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Everything posted by chocolambot
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ENB and my AMD Card - can it run better?
chocolambot replied to chocolambot's topic in Skyrim's Skyrim LE
THanks man! ENB ini: // Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm // Additions and Tweaking by HD6 (HeliosDoubleSix) // MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142 // MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971 [PROXY] EnableProxyLibrary=false InitProxyFunctions=true ProxyLibrary=other_d3d9.dll [GLOBAL] AdditionalConfigFile=userconfig.ini UseEffect=true [FIX] ForceSingleCoreCPU=false IgnoreThreadManagement=true IgnoreThreadPriority=true AntiBSOD=true [MULTIHEAD] ForceVideoAdapterIndex=false VideoAdapterIndex=0 [LIMITER] WaitBusyRenderer=false EnableFPSLimit=false FPSLimit=30.0 [iNPUT] //back KeyReadConfig=8 //shift KeyCombination=16 //f12 KeyUseEffect=123 //home KeyFPSLimit=36 //num * KeyShowFPS=106 //insert: 45 //print screen: 44 KeyScreenshot=44 // Above 8 may only make minor if any difference, but may not have fps hit?, I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view // I hear forcing this on causes issues on some cards or something, not sure what to do really, Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground. // Odd for me this really only affects the transparent edges of grass / trees, improving those. // Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers, because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax. In all other cases anisotropic filtering is almost free by fps. [ENGINE] ForceAnisotropicFiltering=false MaxAnisotropy=16 // better to set false in most cases (turn on if mod looks buggy for specific driver version) SkipShaderOptimization=false [EFFECT] UseOriginalPostProcessing=false EnableAdaptation=true // Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries // or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx EnableBloom=true // 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) // Note if you reduce the AO Ammount or disable SSAO your scene will lighten up // I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0. EnableAmbientOcclusion=true // Do not use, not implimented yet EnableDepthOfField=false // This affects entire scene brightness and is what makes everything look 'good' // 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. // Quality: higher numbers = lower quality [bLOOM] Quality=1 // Some areas in Markarth especially; really blow out to white, increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness. AmountDay=1.8 // Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate AmountNight=1.0 // 256, 512 // Makes dark areas bluer. Simulates the human eye. Higher is bluer. BlueShiftAmountDay=1 BlueShiftAmountNight=1 // 5, 3, 1, 1 // 3, 2, 2, 1 // nn: 4, 4, 3, 3 // Intensity is how bright and strong the bloom is, higher = brighter // Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more [CAMERAFX] LenzReflectionIntensityDay=3.0 LenzReflectionIntensityNight=2.0 LenzReflectionPowerDay=2.0 LenzReflectionPowerNight=2.0 // Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches, this is only due to my alterations in Enbeffect.fx.. so probably a mistake somewhere I did :-D for now I have just increased this from 1.0 // even at 1 this will trigger in ice caves which are really bright // Trees still flicker especially in distance when lower LOD // Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also // 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 // Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them // Shrinking Sampling range reduces/tightens this smudgyness // Also screen resolution has a big impact when combined with SSAO // Someplaces are drammatically slowed down by SSAO dropping by 20fps for example // 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 // And right now if you have SSAO on at all it will screw up water making it look see thru // If you alter 'UseIndirectLighting' you must restart game to see changes // ENB Help Here: http://enbdev.com/doc_skyrim_ssao_ssil_en.htm [sSAO_SSIL] // 1, 0.4, 7, 7 // Quality: lower is better, can even go -1 if you are brave SamplingQuality=2 // Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both SamplingRange=0.4 FadeFogRangeDay=7.0 FadeFogRangeNight=7.0 // Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit // 0.35, 0.35 - LOW - will flicker more on trees // 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me // Not