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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。& E' `1 U& I! M  R5 G, D8 R" {
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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 0 g# t% g. s& S" h' N

( K2 |; W* i/ G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
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8 G  Z* U: W! Z) h! Y' |' z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
4 I8 V; z+ e! C+ X: ~" 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。, [! A9 ]+ J" U; o$ S& Y, W
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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 ) M3 N1 i/ X' ?( c
谁TM来救救我啊!!天啊!!!!!!!!!!

! Y' l- a& X: k1.运行游戏自带的launcher.exe文件,在MOD管理里把所有选项勾选上。0 I( s- A6 j+ y  I+ W

7 q: R! ]# X& i; M! B8 g2.下载NMM等MOD管理软件,用NMM激活所有esp erm选项。
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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
( f1 ^. `1 u7 ^" o6 B: b1 d2 N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? ...

6 b. ?  o* ?6 X/ M1 M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。5 e+ R% m8 C1 J+ y7 _5 c8 b  g  c
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" k7 |4 d) ]3 H6 H# e/ J; I7 `
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。2 t9 p/ g, G9 Y9 w, l5 H3 l$ h2 \
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我来列下我修改过的
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% a' q( N4 d9 G先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)5 Z( k- k: s% P8 [
[General]- L5 a6 X" V( ]6 A# ?, y
fBrightLightColorB=1.0000  {3 F3 W% R+ G6 f
fBrightLightColorG=1.0000
' ~- f# I6 [. G: b0 mfBrightLightColorR=1.00000 u: w! o' D7 ^- p) c' E1 J
iStoryManagerLoggingEvent=-1
; a  y! v8 E  O# p! C2 W- S; cbEnableStoryManagerLogging=0
( Z. C) o# r# Z- r5 j* R[Imagespace]$ [9 C# D4 M- o) F* ^2 s" X
bDoDepthOfField=1# c) T. |" M/ M( j6 `7 H) E" j
iRadialBlurLevel=1
" g3 V) \% H, I/ a* D. d[Display]* O' N- W! K  j9 s" Q- C
iBlurDeferredShadowMask=33 x* y' R+ r0 o: \2 ^3 A: J+ v4 x
fInteriorShadowDistance=3000.0000" b4 }( @% p$ M- S
fShadowDistance=4000.0000# C3 b# m2 `& _9 n/ h9 ]
iShadowMapResoluti**econdary=1024
3 [- q) L; `- {iShadowMapResolutionPrimary=2048
' t/ j! p' Z8 H& X7 s6 ViShadowSplitCount=2' g% N% d0 l/ T% ?
iMaxAnisotropy=8   异相性过滤 低0-4 中8 高16  Z0 D( X/ \1 p* Y' u6 y2 b
fLeafAnimDampenDistEnd=4600.0000
* d8 ?3 |8 j7 MfLeafAnimDampenDistStart=3600.0000
5 o7 e1 V. n5 C( R8 VfTreesMidLODSwitchDist=5000.0000
( a) O& N) R, c, [( L* KfGamma=1.0000. b; _' P5 S$ G. \% t# a* m0 M
fDecalLOD2=1500.0000
* h( O: L% Y+ y7 _6 E/ ]1 U( X$ ufDecalLOD1=1000.0000
. z/ B- ~: p" Y/ H7 [' n) qfSpecularLODStartFade=740.0000
: A" s! \$ c6 t9 ~fShadowLODStartFade=200.0000* e/ f0 t- U% L" N/ y. N5 I! v
fLightLODStartFade=1190.0000: l! _# T. B) r8 m( u9 ^% F
iTexMipMapMinimum=0) R4 f4 e, o! r: _
iTexMipMapSkip=0
) L! J) b6 O/ U% V& H+ UiWaterMultiSamples=0) w3 O1 Y0 n4 L/ ^2 Q# d+ l( j
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4
& S. S7 t6 U+ |9 c- z% giShadowMode=3 1 x1 N; I1 D3 {& k" J) k
bTreesReceiveShadows=0
1 g9 e5 \4 _" G5 _bDrawLandShadows=0/ E! C8 T$ D6 S4 P- {+ T
bFull Screen=1
% L6 ]+ H4 y$ h# g* [4 |$ P+ kiSize H=768
/ e/ K, l4 }! _1 K$ h% C3 L/ H. P5 CiSize W=1360  游戏分辨率6 x, A  H6 n2 s! S7 ~/ P, k: D, h
fMeshLODFadePercentDefault=1.2000- S8 A& B! c  ]7 v' s0 G9 [0 U7 ~
fMeshLODFadeBoundDefault=256.0000
0 h! a! b  L9 x1 C. y* FfMeshLODLevel2FadeTreeDistance=2048.00005 \4 @  r( g! y: x; F5 @3 @# C
fMeshLODLevel1FadeTreeDistance=2844.0000
' F4 @2 B" b) ^- r5 ?! dfMeshLODLevel2FadeDist=10000000.00006 _5 _1 F+ H2 x5 j& Q
fMeshLODLevel1FadeDist=10000000.0000
' F' t. a& l4 o: p8 |& WiScreenShotIndex=15
! F5 X' V! Q) g( d& F1 qbShadowMaskZPrepass=0
" S2 C/ V; v1 p! e# r6 B1 k4 S5 pbMainZPrepass=00 J$ ~1 v9 M+ s5 \5 s7 p
iMaxSkinDecalsPerFrame=10  H" [4 q1 n/ C
iMaxDecalsPerFrame=30
5 ^9 i/ u; W7 `( g# I$ C# h* t  kbFloatPointRenderTarget=0' J6 {# h* ?" c( {
sD3DDevice="NVIDIA GeForce GT540M"  显卡型号 自己看着改
: i1 ]  B8 R2 P9 d7 kbFXAAEnabled=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
  @1 w5 d4 |6 y5 \( l6 c4 O% ciShadowMapResolution=2048
7 G+ o( ~$ x# W6 r- nfShadowBiasScale=0.2500
2 D  k$ C% w6 J- o3 Y6 G' YiShadowMaskQuarter=4
+ S  {( B) C# K/ w# n; OiAdapter=0
  {0 t5 M; d  g) W* h& a) g) ziPresentInterval=08 p9 ?( {# L5 c
iShadowFilter=35 Z4 c- Z5 B! e, Y: l1 q' x: |
bTransparencyMultisampling=0
  X+ v! E# }. d( ?5 MbDrawShadows=15 h% k( Q/ c% j2 W* U
bShadowsOnGrass=1, k) w9 o5 F, A3 X
bDeferredShadows=1
0 E. c' j8 A6 d2 ~1 h1 s" n[Grass]4 a3 y; C% q+ q$ y
b30GrassVS=1
( r; X1 T: }- o' W! Y+ TfGrassStartFadeDistance=3290.0000' N  u3 G6 O( I6 {
fGrassMaxStartFadeDistance=7000.0000( `- V! ^+ W8 D* `" ~
fGrassMinStartFadeDistance=0.0000- q4 r+ L9 [/ q
[MAIN]
* o" D) A* \1 Y$ g3 JbGamepadEnable=03 b* X" V2 ]4 ?) L9 v7 u8 ]( u9 |/ Z
bCrosshairEnabled=1
5 N/ D; q3 U, ~: n! _fHUDOpacity=1.0000% w/ ]5 r6 f5 v3 _
bSaveOnPause=1
0 D4 E8 i& ~/ r. K: ibSaveOnTravel=1
; l8 a( c) X! \. X* UbSaveOnWait=1. d$ @8 J7 H5 ~2 B7 B, P, u
bSaveOnRest=1& M+ @- y/ A- z
fSkyCellRefFadeDistance=150000.00002 n9 T: O* G: ?( o$ e, S
[GamePlay]
, M) O; q. }8 k1 ~7 jbShowFloatingQuestMarkers=1
2 ~/ q- q) x7 {+ N) `+ b) t* h: GbShowQuestMarkers=1
