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[资源] 天际终极稳定整合版,我们的目标是—没有CTD!

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大湿 - 大湿

发表于 2014-8-14 13:51:43 | 显示全部楼层
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已经在原帖报告了+ }! y1 h- a/ E% G* X
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又发现个新问题,按SHIFT走路,身子老往左歪。
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大湿 - 大湿

发表于 2014-8-14 13:57:50 | 显示全部楼层
本帖最后由 evilkala 于 2014-8-14 14:00 编辑
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3 ~  K6 d/ L. e, \; W$ Y6 o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。' z" m# W3 c2 Z- s' Q  Q
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1 O4 S9 o8 E2 w) y8 l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: v* A7 ?7 }& x0 V
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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 !!!!!!!!!!!!!!!( x( L0 Y( `% |& g; N

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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
  i' ?) Q* ]+ I+ b! P& Q& b谁TM来救救我啊!!天啊!!!!!!!!!!
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bbs.3dmgame.com/thread-4199486-1-1.html原帖地址。) Z1 c* x5 F* f& S$ R
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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
: e8 x- d9 C! H/ K9 E! ]谁TM来救救我啊!!天啊!!!!!!!!!!
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1.运行游戏自带的launcher.exe文件,在MOD管理里把所有选项勾选上。" I0 O! R/ z' J/ K$ z( p
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2.下载NMM等MOD管理软件,用NMM激活所有esp erm选项。9 D$ M& |& N: u

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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
" E# U! w# f$ v4 z" M. f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? ...
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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。" i4 m, }6 o6 d
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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。- N+ f5 V# C' J2 P- v
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。$ k2 [1 M: k0 R) o& y6 w
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。
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& ?7 K/ `3 b* r我来列下我修改过的 2 D' ?7 D, L- Z, y6 P: k

