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发表于 2014-10-1 00:07:40
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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。' c$ N# w9 q6 X& N& Z
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我来列下我修改过的 ) l' M% |# N* C5 L7 F4 c! L
' Q0 i) u7 K2 ?4 o" B* J先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
2 I' J5 c5 a" T: |2 ]7 r[General]' F" s9 \+ M- v$ K- H3 V! w0 d" W
fBrightLightColorB=1.0000
# s, U: E! t# B* P: BfBrightLightColorG=1.0000, E! |; W! m* x5 W$ {
fBrightLightColorR=1.00007 n: i" A- N+ f
iStoryManagerLoggingEvent=-1
4 @* A5 V. m' F O) S* tbEnableStoryManagerLogging=0- J3 ?3 w( ?% P6 S
[Imagespace], ~% H1 ^! e7 S8 N
bDoDepthOfField=1/ f/ |* O% s% t% A+ p# {
iRadialBlurLevel=1
$ R& w b* V* v0 b) D/ `% a9 M[Display]; w: x2 M: z( r" v7 D3 O! M; u
iBlurDeferredShadowMask=3# b" m# q7 C; g) Y! c6 }
fInteriorShadowDistance=3000.00004 Y6 s7 _6 a0 |; E
fShadowDistance=4000.0000
" j9 D0 f4 \# D( K+ T0 liShadowMapResoluti**econdary=1024
! p% ?8 ?! b& G1 n$ h' \/ \# ViShadowMapResolutionPrimary=2048+ f- d3 @! s, k- x+ M
iShadowSplitCount=24 x+ z$ E9 l! S7 K
iMaxAnisotropy=8 异相性过滤 低0-4 中8 高16
+ n+ y2 K1 n& S5 X8 ~fLeafAnimDampenDistEnd=4600.0000
" R5 F9 r5 `: a/ r0 bfLeafAnimDampenDistStart=3600.0000
! {2 E7 D: o# Z5 j( i mfTreesMidLODSwitchDist=5000.0000
: e3 D4 y( F( T8 B- IfGamma=1.0000. _8 f2 z& f0 p' e0 i4 L: N
fDecalLOD2=1500.0000
# |. Q# s7 j/ x$ vfDecalLOD1=1000.00002 ^5 R' v( G1 f( }9 A
fSpecularLODStartFade=740.0000$ x8 z$ A1 @+ K. o) B
fShadowLODStartFade=200.0000
M4 a, @7 ^6 MfLightLODStartFade=1190.0000! t: k* v6 T" I2 s
iTexMipMapMinimum=0
7 E9 q y9 Z3 PiTexMipMapSkip=03 S& j T$ K9 I: p9 T
iWaterMultiSamples=01 u; U+ d& w1 X3 X3 I8 e1 C4 w
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4
1 |9 k& b& m$ x+ a9 aiShadowMode=3
, |4 ?+ i$ I+ o# D0 r" z3 MbTreesReceiveShadows=0
$ x7 x. y$ U5 xbDrawLandShadows=0( q8 U% H% [# i) } |
bFull Screen=1
& m- F* Q) o2 L" z. fiSize H=768+ I( B( h& G! V/ k0 J( n
iSize W=1360 游戏分辨率1 N8 \7 E: G& y) Q9 Q# K! A
fMeshLODFadePercentDefault=1.2000
5 {5 @4 t1 o$ K) g4 T+ I2 q4 ]fMeshLODFadeBoundDefault=256.0000+ v1 ?* l& v+ L0 R
fMeshLODLevel2FadeTreeDistance=2048.0000
. R0 w6 Y/ q1 jfMeshLODLevel1FadeTreeDistance=2844.0000
4 A5 h& K a6 f3 C; y1 ofMeshLODLevel2FadeDist=10000000.0000
9 I, W, C2 T. K. ]* ^( K% kfMeshLODLevel1FadeDist=10000000.0000
0 I' t: j& x/ I9 X. w5 o$ {iScreenShotIndex=15
) Z6 S' ~; Z8 m1 r& o- ~bShadowMaskZPrepass=0
+ D, U: W! g" j/ `( qbMainZPrepass=0
1 P4 @( [" P- M# `" n* z" o! RiMaxSkinDecalsPerFrame=10
9 u2 R& j/ F2 K% n! d: ViMaxDecalsPerFrame=301 }! N7 o3 l! H5 u* x9 n' L* M
bFloatPointRenderTarget=0
5 z x' R6 P I+ @, i, ?+ R' X9 dsD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改 8 I+ \1 J1 b# ?0 Q; Z7 O& ]
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 ( [- r1 ]* O9 [. P0 {# `
iShadowMapResolution=2048 7 H2 y8 k! _; p
fShadowBiasScale=0.2500
6 B$ R- ~) @2 K4 y8 O9 diShadowMaskQuarter=4
2 p1 Z0 g& z6 X( g' N$ AiAdapter=0
, t% c' C4 y) M5 ]8 Q' EiPresentInterval=0
' m: N; s6 Y- I0 A6 ^iShadowFilter=39 D ]) p1 q; ~& w" d
bTransparencyMultisampling=0
2 g+ c: q4 A6 s) k% a, ebDrawShadows=1
* ?' Z1 G7 S1 F6 u0 J: Y1 ?bShadowsOnGrass=1 I* t' v: H, w8 @
bDeferredShadows=1- v( i. q7 x. x
[Grass]0 e6 ?0 V7 N/ N; c. j/ X2 V b
b30GrassVS=1