3 c  M* t; C% KiDifficulty=5
0 q1 l+ X. T# I  ~/ g4 ]& h[Inte**ce]1 ?# ~" ~" b, G& Z! K* L
bDialogueSubtitles=13 N, s0 q2 z: U8 K3 C
bGeneralSubtitles=1
' _& L% L% U/ L, hfMouseCursorSpeed=1.00002 N% Z, S. Q& N+ S
bShowCompass=10 s5 ?+ I" x4 ?
[Controls]3 w& }- X( @& {! I
fGamepadHeadingSensitivity=1.00005 q2 R9 G2 x# v! S+ t; Z) W
fMouseHeadingSensitivity=0.0160' F" h$ p9 G- l1 r6 B
bAlwaysRunByDefault=1) }% L7 [- g+ p4 }
bInvertYValues=0
, G4 R* M- E  X: P, |bGamePadRumble=1
; f2 W. Y  W  ]& GbMouseAcceleration=0
' Q: D7 ^2 F2 E: J. m7 s! y/ wbUseKinect=0& S5 p6 Q+ B: P4 b% X6 W" s1 q  v
[Particles]
3 P( ]2 P& ]8 I/ ^# N6 ]iMaxDesired=7505 G. n$ P- K' u& ]- L9 e6 R, Q
[SaveGame]
% o0 ~+ V6 o5 IfAutosaveEveryXMins=15.0000' Y: a7 H  k: I
[AudioMenu]0 C: X, G9 b/ l/ d
fAudioMasterVolume=1.0000
/ `9 b: x7 {- ofVal7=1.0000- L7 ^1 G6 t5 i1 L
uID7=0
% l7 I' l6 q. ]( vfVal6=1.0000
0 q+ {6 ]+ Z* {' N# F0 w$ n; VuID6=0
" q8 s; \% T+ o9 Z7 S9 \: jfVal5=1.0000
1 ?& Q9 Z! @& T' k; \! \0 y# SuID5=0
! W4 H" e6 A* V- U8 Y) KfVal4=1.00004 y; U/ D; f! b
uID4=0
" g9 s5 ?% M( |fVal3=1.0000: i" F+ n& s  M2 Z& o' ~0 C
uID3=94881
: V/ F* l, y& h! |fVal2=0.2000
( ~, {7 c! E% C! duID2=466532
2 |9 d: [1 T+ l# n  }fVal1=0.9500' A& f- ^8 Z* d5 `. [
uID1=554685' f& T" H5 ^" j- ~
fVal0=0.9000- y$ Q: e: s: E3 }4 i( w- n
uID0=10076123 Q3 I0 c  L; |! i0 U5 z
[Clouds]7 N5 N/ k& X# g& @$ p6 a; e
fCloudLevel2Distance=262144.0000. U) p7 G' K0 k: @/ L, M
fCloudLevel1Distance=32768.0000
( Q4 m+ ^6 f7 ?0 T$ e7 @4 B5 JfCloudLevel0Distance=16384.0000( h$ O. e1 w" P/ R
fCloudNea**deDistance=9000.0000# R1 V6 Q+ C& z; j4 _5 F
[TerrainManager]
3 X$ c8 e; J" K! e% H+ [fTreeLoadDistance=40000.0000
2 x* E8 A0 r8 h$ X# i# _$ SfBlockMaximumDistance=150000.0000* y# l+ `# ]# g" W5 D, b6 r' H
fBlockLevel1Distance=40000.0000
; i- a$ }2 h: D( v/ v8 CfBlockLevel0Distance=25000.0000$ b1 B5 P" O8 _
fSplitDistanceMult=1.1000
/ G3 f  Y2 N0 s3 C4 E7 @bShowLODInEditor=0
' l4 m1 c2 Q4 y  \: f[NavMesh]& X+ p) g% k1 I& l; l! C4 ^- J1 b
fObstacleAlpha=0.5000
+ Y6 g* ^! l8 BfCoverSideHighAlpha=0.8000
0 Y" M/ ]& ?9 E; v; y# n( RfCoverSideLowAlpha=0.6500' m9 s6 R  m" X7 r3 E% j8 e
fEdgeFullAlpha=1.0000! G8 D' ?7 C) D- Y  u6 l
fEdgeHighAlpha=0.7500- ]7 c# K" c" F# e! T( [4 r
fEdgeLowAlpha=0.5000
' u3 `' B3 i0 V% k# @5 qf**FullAlpha=0.70008 G0 o$ k) x5 C! f" j  Y
f**HighAlpha=0.3500( s0 n- t$ H/ S( v$ B' O
f**LowAlpha=0.2000
& C" `) j( O  z1 M) LfLedgeBoxHalfHeight=25.0000- J1 B# U3 [& I
fEdgeDistFromVert=10.0000
- L0 ~2 l3 i0 g7 T* T1 @fEdgeThickness=10.0000
1 G1 p- Q% R1 U0 Z  Q$ GfPointSize=2.50004 s( u+ H% m3 m' i
[Trees]
8 u( i: z* U; {6 n0 x! qbRenderSkinnedTrees=1' v! V2 ]8 X$ x# U' h( X* `* G8 ]
uiMaxSkinnedTreesToRender=20( B0 ]& K6 t4 Z; N& a) p  ?; x
[Decals]1 g8 N2 Q$ }8 D. l
uMaxDecals=250: ~8 `5 z# J2 \+ K8 ~) g" Q
bDecals=13 `7 S( a& n5 B: B1 H
bSkinnedDecals=16 |8 D7 k! a, L# G, ^( q
uMaxSkinDecals=50; j) N- L! e* r$ Y; e2 Q
uMaxSkinDecalsPerActor=40
: r; N! Y3 ~2 I, E0 m  ^[LOD]( `  I- k: I0 `; F8 n+ k
fLODFadeOutMultObjects=4.9998
2 {* f) r9 |3 l( v  C/ L9 gfLODFadeOutMultItems=2.9600
* m; Y6 @, N! m+ zfLODFadeOutMultActors=5.9000
. }3 n6 t( s! UfLODFadeOutMultSkyCell=1.0000
7 F1 a1 M  O5 ]' ^' R. c; p$ ~% v[Launcher]
8 i# _4 |0 s- jbEnableFileSelection=1% F0 O6 K! ?5 h8 e7 ~* j7 d8 @
bShowAllResoluti**=0
: s+ R( P2 y3 m' y& HuLastAspectRatio=18 {3 \& Q% O/ S! f% Q' k
[BlurShaderHDR]
% ~8 r: Z' X, t, y# T; L; WbDoHighDynamicRange=1- ]5 Z0 H0 @. I( s% o# l( f
[BlurShader]
2 P/ Q1 F/ Q+ {- C7 W: c4 @1 C# ]" \bUseBlurShader=02 \3 w) _- e. \/ r- P0 `9 P
[Water]# L9 z5 ^7 M& d% }
iWaterReflectHeight=512/ u" d: l8 B( [( y; ~
iWaterReflectWidth=512: h- x. s: _. C! O' _, S
bUseWaterDisplacements=11 H+ `7 w& D) `$ X2 \0 O8 ?% x5 O$ R
bUseWaterRefracti**=1  k% t& ]: @, `. k9 w5 R
bUseWaterReflecti**=1
) N* {  ?- r# M8 C$ r- fbUseWaterDepth=1
+ |- u1 Q- z! {1 D% P
+ }9 [4 G1 I' R5 _, e0 \( q
( D' O. H5 W0 @! w6 I% @下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
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// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
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// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.3
) P. @9 g& s2 G0 ]// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
4 h8 l! S# P' q0 M- `// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971
; c1 \# H3 Q. A% x2 g( z  v" k; a# o
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html
8 @. n! Q  ~8 \% l; h" b// Please respect and support the the ENB original author,thanks HD6: L  F+ U0 k' o: l# @  R
( h7 w8 e9 a( o% Y- L
[PROXY] //代理# @$ \8 ^$ {9 q$ n  y
EnableProxyLibrary=false //同时启用外挂dll脚本
! H7 w2 }. a: j( `& ?3 ^InitProxyFuncti**=true //外挂脚本状态% D% Y; R' k7 O7 T7 Z6 {3 Y
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称
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[GLOBAL] //整体8 F- M1 j  y9 F) K9 R; P
AdditionalConfig File=enbseries2.ini //外挂ini1 Y! g$ U; \* D0 b, D
UseEffect=true //ENB在游戏开启时启动
) H" ]/ u6 n6 ^; U' _CyclicConfigReading=true //读取Cyclic设置文件
7 z7 [. z4 S. _: FForceNVidiaCard=false //NVidia加速- B% \1 w) M3 z; y, I
ForceNVidiaCaps=false //NVidia加速: Q( b; H5 W- K7 n$ a. V7 e4 D
AdditionalConfigFile=enbseries2.ini3 [6 |# G/ ]4 {2 H( U. B! m

