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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。
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我来列下我修改过的
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# |7 }8 K) K% Q* j! x7 { Q先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
3 Y- k' b+ R; u; c* G" O[General]
1 S5 w/ m6 ^( ^6 T2 c' Q m% pfBrightLightColorB=1.0000
- O7 o$ u! \2 T3 P! |fBrightLightColorG=1.0000' S& J& n8 Z, y0 z# b, ?
fBrightLightColorR=1.0000* u6 u3 A7 g5 g( b5 u9 i2 \! t' q
iStoryManagerLoggingEvent=-1
1 B) k" K6 X: X: ybEnableStoryManagerLogging=0
7 Z2 ~0 E; U6 E9 n. p( G[Imagespace]
/ L! Y' h. |% f% g* ?bDoDepthOfField=1! K2 C& H) t( S |8 A6 J# d
iRadialBlurLevel=1- H3 n1 H0 k, ~- _; X/ ~
[Display]
n+ M* a* K L" X) i/ YiBlurDeferredShadowMask=3
) ?7 I7 A% O- B" D; JfInteriorShadowDistance=3000.0000+ \, l4 t1 ?( A" g+ y; b+ w3 \
fShadowDistance=4000.00000 P* s8 C6 i, P
iShadowMapResoluti**econdary=1024
% o% Z' N3 ~" d9 V. G- q1 x" JiShadowMapResolutionPrimary=20482 f+ ~# Z" R$ ?5 `! W
iShadowSplitCount=2
: G* h9 E. Y4 t* o; s) ZiMaxAnisotropy=8 异相性过滤 低0-4 中8 高16
* G7 g. t: o9 J/ g+ D& o! z o( s2 @fLeafAnimDampenDistEnd=4600.0000
1 G& e5 q p9 {- t" N4 r: GfLeafAnimDampenDistStart=3600.0000
8 p4 a+ z1 q% v! L. o8 UfTreesMidLODSwitchDist=5000.0000) V. U4 k7 Z9 Q7 X# `
fGamma=1.0000
% [, h3 [2 F+ A, x! x5 mfDecalLOD2=1500.0000
1 {5 [/ B* d+ ]5 [- JfDecalLOD1=1000.0000
$ W9 H/ _+ y1 a) P& G( M0 d4 B4 |fSpecularLODStartFade=740.0000, N2 m) X% K+ s. L7 N
fShadowLODStartFade=200.0000( O( X! f! z v0 k% e+ ?
fLightLODStartFade=1190.0000
( a" v& x% u9 ~$ ?iTexMipMapMinimum=05 @) S1 W7 F( v* T
iTexMipMapSkip=0
( e, E/ w. p8 R# K% diWaterMultiSamples=07 D: R% C* K/ ^* ?6 V9 t' X9 G
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4; c4 h- @3 L" N9 p. y4 H( k
iShadowMode=3 ! G2 b/ u" G# {! V5 g& {! w0 s" r2 W
bTreesReceiveShadows=0
0 Q" h" w) `1 _8 }bDrawLandShadows=0+ ?0 ^& t+ q5 u0 ~5 R
bFull Screen=1
$ |! Y: g6 f/ R# L6 Q6 ZiSize H=7687 U2 a% l, p% k. h6 B! G
iSize W=1360 游戏分辨率0 M6 [( g. s/ q# k! X
fMeshLODFadePercentDefault=1.20002 B0 H& t# K/ v' p% p
fMeshLODFadeBoundDefault=256.00000 q! w8 A/ V& a: f# `
fMeshLODLevel2FadeTreeDistance=2048.00005 Y4 u4 A" a8 X2 N% U1 N
fMeshLODLevel1FadeTreeDistance=2844.0000$ X- q9 H8 S8 y6 z/ [
fMeshLODLevel2FadeDist=10000000.0000, S& M6 J" G5 ?4 h
fMeshLODLevel1FadeDist=10000000.0000
/ j6 [9 ]. V8 F3 {! Z% Z2 g7 _iScreenShotIndex=15' C9 l$ {+ X3 Z2 g3 X/ o* u
bShadowMaskZPrepass=0/ Q3 C) n7 B9 y0 G
bMainZPrepass=09 B# B& Q6 k k* z: J* Y m
iMaxSkinDecalsPerFrame=10& k7 m9 M8 V' v4 N# `% J( N, R( U
iMaxDecalsPerFrame=30
8 { O$ ?3 J: z# @1 F# jbFloatPointRenderTarget=05 @3 F0 }7 n3 U b; t
