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[资源] 天际终极稳定整合版,我们的目标是—没有CTD!

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大湿 - 大湿

发表于 2014-8-14 13:51:43 | 显示全部楼层
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已经在原帖报告了
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又发现个新问题,按SHIFT走路,身子老往左歪。  h. N. S: w+ V0 z

! |7 r7 Z9 B, ?. m5 Z                               
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大湿 - 大湿

发表于 2014-8-14 13:57:50 | 显示全部楼层
本帖最后由 evilkala 于 2014-8-14 14:00 编辑 5 P% O5 z, g5 z( q3 S

4 R* K- X: U# Z% u用惯了11头身,突然换成了9头身顿时觉得妹子都肥硕了不少的说。
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还有这个整合缺少很多小而精的玩意,比如头部追随,人物空闲自动姿态,表情MOD,室内去除阴影MOD,然后就是大小姐居然没美化,这个绝壁不能忍。
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Lv.3 - 老鸟

发表于 2014-8-16 15:28:32 | 显示全部楼层
游戏下载好了按照楼主的方法安装,但是游戏检测不到我的独立显卡,后来我去3DM下载了独显补丁,还是街测不到!!!!!求救啊  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:41:17 | 显示全部楼层
点击网页中的 Recogised Plugins 标签,确认全部插件右边都有 Active 字样- e6 v& \3 }, f% s
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我打开网页只有2个选项是有绿色 Active 字样的怎么办啊 !!!!!!!!!!!!!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:56:36 | 显示全部楼层
按照你说的折腾了整整一天还是玩不起来!我现在快要崩溃了 ,就差把电脑砸掉了!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:57:05 | 显示全部楼层
谁TM来救救我啊!!天啊!!!!!!!!!!
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大湿 - 大湿

 楼主| 发表于 2014-8-16 16:47:08 | 显示全部楼层
ff2x 发表于 2014-8-16 15:57 $ f4 U, C8 B% U
谁TM来救救我啊!!天啊!!!!!!!!!!
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bbs.3dmgame.com/thread-4199486-1-1.html原帖地址。
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头像被屏蔽
发表于 2014-8-21 12:06:54 | 显示全部楼层
提示: 作者被禁止或删除 内容自动屏蔽
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大湿 - 大湿

发表于 2014-8-22 07:52:28 | 显示全部楼层
ff2x 发表于 2014-8-16 15:57
% N& t/ @8 E# U' p$ a3 h谁TM来救救我啊!!天啊!!!!!!!!!!

% X2 Y  D0 V0 L. P9 W& L1 E$ z, e1.运行游戏自带的launcher.exe文件,在MOD管理里把所有选项勾选上。4 ?% w" E" k8 _! K& X5 X$ L

2 o* z% @  z/ t$ I2.下载NMM等MOD管理软件,用NMM激活所有esp erm选项。' R- l! ^% o9 L% l2 q

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Lv.3 - 老鸟

发表于 2014-8-23 00:47:10 | 显示全部楼层
悠然的观星者 发表于 2014-8-9 19:57 ' Z* k; d" Y. V
真心很想下啊,不过又担心显卡太烂玩不了,LZ能说一下这个的最低配置要求是什么吗? ...
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我来给个直观的说法吧,e3芯片8核,gtx6501g显存,4G内存,效果开中,平均2-4小时弹出,或是当机,另外打了城里人多MOD的话,相当卡,比如河木镇,白天人多的话,转身都比较卡。
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大湿 - 大湿

发表于 2014-8-23 15:54:20 | 显示全部楼层
看看自己电脑的配置,只能无语啊
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老湿 - 老湿

发表于 2014-8-24 16:18:36 | 显示全部楼层
谢谢分享了LZ!
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大湿 - 大湿

发表于 2014-8-26 01:48:19 | 显示全部楼层
我来给个说法,原帖的MOD全开外加ENB特效全开,不是14年高配机器根本跑不动。
, b) f, c# A* y- N一些MOD有问题,比如那个真实的旅馆系统,BOSS检测一直都是严重警告,我用TES5 EDIT清理了几次还是无果。而且这个整合很多东西都是画面提升不高,却浪费资源严重的玩意。比如那个天籁之声4,要这东西干嘛?进墓穴还放着悠扬的音乐,一点探险的氛围都没有。危险的战斗放着蛋疼的轻快音乐,让我想掐死原整合的人。
7 V+ P9 A* u" `# p& a6 N' ^我拿4年前的本本测试了下,删除ENB关闭一些特别吃资源的MOD,GT620M还是能松松跑到40-50帧的。
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叫兽 - 叫兽

发表于 2014-9-29 23:24:27 | 显示全部楼层
进入游戏直接卡死,比跳出还惨,切不出关不掉只能重启
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大湿 - 大湿

