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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。6 \. C6 }: b4 E5 q* ]* F& S
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我来列下我修改过的
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3 ?2 E$ ` s$ w# u/ j- ^! X先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)) t( J8 J3 K& F% a1 {
[General]1 t [7 Y: t; c2 U( _
fBrightLightColorB=1.0000
7 ~+ J$ Z- U' F% T: hfBrightLightColorG=1.0000
* B$ ]$ I6 ?$ D; ~9 w9 afBrightLightColorR=1.00008 \% g* Q1 D" Q f
iStoryManagerLoggingEvent=-16 s% P* X% l3 F/ X- B
bEnableStoryManagerLogging=0
, }! K: m$ ~% Y[Imagespace]
/ ]' |, f6 P/ A# U3 zbDoDepthOfField=1
' `$ J: j2 U6 KiRadialBlurLevel=1- n+ n2 k) M% h3 C
[Display]1 A5 m A' V9 C' C; }) C
iBlurDeferredShadowMask=3" J4 k6 \- {9 D5 K- q$ C* }4 s
fInteriorShadowDistance=3000.0000/ X* {& w" H+ X( G
fShadowDistance=4000.0000& z8 }, K1 {0 B. W# \
iShadowMapResoluti**econdary=10249 L0 n6 \0 ]+ E0 n' _3 H8 _
iShadowMapResolutionPrimary=2048
& F6 \9 M& Y2 N. C9 N2 piShadowSplitCount=2
) W) Q. p5 B$ P: QiMaxAnisotropy=8 异相性过滤 低0-4 中8 高16% k( I; `) C" S) M4 c' N
fLeafAnimDampenDistEnd=4600.00001 e% _9 [2 _# _0 a: y) f% a
fLeafAnimDampenDistStart=3600.0000
4 l/ ?; o) p8 p: b$ WfTreesMidLODSwitchDist=5000.0000
! c+ B- ^7 ^# D( s; q# I+ F CfGamma=1.00001 u1 W, [$ k/ A# U
fDecalLOD2=1500.0000
5 W1 N+ p: J, V; C1 |fDecalLOD1=1000.0000
( a$ Z# R6 f# R `! TfSpecularLODStartFade=740.00005 z" o8 [' W, H6 D. @! n3 |. a
fShadowLODStartFade=200.0000
7 s3 X, _. U4 vfLightLODStartFade=1190.0000
( Z; e7 n# y4 ]# ViTexMipMapMinimum=0; a8 F% N. i$ N
iTexMipMapSkip=0) E4 O5 O2 Z% [& n6 Y
iWaterMultiSamples=0- A: Z" l9 S6 B& G4 L
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4
c( q% F9 u, G" [iShadowMode=3
2 G8 V) G$ `" H" Z0 s* W5 zbTreesReceiveShadows=0
( C1 {1 B R: F5 NbDrawLandShadows=0* w E* Y. ^( e/ t: I8 v2 @
bFull Screen=1
# B; m4 ]0 E Q0 q0 liSize H=768
5 [) s8 z* K( V# ?" Q+ C# U* kiSize W=1360 游戏分辨率9 `, F6 e$ n5 y) {! L! i7 u+ p* Q+ N
fMeshLODFadePercentDefault=1.20009 u" y3 M1 W8 L9 v$ ?! w. x
fMeshLODFadeBoundDefault=256.00000 t) x( D T. c' n' ?! [ q1 w
fMeshLODLevel2FadeTreeDistance=2048.0000
1 ~ Z9 P6 k; {( J8 D/ Q: EfMeshLODLevel1FadeTreeDistance=2844.00001 r4 `+ D9 [0 r- y
fMeshLODLevel2FadeDist=10000000.00008 V/ k3 I x3 E) F8 ~3 ]1 t
fMeshLODLevel1FadeDist=10000000.0000
$ w4 ~# h0 p' @: k4 x7 Y E8 @iScreenShotIndex=15
G) @5 L* m5 |bShadowMaskZPrepass=0 V+ {7 Z& z* y$ K: x5 `/ Y
bMainZPrepass=0
# |6 T8 m d6 l/ _iMaxSkinDecalsPerFrame=10
1 Z2 k. {3 y0 U. z0 U$ q+ O3 h iiMaxDecalsPerFrame=30
4 H7 q* r2 {; [bFloatPointRenderTarget=0
6 x8 C+ g7 G' }: s- t* z0 G( {$ FsD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改
) |% p& H8 y% T" q$ t; C6 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 * u3 @3 d5 i& k
iShadowMapResolution=2048 % g8 R: m6 x, M8 i( Y5 [$ g9 }- }9 o) d
fShadowBiasScale=0.2500- @2 n) U: p4 `0 P3 T% H# Q
iShadowMaskQuarter=4
) T8 S' W0 P. R f( X, Y4 ciAdapter=0# x$ `0 c8 n2 d R; e1 Z w" k/ _
iPresentInterval=0
$ J4 j( f! R% v* o: W, n+ ?& KiShadowFilter=39 p! [, {+ ?& [& Y; n9 L; W9 }
bTransparencyMultisampling=0' c1 v) F+ B: K% x1 ?1 N
bDrawShadows=18 |$ B$ q2 ?0 C% E3 v
bShadowsOnGrass=18 f0 m) P8 F0 W3 a
bDeferredShadows=1
% o3 P2 j2 G3 u& K! x[Grass]