much point in going above 1.0 SizeScale=0.4 SourceTexturesScale=0.4 // 2, 0.8, 0.5, true // FilterQ lower is better, tighter FilterQuality=2 // The AO strength, high numbers = darker shadowy areas. // v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh AOAmount=0.5 // UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does // If you alter 'UseIndirectLighting' you must restart game to see changes // 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 ILAmount=0.5 UseIndirectLighting=true // Alters what time and places are considered to be day or night and the transition between them // 0.7, 0.15, 1.0 [NIGHTDAY] DetectorDefaultDay=false DetectorLevelDay=0.7 DetectorLevelNight=0.35 DetectorLevelCurve=1.0 // 0.2, 0.4, 0.1, 0.6 // Adaptation is entirely ignored with my enbeffect.fx file // Adaptation also set with EAdaptationMin/Max in enbseries [ADAPTATION] ForceMinMaxValues=false AdaptationSensitivity=0.2 AdaptationTime=0.4 AdaptationMin=0.1 AdaptationMax=0.6 // 1.2, 0.8, 1, 1, 0, 0 [ENVIRONMENT] // Sunlight during day cast onto scene DirectLightingIntensityDay=1.2 // 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 DirectLightingIntensityNight=0.8 DirectLightingCurveDay=1.0 DirectLightingCurveNight=1.0 DirectLightingDesaturationDay=0.0 // Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all // I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx // More desaturation at night is done in the enbeffect.fx DirectLightingDesaturationNight=0.3 // Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you SpecularAmountMultiplierDay=2.0 SpecularAmountMultiplierNight=1.5 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierNight=1.0 // Leave at 0 SpecularFromLightDay=0.0 SpecularFromLightNight=0.0 //1.3, 1.8, 1.0, 1, 0, 0.8 // 1.0, 1.3, 0.2, 1, 0, 0.5 AmbientLightingIntensityDay=1.0 AmbientLightingIntensityNight=1.0 AmbientLightingCurveDay=0.2 // if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad! // If you increase curve past 1 you get little superbright specs of light, dots flickering AmbientLightingCurveNight=1.0 AmbientLightingDesaturationDay=0.0 // More desaturation at night is done in the enbeffect.fx AmbientLightingDesaturationNight=0.3 // some caves lights are treated as Day, so they may always be bright >_< PointLightingIntensityDay=1.0 PointLightingIntensityNight=1.3 PointLightingCurveDay=1.0 PointLightingCurveNight=1.0 PointLightingDesaturationDay=0.0 PointLightingDesaturationNight=0.0 // Making 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 // 0.8, 1.2, 1.2, 1.0 FogColorMultiplierDay=0.7 FogColorMultiplierNight=0.8 FogColorCurveDay=0.7 FogColorCurveNight=1.0 //Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey ColorPowDay=1.0 // Decreases Contrast at night be setting colorpow to 0, cannot go below 0 ColorPowNight=0.0 // 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 [sKY] Enable=true StarsIntensity=1.0 StarsCurve=0.7 // You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example AuroraBorealisIntensity=0.8 AuroraBorealisCurve=1.0 // 1.1, 1.3, 1.25, 1.25, 0, 0 CloudsIntensityDay=0.9 CloudsIntensityNight=0.9 CloudsCurveDay=1.25 CloudsCurveNight=1.25 CloudsDesaturationDay=0.0 CloudsDesaturationNight=0.0 // 1.6, 0.15, 1.1 //1.2 // v11.2: 1.5, 0.4 GradientIntensity=1.7 // 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 GradientDesaturation=0.6 // 3.2, 2.5, 1.0 // 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 GradientTopIntensityNight=0.8 GradientTopIntensityDay=1 GradientTopCurveDay=1.25 GradientTopCurveNight=1.0 // 1, 1, 1, 1 // v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3 GradientMiddleIntensityDay=1 GradientMiddleIntensityNight=0.8 // Setting curve above 1 results in awfulness at some times of day GradientMiddleCurveDay=1.5 GradientMiddleCurveNight=1 // 1.8, 1, 1, 1 // v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.3 GradientHorizonIntensityDay=1.1 GradientHorizonIntensityNight=1 GradientHorizonCurveDay=1 GradientHorizonCurveNight=1.2 // Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance // Oh I have a sun lens flare mod, maybe that doesnt help SunIntensity=1.8 SunDesaturation=0.0 // Setting this higher results in pixely noise and visble border of sunflare // Oh I have a sun lens flare mod, maybe that doesnt help // Cannot get sun to bright enough in center SunCoronaIntensity=1.7 SunCoronaCurve=1.2 SunCoronaDesaturation=0.0 MoonIntensity=0.8 MoonCurve=0.5 MoonDesaturation=0.3 // Makes Frosttrolls, ice, trees and such glow at night when set too high :-) // 