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I'm at a loss (frequent CTD)


WakahisaSensei

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I think the ENB causes it. I reinstalled and did things piece by piece. Once I setup the ENB the problem started again. So I'm doing something wrong with the ENB settings. EDIT: Yeah. ENB is absolutely causing it. If I delete ENB the game runs without any trouble from the launcher or SKSE. Problem is I want ENB for the stability it's supposed to bring with ENBoost. But after tweaking the INI's plenty of times, it always crashes just after the bethesda logo. There must be something about my new setup that is incompatible (or lacking a key component).

 

My ENB Local INI

 

 

[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=true
ProxyLibrary=other_d3d9.dll
[GLOBAL]
UsePatchSpeedhackWithoutGraphics=true
UseDefferedRendering=true
IgnoreCreationKit=true
[PERFORMANCE]
SpeedHack=false
EnableOcclusionCulling=true
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=false
ReservedMemorySizeMb=64
VideoMemorySizeMb=2000
EnableCompression=false
AutodetectVideoMemorySize=false
[THREADS]
DataSyncMode=0
PriorityMode=0
EnableUnsafeFixes=false
[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0
[WINDOW]
ForceBorderless=false
ForceBorderlessFullscreen=false
[ENGINE]
ForceAnisotropicFiltering=true
MaxAnisotropy=16
ForceLodBias=false
LodBias=0.0
AddDisplaySuperSamplingResolutions=false
EnableVSync=true
VSyncSkipNumFrames=0
[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=true
FPSLimit=55.0
[iNPUT]
//shift
KeyCombination=16
//f12
KeyUseEffect=123
//home
KeyFPSLimit=36
//num / 106
KeyShowFPS=106
//print screen
KeyScreenshot=44
//enter
KeyEditor=13
//f4
KeyFreeVRAM=115
//B
KeyBruteForce=66
KeyDepthOfField=118
[ADAPTIVEQUALITY]
Enable=false
Quality=1
DesiredFPS=20.0
[ANTIALIASING]
EnableEdgeAA=false
EnableTemporalAA=false
EnableSubPixelAA=false
[FIX]
FixGameBugs=true
FixParallaxBugs=true
FixParallaxTerrain=false
FixAliasedTextures=true
IgnoreInventory=true
FixTintGamma=true
RemoveBlur=false
FixSubSurfaceScattering=true
FixSkyReflection=true
FixCursorVisibility=true
FixLag=false
[LONGEXPOSURE]
EnableLongExposureMode=false
Time=1.0
BlendMax=0.0

ENBseries INI (Which I did not touch)