: Z, ?! I7 j0 z" T; q0 `先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
4 y) m/ T$ g9 J7 R9 b& C[General]
9 K' v9 H+ W! O3 Z; }1 C) a6 nfBrightLightColorB=1.0000
# |  ^6 Z. P; M4 |9 vfBrightLightColorG=1.0000
! ]5 B3 E' j" [7 K! r6 jfBrightLightColorR=1.0000
) j9 _' M; D# A7 H# ?. t" T3 d4 piStoryManagerLoggingEvent=-1
: J6 m) i6 u* U  {5 p& o5 r! D3 ObEnableStoryManagerLogging=0- b# g- `3 X9 t# _3 z) c
[Imagespace]
! q! _3 D% T0 w- J/ {  HbDoDepthOfField=1
, Y% E0 c+ W& [9 g9 siRadialBlurLevel=1
% }) U/ n5 R' z% Q[Display]; W/ M8 G) ^1 |4 X( S
iBlurDeferredShadowMask=3
: f6 m+ ^: [  c3 s* R. W! hfInteriorShadowDistance=3000.0000
5 P- Z3 _) S! ^, cfShadowDistance=4000.0000
" q& T. a0 m0 `/ KiShadowMapResoluti**econdary=1024: {: P+ a  V3 C" ?3 w5 n
iShadowMapResolutionPrimary=2048
. z. S! B4 m7 ^+ K3 eiShadowSplitCount=20 i$ ?8 D6 q/ K4 q, Y1 T
iMaxAnisotropy=8   异相性过滤 低0-4 中8 高16; k5 b5 V1 C6 C) k/ T0 u" ^9 p% f
fLeafAnimDampenDistEnd=4600.00008 t. b4 G" G0 e/ a) {. N+ R
fLeafAnimDampenDistStart=3600.0000) ]1 E# c( B3 }# d9 f
fTreesMidLODSwitchDist=5000.0000
! D) z1 b# l) k1 p( PfGamma=1.0000: G8 G" {6 {& l
fDecalLOD2=1500.0000
/ v4 n+ R* q" M# P( ^fDecalLOD1=1000.0000/ X1 |0 x2 p0 y! @
fSpecularLODStartFade=740.0000
# _# q5 i# m6 D% u. |2 Y' F5 y! _! MfShadowLODStartFade=200.0000! J- D. P) U+ O7 R& A
fLightLODStartFade=1190.0000# S7 J: J6 |# k0 U" {" @
iTexMipMapMinimum=0/ [/ k1 l: g  `6 [' F
iTexMipMapSkip=0( O3 c) D  g; x1 m+ [% n
iWaterMultiSamples=07 \3 `; X4 k# ~/ X
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4/ e% R+ R9 s( n* c# k9 D9 m
iShadowMode=3 8 U: f! S1 H) U9 N. L
bTreesReceiveShadows=0* ^: E: M0 ~: W2 D1 u6 E9 @
bDrawLandShadows=01 }& ]) j* t6 E) v' J2 o+ N
bFull Screen=1
% U3 q7 }, h4 H- tiSize H=768
0 v, S# w; s. ]* E; W- [iSize W=1360  游戏分辨率
4 f9 ~- J/ D- p4 P( EfMeshLODFadePercentDefault=1.2000
% R3 O$ y+ v' V6 {fMeshLODFadeBoundDefault=256.00005 Z  I9 D. O+ @1 u' \, {
fMeshLODLevel2FadeTreeDistance=2048.0000% T  H9 B, g8 U) h! J
fMeshLODLevel1FadeTreeDistance=2844.0000; r+ X- H) p; T7 c
fMeshLODLevel2FadeDist=10000000.0000  k- K( x' b; h1 ^, z
fMeshLODLevel1FadeDist=10000000.00003 I7 ^" a% K- k: A% R: k0 U
iScreenShotIndex=15; I7 l, U  W8 O0 S
bShadowMaskZPrepass=0- E+ u2 z, o# s8 C2 U
bMainZPrepass=0
& E- E1 u( W* C9 m/ B6 Y; v' wiMaxSkinDecalsPerFrame=10
) Y& h9 N. r! j& d8 O. R4 @0 giMaxDecalsPerFrame=30
; ^' H1 s4 Y2 l2 fbFloatPointRenderTarget=0+ m! A8 p# [) \" {1 L" y$ J
sD3DDevice="NVIDIA GeForce GT540M"  显卡型号 自己看着改
) J# _8 y" B+ l3 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
# [! m0 G' V) a! GiShadowMapResolution=2048
2 a' B9 K7 r% f- E, ?% ?fShadowBiasScale=0.2500
* [3 H# v$ |! h! M$ {' ]% r3 KiShadowMaskQuarter=4
% M  B) n9 q0 ViAdapter=0
( Q& E" V( S, y0 Q7 WiPresentInterval=00 F1 d8 C7 O0 r, F  |% k
iShadowFilter=3" d- V6 m" I# z
bTransparencyMultisampling=0: C4 {3 {6 r3 Q8 K  d
bDrawShadows=19 U; g  \' R: V/ C8 o. ]! _
bShadowsOnGrass=1/ w) |% ~3 Z. k
bDeferredShadows=1
( W) ^6 U  x& O- N2 U: c. l( ][Grass]
$ y0 g* }9 h5 Mb30GrassVS=1
3 n6 E, u( `- D7 p% M# bfGrassStartFadeDistance=3290.0000
3 B3 z7 c, n7 L' ^3 ZfGrassMaxStartFadeDistance=7000.0000- i0 h# y4 n$ ]. d' |: s& m
fGrassMinStartFadeDistance=0.0000
# ?  [2 f; e2 L& l2 h6 v2 [" J[MAIN]& |: b$ S2 t4 L. c; z
bGamepadEnable=09 n7 K7 }  ]) M. @
bCrosshairEnabled=1
! G5 z/ u0 y# i4 S) h7 GfHUDOpacity=1.00003 g- \) P7 j* E, d( s6 |, s
bSaveOnPause=10 n/ K6 y3 W1 O9 A; G
bSaveOnTravel=1
* @0 d3 H1 P- n1 @1 z: b8 b$ ?bSaveOnWait=1
  g! R8 c8 r4 z3 J6 Z  G% pbSaveOnRest=1
6 _: i3 X( k9 L1 b8 N4 X) {1 J0 ifSkyCellRefFadeDistance=150000.0000
8 {) N7 l0 |, i$ U) c[GamePlay]
1 r5 o3 t- W. K2 i, O: h) bbShowFloatingQuestMarkers=1) {- H$ T; z* ^/ ]
bShowQuestMarkers=1
+ H! T# ]( n2 ?& \. `3 jiDifficulty=5
$ t5 n6 A% m& W% T9 p) h[Inte**ce]
, F4 ]" V0 }6 QbDialogueSubtitles=1
6 W' C; p) ?0 ^4 |6 ?7 ?bGeneralSubtitles=15 H. J; v4 d- C9 p0 B5 R. x
