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Posted
7 hours ago, TechAngel85 said:

:celebration: I'm going to have to test this out! We were trying out a new idea for RWT to address water LOD that looked great in vanilla, but terrible with ENBSeries because it tiled very badly. Going to have to see if this corrected that issue! @CaptainKumquat

Yeah, the sky reflection stuff we had discussed may be impacted. I still prefer using reflect sky with the Sky Reflection Fix, but this new update may solidify that for you guys as well, IDK.

  • 5 months later...
Posted (edited)

Been messing with ENB settings a lot during my current Skyrim playthrough, so I figured I'd capture my thoughts in this post regarding various settings that aren't as fully documented in the guide as I'd like. I'll probably edit this to add stuff incrementally.

Universal:

  • IgnoreWeatherSystem [bool, global only]: If enabled, all per-weather settings from the associated category are ignored in favor of the global ones.
  • IgnoreWeatherSystemInterior [bool, global only]: If enabled, per-weather "interior" settings from the associated category are ignored in favor of the global ones.

[ENVIRONMENT] (can be customized per weather) - primary scene lighting settings

  • DirectLightingIntensity* [0 .. 30000.0]: Controls how much sun/moon (or fake source when indoors?) lighting is applied to the scene.
  • DirectLightingCurve* [0.10 .. 8.00]: Values below 1.0 boost direct lighting highlights, while values above 1.0 pull down the brightness while preserving color saturation.
  • DirectLightingDesaturation* [-1.00 .. 1.00]: Negative values boost direct lighting color saturation, while positive values reduce it.
  • DirectLightingColorFilterAmount* [0 .. 1.00]: Seems to subtly affect the mix between DirectLightingColorFilter* settings and the other DirectLighting settings, with increasing values pushing more towards the former. Note that DirectLightingColorFilter* settings are highly visible regardless of this setting.
  • DirectLightingColorFilter* [RGB or HLS]: Influences the color of direct lighting. Default is maximum white, and major deviations from this can be highly visible regardless of other direct lighting settings.
  • AmbientLightingIntensity* [0 .. 30000.0]: Controls how much non-source based lighting is applied to the scene.
  • AmbientLightingDesaturation* [-1.00 .. 1.00]: Negative values reduce (yes, it's backwards for some reason) ambient light saturation, while positive values boost it.
  • PointLightingIntensity* [0 .. 30000.0]: Controls how much light is cast by torches/candles/braziers/etc. Note that [COMPLEXPARTICLELIGHTS] also often adds its own light from similar sources if lighting mods are installed, but point lighting tends to cover a wider area and be less saturated by default.
  • PointLightingCurve* [0.10 .. 4.00]: Values below 1.0 slightly reduce point lighting highlights but drastically reduce saturation, while values above 1.0 slightly increase highlights while drastically increasing saturation.
  • PointLightingDesaturation* [-1.00 .. 1.00]: Negative values boost point lighting color saturation, while positive values reduce it.
  • SpecularAmountMultiplier* [0 .. 30000.0]: Controls how much direct light and point light sources are reflected by supported textures, affecting how shiny/wet/plasticky they look.
  • SpecularPowerMultiplier* [0.10 .. 8.0]: Values below 1.0 increase the size of reflections, while values above 1.0 decrease it (giving a more focused/sharp look, at the cost of intensity).
  • SpecularFromLight* [0 .. 1.00]: Increasing values seem to simply counteract SpecularAmountMultiplier, unless I'm missing something?
  • Cubemap* [various]: These settings seem to have no effect, at least on dynamic cubemap textures? See the Reflection settings under [EYE] and [REFLECTION] for other ways to influence cubemap intensities.
  • FogColorMultiplier* [0 .. 30000.0]: Controls how much colored fog should be added to the scene. Note that this also brightens the fog no matter what (unless fog color is set to black, which has the same effect as setting this value to zero).
  • FogColorCurve* [0 .. 8.00]: Values below 1.0 boost fog color highlights, while values above 1.0 pull down the brightness while preserving color saturation.
  • FogAmountMultiplier* [0 .. 10.00]: Values below 1.0 reduce the fog amount (density/opacity and apparent starting proximity to player), while values above 1.0 boost it.
  • FogCurveMultiplier* [0 .. 10.00]: Zero results in maximum fog amount, regardless of FogAmountMultiplier. Other values besides 1.0 seem to warp the fog density curve in ways that seem to badly accentuate the apparent near edge of the fog, unless the current weather's near fog starting distance is set to zero in the game data.
  • FogColorFilterAmount* [0 .. 1.00]: Seems to simply get multiplied with FogColorMultiplier to determine the total fog color intensity.
  • FogColorFilter* [RGB or HLS]: Influences the color of fog. Default is grey/white, and major deviations from this can be highly visible regardless of other fog lighting settings.
  • ColorPow* [1.00 . .2.20]: Increasing these values results in an overall reduction of scene lighting from this entire category.

