That problem is inherent to a post processing mod, in that it has no information about the source scene (oh, the things I could do with a scanner that allowed me to analyze the scene average), there will always be some scenes that are too red or too blue. The “whitepoint” setting is a compromise in that it allows you to adjust the target white point along the Planckian locus: It's not perfect though, and a fine hue specification would require two components. Also, the choice of the source white point (the “Skyrim constant”) is a bit biased towards the blue scenes, with the reasoning being that a slightly red scene will feel more natural than a slightly blue scene, it's also a compromise in this regard. Ideally, the source white point would have to be varied with the scene, or it could be possible to manually vary the source white point along a similar hue distribution curve, but adding a second parameter like this would probably create such a multitude of different compromise solutions that it would be impossible to find a result one is happy with. Finally, every monitor is different, which also affects the results greatly, in addition to the brain perceiving hues differently according to the ambient white point. It is reasoned that a D65 on an assumed sRGB monitor will create a hue the user is, at the very least, familiar with (as it's equal to the 255/255/255 hue on the same monitor), even if the monitor is in fact not sRGB at all - so while the actual hue may be more red than real life, the user will be used to his “more red” monitor. Ps. The mod was deleted by the Nexus staff because the user “nandchan” who had uploaded it was banned. You may still find a copy on his github page.