# u9 o5 E& w. JfGrassStartFadeDistance=3290.0000
6 G3 f8 b5 w! R4 dfGrassMaxStartFadeDistance=7000.0000
* p) s. n: w! \5 \; q1 ?$ }fGrassMinStartFadeDistance=0.0000
1 T( T4 {9 H" v[MAIN]9 h: _8 [1 T# R5 L3 T- E
bGamepadEnable=05 M2 ~. u. i- S8 V% }
bCrosshairEnabled=1
) {; o* y/ |, U; b6 CfHUDOpacity=1.0000
0 L: o2 |4 i7 fbSaveOnPause=1
% C* n, y7 E2 H# ]. y! g; bbSaveOnTravel=16 q" ]* n- ^' \9 Z' f% O3 E( b9 U
bSaveOnWait=1
( `" c! @+ {6 t; G7 z1 QbSaveOnRest=1
) C. A( L" ]& [3 s% _( R; |* XfSkyCellRefFadeDistance=150000.0000
, Y1 G: |0 t5 k. B& t[GamePlay]
|2 V8 r+ o0 G/ s' }bShowFloatingQuestMarkers=1 K; A3 O& [5 q8 S
bShowQuestMarkers=1
B/ B# w/ E9 N, y EiDifficulty=5
7 n' q$ n; Z+ w9 I2 C! J$ B[Inte**ce]
$ G( T2 F) w* T/ S, BbDialogueSubtitles=1* p' |4 d3 @, ?3 M5 N
bGeneralSubtitles=1
* O1 W& ~7 c& Y3 k2 N8 {: ofMouseCursorSpeed=1.0000! Q3 I( @# i0 W7 O6 ^$ h# }* I
bShowCompass=1
" E4 I! w# B) u4 p! c7 _[Controls]" W/ t: ?4 J4 |+ D7 C, g
fGamepadHeadingSensitivity=1.0000+ k* a! H" R' V2 U4 `% F" f0 L" V. [
fMouseHeadingSensitivity=0.01609 h4 i2 D0 i7 C2 u* y7 y9 d3 f
bAlwaysRunByDefault=1
0 N# F- b& E) f, qbInvertYValues=0$ P+ l6 e8 R1 V9 f6 Q1 G
bGamePadRumble=1
9 E+ C( e9 n1 M, w" n7 m TbMouseAcceleration=0
& T0 I- e; I D. S4 E( `. ?bUseKinect=0, x" X; r( g4 _7 B+ E# F2 u$ h
[Particles]/ L/ I0 g( j8 }5 }. ~
iMaxDesired=750
+ E }! w+ H: M1 p G[SaveGame]# o6 s. _" N" q0 c- @
fAutosaveEveryXMins=15.0000. } E& e/ ^; Y, v% _7 g5 n
[AudioMenu]6 u& c2 i' w* ~8 c* b
fAudioMasterVolume=1.0000. K3 D! [; z U) n( P. b- z; U
fVal7=1.0000
& h6 i! P2 f2 I* p7 muID7=0
) S: `$ `& V" x. hfVal6=1.0000* a' ~6 b6 p/ N! ]+ x
uID6=0
! M( b* j& ]* q6 jfVal5=1.0000
. I) q% R. \: n1 u3 e# e4 q4 {uID5=00 t, w, f$ J7 S$ W. [2 o
fVal4=1.00007 r' U9 H/ U6 W+ G5 x, @
uID4=0' u {8 G1 {% F( Y1 x) h
fVal3=1.0000
2 @% \* t7 N; b' XuID3=94881
$ M8 T% n( }, d7 P# x1 D& vfVal2=0.20006 q1 Z4 g2 T# n1 A
uID2=4665324 X6 C+ r$ J- j% d# b3 \
fVal1=0.9500
1 g3 D6 l9 u" z' i$ v/ PuID1=554685
: G- t" }( `$ _8 {fVal0=0.9000' O8 |+ I, q h
uID0=1007612
) U, o" q* F) L) ]5 a7 u: S% a[Clouds]
5 _; f3 a, @* I% mfCloudLevel2Distance=262144.0000+ u$ t; o2 F6 ~3 R
fCloudLevel1Distance=32768.0000, I2 p [* J) W- u3 ?. H5 k
fCloudLevel0Distance=16384.00002 u- Q9 E7 t. E$ g
fCloudNea**deDistance=9000.0000
# m# i& F7 l; l- b( o9 W8 p[TerrainManager]* K8 o* W' P" Z4 L
fTreeLoadDistance=40000.0000
1 I. v4 b; z. q2 {fBlockMaximumDistance=150000.0000$ t4 W( o* B6 B: ~% _0 o; x' a
fBlockLevel1Distance=40000.0000) l+ Q& S$ ~' V; f/ R5 ?/ x j9 V
fBlockLevel0Distance=25000.0000
2 r% b- p u2 {. s' e, XfSplitDistanceMult=1.1000
5 A' E2 k4 F0 @0 v* P2 y; P! EbShowLODInEditor=0
& Y3 r8 Q* ]+ N[NavMesh]$ v1 p% V4 K7 W/ a7 Y: g
fObstacleAlpha=0.5000
" ^0 W! M) A9 a; p% M$ k2 {1 p: NfCoverSideHighAlpha=0.80000 B2 R9 N( u3 v# d9 C! \
fCoverSideLowAlpha=0.6500- R# a6 o: i% w R/ T9 n
fEdgeFullAlpha=1.0000+ ~; C8 H6 O' Q( q! d
fEdgeHighAlpha=0.7500
! ~& x" P' |" G' W ofEdgeLowAlpha=0.50006 d, `# y: b9 s8 |* g. Z
f**FullAlpha=0.7000
% Z% u( O! @2 A" q( U8 A" \f**HighAlpha=0.3500
0 z2 p! U% l vf**LowAlpha=0.2000
& p8 x& s( a, D `: x$ v' bfLedgeBoxHalfHeight=25.0000& D y8 j0 z$ C! n
fEdgeDistFromVert=10.0000
, O0 _& p( [: H9 Z( vfEdgeThickness=10.0000( z1 z+ \ x$ i- Q
fPointSize=2.5000
! ~: a( c. u S, f: Z: E& n[Trees]" O/ b* b2 W9 C% C T+ T
bRenderSkinnedTrees=19 Y- H( |2 t0 ~& ]- B$ m9 ?