[VOLUMETRICFOG] (can be customized per weather) - settings for in-world fog volumes, such as around mountains; not to be confused with global fog (see [ENVIRONMENT]), clouds (see [SKY]), or dust/smoke animations (see [PARTICLE])

  • Intensity* [0 .. 30000.0]: Values below 1.0 darken fog volumes, while values above 1.0 brighten them.
  • Curve* [1.00 .. 2.50]: Values above 1.0 increase the contrast between light and dark parts of the fog volume, making it stand out more.
  • Opacity* [0 .. 1.00]: Values below 1.0 decrease the opacity of fog volumes. Note that fog volumes are likely to still be somewhat visible even at zero.
  • ColorFilterHDRWeighting [bool, global only]: Tries to keep fog volumes from blowing out to white when intensity gets high enough to drive color past saturation.
  • ColorFilter* [RGB or HLS]: Influences the color of fog volumes. Significant changes are likely to be highly visible regardless of other settings.

[WINDOWLIGHT] (can be customized per weather) - the Guide is fine, except that it should be mentioned that STEP's Embers XD install configuration also results in this affecting fire!

[CLOUDSHADOWS] (requires EnableCloudShadows; can be customized per weather) - settings for dynamic world shadows cast by clouds moving in front of direct lighting sources

  • Amount* [0 .. 4.00]: Values below 1.0 reduce local cloud shadowing, while values above 1.0 make cloud shadows on distant terrain more apparent.
Edited by HunterZ
Posted
10 hours ago, HunterZ said:

Been messing with ENB settings a lot during my current Skyrim playthrough, so I figured I'd capture my thoughts in this post regarding various settings that aren't as fully documented in the guide as I'd like. I'll probably edit this to add stuff incrementally.

Universal:

  • IgnoreWeatherSystem [bool, global only]: If enabled, all per-weather settings from the associated category are ignored in favor of the global ones.
  • IgnoreWeatherSystemInterior [bool, global only]: If enabled, per-weather "interior" settings from the associated category are ignored in favor of the global ones.