[GLOBAL]
UseEffect=true
[EFFECT]
UseOriginalPostProcessing=false
UseOriginalObjectsProcessing=false
EnablePrepass=false
EnableBloom=false
EnableLens=false
EnableAdaptation=false
EnableDepthOfField=false
EnableDetailedShadow=true
EnableAmbientOcclusion=false
EnableSkyLighting=false
EnableImageBasedLighting=false
EnableReflection=false
EnableSunRays=false
EnableSunGlare=false
EnableSoftParticles=false
EnableParticleLights=false
EnableSubSurfaceScattering=false
EnableWater=false
EnableUnderwater=false
EnableCloudShadows=false
EnableVolumetricRays=false
EnableProceduralSun=false
EnableMist=false
EnableAutomaticAmbientCalculation=false
EnableRainOcclusion=false
[colorCORRECTION]
UsePaletteTexture=true
Brightness=1.0
GammaCurve=1.0
UseProceduralCorrection=true
[WEATHER]
EnableMultipleWeathers=false
EnableLocationWeather=false
[TIMEOFDAY]
Enable=true
DawnDuskEnable=false
DawnDuration=2.0
SunriseTime=7.5
DayTime=13.0
SunsetTime=18.5
DuskDuration=2.0
NightTime=1.0
[NIGHTDAY]
DetectorOldVersion=false
DetectorDefaultDay=false
DetectorLevelDay=0.65
DetectorLevelNight=0.25
DetectorLevelCurve=1.0
[ADAPTATION]
ForceMinMaxValues=false
AdaptationSensitivity=0.2
AdaptationTime=0.4
AdaptationMin=0.1
AdaptationMax=100.0
[bLOOM]
IgnoreWeatherSystem=false
AmountSunrise=0.25
AmountDay=0.25
AmountSunset=0.25
AmountNight=0.25
AmountInteriorDay=0.25
AmountInteriorNight=0.25
BlueShiftAmountSunrise=1.0
BlueShiftAmountDay=1.0
BlueShiftAmountSunset=1.0
BlueShiftAmountNight=1.0
BlueShiftAmountInteriorDay=1.0
BlueShiftAmountInteriorNight=1.0
AmountDawn=1.0
AmountDusk=1.0
BlueShiftAmountDawn=1.0
BlueShiftAmountDusk=1.0
[LENS]
IgnoreWeatherSystem=false
ReflectionIntensitySunrise=1.0
ReflectionIntensityDay=1.0
ReflectionIntensitySunset=1.0
ReflectionIntensityNight=1.0
ReflectionIntensityInteriorDay=1.0
ReflectionIntensityInteriorNight=1.0
ReflectionPowerSunrise=2.0
ReflectionPowerDay=2.0
ReflectionPowerSunset=2.0
ReflectionPowerNight=2.0
ReflectionPowerInteriorDay=2.0
ReflectionPowerInteriorNight=2.0
DirtIntensitySunrise=1.0
DirtIntensityDay=1.0
DirtIntensitySunset=1.0
DirtIntensityNight=1.0
DirtIntensityInteriorDay=1.0
DirtIntensityInteriorNight=1.0
DirtPowerSunrise=2.0
DirtPowerDay=2.0
DirtPowerSunset=2.0
DirtPowerNight=2.0
DirtPowerInteriorDay=2.0
DirtPowerInteriorNight=2.0
ReflectionIntensityDawn=1.0
ReflectionIntensityDusk=1.0
ReflectionPowerDawn=2.0
ReflectionPowerDusk=2.0
DirtIntensityDawn=1.0
DirtIntensityDusk=1.0
DirtPowerDawn=2.0
DirtPowerDusk=2.0
[sSAO_SSIL]
EnableSupersampling=false
UseIndirectLighting=true
UseComplexIndirectLighting=false
UseComplexAmbientOcclusion=false
UseAmbientIndirectLighting=false
SamplingQuality=1
SamplingPrecision=0
SamplingRange=0.3
FadeFogRange=1.0
SizeScale=0.75
SourceTexturesScale=0.5
EnableComplexFilter=true
FilterQuality=2
FilterType=2
AOAmount=2.0
AOAmountInterior=2.0
ILAmount=6.0
ILAmountInterior=6.0
AOIntensity=2.0
AOIntensityInterior=1.0
AOType=1
ILType=0
AOMixingType=0
AOMixingTypeInterior=2
EnableDenoiser=true
[sKYLIGHTING]
IgnoreWeatherSystem=false
FixErrors=true
Quality=1
FilterQuality=1
AmbientMinLevelSunrise=0.1
AmbientMinLevelDay=0.1
AmbientMinLevelSunset=0.1
AmbientMinLevelNight=0.1
AmbientMinLevelInteriorDay=0.1
AmbientMinLevelInteriorNight=0.1
AmbientMinLevelDawn=0.1
AmbientMinLevelDusk=0.1
[ENVIRONMENT]
IgnoreWeatherSystem=false
DirectLightingIntensitySunrise=1.0
DirectLightingIntensityDay=1.0
DirectLightingIntensitySunset=1.0
DirectLightingIntensityNight=1.0
DirectLightingIntensityInteriorDay=1.0
DirectLightingIntensityInteriorNight=1.0
DirectLightingCurveSunrise=1.0
DirectLightingCurveDay=1.0
DirectLightingCurveSunset=1.0
DirectLightingCurveNight=1.0
DirectLightingCurveInteriorDay=1.0
DirectLightingCurveInteriorNight=1.0
DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationDay=0.0
DirectLightingDesaturationSunset=0.0
DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0
DirectLightingColorFilterAmountSunrise=0.0
DirectLightingColorFilterAmountDay=0.0
DirectLightingColorFilterAmountSunset=0.0
DirectLightingColorFilterAmountNight=0.0
DirectLightingColorFilterAmountInteriorDay=0.0
DirectLightingColorFilterAmountInteriorNight=0.0
FogColorFilterAmountSunrise=0.0
FogColorFilterAmountDay=0.0
FogColorFilterAmountSunset=0.0
FogColorFilterAmountNight=0.0
FogColorFilterAmountInteriorDay=0.0
FogColorFilterAmountInteriorNight=0.0
DirectLightingColorFilterSunrise=1, 1, 1
DirectLightingColorFilterDay=1, 1, 1
DirectLightingColorFilterSunset=1, 1, 1
DirectLightingColorFilterNight=1, 1, 1
DirectLightingColorFilterInteriorDay=1, 1, 1
DirectLightingColorFilterInteriorNight=1, 1, 1
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SpecularFromLightSunrise=0.0
SpecularFromLightDay=0.0
SpecularFromLightSunset=0.0
SpecularFromLightNight=0.0
SpecularFromLightInteriorDay=0.0
SpecularFromLightInteriorNight=0.0
AmbientLightingIntensitySunrise=1.0
AmbientLightingIntensityDay=1.0
AmbientLightingIntensitySunset=1.0
AmbientLightingIntensityNight=1.0
AmbientLightingIntensityInteriorDay=1.0
AmbientLightingIntensityInteriorNight=1.0
AmbientLightingCurveSunrise=1.0
AmbientLightingCurveDay=1.0
AmbientLightingCurveSunset=1.0
AmbientLightingCurveNight=1.0
AmbientLightingCurveInteriorDay=1.0
AmbientLightingCurveInteriorNight=1.0
AmbientLightingDesaturationSunrise=0.0
AmbientLightingDesaturationDay=0.0
AmbientLightingDesaturationSunset=0.0
AmbientLightingDesaturationNight=0.0
AmbientLightingDesaturationInteriorDay=0.0
AmbientLightingDesaturationInteriorNight=0.0
AmbientColorFilterAmountSunrise=0.0
AmbientColorFilterAmountDay=0.0
AmbientColorFilterAmountSunset=0.0
AmbientColorFilterAmountNight=0.0
AmbientColorFilterAmountInteriorDay=0.0
AmbientColorFilterAmountInteriorNight=0.0
AmbientColorFilterTopSunrise=1, 1, 1
AmbientColorFilterTopDay=1, 1, 1
AmbientColorFilterTopSunset=1, 1, 1
AmbientColorFilterTopNight=1, 1, 1
AmbientColorFilterTopInteriorDay=1, 1, 1
AmbientColorFilterTopInteriorNight=1, 1, 1
AmbientColorFilterMiddleSunrise=1, 1, 1
AmbientColorFilterMiddleDay=1, 1, 1
AmbientColorFilterMiddleSunset=1, 1, 1
AmbientColorFilterMiddleNight=1, 1, 1
AmbientColorFilterMiddleInteriorDay=1, 1, 1
AmbientColorFilterMiddleInteriorNight=1, 1, 1
AmbientColorFilterBottomSunrise=1, 1, 1
AmbientColorFilterBottomDay=1, 1, 1
AmbientColorFilterBottomSunset=1, 1, 1
AmbientColorFilterBottomNight=1, 1, 1
AmbientColorFilterBottomInteriorDay=1, 1, 1
AmbientColorFilterBottomInteriorNight=1, 1, 1
PointLightingIntensitySunrise=1.0
PointLightingIntensityDay=1.0
PointLightingIntensitySunset=1.0
PointLightingIntensityNight=1.0
PointLightingIntensityInteriorDay=1.0
PointLightingIntensityInteriorNight=1.0
PointLightingCurveSunrise=1.0
PointLightingCurveDay=1.0