发表于 2014-10-1 00:07:40 | 显示全部楼层
     我现在用的这个版本玩了快一个月了,前前后后自己修改了不少东西。SkyrimPrefs.ini ENB.INI文件也别全照着1楼的弄,需要根据自己具体配置修改选项。: k# y" s* `8 `3 m; D
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我来列下我修改过的
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先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)& C, a; a' @' o: F0 ?  u
[General]
1 U: u. y0 k' C( H8 |* Z* ?fBrightLightColorB=1.0000/ E2 G! O  e5 l# A+ P4 a" Y
fBrightLightColorG=1.0000
+ l/ X  A2 t; K% e' @4 R( q7 H; wfBrightLightColorR=1.0000! f- T3 j5 ]) q! W  ^! ~0 O# b
iStoryManagerLoggingEvent=-1! `5 P- s, F8 G+ T
bEnableStoryManagerLogging=0
' P5 I  X/ N7 Q[Imagespace]( Y' f$ O5 @& G& E
bDoDepthOfField=1
+ |' R' [0 Q4 p3 ~. z* i% biRadialBlurLevel=1
* U4 v8 d5 `( }% z# }1 F[Display]
% j" Y% T1 M# u# k: AiBlurDeferredShadowMask=3
& r! y  [$ }% O, }fInteriorShadowDistance=3000.0000
$ T# Z2 D" l  O! g8 j# t  EfShadowDistance=4000.0000
' p/ U- K4 q% I$ m8 k3 R# aiShadowMapResoluti**econdary=1024+ Y7 X; I# f6 _3 P3 V8 }) d8 u
iShadowMapResolutionPrimary=2048
7 ~4 A0 b. ~( L0 b- EiShadowSplitCount=2
6 S. j1 h8 K7 i( F5 X5 f- J) ?2 N9 AiMaxAnisotropy=8   异相性过滤 低0-4 中8 高16, a4 G2 G6 V' J, a3 X/ j
fLeafAnimDampenDistEnd=4600.0000' {6 O6 t+ e: C- s* J2 M
fLeafAnimDampenDistStart=3600.00008 D0 F& A; F# y2 n! C" \5 m
fTreesMidLODSwitchDist=5000.00006 I1 q/ p8 C: m1 S& S
fGamma=1.0000
, m2 a) G+ t6 W( A. I1 ]- e! M9 ifDecalLOD2=1500.0000
! \6 H4 L0 |" w9 E  d! y- dfDecalLOD1=1000.0000
# ^8 z7 C$ }6 NfSpecularLODStartFade=740.0000* p/ H  P/ E( {/ P8 G
fShadowLODStartFade=200.0000
! ~" e% M4 u, I+ cfLightLODStartFade=1190.0000, g4 W1 }$ _9 E  F5 J% _; p; u
iTexMipMapMinimum=0
( e: [& q0 j9 H; ^; [# Q6 |+ tiTexMipMapSkip=01 @- [/ W  O; h  }9 u
iWaterMultiSamples=0% {" N9 ?: R2 j7 t  w# ~( [
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-43 i0 t) D7 Y6 E# `
iShadowMode=3
" N' c% _- W6 t* X, KbTreesReceiveShadows=0
9 R& e4 W5 ^; S4 f( PbDrawLandShadows=08 T( D, i: I8 ?9 @$ g3 o! z2 j
bFull Screen=1# A3 A5 O3 @" G% a8 w/ }! a
iSize H=7681 U- ]! Y. V5 Y, x. L5 \- ^: y+ l( |
iSize W=1360  游戏分辨率
4 v# `) {: e1 cfMeshLODFadePercentDefault=1.2000
0 z) ^2 ?5 }. X: V  KfMeshLODFadeBoundDefault=256.0000
! h2 ?4 p( F& |! wfMeshLODLevel2FadeTreeDistance=2048.0000* D. e+ Q5 k9 x- l; \. k
fMeshLODLevel1FadeTreeDistance=2844.00003 k: n7 ?# j/ m' g$ |
fMeshLODLevel2FadeDist=10000000.0000
% H# p! s+ J0 W) tfMeshLODLevel1FadeDist=10000000.00000 S+ P2 z+ N! {) }! G" q( `! f
iScreenShotIndex=15
6 A+ ]# v# I  K) O% ?5 R8 lbShadowMaskZPrepass=0" V; ]9 r3 E" T6 I* R+ q3 t
bMainZPrepass=0( \6 d% i1 H# t0 u$ ?6 q, b
iMaxSkinDecalsPerFrame=10. J; q3 P$ X; L/ j) H1 p
iMaxDecalsPerFrame=30
+ p1 g! t; p* `2 X) c/ h5 Y9 y+ nbFloatPointRenderTarget=0) [/ U- c% S( n: d% w
sD3DDevice="NVIDIA GeForce GT540M"  显卡型号 自己看着改
% t& M% e# g8 Y2 UbFXAAEnabled=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 7 R7 [) }" A5 s7 ?9 v( S# O
iShadowMapResolution=2048 2 J7 f$ ~9 [+ F1 H. ], q
fShadowBiasScale=0.2500
, J3 L# C8 n6 e+ {* c7 @iShadowMaskQuarter=4
' j+ u* U5 A# ~, U& AiAdapter=0
. Q( o$ M/ D+ u' I# K4 d" ?iPresentInterval=0
0 I* o6 x) `. f( Z7 G- DiShadowFilter=3) S5 U9 k% a% P' N7 k- R) Z
bTransparencyMultisampling=0
3 i0 t6 P1 L) Y) d) O7 @  obDrawShadows=1
, k4 l9 o0 ^2 N, I! k9 TbShadowsOnGrass=16 g2 b; Q& t7 _" y0 N1 [: X
bDeferredShadows=1
( p) J7 Q! m! ^6 b+ r6 V[Grass]
) a$ k; P  G6 [8 b! u) y; yb30GrassVS=11 d) f4 H4 ]1 t# f& |
fGrassStartFadeDistance=3290.0000, e' q0 E7 {1 p/ T( ]1 c, E
fGrassMaxStartFadeDistance=7000.0000" `, r5 ~$ c& `
fGrassMinStartFadeDistance=0.0000! I2 {  C4 g- n- |
[MAIN]
4 d3 g, j3 h: T7 n  P+ i% NbGamepadEnable=0! s' }' m4 |4 A+ ]
bCrosshairEnabled=1
/ N0 ?8 j4 \7 D& nfHUDOpacity=1.00008 k" z$ i# t& i7 w
bSaveOnPause=1: a" D8 j8 \4 f$ L! n) d# B
bSaveOnTravel=18 q4 \8 F! C+ f
bSaveOnWait=1
: N; n2 k8 {( p; d" ^bSaveOnRest=1
# A" V( ^( g7 E/ h" d# \fSkyCellRefFadeDistance=150000.0000! S- @; [4 \- o) @
[GamePlay], N0 ?( h7 @+ P' a9 [5 H
bShowFloatingQuestMarkers=1
" _1 g" k3 y( nbShowQuestMarkers=1
4 y& o2 n0 w1 w8 g: P7 {- r% i+ {iDifficulty=51 P1 e" l* ~, ?5 t; C2 }- g! B! D
[Inte**ce]
: F# z& ]7 K$ w+ T! W! ybDialogueSubtitles=1
1 p4 Y" z  x2 l$ d2 A1 BbGeneralSubtitles=1
1 v; s: A' v7 X! i1 MfMouseCursorSpeed=1.0000+ @* \4 d1 j$ y* e1 B% {/ F
bShowCompass=1
2 C8 h( V3 |6 O/ G& I[Controls]
; l3 M) \: c  X# yfGamepadHeadingSensitivity=1.0000
. l3 w$ y) k4 n+ [/ s2 w& H) bfMouseHeadingSensitivity=0.0160- T7 S3 p1 k! L& o. N/ W6 {% G
bAlwaysRunByDefault=1
0 m* Z: |9 `- T. R4 ]bInvertYValues=0! `' i) s1 A/ T( O
bGamePadRumble=1  U. y; n$ F+ p/ Y6 q
bMouseAcceleration=0
+ x0 a* P5 r$ wbUseKinect=06 D) U# S2 o0 K$ u( g/ @  c0 b
[Particles]) O3 I& {2 \4 g, P7 \7 C6 z7 B6 _
iMaxDesired=750
# D5 y, |9 b/ u. x6 r# u# _  C[SaveGame]+ C- i9 S* I# W8 r4 c0 G
fAutosaveEveryXMins=15.0000+ K5 h' C1 I! E  J% |/ O4 a
[AudioMenu]  _3 d, `7 F; O5 _
fAudioMasterVolume=1.0000& Z" f' b- F: c6 n7 `
fVal7=1.00008 e# V2 |, U' o4 M% A! h7 u$ u  }
uID7=0
: q  l6 U: I2 I$ |$ gfVal6=1.0000
* U' U9 b# ?! guID6=00 L# r3 _, J& [+ N0 Z9 O
fVal5=1.0000* j/ |- E4 U' q* j9 r0 V
uID5=0( A8 J" c" f; q4 I4 Q* H/ N2 {) r
fVal4=1.0000/ C1 d0 {2 ?; x6 c$ z5 e
uID4=0
2 k, G) }9 w8 e& {$ F" e- ~6 s: YfVal3=1.0000
. R" l' m( ~% b! A' F! u! luID3=94881
. v% ~+ j' s9 @. I0 D& HfVal2=0.2000
$ ~. v; U, `. {) R7 Z( Y( z( ]uID2=466532
" Y- N( c2 Z4 j$ N  X/ RfVal1=0.9500- d* D8 {- P6 U+ E8 k
uID1=554685; e8 R2 S" M- ]% G' _9 x
fVal0=0.9000
7 c8 h6 O! v2 i% V3 X) Y' auID0=1007612
$ }( ]! W  E( g5 M[Clouds]
  e% O/ g" q4 m, |fCloudLevel2Distance=262144.0000: @& ]% s* T6 ~  v$ O7 W: J1 p
fCloudLevel1Distance=32768.0000
7 Y( q) h) v- b( t7 kfCloudLevel0Distance=16384.0000
9 E6 {  j/ k0 b9 k6 IfCloudNea**deDistance=9000.0000
9 \, O- y( t( h# y1 w- F[TerrainManager]2 O% A* |# F8 o9 I, E
fTreeLoadDistance=40000.0000
9 W: c  ]8 c( F: f( }1 {( qfBlockMaximumDistance=150000.0000
3 ?8 O6 j5 k$ [+ HfBlockLevel1Distance=40000.0000( c- ?/ u+ L/ j$ S. u. W+ @
fBlockLevel0Distance=25000.0000/ D/ T4 @, ?/ x% t* y9 ]
fSplitDistanceMult=1.1000& ^! r5 B: h4 u/ V' E1 B) z
bShowLODInEditor=0
% ?6 A6 g9 A9 s* b[NavMesh]6 [/ B$ c6 y" t7 e: d0 S
fObstacleAlpha=0.5000
) L/ E1 ?+ V3 b( `  O# dfCoverSideHighAlpha=0.80009 l9 M: z1 P. q" E; \( l& `
fCoverSideLowAlpha=0.6500
8 \2 g2 a  W) N4 y4 PfEdgeFullAlpha=1.0000  l5 e% T+ e; G+ v" t8 U$ ~8 y$ V
fEdgeHighAlpha=0.7500
# z* X1 {" J- q! N  ^fEdgeLowAlpha=0.5000  ?1 b, Y1 \! @/ g
f**FullAlpha=0.70002 \5 s+ F1 t, x: l! k, v
f**HighAlpha=0.3500
" x: \' o0 @0 M  J% Xf**LowAlpha=0.2000
7 l  q( F* e8 j8 E$ |: e4 ~( ffLedgeBoxHalfHeight=25.0000
5 K- X* s2 H' v/ |+ G7 Z% {8 YfEdgeDistFromVert=10.0000. T+ u0 E+ H4 a9 N; [
fEdgeThickness=10.0000
' g$ m- p# ^& W, u  LfPointSize=2.5000
4 v# f& s: v) N4 g7 r( L) M$ {, F[Trees]
5 D+ O/ b0 W- FbRenderSkinnedTrees=1% z# f2 p( n# @7 ?7 _# ^
uiMaxSkinnedTreesToRender=20: p9 c5 Y4 r" D% R  F- l
[Decals]
* g3 Y: k2 J- o4 c( z+ xuMaxDecals=250! ~, O8 ~8 G2 [7 W" h: F$ g
bDecals=1
- c4 i& l7 u7 @& t8 I2 h1 ]bSkinnedDecals=1
, p* E  M! G$ S0 K( uuMaxSkinDecals=50
- i; W3 y1 A, I( x# BuMaxSkinDecalsPerActor=40& f3 ~' N/ G2 C' Y- X4 C% N" C
[LOD]( d+ x+ a# G1 \& ?& @
fLODFadeOutMultObjects=4.9998# f# H0 N8 ~2 A
fLODFadeOutMultItems=2.9600
0 o. T7 a' ?! s- }" u# A, B0 l) P9 qfLODFadeOutMultActors=5.9000
8 O) Y7 A* d, ?: v+ s, C! U9 W3 GfLODFadeOutMultSkyCell=1.0000
2 T7 P3 m1 K! _: z[Launcher]
, ~7 b) N8 j5 J2 w* G' G- CbEnableFileSelection=11 a7 L6 N, X( |" \
bShowAllResoluti**=09 G' r5 ?! ^) X1 ^0 R6 B
uLastAspectRatio=1* V  m5 X  ~" A
[BlurShaderHDR]) @* ?1 i' A" o
bDoHighDynamicRange=1& ~* g5 ^+ ]2 J; J1 P) q! U
[BlurShader]! ?& I; s5 }+ o. P% @: [% S
bUseBlurShader=0
7 P) Y8 x% @/ J& T/ Y! f* D- E[Water]
# \9 w) Q# l& b9 wiWaterReflectHeight=5127 V; A* o. c. j& f" l
iWaterReflectWidth=5125 r) Y, D6 ~3 N/ ^1 L
bUseWaterDisplacements=10 i+ `( J6 r# j& P' r3 _
bUseWaterRefracti**=14 s$ G2 z, @, _* q5 u
bUseWaterReflecti**=1
+ ]7 g8 i5 W1 |' X" f$ ybUseWaterDepth=1, p' }5 p7 e2 S6 R; ^$ R
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下面就是ENBSERIES.INI部分修改了 (游戏主目录下)& s- s+ X. b& {2 {# I) a