uiMaxSkinnedTreesToRender=20: H1 Y7 C0 k1 b: I" c
[Decals]0 U* u- \" A7 ~
uMaxDecals=250; z) s7 q! o2 }) h& {
bDecals=1
" g2 @9 |; m/ {" a( M7 y- `( v7 mbSkinnedDecals=1+ B7 K) h5 d' \- t+ _: F
uMaxSkinDecals=50
5 `4 y( C/ ]# f; i' ^uMaxSkinDecalsPerActor=40/ b- d% O* [4 S& P5 \
[LOD]
6 R z* K" B& ]2 s- a- qfLODFadeOutMultObjects=4.9998
1 ^# M& C2 _( Z W& A/ [/ J* OfLODFadeOutMultItems=2.9600
# x; R0 _" q7 ^8 t. l! OfLODFadeOutMultActors=5.9000# b9 L" I' v% G6 N* o
fLODFadeOutMultSkyCell=1.0000/ k# \. l! ]: j; l1 |
[Launcher]
: {( W, v! l e5 ]# j' F6 tbEnableFileSelection=1
& z+ k! u& k: N$ w+ r3 \bShowAllResoluti**=00 X" y6 j5 X Q+ E
uLastAspectRatio=1$ }) Y# [4 O- E; [; \; M$ `
[BlurShaderHDR]
2 Q4 L7 U6 s6 U3 u4 ZbDoHighDynamicRange=1
p- v; S4 g: C1 E( \ @[BlurShader]
& P# x Z: H: E$ g7 T( NbUseBlurShader=0
4 Y$ u- s+ o/ r: u5 n- [# y[Water]
5 O$ x. [2 }8 f! v2 W( L1 ?7 WiWaterReflectHeight=512
; j' b; Y4 W: b" }. }4 Q7 ViWaterReflectWidth=512
. q3 |5 w" V: @1 }7 BbUseWaterDisplacements=1
8 i6 @, @2 ~% k2 D3 l! r/ P" K1 |bUseWaterRefracti**=1
5 G d- ~4 W% z/ R: l8 FbUseWaterReflecti**=1
) v; L3 x) a$ W6 C7 u2 FbUseWaterDepth=10 T$ d4 s/ `$ t/ P# o
1 J8 @) ^5 F/ S. V/ p% M. Q, Y
+ O0 O9 T% i1 j7 U, s K3 a
下面就是ENBSERIES.INI部分修改了 (游戏主目录下)5 u0 C. c* I8 b# g6 z
W' l1 w; K1 q5 _5 ?
! n5 {/ y4 ?5 { a4 U% H s// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm, s- y( w$ \! p8 m, B
4 J! J, ~. O5 _- {: C \# x; z% [2 [
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3) o, W* J2 g( B" U$ K& T
// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
7 J/ w1 Z6 f4 Y1 e# N, [// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971) B8 K) ?7 i: ~2 \9 {& ? e
* Q( Z: M$ @4 A
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
0 K1 a8 g! R5 q- N* Q& R// Please respect and support the the ENB original author,thanks HD6, T8 k, k4 j' n, x; `
& r! Q! x& a) x9 L9 [3 z& h
[PROXY] //代理
5 S8 E' Y: c R1 l+ EEnableProxyLibrary=false //同时启用外挂dll脚本
3 v# ?+ I6 b; }2 R4 Z! KInitProxyFuncti**=true //外挂脚本状态8 Z" M1 {+ g) _
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称
6 j. _% D* w) r( Z- q& D+ j5 S9 t
/ P: J- n' P5 n5 b% V9 S- b[GLOBAL] //整体) [) f4 `1 [# e) N5 n' d& G- o
AdditionalConfig File=enbseries2.ini //外挂ini
" `8 g' Q7 W1 A& `% WUseEffect=true //ENB在游戏开启时启动, O' i- K2 B* u
CyclicConfigReading=true //读取Cyclic设置文件4 R& G! G- X" D4 O# H! @5 w
ForceNVidiaCard=false //NVidia加速1 R# u! m1 \5 K+ ], G7 `1 |& z" _
ForceNVidiaCaps=false //NVidia加速8 s4 F5 H' K" v
AdditionalConfigFile=enbseries2.ini
8 y5 w9 K4 W3 t y; T; u0 D% |" O( x8 ~% M7 ?" o- K
[FIX]- x* W, D5 s& V1 \3 b
ForceSingleCoreCPU=false5 o" J6 h, R7 y* q: C' I, u
IgnoreThreadManagement=false# f7 Y* B+ j F' P3 Z8 U6 h: J0 B
IgnoreThreadPriority=false
( s7 N, B" o" v0 `& WAntiBSOD=true
/ U3 ~/ q9 u( b2 D4 a9 @! I6 s& K `& z
[GAME]5 _: {+ ]0 F( Q9 `5 {. W! v
SpeedHack=true0 _# e( ~5 [1 M1 O% L8 G, N
ShadowQualityFix=false6 P; P! j1 u3 M( Z" ]! k3 o$ d
ShadowObjectsFix=false1 j+ F! c6 C* Q
& R. W7 d0 d& o1 q[MULTIHEAD]! W r1 L8 b3 [* v. @5 |; [
ForceVideoAdapterIndex=false+ O* O- s( B- i# B& M: b
VideoAdapterIndex=0/ I5 i( k/ [8 |4 u
( I0 {: ^5 e. C
[LIMITER]
: p6 M* I5 l# Q L FWaitBusyRenderer=false