sD3DDevice="NVIDIA GeForce GT540M" 显卡型号 自己看着改
8 i6 T8 ^: d9 g- ~4 E4 v7 DbFXAAEnabled=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
8 H. _/ l1 C- t3 a% LiShadowMapResolution=2048 , i& v# u S( ~8 C
fShadowBiasScale=0.25004 y+ X) o9 t6 \' a
iShadowMaskQuarter=4
; R, | U5 S( L4 R9 RiAdapter=03 L2 u% c% {6 w8 \
iPresentInterval=06 @' O j6 |; x9 g! @+ y
iShadowFilter=3, |# h( l8 Q% f! B+ K, K6 y: i3 \
bTransparencyMultisampling=0
. C7 E Z$ k- a7 b0 kbDrawShadows=1
1 F8 |+ z/ Y3 H) G# f# p; RbShadowsOnGrass=1$ g4 k) Y% F9 Y9 {
bDeferredShadows=1& o- h2 ~4 f0 f) I" y1 `0 e4 {
[Grass]! t' P$ x( z/ |$ R7 ]% G9 f
b30GrassVS=1% N$ w) J/ a; h2 i
fGrassStartFadeDistance=3290.00001 s) f" r- o* m7 g) w
fGrassMaxStartFadeDistance=7000.0000
* ^" Y9 V9 J- p/ ?fGrassMinStartFadeDistance=0.0000
4 C' [2 M3 F2 b, C8 n b[MAIN]
5 m+ b2 \# f! V: b+ ]8 p4 Y* ibGamepadEnable=0
+ W! }# P% y' l, [0 E1 KbCrosshairEnabled=1
4 G" \* _4 x/ ^( R6 }4 R6 u tfHUDOpacity=1.0000* y$ ~& o# f4 i
bSaveOnPause=1
( H6 M2 V6 V; @6 ^; I vbSaveOnTravel=1
+ O% e7 ^' s5 ?' X6 L. c7 M& ebSaveOnWait=1 ~) J( A- T. _. g5 m) i) [
bSaveOnRest=1
: }" c- L* w4 S. A9 UfSkyCellRefFadeDistance=150000.0000
; Y9 W& x% s: C# a[GamePlay]3 c* L1 W2 E$ E5 T1 C7 Y: X, u( {
bShowFloatingQuestMarkers=1
0 `5 @/ |( c" l8 rbShowQuestMarkers=1; j; b& @: ?! }6 m# z0 G+ e
iDifficulty=5( I* l" G/ q2 e% Q: U7 r! H: H
[Inte**ce]0 w0 n( f+ p9 @! Q) w K! N/ B6 @) L
bDialogueSubtitles=1
0 A+ t Y; W/ f9 }# nbGeneralSubtitles=11 ~' T( |: ]) K& b7 p
fMouseCursorSpeed=1.0000
" v8 A: S+ }: VbShowCompass=1/ G( d" o3 u8 e" D. C1 t
[Controls]
. x; q4 [5 x/ r7 x, M! J( C; |8 LfGamepadHeadingSensitivity=1.0000
; c" r- M& A3 [, w% U9 I3 s7 r/ zfMouseHeadingSensitivity=0.0160$ }: b6 M1 q: m7 H7 H) y
bAlwaysRunByDefault=11 g, s6 e& J1 P+ y- N6 e/ ~: v
bInvertYValues=0& G( e, ]. c3 J" P. B1 V/ q
bGamePadRumble=1
. R8 o. V, J0 Q( Y0 h! gbMouseAcceleration=06 Y$ q3 N3 B/ @9 |! i7 y) m, S* J
bUseKinect=0
6 v7 l. z4 p# M6 P% a[Particles]( K, E* e+ {" P3 F7 n1 E+ d8 A
iMaxDesired=750/ U0 O+ ~3 Y( m; M3 {% E7 t8 x1 _( Q
[SaveGame]! o" H+ s/ S6 w' C8 s, I
fAutosaveEveryXMins=15.0000
, r5 K+ C Y( ]3 K) O[AudioMenu]' U3 D E- k0 F+ O6 M9 P* X! {
fAudioMasterVolume=1.0000
2 _5 i+ k% ?8 b7 f1 o7 Y8 afVal7=1.00007 J0 {; W# J% P+ \8 k9 I& l" t
uID7=05 z$ V% r: z) {/ V
fVal6=1.0000" Z8 O: j; Q1 _& I
uID6=0- \; x, Q% D( P( i
fVal5=1.00007 M5 K: K9 o7 O8 {& j4 M' ?
uID5=0( ?' w4 x u( D
fVal4=1.0000
) @4 G7 K+ \. Y. h+ TuID4=0
' g- C) p( e: HfVal3=1.00005 W. O; |9 L6 m6 B) `; [8 P
uID3=94881% Y2 `9 y+ `7 ?( r/ R0 I1 R
fVal2=0.20002 g2 x# J3 M- i0 H7 [5 p
uID2=466532
) N. O y# a: E( U: s: u- |2 ufVal1=0.9500) ?+ }; k! |- \6 K. ?
