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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。. S9 r* p+ o) ~. E
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我来列下我修改过的
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* o0 Z# E! z6 |6 q+ Z2 M' i7 t0 y! M先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
+ F; u$ r5 v' c[General]3 b5 A& s9 [5 l4 L, T9 A
fBrightLightColorB=1.0000) U" t. n. k! B; t
fBrightLightColorG=1.0000
% g# u }7 i8 i( f7 L6 xfBrightLightColorR=1.0000
8 h. Z/ c* V' K$ B1 viStoryManagerLoggingEvent=-10 H- ?, ?9 w! w& _6 r3 q
bEnableStoryManagerLogging=02 Q! d7 k; f& V I
[Imagespace]
& d) W/ n: B4 U8 r& @1 Q# f% vbDoDepthOfField=15 A7 l* Q; y# M0 R# `* ?. \' L
iRadialBlurLevel=1
/ n9 d4 H+ K+ ]& `9 F# d[Display]# g, K0 D" F0 I
iBlurDeferredShadowMask=3
8 n- d; i4 w; Z' F& P e afInteriorShadowDistance=3000.0000
0 [8 h( Q+ h! s7 ?$ q: F+ GfShadowDistance=4000.0000
5 p4 ^; e1 @' Z( H7 {iShadowMapResoluti**econdary=1024
/ Q1 [- W6 c: e1 N- R# g7 \- I' PiShadowMapResolutionPrimary=2048
2 c& X* p+ `* GiShadowSplitCount=2
# ^, g9 ~# a6 yiMaxAnisotropy=8 异相性过滤 低0-4 中8 高16/ K1 A: W) v, Q& p: z+ e5 f6 @* p
fLeafAnimDampenDistEnd=4600.0000
: O) h- a& w" R. gfLeafAnimDampenDistStart=3600.0000
; c8 r: W+ D* g! M5 pfTreesMidLODSwitchDist=5000.0000
; n8 U* B/ B$ g* H8 Z' `fGamma=1.00009 r5 `! Z( A s( {
fDecalLOD2=1500.0000# J, } a* I- s* e8 q; o4 B
fDecalLOD1=1000.0000
: u& B2 R: T: t4 r6 X& h7 {fSpecularLODStartFade=740.0000
5 c, p1 s* B! L/ jfShadowLODStartFade=200.0000
7 V1 a4 Q# o2 }% ~8 I L, DfLightLODStartFade=1190.0000
7 K3 _/ u. w) L6 e- w0 z' [0 ziTexMipMapMinimum=0
& r+ I) @2 D8 liTexMipMapSkip=0& d$ M+ U* n1 Y5 U3 l/ E. z
iWaterMultiSamples=09 {7 C( l/ d* V! t" _
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4, q& {4 E, P4 A2 l! b J4 N. L
iShadowMode=3 & Q! h X$ w& a2 w, M
bTreesReceiveShadows=0
5 k5 `# a* x3 ZbDrawLandShadows=0
9 C/ p8 z! d }& qbFull Screen=1 U$ b9 u2 p5 R8 V1 j6 M! U
iSize H=768 e/ p+ r9 B$ N" W
iSize W=1360 游戏分辨率% J" c' f, o; D ]0 a& w0 n/ Y: f
fMeshLODFadePercentDefault=1.20000 n! H. W* n$ p# z, m
fMeshLODFadeBoundDefault=256.0000
* L, _2 A1 x# B6 o, J2 @- JfMeshLODLevel2FadeTreeDistance=2048.0000
& u" z9 h( u6 v+ z L, H0 tfMeshLODLevel1FadeTreeDistance=2844.0000
- H: D( z: }3 I" p* X8 z$ HfMeshLODLevel2FadeDist=10000000.0000
# p7 u$ a" g$ @7 nfMeshLODLevel1FadeDist=10000000.0000
' x) ^# F& A' n! \iScreenShotIndex=159 h; o" j: w8 a( X4 ?% P! J& S
bShadowMaskZPrepass=0
3 H1 R+ M8 s. a4 ]bMainZPrepass=0
" S8 g+ ^# l+ E8 L$ D& N. ?% oiMaxSkinDecalsPerFrame=10: J& F+ R3 R/ k7 S
iMaxDecalsPerFrame=30
- j6 Q0 o7 J6 O$ O% j6 QbFloatPointRenderTarget=09 d* w1 `8 X C/ X/ }
sD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改 % b8 p, p j# y6 q& E3 X
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 2 W y4 }# V) u* A! S6 m
iShadowMapResolution=2048
" A# N2 k. U/ S; {fShadowBiasScale=0.2500
( s& O" n: M1 I3 fiShadowMaskQuarter=45 Y) F1 M" S3 J7 r0 |/ L& }
iAdapter=0& O0 ? x0 F+ T$ k: T6 i3 X ~! ~' F
iPresentInterval=0" |& E1 N1 `* _. P6 J
iShadowFilter=3
+ l" c% V; J" kbTransparencyMultisampling=0" [/ \% L1 t' i. z% s
bDrawShadows=15 w5 u" V0 G. W2 C
bShadowsOnGrass=1$ D6 I$ q: t8 V+ C3 g4 _9 f; d
bDeferredShadows=1& X6 X/ W! n8 E5 M0 d! `- B' v
[Grass]* C T7 T3 l/ G5 K$ t
b30GrassVS=1
1 D2 B6 C: t) e: e2 Z1 q$ wfGrassStartFadeDistance=3290.0000% }, d9 W1 @9 D+ N
fGrassMaxStartFadeDistance=7000.0000
3 \6 d0 I9 b4 U, B' Z2 g5 }fGrassMinStartFadeDistance=0.0000
% V+ u, W8 \: i- H: e- m[MAIN]
8 f# Q5 D$ B9 dbGamepadEnable=0
z0 h! F$ W/ S, DbCrosshairEnabled=1
3 s1 \6 U0 O S: t, F' ~fHUDOpacity=1.0000
; y2 Y2 @: ]) z9 l) c4 xbSaveOnPause=1
- k# s; ^2 n8 j# R, l7 A* E: GbSaveOnTravel=1) B+ g, d( C6 l3 j. v( E6 O: }1 X
bSaveOnWait=11 W% b2 C" _! U& u$ G
bSaveOnRest=1
" T8 g t" M7 _ HfSkyCellRefFadeDistance=150000.0000$ e/ q" b- L! ?