J- m# n' H% K3 r, c5 eEnableFPSLimit=false( [" @% B! l9 k% k
FPSLimit=30.0
" B0 s, j; L9 c& w2 w# ?8 ]! F7 s- x8 u6 v2 d+ p# R# g# d
[INPUT]
: }1 g8 z2 L! c: n" A v//back) B/ D& O6 W$ A m1 F' ?4 q; l/ l
KeyReadConfig=8
& }- K4 | r+ @6 W& q" A* J4 X W6 @& e. k) f9 M
//shift/ ?) n- L. M5 _4 K3 h4 S7 G. r- T
KeyCombination=163 n7 z- W4 T& v1 F0 }) Q
, V( H* U8 J7 h//f12
9 B$ T1 ]1 K' u: Z/ q/ ~" \6 t+ kKeyUseEffect=123
2 b0 Z% {& K9 W
$ T( E0 N1 q! M2 B//home
' e5 `. k" `; E% f2 r1 TKeyFPSLimit=36$ ~ V* L9 o, ]" I) v
" |0 Y5 y! c& F6 j
//num *5 W! E! N( z# O5 X9 f1 B
KeyShowFPS=106) J4 |6 m4 r- ^- l% v* X- a
! R0 U, K% ]" ~, q8 H4 X//insert: 45: p$ g0 J* d p- M/ J( |) d
//print screen: 44
6 B' O% o1 ?; iKeyScreenshot=45' O0 f/ u8 n( ~
; d4 g. {$ s) Y, L, c; f
// Above 8 may only make minor if any difference, but may not have fps hit?,- l9 a p. {/ k
// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
0 r B: Q3 E3 x% V2 I// I hear forcing this on causes issues on some cards or something, not sure what to do really,9 X4 R- M7 `' O6 N
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.; [: L6 D! z, B
// Odd for me this really only affects the transparent edges of grass / trees, improving those.4 Q- S3 \6 r% V4 r
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers$ I3 ^& L) D) G" Q
// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
" o2 M3 h- w. T0 R; W* }// In all other cases anisotropic filtering is almost free by fps.
. Y: e. T, S$ v4 ~[ENGINE] 引擎
; K4 t( u0 ^) a* e8 XForceAnisotropicFiltering=false 强制各相异性过滤5 Z8 d" J4 d5 ]4 `
MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]( y# x# T4 e6 U, L' Y, i) {
SkipShaderOptimization=false 过滤优化8 {" b* u6 i @& b0 ]0 R
/ ^6 G1 b' ]$ m* J! ~
// better to set false in most cases (turn on if mod looks buggy for specific driver version)5 w0 p, p/ l) H
SkipShaderOptimization=false
, w4 L6 O6 u. l; M- @: W
C3 L2 ~. ~. C0 x[INPUT] 按键 _) J9 m* w& i9 P6 l7 H
KeyUseEffect=123 特效的按键设定
% x) \5 W: O1 F6 V* TKeyCombination=16 组合按键设定( ]5 ?$ u' ^7 M a& E% t" P0 L3 u
: W8 j, \8 ]0 D7 K$ }" R% L$ g[EFFECT] 效果- y. S& T/ W$ ]% r% T
UseOriginalPostProcessing=false 原版画面处理) E- V$ v2 e0 A( P8 L+ M( Z( X& Y
UseOriginalObjectsProcessing=false
( f9 p5 r; E4 U, |EnableAmbientOcclusion=true 环境光遮蔽特效( {* e3 C9 A5 J4 j
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries l; [' q% Q$ P
// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
$ H" L3 V8 @! ?! QEnableBloom=true BLOOM特效开启
5 E6 i F% m* r+ \* [, XEnableAdaptation=true
) J( g7 |* s2 y, v
& [' P$ _; j$ b7 F3 q, M// 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)1 |; G: i, {5 k" y. p& Q4 t- H
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up& l8 L8 }4 a6 _* Y
// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
4 t& k0 d& R0 ^, m" p+ S8 A9 g, WEnableAmbientOcclusion=false; j8 k9 p8 _/ ^
+ D1 {. L3 \$ n: ^+ F9 C8 o// Do not use, not implimented yet
" W5 {5 }( w" p6 o' gEnableDepthOfField=false. `! y) p/ L+ j3 G0 F9 @ w
- y0 Z, u) m4 w3 n7 W: v; g) Z' F// This affects entire scene brightness and is what makes everything look 'good'! M4 g* Y! J) {7 g$ Q! ?/ ~
// 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.