fMouseCursorSpeed=1.0000
3 Y0 ?) |, v  w; E# ]+ [bShowCompass=1/ u4 h: B" {/ k( t
[Controls]5 l$ o2 S" e$ Q1 |: F1 M
fGamepadHeadingSensitivity=1.0000
/ w/ Y! v$ B; {( B0 _( j: h6 ?fMouseHeadingSensitivity=0.0160
+ G6 V; h8 n9 i) WbAlwaysRunByDefault=1
: r( U' c$ k8 k$ T) Z. QbInvertYValues=0
+ R. r( F" m+ U, q& `' {5 X+ sbGamePadRumble=1% o% |- u8 n2 h! ?8 P& `" s% S5 m
bMouseAcceleration=0
4 D" o9 b. ]% i7 F; [9 PbUseKinect=0  D6 o0 ~" o' ?; v
[Particles]
; N6 r1 ^' K' d, r& qiMaxDesired=750, z7 O! H; P9 w7 ~# b+ {
[SaveGame]
5 d) {+ M6 I8 c+ T  cfAutosaveEveryXMins=15.00004 J% p# {; b% H4 J1 r
[AudioMenu]
0 T3 x# u4 p; }) l3 w: u8 ZfAudioMasterVolume=1.0000" N8 Q4 M  r* S1 H3 N# p5 O
fVal7=1.0000
/ M, I1 r7 V. S/ U+ ]8 IuID7=07 I7 O5 \+ E. L4 h
fVal6=1.0000
0 H' ?+ f3 X( U1 O: s! d9 S0 ~uID6=0% ~2 [6 y8 D2 e
fVal5=1.0000
8 m& \# G% N, \. b; zuID5=0! w) ~, @4 l' b/ ]- K
fVal4=1.0000  b/ i& G- v) r
uID4=00 S6 F1 a, A+ G4 z
fVal3=1.00009 r0 y: y0 ?& C, v1 ^3 I$ F
uID3=948819 V- V9 ?' t/ A# ?4 z
fVal2=0.2000) Z8 Q( t% H; c: u! k/ L
uID2=4665326 ?6 J5 U# f) Z- J/ \
fVal1=0.9500: a2 b& s. N: }4 y! U
uID1=554685! c' @7 Y2 h- {6 ^3 Q7 v) _, f( i
fVal0=0.9000) E- ^" P$ I! Q( ^4 I! n
uID0=1007612
+ {8 k/ S6 k7 L4 v3 L[Clouds]
, w% m5 K1 a9 y6 c6 ofCloudLevel2Distance=262144.0000
: Y  f, s/ J; ~4 i8 i$ F: ~1 JfCloudLevel1Distance=32768.0000
$ f! Y0 ]- V$ A& I" H* H$ nfCloudLevel0Distance=16384.0000
# _* f" B$ z1 _8 {& PfCloudNea**deDistance=9000.0000
/ k9 q# ?9 ~. D[TerrainManager]
: z# H$ ^1 E: |7 LfTreeLoadDistance=40000.0000' o% \& d' k0 H0 L
fBlockMaximumDistance=150000.00005 B/ e8 }( [5 B; f9 \( `
fBlockLevel1Distance=40000.0000
% m' r/ Q2 s/ b1 ]fBlockLevel0Distance=25000.0000
5 P5 C5 b" N' e& NfSplitDistanceMult=1.1000$ h5 {! N# p" [4 i
bShowLODInEditor=07 ~" h. [! }, @, D
[NavMesh]
$ Q& N9 U( y( B* x, n) ~9 PfObstacleAlpha=0.5000
/ L" |* r1 T* X7 G; V8 ~fCoverSideHighAlpha=0.80000 ~) Z3 U. z# Z- U; C4 ~1 ]
fCoverSideLowAlpha=0.6500
$ m- Z+ w1 m6 x" BfEdgeFullAlpha=1.0000( u8 T. Q& x3 F2 ~% |# D' L2 h
fEdgeHighAlpha=0.7500
6 @- E1 T: S& t5 W/ afEdgeLowAlpha=0.50004 W- z  }& q7 Q# W/ j0 k
f**FullAlpha=0.7000* u& ^; u4 _! U7 _% L; Q
f**HighAlpha=0.3500' h; f' }- ~1 y1 i% l9 O. C" ?2 C
f**LowAlpha=0.2000
0 B( C# m! ]% Z; VfLedgeBoxHalfHeight=25.0000
8 t+ @7 I( @) X/ @. OfEdgeDistFromVert=10.0000
7 |: b9 X7 D+ qfEdgeThickness=10.0000
7 g9 _% w7 U3 B# L+ O) dfPointSize=2.5000; G# c. y& N; V$ n% d* N
[Trees], e7 h7 X6 r) n. Y5 H% m
bRenderSkinnedTrees=1
/ w# n) j" W9 }8 d; r. huiMaxSkinnedTreesToRender=202 z% l) D) Z. D. Q7 U
[Decals]+ L& u9 O: O# F9 E5 ^
uMaxDecals=250! G1 G' o; b. k  e2 a4 J/ u
bDecals=1: _, {: V0 C7 B2 U7 d9 y+ ]
bSkinnedDecals=1
: g# c  D$ `; z% V6 }& i/ n' SuMaxSkinDecals=50
7 ^. C; p. y* |7 [uMaxSkinDecalsPerActor=40  _6 p& W2 h0 x" H
[LOD]
  }; F& @( i8 d6 \fLODFadeOutMultObjects=4.9998
1 `% B6 s$ x6 ?# o; s" `fLODFadeOutMultItems=2.9600
9 T2 h+ i6 @# |2 HfLODFadeOutMultActors=5.9000
5 L5 u* q  u/ c8 yfLODFadeOutMultSkyCell=1.00002 s+ z$ C3 w, C2 M, S) [8 m! Z
[Launcher]; @( n$ n1 R0 O
bEnableFileSelection=11 W! G4 g6 j( i* e
bShowAllResoluti**=0/ q1 _) c- h7 y" J; h3 `$ _
uLastAspectRatio=1
; a: u8 M2 }( {, q8 o/ U) K. `[BlurShaderHDR]
' T% e& Q6 t" V+ q" v1 q3 abDoHighDynamicRange=1
/ _6 V) t& ^( C6 k. P[BlurShader]9 O; I* P! h3 L, |, U1 B7 v
bUseBlurShader=03 ^" A) b' [$ D5 M" _, b# y8 R) q
[Water]
1 m8 K9 x4 P$ diWaterReflectHeight=512
8 I: T2 g0 q8 R3 v( q: q& eiWaterReflectWidth=5126 g! D  U; C  L  J1 a4 S8 L+ \- b
bUseWaterDisplacements=1
% `) z6 G- M* T2 y1 |bUseWaterRefracti**=1
, l1 w# X4 f& nbUseWaterReflecti**=1+ X' J9 G) C1 a  ]. T9 I
bUseWaterDepth=1
9 J) w9 T% ]# m. N2 R% T8 O
7 w& K1 @3 v$ @# {5 j* n
3 a5 I, Y6 ?( J7 t8 s; T5 E下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
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; X7 N3 ~2 `. V: M6 }; V  o// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm4 r) [; x# K7 L! M! @