2 e9 q. s- J+ x/ x5 b. v9 s[FIX]
+ G/ y7 M2 w# B( zForceSingleCoreCPU=false
2 A$ B  @( _3 w3 m( s/ J7 @IgnoreThreadManagement=false
% F: ]" e$ r9 M% M5 `. oIgnoreThreadPriority=false
$ q) N; f3 v9 ^0 N/ {* l: F0 b: ^AntiBSOD=true
# F7 F, v) R( t$ A* @  F* H( f% N$ r/ K2 F5 B" U* o& E& k& x* k
[GAME]1 m: `, ~/ J/ d
SpeedHack=true( K9 C$ L1 e8 U. y, j% _# _7 Z
ShadowQualityFix=false
/ F8 b: ~5 T% V" s+ v: S5 SShadowObjectsFix=false
( C* u8 ]/ x" G" f: g/ }% O- P+ h
, M. B& t( v1 P$ Q( D: h[MULTIHEAD]
/ X+ }0 e; \- t! E4 _2 h( h4 eForceVideoAdapterIndex=false" H9 y' X# c+ M; f# K
VideoAdapterIndex=0
, q. ]* j  x  ]$ I% y% T$ d( L- i3 M" Y4 Q' r3 l* _' z
[LIMITER]5 r& [" T- }- \" H3 [% r
WaitBusyRenderer=false
( N7 `) Q, _5 o$ vEnableFPSLimit=false; b$ W( `4 \4 d
FPSLimit=30.0- F- n* K6 X9 d; {+ T9 G