/ ~7 ~! }' c5 f+ R( r// Quality: higher numbers = lower quality
& s2 N+ C9 e" i. ?[BLOOM] 静态特效6 H1 ^+ y( s) r0 o1 W; r+ h: G
Quality=1 质量 [-1最高,0高,1中高,2低]% t1 k, i2 `) |2 M
// Some areas in Markarth especially; really blow out to white7 j3 K0 s8 f+ e9 B, J7 f! J
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
% }5 B, Y- T; V% \' a( a; ]5 V* kAmountDay=1.5
: h7 u5 x2 A2 D7 L: {6 X) F// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate( R' C6 X1 V$ `) O
AmountNight=1.0
5 A4 M- p) g" [0 ]% D* Z1 F# S/ x( Q: g
// 256, 512
' V) ^* v5 p/ m* {. h, R: r// Makes dark areas bluer. Simulates the human eye. Higher is bluer.
+ g4 n. r! N# ~% W0 W. o5 SBlueShif**ountDay=1.0
1 I. K/ B/ F: ABlueShif**ountNight=1.0, U8 {" P. k' X
7 n8 L1 g5 L: E) u; G/ z# }# q
// 5, 3, 1, 1
f; V1 @: s$ h% N+ B7 ]// 3, 2, 2, 1* ?. d( [9 E3 p& f# s3 O' S: K
// nn: 4, 4, 3, 3
/ D& {7 Q+ V$ p* P6 w+ m// Intensity is how bright and strong the bloom is, higher = brighter
& ~/ K1 F9 p" j// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more6 m* C# L) p, H( e G% {
[CAMERAFX]. `/ z' J3 ?% t5 n& f
LenzReflectionIntensityDay=1.4
9 Z4 v! r% s5 N/ KLenzReflectionIntensityNight=1.4 l4 t! f, s' V( o y
LenzReflectionPowerDay=2.0
0 `# h/ j+ O1 B }9 N! vLenzReflectionPowerNight=2.0
" W0 C2 O% B d+ \3 }// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,7 x( R: ~6 [5 j4 n
// this is only due to my alterati** in Enbeffect.fx.. so probably a mistake somewhere I did :-D for now I have just increased this from 1.0
9 D7 K4 V! ]4 h( L8 B: C4 X* P/ o) {3 M7 W// even at 1 this will trigger in ice caves which are really bright
# y! ?8 b) w5 I
7 r$ t; g8 g) l M$ t! O: p: J
. \6 c) u6 {. s' V// Trees still flicker especially in distance when lower LOD
* p4 Y$ [; l9 c- D0 ^1 E* l// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
0 J/ b, g9 b! t( F' c, @6 p) T// ILAmount is a weird thing, not sure what it technically does :-D if you see things in the distance get eerily light and flickery then this is the culprit) C w( w2 Q2 _3 @$ W
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
: a8 U% A. Q1 K2 n# I' K// Shrinking Sampling range reduces/tightens this smudgyness
' ]8 V1 e1 u9 R( h( b4 `; N// Also screen resolution has a big impact when combined with SSAO
- S3 o1 Z% u8 \ n- b// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example6 B2 Q& h( J( @5 s- O7 t2 O
// 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
% ^0 {/ [/ B. W7 {( D7 `5 f o// And right now if you have SSAO on at all it will screw up water ** it look see thru# H; Z7 I! [& ^# M, X9 z
// If you alter 'UseIndirectLighting' you must restart game to see changes" m- O1 B9 `; m) ?/ O w
// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm1 u- i# m3 y; J1 \% t7 m9 T2 f' g) i& Q
[SSAO_SSIL]
9 S" D6 M& \0 @// 1, 0.4, 7, 7
, V& e2 U+ O! g S s2 {UseIndirectLighting=false# S/ }, N3 }; _0 N4 o7 X
// Quality: lower is better, can even go -1 if you are brave
5 f' c/ F2 L, o7 HSamplingQuality=1
3 J" Y4 a" l% s. j, P// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
( V# l, b" G( l! {: H3 LSamplingRange=0.63 G% a6 t) S: R- u/ f/ q
FadeFogRangeDay=7.0
# n5 \# y5 l2 a; T4 iFadeFogRangeNight=7.0* k2 y$ O. {- Y' P4 G, h
7 Z- V' f3 E8 O' P" D. k
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit3 `* H* f0 ]& ]* e- ?& ?1 O# H
// 0.35, 0.35 - LOW - will flicker more on trees
) H: E: c% l Z8 Z// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me' o, k0 l2 Q2 T% k
// Not much point in going above 1.09 B- }* b7 x/ q! R( j1 q
SizeScale=0.4- Z) ], g" c5 z: b
SourceTexturesScale=0.4
8 j2 E+ _) `# Q$ C; _& c
- \1 D2 x- ~; g+ s// 2, 0.8, 0.5, true7 Q% s: Y, w) f* J: u9 s
// FilterQ lower is better, tighter
( F; T% L; z" ]FilterQuality=1
; R- W0 Q' b9 M- l; o
- d- p! v8 ~. k// The AO strength, high numbers = darker shadowy areas.