uID1=5546853 y2 d2 ^' i) @, e6 c" b5 ^# [
fVal0=0.90003 i! }2 x( X4 w$ g/ @: e5 f
uID0=10076122 m5 ^' E1 M0 w
[Clouds]
$ K6 y I8 J4 }" z K5 JfCloudLevel2Distance=262144.0000
. a b! y7 P& d5 s7 x! }, d: t8 RfCloudLevel1Distance=32768.0000% \( S. ^% i3 E* f9 r/ m; y; R/ j) q
fCloudLevel0Distance=16384.00002 {5 z% i& \4 N. n7 M5 y+ e/ i
fCloudNea**deDistance=9000.00002 |8 C* \7 I) C+ {0 j
[TerrainManager]3 L0 E4 W. s/ [
fTreeLoadDistance=40000.0000
l4 j6 H/ M" i: _# EfBlockMaximumDistance=150000.00000 o. c) N1 z2 U) {
fBlockLevel1Distance=40000.0000, D$ u: V* }) p9 k! m" b
fBlockLevel0Distance=25000.0000
, P+ s& n& ]: B3 dfSplitDistanceMult=1.1000
- s, w) g. J7 N* ]4 M& u& r, YbShowLODInEditor=0
! {/ B; A9 B& A- {7 S4 w9 i[NavMesh]
2 i( o% q3 v7 k s: J6 dfObstacleAlpha=0.5000
" d/ G* R# H! I( F- @fCoverSideHighAlpha=0.8000, y9 W) h9 ~; Y! A8 i
fCoverSideLowAlpha=0.6500* J# |% e6 r. m( e! J- L
fEdgeFullAlpha=1.0000; k! v# r3 x |/ h: y& b
fEdgeHighAlpha=0.75004 ^; {+ M9 R4 Z5 J6 |, t* ^% x
fEdgeLowAlpha=0.5000
" {8 ]5 z0 I: o0 r6 v# Sf**FullAlpha=0.7000
; p, n* P/ I0 u9 [f**HighAlpha=0.3500& \9 B3 Z0 p! N3 e5 W* x
f**LowAlpha=0.2000% p1 O$ ~6 T9 G \) U
fLedgeBoxHalfHeight=25.0000: J1 D4 Q! A$ V. J1 S
fEdgeDistFromVert=10.0000
, F1 Q& r) T* ffEdgeThickness=10.00002 h( F0 U& y6 }: t. H
fPointSize=2.50009 @/ R3 G1 r9 m
[Trees]
2 l/ b2 h. X3 x+ e* \3 LbRenderSkinnedTrees=1
* c- R# ~8 q: y0 s' q, `uiMaxSkinnedTreesToRender=20
+ N9 J- N. _! a3 y4 W[Decals]
8 h/ E3 V2 B6 i$ @uMaxDecals=250) A' U/ ?7 t; D, n/ L& i
bDecals=12 G# Y2 {# j0 e' @
bSkinnedDecals=1- q- L. O* Y7 H: C
uMaxSkinDecals=503 s T3 J; L. M9 \+ y1 V; f
uMaxSkinDecalsPerActor=40
4 ]- l( V! E2 n5 t$ x# s[LOD]: }3 `8 x* _/ b. ]2 ]
fLODFadeOutMultObjects=4.9998
, K: J" ~4 Q% u5 x- n# z" k+ UfLODFadeOutMultItems=2.9600
! O8 n- l* d) \2 LfLODFadeOutMultActors=5.9000
, e) {$ a6 l3 ~- mfLODFadeOutMultSkyCell=1.0000
5 S2 ]3 t% w2 X[Launcher]6 J1 p; i6 R' g
bEnableFileSelection=1
0 ]- `2 ]( N+ @& r5 d6 AbShowAllResoluti**=0' Y) s# n+ \7 h
uLastAspectRatio=1
0 D/ Q0 _- y5 k: l) E+ M- X[BlurShaderHDR]
- y: j6 N( b8 r D; xbDoHighDynamicRange=1, o; N( x8 `8 Q# M# P/ S
[BlurShader]9 o8 V1 P4 k E
bUseBlurShader=0
0 G$ \) K0 [( U! R- g! r[Water]
1 V6 J+ |2 ~3 M4 ]iWaterReflectHeight=512
, m1 b2 H. t7 z3 YiWaterReflectWidth=512! R3 m0 m8 o _( c: \! ]4 G9 v( O6 N
bUseWaterDisplacements=1& k2 \* h N# U4 D i) y9 ?
bUseWaterRefracti**=1' p; @# q$ z, c! t4 b9 I" [( e$ I
bUseWaterReflecti**=1
2 y+ X5 R, ?& f# g5 LbUseWaterDepth=1
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0 s5 [" S5 H" _ {' V
0 k8 S) X: [2 o下面就是ENBSERIES.INI部分修改了 (游戏主目录下); E5 z2 x0 X7 N! c6 j
# \3 T" }4 \2 {
1 o1 p! Q% b- A9 _* f4 d: t& u1 T# G// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
5 H& G6 Z" g: V& E/ G5 T3 k% h2 |- _4 ?7 Z8 S7 Y% B( X% h/ v
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.34 ^9 ]7 s0 _2 |: E; u2 u
// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
( L, D( w7 N2 A* w0 m// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
' Z9 Y B5 ]- r6 R4 |& T1 m3 l# a0 R6 k, M
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
: }% E% i2 T8 v; \. \// Please respect and support the the ENB original author,thanks HD6
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* B3 N- |/ j' {& j6 k' c+ m[PROXY] //代理
* M. O8 r) E& m- Y4 VEnableProxyLibrary=false //同时启用外挂dll脚本! A" _" {) |7 K5 j$ Q
InitProxyFuncti**=true //外挂脚本状态
3 I. e1 V9 I/ D6 W' f. jProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称! f3 T1 {& n/ d& n+ v# N# [: |
" X% ~) @5 M$ u5 Z6 V1 O
[GLOBAL] //整体
% K8 G6 Q- a( s! _8 U& P# SAdditionalConfig File=enbseries2.ini //外挂ini
0 X% M0 O4 t) W0 g' k3 pUseEffect=true //ENB在游戏开启时启动
8 R% Z$ Z: Z# X- LCyclicConfigReading=true //读取Cyclic设置文件( h0 ^. m' u8 B0 E0 {" D, S$ b& r
ForceNVidiaCard=false //NVidia加速
+ {& t3 u+ a/ h6 KForceNVidiaCaps=false //NVidia加速( R$ M6 V2 g6 R6 t" S1 E
AdditionalConfigFile=enbseries2.ini! F1 J, `; a* i0 D$ @