" l8 o6 F6 C `' V# wb30GrassVS=15 e# [- n$ S7 m' c
fGrassStartFadeDistance=3290.0000
! [! V3 L: }4 T0 d9 b' d* k* rfGrassMaxStartFadeDistance=7000.0000+ d% M; i) N1 i2 b$ N
fGrassMinStartFadeDistance=0.0000
: {$ Q K) @2 ]3 a" S o# f[MAIN] J* L$ J* _0 B! Y0 p& T9 j3 D4 A
bGamepadEnable=03 }4 y* S( H- h0 O1 L
bCrosshairEnabled=10 v( c4 F, c3 X7 r1 |" ~# t4 w. @
fHUDOpacity=1.0000
0 U; T2 {8 W( d4 ?+ q: e5 l( ^. YbSaveOnPause=1& }* Q/ p* V3 u
bSaveOnTravel=1
, S$ Q* @+ v3 P/ z( F8 }; R1 l3 F2 CbSaveOnWait=14 A5 q. x- r8 W/ y$ d! D
bSaveOnRest=1
) ]) y( M a) S, @+ D* F, dfSkyCellRefFadeDistance=150000.0000
0 J1 B8 `8 M3 j* n) g: q7 O[GamePlay]
9 a- c! B0 q5 [# ^9 I" T$ ~bShowFloatingQuestMarkers=1
r, M. y: K& l; [( y9 D% `' tbShowQuestMarkers=11 \- O& `% @7 q( b6 Y3 \# c; y4 G
iDifficulty=54 [! `$ e( m4 O: |/ S
[Inte**ce]
( c/ z# \: w nbDialogueSubtitles=1
& O( z, \7 P" f0 xbGeneralSubtitles=1
5 [" [ j1 o4 F( [' F2 rfMouseCursorSpeed=1.0000
) O$ d& [9 c8 N+ UbShowCompass=1
- c6 A$ C5 r0 I# _1 L[Controls]
$ `0 J5 Q: p' o6 G7 D. Z K" ~0 v! [fGamepadHeadingSensitivity=1.00004 B1 a" I1 ^; U3 A% b, T
fMouseHeadingSensitivity=0.0160
% A+ ?4 g5 J2 B& A9 g8 p8 [6 kbAlwaysRunByDefault=1
a9 [5 K l% e, d7 SbInvertYValues=0
" ]0 Y2 o4 d& c; w i1 YbGamePadRumble=1
+ B. O H$ y+ q% t, I' \! G* A- @bMouseAcceleration=0
& l( @( A, V$ o1 C9 ]+ YbUseKinect=0; `# p2 o0 g. |
[Particles]+ V' S8 R& E! F) L
iMaxDesired=750
- o9 a2 K; w! a[SaveGame]
+ _1 ~: [% m7 B( ]6 t6 afAutosaveEveryXMins=15.0000
: z1 n2 K9 h) U6 d) M) P[AudioMenu], ~4 T7 V$ u8 v3 k
fAudioMasterVolume=1.0000% |- r. O1 {0 J8 ?$ w9 }0 E
fVal7=1.0000% X) W' G) j; `
uID7=0
1 L/ D% \. }! SfVal6=1.0000
" d+ @7 n( O, W, f8 E3 V5 X4 o0 WuID6=0; p! d8 I. i+ ^- y1 m+ e$ Q, v
fVal5=1.0000' _3 I% ]' n! g* y- Y0 |
uID5=0" T/ x) `- G5 f$ u. }4 k1 i1 K
fVal4=1.00008 M1 C9 k5 O X: w# t' |4 A
uID4=0
: j' F# y6 U8 bfVal3=1.0000
% ?9 I( P9 { ^! ^$ q2 \( buID3=94881
8 c2 m$ }6 L. j- cfVal2=0.2000
N9 S; ^2 p5 }2 a N7 N' buID2=466532
+ }8 h5 y/ F! v( TfVal1=0.9500) n: X. \0 y" `) s; d
uID1=554685
8 ^9 \$ \ K3 kfVal0=0.9000
. C j4 i" w. BuID0=1007612( T& l/ Q6 t1 ^- |
[Clouds]
% O0 q2 a) u9 l( f7 o% q" A$ ~+ ~9 FfCloudLevel2Distance=262144.0000/ y8 {7 g/ W! p! b0 J7 Z
fCloudLevel1Distance=32768.0000
7 N- T/ ~% {* V" u2 u& xfCloudLevel0Distance=16384.0000
5 s' R, Z. G5 d3 H5 OfCloudNea**deDistance=9000.0000
, j" u; V/ p& W+ l[TerrainManager]! k" d# h, T! Q0 N1 v I! S
fTreeLoadDistance=40000.0000
2 Q! X( Q6 D, c7 l8 E$ gfBlockMaximumDistance=150000.0000
" D, q4 F, S! B. r1 i# ZfBlockLevel1Distance=40000.0000
5 z4 i* ]: x/ n7 F( Q( lfBlockLevel0Distance=25000.00008 K' x7 e2 q( B( n1 [
fSplitDistanceMult=1.1000$ b* u. r* |$ [( w; }
bShowLODInEditor=0
1 F5 N0 A( A5 ]( e/ N9 N# `[NavMesh]7 _8 N) a4 Q b! z" Y
fObstacleAlpha=0.5000
. r) Q) r& L9 b: x4 d. _$ jfCoverSideHighAlpha=0.8000
o, t; w) H6 Q" I8 cfCoverSideLowAlpha=0.6500
% x0 ^* T1 @. h( g# R+ t. CfEdgeFullAlpha=1.00001 Y/ p9 b/ q: b6 O: h8 a1 ~
fEdgeHighAlpha=0.75000 ?8 E. ?2 b; s9 W, ?7 m2 ]
fEdgeLowAlpha=0.50007 N" U0 I/ ~5 ?& ]) y8 X1 F7 _
f**FullAlpha=0.7000
- S+ b% \9 p( r1 u. [$ z. T1 ^7 w6 Vf**HighAlpha=0.35009 r; }& l8 t. v! d$ ~
f**LowAlpha=0.2000
9 X) I, D! D' X0 Z6 gfLedgeBoxHalfHeight=25.0000
7 A5 Z# U2 E) C9 X' N% C9 |3 t5 KfEdgeDistFromVert=10.0000
5 Q/ c3 b9 y: d) `8 _fEdgeThickness=10.0000
