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Guide To ENB Series - Part 1

This document provides a guide to installing and tweaking ENB (Enhanced Natural Beauty) mods for Skyrim. It begins with instructions on choosing a preset, downloading required files, and installing ENB Series. The majority of the document consists of explanations and recommendations for tweaking over 40 settings within the enbseries.ini file to customize visual effects like bloom, depth of field, shadows, reflections and more. Screenshots are provided for comparisons. The guide aims to be updated continuously with new information on ENB mods, related tweaks, and optimizations to support users.

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Deane
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0% found this document useful (0 votes)
373 views145 pages

Guide To ENB Series - Part 1

This document provides a guide to installing and tweaking ENB (Enhanced Natural Beauty) mods for Skyrim. It begins with instructions on choosing a preset, downloading required files, and installing ENB Series. The majority of the document consists of explanations and recommendations for tweaking over 40 settings within the enbseries.ini file to customize visual effects like bloom, depth of field, shadows, reflections and more. Screenshots are provided for comparisons. The guide aims to be updated continuously with new information on ENB mods, related tweaks, and optimizations to support users.

Uploaded by

Deane
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 145

GUIDE TO ENB

TEACHING YOU HOW TO TWEAK ENB MODS

SERIES
IMPORTANT NOTES:
INDEX
Step 1
Installing a
1) I’m not a native English speaker, therefore my English ENB mod
isn’t perfect; deal with it. But I’ll try to do my best so that
you can understand as much of it as possible. Step 2
Tweaking
2) This guide will be updated. I will try to continuously Enbseries.ini
update this guide with content regarding ENB Series
mod, Post process injectors and other related “good to
know” mods, tweaks and such.

3) About these tweaks I will be using default settings that


come with generating a new enbseries.ini file. But some
effects are tweaked for the best quality possible.

4) Click the comparison SCREENSHOTS! I have added


low-res images in this guide with links to high-res images
on an online picture gallery.

5) If you want to support this Project, leave suggestions


on the Nexus page; feedback is what this guide needs to
be able grow and keep being updated.

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Contents
Contents ......................................................................................................................................................... 3

Installing a ENB series mod .................................................................................................................... 5


What we are going to do: .................................................................................................................................. 5
Step 1 – Choose your ENB Preset. ...................................................................................................................... 6
Step 2 – The files............................................................................................................................................... 6
Step 3 – Installing ENB Series ............................................................................................................................. 7

Tweaking Part 1........................................................................................................................................... 8


The enblocal.ini file ........................................................................................................................................... 8
[PROXY] ............................................................................................................................................................ 8
[GLOBAL] .......................................................................................................................................................... 8
[PERFORMANCE]............................................................................................................................................... 9
[MULTIHEAD].................................................................................................................................................... 9
[MEMORY]........................................................................................................................................................ 9
[WINDOW] ..................................................................................................................................................... 10
[ENGINE] ........................................................................................................................................................ 10
[LIMITER] ........................................................................................................................................................ 11
[INPUT]........................................................................................................................................................... 12
[ADAPTIVEQUALITY] ........................................................................................................................................ 13
[FIX] ............................................................................................................................................................... 13
The enbseries.ini file ....................................................................................................................................... 14
[GLOBAL] ........................................................................................................................................................ 14
[FIX] ............................................................................................................................................................... 14
[EFFECT] ......................................................................................................................................................... 15
[ANTIALIASING]............................................................................................................................................... 16
[WEATHER] ..................................................................................................................................................... 18
[TIMEOFDAY] .................................................................................................................................................. 19
[NIGHTDAY] .................................................................................................................................................... 20
Now the actual tweaking part begins. .................................................................................................................. 21
[ADAPTATION] ................................................................................................................................................ 22
[BLOOM] ........................................................................................................................................................ 23
[CAMERAFX] ................................................................................................................................................... 26
[SSAO_SSIL] .................................................................................................................................................... 28
[SKYLIGHTING] ................................................................................................................................................ 47
[ENVIRONMENT] ............................................................................................................................................. 49
[SKY] .............................................................................................................................................................. 69