9 }( U% P6 c& I7 x
[FIX]. E5 a8 }- m! u& j3 m
ForceSingleCoreCPU=false
3 p7 W5 h3 Q* z6 L- V& x% s) dIgnoreThreadManagement=false
: ?6 X0 u$ a9 C* T+ z' s" G# Q- c9 RIgnoreThreadPriority=false
+ Y+ i" I+ |9 g- Q, f" GAntiBSOD=true
' ^( O$ y d( a, Q
& Z( Y8 N5 h) M[GAME]
! j( m6 p$ [. R5 eSpeedHack=true0 c0 }9 U& i8 \. Q1 z
ShadowQualityFix=false5 M5 {/ h7 {5 V! i
ShadowObjectsFix=false [: Y! [& G8 ^9 q
" B: I# j& c# y) Y* r3 L& h[MULTIHEAD]
) z4 j+ p. `6 W' t" \' JForceVideoAdapterIndex=false2 {& e5 Q" E0 I( h
VideoAdapterIndex=02 F P' k7 u2 | [# R" X
" W& h+ }+ q* w3 r8 t[LIMITER]
% x' I- Y9 T# ?* K! T" U8 W. YWaitBusyRenderer=false
& z: v( f6 u, ]9 w+ c# r; J! YEnableFPSLimit=false
4 \6 y1 Q& p$ X1 h0 u7 ZFPSLimit=30.0
7 n9 |7 b# j' A, }8 G4 w% ?) r% K8 t: o3 e2 Y# N* |0 w! Z7 {& g
[INPUT]( U( _. y! S3 ^4 n: v. ~3 u
//back0 M$ {3 \& D3 T7 q7 y3 x) d ]" v
KeyReadConfig=83 M# K# v6 V' G+ _% B2 ~
. ^7 X4 |' X4 k/ |0 V/ U$ x+ D4 D//shift
/ c; ^' ]4 w* x# p3 {KeyCombination=16
9 q5 u Z$ g. p7 \) P+ b' B
$ ?& T' _' ?# E- |$ j& W* y1 Z//f12
! n% v0 M I! s1 T% MKeyUseEffect=123
1 u% N- k$ J( h4 f0 ~9 n6 t6 u6 N
) c% a7 C6 J- U7 C& A//home
8 E5 R. |6 B8 s5 m! [0 bKeyFPSLimit=36) h5 A$ b" J' X2 e2 q
. G' ~5 F/ R9 Y4 W//num *
7 B3 `# d/ ^: r( kKeyShowFPS=106
3 _7 C3 s3 ]& Z; E) D+ M
. p( [0 p$ Z* V& K//insert: 45# v! [5 V3 T0 n; I9 [! @: e
//print screen: 44
) z6 A" V# G; D e: y1 j1 GKeyScreenshot=45
( E' d0 E; `: W# \ T7 a/ H' j( @4 I3 {+ F
// Above 8 may only make minor if any difference, but may not have fps hit?,
b" o/ o# m$ t! [3 t- M// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view$ k& X. A+ H; ?5 ~, p
// I hear forcing this on causes issues on some cards or something, not sure what to do really,, E+ Y, J# R( t: D, r4 Z' w
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.) U3 i* g& b7 L6 A. V4 c
// Odd for me this really only affects the transparent edges of grass / trees, improving those.& l* V+ {. c5 v, K
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
" g! j- G4 l' q! F5 T8 {/ A1 x3 x// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
0 s& K( z+ j* U/ u! a2 w// In all other cases anisotropic filtering is almost free by fps.
& G- A o' Z2 {! \: n8 v7 U( z[ENGINE] 引擎
7 {8 s/ Y1 A9 m4 wForceAnisotropicFiltering=false 强制各相异性过滤( N% A; r, d) m# G
MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]. i# C! r! V& T- G7 [% a, y- L2 x
SkipShaderOptimization=false 过滤优化1 O5 r3 O( _0 F1 M) |3 C' B# B8 e7 X
4 x ]8 P" b; U/ ?( @- @// better to set false in most cases (turn on if mod looks buggy for specific driver version); g' R# K7 @- X2 W7 y& e& u( n! Q" D
SkipShaderOptimization=false
& L8 J' ]: L% g2 H4 o; C# `! w" u7 p1 k
[INPUT] 按键4 N9 D2 X {/ n: A- V
KeyUseEffect=123 特效的按键设定
% J F: s/ `5 E" Y% ?KeyCombination=16 组合按键设定/ z& h7 g# g. }0 p( @8 d
5 c4 r Z3 p3 F* a% `1 m[EFFECT] 效果3 X$ @( P2 z% J" @& A, }
UseOriginalPostProcessing=false 原版画面处理1 K$ b( \* C$ L) x& w A
UseOriginalObjectsProcessing=false % h1 |* N: K% |( ^& w* J
EnableAmbientOcclusion=true 环境光遮蔽特效
( n8 c( G, y$ J( L// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
: x; T3 x& N' C1 C+ c// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx& F3 ?( u0 S6 j& R# h
EnableBloom=true BLOOM特效开启
; n4 }" j# p9 A2 uEnableAdaptation=true+ ]1 t8 g/ i1 E) \) `2 p8 {
2 h- U" A+ F+ N6 W: r4 O
// 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 Z& m3 @' H1 { K: C- G* i
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
" b! q# L) H. x- R, f& u// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
; C# P, k5 W( D) mEnableAmbientOcclusion=false6 j- l9 U& ]9 c1 b; Z$ y
; c5 f" x8 i' U. p* `; O) D
// Do not use, not implimented yet
2 s. W9 | E( k/ x7 V$ ^- kEnableDepthOfField=false$ }$ C; i2 l. ?$ W
% g2 J! @! y* M' V& U5 b8 t
// This affects entire scene brightness and is what makes everything look 'good'
$ {- P: C# H" N% y4 u// 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.