[GamePlay]
* t& \: x, n0 KbShowFloatingQuestMarkers=1
& N; y2 `( u$ x: [: O2 u; B( vbShowQuestMarkers=1
" v$ ]8 F [0 p- s# riDifficulty=5
4 U( Q7 [+ C& h% K& [% R[Inte**ce]
- W# {: Y3 W8 ubDialogueSubtitles=10 D1 n3 P: e/ @6 x$ `* ^ ]' ]
bGeneralSubtitles=1: C a |) _: N* R I5 R- [5 q
fMouseCursorSpeed=1.0000( k5 q7 n) R1 B0 k' }- g
bShowCompass=1
2 I! |& ~( l) ^. I* \[Controls]
" U7 o9 {1 d; G$ B( i. s6 t% lfGamepadHeadingSensitivity=1.0000; j- O9 S$ ?9 W7 U9 D
fMouseHeadingSensitivity=0.0160" `( o" u i) H6 X# t' M* b4 ^5 p3 L
bAlwaysRunByDefault=1) q& h# p& ^+ M( Y' R
bInvertYValues=0
7 P- c' H [* qbGamePadRumble=1
& p( [: U0 S. c; KbMouseAcceleration=0- g" c7 Z0 S, O! S- U
bUseKinect=0
: i; o3 g% u6 J[Particles]
9 i4 H' {! V; k2 Z L" [' ]9 h" ciMaxDesired=750+ N4 H! w4 u2 g5 X$ g0 e& }
[SaveGame]! l5 ^2 ^; B; `& {0 U* T/ {5 z
fAutosaveEveryXMins=15.0000
) K" V2 K( W8 B' L0 c8 Q3 d[AudioMenu]3 n$ h9 v8 l& C- c' a
fAudioMasterVolume=1.0000$ e: D1 {& b0 {3 R9 o
fVal7=1.0000
) T% d7 q, S8 G( O- p( }% muID7=0
3 L2 a# [: G9 d# |! W/ DfVal6=1.0000
% Y& w9 T$ z( V) v5 y, \uID6=05 P' R: y+ z# g G; i4 K
fVal5=1.0000: Q! w! G I( H) _* j- O& i4 [" c
uID5=00 R7 y( B4 U* }) n6 r
fVal4=1.00009 v1 } I" ]7 L7 X3 T; o
uID4=0$ g0 l* N% N! z$ I
fVal3=1.0000
7 }( r8 C4 I' V/ M J( E O# wuID3=94881
/ [$ a) l4 N- Y! }fVal2=0.2000
( K4 F/ i; y5 Z+ Y+ puID2=466532
- E! j) T' l0 M: t% A' F- ^+ [fVal1=0.9500
k" ]* }! O+ O! V; TuID1=554685
2 q5 J3 O4 v( a3 LfVal0=0.9000
* Z; U9 Z& V5 a4 euID0=1007612
+ x; O% @+ Y7 L[Clouds]% e$ Q+ l4 n# V: n
fCloudLevel2Distance=262144.0000. N/ j6 `% M: X. X1 j7 ?5 B. H
fCloudLevel1Distance=32768.0000
. p8 @5 }* T$ H* l2 R, t+ KfCloudLevel0Distance=16384.0000% S5 }# I; s3 {5 y
fCloudNea**deDistance=9000.00008 O/ u3 u& Y- Y7 q
[TerrainManager]
, q! S) X' ]) ofTreeLoadDistance=40000.0000
* @: z% k& T$ G+ p4 d0 }fBlockMaximumDistance=150000.0000& C; N( j, i' ?% v2 g9 p( k9 T& C, c
fBlockLevel1Distance=40000.00009 b6 ?- x/ n- I e& g! L" `7 g4 C
fBlockLevel0Distance=25000.00008 p b+ R1 R. F: G* D3 \
fSplitDistanceMult=1.1000
! H% Y& L! k8 G: x/ N- cbShowLODInEditor=0
$ R) N( c p, s7 d; q[NavMesh]7 Q% y5 P8 O. x( _1 E+ [0 n6 O
fObstacleAlpha=0.5000
3 n& j5 g) {1 b ?* C. F) x0 SfCoverSideHighAlpha=0.8000
) Y# }( E' }9 ?$ f+ ?$ N( nfCoverSideLowAlpha=0.6500% V/ p" L+ \3 U" Q. p
fEdgeFullAlpha=1.0000
* r/ e% T5 G5 ]$ c1 E+ F2 j# LfEdgeHighAlpha=0.7500
) ?# G. f j7 X" n( A( T5 `1 ffEdgeLowAlpha=0.5000
" F5 J7 }3 c; `, D+ Cf**FullAlpha=0.7000
* d8 b0 F: {( ]& vf**HighAlpha=0.3500