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' k# l$ O  d$ [9 ~! P- n// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
4 `( F2 F3 Q" o0 ]  r# f5 }
& i& h8 m, G. ?+ `+ q, [3 P// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
0 j' q5 M0 e! |4 c' C$ Q' v// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
7 M; b7 l4 L( G; x// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971+ K' j% E1 _( T' A
4 v/ B, h9 r- E+ \0 Q( ^$ K' k
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html3 L# e9 v5 \: V! i5 t# ]" _
// Please respect and support the the ENB original author,thanks HD6( L5 j+ q, d6 Y+ C6 u% E
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[PROXY] //代理- h; C* ~9 H5 C# ]
EnableProxyLibrary=false //同时启用外挂dll脚本
, T. M2 }. w" c4 iInitProxyFuncti**=true //外挂脚本状态. ?6 A3 y3 P/ F
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称8 D  T) y' }' l& `# @* c8 l
9 B5 E/ b8 I" @  X, [2 |
[GLOBAL] //整体
, E, p5 a& ?& N7 E( jAdditionalConfig File=enbseries2.ini //外挂ini! F+ H; w* ~' d# z/ d
UseEffect=true //ENB在游戏开启时启动
' M0 F6 k  A* M% E  R5 A) _  sCyclicConfigReading=true //读取Cyclic设置文件, i* h' N5 T7 y/ n! Z$ a6 M
ForceNVidiaCard=false //NVidia加速7 U+ x, j. ^  R* r
ForceNVidiaCaps=false //NVidia加速1 a3 K5 S5 K  I8 l3 l& ^
AdditionalConfigFile=enbseries2.ini6 X0 z" x( f/ V) w4 n
( N8 d/ e; N+ A/ D. `  d$ x' H
[FIX]$ a, p$ [, q3 k, Q  \
ForceSingleCoreCPU=false
7 E; j' `! d5 uIgnoreThreadManagement=false$ e# {. F# V/ N+ U+ ]
IgnoreThreadPriority=false6 {" z' ?# @' c3 }8 u, \4 {
AntiBSOD=true8 A' Y* ^$ Q) P: n) j& C
" r# b6 ~) F: j: W
[GAME]
, }' K! M/ L- S& I2 NSpeedHack=true) `3 O& M" E- F' y: a) u; P8 j0 |
ShadowQualityFix=false" i, L3 ?2 c$ I" a5 Y* [" L
ShadowObjectsFix=false8 c& J8 Q: c7 P9 B$ H% j
. ]! Z, I7 w# E* }3 M
[MULTIHEAD]+ o$ m8 O5 B* K6 [1 S' F- {0 A- g8 m! I
ForceVideoAdapterIndex=false
  H7 P, n6 ~# p, r/ i) |VideoAdapterIndex=04 F" m4 [, n) Z6 G7 T% `