PointLightingCurveSunset=1.0
PointLightingCurveNight=1.0
PointLightingCurveInteriorDay=1.0
PointLightingCurveInteriorNight=1.0
PointLightingDesaturationSunrise=0.0
PointLightingDesaturationDay=0.0
PointLightingDesaturationSunset=0.0
PointLightingDesaturationNight=0.0
PointLightingDesaturationInteriorDay=0.0
PointLightingDesaturationInteriorNight=0.0
ParticleLightsIntensitySunrise=1.0
ParticleLightsIntensityDay=1.0
ParticleLightsIntensitySunset=1.0
ParticleLightsIntensityNight=1.0
ParticleLightsIntensityInteriorDay=1.0
ParticleLightsIntensityInteriorNight=1.0
FogColorMultiplierSunrise=1.0
FogColorMultiplierDay=1.0
FogColorMultiplierSunset=1.0
FogColorMultiplierNight=1.0
FogColorMultiplierInteriorDay=1.0
FogColorMultiplierInteriorNight=1.0
FogColorCurveSunrise=1.0
FogColorCurveDay=1.0
FogColorCurveSunset=1.0
FogColorCurveNight=1.0
FogColorCurveInteriorDay=1.0
FogColorCurveInteriorNight=1.0
FogColorFilterSunrise=1, 1, 1
FogColorFilterDay=1, 1, 1
FogColorFilterSunset=1, 1, 1
FogColorFilterNight=1, 1, 1
FogColorFilterInteriorDay=1, 1, 1
FogColorFilterInteriorNight=1, 1, 1
ColorPowSunrise=1.0
ColorPowDay=1.0
ColorPowSunset=1.0
ColorPowNight=1.0
ColorPowInteriorDay=1.0
ColorPowInteriorNight=1.0
DirectLightingIntensityDawn=1.0
DirectLightingIntensityDusk=1.0
DirectLightingCurveDawn=1.0
DirectLightingCurveDusk=1.0
DirectLightingDesaturationDawn=0.0
DirectLightingDesaturationDusk=0.0
DirectLightingColorFilterAmountDawn=0.0
DirectLightingColorFilterAmountDusk=0.0
DirectLightingColorFilterDawn=1, 1, 1
DirectLightingColorFilterDusk=1, 1, 1
SpecularAmountMultiplierDawn=1.0
SpecularAmountMultiplierDusk=1.0
SpecularPowerMultiplierDawn=1.0
SpecularPowerMultiplierDusk=1.0
SpecularFromLightDawn=0.0
SpecularFromLightDusk=0.0
AmbientLightingIntensityDawn=1.0
AmbientLightingIntensityDusk=1.0
AmbientLightingCurveDawn=1.0
AmbientLightingCurveDusk=1.0
AmbientLightingDesaturationDawn=0.0
AmbientLightingDesaturationDusk=0.0
AmbientColorFilterAmountDawn=0.0
AmbientColorFilterAmountDusk=0.0
AmbientColorFilterTopDawn=1, 1, 1
AmbientColorFilterTopDusk=1, 1, 1
AmbientColorFilterMiddleDawn=0, 0, 0
AmbientColorFilterMiddleDusk=0, 0, 0
AmbientColorFilterBottomDawn=1, 1, 1
AmbientColorFilterBottomDusk=1, 1, 1
PointLightingIntensityDawn=1.0
PointLightingIntensityDusk=1.0
PointLightingCurveDawn=1.0
PointLightingCurveDusk=1.0
PointLightingDesaturationDawn=0.0
PointLightingDesaturationDusk=0.0
ParticleLightsIntensityDawn=1.0
ParticleLightsIntensityDusk=1.0
FogColorMultiplierDawn=1.0
FogColorMultiplierDusk=1.0
FogColorCurveDawn=1.0
FogColorCurveDusk=1.0
FogColorFilterAmountDawn=0.0
FogColorFilterAmountDusk=0.0
FogColorFilterDawn=1, 1, 1
FogColorFilterDusk=1, 1, 1
ColorPowDawn=1.0
ColorPowDusk=1.0
[AUTOAMBIENT]
IgnoreWeatherSystem=true
BlendingAmountDawn=1.0
BlendingAmountSunrise=1.0
BlendingAmountDay=1.0
BlendingAmountSunset=1.0
BlendingAmountDusk=1.0
BlendingAmountNight=1.0
BlendingAmountInteriorDay=1.0
BlendingAmountInteriorNight=1.0
TopIntensityDawn=1.0
TopIntensitySunrise=1.0
TopIntensityDay=1.0
TopIntensitySunset=1.0
TopIntensityDusk=1.0
TopIntensityNight=1.0
TopIntensityInteriorDay=1.0
TopIntensityInteriorNight=1.0
BottomIntensityDawn=0.2
BottomIntensitySunrise=0.2
BottomIntensityDay=0.2
BottomIntensitySunset=0.2
BottomIntensityDusk=0.2
BottomIntensityNight=0.2
BottomIntensityInteriorDay=0.2
BottomIntensityInteriorNight=0.2
BottomSaturationDawn=2.0
BottomSaturationSunrise=2.0
BottomSaturationDay=2.0
BottomSaturationSunset=2.0
BottomSaturationDusk=2.0
BottomSaturationNight=2.0
BottomSaturationInteriorDay=2.0
BottomSaturationInteriorNight=2.0
[sKY]
IgnoreWeatherSystem=false
Enable=true
DisableWrongSkyMath=false
EnableAnimatedStars=true
StarsAnimationTime=0.3
StarsAnimationDensity=10.0
StarsAnimationIntensity=10.0
StarsIntensity=1.0
StarsCurve=1.0
AuroraBorealisIntensity=1.0
AuroraBorealisCurve=1.0
CloudsIntensitySunrise=1.0
CloudsIntensityDay=1.0
CloudsIntensitySunset=1.0
CloudsIntensityNight=1.0
CloudsIntensityInteriorDay=1.0
CloudsIntensityInteriorNight=1.0
CloudsCurveSunrise=1.0
CloudsCurveDay=1.0
CloudsCurveSunset=1.0
CloudsCurveNight=1.0
CloudsCurveInteriorDay=1.0
CloudsCurveInteriorNight=1.0
CloudsDesaturationSunrise=0.0
CloudsDesaturationDay=0.0
CloudsDesaturationSunset=0.0
CloudsDesaturationNight=0.0
CloudsDesaturationInteriorDay=0.0
CloudsDesaturationInteriorNight=0.0
CloudsOpacitySunrise=1.0
CloudsOpacityDay=1.0
CloudsOpacitySunset=1.0
CloudsOpacityNight=1.0
CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0
CloudsColorFilterSunrise=1, 1, 1
CloudsColorFilterDay=1, 1, 1
CloudsColorFilterSunset=1, 1, 1
CloudsColorFilterNight=1, 1, 1
CloudsColorFilterInteriorDay=1, 1, 1
CloudsColorFilterInteriorNight=1, 1, 1
CloudsEdgeClamp=0.5
CloudsEdgeIntensity=8.0
CloudsEdgeFadeRange=1.0
CloudsEdgeMoonMultiplier=4.0
GradientIntensitySunrise=1.0
GradientIntensityDay=1.0
GradientIntensitySunset=1.0
GradientIntensityNight=1.0
GradientIntensityInteriorDay=1.0
GradientIntensityInteriorNight=1.0
GradientDesaturationSunrise=0.0
GradientDesaturationDay=0.0
GradientDesaturationSunset=0.0
GradientDesaturationNight=0.0
GradientDesaturationInteriorDay=0.0
GradientDesaturationInteriorNight=0.0
GradientTopIntensitySunrise=1.0
GradientTopIntensityDay=1.0
GradientTopIntensitySunset=1.0
GradientTopIntensityNight=1.0
GradientTopIntensityInteriorDay=1.0
GradientTopIntensityInteriorNight=1.0
GradientTopCurveSunrise=1.0
GradientTopCurveDay=1.0
GradientTopCurveSunset=1.0
GradientTopCurveNight=1.0
GradientTopCurveInteriorDay=1.0
GradientTopCurveInteriorNight=1.0
GradientTopColorFilterSunrise=1, 1, 1
GradientTopColorFilterDay=1, 1, 1
GradientTopColorFilterSunset=1, 1, 1
GradientTopColorFilterNight=1, 1, 1
GradientTopColorFilterInteriorDay=1, 1, 1
GradientTopColorFilterInteriorNight=1, 1, 1
GradientMiddleIntensitySunrise=1.0
GradientMiddleIntensityDay=1.0
GradientMiddleIntensitySunset=1.0
GradientMiddleIntensityNight=1.0
GradientMiddleIntensityInteriorDay=1.0
GradientMiddleIntensityInteriorNight=1.0
GradientMiddleCurveSunrise=1.0
GradientMiddleCurveDay=1.0
GradientMiddleCurveSunset=1.0
GradientMiddleCurveNight=1.0
GradientMiddleCurveInteriorDay=1.0
GradientMiddleCurveInteriorNight=1.0
GradientMiddleColorFilterSunrise=1, 1, 1
GradientMiddleColorFilterDay=1, 1, 1
GradientMiddleColorFilterSunset=1, 1, 1
GradientMiddleColorFilterNight=1, 1, 1
GradientMiddleColorFilterInteriorDay=1, 1, 1
GradientMiddleColorFilterInteriorNight=1, 1, 1
GradientHorizonIntensitySunrise=1.0
GradientHorizonIntensityDay=1.0
GradientHorizonIntensitySunset=1.0
GradientHorizonIntensityNight=1.0
GradientHorizonIntensityInteriorDay=1.0
GradientHorizonIntensityInteriorNight=1.0
GradientHorizonCurveSunrise=1.0