! x; G! x5 r1 V; Cf**LowAlpha=0.2000
9 }5 Z( R/ R4 FfLedgeBoxHalfHeight=25.0000* x4 |0 M7 r! X2 @* i. N9 V
fEdgeDistFromVert=10.0000
2 S% j H; B. G' F/ ?1 }% @fEdgeThickness=10.0000
6 W$ Q: l7 U1 G9 hfPointSize=2.5000
3 `6 ~: ~# B% f* `6 ~: F[Trees]
. h2 }1 G; x( Y7 u/ F! q) qbRenderSkinnedTrees=1
" J9 H) O* s& ~% y4 a, iuiMaxSkinnedTreesToRender=20$ ] `, F# u2 C7 `
[Decals]! E4 T& m9 b9 [' D1 K
uMaxDecals=250* S, K; u- o! g" ~3 c
bDecals=13 z! W; f8 t; o) k3 ~, Z# _6 T
bSkinnedDecals=1
- \( `- Q3 H6 ?1 o6 \4 ~1 C0 _uMaxSkinDecals=50! s& R% Z3 ?, ] N' Y
uMaxSkinDecalsPerActor=403 r' I- _ y/ V. F; S/ W! M
[LOD]" t0 b$ Z: Z2 f; O v8 q9 C9 b
fLODFadeOutMultObjects=4.9998
: }4 f8 Q4 D J- J/ k3 h) D2 |fLODFadeOutMultItems=2.9600
$ w6 ~& W0 I* q1 [! ?$ J' Y; nfLODFadeOutMultActors=5.9000
$ F: c! l- z2 q2 wfLODFadeOutMultSkyCell=1.00001 [# A: }/ x* q
[Launcher]
2 Z2 `" A7 C7 @5 v& U8 j" XbEnableFileSelection=1
% M4 n$ f+ U& J% I; ]1 WbShowAllResoluti**=0
5 m' J& m; t( P }uLastAspectRatio=1# o% q- b$ n* S6 L
[BlurShaderHDR]
% P1 n4 x9 W+ i" d1 V9 l2 g% s# tbDoHighDynamicRange=1
4 g3 r; l5 L0 U" `8 ^, {[BlurShader]
, O7 S7 B# Q7 E" n$ H5 v! `9 qbUseBlurShader=0
, E5 v" Y1 c3 N: D. I- P[Water]
' `5 j- |1 H4 Z% x4 U3 }5 x* {iWaterReflectHeight=512, F! n* M# j8 Z
iWaterReflectWidth=5120 \# i1 r8 x {, ]' v
bUseWaterDisplacements=12 _8 Y3 a4 H6 h7 K" t3 W" u
bUseWaterRefracti**=18 m" c* D2 j6 _- ~
bUseWaterReflecti**=1
9 b. f/ l$ h" J: V3 F9 x/ zbUseWaterDepth=12 ]9 S/ O- ~4 _- ~3 {
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3 ^7 y- d* F: d0 p) ~下面就是ENBSERIES.INI部分修改了 (游戏主目录下)# r0 C ]$ w% r+ ^& c) x" X9 M, [
; S0 Y! |# S# H; _- @) u
3 M& c C0 }! k8 T- X4 {% d// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
7 K' H: h% U0 N, P+ B# d2 g
+ e/ q$ i- |3 w// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3% A: z4 d' i2 _; d! Y) q T1 q
// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142 o* F C' R( L+ [ g) s! b6 l# u- l
// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
0 S' N3 a1 M F0 Y% O% t" I- ^: n/ g, t2 Y/ ^' C" u, Y
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
3 t$ q+ T" ?# V! P1 }// Please respect and support the the ENB original author,thanks HD6' ~) B2 L( x( N$ I- Q
4 f# A: M6 \, V/ U[PROXY] //代理; u7 z9 }" m7 G0 C3 S: |# ?; p
EnableProxyLibrary=false //同时启用外挂dll脚本
7 P, f+ Q" P3 i+ v" e8 @2 IInitProxyFuncti**=true //外挂脚本状态; g- X9 O" F' B
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称0 j' U8 V& v* }% M, R& h9 B7 ?