. r" v" H* ~# v/ D; A* @1 S; a// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
0 }( C* j5 `  {' v- L' `// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142, k* Y2 N0 Z2 d* H' P# \2 X+ p
// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971% \# R# \8 [3 ~: Q( [2 y
) ~1 M) L+ |- L9 B. [
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html# O) V7 N" \. q8 o9 n" s- _
// Please respect and support the the ENB original author,thanks HD6
. n  T9 H3 G9 o! k! x1 a2 V: g  |7 X8 i& m' @8 K- H, N, E
[PROXY] //代理
  K" u7 U9 X- k& H% F9 P) REnableProxyLibrary=false //同时启用外挂dll脚本; D0 X- [' I8 Q4 h* e0 l
InitProxyFuncti**=true //外挂脚本状态
/ l* W% q4 X6 p! O% {/ j6 JProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称' h/ I  w( [# ^+ A% s

: X% A+ \5 z) n8 D[GLOBAL] //整体
4 R# B, n' D9 CAdditionalConfig File=enbseries2.ini //外挂ini" E: [7 v. G6 _3 k
UseEffect=true //ENB在游戏开启时启动9 w( j/ ^& o2 P$ Y' J# l" Y( c
CyclicConfigReading=true //读取Cyclic设置文件. n9 y' ~, g( F* h3 Y8 ~- q
ForceNVidiaCard=false //NVidia加速6 V8 {) W$ {- z/ {0 A+ h( n
ForceNVidiaCaps=false //NVidia加速; b' m# ^: S4 v5 W- x$ k2 ?
AdditionalConfigFile=enbseries2.ini
9 m- v$ o9 a( A1 m# J, G9 m
" M5 Q- C0 N$ `* {4 Q2 n[FIX]
. o, {; p: P- e4 y: GForceSingleCoreCPU=false
3 L$ d4 K$ ^; S% N, ^1 FIgnoreThreadManagement=false& Q6 l0 P6 u+ g( _& b) s8 [0 z- l! s
IgnoreThreadPriority=false
, r* ~( \" {# D( j+ ~AntiBSOD=true  G& E( P4 M- Z; W
+ }4 `/ n/ Z4 U: }( I
[GAME]0 t( |* V; s  {& L
SpeedHack=true
7 p7 ~; u0 O5 X9 K4 ]" [: JShadowQualityFix=false
! ?$ l6 d: g! d6 b8 W, b3 FShadowObjectsFix=false
- P  j7 j4 Q4 z. \; d- D+ [7 e& `% X
[MULTIHEAD]
" N+ a6 f' `, J7 ]ForceVideoAdapterIndex=false: k( e% ]4 H. _; M4 O' ?5 a' K! V
VideoAdapterIndex=0) Y. R; P$ g% B6 c1 q

) P7 m$ @( `- z[LIMITER]
% L: \2 m% f! q% w4 o/ `- uWaitBusyRenderer=false( E6 p- e  p% l4 L
EnableFPSLimit=false2 z% S+ N' Y+ i$ v, U) n! R1 O
FPSLimit=30.05 `/ S7 r' ^5 y
; C. s$ f! Z) Y2 t8 G' o) G
[INPUT]* m7 u' ^7 h/ {# A9 `7 t9 f
//back
  L/ [. o; K  VKeyReadConfig=8  d+ j) J& J$ N3 l8 E
# t8 C( O( U. V' v$ Z) D* b
//shift( M; G) d/ P( p( r" l* a, |. J2 B2 i
KeyCombination=16
" P- J! ?9 [1 n8 `7 w" x4 w* w$ W$ s& z9 ?4 D3 X2 W
//f12
7 ~/ d# G3 p+ u5 c- k( mKeyUseEffect=123
( C1 Q0 t8 }; F( }  Z1 A0 b
! N8 P+ H1 b& F* w- r4 ]" l//home) B3 o: B: \& ~3 a8 X
KeyFPSLimit=36
4 x0 M, h: h; c1 L; C. P
  Z- M! q: I9 \) v3 r" W//num *
6 J" x. }9 Q1 M0 [% N3 s( v  ?* _KeyShowFPS=106
2 e$ W4 B3 p0 m  c+ d1 [) \) ]3 U  `6 Z- u+ @- F$ C2 v% l
//insert: 45, U4 U( ^/ R0 r+ u
//print screen: 449 U. H# L2 ]% w* }/ {1 D
KeyScreenshot=455 _- L  d/ j: S) h* o4 a
/ R' ?4 h! g) A# J8 L5 c3 A
// Above 8 may only make minor if any difference, but may not have fps hit?,3 ^/ H: w9 J5 ~: Y3 k' r/ L
// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view9 R& P9 X1 \* t
// I hear forcing this on causes issues on some cards or something, not sure what to do really,
1 B" `: ~7 y- _% r. p// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.- _, `  J' \, v. k6 f& k0 [
// Odd for me this really only affects the transparent edges of grass / trees, improving those.
" _1 Q8 Y; p- P// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
* o  A' a. l" S6 E// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
  [/ a! M# L" D// In all other cases anisotropic filtering is almost free by fps.
% p; P" x3 X2 e! R3 s+ X[ENGINE] 引擎
6 @) h$ h! z" ?ForceAnisotropicFiltering=false 强制各相异性过滤. s, w, G# i5 l0 I3 }5 f7 `# W/ q
MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]7 L- H; y3 w; G2 r2 H
SkipShaderOptimization=false 过滤优化
& t& ?' c3 K) g! r% H; K1 o
2 x6 D8 C' a# `( z- q7 W// better to set false in most cases (turn on if mod looks buggy for specific driver version)9 U: i" V5 T! w" p! o9 Y
SkipShaderOptimization=false
$ N, V7 o7 B( H7 R: Z8 K: E
( E& k6 x4 G( |8 Z+ m5 i: p[INPUT] 按键4 f3 F0 `& g9 G+ \7 S9 D$ b
KeyUseEffect=123 特效的按键设定- `/ D- M' l/ C
KeyCombination=16 组合按键设定: f3 F$ t: D6 H' K2 M9 L7 Y6 ^2 u
% N8 ]- G: v  u3 F0 x, `
[EFFECT] 效果/ U$ A" a+ k' X  k7 Q5 j+ a, _& N
UseOriginalPostProcessing=false 原版画面处理1 h) P6 d0 G: @2 z, Z
UseOriginalObjectsProcessing=false - M; H" X( p# j/ x/ P& Q8 k! w
EnableAmbientOcclusion=true 环境光遮蔽特效( _5 V- M" f( @& u7 @
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
7 Z6 f# H! ^5 m5 C" S7 O6 W// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
7 H: I# S& m$ M$ _  O0 J2 TEnableBloom=true BLOOM特效开启+ G% Q9 Z3 o$ M- K, [0 S3 W4 h3 X
EnableAdaptation=true' c4 l6 ^% o  A' h
: r- l- I; c6 j5 C
// 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)
7 L# n) H- E2 O( c// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
9 [6 Z- L' b) Y# E" {4 m; ^1 F+ C// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.8 v6 b  z/ n3 y$ R: e
EnableAmbientOcclusion=false
2 Q4 i; s( B( k: r
# ]8 O0 Y4 j7 I# V3 L// Do not use, not implimented yet
5 t  Q, ~/ R' ?% N! ]5 NEnableDepthOfField=false
% T. M% S6 H+ e5 Y1 L( {; P$ E6 E+ U/ ~- G/ G
// This affects entire scene brightness and is what makes everything look 'good'
! h* d7 w3 f2 O, r0 x& n1 }/ m4 v// 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.1 b, i% L/ V3 j6 V8 i& o# x
// Quality: higher numbers = lower quality+ _. q& d0 s3 S) H" y$ P3 ~1 _$ \. Q
[BLOOM] 静态特效( D/ q" G4 {# T/ O% {
Quality=1 质量 [-1最高,0高,1中高,2低]
1 b9 m3 T( _4 o; X: J// Some areas in Markarth especially; really blow out to white* q8 ^2 J- c, I# n+ K- D1 X4 h
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
5 ~# Z9 p' W. z6 i( JAmountDay=1.5
# N% E! H3 x! F7 o' H+ W" D// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
6 H3 M% f1 _6 w. M; N7 rAmountNight=1.0: {! u1 E" e  M6 M