GradientHorizonCurveDay=1.0
GradientHorizonCurveSunset=1.0
GradientHorizonCurveNight=1.0
GradientHorizonCurveInteriorDay=1.0
GradientHorizonCurveInteriorNight=1.0
GradientHorizonColorFilterSunrise=1, 1, 1
GradientHorizonColorFilterDay=1, 1, 1
GradientHorizonColorFilterSunset=1, 1, 1
GradientHorizonColorFilterNight=1, 1, 1
GradientHorizonColorFilterInteriorDay=1, 1, 1
GradientHorizonColorFilterInteriorNight=1, 1, 1
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1
SunGlowIntensitySunrise=1.0
SunGlowIntensityDay=1.0
SunGlowIntensitySunset=1.0
SunGlowIntensityNight=1.0
SunGlowIntensityInteriorDay=1.0
SunGlowIntensityInteriorNight=1.0
SunGlowHazinessSunrise=0.0
SunGlowHazinessDay=0.0
SunGlowHazinessSunset=0.0
SunGlowHazinessNight=0.0
SunGlowHazinessInteriorDay=0.0
SunGlowHazinessInteriorNight=0.0
SunCoronaIntensity=1.0
SunCoronaCurve=1.0
SunCoronaDesaturation=0.0
MoonIntensitySunrise=1.0
MoonIntensityDay=1.0
MoonIntensitySunset=1.0
MoonIntensityNight=1.0
MoonIntensityInteriorDay=1.0
MoonIntensityInteriorNight=1.0
MoonCurveSunrise=1.0
MoonCurveDay=1.0
MoonCurveSunset=1.0
MoonCurveNight=1.0
MoonCurveInteriorDay=1.0
MoonCurveInteriorNight=1.0
MoonDesaturationSunrise=0.0
MoonDesaturationDay=0.0
MoonDesaturationSunset=0.0
MoonDesaturationNight=0.0
MoonDesaturationInteriorDay=0.0
MoonDesaturationInteriorNight=0.0
CloudsIntensityDawn=1.0
CloudsIntensityDusk=1.0
CloudsCurveDawn=1.0
CloudsCurveDusk=1.0
CloudsDesaturationDawn=0.0
CloudsDesaturationDusk=0.0
CloudsOpacityDawn=1.0
CloudsOpacityDusk=1.0
CloudsColorFilterDawn=1, 1, 1
CloudsColorFilterDusk=1, 1, 1
GradientIntensityDawn=1.0
GradientIntensityDusk=1.0
GradientDesaturationDawn=0.0
GradientDesaturationDusk=0.0
GradientTopIntensityDawn=1.0
GradientTopIntensityDusk=1.0
GradientTopCurveDawn=1.0
GradientTopCurveDusk=1.0
GradientTopColorFilterDawn=1, 1, 1
GradientTopColorFilterDusk=1, 1, 1
GradientMiddleIntensityDawn=1.0
GradientMiddleIntensityDusk=1.0
GradientMiddleCurveDawn=1.0
GradientMiddleCurveDusk=1.0
GradientMiddleColorFilterDawn=1, 1, 1
GradientMiddleColorFilterDusk=1, 1, 1
GradientHorizonIntensityDawn=1.0
GradientHorizonIntensityDusk=1.0
GradientHorizonCurveDawn=1.0
GradientHorizonCurveDusk=1.0
GradientHorizonColorFilterDawn=1, 1, 1
GradientHorizonColorFilterDusk=1, 1, 1
SunIntensityDawn=1.0
SunIntensityDusk=1.0
SunDesaturationDawn=0.0
SunDesaturationDusk=0.0
SunColorFilterDawn=1, 1, 1
SunColorFilterDusk=1, 1, 1
SunGlowIntensityDawn=0.0
SunGlowIntensityDusk=0.0
SunGlowHazinessDawn=0.0
SunGlowHazinessDusk=0.0
MoonIntensityDawn=1.0
MoonIntensityDusk=1.0
MoonCurveDawn=1.0
MoonCurveDusk=1.0
MoonDesaturationDawn=0.0
MoonDesaturationDusk=0.0
[OBJECT]
IgnoreWeatherSystem=false
SubSurfaceScatteringMultiplierSunrise=0.0
SubSurfaceScatteringMultiplierDay=0.0
SubSurfaceScatteringMultiplierSunset=0.0
SubSurfaceScatteringMultiplierNight=0.0
SubSurfaceScatteringMultiplierInteriorDay=0.0
SubSurfaceScatteringMultiplierInteriorNight=0.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SubSurfaceScatteringMultiplierDawn=1.0
SubSurfaceScatteringMultiplierDusk=1.0
SubSurfaceScatteringPowerDawn=1.0
SubSurfaceScatteringPowerDusk=1.0
SpecularAmountMultiplierDawn=1.0
SpecularAmountMultiplierDusk=1.0
SpecularPowerMultiplierDawn=1.0
SpecularPowerMultiplierDusk=1.0
[VEGETATION]
IgnoreWeatherSystem=false
SubSurfaceScatteringMultiplierSunrise=1.0
SubSurfaceScatteringMultiplierDay=1.0
SubSurfaceScatteringMultiplierSunset=1.0
SubSurfaceScatteringMultiplierNight=1.0
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SubSurfaceScatteringMultiplierDawn=1.0
SubSurfaceScatteringMultiplierDusk=1.0
SubSurfaceScatteringPowerDawn=1.0
SubSurfaceScatteringPowerDusk=1.0
SpecularAmountMultiplierDawn=1.0
SpecularAmountMultiplierDusk=1.0
SpecularPowerMultiplierDawn=1.0
SpecularPowerMultiplierDusk=1.0
[EYES]
IgnoreWeatherSystem=false
SubSurfaceScatteringMultiplierSunrise=1.0
SubSurfaceScatteringMultiplierDay=1.0
SubSurfaceScatteringMultiplierSunset=1.0
SubSurfaceScatteringMultiplierNight=1.0
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SubSurfaceScatteringMultiplierDawn=1.0
SubSurfaceScatteringMultiplierDusk=1.0
SubSurfaceScatteringPowerDawn=1.0
SubSurfaceScatteringPowerDusk=1.0
SpecularAmountMultiplierDawn=1.0
SpecularAmountMultiplierDusk=1.0
SpecularPowerMultiplierDawn=1.0
SpecularPowerMultiplierDusk=1.0
[CHARACTERGLOW]
IgnoreWeatherSystem=false
IntensityMultiplierDawn=1.0
IntensityMultiplierSunrise=1.0
IntensityMultiplierDay=1.0
IntensityMultiplierSunset=1.0
IntensityMultiplierDusk=1.0
IntensityMultiplierNight=1.0
IntensityMultiplierInteriorDay=1.0
IntensityMultiplierInteriorNight=1.0
PowerMultiplierDawn=1.0
PowerMultiplierSunrise=1.0
PowerMultiplierDay=1.0
PowerMultiplierSunset=1.0
PowerMultiplierDusk=1.0
PowerMultiplierNight=1.0
PowerMultiplierInteriorDay=1.0
PowerMultiplierInteriorNight=1.0
[LIGHTSPRITE]
IgnoreWeatherSystem=false
IntensitySunrise=4.0
IntensityDay=4.0
IntensitySunset=4.0
IntensityNight=4.0
IntensityInteriorDay=4.0
IntensityInteriorNight=4.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
IntensityDawn=1.0
IntensityDusk=1.0
CurveDawn=1.0
CurveDusk=1.0
[WINDOWLIGHT]
IgnoreWeatherSystem=false
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
IntensityDawn=1.0
IntensityDusk=1.0
CurveDawn=1.0
CurveDusk=1.0
[VOLUMETRICFOG]
IgnoreWeatherSystem=false
EnableShadows=true
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
LightingInfluenceSunrise=1.0
LightingInfluenceDay=1.0
LightingInfluenceSunset=1.0
LightingInfluenceNight=1.0
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
OpacitySunrise=1.0
OpacityDay=1.0
OpacitySunset=1.0
OpacityNight=1.0
OpacityInteriorDay=1.0
OpacityInteriorNight=1.0
IntensityDawn=1.0
IntensityDusk=1.0
CurveDawn=1.0
CurveDusk=1.0
LightingInfluenceDawn=1.0
LightingInfluenceDusk=1.0
OpacityDawn=1.0
OpacityDusk=1.0
[FIRE]
IgnoreWeatherSystem=false
IntensitySunrise=4.0
IntensityDay=4.0
IntensitySunset=4.0
IntensityNight=4.0
IntensityInteriorDay=4.0
IntensityInteriorNight=4.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
AdditiveBlending=true
IntensityDawn=1.0
IntensityDusk=1.0
CurveDawn=1.0
CurveDusk=1.0
[PARTICLE]
IgnoreWeatherSystem=false
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
LightingInfluenceSunrise=1.0
LightingInfluenceDay=1.0
LightingInfluenceSunset=1.0
LightingInfluenceNight=1.0
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
IntensityDawn=1.0
IntensityDusk=1.0
LightingInfluenceDawn=1.0
LightingInfluenceDusk=1.0
[DEPTHOFFIELD]
IgnoreWeatherSystem=false
Quality=0
FadeTime=1.0
[sHADOW]
IgnoreWeatherSystem=false
ShadowCastersFix=false
UseBilateralShadowFilter=true
ShadowQualityFix=true
DetailedShadowQuality=0