) w, Y! L! N8 F) `5 s
[GLOBAL] //整体
! O9 x$ d7 F g# z! I2 C- D ]8 s4 Q% UAdditionalConfig File=enbseries2.ini //外挂ini
: W* K4 a( N; U) NUseEffect=true //ENB在游戏开启时启动& {+ J& h" R( m! e7 E
CyclicConfigReading=true //读取Cyclic设置文件+ O* t" Y$ a! w
ForceNVidiaCard=false //NVidia加速
) }* k! g# a. O! Y+ JForceNVidiaCaps=false //NVidia加速
2 z2 ?& a; {: [. i- n4 _: [AdditionalConfigFile=enbseries2.ini5 b/ A5 R1 m4 m1 Y7 }& z
) E1 b* @& S; J! r[FIX]" ?% |, ^% b% Q! H6 D4 b, {" K; ~
ForceSingleCoreCPU=false8 r1 \# e3 j; L9 @/ q% }
IgnoreThreadManagement=false
+ A" {8 U7 ^7 t! tIgnoreThreadPriority=false; L3 K( [& Y2 ~& ]; ]: V2 _4 w
AntiBSOD=true, D u- r% j3 z; F. F
5 m2 Z* s; k. J; ]% a7 L
[GAME]; j; |0 g' a8 M6 a: `
SpeedHack=true8 Z5 [0 M6 l6 @" H! j2 j
ShadowQualityFix=false2 [/ b6 K4 o! K
ShadowObjectsFix=false8 m7 V: P- a" h2 k) i3 r
$ H) n/ p. M4 u3 J4 p$ n! h
[MULTIHEAD]
. u5 n" }' G+ b6 L; }' zForceVideoAdapterIndex=false! m; S# F" n* t! g/ [" T
VideoAdapterIndex=0
! }$ A5 t) f! m9 K# v( i) ]7 m- Z# l& O4 b5 \8 V: t
[LIMITER]
7 N% N3 c$ W6 @8 d4 J- X; c" YWaitBusyRenderer=false8 r( x B, H+ F1 r/ I
EnableFPSLimit=false
' D# P7 n6 U- a1 X! H0 nFPSLimit=30.0' `) e% |& V3 w `
7 i" h) h7 N+ W3 ^; z[INPUT]
2 T, Q) ~' d v/ d+ l! X//back/ ?8 p8 {, f5 W8 d
KeyReadConfig=8& w4 F8 s6 ^8 [: n& y% d6 b" Y
, O) U: a& p9 T" }6 L. d
//shift$ F' d6 |7 ~& ^5 U( ]' \) o
KeyCombination=169 r8 V b& F |) P+ o
7 y: H* x, w' G7 X/ Q5 l" T//f12: D& B3 z7 t; G, D. n) Y
KeyUseEffect=123
1 I7 A% X/ E% s6 h$ v: d
2 s6 \$ M2 U* X1 x! n8 q( i& R//home
( g9 |) x1 u/ y' O0 w0 BKeyFPSLimit=36
+ I' I. M0 X$ C! G$ a& }
# F" W' l) k, N" y8 {//num *
# u( W: A! T: t% W0 p6 [% y; f3 KKeyShowFPS=106
- d6 Q, t$ M6 i0 \. U" j1 T- a7 x3 p
//insert: 45# U9 p( I. q; u2 K% _
//print screen: 44
# a: z9 C1 }) M' [5 [% m" y0 PKeyScreenshot=450 a: G0 Q% z2 U
# K& B: V- I$ g( I; e
// Above 8 may only make minor if any difference, but may not have fps hit?,
+ w) B$ y+ y+ Y. w, Z2 `// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
3 }. I- |. j) z// I hear forcing this on causes issues on some cards or something, not sure what to do really,
& m* [* D$ F) u// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
, G* g; r9 S }4 F: O' }, ^// Odd for me this really only affects the transparent edges of grass / trees, improving those.% ^: G7 n$ @5 b, ]' Q
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers& T. C1 ?1 @, h4 i4 I1 m/ I# L7 n
// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
/ l" g6 T9 R( I# [// In all other cases anisotropic filtering is almost free by fps.5 b9 K2 q6 S" F6 F
[ENGINE] 引擎( w) u$ n. R Y$ l5 K& b- ^
ForceAnisotropicFiltering=false 强制各相异性过滤
) T$ E9 k2 H2 j% V, S( T$ NMaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]/ ]0 ^; K3 j* S
SkipShaderOptimization=false 过滤优化4 h3 Q A/ t; l8 K' g* ?- [
( S8 N1 @* [/ L3 L5 w- m x" Y// better to set false in most cases (turn on if mod looks buggy for specific driver version)
& M; R5 a! G: V q6 uSkipShaderOptimization=false
0 G/ P! Y8 s9 j" g2 t' h( u+ z0 m* h( e
[INPUT] 按键4 T" U& t8 A3 F: E9 z" Q2 M
KeyUseEffect=123 特效的按键设定
+ ^) h4 f, n2 I0 X; z# F) sKeyCombination=16 组合按键设定. G# B* D- W s: E Q: Z, k0 P* D
0 N# U! n5 b: B% `2 M7 x[EFFECT] 效果0 y+ D0 f* ?/ \" q: ?$ N8 l2 }
UseOriginalPostProcessing=false 原版画面处理% l7 [& i- V' h( S' q* @
UseOriginalObjectsProcessing=false # C k, ~* A) O; j3 f
EnableAmbientOcclusion=true 环境光遮蔽特效8 L9 B |, i: D0 p
// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
; [7 Z! D' O; T5 K! Z// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx& o3 V i3 n* ?9 J+ k& p6 f
EnableBloom=true BLOOM特效开启 E: B# K7 x: @9 A* L
EnableAdaptation=true
+ p& b' p/ s7 i7 L+ `0 k6 ], b4 p$ {; Y; d A9 S6 d
// 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)6 ]1 E9 B% e" C; |8 y/ I
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
1 T+ X; d( e0 ^3 l// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
; q" N* T" P: i4 D7 `. OEnableAmbientOcclusion=false. s$ w; G$ _, d8 q: o/ i/ [
; k% V- \& z/ s$ f0 T: O5 Z// Do not use, not implimented yet
& c* g9 o$ R+ c6 KEnableDepthOfField=false |% `6 u* q" x. ?: N
. P& y q) k$ K4 ~) C. a, P
// This affects entire scene brightness and is what makes everything look 'good'
: ~3 F1 Y! l$ B Z: V7 I// 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.