; A4 X! R) q5 H) z# R[INPUT]
4 W, H! l  D9 f+ a; O//back! c7 P  B( b* S; B. ~* U, _
KeyReadConfig=8
  v8 j/ w# R  P4 X4 r
6 e# C: ~5 u2 y//shift
' m5 D  X1 U" y# w5 h# ~" Z; kKeyCombination=16# G0 M" m. {1 e2 b! U# z6 M0 |
, F3 `$ J! F0 a
//f12
' D" S. k+ O# a$ `/ _KeyUseEffect=123
* n* L8 n$ m+ h; W0 q6 F  a, |4 S" B  N1 }' G
//home
7 d* y/ G7 y- c! }KeyFPSLimit=36- s  |6 O2 r' ~; ]- b" C
' S3 K6 K* i+ i- Z6 N1 w
//num *
$ f5 w" h# {% W6 {' KKeyShowFPS=106# V% g$ C. V7 @1 P7 k
/ L5 Q: n# F. }% n3 G3 s( k& y
//insert: 45' H+ V$ z; R9 @( J& b
//print screen: 44
: a' w- U% ?; K% L% G/ Q9 G9 E/ p5 LKeyScreenshot=45
7 {  t# S6 e; P7 f. [' I/ r& s8 [- y, v
// Above 8 may only make minor if any difference, but may not have fps hit?,3 J) k* t+ ^1 {% d" s0 |' q
// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view  W2 Q! ?! T8 g& n8 Q
// I hear forcing this on causes issues on some cards or something, not sure what to do really,3 S6 J9 N; t( l9 I  F
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.
$ N. G8 Q9 z5 X% g" f// Odd for me this really only affects the transparent edges of grass / trees, improving those.
. O$ R& h$ u. q/ c% M3 t7 w' Z5 G// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
8 M% R' x- C9 R3 B$ m* U// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.
$ n. L" V! n/ i% p2 n// In all other cases anisotropic filtering is almost free by fps.
+ @- R: P) f- O. o[ENGINE] 引擎8 y$ x! L+ y2 ^+ U' t' B6 P) g
ForceAnisotropicFiltering=false 强制各相异性过滤- \& s/ U( @/ t( r0 J. @
MaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]1 G! ~- a+ h3 P# O6 A3 E2 l# V  d3 Y
SkipShaderOptimization=false 过滤优化1 A( \# g  u0 h+ b3 c2 c

; U: ~  d: v1 v; u3 s: i( \. h// better to set false in most cases (turn on if mod looks buggy for specific driver version)  D! V: w3 u5 \
SkipShaderOptimization=false' H" c- a, {$ ?0 I# g
) k% i6 m$ M% Q* w- n2 I
[INPUT] 按键
; w& h+ i  N, U9 RKeyUseEffect=123 特效的按键设定
5 a* V9 J' r/ S1 b' QKeyCombination=16 组合按键设定4 {% b2 \" y& r' ?% P
6 z. M- q# a; A$ {
[EFFECT] 效果
9 |2 ~/ ?8 r2 c, |$ g1 G' @: k1 t6 D3 _UseOriginalPostProcessing=false 原版画面处理
" O4 i4 U& r3 y$ i- z( }UseOriginalObjectsProcessing=false 0 T+ M! {: g0 M+ Y+ f7 G
EnableAmbientOcclusion=true 环境光遮蔽特效
- Q- ?2 H+ P1 q2 U" L% }" x// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
( \3 M; z2 u; S/ A// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx& w$ m- M" g' c) `
EnableBloom=true BLOOM特效开启
# a- L6 K3 n5 y: u1 ?# YEnableAdaptation=true
: K, H2 Z6 X- U' F, r8 D
5 B4 w8 Z4 r  S( b- K; M# }// Disabling AO (enabling takes a huge hit on speed and will add flickerign to trees at low quality, but greatly improves skin and shadowing in game)1 w/ D; W8 @( {! V8 k
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up2 d3 T& p4 |* H9 E
// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
) V4 ]4 b( W: O9 T& [! b7 y) YEnableAmbientOcclusion=false! P4 h( Q: f0 Q" ?. @