ShadowFilterQuality=2
ShadowBlurRange=2.0
ShadowBlurRangeInterior=2.0
[RAYS]
IgnoreWeatherSystem=false
SunRaysMultiplierSunrise=0.4
SunRaysMultiplierDay=0.4
SunRaysMultiplierSunset=0.4
SunRaysMultiplierNight=0.4
SunRaysMultiplierInteriorDay=0.4
SunRaysMultiplierInteriorNight=0.4
SunRaysMultiplierDawn=0.4
SunRaysMultiplierDusk=0.4
[REFLECTION]
IgnoreWeatherSystem=false
Quality=1
FilterQuality=2
FilterBluriness=0.0
SizeScale=1.0
SourceTexturesScale=1.0
Amount=1.0
AmountInterior=1.0
Power=1.0
PowerInterior=1.0
GlosinessMin=0.0
GlosinessMax=1.0
EnableDenoiser=true
DenoiserType=4
EnableSupersampling=false
ExteriorEnable=true
InteriorEnable=true
[iMAGEBASEDLIGHTING]
IgnoreWeatherSystem=false
AdditiveAmountSunrise=0.05
AdditiveAmountDay=0.05
AdditiveAmountSunset=0.05
AdditiveAmountNight=0.05
AdditiveAmountInteriorDay=0.05
AdditiveAmountInteriorNight=0.05
MultiplicativeAmountSunrise=0.0
MultiplicativeAmountDay=0.0
MultiplicativeAmountSunset=0.0
MultiplicativeAmountNight=0.0
MultiplicativeAmountInteriorDay=0.0
MultiplicativeAmountInteriorNight=0.0
ReflectiveAmountSunrise=0.1
ReflectiveAmountDay=0.1
ReflectiveAmountSunset=0.1
ReflectiveAmountNight=0.1
ReflectiveAmountInteriorDay=0.1
ReflectiveAmountInteriorNight=0.1
AdditiveAmountDawn=0.05
AdditiveAmountDusk=0.05
MultiplicativeAmountDawn=0.0
MultiplicativeAmountDusk=0.0
ReflectiveAmountDawn=0.1
ReflectiveAmountDusk=0.1
[RAIN]
IgnoreWeatherSystem=false
Enable=true
EnableAntialiasing=false
EnableSupersampling=true
MotionStretch=1.0
MotionTransparency=0.9
UseOriginalTexture=false
[sUBSURFACESCATTERING]
IgnoreWeatherSystem=false
EnableTextureAlpha=true
Quality=0
Radius=5.0
Amount=1.0
EpidermalAmount=4.0
SubdermalAmount=12.0
EpidermalDiffuseSaturation=0.0
SubdermalDiffuseSaturation=0.9
EpidermalMix=0.5
SubdermalMix=0.5
SubdermalTranslucency=0.3
SubdermalPhase=0.0
[WATER]
IgnoreWeatherSystem=false
EnablePreCache=false
EnableDispersion=true
EnableCaustics=true
EnableParallax=false
EnableShadow=false
EnableVolumetricShadow=false
EnableLighting=true
EnableSelfReflection=true
EnableDisplacement=false
DisplacementQuality=1
DisplacementFilterQuality=2
ShadowQuality=0
EnableShadowNoise=false
ReflectionAmount=1.0
FrennelMultiplier=1.0
FrennelMin=0.0
FrennelMax=1.0
DispersionAmount=1.0
CausticsAmount=3.0
SunSpecularMultiplier=1.0
SunScatteringMultiplier=1.0
SunLightingMultiplier=0.3
WetMultiplier=1.0
WavesAmplitudeSunrise=1.0
WavesAmplitudeDay=1.0
WavesAmplitudeSunset=1.0
WavesAmplitudeNight=1.0
WavesAmplitudeInteriorDay=1.0
WavesAmplitudeInteriorNight=1.0
Muddiness=0.5
WavesAmplitudeDawn=1.0
WavesAmplitudeDusk=1.0
[uNDERWATER]
IgnoreWeatherSystem=false
EnableDispersion=true
EnableParallax=true
EnableDisplacement=true
EnableSilhouette=true
EnableBlurring=false
EnableReflection=true
EnableShadow=true
ShadowQuality=0
DispersionAmount=1.0
ReflectionAmount=1.0
TransparencyFade=1.0
TransparencyCurve=1.0
DeepnessFade=2.0
DeepnessDarkening=0.5
TintAmount=2.0
TintFade=2.0
SunScatteringMultiplier=0.5
[CLOUDSHADOWS]
IgnoreWeatherSystem=false
EnableAtNight=false
OpacitySunrise=1.0
OpacityDay=1.0
OpacitySunset=1.0
OpacityNight=1.0
OpacityInteriorDay=1.0
OpacityInteriorNight=1.0
OpacityDawn=1.0
OpacityDusk=1.0
[VOLUMETRICRAYS]
IgnoreWeatherSystem=false
Quality=1
IntensitySunrise=0.2
IntensityDay=0.2
IntensitySunset=0.2
IntensityNight=0.2
IntensityInteriorDay=0.2
IntensityInteriorNight=0.2
DensitySunrise=5.0
DensityDay=1.0
DensitySunset=1.0
DensityNight=1.0
DensityInteriorDay=1.0
DensityInteriorNight=1.0
SkyColorAmountSunrise=1.0
SkyColorAmountDay=1.0
SkyColorAmountSunset=1.0
SkyColorAmountNight=0.5
SkyColorAmountInteriorDay=0.5
SkyColorAmountInteriorNight=0.5
IntensityDawn=0.2
IntensityDusk=0.2
DensityDawn=1.0
DensityDusk=1.0
SkyColorAmountDawn=0.5
SkyColorAmountDusk=0.5
[PROCEDURALSUN]
IgnoreWeatherSystem=false
Size=1.0
EdgeSoftness=0.5
GlowIntensitySunrise=0.4
GlowIntensityDay=0.4
GlowIntensitySunset=0.4
GlowIntensityNight=0.4
GlowIntensityInteriorDay=0.4
GlowIntensityInteriorNight=0.4
GlowCurveSunrise=10.0
GlowCurveDay=10.0
GlowCurveSunset=10.0
GlowCurveNight=10.0
GlowCurveInteriorDay=10.0
GlowCurveInteriorNight=10.0
GlowIntensityDawn=0.4
GlowIntensityDusk=0.4
GlowCurveDawn=10.0
GlowCurveDusk=10.0
[MIST]
IgnoreWeatherSystem=false
EnableAnchors=true
AnchorsAmountSunrise=1.0
AnchorsAmountDay=1.0
AnchorsAmountSunset=1.0
AnchorsAmountNight=1.0
AnchorsAmountInteriorDay=1.0
AnchorsAmountInteriorNight=1.0
ColorFromEnvironmentFog=0.0
SkyLightingAmountSunrise=1.0
SkyLightingAmountDay=1.0
SkyLightingAmountSunset=1.0
SkyLightingAmountNight=1.0
SkyLightingAmountInteriorDay=1.0
SkyLightingAmountInteriorNight=1.0
SunLightingAmountSunrise=0.1
SunLightingAmountDay=0.1
SunLightingAmountSunset=0.1
SunLightingAmountNight=0.1
SunLightingAmountInteriorDay=0.1
SunLightingAmountInteriorNight=0.1
DesaturationSunrise=0.0
DesaturationDay=0.0
DesaturationSunset=0.0
DesaturationNight=0.0
DesaturationInteriorDay=0.0
DesaturationInteriorNight=0.0
ColorFilterSunrise=1, 1, 1
ColorFilterDay=1, 1, 1
ColorFilterSunset=1, 1, 1
ColorFilterNight=1, 1, 1
ColorFilterInteriorDay=1, 1, 1
ColorFilterInteriorNight=1, 1, 1
RelativeToCameraSunrise=0.0
RelativeToCameraDay=0.0
RelativeToCameraSunset=0.0
RelativeToCameraNight=0.0
RelativeToCameraInteriorDay=0.0
RelativeToCameraInteriorNight=0.0
VerticalOffsetSunrise=-10.0
VerticalOffsetDay=-10.0
VerticalOffsetSunset=-10.0
VerticalOffsetNight=-10.0
VerticalOffsetInteriorDay=-10.0
VerticalOffsetInteriorNight=-10.0
DensitySunrise=1.5
DensityDay=1.5
DensitySunset=1.5
DensityNight=1.5
DensityInteriorDay=1.5
DensityInteriorNight=1.5
VerticalFadeSunrise=4.0
VerticalFadeDay=4.0
VerticalFadeSunset=4.0
VerticalFadeNight=4.0
VerticalFadeInteriorDay=4.0
VerticalFadeInteriorNight=4.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeNight=1.0
DistanceFadeInteriorDay=1.0
DistanceFadeInteriorNight=1.0
BottomTopSunrise=0.0
BottomTopDay=0.0
BottomTopSunset=0.0
BottomTopNight=0.0
BottomTopInteriorDay=0.0
BottomTopInteriorNight=0.0
ExponentialFadeSunrise=1.0
ExponentialFadeDay=1.0
ExponentialFadeSunset=1.0
ExponentialFadeNight=1.0
ExponentialFadeInteriorDay=1.0
ExponentialFadeInteriorNight=1.0
AnchorsAmountDawn=1.0
AnchorsAmountDusk=1.0
SkyLightingAmountDawn=1.0
SkyLightingAmountDusk=1.0
SunLightingAmountDawn=0.1
SunLightingAmountDusk=0.1
DesaturationDawn=0.0
DesaturationDusk=0.0
ColorFilterDawn=1, 1, 1
ColorFilterDusk=1, 1, 1
RelativeToCameraDawn=0.0
RelativeToCameraDusk=0.0
VerticalOffsetDawn=-10.0
VerticalOffsetDusk=-10.0
DensityDawn=1.5
DensityDusk=1.5
VerticalFadeDawn=4.0
VerticalFadeDusk=4.0
DistanceFadeDawn=0.0
DistanceFadeDusk=0.0
BottomTopDawn=0.0
BottomTopDusk=0.0
ExponentialFadeDawn=1.0
ExponentialFadeDusk=1.0