4 X7 Z- \9 B% V9 h9 B// Quality: higher numbers = lower quality
+ k, ^. P& m% ?3 |0 E, U* W# U[BLOOM] 静态特效
0 V- n) u# f' LQuality=1 质量 [-1最高,0高,1中高,2低]9 {( @" ]) X7 C" w' m/ Y
// Some areas in Markarth especially; really blow out to white
: f1 U8 x' Q2 u' {9 I0 z// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.) k! `2 e% ?2 f$ g# H: `. p' x
AmountDay=1.5
( V( r4 C. [ s// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
( \& Z5 A; K: [% nAmountNight=1.0# `1 s+ Q- Q* K4 v8 A& M$ v/ Y
+ }) {! [1 \6 T# v
// 256, 512% k; u0 O' V9 ^+ }# o6 d
// Makes dark areas bluer. Simulates the human eye. Higher is bluer.
: j6 {! f' t1 w$ O) zBlueShif**ountDay=1.0
2 ~, b: |; U/ i- kBlueShif**ountNight=1.03 b' ?. D7 n8 _5 V5 b( Z2 r
% s) H* x5 l8 `// 5, 3, 1, 1
2 Y) D; z: l; S/ b: E// 3, 2, 2, 1/ }% g! K/ i$ q4 z$ B/ \- S
// nn: 4, 4, 3, 3; h- t2 g" V3 `
// Intensity is how bright and strong the bloom is, higher = brighter9 h- c" c- W( u- y R, s
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more+ I+ ?3 y& t3 y# \ m2 k) `& q
[CAMERAFX]- T% h1 b; Z3 }" R
LenzReflectionIntensityDay=1.4
) G( V3 R; b: n/ M; h2 w+ q7 qLenzReflectionIntensityNight=1.4
+ N) E$ `$ S! [ t G) wLenzReflectionPowerDay=2.0
! u. T% }9 O) [, xLenzReflectionPowerNight=2.0
5 a' V( ?' ~/ N0 q' } b// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,
2 s; H3 L/ k1 j8 ]// 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$ I/ U" I+ O8 O' L3 H
// even at 1 this will trigger in ice caves which are really bright1 J, `$ C% _ w+ u1 C4 j G
. C7 `/ X8 v/ Q: Z6 Q2 |0 m& V0 o5 a2 V, a3 V
// Trees still flicker especially in distance when lower LOD X" ^3 |+ [! E* e8 o4 z# @3 o; P2 Z. Y
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also8 Z& r5 [" f. g3 q
// ILAmount is a weird thing, not sure what it technically does :-D if you see things in the distance get eerily light and flickery then this is the culprit3 P9 X( x: e7 `5 B4 C! B: Q8 Z" p
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them% `& `7 t X0 i" P/ L7 C0 }
// Shrinking Sampling range reduces/tightens this smudgyness' |" B: I, s! ~. h& H- F
// Also screen resolution has a big impact when combined with SSAO8 s' C. d* t: F( H8 S/ p3 |$ B* b
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example1 O8 J1 C1 j1 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
4 n& P% p. V* H% i# I7 z// And right now if you have SSAO on at all it will screw up water ** it look see thru
4 ?: ]- F) C0 ]: n4 U: Y% T, s6 N- Z- c! v// If you alter 'UseIndirectLighting' you must restart game to see changes2 i3 K* s1 @" \2 h0 E8 d
// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
: }# t% v) E6 l+ [( L) w& h[SSAO_SSIL]9 ?0 B2 K' V# W$ J1 `) s
// 1, 0.4, 7, 77 ^: s/ z& w4 h l e& m" r. p
UseIndirectLighting=false2 S# e. b0 x5 Q; W
// Quality: lower is better, can even go -1 if you are brave
% U% `4 `- {. F8 O9 YSamplingQuality=1+ h- x3 _' i/ O$ {2 p
// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both8 q/ ?( p3 ~1 [+ q( @
SamplingRange=0.6
$ ]; ~, w) d* g+ iFadeFogRangeDay=7.0( ]$ K: M1 M# {
FadeFogRangeNight=7.0. ~. b$ b6 f) p8 X& a& A3 s( ^3 _
4 C. c" D3 g i2 k d0 {; ~- U// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit e. {- v7 [2 |2 W- _( [
// 0.35, 0.35 - LOW - will flicker more on trees% s7 y9 ]7 k- ^# r
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me4 P$ c! L' _' p
// Not much point in going above 1.0! | f, Q( X$ E: |5 r7 E1 K4 [
SizeScale=0.40 F+ i. O, G1 `& m7 Z* k2 N