/ H4 y& j' i% s, n5 n' v2 J// Do not use, not implimented yet3 e: x) z- Y' o) ~
EnableDepthOfField=false; \+ H5 u6 t9 y( ^& W+ |- y
" y( Z/ c2 R: B3 Z: r
// This affects entire scene brightness and is what makes everything look 'good'
% _% ]( J  t$ b# e5 D// 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./ z, [. O$ b4 Q: z( U( x6 F
// Quality: higher numbers = lower quality
* c) }; }, z7 P3 u; ]  n4 w6 ~[BLOOM] 静态特效
  X% Z* _5 `' SQuality=1 质量 [-1最高,0高,1中高,2低]
" t. r: D  m  M( Q7 R- F// Some areas in Markarth especially; really blow out to white
, l6 S0 v! A- g- m// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.$ t* H; w' Y( {6 b
AmountDay=1.5' R: s- \1 }  v
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate( g4 l3 k( [3 O
AmountNight=1.0
% o7 @2 E. z* f+ j
  g/ u7 q- [0 H// 256, 512
" p9 {, k& b  H& M6 E* R// Makes dark areas bluer. Simulates the human eye. Higher is bluer.* }) h- v# M* M% G: O* q! \
BlueShif**ountDay=1.0( Z7 f7 @2 q( p0 ?
BlueShif**ountNight=1.0
8 Q( j5 Q$ g* S( X; h
% h4 D! r7 L6 v: Y1 w  |9 v6 p// 5, 3, 1, 1
6 E  U. k6 L& v3 B$ l// 3, 2, 2, 1" U) C) d& K9 p9 k
// nn: 4, 4, 3, 37 g3 K' T. r  z% |% b! k+ z
// Intensity is how bright and strong the bloom is, higher = brighter
, j, g+ ]5 [9 Y& U// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more
  |/ ?8 [" B+ B9 [! Q" z[CAMERAFX]- h* l+ K( H" B3 Z
LenzReflectionIntensityDay=1.4! A8 s4 |( F( R  R& m
LenzReflectionIntensityNight=1.4  f2 Y7 {( ]3 S9 ]: R8 U4 y
LenzReflectionPowerDay=2.03 p7 E/ X9 T; j, s: U1 }( V$ p
LenzReflectionPowerNight=2.0
  Y9 s- H+ `" V0 K// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,- ?7 u" ~7 @: ?! ]0 s3 q
// this is only due to my alterati** in Enbeffect.fx.. so probably a mistake somewhere I did :-D for now I have just increased this from 1.0
. i# O+ p" p* c7 a  Z$ ]// even at 1 this will trigger in ice caves which are really bright
. T# Y3 ?$ V1 ]% ~( a2 R& l+ j

9 L% F  k8 \+ P$ {0 T// Trees still flicker especially in distance when lower LOD
) V* {. N2 s. m7 \  w. F( U& @// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
# W& V) f, U9 ^4 x// 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 culprit2 q6 Q. S* c% n8 h) M- S' m. }9 y- S
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
( j6 V. m) z3 m0 J// Shrinking Sampling range reduces/tightens this smudgyness! e; g( a/ v5 F1 z
// Also screen resolution has a big impact when combined with SSAO
3 S9 q0 r3 y$ V+ _% r" k// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example! p3 O- @# H! {
// Note SSAO has nasty effect on plants and shrubs, trees etc giving them a dark flicker or halo around them so dont over do it, use it subtly
4 U% O0 x) Q4 x// And right now if you have SSAO on at all it will screw up water ** it look see thru( p) W5 S* j, `$ D0 P
// If you alter 'UseIndirectLighting' you must restart game to see changes' v3 T' x( `+ @/ D% U) K. g
// ENB Help Here:  http://enbdev.com/doc_skyrim_ssao_ssil_en.htm
. K" z' j7 _& `8 e0 X  o[SSAO_SSIL]# e* Y7 ?1 R# X: |
// 1, 0.4, 7, 7- _9 Z9 Z, B- t0 o2 Q4 A. t
UseIndirectLighting=false. p  z7 h& q2 g* |
// Quality: lower is better, can even go -1 if you are brave
+ k- D$ ?* p4 H, u( C, L4 ~' p" o, w/ }SamplingQuality=1" i& I$ r* ^6 u* I3 _* R6 P
// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both
3 H, |; }  w1 ^$ d/ m) U( r) f3 JSamplingRange=0.6
/ q! }6 E' ^: _; uFadeFogRangeDay=7.0
& U3 u7 q- `6 ~) e& zFadeFogRangeNight=7.0. A9 K2 B" L1 J+ X
. w" l! F5 o* i6 K2 u5 m$ X& p9 S' @( q9 W
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit+ p3 Q) L& z) l% f5 T% A
// 0.35, 0.35 - LOW - will flicker more on trees
  w" b6 _# A" M7 l// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
( C- g, R4 d  W4 `// Not much point in going above 1.0
' _9 O. |6 C& [% C1 kSizeScale=0.4
5 V3 b  k# Y; z, v5 o" ^- tSourceTexturesScale=0.40 s% o& A' N  f7 g

2 t( Q- d( X( H% H- [9 V# u// 2, 0.8, 0.5, true8 U4 `2 Z0 M* x2 `) K- Y' {" i& W
// FilterQ lower is better, tighter
# D% n7 F, p7 ^# ~, \9 [FilterQuality=1
/ x, Q5 F, I4 z1 g+ F- h
2 v8 k  j) W2 |9 @  X2 v// The AO strength, high numbers = darker shadowy areas.. M6 b' W, h0 M
// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh
- ~  O6 }; l% _9 I. `AOAmount=0.5" a1 \" l9 J& J* }6 x