 

I altered one section on ENBeffects file to resolve a glitch for vampire sight. I removed the "\\" from the apply color correction section.

 

 

 

//++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright © 2007-2013 Boris Vorontsov
//++++++++++++++++++++++++++++++++++++++++++++
//post processing mode. Change value (could be 1, 2, 3, 4). Every mode have own internal parameters, look below
#ifndef POSTPROCESS
#define POSTPROCESS 3
#endif
//use original game processing first, then mine
#define APPLYGAMECOLORCORRECTION
//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
//modify these values to tweak various color processing
//POSTPROCESS 1
float EAdaptationMinV1=0.01;
float EAdaptationMaxV1=0.07;
float EContrastV1=0.95;
float EColorSaturationV1=1.0;
float EToneMappingCurveV1=6.0;
//POSTPROCESS 2
//float EBrightnessV2=2.5;
float EAdaptationMinV2=0.05;
float EAdaptationMaxV2=0.05;//0.125;
float EToneMappingCurveV2=8.0;
float EIntensityContrastV2=1.0;
float EColorSaturationV2=1.0;
float EToneMappingOversaturationV2=180.0;
//POSTPROCESS 3
float EAdaptationMinV3=0.05;
float EAdaptationMaxV3=0.125;
float EToneMappingCurveV3=4.0;
float EToneMappingOversaturationV3=60.0;
//POSTPROCESS 4
float EAdaptationMinV4=0.2;
float EAdaptationMaxV4=0.125;
float EBrightnessCurveV4=0.7;
float EBrightnessMultiplierV4=0.45;
float EBrightnessToneMappingCurveV4=0.5;
//parameters for ldr color correction, if enabled
float ECCGamma
<
string UIName="CC: Gamma";
string UIWidget="Spinner";
float UIMin=0.2;//not zero!!!
float UIMax=5.0;
> = {1.0};
float ECCInBlack
<
string UIName="CC: In black";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.0};
float ECCInWhite
<
string UIName="CC: In white";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float ECCOutBlack
<
string UIName="CC: Out black";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.0};
float ECCOutWhite
<
string UIName="CC: Out white";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float ECCBrightness
<
string UIName="CC: Brightness";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0};
float ECCContrastGrayLevel
<
string UIName="CC: Contrast gray level";
string UIWidget="Spinner";
float UIMin=0.01;
float UIMax=0.99;
> = {0.5};
float ECCContrast
<
string UIName="CC: Contrast";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0};
float ECCSaturation
<
string UIName="CC: Saturation";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0};
float ECCDesaturateShadows
<
string UIName="CC: Desaturate shadows";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.0};
float3 ECCColorBalanceShadows <
string UIName="CC: Color balance shadows";
string UIWidget="Color";
> = {0.5, 0.5, 0.5};
float3 ECCColorBalanceHighlights <
string UIName="CC: Color balance highlights";
string UIWidget="Color";
> = {0.5, 0.5, 0.5};
float3 ECCChannelMixerR <
string UIName="CC: Channel mixer R";
string UIWidget="Color";
> = {1.0, 0.0, 0.0};
float3 ECCChannelMixerG <
string UIName="CC: Channel mixer G";
string UIWidget="Color";
> = {0.0, 1.0, 0.0};
float3 ECCChannelMixerB <
string UIName="CC: Channel mixer B";
string UIWidget="Color";
> = {0.0, 0.0, 1.0};
//+++++++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++
//keyboard controlled temporary variables (in some versions exists in the config file). Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0
float4 tempF1; //0,1,2,3
float4 tempF2; //5,6,7,8
float4 tempF3; //9,0
//x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 Timer;
//x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4 ScreenSize;
//changes in range 0..1, 0 means that night time, 1 - day time
float ENightDayFactor;
//changes 0 or 1. 0 means that exterior, 1 - interior
float EInteriorFactor;
//changes in range 0..1, 0 means full quality, 1 lowest dynamic quality (0.33, 0.66 are limits for quality levels)
float EAdaptiveQualityFactor;
//.x - current weather index, .y - outgoing weather index, .z - weather transition, .w - time of the day in 24 standart hours. Weather index is value from _weatherlist.ini, for example WEATHER002 means index==2, but index==0 means that weather not captured.
float4 WeatherAndTime;
//enb version of bloom applied, ignored if original post processing used
float EBloomAmount;
//fov in degrees
float FieldOfView;
texture2D texs0;//color
texture2D texs1;//bloom skyrim
texture2D texs2;//adaptation skyrim
texture2D texs3;//bloom enb
texture2D texs4;//adaptation enb
texture2D texs7;//palette enb
sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = POINT;//
MagFilter = POINT;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s7 = sampler_state
{
Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
OUT.vpos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy=IN.txcoord0.xy;
return OUT;
}
//skyrim shader specific externals, do not modify
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c3 : register(c3);
float4 _c4 : register(c4);
float4 _c5 : register(c5);
float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 _oC0=0.0; //output
float4 _c6=float4(0, 0, 0, 0);
float4 _c7=float4(0.212500006, 0.715399981, 0.0720999986, 1.0);
float4 r0;
float4 r1;
float4 r2;
float4 r3;
float4 r4;
float4 r5;
float4 r6;
float4 r7;
float4 r8;
float4 r9;
float4 r10;
float4 r11;
float4 _v0=0.0;
_v0.xy=IN.txcoord0.xy;
r1=tex2D(_s0, _v0.xy); //color
//apply bloom
float4 xcolorbloom=tex2D(_s3, _v0.xy);
xcolorbloom.xyz=xcolorbloom-r1;
xcolorbloom.xyz=max(xcolorbloom, 0.0);
r1.xyz+=xcolorbloom*EBloomAmount;
r11=r1; //my bypass
_oC0.xyz=r1.xyz; //for future use without game color corrections
#ifdef APPLYGAMECOLORCORRECTION
//apply original
r0.x=1.0/_c2.y;
r1=tex2D(_s2, _v0);
r0.yz=r1.xy * _c1.y;
r0.w=1.0/r0.y;
r0.z=r0.w * r0.z;
r1=tex2D(_s0, _v0);
r1.xyz=r1 * _c1.y;
r0.w=dot(_c7.xyz, r1.xyz);
r1.w=r0.w * r0.z;
r0.z=r0.z * r0.w + _c7.w;
r0.z=1.0/r0.z;
r0.x=r1.w * r0.x + _c7.w;
r0.x=r0.x * r1.w;
r0.x=r0.z * r0.x;
if (r0.w<0) r0.x=_c6.x;
r0.z=1.0/r0.w;
r0.z=r0.z * r0.x;
r0.x=saturate(-r0.x + _c2.x);
// r2=tex2D(_s3, _v0);//enb bloom
r2=tex2D(_s1, _v0);//skyrim bloom
r2.xyz=r2 * _c1.y;
r2.xyz=r0.x * r2;
r1.xyz=r1 * r0.z + r2;
r0.x=dot(r1.xyz, _c7.xyz);
r1.w=_c7.w;
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1 - r0.y; //khajiit night vision _c3.w
r0=_c3.z * r1 + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif //APPLYGAMECOLORCORRECTION
/*
#ifndef APPLYGAMECOLORCORRECTION
//temporary fix for khajiit night vision, but it also degrade colors.
// r1=tex2D(_s2, _v0);
// r0.y=r1.xy * _c1.y;
r1=_oC0;
r1.xyz=r1 * _c1.y;
r0.x=dot(r1.xyz, _c7.xyz);
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1;// - r0.y;
r0=_c3.z * r1;// + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif //!APPLYGAMECOLORCORRECTION
*/
float4 color=_oC0;
//adaptation in time
float4 Adaptation=tex2D(_s4, 0.5);
float grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z);
#if (POSTPROCESS==1)
grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV1+EAdaptationMinV1);//*tempF1.x
float cgray=dot(color.xyz, float3(0.27, 0.67, 0.06));
cgray=pow(cgray, EContrastV1);
float3 poweredcolor=pow(color.xyz, EColorSaturationV1);
float newgray=dot(poweredcolor.xyz, float3(0.27, 0.67, 0.06));
color.xyz=poweredcolor.xyz*cgray/(newgray+0.0001);
float3 luma=color.xyz;
float lumamax=300.0;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV1);
#endif
#if (POSTPROCESS==2)
grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV2+EAdaptationMinV2);//*tempF1.x
//color.xyz*=EBrightnessV2;
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, EIntensityContrastV2);
xncol.xyz=pow(xncol.xyz, EColorSaturationV2);
color.xyz=scl*xncol.xyz;
float lumamax=EToneMappingOversaturationV2;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV2);
#endif
#if (POSTPROCESS==3)
grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV3+EAdaptationMinV3);//*tempF1.x
float lumamax=EToneMappingOversaturationV3;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV3);
#endif
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz*=0.7;
#if (POSTPROCESS==4)
grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV4+EAdaptationMinV4);
float Y = dot(color.xyz, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B;
float U = dot(color.xyz, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B;
float V = dot(color.xyz, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B;
Y=pow(Y, EBrightnessCurveV4);
Y=Y*EBrightnessMultiplierV4;
// Y=Y/(Y+EBrightnessToneMappingCurveV4);
// float desaturatefact=saturate(Y*Y*Y*1.7);
// U=lerp(U, 0.0, desaturatefact);
// V=lerp(V, 0.0, desaturatefact);
color.xyz=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;
color.xyz=max(color.xyz, 0.0);
color.xyz=color.xyz/(color.xyz+EBrightnessToneMappingCurveV4);
#endif
//pallete texture (0.082+ version feature)
#ifdef E_CC_PALETTE
color.rgb=saturate(color.rgb);
float3 brightness=Adaptation.xyz;//tex2D(_s4, 0.5);//adaptation luminance
// brightness=saturate(brightness);//old version from ldr games
brightness=(brightness/(brightness+1.0));//new version
brightness=max(brightness.x, max(brightness.y, brightness.z));//new version
float3 palette;
float4 uvsrc=0.0;
uvsrc.y=brightness.r;
uvsrc.x=color.r;
palette.r=tex2Dlod(_s7, uvsrc).r;
uvsrc.x=color.g;
uvsrc.y=brightness.g;
palette.g=tex2Dlod(_s7, uvsrc).g;
uvsrc.x=color.b;
uvsrc.y=brightness.b;
palette.b=tex2Dlod(_s7, uvsrc).b;
color.rgb=palette.rgb;
#endif //E_CC_PALETTE
#ifdef E_CC_PROCEDURAL
float tempgray;
float4 tempvar;
float3 tempcolor;
/*
//these replaced by "levels"
//+++ gamma
if (ECCGamma!=1.0)
color=pow(color, 1.0/ECCGamma);
//+++ brightness like in photoshop
color=color+ECCAditiveBrightness;
//+++ lightness
tempvar.x=saturate(ELightness);
tempvar.y=saturate(1.0+ECCLightness);
color=tempvar.x*(1.0-color) + (tempvar.y*color);
*/
//+++ levels like in photoshop, including gamma, lightness, additive brightness
color=max(color-ECCInBlack, 0.0) / max(ECCInWhite-ECCInBlack, 0.0001);
if (ECCGamma!=1.0) color=pow(color, ECCGamma);
color=color*(ECCOutWhite-ECCOutBlack) + ECCOutBlack;
//+++ brightness
color=color*ECCBrightness;
//+++ contrast
color=(color-ECCContrastGrayLevel) * ECCContrast + ECCContrastGrayLevel;
//+++ saturation
tempgray=dot(color.xyz, 0.3333);
color=lerp(tempgray, color, ECCSaturation);
//+++ desaturate shadows
tempgray=dot(color.xyz, 0.3333);
tempvar.x=saturate(1.0-tempgray);
tempvar.x*=tempvar.x;
tempvar.x*=tempvar.x;
color=lerp(color, tempgray, ECCDesaturateShadows*tempvar.x);
//+++ color balance
color=saturate(color);
tempgray=dot(color.xyz, 0.3333);
float2 shadow_highlight=float2(1.0-tempgray, tempgray);
shadow_highlight*=shadow_highlight;
color.rgb+=(ECCColorBalanceHighlights*2.0-1.0)*color * shadow_highlight.x;
color.rgb+=(ECCColorBalanceShadows*2.0-1.0)*(1.0-color) * shadow_highlight.y;
//+++ channel mixer
tempcolor=color;
color.r=dot(tempcolor, ECCChannelMixerR);
color.g=dot(tempcolor, ECCChannelMixerG);
color.b=dot(tempcolor, ECCChannelMixerB);
#endif //E_CC_PROCEDURAL
_oC0.w=1.0;
_oC0.xyz=color.xyz;
return _oC0;
}
//switch between vanilla and mine post processing
technique Shader_D6EC7DD1 <string UIName="ENBSeries";>
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1();
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
//original shader of post processing
technique Shader_ORIGINALPOSTPROCESS <string UIName="Vanilla";>
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader=
asm
{
// Parameters:
// sampler2D Avg;
// sampler2D Blend;
// float4 Cinematic;
// float4 ColorRange;
// float4 Fade;
// sampler2D Image;
// float4 Param;
// float4 Tint;
// Registers:
// Name Reg Size
// ------------ ----- ----
// ColorRange c1 1
// Param c2 1
// Cinematic c3 1
// Tint c4 1
// Fade c5 1
// Image s0 1
// Blend s1 1
// Avg s2 1
//s0 bloom result
//s1 color
//s2 is average color
ps_3_0
def c6, 0, 0, 0, 0
//was c0 originally
def c7, 0.212500006, 0.715399981, 0.0720999986, 1
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x, c2.y
texld r1, v0, s2
mul r0.yz, r1.xxyw, c1.y
rcp r0.w, r0.y
mul r0.z, r0.w, r0.z
texld r1, v0, s1
mul r1.xyz, r1, c1.y
dp3 r0.w, c7, r1
mul r1.w, r0.w, r0.z
mad r0.z, r0.z, r0.w, c7.w
rcp r0.z, r0.z
mad r0.x, r1.w, r0.x, c7.w
mul r0.x, r0.x, r1.w
mul r0.x, r0.z, r0.x
cmp r0.x, -r0.w, c6.x, r0.x
rcp r0.z, r0.w
mul r0.z, r0.z, r0.x
add_sat r0.x, -r0.x, c2.x
texld r2, v0, s0
mul r2.xyz, r2, c1.y
mul r2.xyz, r0.x, r2
mad r1.xyz, r1, r0.z, r2
dp3 r0.x, r1, c7
mov r1.w, c7.w
lrp r2, c3.x, r1, r0.x
mad r1, r0.x, c4, -r2
mad r1, c4.w, r1, r2
mad r1, c3.w, r1, -r0.y
mad r0, c3.z, r1, r0.y
add r1, -r0, c5
mad oC0, c5.w, r1, r0
};
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