[ENVIRONMENT] (can be customized per weather) - primary scene lighting settings

  • DirectLightingIntensity* [0 .. 30000.0]: Controls how much sun/moon (or fake source when indoors?) lighting is applied to the scene.
  • DirectLightingCurve* [0.10 .. 8.00]: Values below 1.0 boost direct lighting highlights, while values above 1.0 pull down the brightness while preserving color saturation.
  • DirectLightingDesaturation* [-1.00 .. 1.00]: Negative values boost direct lighting color saturation, while positive values reduce it.
  • DirectLightingColorFilterAmount* [0 .. 1.00]: Seems to subtly affect the mix between DirectLightingColorFilter* settings and the other DirectLighting settings, with increasing values pushing more towards the former. Note that DirectLightingColorFilter* settings are highly visible regardless of this setting.
  • DirectLightingColorFilter* [RGB or HLS]: Influences the color of direct lighting. Default is maximum white, and major deviations from this can be highly visible regardless of other direct lighting settings.
  • AmbientLightingIntensity* [0 .. 30000.0]: Controls how much non-source based lighting is applied to the scene.
  • AmbientLightingDesaturation* [-1.00 .. 1.00]: Negative values reduce (yes, it's backwards for some reason) ambient light saturation, while positive values boost it.
  • PointLightingIntensity* [0 .. 30000.0]: Controls how much light is cast by torches/candles/braziers/etc. Note that [COMPLEXPARTICLELIGHTS] also often adds its own light from similar sources if lighting mods are installed, but point lighting tends to cover a wider area and be less saturated by default.
  • PointLightingCurve* [0.10 .. 4.00]: Values below 1.0 slightly reduce point lighting highlights but drastically reduce saturation, while values above 1.0 slightly increase highlights while drastically increasing saturation.
  • PointLightingDesaturation* [-1.00 .. 1.00]: Negative values boost point lighting color saturation, while positive values reduce it.
  • SpecularAmountMultiplier* [0 .. 30000.0]: Controls how much direct light and point light sources are reflected by supported textures, affecting how shiny/wet/plasticky they look.
  • SpecularPowerMultiplier* [0.10 .. 8.0]: Values below 1.0 increase the size of reflections, while values above 1.0 decrease it (giving a more focused/sharp look, at the cost of intensity).
  • SpecularFromLight* [0 .. 1.00]: Increasing values seem to simply counteract SpecularAmountMultiplier, unless I'm missing something?
  • Cubemap* [various]: These settings seem to have no effect, at least on dynamic cubemap textures? See the Reflection settings under [EYE] and [REFLECTION] for other ways to influence cubemap intensities.
  • FogColorMultiplier* [0 .. 30000.0]: Controls how much colored fog should be added to the scene. Note that this also brightens the fog no matter what (unless fog color is set to black, which has the same effect as setting this value to zero).
  • FogColorCurve* [0 .. 8.00]: Values below 1.0 boost fog color highlights, while values above 1.0 pull down the brightness while preserving color saturation.
  • FogAmountMultiplier* [0 .. 10.00]: Values below 1.0 reduce the fog amount (density/opacity and apparent starting proximity to player), while values above 1.0 boost it.
  • FogCurveMultiplier* [0 .. 10.00]: Zero results in maximum fog amount, regardless of FogAmountMultiplier. Other values besides 1.0 seem to warp the fog density curve in ways that seem to badly accentuate the apparent near edge of the fog, unless the current weather's near fog starting distance is set to zero in the game data.
  • FogColorFilterAmount* [0 .. 1.00]: Seems to simply get multiplied with FogColorMultiplier to determine the total fog color intensity.
  • FogColorFilter* [RGB or HLS]: Influences the color of fog. Default is grey/white, and major deviations from this can be highly visible regardless of other fog lighting settings.
  • ColorPow* [1.00 . .2.20]: Increasing these values results in an overall reduction of scene lighting from this entire category.

[VOLUMETRICFOG] (can be customized per weather) - settings for in-world fog volumes, such as around mountains; not to be confused with global fog (see [ENVIRONMENT]), clouds (see [SKY]), or dust/smoke animations (see [PARTICLE])

  • Intensity* [0 .. 30000.0]: Values below 1.0 darken fog volumes, while values above 1.0 brighten them.
  • Curve* [1.00 .. 2.50]: Values above 1.0 increase the contrast between light and dark parts of the fog volume, making it stand out more.
  • Opacity* [0 .. 1.00]: Values below 1.0 decrease the opacity of fog volumes. Note that fog volumes are likely to still be somewhat visible even at zero.
  • ColorFilterHDRWeighting [bool, global only]: Tries to keep fog volumes from blowing out to white when intensity gets high enough to drive color past saturation.
  • ColorFilter* [RGB or HLS]: Influences the color of fog volumes. Significant changes are likely to be highly visible regardless of other settings.

[WINDOWLIGHT] (can be customized per weather) - the Guide is fine, except that it should be mentioned that STEP's Embers XD install configuration also results in this affecting fire!

[CLOUDSHADOWS] (requires EnableCloudShadows; can be customized per weather) - settings for dynamic world shadows cast by clouds moving in front of direct lighting sources

  • Amount* [0 .. 4.00]: Values below 1.0 reduce local cloud shadowing, while values above 1.0 make cloud shadows on distant terrain more apparent.

I assume you mean the SkyrimSE INI reference. This one isn't as fully documented as the SkyrimLE reference. It was updated to reflect the main changes from LE to SE, I think.

The wiki can be edited by any member, so feel free to add what you think is missing based on your testing.

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