5 Q8 u+ m' K. e( x1 e2 B: i// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
* ]0 C) F  Q9 ^  y; S; l# e// If you alter 'UseIndirectLighting' you must restart game to see changes
% W+ w+ K5 g# F// 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
& R" D" p. `! Z, c; S& E( F3 m3 sILAmount=0.5
4 }) r" Z/ `% k4 d$ _( e
7 m! v- k# u/ u// Alters what time and places are c**idered to be day or night and the transition between them
6 A& `: R3 V0 x4 b+ z// 0.7, 0.15, 1.0
7 H3 D( X6 L1 M0 A5 e6 A[NIGHTDAY]
" d8 f# ]" _) K! k7 o$ |6 x1 |DetectorDefaultDay=true% P9 F# n" \( _! }4 }
DetectorLevelDay=0.78 S- q1 L+ ^2 Q. N- ]
DetectorLevelNight=0.35" @8 }; l1 F: I% I/ A
DetectorLevelCurve=1.0& V) r3 K  i3 v6 M2 s. b

7 }- G6 j9 D! D2 M// 0.2, 0.4, 0.1, 0.6" W9 r7 x: a' b4 c
// Adaptation is entirely ignored with my enbeffect.fx file
. L# M# V7 m, N6 \( D7 W// Adaptation also set with EAdaptationMin/Max in enbseries
* @* r5 I0 N4 u' o' ~# }[ADAPTATION]3 r( ^. U6 X: P8 W- Y/ Z
ForceMinMaxValues=false4 j1 p1 e, |+ n! N
Adaptati**ensitivity=0.2
* Q6 ]5 [# j1 E- OAdaptationTime=0.41 L/ e/ `* _: o$ F: }
AdaptationMin=0.1. ~( [% |8 L( O  a6 M0 ]( [
AdaptationMax=0.61 F3 U# M/ C8 |4 e/ {
, ]; z, l- U# P( b
// 1.2, 0.8, 1, 1, 0, 0% }. H1 N3 a4 o) [
[ENVIRONMENT]
- e3 u3 ^, W: ]( L! w9 A8 ]! \" P// Sunlight during day cast onto scene
; L9 s( x& p+ `" m1 Y. K5 @DirectLightingIntensityDay=1.0
. ~& y7 T; g) l' ?; S% {// Moonlight cast at night, thus creating shadows where it is not cast, most dark night mods just reduce or remove this, but then it looks flat and boring
" u2 {$ V& {- x; r$ ]% s. ~* v/ ADirectLightingIntensityNight=1.0' c0 |7 g/ }' D: `6 y: A, d

5 M& P/ E# t3 D. O: Z/ A1 E2 N. J) ?DirectLightingCurveDay=1.0- ?; j9 G/ k7 A
DirectLightingCurveNight=1.0: {, S# A* w: P; _- ?, t6 P' b
DirectLightingDesaturationDay=0.0
7 r9 q9 H' u2 I  G! Y' _7 p$ Y6 K1 F$ A) A
// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all8 S! R+ d& P" ?1 G: V% O
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx* G0 a( o5 ^& G$ c: ]/ `0 M9 P- W# Q
// More desaturation at night is done in the enbeffect.fx
4 M; L5 K2 Y+ x" u9 r6 b. h! }: xDirectLightingDesaturationNight=0.0- K1 v5 p2 T& f% N

6 U( ?# Y$ Z: f) Y, ]// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you3 N% ?; y1 M8 S- \4 }/ u
SpecularAmountMultiplierDay=1.6* s1 [! K8 j7 X0 \
SpecularAmountMultiplierNight=1.4
: V) L1 I" A/ ]. m* @" cSpecularPowerMultiplierDay=1.2
; M& ^5 i8 _, f* Q5 ?SpecularPowerMultiplierNight=1.29 V# I& ?/ q' Q' ~8 {6 X

2 |4 l4 I: b0 T5 J6 D; p5 F/ ]// Leave at 08 o, `9 e6 U) x, t5 m- c/ K
SpecularFromLightDay=0.0. y# d" b/ w! B9 M9 V2 Y& M: J9 _
SpecularFromLightNight=0.0" z# c# Y( \$ b/ M) Z, B9 V