1 v5 I4 O2 q2 U- _# C# a3 ~// 256, 512
# U6 e& w$ ]% d- Y// Makes dark areas bluer. Simulates the human eye. Higher is bluer.6 h# Y+ z* X' T! s# p1 _. d
BlueShif**ountDay=1.0) Q$ O4 N/ a3 s) ^7 V' T
BlueShif**ountNight=1.0+ j! F' `- |7 I) D

) m! `! Z" z' z6 j% f1 J, w// 5, 3, 1, 1
7 W6 E5 T1 B5 i; `: j// 3, 2, 2, 1
3 z, m$ `3 P7 Y( [2 k0 p2 J// nn: 4, 4, 3, 3
) W; Z) j, d9 o6 O* e$ Y// Intensity is how bright and strong the bloom is, higher = brighter7 Y& C* I- F; u1 ^5 f
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more( A. u8 {# J% E1 {* F
[CAMERAFX]6 K8 w8 H* Y( P5 i4 O# {3 S
LenzReflectionIntensityDay=1.49 `! t/ x$ k4 D7 z/ f
LenzReflectionIntensityNight=1.40 h: F+ A: {; h  L0 u4 C8 T
LenzReflectionPowerDay=2.0
: v: L6 q$ G0 i& R5 O1 o5 k  [# iLenzReflectionPowerNight=2.00 R/ j- x9 T# A$ `; Q" ^, B0 ^
// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches," T4 _- C& i+ e0 w& ?! a0 z
// 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$ l4 a1 i: b0 \
// even at 1 this will trigger in ice caves which are really bright
5 q9 e1 X' W4 E. |7 S0 L+ ]8 d0 F. e* [* I5 `5 E( [9 {% _, S

; F& E7 }8 Z: Q1 g. i0 O8 q// Trees still flicker especially in distance when lower LOD7 {5 o3 Q8 X5 R2 t/ {
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also- W7 L* s9 n- c) ^5 \( _0 ~
// ILAmount is a weird thing, not sure what it technically does :-D if you see things in the distance get eerily light and flickery then this is the culprit
& d  D' z8 L0 Q" b// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
9 w: F6 Z  W2 X) h. ?// Shrinking Sampling range reduces/tightens this smudgyness
# H* p7 B! c4 w1 s* i& b// Also screen resolution has a big impact when combined with SSAO
* |- s" A6 d& C// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example3 g, D  S% [6 U
// Note SSAO has nasty effect on plants and shrubs, trees etc giving them a dark flicker or halo around them so dont over do it, use it subtly& L5 G9 ?( Y: Y7 d5 p$ M
// And right now if you have SSAO on at all it will screw up water ** it look see thru$ ~5 u% r: J3 V& c( @4 a
// If you alter 'UseIndirectLighting' you must restart game to see changes/ ?& \) Q) e; N$ {2 P6 \/ n
// ENB Help Here:  http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
' j! @# n- K$ w8 F- m: x& Q! F[SSAO_SSIL]
' a# i3 P1 Y! p. r$ d// 1, 0.4, 7, 73 s' t, A6 l3 {: p
UseIndirectLighting=false
+ G. h* M' H8 k// Quality: lower is better, can even go -1 if you are brave
3 ^) H" @, ?' c/ @2 K& z0 U. PSamplingQuality=1
# S' s2 M, S9 c  _2 @// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both, M3 S6 F+ V% j& U; g5 w! V! Q
SamplingRange=0.6/ Z. k  K, g2 x: }
FadeFogRangeDay=7.0
- ~6 {3 N) z4 KFadeFogRangeNight=7.0. G8 d8 }+ K: B8 b