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) // 0.4, 0.3, 1, 1 // 0.9, 0.9, 0.4, 0.4 [OBJECT] SubSurfaceScatteringMultiplierDay=0.9 SubSurfaceScatteringMultiplierNight=0.9 // Setting this higher makes people go redder, lower = whiter and brighter SubSurfaceScatteringPowerDay=0.4 SubSurfaceScatteringPowerNight=0.4 [LIGHTSPRITE] IntensityDay=1.0 IntensityNight=1.0 CurveDay=1 CurveNight=1 [WINDOWLIGHT] Intensity=4 Curve=0.7 // Clouds on mountain tops and I think fog sprites in dungeons [VOLUMETRICFOG] IntensityDay=1.0 IntensityNight=0.8 CurveDay=0.7 CurveNight=1.0 // Increasing this still affects water foam amongst other things // Affects draugr spirity/blue glowly bodies also, which is cool ;-) [FIRE] IntensityDay=1.0 IntensityNight=1.5 CurveDay=0.7 CurveNight=0.7 // enables use of enbpallette.bmp if present [colorCORRECTION] UsePaletteTexture=true // 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 [sHADOW] ShadowObjectsFix=true [DEPTHOFFIELD] FadeTime=0.1 Skyrim Prefs ini: [General] fBrightLightColorB=1.0000 fBrightLightColorG=1.0000 fBrightLightColorR=1.0000 iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 [imagespace] bDoDepthOfField=1 iRadialBlurLevel=2 [Display] iBlurDeferredShadowMask=0 fInteriorShadowDistance=3000.0000 fShadowDistance=4000.0000 iShadowMapResolutionSecondary=1024 iShadowMapResolutionPrimary=2048 iShadowSplitCount=2 iMaxAnisotropy=12 fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fTreesMidLODSwitchDist=10000000.0000 fGamma=1.0400 fDecalLOD2=1500.0000 fDecalLOD1=1000.0000 fSpecularLODStartFade=2000.0000 fShadowLODStartFade=200.0000 fLightLODStartFade=3500.0000 iTexMipMapMinimum=0 iTexMipMapSkip=0 iWaterMultiSamples=0 iMultiSample=0 iShadowMode=3 bTreesReceiveShadows=1 bDrawLandShadows=1 bFull Screen=1 iSize H=1024 iSize W=1280 fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=2048.0000 fMeshLODLevel1FadeTreeDistance=2844.0000 fMeshLODLevel2FadeDist=10000000.0000 fMeshLODLevel1FadeDist=10000000.0000 iScreenShotIndex=2 bShadowMaskZPrepass=0 bMainZPrepass=0 iMaxSkinDecalsPerFrame=25 iMaxDecalsPerFrame=100 bFloatPointRenderTarget=1 sD3DDevice="ENB" bFXAAEnabled=1 iShadowMapResolution=4096 fShadowBiasScale=0.1500 iShadowMaskQuarter=4 iAdapter=0 iPresentInterval=0 iShadowFilter=3 bTransparencyMultisampling=0 bDrawShadows=1 [Grass] b30GrassVS=0 fGrassStartFadeDistance=7000.0000 fGrassMaxStartFadeDistance=7000.0000 fGrassMinStartFadeDistance=0.0000 [MAIN] bGamepadEnable=1 bCrosshairEnabled=1 fHUDOpacity=1.0000 bSaveOnPause=1 bSaveOnTravel=1 bSaveOnWait=1 bSaveOnRest=1 fSkyCellRefFadeDistance=150000.0000 [GamePlay] bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 iDifficulty=2 [interface] bDialogueSubtitles=0 bGeneralSubtitles=0 fMouseCursorSpeed=1.0000 bShowCompass=1 [Controls] fGamepadHeadingSensitivity=1.0000 fMouseHeadingSensitivity=0.0125 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=1 bMouseAcceleration=1 [Particles] iMaxDesired=750 [saveGame] fAutosaveEveryXMins=15.0000 [AudioMenu] fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=0 fVal6=1.0000 uID6=0 fVal5=1.0000 uID5=0 fVal4=1.0000 uID4=0 fVal3=1.0000 uID3=94881 fVal2=0.8000 uID2=466532 fVal1=1.0000 uID1=554685 fVal0=0.8000 uID0=1007612 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=9000.0000 [TerrainManager] fTreeLoadDistance=75000.0000 fBlockMaximumDistance=250000.0000 fBlockLevel1Distance=70000.0000 fBlockLevel0Distance=35000.0000 fSplitDistanceMult=1.5000 bShowLODInEditor=0 [NavMesh] fObstacleAlpha=0.5000 fCoverSideHighAlpha=0.8000 fCoverSideLowAlpha=0.6500 fEdgeFullAlpha=1.0000 fEdgeHighAlpha=0.7500 fEdgeLowAlpha=0.5000 fTriangleFullAlpha=0.7000 fTriangleHighAlpha=0.3500 fTriangleLowAlpha=0.2000 fLedgeBoxHalfHeight=25.0000 fEdgeDistFromVert=10.0000 fEdgeThickness=10.0000 fPointSize=2.5000 [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=20 [Decals] uMaxDecals=1000 bDecals=1 bSkinnedDecals=1 uMaxSkinDecals=100 uMaxSkinDecalsPerActor=60 [LOD] fLODFadeOutMultObjects=15.0000 fLODFadeOutMultItems=15.0000 fLODFadeOutMultActors=15.0000 fLODFadeOutMultSkyCell=1.0000 [Launcher] bEnableFileSelection=1 bShowAllResolutions=1 uLastAspectRatio=2 [blurShaderHDR] bDoHighDynamicRange=1 [blurShader] bUseBlurShader=0 [Water] iWaterReflectHeight=512 iWaterReflectWidth=512 bUseWaterDisplacements=1 bUseWaterRefractions=1 bUseWaterReflections=1 bUseWaterDepth=1 Cheers! -
Also, there is a hit sound, if that can be converted to a visual indicator, that would be better. I don't like the hit sound, but I like to know if I can hit something.! Great idea!