SourceTexturesScale=0.4% K& Z) ^# s* M2 [; d
8 a/ S" h" s: e2 F; {" R& |
// 2, 0.8, 0.5, true
% u% X: q5 m* X9 O. `! t1 F// FilterQ lower is better, tighter2 s1 t9 _. o1 s) ~- V
FilterQuality=1' A$ ? ?) |" h# U7 G2 x2 f2 ?6 }
' Q. c! g) _. U7 m4 U- i// The AO strength, high numbers = darker shadowy areas.8 T7 i0 v/ ^) o U0 w
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh M2 U/ H0 m# e8 W; Q+ o
AOAmount=0.5. l# G$ P( X! l1 F- j2 E
4 w; b% U9 c1 l" ^/ X4 j! D1 V// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does! o* E/ h5 V& I1 r; q$ w
// If you alter 'UseIndirectLighting' you must restart game to see changes% O6 ~9 w) [( T" N
// 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. u# r1 z9 h4 ^- b" \$ s. Z
ILAmount=0.5* @+ c1 h- A1 I5 @) j; n2 J" G
9 @) H$ `% o- u. m
// Alters what time and places are c**idered to be day or night and the transition between them* x% p1 C- g8 j5 k
// 0.7, 0.15, 1.0
$ w. Q, d) Y6 A* r: Q' }[NIGHTDAY]& F6 |( R# h" @/ X. @; m# J' Y
DetectorDefaultDay=true: c. I1 _0 _+ I3 a8 b" C
DetectorLevelDay=0.7
7 i! X' A3 D& y9 J2 [0 Q! jDetectorLevelNight=0.35
9 ]% X% |6 d1 B9 _DetectorLevelCurve=1.0' b. v8 d7 l2 @) x5 T
+ m0 R* h! o8 N1 N5 a// 0.2, 0.4, 0.1, 0.62 Q: k& }! x4 z _
// Adaptation is entirely ignored with my enbeffect.fx file
j0 v* k, L4 Q0 Q T- K. X. @ Z+ j// Adaptation also set with EAdaptationMin/Max in enbseries
* h% M, X+ S& y[ADAPTATION]
2 A' _5 i. Y5 ~/ RForceMinMaxValues=false1 K! n i" @" x; H7 j
Adaptati**ensitivity=0.2
# ], } d$ V- r8 }& ?AdaptationTime=0.44 y& {% @3 O0 G) v- } D2 M$ q# J
AdaptationMin=0.1- w4 i4 |% r) m! i7 y
AdaptationMax=0.6( U& Y* T( }+ n: u! n
u7 K. H; y, |
// 1.2, 0.8, 1, 1, 0, 0
- n$ Q: k" y3 j6 X$ V0 w[ENVIRONMENT]3 O3 m7 v: h+ \; u- H0 d) _
// Sunlight during day cast onto scene
- ~+ K9 N2 V7 X) R0 e% {DirectLightingIntensityDay=1.0
& s, ^6 [1 l8 q* _! S// 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# R5 \9 J. f9 ~ Y: J
DirectLightingIntensityNight=1.0
5 f# z! y: C/ J$ ^3 O
2 J, w5 M: \# ^( v! v$ j/ j2 Y3 @, rDirectLightingCurveDay=1.0! \, B2 @# A4 x3 G+ ^* ?" x+ ^7 W9 H
DirectLightingCurveNight=1.0$ p. R" U2 x8 P5 ^9 |7 p% \1 m u
DirectLightingDesaturationDay=0.04 w* ^# C e6 X: `0 d
0 ?9 D! F1 G, F& L& m# m. W// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
2 h" a6 j. ?6 k( U// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx+ G I8 s- n; x
// More desaturation at night is done in the enbeffect.fx
q& Q" Z) V2 qDirectLightingDesaturationNight=0.0; ]3 [7 m# M& q7 I; d! a
! q" i7 q9 C9 W) S) M+ c5 j// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
& d- D! q, I# y% p2 MSpecularAmountMultiplierDay=1.6 m6 h: q$ W+ ~6 j$ F
SpecularAmountMultiplierNight=1.4
- u( ], |$ o1 A# ~6 hSpecularPowerMultiplierDay=1.2
+ @! w( C8 K R1 {" ySpecularPowerMultiplierNight=1.2& a/ X7 f! j' A8 h. z4 v
, e- e4 }, _: T/ b
// Leave at 0
1 D8 \8 I3 |+ F! J4 `: Z) D/ d0 o* DSpecularFromLightDay=0.0
0 m" U4 k% M! V% _SpecularFromLightNight=0.0. e; O+ e1 X# M" R$ [2 n
% |: R: d/ o: E0 T//1.3, 1.8, 1.0, 1, 0, 0.8
5 @5 H: X7 |3 v- m; [6 o7 v: e// 1.0, 1.3, 0.2, 1, 0, 0.5
! U( x* R1 ?' p6 t& ZAmbientLightingIntensityDay=1.1* [! r7 {& i: K6 ~8 S
AmbientLightingIntensityNight=1.0
" s& P' w( e7 h, w: pAmbientLightingCurveDay=0.3
0 O! P% A% t! W// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!% U# }: i& u$ ?9 O6 ^2 N/ J& F6 u
// If you increase curve past 1 you get little superbright specs of light, dots flickering