! u! _7 J! K( C( \* \/ w' u// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
. V, U8 T/ L9 T/ c# wAOAmount=0.51 g6 D0 W; U1 W1 f& F$ w0 P
/ `' b& Y9 j( y* c p# v// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does( r. z& M1 I; h# r/ E9 d" ?
// If you alter 'UseIndirectLighting' you must restart game to see changes! r1 w( u7 `) m: y* h5 ?/ O
// 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( @% S( L/ d& n$ o8 j$ N2 ?$ i7 e, [
ILAmount=0.50 o- r' h$ ?5 O: V& k R
1 g* B3 S/ ?, i6 X// Alters what time and places are c**idered to be day or night and the transition between them
1 B J) c0 k* w+ A- B; n- t0 s2 `// 0.7, 0.15, 1.0
% \5 J7 H0 |( g[NIGHTDAY]
% g: O8 P2 x L0 |7 }3 QDetectorDefaultDay=true
/ k* p y3 Q4 d( P" fDetectorLevelDay=0.7. b8 c3 c7 u# }' _
DetectorLevelNight=0.35
4 i) c0 C% l' u0 \7 @9 tDetectorLevelCurve=1.01 _0 h* C) N. E* ^4 L& ]
; b5 r4 @7 [- |/ [
// 0.2, 0.4, 0.1, 0.6
. Z, M+ I8 ]/ [# `5 m# X// Adaptation is entirely ignored with my enbeffect.fx file
) w) P2 A, j( _// Adaptation also set with EAdaptationMin/Max in enbseries
: a: r$ ~& q$ ^3 D% _9 D[ADAPTATION]9 B; H5 w% I, a: R
ForceMinMaxValues=false
# N" Q4 V1 \3 P5 UAdaptati**ensitivity=0.2" m; `# }& t5 G0 c, o- }4 K
AdaptationTime=0.4& `, d* j4 B" j; h
AdaptationMin=0.1' A! o8 {! @( e1 b3 n
AdaptationMax=0.6
% Z# C- m$ _/ j8 R
, b$ \/ g \: T2 n, V' D4 r, d// 1.2, 0.8, 1, 1, 0, 0
+ o2 }# g% ]$ u6 S[ENVIRONMENT]5 ~: o0 m2 g% q4 Q; d& d) y
// Sunlight during day cast onto scene
0 G. s( {2 i. e- IDirectLightingIntensityDay=1.0- F0 }# r! z; }; l
// 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
- X1 j- `: P0 DDirectLightingIntensityNight=1.08 ?4 ?( J; x6 n3 r K
! V! |" r- _, k: W. p+ O4 t. i
DirectLightingCurveDay=1.05 W* L) |) ^0 ~5 Y
DirectLightingCurveNight=1.0
( B4 ]9 ?+ `, H& `DirectLightingDesaturationDay=0.0
2 X% K" g; S3 |6 |( B+ ]! ?* s
/ n" p( Y- Z! o+ M3 n N// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
4 N# t* R, ?( g2 b# \// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx3 j9 i# w9 }3 L! X9 B" E
// More desaturation at night is done in the enbeffect.fx1 z7 u/ |5 m& A6 O: [
DirectLightingDesaturationNight=0.0
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// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you$ t' |: w, }/ `6 Z
SpecularAmountMultiplierDay=1.6
( y9 L/ W/ e& `3 Z' V' G( OSpecularAmountMultiplierNight=1.4
+ ]& o1 }/ Y$ \, ^7 ASpecularPowerMultiplierDay=1.2
8 R0 z E2 b% bSpecularPowerMultiplierNight=1.2" ?/ E' Z1 e3 C$ c
" N- C" W- j# v0 {# L
// Leave at 0
& ^" ?; o7 h: j, e: NSpecularFromLightDay=0.0
; T# X2 T% @: w, u! x$ C8 T+ uSpecularFromLightNight=0.0
L* Z- k8 I& B: x. O. p# i
9 z5 G! o* [! \6 B# K//1.3, 1.8, 1.0, 1, 0, 0.8/ K- t3 O9 l' s" U. w6 f$ E5 ]
// 1.0, 1.3, 0.2, 1, 0, 0.5
* v- L$ V: O; e5 p5 `AmbientLightingIntensityDay=1.1
2 l; B0 P# H" d! H) h+ T' v% vAmbientLightingIntensityNight=1.0
7 U$ ]5 M* \6 ~: x0 E& s- k- l: jAmbientLightingCurveDay=0.3' W( J2 {' ~- ]# |: M+ n* }* w v
// 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! |0 I+ I0 v# f M% f8 S3 H
// If you increase curve past 1 you get little superbright specs of light, dots flickering
9 {+ C& }% \( I$ W o) MAmbientLightingCurveNight=0.8/ ]1 F6 U! I: \/ M) s0 s) ]# d
AmbientLightingDesaturationDay=0.0
$ H$ F8 X1 m/ N9 C. m8 d* F// More desaturation at night is done in the enbeffect.fx
5 F! k+ v, H2 K" ^' xAmbientLightingDesaturationNight=0.0
& u8 ^* x6 i K, b$ Z) T- N: Q' A, }7 \# B
// some caves lights are treated as Day, so they may always be bright >_<1 l; k6 C3 l" D Y0 x0 l
PointLightingIntensityDay=0.6
2 p D$ j# ?% q- `PointLightingIntensityNight=0.6* Q$ V: @% W/ F7 {
PointLightingCurveDay=1.57 t% F- o) j3 P
PointLightingCurveNight=1.5
$ L! A/ [" S/ ~3 u" D! w3 rPointLightingDesaturationDay=0.0