6 a1 e: D4 B2 G+ d. Z//1.3, 1.8, 1.0, 1, 0, 0.8, D, P: d& a9 z4 X5 P2 \% e  s
// 1.0, 1.3, 0.2, 1, 0, 0.5) `1 q( y7 |. ?! G, E; t5 J# I9 C6 G
AmbientLightingIntensityDay=1.1
# C; A9 L+ {* t" U" g9 KAmbientLightingIntensityNight=1.0
. M9 a' x/ V: dAmbientLightingCurveDay=0.3
1 L/ {: \7 t2 U1 l# Y// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!
5 J- m2 m& P# M  q3 t/ d; ]. i- ~6 C/ ]// If you increase curve past 1 you get little superbright specs of light, dots flickering9 I- U+ q9 t/ O$ a/ V+ i# [
AmbientLightingCurveNight=0.8. x- i5 S: R) B/ Z# }
AmbientLightingDesaturationDay=0.0
( W  F( s3 b, K, @  e3 b// More desaturation at night is done in the enbeffect.fx; v6 g7 }1 x. c
AmbientLightingDesaturationNight=0.0
0 E( S+ |5 E, b1 f& [+ P* q+ K3 }! ]/ H1 b4 p# L7 ~" C
// some caves lights are treated as Day, so they may always be bright >_</ d* F" o( ]" J# R: ]
PointLightingIntensityDay=0.6
) D' |, M5 H, V/ o) m; PPointLightingIntensityNight=0.6
- Y" T" l* f$ f$ i# J4 T, rPointLightingCurveDay=1.5
% i5 q3 T! j' \7 g( BPointLightingCurveNight=1.59 _' a6 |/ v# G8 |* }- w$ L
PointLightingDesaturationDay=0.05 ]/ i2 E  b0 a8 F
PointLightingDesaturationNight=0.0
" e9 j0 S  K9 j* i2 R- e! x5 M
// ** 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
0 Z7 u! u) J* u7 t  s! ]! S) v* A// 0.8, 1.2, 1.2, 1.09 s' `  Q. {. k  v- L+ S) D
FogColorMultiplierDay=0.9
7 U7 b) {' ~2 W, |9 b( @/ ~$ FFogColorMultiplierNight=0.8: w% w0 l0 X; v' x( [. s3 a
FogColorCurveDay=1.0
0 a8 v" d1 Q" UFogColorCurveNight=1.1
9 |  y" J. q* a8 j6 a! F4 Z
+ y& S+ X3 J! E* y; a//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
" s) X+ Z5 I; M' E0 w" w8 A* m) bColorPowDay=1.0( f$ F7 w+ I8 w9 w) U/ `
( v8 l0 n1 d2 j4 f. u6 T
// Decreases Contrast at night be setting colorpow to 0, cannot go below 0# c, n+ C& m4 [
ColorPowNight=0.0
+ l* E2 L* r/ m, w- i- u  y& K0 O( D) \5 e6 b; T( a( T2 j
// 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
* }1 X, }- W0 D9 R0 R4 h3 ?% T[SKY]' k( c; X. \- y2 f( j
Enable=true- J  z" D) Z; {8 `/ i  T, r1 y
// 1.5 :: 1.0% q$ E! \+ l# F+ `' h" E6 N' h
StarsIntensity=1.5
9 h9 `; |9 Y7 Q# Z. |3 \$ yStarsCurve=0.97 J1 z2 I" w8 K  C" B2 Z
" @8 l% G) v1 A1 X
// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example$ Y7 d5 o* l8 x) K9 b0 [2 w. B
// 1.0 :: 0.82 J7 I; o2 u9 ~& R( k
AuroraBorealisIntensity=1.5
  M0 r! W  @7 g, m9 UAuroraBorealisCurve=1.4
$ G( x& N! U$ Z, s$ u+ l0 F
/ ^, f' t8 g7 @/ r0 d5 k+ H// 1.1, 1.3, 1.25, 1.25, 0, 0
. O4 r' h/ [  C/ ICloudsIntensityDay=1.2
' A) r& s8 U6 G, W" kCloudsIntensityNight=1.12 R, f# c2 l. Z, X
" E  n; ^6 G. H6 e- ]5 ^8 ^
CloudsCurveDay=1.4+ T) W) u" n. _3 [" |
CloudsCurveNight=1.4
' V; Q6 V2 ~+ f' E% a* I( ^CloudsDesaturationDay=0.0* ~# P4 }3 r8 p$ n. ~. o
CloudsDesaturationNight=0.0
# b' w, B) P, j& d$ m" Y3 B+ c: E+ s& i
// 1.6, 0.15, 1.14 k/ G2 R' s5 ?! b' P1 i7 R
//1.2
+ x' x2 z( Z! N$ ~5 F// v11.2: 1.5, 0.4
5 y. w- m5 D4 a6 v1 [GradientIntensity=1.73 O) {* r7 Y% @5 K' a' k
// 0.55 makes for good blue sky, not too cyan/saturated, but wreckes the pink/red sunrises, also bright blue sky wont match fog color on mountains if its super saturated6 k# B% o  K$ J2 c
GradientDesaturation=0.3
" E. z5 }3 z8 P8 J
8 y0 v" ^; }0 m7 Q, _4 {' U// 3.2, 2.5, 1.0" @9 ~, w) ]2 |( C1 y' O
// 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
9 i1 z& `+ n! E" w+ A/ f9 R  J: YGradientTopIntensityDay=1.0
5 K0 z. _: I( W. Z( z, B+ t  gGradientTopIntensityNight=0.7  e4 }7 p+ W  ~' K- `* V
GradientTopCurveDay=1.2
! D5 n* M8 k+ J8 YGradientTopCurveNight=0.86 A' s; {2 P& @* g
; ~+ L- d' H* c0 J3 Q+ k
// 1, 1, 1, 1
# c5 e8 F8 G6 ^2 h  m9 E# ~0 M6 Q// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3
# k; U* w/ w/ M) FGradientMiddleIntensityDay=1.0
1 C0 x: F2 ?- B5 F* _) X' y- jGradientMiddleIntensityNight=0.6- D2 I: V$ G3 E: X
// Setting curve above 1 results in awfulness at some times of day7 q. H* P6 P) I: o0 X' S  G, ^
GradientMiddleCurveDay=1.7( W' ^. {4 O5 z+ u9 O' u
GradientMiddleCurveNight=0.94 x$ h3 K# E6 D
4 R: v2 b" f$ P3 U, c0 }& O1 [0 a
// 1.8, 1, 1, 1# c( x8 U8 ?" [% j( ]5 ]
// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3
3 P+ W1 K. |7 e8 }0 }GradientHorizonIntensityDay=1.2& ?. z4 E, G' R2 e
GradientHorizonIntensityNight=0.6
2 |& p, n3 v! r8 p) t# Z* J9 ]GradientHorizonCurveDay=1.7
; K7 D6 ^7 l4 A2 xGradientHorizonCurveNight=1.1
$ \3 {7 S' W! k! O! l
% _4 n" ~: i! E* Z. H' S' |( M$ L// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance! p- c/ K* U& J1 p0 `2 `9 c! X
// Oh I have a sun lens flare mod, maybe that doesnt help) U' U9 x. `- j0 l# ?% b5 R
SunIntensity=0.6
" X; h! \' ?# _# V% D* C& [SunDesaturation=0.0' w) v: c  H/ ~" c& ^