$ |# s8 q! @- d( G- dfPointSize=2.5000
0 f1 X2 r- P6 u4 m[Trees]+ P, d. c1 K5 A0 Y' K, p
bRenderSkinnedTrees=16 e' k, r4 A( x! M
uiMaxSkinnedTreesToRender=20
# v4 D1 g# J: U[Decals]
: [( B" C# n: [- quMaxDecals=250 o! a% |0 o8 ] @0 G. z
bDecals=1
& U5 }7 J0 v4 _+ D {0 z; {bSkinnedDecals=1
, @' K/ |' y3 Y) \/ k6 TuMaxSkinDecals=50. }" c# J" J5 d- C7 n4 }* b) k1 b! j
uMaxSkinDecalsPerActor=40
- m% l( T% D8 E* r! g: X[LOD]: \0 ?: P' D" k
fLODFadeOutMultObjects=4.9998
1 ?. I# I, x; v' ~* H% x; ~+ I! hfLODFadeOutMultItems=2.96001 f! ~& k/ P3 c0 [: p
fLODFadeOutMultActors=5.90002 B" I* m" ?# _4 e
fLODFadeOutMultSkyCell=1.0000* p3 N7 M) s [8 T! t
[Launcher]) C2 N2 ]* U& Q
bEnableFileSelection=1
1 y) \3 d, Y% [' v+ `* pbShowAllResoluti**=05 l3 Q+ I! i$ y! j% e7 g
uLastAspectRatio=1' }3 ?6 \8 D9 Q& I( ]
[BlurShaderHDR]
2 f- v8 b) S3 B# }bDoHighDynamicRange=1$ W$ ?1 n( ~$ A' |
[BlurShader]3 [% M7 A2 m$ B1 I: d" F/ m
bUseBlurShader=0
. U W j( K' `3 \' g0 c: Q" @[Water]- W: Y, p+ l: \, V, X% C a% h
iWaterReflectHeight=512; J" [3 {+ G, R9 y; H
iWaterReflectWidth=5127 _6 A4 _* c/ {
bUseWaterDisplacements=1
' q7 r# t( e$ _/ }7 J$ g5 D7 ?bUseWaterRefracti**=1
5 v/ t. E( \1 P9 W$ b! c( ~4 gbUseWaterReflecti**=1& S1 B2 L7 h/ I0 \! O$ X3 r0 Y' ^
bUseWaterDepth=1$ f! N' {8 ?1 L# P5 g. v) F0 ~
1 o% e. f1 l4 E
$ C- W3 [% H& Q+ ~- g) G4 H; h: \+ f下面就是ENBSERIES.INI部分修改了 (游戏主目录下)4 O: d/ x4 Z7 u% d$ X+ F0 C1 {- {
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1 Z6 U0 @, z# M6 b% f- P" o$ Q// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
0 i, f" k0 R6 M# k, r' I1 L ]. D% z4 i
; R) Q) ]5 t' ]: b( Y// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
7 V$ L* J7 a2 v2 y( Z7 {" U// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
5 B5 _2 P4 m( h$ I4 ]// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
0 |6 O3 D: d. h- \0 n
, J8 [5 n9 A* g$ v" e// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
. N: v8 H# t1 U) h+ l% N// Please respect and support the the ENB original author,thanks HD6; E2 M# T. U/ y, K8 Q4 A* s
& ]3 j" ]' x, K/ q1 l& J[PROXY] //代理& }" g3 J" L7 o1 @
EnableProxyLibrary=false //同时启用外挂dll脚本- a7 Y8 @; R0 O' ] ^9 M) x
InitProxyFuncti**=true //外挂脚本状态
9 E4 C/ _/ c# _ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称
6 A- H$ v8 w; b
+ u) O+ J( B- X4 R' a9 @' @) K# d[GLOBAL] //整体* ]* v0 K2 Q& Z0 x# B$ I: V7 x) c
AdditionalConfig File=enbseries2.ini //外挂ini
0 F! j8 Z; M5 _8 ?, `* X5 XUseEffect=true //ENB在游戏开启时启动
9 f3 x, k9 w6 d; [1 {CyclicConfigReading=true //读取Cyclic设置文件
/ L2 l! w/ F, X2 w4 c0 i3 sForceNVidiaCard=false //NVidia加速7 _$ } s( s! x4 j. R8 }( N
ForceNVidiaCaps=false //NVidia加速
8 [+ y7 n7 r3 S, F0 m2 j2 SAdditionalConfigFile=enbseries2.ini; e/ T4 ^9 D- V9 a/ h
7 \ F, C" J: b/ b[FIX]
" n6 R% O, ?; }ForceSingleCoreCPU=false
# B6 v& S6 x$ C/ ?$ R1 ]* Z9 [1 iIgnoreThreadManagement=false
& _5 c/ z' u! Z& }, c ?1 W( R: A: YIgnoreThreadPriority=false- I- V( b @# b. x
AntiBSOD=true
! u8 d- q8 }+ ^! N) M; L
5 ?3 a" I4 {3 R$ A5 n A[GAME]
3 Z8 R; X& W' a* L' bSpeedHack=true& y1 T8 y4 t: e$ a
ShadowQualityFix=false8 r8 g$ j1 e6 g- a9 e
ShadowObjectsFix=false
/ @/ _- V4 N- o- `: B# s$ e! ^. `
[MULTIHEAD]
4 b M' t$ V+ _ForceVideoAdapterIndex=false
% x+ u5 f0 a8 ?8 u: n& b8 z" ^9 TVideoAdapterIndex=0