8 Z. m. ] w3 c) u* z8 i/ _; }8 rPointLightingDesaturationNight=0.0
# T5 B- \6 n; v; H" f9 k
8 e* t" W0 Z, }9 w4 n// ** 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- Z0 ^5 \/ k9 P4 s3 z' Y9 Y' i
// 0.8, 1.2, 1.2, 1.0' O O h9 c- ?7 _; j1 V w0 Z
FogColorMultiplierDay=0.9
+ D0 P3 N; l8 O; Q! aFogColorMultiplierNight=0.8
' @; S/ N" j+ a& a! nFogColorCurveDay=1.0: M) @6 }3 c! O. J* t+ J
FogColorCurveNight=1.1
( f0 N* `: {( H4 _; d9 H) Z
& V: i( }$ l( C//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
# A. S; A# m: Q* n4 MColorPowDay=1.00 z2 j s! \6 b
% d% n: O# |' B2 k
// Decreases Contrast at night be setting colorpow to 0, cannot go below 06 E7 T C0 Z* c% w F, i2 s5 ^
ColorPowNight=0.0$ m% C3 H0 `' e2 o: N; C3 z6 y& L
$ f: g3 s2 n5 Y- [& w3 p// 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
9 ?0 U' N9 F; n8 c) f6 S- S3 j1 H[SKY]
" `: f! w ]- O/ zEnable=true
0 q+ M% @1 f5 [6 M2 H2 X0 g// 1.5 :: 1.0
4 E) g$ ?, F+ bStarsIntensity=1.5# Y8 B( R+ Y1 p" ]
StarsCurve=0.9
4 G. h) U+ u t! c6 `6 e
# }5 V* v7 @& H1 I6 t. ]" J/ S% }// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example
7 v. `* b4 M8 k( R0 i// 1.0 :: 0.8
6 B: h# J) o# k$ F" lAuroraBorealisIntensity=1.5
2 ]5 p' D- e6 d7 f( zAuroraBorealisCurve=1.43 Y0 L Z E- r5 P7 H
, D& Z: c% {4 B( r& F
// 1.1, 1.3, 1.25, 1.25, 0, 09 n' I+ {% D1 V8 ?2 A
CloudsIntensityDay=1.26 y9 L: j; x; K4 g' _, F
CloudsIntensityNight=1.1
2 H& P+ A4 {2 Y+ @
( n8 O5 q3 j( r% FCloudsCurveDay=1.4
4 V3 w+ T A: }( a! OCloudsCurveNight=1.48 f) ]4 K9 Y# J9 E( m
CloudsDesaturationDay=0.0 F3 `) l% Q( n: T
CloudsDesaturationNight=0.0
% O$ a" `* ^: \5 \% ^3 S! y5 T W% x: K' B5 Y
// 1.6, 0.15, 1.1
$ O- P3 h) j' Q: S% \ W//1.28 T3 w4 O. E& P6 P# V
// v11.2: 1.5, 0.4
, g+ i B- P, y' V* ]$ Z8 }" wGradientIntensity=1.7
5 w! t% X+ S4 R3 q p; ]' t// 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 S+ c, _% Y L( t
GradientDesaturation=0.3
/ ~$ r% ]8 h3 v8 L M3 q& g
, ]; Q8 N+ d4 Q4 X1 h1 f. ~& J// 3.2, 2.5, 1.0
! ^, J) x, n: F5 ^// 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 cyan8 ^; X1 H) m9 e( N) j3 j0 |
GradientTopIntensityDay=1.0( T' \- ]* n5 v6 G6 U
GradientTopIntensityNight=0.7
& Y* w8 Z- y9 `9 eGradientTopCurveDay=1.2- s6 Y( K6 `/ y3 x% \
GradientTopCurveNight=0.8/ q0 X7 Y+ y( G
h$ o- W4 C1 H// 1, 1, 1, 1+ A% q: n6 f/ f& k
// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.30 M; p0 P8 ^% |* v! W
GradientMiddleIntensityDay=1.09 F& ^! R) \5 s( ~6 s; o5 q
GradientMiddleIntensityNight=0.68 V, l! [# v9 m6 d9 @% ?* y5 j
// Setting curve above 1 results in awfulness at some times of day
3 W* x) E5 X, }2 @0 Z& O9 lGradientMiddleCurveDay=1.7
% [$ M* x4 i- B% I) TGradientMiddleCurveNight=0.9
3 G# k2 R& i+ l4 C2 A' j: Z* B4 t+ n" h( w( c \5 r2 u7 c$ ~
// 1.8, 1, 1, 1
Y! j) N* C) d* j# D9 L// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3( I% X2 c3 X- Z: J
GradientHorizonIntensityDay=1.2
6 b" H7 W' h9 c* e u3 U8 DGradientHorizonIntensityNight=0.6
( X2 z$ S( C ~2 q$ \GradientHorizonCurveDay=1.71 _1 T+ H0 F: y. J2 X7 m% l2 x
GradientHorizonCurveNight=1.1, N2 s7 G1 f# X; C" r
& {7 v7 w; `" D// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
5 {7 [; G. n$ k+ f5 V% u8 K/ M// Oh I have a sun lens flare mod, maybe that doesnt help
& U1 L4 u/ ?) c ]( L5 J" zSunIntensity=0.6. K# b4 F/ D; n/ }4 S6 L1 v
SunDesaturation=0.0
0 p: \8 w7 h/ A0 O z
; o7 b& U1 w7 l7 I5 [// Setting this higher results in pixely noise and visble border of sunflare$ h8 s; V! f) ]" @' D" H2 y
// Oh I have a sun lens flare mod, maybe that doesnt help
+ [( `# O8 ~) Z) ?4 N// Cannot get sun to bright enough in center
7 ?# v7 m5 v w' d- ^7 u2 ZSunCoronaIntensity=3.0- m& H+ O" ~3 w) Z( p# D. O3 x
SunCoronaCurve=1.0; f) q, H$ ], x" \
SunCoronaDesaturation=0.0
# m/ Y1 ^7 r2 O; W. I0 F' r, B( V* H' h* @7 K% V, M9 d
// 1.0 :: 0.8+ F f; a* i1 O, Z9 Y# ?