Edited by WakahisaSensei
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You mentioned earlier you are only using just enboost with the enb effects off, so you should just have the enbseries folder, d3d9.dll, enbhost.exe, the enbseries.ini, and enblocal.ini. There shouldn't be an enbeffect file or any of those other files that come with the enb download.

 

Again, I'd refer you to the STEP guide I linked to change some of your enblocal settings if you are not actually using an ENB. You can change UseDefferedRendering to false, for example.

 

If you have an updated Windows 10 (creator's update) and a decent new computer, you probably need to change the values in the videomemorysizemb (when I upgraded my computer with the windows update mine went from 2000 to 18914) and also increase reservedmemorysize from 64 to 128. But again, that depends on what you upgraded to.

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You mentioned earlier you are only using just enboost with the enb effects off, so you should just have the enbseries folder, d3d9.dll, enbhost.exe, the enbseries.ini, and enblocal.ini. There shouldn't be an enbeffect file or any of those other files that come with the enb download.

 

Again, I'd refer you to the STEP guide I linked to change some of your enblocal settings if you are not actually using an ENB. You can change UseDefferedRendering to false, for example.

 

If you have an updated Windows 10 (creator's update) and a decent new computer, you probably need to change the values in the videomemorysizemb (when I upgraded my computer with the windows update mine went from 2000 to 18914) and also increase reservedmemorysize from 64 to 128. But again, that depends on what you upgraded to.

I appreciate it. I might try to implement full ENB if I can get it functional. I'll have to try some things. Appreciate the help.

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Good Deal. Now I can explain a bit about what you're having problems with.

 

Spoiler 1:

 

 

In your first Spoiler list of problems RavenCastleQuest1 is stage one which is followed by "RavenCastleQuest2". Both won't work because of the missing scripts. The repeated stuff is telling you what is keeping the mod from loading. The game tries repeatedly to load the scripts causing the delay and thus you get the CTD.

 

SECOND SPOILER LIST:

 

The word "stack:" is below each of the lines which tells you what esp is not loaded.

 

After you're through reading my report get the latest version of Unofficial Skyrim Patch.esp as well as, with any of it's newer unofficial updated patch mods.

 

If you have the unofficial patch mods for each DLC, wait, check to see if they have a new version available and to find out if they are no longer needed.