! W: [8 ~: B K+ X/ T, }3 p6 K- ~2 H3 o t2 v7 m! G5 S
[LIMITER]; C# {! R- I, \! _5 {
WaitBusyRenderer=false
r$ d: G$ c" i) B) tEnableFPSLimit=false
- D; ?8 i8 [$ E2 [( Q/ _# `FPSLimit=30.07 d8 a# ~; y% O1 h
' Z0 B: t3 a9 I* W[INPUT]
% ^. e' d. v/ a4 w* U//back6 \7 m7 t: |' ^; x0 L6 o
KeyReadConfig=8
: S4 c( B* F1 S8 A
( J# j* p) v3 s, }//shift
5 E* r6 [6 @ n' z BKeyCombination=16 j& r* |% ~# G4 P3 ?3 s
+ z" y4 _/ Z' |9 Z//f12: L% \! G) m6 o! ?% F2 ]! i
KeyUseEffect=123. I- T+ w0 v, X' i6 D) S& i
9 ]: G! ~: J! `$ _3 ?
//home
( }% [& L8 q! m* O' O( @KeyFPSLimit=36" ^- n# }1 U2 d4 S
+ y. w- @. p" X( F//num *
* D s! c' Z5 c5 z( {; m' JKeyShowFPS=106' D# Q" h# X- H
+ l1 t' g2 L1 n//insert: 45
6 {8 ^0 e6 U" K( u% q//print screen: 44# G7 u, ^. G: \/ D* M0 Z$ l# w
KeyScreenshot=452 H/ I9 L: \8 \# }. E* X
5 B5 n& d; s2 D; g: ]" t// Above 8 may only make minor if any difference, but may not have fps hit?,5 Q! k5 q: j/ ~1 s- V# _% K% J
// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
" f9 F/ S2 y) g# C; H. ~" @2 F# H, j// I hear forcing this on causes issues on some cards or something, not sure what to do really,
% R+ V' f$ M& F& f6 [. a/ X# ?% Z// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.2 W7 t: M3 j2 }
// Odd for me this really only affects the transparent edges of grass / trees, improving those.
& s3 U2 z& U: Q8 f# P// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers* c, n1 I/ i& C5 v
// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.% b# ~$ x* a! u# Q; e
// In all other cases anisotropic filtering is almost free by fps.! Z$ v, c, F# c
[ENGINE] 引擎6 \% k6 @' S4 g7 U: z7 D4 K
ForceAnisotropicFiltering=false 强制各相异性过滤
1 T9 S3 v) `* K$ K% h2 J2 R2 X$ QMaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]! K- J0 n2 i" y( Z& D
SkipShaderOptimization=false 过滤优化
7 I# C0 i. A' q: D! o: X; m( K1 t+ T$ s3 f& P; ~" N( A
// better to set false in most cases (turn on if mod looks buggy for specific driver version)4 z' g6 p% b. V. q
SkipShaderOptimization=false2 l/ Y! x9 x, F3 r' c
6 T* h# |$ M5 {0 C& u8 v[INPUT] 按键
2 x& J$ a# G% ^1 V: X) hKeyUseEffect=123 特效的按键设定; k4 W: |7 O c; T; x, ^+ E0 R- d
KeyCombination=16 组合按键设定% j2 z6 K. h) i, N9 d( H
6 {3 P1 p9 L( ?% Z7 P0 D. a: D
[EFFECT] 效果
8 w/ t( |# C T: ~. \UseOriginalPostProcessing=false 原版画面处理; b8 }4 u d' R' C7 q% S
UseOriginalObjectsProcessing=false " D& w3 P# l2 p3 Y
EnableAmbientOcclusion=true 环境光遮蔽特效
2 Q' v, E$ F. h' X9 O* t' g- l1 C// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
2 b6 l: C8 x- I5 T! \2 U5 h# e// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx1 E* I5 w& d2 w
EnableBloom=true BLOOM特效开启
5 h8 `9 S1 u0 fEnableAdaptation=true# \: s* {0 u- F: H1 X
6 Y- i* k6 _. F; _% V; |# k
// 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)8 J9 f4 V. Y6 i! O
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up; v0 ~ _& R4 N8 {8 P/ U. K0 s5 v
// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0., o4 X; I3 K% G- b9 q4 b5 \5 x/ a
EnableAmbientOcclusion=false+ y7 H+ W& `. b& b
" j8 H5 s- \8 n N7 J$ }5 L// Do not use, not implimented yet7 X) G& n& Z+ V5 b$ f
EnableDepthOfField=false. N, r" F8 m4 W- E8 E g
. F' o# I* v5 D1 g* U- I
// This affects entire scene brightness and is what makes everything look 'good'3 v r9 U* w5 o- H5 \
// 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.