MoonIntensity=1.8+ x5 q5 G* R8 R! e8 w
MoonCurve=1.4" \1 Z! K: f& A* h
MoonDesaturation=0.04 T$ U( d+ W, g- G1 g6 S% U
2 a% B) ^3 w" b( A, ~$ v. R// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
& Z Z% ?" N; \* ~8 N' ~% i1 m' 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)
+ [! N& S$ O/ O4 Y5 c0 b// 0.4, 0.3, 1, 1. ^$ z% r; a1 V) t n$ y/ n# i6 Y
// 0.9, 0.9, 0.4, 0.4' I" |; X* b% I, r. _( u
[OBJECT]
9 T8 d8 Q3 a) J% [+ y) I$ @SubSu**ceScatteringMultiplierDay=0.9& S4 D+ z/ x" v6 |2 a: x
SubSu**ceScatteringMultiplierNight=0.9; z3 n) I1 S% d
3 z4 C4 Z2 u' q3 h// Setting this higher makes people go redder, lower = whiter and brighter8 [+ z0 G. \7 R; E/ ?1 }$ r
SubSu**ceScatteringPowerDay=0.6: Y" s' f( k+ c* W) i9 P
SubSu**ceScatteringPowerNight=0.6' w8 J; m9 q+ L% |8 m" y
( }( {- [% i4 t[LIGHTSPRITE]" C4 H9 _5 y$ b3 A# @
IntensityDay=0.8" h+ v0 r# h1 }8 j" r
IntensityNight=0.85 ~( E W" @( a- M8 n: u
CurveDay=1.27 H9 ]+ S4 Q$ k$ q8 B
CurveNight=1.2( [" [' X+ `( ^4 p& V0 \9 y
! ~! u8 P8 H* \3 n* w) Q# \" |4 i( V
[WINDOWLIGHT] 4 i7 L* A5 Q, h* ^' e8 z
Intensity=2.6
1 | `5 t& ^6 Q' a" Y; q/ QCurve=1.2 U/ J8 M* L6 D9 d6 ~5 I9 c8 h
# O5 {- j/ y2 }( M// Clouds on mountain tops and I think fog sprites in dunge*** X/ |" E# U& ^- i9 @& L1 O7 ^* g1 {
[VOLUMETRICFOG]- w2 z5 B/ P9 I, |* G$ K
IntensityDay=1.0
0 ^6 s/ C3 V- Y) z" mIntensityNight=0.8$ k* b0 G4 m6 q( f; G$ f
CurveDay=0.9' f5 A `- }) y" O. a3 N. ]! \
CurveNight=1.08 U: `) d: e- I( o8 V9 i- `! h$ T
& z! D/ U Q3 Q' F2 G: O+ Y0 k! ^: E// Increasing this still affects water foam amongst other things
5 E# ]' l. H% L- x5 p// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
6 Q z7 Y( C( l J[FIRE]
" L3 X8 y* M0 U3 TIntensityDay=1.4& R3 t2 E$ w0 k+ i; d$ Y* z+ s! Y
IntensityNight=1.86 A _8 I- r7 a9 I9 U
CurveDay=1.2
9 ~1 l1 I2 g q. E# T* r0 z2 P1 YCurveNight=1.2: _1 v- Q! y1 U) q! _
1 G/ P4 q ]' c$ F$ i: { z
// enables use of enbpallette.bmp if present
3 A; _+ o4 O: {4 V: L1 x. Y[COLORCORRECTION]
# q. q3 Q+ \# @0 }UsePaletteTexture=true# U8 t- p2 c9 }+ g* u+ o; p' M
7 c" Y7 `9 ]5 b" G( d
// 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 it6 S# `# e. `) x8 Y
[SHADOW]2 g# @; v' P" B
ShadowObjectsFix=true8 D% w2 y. m) }1 M$ E
4 u$ l* O: p. V1 O8 H% w6 U[DEPTHOFFIELD]
% L7 N6 ~' y. p4 Y8 d dFadeTime=0.1
7 b: H( q9 l+ y+ f, @4 z" a b* o5 O+ H5 \" h' K! F4 I
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
$ H" K, O% M( G' ?! [# [
Y1 X5 Q5 q- V! T, c* n) X- G( F9 d, X" H3 k6 R* [9 s
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