4 p, U- t, X6 S[LIMITER]
2 {- @& z3 O) s! n# P+ x: u8 o" @4 XWaitBusyRenderer=false
7 D: T! ?, P" W- YEnableFPSLimit=false
9 w4 ~6 b9 Z3 ?! S; h9 k/ QFPSLimit=30.0; t# U! }5 h: e# ^. v: n5 |( I0 u& B1 F

1 O  m: i  V+ h[INPUT]6 ?" X3 e* }( h) L8 C; t
//back2 n0 `9 N: w3 o
KeyReadConfig=8
! p" j$ j# z# Q2 i$ q
' f. `6 G$ D' @$ O//shift
/ s+ J( \+ H! A0 ^/ _KeyCombination=16
9 T7 K) d( g/ F  u; R5 U6 ~
5 l* h$ z6 i3 F9 B* Q6 b) G* y//f12
7 |7 e& R( r9 X6 p1 ~5 K& V9 OKeyUseEffect=123
3 a( f, S; m7 u) x3 o; @! G6 H: r" k6 f* ?3 Y" H' x" R
//home
* _; {9 A0 q1 Q4 M( Z% t! wKeyFPSLimit=36
% u1 B' z$ ~2 i+ p& b9 F' U8 k4 [% @2 g' O1 ?$ ~! e0 N. M( ^/ f
//num *. \8 t$ Z! {; q* v
KeyShowFPS=1068 E! G9 z+ A& v9 s
& V& Q* u+ n9 }6 n5 y' Y
//insert: 45
$ D( G% b# i0 F$ `//print screen: 44& J* o2 I) ]8 g- R. L" H2 c
KeyScreenshot=45
3 j& N3 @1 e- }. j
6 z5 E: d9 }6 }; d6 k// Above 8 may only make minor if any difference, but may not have fps hit?,
* \% i9 |/ X: ~6 ?; D3 o/ n1 J// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view) A4 }& `$ N+ T
// I hear forcing this on causes issues on some cards or something, not sure what to do really,2 `$ G3 ~: {. R( j; l) ]
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
4 F) y0 z% n) d// Odd for me this really only affects the transparent edges of grass / trees, improving those.+ s& V; n. e2 |
// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
  X) f7 H- {! l  B2 |+ B5 A5 i// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
5 y) V& i9 [5 _" o& o, L// In all other cases anisotropic filtering is almost free by fps., n/ N$ {. l) f
[ENGINE] 引擎) I' x7 B8 R$ U! o0 B
ForceAnisotropicFiltering=false 强制各相异性过滤
  k& F4 J1 R1 ]6 IMaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]0 w2 P$ p' L+ N" T: G5 L% b
SkipShaderOptimization=false 过滤优化; |  f5 T4 m, R+ l
% n3 L6 x' C1 B$ K2 w
// better to set false in most cases (turn on if mod looks buggy for specific driver version)9 _# w+ q5 M- k: A% N
SkipShaderOptimization=false
$ N" e4 F4 P: S% t
5 V. M* B% }2 l6 v* X' i[INPUT] 按键
0 h8 P5 E5 y7 @7 [KeyUseEffect=123 特效的按键设定
( A4 ~" I: O' N, y/ @& dKeyCombination=16 组合按键设定* n2 ]; u% s6 U- D