 

Second list: in your spoilers, shows the patch mods that are needed to start the game since you used them. I presume you got this group of dump messages before you uninstalled, refreshed your games root esm's and DLCs.

 

IF NOT then your fresh install is still incomplete, but never fear, it looks to me that you're almost ready.

 

The patch mod you especially need to be loaded near the games main esm DLCs esm too, is, for it to work properly is the "Unofficial Skyrim Patch.esp" It presently does not exist or is not currently loaded. If you got this message before you refreshed your game you can add it to the game again. If you didn't do as clean a clean refreshed install as you thought it is missing because there are files still in need of it in your new set up.

 

If it is an old dump file and not from your refreshed installation, doesn't matter, you may need it again anyway. Get the updated versions of every patch esp mod for Skyrim and it's DLCs.

 

Now! You can see the names of your other missing mods causing the hang up in the line immediately above the word, "stack:" in your second spoilers list.

 

Re-installing them may solve these problems. You should not have to if the dump file was before... I am hoping your spoiler list dump file is before you refreshed the game.

 

se type for the DLC's patches, the "Unofficial Dawnguard Patch.esp" types. First before you put them back in; check to see if your version of them is up to date. After you install the UnofficialSkyrimPatch and test the game, if the game still needs them, then restore them if you've got them or any that are up to date versions. These mod types all need to be in the setup below the main Skyrim esm, below the main DLC's esms too. The DLCs especially need to be in the proper order for them to load. (I didn't see them in your dump files so I feel assured they are loading correctly.)

 

Remember. The unofficial patches were all meant to be temporary.

 

It doesn't look like the Unofficial Skyrim Patch was ever succeeded with the corrections by Bethesda though. So...Use it again.

 

Once you have installed the UnofficialSkyrimPatch esp click Play. Don't play the game though, wait, to see if it crashes. If it crashes check your dump file.

 

Most likely it will suggest you don't have another mod installed. Add the UnofficialDLC patches. Test to see if the game crashes, just waiting a moment, save if it doesn't, reboot, reload last new save. Play and play the game some to see if it crashes.

 

If any new ones appear check your dump files and see which esp is not loading proper still, add back any in the line you see ABOVE the word stack:

 

Remember to check for a newer version updated mods you use, and use them.

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Good Deal. Now I can explain a bit about what you're having problems with.

 

Spoiler 1:

 

 

In your first Spoiler list of problems RavenCastleQuest1 is stage one which is followed by "RavenCastleQuest2". Both won't work because of the missing scripts. The repeated stuff is telling you what is keeping the mod from loading. The game tries repeatedly to load the scripts causing the delay and thus you get the CTD.

 

SECOND SPOILER LIST:

 

The word "stack:" is below each of the lines which tells you what esp is not loaded.

 

After you're through reading my report get the latest version of Unofficial Skyrim Patch.esp as well as, with any of it's newer unofficial updated patch mods.

 

If you have the unofficial patch mods for each DLC, wait, check to see if they have a new version available and to find out if they are no longer needed.

 

Second list: in your spoilers, shows the patch mods that are needed to start the game since you used them. I presume you got this group of dump messages before you uninstalled, refreshed your games root esm's and DLCs.

 

IF NOT then your fresh install is still incomplete, but never fear, it looks to me that you're almost ready.

 

The patch mod you especially need to be loaded near the games main esm DLCs esm too, is, for it to work properly is the "Unofficial Skyrim Patch.esp" It presently does not exist or is not currently loaded. If you got this message before you refreshed your game you can add it to the game again. If you didn't do as clean a clean refreshed install as you thought it is missing because there are files still in need of it in your new set up.

 

If it is an old dump file and not from your refreshed installation, doesn't matter, you may need it again anyway. Get the updated versions of every patch esp mod for Skyrim and it's DLCs.

 

Now! You can see the names of your other missing mods causing the hang up in the line immediately above the word, "stack:" in your second spoilers list.

 

Re-installing them may solve these problems. You should not have to if the dump file was before... I am hoping your spoiler list dump file is before you refreshed the game.

 

se type for the DLC's patches, the "Unofficial Dawnguard Patch.esp" types. First before you put them back in; check to see if your version of them is up to date. After you install the UnofficialSkyrimPatch and test the game, if the game still needs them, then restore them if you've got them or any that are up to date versions. These mod types all need to be in the setup below the main Skyrim esm, below the main DLC's esms too. The DLCs especially need to be in the proper order for them to load. (I didn't see them in your dump files so I feel assured they are loading correctly.)

 

Remember. The unofficial patches were all meant to be temporary.

 

It doesn't look like the Unofficial Skyrim Patch was ever succeeded with the corrections by Bethesda though. So...Use it again.

 

Once you have installed the UnofficialSkyrimPatch esp click Play. Don't play the game though, wait, to see if it crashes. If it crashes check your dump file.

 

Most likely it will suggest you don't have another mod installed. Add the UnofficialDLC patches. Test to see if the game crashes, just waiting a moment, save if it doesn't, reboot, reload last new save. Play and play the game some to see if it crashes.

 

If any new ones appear check your dump files and see which esp is not loading proper still, add back any in the line you see ABOVE the word stack:

 

Remember to check for a newer version updated mods you use, and use them.

Strange I had the most up to date version of the unofficial legendary edition patch (which I believe makes the others unnecessary as LOOT will warn).

 

I find the Raven castle one unsurprising. There are no quests that I'm aware of for the mod, as it is just a really detailed home mod (and possibly never finished) but it has always functioned in the past. I'll try a reinstall.

 

Still don't understand a good deal of this. However, I now know for certain my problem stemmed from ENB. If I install ENB the problem resumes. If I delete ENB the problem stops. I want to resume using ENB but I'm not 100% sure what exactly I need to tweak to make it work. But at least I finally know the cause and can play reasonably well if I don't have it.

Edited by WakahisaSensei
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"Unofficial legendary edition patch" USLEEP loads over and over in the lines before it shows you it cannot find "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.

 

It might be that you need them both to get the game working.

 

Look at your dump file and you will see USLEEP repeated ALLOT.

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"Unofficial legendary edition patch" USLEEP loads over and over in the lines before it shows you it cannot find "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.

 

It might be that you need them both to get the game working.

 

Look at your dump file and you will see USLEEP repeated ALLOT.

But when I have it active and the others active I get warnings that I cannot and should not have both active. Something must have been wrong with USLEEP in my setup.

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It is time for you to either study the ways of the games various constructs, or admit defeat.

 

I've seen enough to know what I know about. ENB isn't what I studied. Don't care to study anymore for Skyrim or building game mods. Which I learned to do when Morrowind was the item.

 

Time for you to Open Steam, Open your Library, Right Click on Skyrim, Select Properties, select Local Files, and test their integrity.

 

Good Luck!

 

Happy Holidays, Merry Christmas, and Happy New Year.

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It is time for you to either study the ways of the games various constructs, or admit defeat.

 

I've seen enough to know what I know about. ENB isn't what I studied. Don't care to study anymore for Skyrim or building game mods. Which I learned to do when Morrowind was the item.

 

Time for you to Open Steam, Open your Library, Right Click on Skyrim, Select Properties, select Local Files, and test their integrity.

 

Good Luck!

 

Happy Holidays, Merry Christmas, and Happy New Year.

Appreciate the help. As I said, everything seems to be working now. The only time the issue occurs at all is when ENB is installed. So It's just a matter of figuring that out. Not sure what testing the integrity would do at this point since I already deleted and reinstalled everything. I've been learning more every day, but computers where never my cup of tea. I'm surprised I've gotten as far as I have (and as quickly as I have) considering where I started from. But the learning process is. for me, a long and difficult one. I understand concepts but very little of the terminology/vocabulary common to most computer oriented people. My expertise in life lie elsewhere.

 

Either way, it's functioning, and this conversation has taught me a great deal more. Eventually I will figure out the ENB issues when I have more time. Enjoy the holidays. Thank you for all of your help.

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Good.

 

Using the file integrity check will determine if you have any damaged files or missing ones.

After which you have to check your ini's again and restore them to your ini's because when you run the files integrity test it resets the ini's to their default settings.

 

That's another reason I keep a backup copy of my ini's settings for my video games.

 

FYI You can make all the ini's adjustments for your each individual game for your video card in your Nvidia Control Panel in the 3D settings if Nvidia 3D settings recognizes your video game.

 

Happy gaming.

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