) _( I1 G( e5 R! J// Quality: higher numbers = lower quality! B" S- E w9 k" I% M
[BLOOM] 静态特效6 D7 U# Z" v8 P% t6 w+ T
Quality=1 质量 [-1最高,0高,1中高,2低]
v# f9 v) K2 t+ t( K// Some areas in Markarth especially; really blow out to white1 W0 ~9 `' \- @
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
- {8 _8 r5 @. x0 YAmountDay=1.59 {" d7 {4 \# I! T4 r
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
3 u& X; y8 @& F3 r3 OAmountNight=1.0: `+ o- K; U/ n- N5 O, p
: a7 q, W! K8 G// 256, 512- R2 R7 {2 g& ?
// Makes dark areas bluer. Simulates the human eye. Higher is bluer.
! S: l! y; P: j+ tBlueShif**ountDay=1.0+ u" R! z' y# D H l& b6 \
BlueShif**ountNight=1.0
- T/ n4 N+ G0 W o: {5 ^, }7 e$ ]) b8 g/ B- J
// 5, 3, 1, 17 x9 ~7 l4 u" c3 O. Y7 n1 M
// 3, 2, 2, 1
3 R5 L t) \" E2 f// nn: 4, 4, 3, 3% L8 |1 S$ g% B+ n( { K. ~0 y' A
// Intensity is how bright and strong the bloom is, higher = brighter
f% R; E7 c- D! {( [// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more
; i/ }% u- {5 l/ E3 m& b7 Z[CAMERAFX]/ S5 Z; h O- p7 P2 N
LenzReflectionIntensityDay=1.4* u' X2 \# V% s& Q9 A2 V6 S
LenzReflectionIntensityNight=1.4
# j; }9 T7 E9 aLenzReflectionPowerDay=2.0
8 F: t& X4 W. yLenzReflectionPowerNight=2.0* W9 w2 ?( Q2 V
// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,& |0 C1 }$ ]; r
// 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
( f5 `5 w, w4 B# y2 @! M// even at 1 this will trigger in ice caves which are really bright
6 Y+ p7 R* v$ s I, l8 ^% [
" F$ h& f) ~2 R7 s9 f. c/ U( }: z, Q2 r8 C/ ?
// Trees still flicker especially in distance when lower LOD3 x, _$ e2 m3 e
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
4 ~3 m3 W- n A8 x4 ^& _3 O- p* r5 F// 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
: Q; z9 [- \) {% o9 @/ w// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them" |0 ~+ r; m s$ I. T6 [
// Shrinking Sampling range reduces/tightens this smudgyness" c) _8 }- ]6 v, ~
// Also screen resolution has a big impact when combined with SSAO; N( L; u# L( p0 I1 O! c5 t) o' f
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example
- D z* J+ g5 m; l9 F8 m, s// 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* N" W, {/ ^1 T- J
// And right now if you have SSAO on at all it will screw up water ** it look see thru
* z# r: [( c# C// If you alter 'UseIndirectLighting' you must restart game to see changes. f# I4 E: l; E! \/ w! `( F3 z t
// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm/ w' R2 E+ D0 N- R
[SSAO_SSIL]
5 Q' x8 B' Y! W7 u1 `8 s4 L \// 1, 0.4, 7, 7& ?- p9 H/ W# m& k8 N c
UseIndirectLighting=false; S/ Y+ L$ K& v. O& T+ v+ P
// Quality: lower is better, can even go -1 if you are brave
/ }$ N: t/ X) w0 j, d% b( A2 Z6 tSamplingQuality=1) a" y( e9 M6 y4 c+ _: s5 ]" `
// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both Q1 U" j% _/ z" R" o* H1 E2 M8 p/ V
SamplingRange=0.6" ^- {/ {/ n0 c* a/ K- T/ T
FadeFogRangeDay=7.0
) b2 w. h) R7 e/ I C. M" ?# r, m% fFadeFogRangeNight=7.02 }4 j; b3 a: T9 b9 s* a7 T$ C* {
6 |/ F5 d8 y4 g3 `// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit6 J, _" A. Z {% ?+ E
// 0.35, 0.35 - LOW - will flicker more on trees
* m) W2 `' y2 Z% X, c// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me6 r& E3 U; r( m3 ? { |+ f8 J9 j
// Not much point in going above 1.06 N: u5 T' V) B8 E8 z5 M
SizeScale=0.4
0 x. h J( \! ]" o" o) O4 q# ^SourceTexturesScale=0.4
- W# b* C7 \' h* B3 m5 G( W$ N8 q, S0 p, o( o
// 2, 0.8, 0.5, true/ z7 M9 V3 N4 x: }
// FilterQ lower is better, tighter
* v! ]/ C& M: LFilterQuality=1& a* F4 f' _ @# w# w
. P; D7 _: W2 s7 j// The AO strength, high numbers = darker shadowy areas.5 V! A# v; K6 g# c0 U4 T+ u. l; w
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
1 ?- N: e1 I- j2 {$ L! `4 uAOAmount=0.5# A7 @3 {1 t% u: V2 z: f4 Z
" f$ f0 v: o/ Q( Q% \; i7 {
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