  P! m- z0 ?( ]# b6 z[EFFECT] 效果9 o6 L5 z% w9 {+ V, I* P6 `' R9 V: r
UseOriginalPostProcessing=false 原版画面处理- t5 {% Q6 S, ^: _3 h  U# R! q9 `5 Q
UseOriginalObjectsProcessing=false : ^5 y$ Y! y& x. v- E6 x" \, D
EnableAmbientOcclusion=true 环境光遮蔽特效
8 {  Y, o; C' |# @: a) u$ j// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries) l) w9 i, J. ]
// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
0 ^( C3 ?- k( ^9 Q3 sEnableBloom=true BLOOM特效开启
0 i1 t3 |+ p4 s: c' BEnableAdaptation=true
2 B8 w7 B, k! Y/ T# x: x
) W' _0 U# S. t6 O5 Q; E! h// 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)' y# I& v2 c6 x6 N/ E
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up8 L/ A: l: v0 g- ]3 C
// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.3 D$ [; y& _3 {6 {
EnableAmbientOcclusion=false9 {7 x0 e7 R& x& H+ v4 _
6 f; ]$ s0 M* j1 A$ I
// Do not use, not implimented yet5 K: T# Y1 V( |. N# Z% _9 |- g
EnableDepthOfField=false
/ l, p2 x  j) w+ B
4 {) v; ]- k9 ^* X& U5 y// This affects entire scene brightness and is what makes everything look 'good'
. Z% `- t: \8 T! [  D; E: H& J// 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.0 H/ d9 u  i6 ]9 c
// Quality: higher numbers = lower quality
% o1 Y5 C, ?; @2 l: p; b3 T[BLOOM] 静态特效
6 i- E! C9 ?- h/ y0 e- J, M& qQuality=1 质量 [-1最高,0高,1中高,2低]
5 w+ ~" p7 }. g6 s, g// Some areas in Markarth especially; really blow out to white' \5 e5 H9 Y! E* R$ E
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.6 i- S  i- K+ e) F+ L) c
AmountDay=1.5  E# }& L* n: ~
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
* T0 |2 ?# f: Y1 B9 rAmountNight=1.0. L% [) R7 U$ U# E& _. [' B; Z: _
" H; l- i- [2 n+ B  Q
// 256, 512/ k, I5 `% H' ^3 V
// Makes dark areas bluer. Simulates the human eye. Higher is bluer.6 |1 t, S& c/ W# L, Q1 r5 @; y
BlueShif**ountDay=1.0
7 O' n! {8 G3 Q% F2 W6 UBlueShif**ountNight=1.0
2 w4 ~! |# k- b" J% q
+ E. i1 h  `" A! S// 5, 3, 1, 1
. `  b8 C. \, D! M1 r7 f6 H, u// 3, 2, 2, 12 j( [- y2 V5 N1 P6 ?
// nn: 4, 4, 3, 30 q# F* M$ D5 t8 D: d7 n. ?: r9 F- A
// Intensity is how bright and strong the bloom is, higher = brighter% H0 e1 g5 \8 G4 f
// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more' X, i9 b  K" Z) I
[CAMERAFX]
+ d/ ~+ s% D5 XLenzReflectionIntensityDay=1.40 a. i5 O) L8 d* g9 f& X
LenzReflectionIntensityNight=1.4
" |! D5 w* W$ t6 [# W& GLenzReflectionPowerDay=2.00 \3 m0 z) V( B9 R3 ^$ a' @
LenzReflectionPowerNight=2.0
8 O5 L" H+ t- _' ?) [9 C+ X; X// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,
/ I. e( t: `- c$ r5 B// 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 1.08 @7 r% a$ b: p2 }4 p' r% ]! Z
// even at 1 this will trigger in ice caves which are really bright0 N, T4 \* Y, y1 [  I: d
1 j8 \2 G, X: t) o) E; p
3 V* I: p( S- K; L- F: ^8 K* S( `  X
// Trees still flicker especially in distance when lower LOD
- U: j3 s/ P4 k! ~* g0 r& s$ h. n// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also5 ^+ k2 I* D* R! C' P. [* R
// 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
; \# X/ m' Z: |* T" l$ ~" }// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
! A2 z0 Z6 l2 |2 p6 X// Shrinking Sampling range reduces/tightens this smudgyness
, E! d' T1 S" n* c// Also screen resolution has a big impact when combined with SSAO) ?/ H* _- m0 e3 J& P
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example* Q2 D) Y1 `( \3 Z- u
// Note SSAO has nasty effect on plants and shrubs, trees etc giving them a dark flicker or halo around them so dont over do it, use it subtly
5 t0 ]6 M5 b  b! O// And right now if you have SSAO on at all it will screw up water ** it look see thru
# G  J$ j. s- A- G5 ]// If you alter 'UseIndirectLighting' you must restart game to see changes' n% L# d" j6 b% k& }' }/ ?
// ENB Help Here:  http://enbdev.com/doc_skyrim_ssao_ssil_en.htm! y" w$ p' w9 F
[SSAO_SSIL]' G4 u' y4 s: s4 N
// 1, 0.4, 7, 7# P5 t2 M) z8 [& Q. ]: [" C
UseIndirectLighting=false
" l; X8 A# |6 x  V8 Q: H// Quality: lower is better, can even go -1 if you are brave
, F3 x3 s6 ~: |0 dSamplingQuality=1
4 h5 S5 A* A# y3 Q/ Z7 p// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
% |) f7 E. x3 F1 A4 XSamplingRange=0.6" {& Z5 f0 o- R
FadeFogRangeDay=7.0
5 Z. Q8 Y# E7 g, s# F$ t- C5 A, n7 SFadeFogRangeNight=7.05 T# W/ R4 z; G$ p% g4 \1 V
. h# t8 U2 |* v
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit  ~& \; H. j+ B3 {
// 0.35, 0.35 - LOW - will flicker more on trees
/ W. X4 j+ Y, n! U. |// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me8 g4 X/ l/ a% u5 i4 Z# S$ u! k1 |3 \* c
// Not much point in going above 1.0( T: p. h' k- l8 _# V. b
SizeScale=0.4
& k' `8 P$ H- J2 J. q" Y) O0 wSourceTexturesScale=0.4  x% L. ]% D: U, `% i1 W