9 ^, |$ P/ B4 l4 R4 Y9 E// Quality: higher numbers = lower quality
j; d2 W: _$ F% _8 ~% l[BLOOM] 静态特效
1 A/ Z9 H4 ~& Z, bQuality=1 质量 [-1最高,0高,1中高,2低]% k- ]" P& F) @# I3 c, S
// Some areas in Markarth especially; really blow out to white/ i2 t. p* V) R4 @( m( c
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
; z. J) F3 `, L' }) t+ E$ iAmountDay=1.5( ~1 O A; V' G) L# G
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate) b/ p8 H' \4 w$ \" @
AmountNight=1.0
& V9 E8 P8 u* y5 P# Q
( v9 W/ c( c' l W# U// 256, 512
& o3 s+ Z% u5 }8 e2 d% H// Makes dark areas bluer. Simulates the human eye. Higher is bluer." D8 k$ V8 Q* \! a- R
BlueShif**ountDay=1.0
# B" ?, P' W; c# }3 i, a( E [/ e* yBlueShif**ountNight=1.0
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// 5, 3, 1, 1
$ f# s- F9 e$ x4 w2 n// 3, 2, 2, 1
' |/ m+ a. F: }; v( G! ^// nn: 4, 4, 3, 3
8 `2 Q N3 P+ f/ _. ?// Intensity is how bright and strong the bloom is, higher = brighter+ M7 V6 k% Z! P, H0 n) Y
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more
1 O9 f' \; e' y I[CAMERAFX]
- A3 E6 w& t* S' c6 LLenzReflectionIntensityDay=1.4& y$ p2 ~ S2 v& b4 k
LenzReflectionIntensityNight=1.4' O1 T7 d+ A( Q/ B- M
LenzReflectionPowerDay=2.04 D5 K0 Y) F/ {/ n" K3 U, [
LenzReflectionPowerNight=2.0
x) A# R. K4 r, p// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,% M3 o/ e5 z: t" u$ |8 h4 K
// 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" h+ L* C7 F2 G; a9 q" T
// even at 1 this will trigger in ice caves which are really bright
: R- ^! ], |5 L2 @# ?: M% ^" E8 I! I' E7 l5 _/ k
% D! k5 p. C: c- n// Trees still flicker especially in distance when lower LOD
( \5 e4 o5 z4 i* Y3 U1 e+ c// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also) W$ F+ B/ @( O0 c8 D9 s
// 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 H0 h$ y* X0 w% O% [6 @5 T" k) u
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them4 `! h0 I; ~8 l/ R9 o1 A- X
// Shrinking Sampling range reduces/tightens this smudgyness! J( S( H9 J4 B x5 u9 j4 Y
// Also screen resolution has a big impact when combined with SSAO
$ e3 v) g# `2 i" G% B// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example2 p) d1 J3 p, G. [, Z7 n
// 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/ a8 F$ d' r; z1 g; o1 X
// And right now if you have SSAO on at all it will screw up water ** it look see thru! |9 T2 L+ I$ V. t" ]3 `' A5 G
// If you alter 'UseIndirectLighting' you must restart game to see changes5 h6 `# d2 T; M: O6 K* V
// ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
: Z0 X5 P8 V4 `- K! f[SSAO_SSIL]' S A' p7 D) G( c6 v$ _3 @3 d
// 1, 0.4, 7, 7; n& y- f1 r) b/ U1 ^
UseIndirectLighting=false2 F: }7 a/ L0 N" T8 y# s
// Quality: lower is better, can even go -1 if you are brave5 `6 a0 M% x' ^0 [
SamplingQuality=17 X3 q9 r- q% y7 q: i- ?# x
// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both* ~, u( E- [" }2 f! Y8 y9 f: ~) h
SamplingRange=0.6
" ?& |0 [' M. j$ F% V/ n3 H6 M1 P* iFadeFogRangeDay=7.0 n$ @, I& Q! P, |3 V6 Z6 i5 _& M( g
FadeFogRangeNight=7.05 o5 u& s# P8 P W; q1 W" h! U
- Q* K( m2 ^" `7 G' \9 S4 I
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit) \% k3 }% {/ k5 K6 e
// 0.35, 0.35 - LOW - will flicker more on trees
0 R+ x. j, B0 D6 ?0 \// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me% m* c: U2 L. F) f3 U
// Not much point in going above 1.0% F( a% ~7 |: }2 i7 Q; N
SizeScale=0.4
Q' ?" q6 C7 F- P3 W- Y* y2 Q: jSourceTexturesScale=0.47 X4 h+ O6 {; K0 `% z0 V- U$ H- ]
( B; a! k; Y2 ?7 l+ N
// 2, 0.8, 0.5, true8 |. p, Z( Q* h9 e3 j
// FilterQ lower is better, tighter
0 \1 ^: m0 L% _4 s/ ]* Q9 lFilterQuality=15 j5 ^ U6 D( _7 G2 P: a: X
; b4 x1 `0 z: M6 K
// The AO strength, high numbers = darker shadowy areas.