8 F. U3 B K* Y) ^7 d: U4 p3 ~// If you alter 'UseIndirectLighting' you must restart game to see changes: c' a$ L, [* v+ x
// 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 dark0 d/ x5 |6 k( w+ Z7 z8 d2 J
ILAmount=0.5
v1 f+ @" V- j
& O D/ @" W( i. e0 d8 ^// Alters what time and places are c**idered to be day or night and the transition between them2 F, b4 r7 ?8 p+ F& d9 a; ~# T
// 0.7, 0.15, 1.0
% X, `/ x( g. @+ N$ z2 E( |& `[NIGHTDAY]
2 I5 F9 F: t& u7 X3 s3 _* EDetectorDefaultDay=true5 z$ w6 q Q" R8 Q, t
DetectorLevelDay=0.7* i# W1 N7 M% t0 g
DetectorLevelNight=0.35
1 X8 N+ F j) M! Y( XDetectorLevelCurve=1.0
. ?% H7 |# z6 g
$ h4 P1 w' E" x1 @( Q// 0.2, 0.4, 0.1, 0.61 i) @- i4 l% h/ u- Z/ x
// Adaptation is entirely ignored with my enbeffect.fx file
& r4 K% k) c4 i: q' J- M2 p. \0 U// Adaptation also set with EAdaptationMin/Max in enbseries& w8 d% r; W% C4 C F' j( w
[ADAPTATION]3 E5 ]$ Y3 u9 }! O2 K0 A* A Y- S2 J
ForceMinMaxValues=false
7 v4 z7 \& M$ l/ UAdaptati**ensitivity=0.24 i! ^$ s Y% ]4 ^) h
AdaptationTime=0.4' [% y8 a8 j2 Y
AdaptationMin=0.1( f6 K: M3 \7 [. T
AdaptationMax=0.6
. M- S0 r+ q. M& q+ V7 p# w+ Y
% W7 Q3 c. x/ K" k* M! I* R// 1.2, 0.8, 1, 1, 0, 07 @! I. ?0 R8 }; I5 a
[ENVIRONMENT]
! n/ Z1 z1 J& [- R; F) e2 `// Sunlight during day cast onto scene' V' b3 P; D8 I( x0 Q4 n
DirectLightingIntensityDay=1.0
' b: k1 W" u1 F// 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
' ~" O# \/ n1 Z, @: L3 JDirectLightingIntensityNight=1.0
~% g+ U3 Y1 \, ~! ^
0 f9 x# w" _) m% j" x0 V. u7 K9 ZDirectLightingCurveDay=1.0
) ~4 v& |+ |0 b! C+ k5 zDirectLightingCurveNight=1.0/ K- m% H6 L' y" P$ d& P0 n
DirectLightingDesaturationDay=0.0! {7 W. a, ?, ^4 V9 ]
/ u# A. w; {' a& y
// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
7 \ Z x; o4 x3 Y) w3 \" Y% \( x// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx/ G8 q' T# R$ _# Y D1 e7 n1 R
// More desaturation at night is done in the enbeffect.fx7 |6 `' ~' ?7 V4 r8 C
DirectLightingDesaturationNight=0.0& u1 i4 _/ S* Y/ x8 s0 m% `8 q0 V
! S# E! T( z; S$ B4 o& H! E: w( }
// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
* L+ j$ f0 h7 H. V; mSpecularAmountMultiplierDay=1.60 ?0 _- x6 y9 F6 i
SpecularAmountMultiplierNight=1.4
# h' ]# m' Q$ d6 h1 eSpecularPowerMultiplierDay=1.2/ b" W$ O* P! x
SpecularPowerMultiplierNight=1.20 X D; A/ @/ r0 n
, w1 ~) L' b) i7 N" |( C
// Leave at 0
& m5 ^2 ?; b, LSpecularFromLightDay=0.0
5 S6 w2 T3 Z3 Z2 Z, W* m' P) ^SpecularFromLightNight=0.0
* G3 R9 s* L8 \0 _, h5 g
+ n2 T k7 p2 w' K5 u( F//1.3, 1.8, 1.0, 1, 0, 0.8
9 [* J! b+ y3 f7 A4 y// 1.0, 1.3, 0.2, 1, 0, 0.5
- @! p! G7 c% j5 ?; yAmbientLightingIntensityDay=1.1" O2 _/ ^" x, d
AmbientLightingIntensityNight=1.0
9 x" p- m( j- ]( }3 KAmbientLightingCurveDay=0.31 w% F% \, f8 ~9 ~! T9 I2 m, U5 p
// 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 `4 f Y% E8 e// If you increase curve past 1 you get little superbright specs of light, dots flickering
3 X: ~% [, H# p* @: QAmbientLightingCurveNight=0.8" T/ m$ D- b1 m7 N* w/ s$ ~
AmbientLightingDesaturationDay=0.0) l) O9 K: k8 ]. B) ]3 J3 p
// More desaturation at night is done in the enbeffect.fx0 f: C6 @; T/ J, ]' N
AmbientLightingDesaturationNight=0.0
& N: p5 h( n2 _. b1 B1 x) k4 e9 I* W: p- a
// some caves lights are treated as Day, so they may always be bright >_<
. c" d% m ^: i# P; {) G5 ^% gPointLightingIntensityDay=0.6* c! b8 C% x G- r
PointLightingIntensityNight=0.6( T& K' Z5 h- }* w1 X
PointLightingCurveDay=1.55 ]8 K9 a% N, b# E7 ~1 ] k" b
PointLightingCurveNight=1.5
# x2 {: c, U* V% @" tPointLightingDesaturationDay=0.05 q: @. W! G+ t% t) H
PointLightingDesaturationNight=0.0
7 V) M+ X0 \, i3 u+ b$ B$ J% N( e' K
9 J4 T ^) W0 Y; y' E+ X# Y& D, Y// ** 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
; H, ^% R1 Q( ?% W5 |// 0.8, 1.2, 1.2, 1.0