' W  I9 M8 P$ ^7 U// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit
3 w5 _: e# N2 k! L+ V5 s) a; d// 0.35, 0.35 - LOW - will flicker more on trees
; U, q. v: m# K, v" `// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me9 g$ K; n6 k  Q6 g3 n: ~+ t  f
// Not much point in going above 1.0
# @. z7 n+ O3 }+ \3 YSizeScale=0.4. z5 ^% W2 U3 L7 j5 Z7 v
SourceTexturesScale=0.4
, A9 z5 q) L6 L
/ w5 C7 z9 g; _( I" k// 2, 0.8, 0.5, true/ @  B9 [5 U' q
// FilterQ lower is better, tighter2 [1 ~3 z8 _  r
FilterQuality=1
5 B3 Q5 `8 \4 u4 G3 h8 U$ c% r# V' T9 _
// The AO strength, high numbers = darker shadowy areas.
2 T. l6 b6 I4 L3 Q2 R7 ]// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
$ w1 R9 V) \2 Z! VAOAmount=0.57 h6 R# l6 N8 G: J# Y, I0 i

+ P- s- j& T2 u" `; D// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does) I$ [: O  k: X; d
// If you alter 'UseIndirectLighting' you must restart game to see changes
" s& m9 h8 N$ s4 C// 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, n) G% f$ I; h8 J8 l2 w1 W: ?
ILAmount=0.5& N  C4 p* e6 z  s; |5 d+ T& N
0 J8 r! l, b6 |) O
// Alters what time and places are c**idered to be day or night and the transition between them2 m! x2 y/ n9 @
// 0.7, 0.15, 1.09 m+ [/ A; S5 H' q7 H8 [
[NIGHTDAY]& {* l" A7 ?0 {! P
DetectorDefaultDay=true6 h6 b& p5 u2 N
DetectorLevelDay=0.79 E9 n* `0 a  z+ _
DetectorLevelNight=0.35
) A- A( L9 ~' n( eDetectorLevelCurve=1.0$ J1 y: S; F6 s0 T

! ~$ |) K$ ^* X5 ?9 I& M( j// 0.2, 0.4, 0.1, 0.6
. [2 p7 U! J, C" b// Adaptation is entirely ignored with my enbeffect.fx file3 v. f! e$ ]: A. X) P
// Adaptation also set with EAdaptationMin/Max in enbseries
1 C+ a& e8 b/ R$ `6 V[ADAPTATION]
/ ?9 ]0 i- y6 |ForceMinMaxValues=false
; q# D2 P0 F0 x2 W. P& ?: QAdaptati**ensitivity=0.22 V) e5 |" A1 w
AdaptationTime=0.4+ e" M7 F) p7 u5 o' `
AdaptationMin=0.1
8 _9 a. j4 i- gAdaptationMax=0.6
' V' t7 |5 Y& R8 E3 V2 ~
0 N$ }" D/ M& N1 q" I# ]4 x& N// 1.2, 0.8, 1, 1, 0, 0: R: ^0 R. e, j! i# x3 B
[ENVIRONMENT]
& ?+ r# f0 b7 e+ C; m, {// Sunlight during day cast onto scene
. y2 ?$ Y8 h8 @DirectLightingIntensityDay=1.0
/ x# c- b  V$ o& u// 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 boring7 E/ J) g8 J3 s; N) c: ]3 A
DirectLightingIntensityNight=1.0- x' ]) g5 R) z1 c
% ]* i: P3 K8 q1 a! z: I2 e! i; ~
DirectLightingCurveDay=1.03 [1 B/ k% L$ `: m
DirectLightingCurveNight=1.0
1 p2 b& u7 W- f% `+ a8 k; Z3 D% ^DirectLightingDesaturationDay=0.03 i0 u; z) ?6 h3 F; [( H1 o! x
( V3 V8 B% N' W
// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all: c- K" q& d7 g6 }0 c7 G1 S
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx2 z# B/ n! X  u
// More desaturation at night is done in the enbeffect.fx
9 @& a6 L) }  b% t; M, ]. L. V& F' i- hDirectLightingDesaturationNight=0.0
- A: _9 k" f  v) B( C
+ [2 m' Y6 W  w  T2 K/ Y// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you( |5 I7 x2 ^5 l0 S5 b* |
SpecularAmountMultiplierDay=1.6$ p2 M% w, ^9 K: ]( R9 i
SpecularAmountMultiplierNight=1.4% _  _6 R/ h  J, {- u5 O: A7 q$ s  B! I
SpecularPowerMultiplierDay=1.20 q8 W. x7 u, _
SpecularPowerMultiplierNight=1.2
% u, l& F( C! g$ D% [- g7 f3 {; s# u! B. r8 v4 n: y
// Leave at 04 E3 @$ J% `! s
SpecularFromLightDay=0.0
! |% A3 X1 s+ x+ q1 `4 t4 i, F( Y" cSpecularFromLightNight=0.0
* Z. K4 d# {# ], n! \6 N9 j' _) r; x
//1.3, 1.8, 1.0, 1, 0, 0.8. f$ W# f. A& {  l1 C
// 1.0, 1.3, 0.2, 1, 0, 0.5# m  n& j% }& p; E8 E( S4 P
AmbientLightingIntensityDay=1.1. O7 j' B  @0 ^9 `! r, k4 J
AmbientLightingIntensityNight=1.0
; f, L4 x2 G- T" Q0 u4 ]AmbientLightingCurveDay=0.31 P) |' q' e2 F5 t# j; b6 B
// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!
9 Q2 w- l! P* P, |; x// If you increase curve past 1 you get little superbright specs of light, dots flickering
. ^. s" \/ I& }' Q: e( lAmbientLightingCurveNight=0.88 |; L. }0 `/ K7 w" O( M( k
AmbientLightingDesaturationDay=0.0
; e2 e/ O+ n" n3 _% R5 @- B, ^// More desaturation at night is done in the enbeffect.fx- C/ n9 ^! G( _1 H' a8 T0 m
AmbientLightingDesaturationNight=0.0; u1 \( O% S2 i9 M# b0 D