. K3 j4 t- K% D" y3 T// 2, 0.8, 0.5, true7 u% Y. I% }; J/ ]1 |& g( P
// FilterQ lower is better, tighter
& c' N5 v. W( t0 }6 nFilterQuality=1
! G$ j: y- S; R7 Y9 d5 ?; Y7 K& X
// The AO strength, high numbers = darker shadowy areas.# Z( b& h+ R- E$ G, r2 R
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh/ T5 T8 E5 G: D: [$ l0 W3 w
AOAmount=0.5
0 j1 x. ^" R$ d- F& [3 n( N
0 i" a, f! t7 U$ h// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
  D' p5 j$ {1 n& h" Y// If you alter 'UseIndirectLighting' you must restart game to see changes6 L% w/ z3 j. o" ^0 b! {
// 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
9 `7 G- n; m5 q; f0 c! F! X: U8 kILAmount=0.5
* f1 g  e. P) y+ U
- C" {. y9 m% {, w// Alters what time and places are c**idered to be day or night and the transition between them
8 K) E9 ^. _( o. j9 J) R8 k( X! x// 0.7, 0.15, 1.0
( i/ J) k) [3 s5 m# ~[NIGHTDAY]* a* a0 W7 s' V! y( ^& ?+ M
DetectorDefaultDay=true% ~; j9 Y2 u0 }& K4 G
DetectorLevelDay=0.7& G0 o/ h9 O) r: ]3 [2 J
DetectorLevelNight=0.35* F: ?" n7 N, O
DetectorLevelCurve=1.0) ^4 J% S% [0 V' B' H8 C- I! C
; E* t) |; B* U& Z9 ^+ V/ v. `. i
// 0.2, 0.4, 0.1, 0.6
" x$ s  ^5 o* h// Adaptation is entirely ignored with my enbeffect.fx file6 V% v( G. R7 i8 e2 m
// Adaptation also set with EAdaptationMin/Max in enbseries
. T8 i6 W, P5 J( v[ADAPTATION]" Y3 c9 @/ L0 B6 H: e
ForceMinMaxValues=false/ [8 o/ g6 J& D3 K8 J7 e
Adaptati**ensitivity=0.2
- \1 {. k" a+ D& Q% E5 A5 wAdaptationTime=0.4
- l; o0 v* e+ b, @! f+ KAdaptationMin=0.1
9 [, Z- M! ^" |AdaptationMax=0.69 L3 ~5 k: |. p3 a% r
8 ^  d! {/ s3 {6 W8 h
// 1.2, 0.8, 1, 1, 0, 0
( d1 I$ ^$ z8 F4 f9 z/ {. a[ENVIRONMENT]
3 a6 o& L! `7 z// Sunlight during day cast onto scene
, l( \0 u9 k1 M; }0 XDirectLightingIntensityDay=1.0
; Z/ q% b7 p. F  g) A// 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
) J' ~9 M; R, `, h& }DirectLightingIntensityNight=1.0
' Z* ^9 O3 |# |0 |+ \0 o, ?# \
2 k; f5 g9 m9 @2 t( {2 oDirectLightingCurveDay=1.0: d% o& I/ K! S
DirectLightingCurveNight=1.0( ^$ c' c, E) @& x- c9 t7 O3 |
DirectLightingDesaturationDay=0.0: o' n( u, ]( v4 M  y
1 E: d% Y/ Q* b7 C+ C
// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
8 L2 F8 o' o4 c// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx8 T# i. _7 }5 z" ]0 c8 f
// More desaturation at night is done in the enbeffect.fx. k' P- J4 E7 Q/ N1 Y
DirectLightingDesaturationNight=0.0
( c0 z" U/ }# d4 q* c! ?2 K  |+ r( f0 @1 \* M* c4 T
// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
7 k  W) k3 K5 i, v* U! o2 z( c4 }SpecularAmountMultiplierDay=1.6
+ @! s, Z4 ^; J4 uSpecularAmountMultiplierNight=1.4
7 j9 x" c* j3 l+ ?SpecularPowerMultiplierDay=1.2
: K# s' Y4 ]: X! HSpecularPowerMultiplierNight=1.2" k* F2 N  t" l- L+ }' L
6 S" ]+ v# s3 N4 ~6 m/ H; R1 ~: H
// Leave at 0
( k- ~3 B+ B8 ^! I3 `SpecularFromLightDay=0.0' e$ F# T' M9 u( S$ b2 I5 [0 E/ y6 M
SpecularFromLightNight=0.0" X7 x; H" k) W( Y9 A% ?" O
- l5 G% F) |" q. i; y6 |
//1.3, 1.8, 1.0, 1, 0, 0.8
$ [$ C/ w( n7 H% X; \// 1.0, 1.3, 0.2, 1, 0, 0.5% @2 ]2 s( G% L5 q( T: `. z
AmbientLightingIntensityDay=1.15 p( x- w9 k; P# M: @( d
AmbientLightingIntensityNight=1.00 [1 \% d4 z. [% A1 A7 I
AmbientLightingCurveDay=0.3
+ Z' I0 V# Q' ], F0 i// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!0 C* f' H- ^/ g. R0 d- }+ c5 ^
// If you increase curve past 1 you get little superbright specs of light, dots flickering
6 a1 Y; `6 E5 FAmbientLightingCurveNight=0.8! W3 C1 x) J+ }6 V* q: m) b2 z
AmbientLightingDesaturationDay=0.07 V" f, ?& |4 j1 d
// More desaturation at night is done in the enbeffect.fx
0 E3 s' J( D5 j5 H2 rAmbientLightingDesaturationNight=0.0! u  {1 o1 C% X7 I" b+ J0 ]# L5 @( x