4 a" d9 Y8 G' a: u5 h; wFogColorMultiplierDay=0.9: d( p% ~+ s4 }9 Q
FogColorMultiplierNight=0.8; q$ B& Z. m1 Z8 ~) l
FogColorCurveDay=1.0
) I; |4 F. u) {3 Q! d7 M" L$ ~8 ?FogColorCurveNight=1.1
' Z5 s) r& y6 r; c+ X! X& h/ z6 }6 d7 a/ q9 q
//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey, `( \' [0 V/ { }7 R Q% i+ S
ColorPowDay=1.0
* W8 B: X9 t% s6 s( N5 \2 G2 C& _, c5 K
// Decreases Contrast at night be setting colorpow to 0, cannot go below 09 ^; [, d; f* N% L
ColorPowNight=0.0/ t* Z5 c1 a" y3 |6 X5 V I
# h' j/ `. O9 p+ D4 p, g) y
// 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 too3 C# M* @0 _- N& x
[SKY]
9 e @5 c5 s; vEnable=true
; z: K% p6 a A0 M1 u// 1.5 :: 1.0
. z/ u5 Q, b# d: H5 Y) f$ fStarsIntensity=1.5
4 i) _) e7 @6 |0 k( D, v0 DStarsCurve=0.9! d; E3 W1 K& h- O* ]4 @
( W4 m9 P& ]6 U: D8 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$ n- d# @' n% D2 D
// 1.0 :: 0.8
- y3 y6 i/ S2 S& b$ W t. w# ]! BAuroraBorealisIntensity=1.5
4 ?8 d! V' O) W9 ~AuroraBorealisCurve=1.47 ?7 {) e3 G) A5 t5 ~# f
9 T A$ w [6 m" E8 ?% W/ ]// 1.1, 1.3, 1.25, 1.25, 0, 04 R' ?) p. s8 T/ m- k" l. k
CloudsIntensityDay=1.2
# i. O2 G- n: g2 jCloudsIntensityNight=1.1/ R$ g2 c/ n4 g8 F- B
3 t) A" z: ]& B' zCloudsCurveDay=1.4' T7 Q+ E3 X) C. Y% F
CloudsCurveNight=1.4* ?- q% b1 r" s+ S4 N6 f
CloudsDesaturationDay=0.0- t# t, h/ M# L; q/ @ H
CloudsDesaturationNight=0.05 g5 K8 M) i$ Y- p+ N9 S% C5 G
8 [# e' Q0 Z$ l
// 1.6, 0.15, 1.1
9 w( q; m/ C% P# s. U9 g//1.2
) Q6 w& x8 M! {// v11.2: 1.5, 0.4
2 g' U& e! K. n& u, t4 h" sGradientIntensity=1.7% s3 m5 ?- {9 y8 ~
// 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& T+ F# p) z0 s9 `
GradientDesaturation=0.38 B( r& A& T2 ]7 @4 a& P7 P/ r
/ ]% [8 t( _2 X7 j
// 3.2, 2.5, 1.06 S- S6 @1 V1 H6 n& y+ X- G
// 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
! s. ?, X( N6 E- _1 V& V9 Y1 [GradientTopIntensityDay=1.0: h, V+ u% x5 R* x4 i: B
GradientTopIntensityNight=0.7: q, l; |. k# D, K+ |
GradientTopCurveDay=1.2
5 P9 v+ ~' R1 K/ fGradientTopCurveNight=0.82 ?; R7 O/ Q' T( Y
f+ J% D4 g: @5 T4 b/ J3 z
// 1, 1, 1, 1
6 }9 s/ p' U" o$ I# Z4 V* K# p; N// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3* @) V9 [% `7 x
GradientMiddleIntensityDay=1.0
& P5 ~5 P6 f" C) ^GradientMiddleIntensityNight=0.6
/ N+ E$ I4 o+ \8 E, n+ A! u) w+ t1 r// Setting curve above 1 results in awfulness at some times of day( s! |- T- o4 i# P
GradientMiddleCurveDay=1.7% L, Y j. M4 ]& i0 s5 B) F$ t
GradientMiddleCurveNight=0.93 ^, N% S2 a; h6 N4 U: i8 K* e
' _6 K) a4 n/ E I: } D- E
// 1.8, 1, 1, 1" C, W& [) {/ X
// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3& C/ `$ P2 z( P6 W6 k! w) E
GradientHorizonIntensityDay=1.2$ z5 _2 E/ { i' Q. U
GradientHorizonIntensityNight=0.6' _1 U& b, R* ?! @6 x
GradientHorizonCurveDay=1.7# I5 l- ~& J" y4 ^. c8 V
GradientHorizonCurveNight=1.1
) ?7 W8 X0 ]# o" w" D9 o% G
5 i1 J T) |: U2 @* H; k/ T// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance
1 n) X' }# k3 H' V1 K4 B// Oh I have a sun lens flare mod, maybe that doesnt help5 Q% I- x0 c4 P- k* f
SunIntensity=0.6$ c% V* S8 Y, h5 v* U5 o
SunDesaturation=0.06 K0 N! \( z W2 |8 L) d! N! m+ u
/ s$ @) n" |$ S' V3 G// Setting this higher results in pixely noise and visble border of sunflare
; a: R7 p7 ?0 n% k// Oh I have a sun lens flare mod, maybe that doesnt help) Z2 M9 d0 G% V! V
// Cannot get sun to bright enough in center
$ T! T2 v+ X# ?' [- ~% u% pSunCoronaIntensity=3.0
* x; I' c& H. n# D0 _SunCoronaCurve=1.0
. S4 h( M1 K, J& U( hSunCoronaDesaturation=0.0* e) [2 H# c7 z& \1 A3 H
+ ^& ^7 c+ ^: U. @7 h6 c* X2 D// 1.0 :: 0.8$ w3 M& D# J. o- p6 N* d
MoonIntensity=1.87 Q) C) K8 H3 G) B# q7 J7 u, c
MoonCurve=1.40 I% v4 h! l# o( r( F# K% G
MoonDesaturation=0.0
! m7 ^+ y. Z. b6 C( p+ E0 u" @
; B' [4 ^; I) o" V& F5 D/ c! d6 O// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)( Z$ U: r1 g% V# F# ?