" B3 v! v$ H6 t( W9 }6 D) @AmbientLightingCurveNight=0.8! E/ T9 {* g+ t5 M5 M
AmbientLightingDesaturationDay=0.0+ O2 S* y9 }6 o9 n/ F
// More desaturation at night is done in the enbeffect.fx; n( K, f1 S- y) A$ f
AmbientLightingDesaturationNight=0.0
5 U+ \& G& J& \" Q" q4 Y( d& X; e' B" x3 i" G* W+ _
// some caves lights are treated as Day, so they may always be bright >_<
( I. q6 E9 R" W( \6 O0 U6 WPointLightingIntensityDay=0.65 E9 u, f3 P1 i, _- }9 e& h
PointLightingIntensityNight=0.6. `9 ?% `8 `6 W' C" z
PointLightingCurveDay=1.5
+ @9 m; Q5 Y* I; [0 h% Q6 E0 L! WPointLightingCurveNight=1.5 k( [4 y! Q8 ^1 H
PointLightingDesaturationDay=0.0
( B- A% `5 I( d% RPointLightingDesaturationNight=0.0
' p( P; c; n P) O2 M
" O4 l2 f, y% g( X// ** 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
( [8 S# V; b# t0 `6 w5 f3 ?, s// 0.8, 1.2, 1.2, 1.0
: T' _0 t* [# [FogColorMultiplierDay=0.94 |6 N- {5 ?. V1 ]+ t6 u
FogColorMultiplierNight=0.8/ D2 P2 L6 ~+ G- L+ Z, E
FogColorCurveDay=1.0
* B% ]$ }8 x7 {3 i: m* |FogColorCurveNight=1.1; S% H3 D6 a+ ^4 z
5 l* q% Q5 i3 c7 Z. E5 R# ?//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey. G+ i/ d, E5 C& }- @
ColorPowDay=1.0
/ Z1 Y ~8 G' N) ?5 K9 L
' N1 m0 y1 ]7 z0 g9 f% W+ F" L" h// Decreases Contrast at night be setting colorpow to 0, cannot go below 06 u' g Z2 S* T5 o5 V3 a
ColorPowNight=0.06 ~6 b3 y! @ d I, p
' F7 b6 P6 `$ j% m: e
// 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
- V$ P: i0 x0 A! d& ]& s[SKY]( @% { o) W& O
Enable=true
c2 u" L5 X$ ~4 T! c// 1.5 :: 1.00 _$ U2 b0 h! j n* H; w' a% W
StarsIntensity=1.5 W1 |+ z, O1 g0 ?* n, E# a% b
StarsCurve=0.95 K( O* _" O, K; H, h
/ V0 T8 }; j5 z0 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) e( c p0 q/ L3 }& I$ |) S4 O
// 1.0 :: 0.8
1 j$ r$ N; F( ^6 f$ P1 gAuroraBorealisIntensity=1.5
0 W9 r# g2 h( N" M* K! m/ u4 ]+ h! x( p kAuroraBorealisCurve=1.4
! B: p6 r. M, ]5 P. ~6 P
) U/ @* L: g3 G! i// 1.1, 1.3, 1.25, 1.25, 0, 0
$ g) k: r9 W. b" C. J& eCloudsIntensityDay=1.2
; g/ X! Y& I* @' \" P9 @CloudsIntensityNight=1.1- z/ u! S( z! ~
( U3 j: ~* B3 T. g1 D& U8 ~CloudsCurveDay=1.4
9 p" w9 D% O1 q( H9 v3 ICloudsCurveNight=1.40 `' z- y. N* M, V6 }7 ]: Q
CloudsDesaturationDay=0.0* z/ Y! x! y2 c0 r. b/ H w: \
CloudsDesaturationNight=0.0
# r1 k2 A. J: P0 F6 @' q) C, w: p# v( F( K/ L! x9 B
// 1.6, 0.15, 1.1
0 s/ r1 [( {& |* ^3 K//1.2) ^+ I- I7 w" Y( ^% }
// v11.2: 1.5, 0.4
* E. L5 Q3 T) U% yGradientIntensity=1.7# `* f. _7 O6 d
// 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 saturated6 ^) b8 E- e" }2 V
GradientDesaturation=0.3
+ H! n6 d4 }) U$ l, h+ w* O& J0 Q+ U8 c, ]7 z5 B
// 3.2, 2.5, 1.0
6 ^. }0 z4 I1 Z' d// 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! R8 S# k, v. d
GradientTopIntensityDay=1.0
' Z1 _8 R! F9 a: ?GradientTopIntensityNight=0.7
1 m& P# I4 k; ]3 f6 |' JGradientTopCurveDay=1.2% B2 |% u: s8 t5 S- a* f) P
GradientTopCurveNight=0.8
/ ]1 U* a$ V% Y) n. e7 y8 a$ H0 n& ^' | `, h4 H( B5 W
// 1, 1, 1, 1
2 K5 D+ S2 R" W$ N% E1 i// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3* G# s$ a) I* N) y4 t+ m4 ^! d5 q
GradientMiddleIntensityDay=1.00 U* Y8 V& v! J7 a1 q
GradientMiddleIntensityNight=0.68 j9 |. t3 e) j5 ?1 s
// Setting curve above 1 results in awfulness at some times of day3 s' C9 s! }9 N4 r( }' S
GradientMiddleCurveDay=1.7
8 S' c, ^% ~0 K3 b. AGradientMiddleCurveNight=0.9
9 v* C+ z. x* b/ m: f" Q" r( K# }& L" a
// 1.8, 1, 1, 1
( N+ |- |- E& C! ?// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3