" E0 K% B" g. s8 ^4 V// some caves lights are treated as Day, so they may always be bright >_<
( ], i- L) J9 ]5 F2 NPointLightingIntensityDay=0.6# M* }+ I7 j: s: A. V/ v; S
PointLightingIntensityNight=0.6
  g: M- r+ n; j! _! _. vPointLightingCurveDay=1.5
& |5 a  ~. ]) ~) w6 \3 W- rPointLightingCurveNight=1.5- M9 K( ]+ u; [, ~7 V( P2 C
PointLightingDesaturationDay=0.0. [  z4 B: L- e
PointLightingDesaturationNight=0.0+ n& V4 w# @2 X( w

6 B' N* @0 {" o$ F// ** 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 alone1 z" R- a  S  `- }$ v
// 0.8, 1.2, 1.2, 1.01 U) l/ U2 Z! N) ?# h4 Y) X5 I
FogColorMultiplierDay=0.9
. p. u$ d# W- BFogColorMultiplierNight=0.81 J: _" W0 ?, |3 {6 D. P+ p6 N& W
FogColorCurveDay=1.0( ]/ ~0 V" ^1 I0 E
FogColorCurveNight=1.1
/ `5 t4 X+ s4 w1 v# B
2 \0 W( t, s7 h' h//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey, B& e4 ?3 r+ D# Z6 m3 i7 e9 N
ColorPowDay=1.0* h8 Y8 L- ^  J0 X) d

8 x9 \0 M( q% _; u* O// Decreases Contrast at night be setting colorpow to 0, cannot go below 0) S  ]0 W' _% Z
ColorPowNight=0.0
7 Q5 u% v1 e4 p" G% u3 y7 u; W( k0 s$ `% K( ~" N
// 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
3 E# S: h7 j6 P( P4 o[SKY]
1 P$ ~6 [  {( p( F5 N0 DEnable=true
! y( O. ~! k+ ~/ c# X// 1.5 :: 1.0- b" W0 n$ _3 Q$ \1 [" w% ]
StarsIntensity=1.5
+ p6 b  }: e$ D0 w4 Y, x% qStarsCurve=0.9
# E  ?6 t2 C& \6 u/ y( y
5 \: s. s% }7 a0 X, X2 f// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example3 Z3 d; V" Z/ K0 g
// 1.0 :: 0.8
, d: R+ z/ Y) P: s& g  a- ?# SAuroraBorealisIntensity=1.5
: C' J5 b: C  D4 ~0 ~AuroraBorealisCurve=1.4% S* _9 q) z0 p! i! O+ U8 m

" i. C4 a- S6 P% [; P) ?# ~// 1.1, 1.3, 1.25, 1.25, 0, 0
" @) _/ J8 z+ d( KCloudsIntensityDay=1.2# g. B' j. M1 i2 r) Z
CloudsIntensityNight=1.1: P  @8 T4 Y- V" I# ~" F7 d* I
. m7 F" O9 p( H; |
CloudsCurveDay=1.4% }3 V+ M9 ]" D( [  U4 O
CloudsCurveNight=1.4
+ @" A' }  ~+ ]4 c& zCloudsDesaturationDay=0.0
. G' @* ~8 _7 p! rCloudsDesaturationNight=0.0, u& w- w- Z# m# L+ q+ T
  f% Z# C+ k1 N# @4 R
// 1.6, 0.15, 1.14 ^) _" q: B; u
//1.2
+ F+ r* [7 w3 b// v11.2: 1.5, 0.4
5 E0 q! N6 m3 R6 zGradientIntensity=1.7
$ l6 }% h* j- k# O2 y4 b// 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/ X9 w) L% k+ F' }
GradientDesaturation=0.3+ X$ i4 Q: r, @- n
9 ?; X4 B' S4 P; q
// 3.2, 2.5, 1.01 n6 r+ v6 {1 }4 j  j2 B- Z; r) Y! f
// 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 A! S  Q* c& y6 f5 N3 E7 @
GradientTopIntensityDay=1.0# w4 n! X7 |, c4 y
GradientTopIntensityNight=0.7
% Q. N6 t" D/ R. EGradientTopCurveDay=1.2
4 |8 s% f3 U- S- \( W) fGradientTopCurveNight=0.8/ L" n8 @, \, Q+ H  H