! N4 x" g( ?( _0 b// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
5 ^ }0 }# h4 M% ? i5 u; k6 LAOAmount=0.5$ w& \$ p+ r+ k) n' y+ C
5 R) n- m: M w" | O. c// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
3 O& v4 Z5 m8 E0 U3 I' \3 }( e// If you alter 'UseIndirectLighting' you must restart game to see changes
+ R/ q1 d( x0 U/ m& |% U; M$ c( z+ 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
" O: q& W7 u( y. z5 LILAmount=0.5
% `# I7 F1 @% K2 I6 k
3 V7 U# i* O( u1 K// Alters what time and places are c**idered to be day or night and the transition between them
4 G' |. L; m6 x// 0.7, 0.15, 1.0
5 J; q. T/ T: r1 M$ B# j[NIGHTDAY]
7 x. K$ ?1 f* p3 J! j8 D) I' l! y. ~DetectorDefaultDay=true
3 `! p) N* }8 Q, jDetectorLevelDay=0.7; I/ U' u% P$ c" b: e
DetectorLevelNight=0.35* t0 G0 J8 V0 `" Z" i0 h
DetectorLevelCurve=1.0
- L* y6 X6 i# O1 B7 f7 g4 K7 A; u" o3 s' ], G0 d E
// 0.2, 0.4, 0.1, 0.6. @) \: M ~, J9 ~3 U
// Adaptation is entirely ignored with my enbeffect.fx file
. P& P' ^( S6 f4 M// Adaptation also set with EAdaptationMin/Max in enbseries4 c! F4 i8 {+ i( r+ N) E
[ADAPTATION]
/ s) ?8 l6 B/ ?( u( fForceMinMaxValues=false
9 u" {: J6 n& m" dAdaptati**ensitivity=0.21 q; J$ ]3 U: L" {' j3 y, g
AdaptationTime=0.4
& d7 i0 f2 Y/ M( D. _& LAdaptationMin=0.1! w5 { ~/ C& W3 R4 X& Z
AdaptationMax=0.66 [1 Y! h6 x, j
" a5 o8 n5 t+ |5 e2 L// 1.2, 0.8, 1, 1, 0, 0. C0 p, g/ m) ~; W
[ENVIRONMENT]4 f: i* G9 ]$ ?3 r
// Sunlight during day cast onto scene
) Q+ @6 j/ Z1 l! d6 j" }DirectLightingIntensityDay=1.0
9 c) q- F! [7 t- M// 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
) R. r: ?- f& j+ |# V- [/ gDirectLightingIntensityNight=1.0# h7 E2 v1 P. r* c* b! B% n. Q
& ]( q, L$ `/ P+ f% PDirectLightingCurveDay=1.01 f9 a1 g/ I$ C
DirectLightingCurveNight=1.0
) H( w! Y. }! l# vDirectLightingDesaturationDay=0.0
; b/ t, M3 P6 ?" g& U+ U: w1 e; f d2 u6 u1 S( P; e
// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all$ }' D0 C5 |2 H% p: @( x4 S. A
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
! R: _/ q, k p& s# ?& e/ ]8 v; V// More desaturation at night is done in the enbeffect.fx
+ L5 x9 N2 G. J6 `* n- q# `DirectLightingDesaturationNight=0.0 m9 V- d0 I; Z0 R" l" m, v
( P1 c; K g: Q8 @ _9 h# I
// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
4 l! l: o9 x8 r- HSpecularAmountMultiplierDay=1.6
4 \2 T/ |$ I0 P% b) U7 Y% ?6 rSpecularAmountMultiplierNight=1.4/ c# {. U R6 E( L1 h
SpecularPowerMultiplierDay=1.22 {( \6 t) r* A3 T9 Y7 @- {9 e' a/ J
SpecularPowerMultiplierNight=1.26 a3 ]. y. R- a8 G: e6 K: A) z+ C' U
1 ?2 k3 L& r4 @
// Leave at 0/ o) n* D+ F/ Y% B/ Q
SpecularFromLightDay=0.01 }- [ l: R7 U9 m- |5 Q
SpecularFromLightNight=0.03 b; Z: B3 n5 F1 M3 g1 Z( r
$ |5 y3 q: o. V f' s! L
//1.3, 1.8, 1.0, 1, 0, 0.8- s6 X. Z( B: H( I% e; }
// 1.0, 1.3, 0.2, 1, 0, 0.5
2 ?3 d7 [$ U$ P: @1 I0 Q* DAmbientLightingIntensityDay=1.1& G. W- A2 i0 n6 h
AmbientLightingIntensityNight=1.0
1 b& p& j1 X) b K, G+ OAmbientLightingCurveDay=0.3) W9 t& O; ~0 ^7 }3 X9 h, v, r' T
// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!, `. `2 E9 ]: ~! Y, u5 ?0 o
// If you increase curve past 1 you get little superbright specs of light, dots flickering
" D. M5 D: [0 ?5 y# B+ yAmbientLightingCurveNight=0.8
) D* @$ _, U- y: JAmbientLightingDesaturationDay=0.0+ g7 W! v9 _; U, n. V; N