+ B, z# F) P1 oGradientHorizonIntensityDay=1.2$ `$ v4 B' Y8 o8 N5 [9 y
GradientHorizonIntensityNight=0.6
; i3 U4 b& d; Z) h7 f9 E# u! YGradientHorizonCurveDay=1.71 J6 k9 [6 o* X$ E; ^
GradientHorizonCurveNight=1.1/ `% Y$ t/ X( y" Z; q- Q
& x; d6 M+ ?/ ]; j// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
8 A& _( d, H/ E' y. b3 B// Oh I have a sun lens flare mod, maybe that doesnt help- ^2 @6 m. A4 F) T) I3 Y# x
SunIntensity=0.6
/ q A3 |2 \* M! r5 Z/ ?$ bSunDesaturation=0.0 b) J6 ]& H/ x& [6 F+ t
# e+ l/ a3 i0 |3 w* a// Setting this higher results in pixely noise and visble border of sunflare
) x% U% P& q3 x% G$ j( Y// Oh I have a sun lens flare mod, maybe that doesnt help
[; N+ D" W: V" }// Cannot get sun to bright enough in center3 s& a7 _+ T3 z) w1 A
SunCoronaIntensity=3.0
+ D/ K! s& m1 i: U+ Z: i3 D* P. gSunCoronaCurve=1.0* ~4 p1 e( x/ t: X/ B3 }6 B
SunCoronaDesaturation=0.0
: W" _. P# ^) s+ k9 U
+ o2 M1 x, Q1 x7 `% V// 1.0 :: 0.8
" |! X: I/ z0 v& w2 T, ?MoonIntensity=1.8
: y d! [4 |8 r' EMoonCurve=1.4
/ d8 [; ^ F% ^2 ^' b) f& k% uMoonDesaturation=0.0
& d' a( ]2 S' u; i% g" {. j: C% }( @2 a o' u+ O
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
, ?7 A0 a7 @: z( X4 w. d, 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)! C$ \8 R0 [; i
// 0.4, 0.3, 1, 13 ^, e/ Z0 d& Y0 p
// 0.9, 0.9, 0.4, 0.4
1 A" {( p/ ^/ }) f5 ^* m) ~[OBJECT]
3 r7 l8 P8 j$ \3 u+ S6 s: oSubSu**ceScatteringMultiplierDay=0.9
0 z8 @4 |; o+ c8 w. ]3 o0 S0 `3 g8 G" NSubSu**ceScatteringMultiplierNight=0.9
4 _2 ^8 r& b6 E" Y# t$ a6 t, L7 H
// Setting this higher makes people go redder, lower = whiter and brighter
0 o, X& S4 G6 N! `+ ~6 N2 fSubSu**ceScatteringPowerDay=0.6
4 z+ `5 I4 q4 W# k6 uSubSu**ceScatteringPowerNight=0.6& @; ~8 C3 Z( g" W/ R9 }
: m, ~7 r# X0 Y[LIGHTSPRITE]
4 e% |' n9 Q! L, XIntensityDay=0.8- V2 V9 D2 F& B7 i2 C; [
IntensityNight=0.8
% T+ g& a& U& a+ U% jCurveDay=1.28 P& o4 U8 v( W. ]
CurveNight=1.2+ M, a" S# ]0 C' _+ |6 N
1 J6 T; m2 Z& f8 k7 Z. Z+ ~& V0 S" x[WINDOWLIGHT]
3 {9 ]$ x( G+ h4 X/ g; L$ uIntensity=2.6
1 a3 J* Y' F+ S" w% G2 iCurve=1.2* m' E" L. F- Q
8 L8 q0 Q* T" A5 F- h- J- V; t* S// Clouds on mountain tops and I think fog sprites in dunge**
( u5 ?0 I1 u% ~# L- H7 G# M[VOLUMETRICFOG]2 ~! c! c1 `$ p# L# Z5 }2 y7 Q
IntensityDay=1.0/ {1 }3 b+ q8 Y$ x0 v0 J
IntensityNight=0.8
1 p3 l9 q: Q% E nCurveDay=0.9 e" d R4 l4 g5 Z
CurveNight=1.0# m/ @. u& e$ v' R& ?
& |- A5 _( C- J/ L
// Increasing this still affects water foam amongst other things, m, \1 Q: Q) b1 m# y9 H: Q+ w* I8 k
// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
7 A# p4 G G" j2 p9 I4 _4 F3 b2 k8 i[FIRE]
3 J, {8 N/ g% uIntensityDay=1.4
" _+ D& O S: p) R+ j8 xIntensityNight=1.8
# m: C: i- R- \+ [0 \6 V% m; {CurveDay=1.2
/ x- H6 w; K/ N6 q/ G) tCurveNight=1.21 |& v$ }' y4 z* D. R2 |- d, _9 E
" ]' G9 Y: p' ^+ Z; ^. i
// enables use of enbpallette.bmp if present. }# p* C D7 a4 Z3 L
[COLORCORRECTION]) b0 }* `+ M( y o
UsePaletteTexture=true/ l" M( l. D; Y. S6 f7 c- P; ]
3 ]0 Q: A. v8 K. u// 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
$ y4 o7 o) g2 Y% p5 _' ` ]* R+ H' \[SHADOW]. g8 k8 j1 W" Z
ShadowObjectsFix=true4 B! c- L. q3 n8 l8 ~2 Q5 P, c
. U2 `/ p! i! K( R2 {( F3 n[DEPTHOFFIELD]. R& k0 ? x2 L( T; A" K. r& T
FadeTime=0.14 L0 ` A. ^6 F2 U6 u4 K4 Q
/ i; C8 B# ^$ T8 ^# u
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- B9 y9 R0 B6 g" [
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