+ H3 r) P  v- `0 z# m// Setting this higher results in pixely noise and visble border of sunflare* J9 T4 A, j1 J$ ~  l: X# D+ U
// Oh I have a sun lens flare mod, maybe that doesnt help/ w0 d4 h) k( T7 Q2 T
// Cannot get sun to bright enough in center. }  Q& J- |) ]3 a" X- R6 t
SunCoronaIntensity=3.01 _7 _7 c( T9 k" ^# U" M
SunCoronaCurve=1.0) G5 Y6 \1 e- B9 m$ ^
SunCoronaDesaturation=0.04 q% |* z' j& e* g4 a
* ?- h, b9 y% a7 m
// 1.0 :: 0.8
+ \& {) Z# t( _7 A1 _! R; KMoonIntensity=1.84 ^; K; P' c$ w9 ]
MoonCurve=1.4! h& h/ \/ I# q
MoonDesaturation=0.0& `- W: U) v. ^  \: ^+ @+ s
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// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
5 u$ h# m/ t; G3 T- F. ]0 j// 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)
+ G- k( ]/ V$ {( i% o$ c// 0.4, 0.3, 1, 1% }$ U1 W5 l! S4 W
// 0.9, 0.9, 0.4, 0.4
8 c* W1 o& ]) e3 M+ X. a" t6 Z0 W# A[OBJECT]/ K9 ?, w2 j# Q1 n
SubSu**ceScatteringMultiplierDay=0.9
' D* l: |9 ~, @  N2 NSubSu**ceScatteringMultiplierNight=0.9
! Q& V5 q4 z& o. l: M
  [( d' w5 Y( s; x8 ~1 t% @// Setting this higher makes people go redder, lower = whiter and brighter
# Y. [  ]- F" C7 ^$ RSubSu**ceScatteringPowerDay=0.6  q2 e5 k/ f8 ~" j' i7 |
SubSu**ceScatteringPowerNight=0.66 n2 g- d! G! n/ s6 F/ |3 C5 x

) d, Z$ E# \2 j8 F6 B7 q* J# v8 `* Q[LIGHTSPRITE]9 G! H! P2 A7 u3 U
IntensityDay=0.8
1 f3 n, J2 u1 }7 L' rIntensityNight=0.8; d1 y3 g( i8 l3 s& ~" F  A
CurveDay=1.2
1 A" X, @- [& a8 x$ k' E/ NCurveNight=1.2
+ Y) m: ^2 ~' W2 _% U5 _
- o; {  K% P2 u1 ^# I- x! w[WINDOWLIGHT]
- z) S! \+ n6 @( V6 Q+ QIntensity=2.6& w! t. G7 T9 i& n( {* g% N5 J
Curve=1.2& |' k* L0 N* b; v  \% F% u

2 d6 R+ w& B; \3 d0 p// Clouds on mountain tops and I think fog sprites in dunge**5 d! j  Y' m1 p. V
[VOLUMETRICFOG]
7 m7 W/ W& F! r, @2 [' f/ d# CIntensityDay=1.0' @0 |/ R: _- Q9 P- \/ r( x1 U" `
IntensityNight=0.88 A2 s2 W' ]7 v+ U0 ]& m( O
CurveDay=0.9
+ o& r& n5 n. u8 JCurveNight=1.0/ @- S$ v$ z" J$ V9 ?4 G; Q

$ ?3 r# E  Q9 ]- s8 B// Increasing this still affects water foam amongst other things
$ T; K: B: `, b% G0 D2 o// Affects draugr spirity/blue glowly bodies also, which is cool ;-)# ^, @$ j1 X9 i: @4 n6 u. a( p( V, u
[FIRE]
" ^/ l4 L0 g  J& VIntensityDay=1.4
; Z" s9 F; [4 ?5 k, rIntensityNight=1.8
, M4 f8 z$ L+ F9 Z+ [! F: \- ^3 {2 Z7 YCurveDay=1.2
, `9 q1 ^+ g2 v; Y( w1 KCurveNight=1.2. f" d) L# L( [6 ^$ a' ^% Q

1 H+ c# m  q. B2 n// enables use of enbpallette.bmp if present5 d2 l: ]- C' o$ `3 z2 R7 g" \0 [, r
[COLORCORRECTION]; `) Q5 Z' Q8 c+ e7 }/ h4 S! Y' K
UsePaletteTexture=true2 ]. u5 ~- f9 D# }" f7 Z  @
$ ~" R1 s: \$ r+ p: V5 j# o
// 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! K* S9 S$ f+ N& c( ?% [7 f% w" v
[SHADOW]" r2 Z  \; \; F# O2 f
ShadowObjectsFix=true( k/ e6 t) T  B" _3 I% q# M

9 y6 v/ q- i) l3 p$ [4 _0 H4 ][DEPTHOFFIELD]
  K$ n4 W: i# K+ QFadeTime=0.1* R* f* d8 o8 A
4 D0 }; v! J. ~9 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+ J7 w1 S9 v) l2 |. k

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