// 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)
) N4 b6 Z, B# W* j! _! s; S9 L, b// 0.4, 0.3, 1, 13 p$ o+ {6 }0 s" d/ V
// 0.9, 0.9, 0.4, 0.4
8 b3 X k; Y5 ~8 [ f- y) R- Y/ K[OBJECT]1 b0 g8 P6 D0 `) p! p* @# D
SubSu**ceScatteringMultiplierDay=0.9
, |, C: @; t. l6 ?9 q8 p/ @0 jSubSu**ceScatteringMultiplierNight=0.9
8 q3 i3 s. U# N% _" o% \" K8 s0 i5 X) ^
// Setting this higher makes people go redder, lower = whiter and brighter
e# u' W4 ~; N6 _5 T4 w# {" c5 cSubSu**ceScatteringPowerDay=0.6
, ^, s- Q7 q) g/ p5 z3 y. Q. qSubSu**ceScatteringPowerNight=0.62 S& ~9 G, o0 q- ~% S/ z! R5 Q( D8 X
! U; ^( J5 s7 q/ R9 w* w[LIGHTSPRITE]# y4 ^4 ?; `4 ~
IntensityDay=0.8! i" C, e4 S; z9 [
IntensityNight=0.8) _) |2 L4 @( ~, K& h& D4 }
CurveDay=1.2
. x8 `( V" e, Y/ }4 C9 _/ c" ?CurveNight=1.2
' B0 N2 k2 t' F2 a u! P+ Q7 w, c) k! W; X
[WINDOWLIGHT] , `4 T$ S9 t: l+ B
Intensity=2.6
) v M" }' r5 F wCurve=1.22 X* h) U8 n* Q* V1 K5 K4 Z# b
0 A6 S# M: D6 a4 Y0 |5 G- o4 Q1 E- R
// Clouds on mountain tops and I think fog sprites in dunge**) W% |8 \* s2 o' T7 V! D- X
[VOLUMETRICFOG]* R$ ^' v: S7 n# o3 V
IntensityDay=1.0
0 K" i5 I" \0 vIntensityNight=0.8
7 N3 R) x4 h# A4 O1 cCurveDay=0.9
; i' K- [, C. R0 aCurveNight=1.0
* X1 l6 j+ w- p9 ?' i5 T+ b, c: |$ L/ V9 Y& f4 \4 S( v
// Increasing this still affects water foam amongst other things \8 a" h. ?$ y0 r V6 s
// Affects draugr spirity/blue glowly bodies also, which is cool ;-) U; K* x: O" q* L M; o
[FIRE]
% M4 K; G9 S0 W4 A/ y7 z$ WIntensityDay=1.4
3 Z6 v; Z1 \3 U7 C# \IntensityNight=1.8" `3 H4 ], @. j) i1 W
CurveDay=1.2
8 P( \% @% e" u. b* RCurveNight=1.27 i: l' [' u; ]) K# w2 X& o7 E4 u
( l; g% |1 I% A) V// enables use of enbpallette.bmp if present8 O) U# G8 k& e3 L7 v" {! ~+ ]& k
[COLORCORRECTION]) N! |) e1 C2 y% {6 w8 t r( \- X; B2 W
UsePaletteTexture=true
+ [& ~ T- O9 o# M6 z3 V5 {, o7 w4 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
" b5 d2 S* O) R% |# k[SHADOW]9 v$ K; N7 C( F' y" [/ c' I
ShadowObjectsFix=true
. G8 k" r+ k* C6 \: w( E
; Q# X; Z O; G4 a& Y! g2 y- ?[DEPTHOFFIELD]; `8 M! H: G% r+ M- S0 i9 n) v @
FadeTime=0.1
3 m; l- R5 e% f6 N! a/ L, h" o4 d) W: s& Z- l$ [6 U" v$ f& X1 s% z
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
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