]" m. B; Y# O0 p  `! M
IntensityDay=1.4
* P/ n" ]% ~: h: e' r) s; Y3 _IntensityNight=1.8
9 i( [5 `) c4 m4 H& R2 {% ~CurveDay=1.2
9 M3 `: @8 |0 sCurveNight=1.2' |8 D; T' W1 A8 |' e+ o

/ W9 W: h2 {- R( `" e6 Z// enables use of enbpallette.bmp if present
8 [+ n7 J, h9 _2 ^[COLORCORRECTION]) t& O; p9 ]! n, k2 ]  o
UsePaletteTexture=true
) z- g% W3 q. P! Z0 z9 \9 `
* C# m; z$ L1 W' U! Q4 E' H) y& q// 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 it4 V% O6 F. G( B2 K8 m6 a# b' r
[SHADOW]- u+ e4 f" v8 N
ShadowObjectsFix=true
1 }* i3 e) W4 v* d; p: n+ X. ^1 \" P9 f* y" {( L0 J, h
[DEPTHOFFIELD]
/ r/ s7 Q* m/ Z' f1 jFadeTime=0.1; k7 A7 Y1 I0 A4 \* {3 Z

3 m- L( n4 W1 q2 q; _8 d: B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
9 D/ q( z, W" ~! j. o/ R+ @' G
% G- m$ d7 e& }! \8 d8 o: O3 u: H6 F  k5 U

; w" I- z+ e0 u% y) {% C+ M0 T; D( \; e0 K% `2 u9 L
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