$ e; m; ]& Q& U  l# h' z// 1, 1, 1, 1
2 o9 G" Y& T' }/ Y9 R& r9 I% f: G// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3# Y/ f% I" i% t2 j9 g3 u
GradientMiddleIntensityDay=1.0
6 O) g& r9 V$ v( e# n1 g, SGradientMiddleIntensityNight=0.6
3 V5 ~9 E0 s! Y" N! r, K// Setting curve above 1 results in awfulness at some times of day
+ y8 g9 \: N7 N/ \GradientMiddleCurveDay=1.7
6 v) `' v% J; E2 p8 q; A0 ]! s5 _* YGradientMiddleCurveNight=0.9, d2 d! [  W/ v3 f
. W! j" {9 E% g- O
// 1.8, 1, 1, 1% T. H# b. Q# _; k0 c0 h6 a+ p/ [
// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.34 L, f& T; l9 t8 W6 k* ~
GradientHorizonIntensityDay=1.2: i; o; }9 N9 N3 r/ c( s) v2 }9 ]6 t4 I
GradientHorizonIntensityNight=0.6
) |- Y. F. z: o- m% G* [GradientHorizonCurveDay=1.78 g, J% }$ B  ?0 j4 r- b2 o
GradientHorizonCurveNight=1.1# }2 S. E" \6 C  y- ?& n% |
4 C- w- _& x8 D% n" K0 e
// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance8 Z/ @$ J4 u6 M2 s- [
// Oh I have a sun lens flare mod, maybe that doesnt help* a6 d1 u2 o+ R$ ?" }
SunIntensity=0.6* \" i- Y3 n- c3 V) c
SunDesaturation=0.0/ I4 R1 @: M* O
' n: X: D8 [1 ^( L, Q; ^
// Setting this higher results in pixely noise and visble border of sunflare5 c1 K5 ?. C  S# z+ Y* B
// Oh I have a sun lens flare mod, maybe that doesnt help
8 Q6 Y/ {6 ?7 R) T  \  i. j// Cannot get sun to bright enough in center
1 s* m% E. U1 |" ^) jSunCoronaIntensity=3.0
$ b& Y- G7 v  s9 fSunCoronaCurve=1.0$ m) y1 R/ b* P# ~- U/ J4 K& ~
SunCoronaDesaturation=0.0' \8 C2 ~' M% U

9 `: Y- k/ U8 u// 1.0 :: 0.8
; s: @6 ^/ `% W% J, |MoonIntensity=1.8
% ~; u# l) i* U6 W# a5 n' O, G1 ?MoonCurve=1.4
" I' o2 y4 ^7 U- p3 j& E# rMoonDesaturation=0.04 q0 Q5 e- H% }7 r  u( I( g, g

! J  S8 k9 J9 _6 }; g! B" J// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)/ B+ u+ x  x: i: M
// 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; U3 Z' a# |+ `5 }* z: z, A2 r// 0.4, 0.3, 1, 1
8 b  u5 d& X! U2 o// 0.9, 0.9, 0.4, 0.4
# [+ {. K9 }6 y4 t[OBJECT]
) ^0 C7 M# S8 {/ x- n+ C1 MSubSu**ceScatteringMultiplierDay=0.9, S9 b7 P3 }9 l
SubSu**ceScatteringMultiplierNight=0.9( K: X0 f* w/ |8 U! A  `

: \( Y% k: ^9 V3 ?( P// Setting this higher makes people go redder, lower = whiter and brighter
' i% Z, k* \7 tSubSu**ceScatteringPowerDay=0.6
- |3 |5 T! F4 c9 iSubSu**ceScatteringPowerNight=0.6
( F: g# ?* P! _7 k2 d; W- B- |3 P9 S$ R4 V8 \4 \" D5 O
[LIGHTSPRITE]# _, W8 x7 V2 X7 p) a( d
IntensityDay=0.8
$ o( R; S- @7 D1 G) I1 `& [+ O) dIntensityNight=0.8
: @; t1 T) x- nCurveDay=1.2- t1 H: c3 c+ @2 o8 R
CurveNight=1.2
! x# X0 \: Y: j$ j2 S$ P/ I2 q  l. S' }
[WINDOWLIGHT] . }5 p  ]# f4 Y! Y* D' O
Intensity=2.6
& b0 \% f! g6 B) [9 v, {( BCurve=1.27 S8 d' ]* c- K# {* i
. v+ s! B& O: n& d3 @
// Clouds on mountain tops and I think fog sprites in dunge**  t& M  F# j2 S$ q
[VOLUMETRICFOG]! _+ Z" i3 a' g
IntensityDay=1.0
- P' |9 ?3 z0 p, H0 C& ~. tIntensityNight=0.8
: ^" F+ l+ s' \+ }6 s$ KCurveDay=0.9
, h6 u3 e7 k, w7 K+ BCurveNight=1.0
( F  U# C2 h2 u. K! B0 N0 G0 q' t! s$ P0 r& D8 H
// Increasing this still affects water foam amongst other things$ j, b4 M: X% ~- m' B& v% n
// Affects draugr spirity/blue glowly bodies also, which is cool ;-)! D# M0 |% b1 h  L
[FIRE]. `) Y2 E' F/ S1 {( [. `
IntensityDay=1.4
/ D2 U2 ?5 s; Q" j3 I' L* ZIntensityNight=1.85 S8 |2 L1 ?; g$ x
CurveDay=1.2
' H  G& A' [. TCurveNight=1.2  H7 \+ U$ O. r9 n) q8 S

$ B$ Q* L# \+ t$ j! y// enables use of enbpallette.bmp if present2 z( n! m  ^! Q3 A- X+ o
[COLORCORRECTION]
7 {3 b( y" T8 X0 K7 K+ vUsePaletteTexture=true9 h* o* m- y) Z, O
+ Q* z/ l/ ^: U- N: O9 T
// 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 it0 W' x1 w: s; q) ]
[SHADOW]( ^- K  Y' K: o3 r6 n$ x' M7 Y
ShadowObjectsFix=true) _  X; p* ~& v5 Y. M. g* t6 D
5 X+ E' S+ f' O% ?. J) p) q6 F
[DEPTHOFFIELD]
/ K" X$ }% p( M/ Z' JFadeTime=0.1
2 I4 M+ _0 Q' x
0 ?5 p" j8 ?# p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
3 T2 X1 ^! @0 r9 o) u; T/ S3 a0 R$ i$ R0 q7 \; w
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