/ H. B& \5 ?2 _/ Z2 F7 j0 k4 c3 F// some caves lights are treated as Day, so they may always be bright >_<
' M( O* E8 R7 b9 O* d8 WPointLightingIntensityDay=0.6
+ H- g8 L; o3 j9 I- }, ZPointLightingIntensityNight=0.6# n# Z0 b; b9 d* `5 p  ^
PointLightingCurveDay=1.5
6 a; Z- S, L0 g8 e$ Z/ pPointLightingCurveNight=1.5
, r: W5 u9 ?! Z6 Y; m0 \+ ZPointLightingDesaturationDay=0.0
% [; Z& Y1 U* C) `PointLightingDesaturationNight=0.0
5 l- N* P1 z6 s5 B3 z" X0 Q. T  V1 D
// ** fog black here at night is a good way to darken nights, but can or at least did have many sideffects then, so I leave fog alone9 c+ X$ c& h# z4 ?; P) J
// 0.8, 1.2, 1.2, 1.0
% K+ G; g6 Z  P+ x4 L  EFogColorMultiplierDay=0.90 r5 }: U* U  [! S1 u
FogColorMultiplierNight=0.8
' C0 q, d, `, g+ k4 H/ RFogColorCurveDay=1.0
7 n( d  B! V! [4 h5 r7 |% ^FogColorCurveNight=1.1
  A0 V. }+ Y& r! G& P7 m7 {9 v! ?3 a+ {4 n
//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
- _! C0 P% p% K" x6 ^ColorPowDay=1.0
, G* a$ |( x' u2 h7 j# w% c) J- c" j9 B* J, n
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0
8 O* g. v" Y5 A/ m+ IColorPowNight=0.0. F1 e9 r, W( a/ p9 f3 d# I* u

: j8 h8 k$ @5 ^# F+ i2 u4 w+ X// 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
1 A2 h6 H5 o1 f7 |, Z( \[SKY]5 _9 v- ~! }& X9 g( c- T& n
Enable=true: m- A2 a. C+ I5 g
// 1.5 :: 1.07 o" z! a( C  \8 L6 j9 \" G1 r
StarsIntensity=1.5
! E! W: ~" ]9 O7 ]StarsCurve=0.9# @: y( \# J- q) `/ x

7 I1 k- x5 {# y; P" 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
' H$ t! S9 M4 z// 1.0 :: 0.80 R  X8 K: V7 M+ ?! @0 z1 M
AuroraBorealisIntensity=1.5
# t, p+ X4 @4 {9 t, I3 D$ x" [AuroraBorealisCurve=1.4
0 _6 G0 }: [7 O( a$ |6 w4 P" u0 F* a5 m
// 1.1, 1.3, 1.25, 1.25, 0, 0/ b: T- W1 \; y0 }9 R
CloudsIntensityDay=1.20 I4 }- K, s, f$ q$ }
CloudsIntensityNight=1.1
+ w; Q5 d1 T. s+ K6 Z7 x3 }8 Y/ O4 K8 R: H
CloudsCurveDay=1.42 n( ]" s: ]9 N! P" A" F
CloudsCurveNight=1.4/ j; G& f% |, z! {% ~
CloudsDesaturationDay=0.0/ `; ^) ^( u$ V* D6 k$ \* i
CloudsDesaturationNight=0.07 E: _: B. B5 r- ~/ N1 _& S8 r; F. E, m

( j* J# a. T( |* e& o, Y& v0 O6 N// 1.6, 0.15, 1.19 f! e3 {0 f( c! j: `) t
//1.2& X* x* Q% p0 N6 ~
// v11.2: 1.5, 0.4
, w/ ?5 _- G/ i8 Q# Y! K3 yGradientIntensity=1.7
0 p: ^( h, {6 f3 r" _( ~// 0.55 makes for good blue sky, not too cyan/saturated, but wreckes the pink/red sunrises, also bright blue sky wont match fog color on mountains if its super saturated
  `6 G. a/ T' u: `2 @GradientDesaturation=0.3
  O  H) {$ D- D0 ~8 m* Y# s. p- i3 J8 \6 c# L6 b2 H! H7 ]$ r
// 3.2, 2.5, 1.0
& L7 n! _! j" O2 i3 }. i// 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
5 a9 ?3 [+ L) V, m. x' OGradientTopIntensityDay=1.0
; O) L' w# ]0 xGradientTopIntensityNight=0.7
+ T4 q5 S! F4 D3 l3 F3 E( hGradientTopCurveDay=1.2
8 }1 c& l& a! j/ S7 ~GradientTopCurveNight=0.83 D, K8 a9 x: n( s2 c