// More desaturation at night is done in the enbeffect.fx
* M: U' P% p3 ]. R% r6 @* w! aAmbientLightingDesaturationNight=0.0
& \- A, V, k) \! t7 p! q2 t
# s$ r: o+ k2 A( a// some caves lights are treated as Day, so they may always be bright >_<; i s2 j' L( L8 R
PointLightingIntensityDay=0.6
' k# o/ ?- }% r) uPointLightingIntensityNight=0.60 I4 K M$ Y0 F" L" g
PointLightingCurveDay=1.5# s" X* {2 h9 |0 M" a$ D7 |
PointLightingCurveNight=1.5
: A, q- \- k" }/ o( z7 gPointLightingDesaturationDay=0.0
+ t% Z+ i2 d+ p& }. l4 x+ qPointLightingDesaturationNight=0.0 g+ i+ r: u+ [
, @2 Z6 A$ Z3 q: f7 {, P
// ** 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
6 a- X* o# H7 P/ K2 C// 0.8, 1.2, 1.2, 1.04 E( d% {8 U3 d& C7 D" D7 v+ m
FogColorMultiplierDay=0.9
+ I( q" z, p/ ^8 O/ _* i+ g6 cFogColorMultiplierNight=0.8
& U/ z! |; I5 V( y' qFogColorCurveDay=1.0' E" ?1 F6 e9 |5 g
FogColorCurveNight=1.1
1 i& u$ M9 V+ \9 R$ _5 Q$ g. [3 W( X1 f2 @2 N
//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
* M, W' s) O, V, m8 d$ h3 m; ~ColorPowDay=1.0
; A: V0 ~8 Z: Q7 A0 E$ `5 c3 h; ^# S/ h f3 j* p/ ^
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0
7 ~ e, j8 \; x# CColorPowNight=0.0
( w( B, y6 q9 ], d3 K
! w s/ n3 B7 A$ s! n2 y' W// 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+ v3 N2 @, m/ \; b* T3 ?# r: p3 _
[SKY]+ r, [0 N. g# k
Enable=true
" C1 G$ J/ v7 C. s' S// 1.5 :: 1.0; `7 A5 C7 |$ _. c. `, ^4 y
StarsIntensity=1.5( n0 T; M% v e, r" z0 @& C7 b0 v
StarsCurve=0.9
: e$ v7 ~+ e3 b% z* J
2 Q. Z( ~ N5 ?& p( t// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example: R6 j) e* o8 y. o _) z! t
// 1.0 :: 0.8- Y. @" P4 w4 D, a
AuroraBorealisIntensity=1.5
% _* l& W/ P/ k0 V6 k6 r d+ YAuroraBorealisCurve=1.4
; @1 B0 R- k( M0 R; E5 L# }- g/ b) N/ `0 N( U! @$ S
// 1.1, 1.3, 1.25, 1.25, 0, 0! [; m1 \8 j; A1 z* W
CloudsIntensityDay=1.25 W/ ^. v2 P! s g5 f
CloudsIntensityNight=1.1' s7 w7 B4 m8 S
" f4 z8 H; G1 r' U. tCloudsCurveDay=1.47 D: q h J' s3 h+ ^: @! m$ E, o
CloudsCurveNight=1.4
( p6 A8 r5 v* d: F. _CloudsDesaturationDay=0.00 _" k8 T- r2 {( C! }
CloudsDesaturationNight=0.0) d7 L/ p5 @5 T. ^
; p( O$ i; o! h, E// 1.6, 0.15, 1.17 G" y+ J5 l' z ~6 l# J
//1.2
- i* i* r* x; c; _. S// v11.2: 1.5, 0.4
W2 v% L# G) m6 q: w8 CGradientIntensity=1.7" H0 H: a, `+ V- d5 S
// 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
' G0 a/ Z7 K c! y- uGradientDesaturation=0.3
8 Q8 ~0 c+ F0 p9 |4 T' u+ A$ [
1 I' e* K& _ }/ m. ]// 3.2, 2.5, 1.0 S4 z" u7 m0 b
// 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
2 Q" K* ~- F7 I0 NGradientTopIntensityDay=1.0
+ R7 ]% F# R; d. k1 DGradientTopIntensityNight=0.7/ m, v- ^! n: F* W( p
GradientTopCurveDay=1.2
6 Z2 t# G/ \$ P3 lGradientTopCurveNight=0.8% {1 z/ X5 @2 d2 D, [
* R4 I; h, z C2 x/ Z, N* S0 q
// 1, 1, 1, 1
1 }0 W5 R9 \4 M0 ~2 O9 r% q// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3* q# P* \. E8 d& Y/ e
GradientMiddleIntensityDay=1.0) k" `% k+ j7 q
GradientMiddleIntensityNight=0.6! H* w6 J# }2 q. ]3 |) G+ G" c
// Setting curve above 1 results in awfulness at some times of day0 r3 D+ }( C/ K+ J f! C f
GradientMiddleCurveDay=1.7
+ V9 b: A: y' b/ i. _' n* d3 iGradientMiddleCurveNight=0.9( L- @. c# N( V% O' `9 h
* a: y) m& h& h2 y2 i
// 1.8, 1, 1, 1
2 K: m' j) F1 n. Q j// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3