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I am running the cinematic ENB mod on nexus with my 6850 and a phenom X4 965 3.4ghz I play on 1280X1024 resolution I get about 20FPS and some stuttering, but I want to know if I can increase this without sacrificing the overall beauty of this mod. I don't mind making minor sacrifices. But I would prefer to keep it all fairly nice :D
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I think being caught tresspassing in someones home should illicit: a) Violence b) preparedness for violence (ala bandit camps when you get close). NOT "Oh how are you?"
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Yeah this would be an awesome addition.
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AI Revamp: Cititzens see dead bodies easier, call guards, crimes get more realistically reported and suspicion system implemented. Also, people react quicker to being struck.
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I can only seem to find pre patch ini tweak guides. I need to know which one I'm supposed to tweak. Because when I tweak the mygames/skyrim/Skyrimprefs.ini it keeps getting changed back!
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I don't think games that are designed for a specific audience should be hastily modified to fit a younger audience. If you are not old enough to play it, you are not old enough - end of story. IMHO.
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Way to troll my request. what kind of tool takes the time to type TL;DR? maybe a 3 year old that had to have his mommy explain what was written? If you don't have something to contribute, then keep your mouth shut. There are VERY capable people here, that CAN make things like this. But you said it best when you said...and I quote..."I'm not very experienced "...it shows Wow man, chill out, he wasn't being rude.
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Reviewing games from a cinematic perspective
chocolambot replied to chocolambot's topic in PC Gaming
Mass Effect 1 Review: I made the argument that this game is the best Sci-Fi narrative to ever be on a visual medium. Trumping Star Wars Bladerunner and Alien. Lol.I mean that seriously though, I love those movies, but ME is just THAT good. For anyone interested in good stories, ME is the best for a game and best sci fi. (MATURE games, so if you are under 18, please consult your parent or guardian before watching these reviews.) The review is here: http://www.youtube.com/watch?v=lTKKHhPplJs -
I'm looking for a standalone darker nights mod that works with FXAA but does NOT USE Fxaa. I don't want it to alter anything but the amount of light at night. Cheers
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Mmm yeah more blood effects would be good too. But specifically blood in water, is sorely missing from most games.
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LE Rare Beasts like the Unicorn etc.
chocolambot replied to chocolambot's topic in Skyrim's Mod Ideas
it REALLY adds to the adventure when you see something you havent ever seen after 100 hours of play/. -
Tjhat'd work so well with the batman mod.
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LE The Dark Knight - Skyrim Batman Mod
chocolambot replied to chocolambot's topic in Skyrim's Mod Ideas
WHAT ARE MODDERS waiting for ??? make this armore set already!!!!!!!!!! please!!!!!!!!!!!! If someone can do it before TDKR they will get a tonne of hits. -
LE Rare Beasts like the Unicorn etc.
chocolambot replied to chocolambot's topic in Skyrim's Mod Ideas
this would be awesome. -
LE The Dark Knight - Skyrim Batman Mod
chocolambot replied to chocolambot's topic in Skyrim's Mod Ideas
Agreed. and it would fit perfectly if done right. -
Simple Request I would like to see: Some kind of darkening effect to wet clothing blood to pool and disperse in water (kind of like smoke, but under water) I would love these effects. THANKS!
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I think it would be cool if there was some kind of dart arrow, which had a thinner mesh, which you could fill with poisons. U'd need the CK for that though rite?
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PLEEEEEEEEEEEEEEEASE
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http://www.skyrimnexus.com/downloads/file.php?id=781 http://www.skyrimnexus.com/downloads/file.php?id=4198
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Hope this might be of use? http://www.skyrimnexus.com/downloads/file.php?id=2922
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Reviewing games from a cinematic perspective
chocolambot replied to chocolambot's topic in PC Gaming
hahaha thanks. -
Reviewing games from a cinematic perspective
chocolambot replied to chocolambot's topic in PC Gaming
LA Noire Review: P.S. please note I often review MATURE games, so if you are under 18, please consult your parent or guardian before watching these reviews. http://www.youtube.c...h?v=4wgt4s2lYcc