1 G" u9 V7 I9 d7 b// 1, 1, 1, 1
8 y6 p: ]7 y9 _  \// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3
0 c) J3 k- T( e9 k" KGradientMiddleIntensityDay=1.0
# [- n7 B% b* v) d& mGradientMiddleIntensityNight=0.6
/ v6 n  E0 M' s// Setting curve above 1 results in awfulness at some times of day; U3 \4 K4 m* U( F) d$ i  F2 t5 Y$ b' U
GradientMiddleCurveDay=1.7% u0 o2 I' x+ e) T
GradientMiddleCurveNight=0.9
6 W' y3 Q3 o3 h! i! m: Y6 t5 W! q: ^' \
// 1.8, 1, 1, 1
. ^' ]8 i, M2 X/ W// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3( @2 l- K! `3 P
GradientHorizonIntensityDay=1.2
( l2 f7 @- n* K7 aGradientHorizonIntensityNight=0.6/ _" }" `% l" q- l9 z
GradientHorizonCurveDay=1.7. k" b7 G6 A! I$ ^8 ^0 @* \- I* N
GradientHorizonCurveNight=1.1, w  C4 C" N3 M0 x
, [& }5 [) K6 `6 O) {
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
6 ~! Q/ J9 W; a7 R6 p6 X// Oh I have a sun lens flare mod, maybe that doesnt help4 {8 s! o# r+ \. U
SunIntensity=0.6
; l6 o" l8 G' {* n& NSunDesaturation=0.0% x" j) Q& P! ~! d; u
& D% O4 K; Y2 h8 a# w0 i
// Setting this higher results in pixely noise and visble border of sunflare% q- }" \6 x# Y; ?& I' b2 D8 |
// Oh I have a sun lens flare mod, maybe that doesnt help: |% R2 \9 s8 p8 _2 b0 q* X. k' E
// Cannot get sun to bright enough in center6 Q; L" Q) T6 i+ {
SunCoronaIntensity=3.0
, ^4 X$ C2 m( k$ q& h5 W% dSunCoronaCurve=1.0
6 i# C% \3 A8 vSunCoronaDesaturation=0.01 r5 {5 U( k+ u2 r2 O
! W0 q$ O' z1 k( B
// 1.0 :: 0.8
: L0 m0 H; ]! Y0 G6 MMoonIntensity=1.80 y, [8 t2 v9 a: l( ]
MoonCurve=1.40 ?  A4 i: c0 k/ ^. g0 U0 M4 v7 S
MoonDesaturation=0.0
; j" }- @  d; t: Z5 Z) ~  F5 ]8 }% T5 W5 ~' H, T
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
8 O  |3 y+ s9 d; {, U$ K4 O// 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)- g7 }  U( Z# y0 s0 X7 Z4 F1 ]
// 0.4, 0.3, 1, 14 V! p' ^' o" r9 c
// 0.9, 0.9, 0.4, 0.45 E1 a) c  A1 S/ q( ]
[OBJECT]$ k8 S: z: Q! s6 h
SubSu**ceScatteringMultiplierDay=0.9  \( A0 a: l9 C4 g
SubSu**ceScatteringMultiplierNight=0.96 x( g. P* q. Q# j/ O) B5 x1 g  Q
  O" }- h) x; q5 o$ n
// Setting this higher makes people go redder, lower = whiter and brighter0 V+ p# O6 a9 S3 ?6 Y/ z. y
SubSu**ceScatteringPowerDay=0.6+ @/ o8 R* R. ^' u; R! B& x
SubSu**ceScatteringPowerNight=0.6
1 y% m7 N0 A* h/ I4 q6 g9 T+ N! [( b  R7 V3 [
[LIGHTSPRITE]% T$ E. k) o% O& B) P/ l4 ]( B5 _, D
IntensityDay=0.88 H! k' h2 N7 ]: b) W
IntensityNight=0.8
- J4 \  i7 O3 x# k( I0 @CurveDay=1.2% V8 u+ Z/ F1 v8 w4 U2 p) K
CurveNight=1.2; K3 G  k5 [4 f; ^3 N8 v0 w  W& q

  X: z% y5 c. |3 g[WINDOWLIGHT] / O# c7 S- o1 o0 z# a
Intensity=2.6' U. \# a2 ~8 W' |
Curve=1.21 S0 {" S4 w/ W6 o" s  f1 u

' o: H( ]! Q6 `% m8 ^// Clouds on mountain tops and I think fog sprites in dunge**
9 w4 g7 x, J- r# B* o$ O[VOLUMETRICFOG]
5 y/ W  K% h, x4 S, A: j+ hIntensityDay=1.03 Y) m2 @$ s/ ^# x; x6 Q
IntensityNight=0.8& }' e+ X9 H4 ~% B' h  h
CurveDay=0.9
2 C$ B2 O$ m" Q+ W4 vCurveNight=1.07 _. P* O$ q/ M4 D1 I3 z
) J8 I/ E' z9 v. O. n! e" z% z
// Increasing this still affects water foam amongst other things3 O- z# r5 W1 K8 C+ D* J9 g
// Affects draugr spirity/blue glowly bodies also, which is cool ;-)" `% \& ?) j" ^( W$ B# h' |
[FIRE]+ |6 }& n: S4 Y
IntensityDay=1.4
  ?' c! P8 f' q# L1 iIntensityNight=1.8
1 v4 d7 f  h4 S( R; d) I2 N, wCurveDay=1.2
1 {5 G2 f. z+ C% i7 p: [CurveNight=1.2
3 F3 l* k1 S6 a  L; E; j- b6 Z# i  n6 e- s2 s3 g/ G2 u
// enables use of enbpallette.bmp if present9 T& c6 ^: p( D1 P2 j! S1 P
[COLORCORRECTION]
' m: e, s0 r, L% |1 t0 TUsePaletteTexture=true
+ A* r* h, C, w7 t+ D4 c3 H1 }6 i" X: Z# v9 I
// Fixes shadows in places where it wasnt casting shadow properly before, has side effect that some places with very very small shadows will get ignored; but worth it
7 i. N7 m) W) A$ v2 J3 g[SHADOW]
+ I# F+ H% E8 a4 X5 ?* m) |4 cShadowObjectsFix=true
3 i& S# i) \* M$ _& Q( I. v4 V: `2 f/ Y" {; m2 j
[DEPTHOFFIELD]
/ n# u2 g6 o! I- H$ E& rFadeTime=0.1
+ b: @4 H  O/ u1 A# M$ ]* G/ M3 L% K/ i0 }$ O
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1 V; ^" E$ b) k8 e

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