, C; y! C" r9 I" `. \GradientHorizonIntensityDay=1.2( F! `! \: i2 t5 P
GradientHorizonIntensityNight=0.6
% g% D# }6 X4 K0 N# [GradientHorizonCurveDay=1.7
. \) B6 ~( @7 [) d- _GradientHorizonCurveNight=1.1* N+ e1 h3 O1 ~ y% I" J X7 {7 O
; N O. u+ h6 w& f9 j) w0 o9 T2 D
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance7 E! {" z5 X9 P
// Oh I have a sun lens flare mod, maybe that doesnt help3 K0 r& P: x( J6 ?) k; \; E6 n
SunIntensity=0.67 |# y1 V2 k& C6 Z1 e+ }( H0 a
SunDesaturation=0.06 \( n# X# ~" I& {. i, O
! H# X/ W1 |8 `/ o& v# @
// Setting this higher results in pixely noise and visble border of sunflare4 u( f( S0 E' _* r* U% i
// Oh I have a sun lens flare mod, maybe that doesnt help, ~ o5 P( a8 e
// Cannot get sun to bright enough in center6 s, a' R( M9 K
SunCoronaIntensity=3.0
/ M7 ^1 R, E- e) |( ISunCoronaCurve=1.0
* s0 l3 X2 l8 B( S; HSunCoronaDesaturation=0.0
8 s$ e: Q1 n L) l1 @, V
- f1 ~; M z. y: D1 K! B7 H// 1.0 :: 0.8
/ t* r k8 w; ZMoonIntensity=1.8
/ C) g7 I, f) D1 M) K3 {0 O+ mMoonCurve=1.45 P- V( `. x- B/ F1 o
MoonDesaturation=0.0# w- r; k/ b. U8 x( l
1 e- t( h1 ~) o# l# @
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-) c2 [. X& |9 Q! T" p; U% H
// 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)# }$ s2 _6 H% A0 T( W! J
// 0.4, 0.3, 1, 10 a7 }+ \$ e6 n1 G! h! D
// 0.9, 0.9, 0.4, 0.41 p& ^ @. O; k3 M9 i/ R
[OBJECT]
( j! v1 F; [: }- [SubSu**ceScatteringMultiplierDay=0.9
3 \& F; `3 @ i. y& rSubSu**ceScatteringMultiplierNight=0.9
3 y: M9 |& H$ u0 c" l* D7 A
A" k/ i$ p- v% m) R9 L// Setting this higher makes people go redder, lower = whiter and brighter
- Y2 w! U* w' N( y5 S HSubSu**ceScatteringPowerDay=0.6# \' N+ s5 E! e
SubSu**ceScatteringPowerNight=0.6! R5 ^2 q* @8 H& @
1 P; r, v+ t' ~7 I6 t9 ][LIGHTSPRITE]
( r2 l- H7 j8 Y% w3 IIntensityDay=0.8" K+ G- B' L" i: i5 h$ S9 b
IntensityNight=0.8
/ d& O) h# m7 X1 y: s6 ~( k- S! rCurveDay=1.2
8 o$ i) a. z" u6 K( \CurveNight=1.2
( W' M' T2 i; e2 p. o! L4 J9 Q2 _( c! b6 L% E
[WINDOWLIGHT]
; i2 O4 P6 q( DIntensity=2.6* i) Z3 \4 S+ ]4 b
Curve=1.2' o# w" H1 k2 y$ Z: D3 \
" H5 V. K/ n" T: B// Clouds on mountain tops and I think fog sprites in dunge**
8 M" s7 |8 t, t! c[VOLUMETRICFOG]
. S2 _$ t9 v6 v( B$ n4 }+ GIntensityDay=1.0
2 i* y! t \0 D% sIntensityNight=0.8; t( K# {/ ^( | @) Z" d* [
CurveDay=0.93 H5 \! w/ u2 R0 W& [) Y
CurveNight=1.0) J+ ^ O- l$ k" ?2 y2 Q
; o- @: J$ F9 [; l8 `0 P' x4 D. h& j
// Increasing this still affects water foam amongst other things
1 o1 n1 b$ u5 e% @+ \* I5 `// Affects draugr spirity/blue glowly bodies also, which is cool ;-)+ C, F$ r1 r6 N
[FIRE]
, ]7 H' V! j( N4 V+ o! ~; t) yIntensityDay=1.4
) n0 N+ B' e: P2 ?# TIntensityNight=1.8+ H# J6 e" L& Z# ?" H' l
CurveDay=1.2
3 f6 }, u1 H; Q( iCurveNight=1.2
$ E. ?" G( k, I% N9 w# u" E
" M% J0 z' N" r7 p, v// enables use of enbpallette.bmp if present
8 z9 U* x5 D3 }; v[COLORCORRECTION]
/ R0 v( @- @- d. p3 U/ `; B! YUsePaletteTexture=true
6 }+ Q! H% I7 y7 V' }+ n
2 h4 Q3 h$ u5 @/ f; v1 C// 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: B9 {' f3 \- v
[SHADOW]
P: E. h( Y2 ?6 h! {ShadowObjectsFix=true- n5 ]" I) L }+ L: l
" F# H; K! Z" t) A8 c( v$ f[DEPTHOFFIELD]
0 Q9 X4 v: R1 H) t. oFadeTime=0.1
- W6 v/ F/ e% [8 j. V) ~( j3 `/ B1 b1 g, h1 {; o. |0 z: `& w
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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