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[OBJECT]......................................................................................................................................................... 98
[VEGETATION] ...............................................................................................................................................100
[LIGHTSPRITE] ................................................................................................................................................102
[WINDOWLIGHT]............................................................................................................................................104
[VOLUMETRICFOG] ........................................................................................................................................106
[FIRE] ............................................................................................................................................................109
[PARTICLE] .....................................................................................................................................................112
[COLORCORRECTION] .....................................................................................................................................114
[DEPTHOFFIELD].............................................................................................................................................117
[SHADOW].....................................................................................................................................................119
[RAYS] ...........................................................................................................................................................124
[REFLECTION].................................................................................................................................................125
[IMAGEBASEDLIGHTING] ................................................................................................................................138
[RAIN] ...........................................................................................................................................................141

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Installing a ENB series mod

What we are going to do:

Step – 1: Choosing your ENB Preset.

Step – 2: Go over which files you need to run an ENB preset.

Step – 3: Installing the ENB Series mod

Overall FPS (for me): 40-*80 FPS (Some rare places I get 35-40 FPS), Depending on the place you are in-game, your
system, you’re resolution and of course what mods you use it will vary from my performance results.
* To achieve FPS higher than 60 I disabled IPresentInterval/VSync the correct way. But it will cause physics issues if the FPS goes over 58 FPS so
leave it on or use ENB Vsync or a FPS limiter.

My Rig:
OS: Win7 Ultimate, 64bit
CPU: Intel i5 Core 2500K, Overclocked to 4.50 GHz
RAM: 16 GB DDR3, 1333 MHz
Video Card: ASUS GTX 670 DirectCU II 4GB
*Nvidia drivers past 314.22 will not function correctly with ENBSeries except in ENB v13.7.13 and later versions.

Game Settings:
Resolution: 1920x1080 (Down sampled play resolution 2560x1440 and for screen archery 3840x2160)
Antialiasing: Off
Anisotropic Filtering: Off (I’m forcing it through ENB)
Texture Quality: High
Radial Blur Quality: High
Shadow Detail: Ultra+ (Custom tweaks to skyrimprefs.ini)
Decal Quantity: High
Distant Object Detail: Ultra

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Step 1 – Choose your ENB Preset.

“Where do I find a good ENB preset?” you might ask yourself. Well everyone’s got their own tas te, so start looking
over at Skyrim.NexusMods.com or at ENB Series official website ENBDev.com in the forum part of that website.

Step 2 – The files

The files to successfully run an ENB Series mod

ENBInjector.exe – With this you start the ENB Series, for user having trouble running the wrapper/dll
file use this instead.
Enbseries.dll – The brains of the ENB Series
Enbinjector.ini – Add .exe files in here so the ENB injector includes it in its render/processing.
Example if you want the enbinjector to run in the Creation Kit add the CK .exe file in here.

Or (Choose only one, either the ENBinjector files or the d3d9.dll!!)

d3d9.dll – This is the brains of ENB Series, this automatically starts when you launch Skyrim.

Enbhost.exe – This allows the ENB to store additional memory for OS x64 systems.
Enblocal.ini – Has the performance options and hardware settings in it. Added in v0.193
Enbseries.ini – This is where most of the tweaking happens, start altering values in this file first.
Enbeffect.fx – Contains Post processing scripts and is the main file for adjusting color, brightness,
contrast and turn on and off some of the effects the ENB is giving.
Enbeffectprepass.fx – This have coding for Depth of Field, sharpening and blurring. Simply put an
extension of enbeffect.
Enbbloom.fx – Contains the coding for the bloom effect.
Enbsunsprite.fx – And this contains the coding for the dynamic sun lens effect.
enbpalette.bmp – An image with a gradient color in it, for changing the color and appearance for the
whole scene of the game.
enbsunsprite.tga – This has the sprite and glare for the enbsunsprite.fx to render in-game.
enbraindrops.tga – This has the rain drop texture for the ENB to render in-game.
Effect.txt – A document containing different types of code. For instance Vignette effect, Dos game
style, Old TV style etc.

Since ENB v0.196 Boris has made it possible to have every ENB related file inside a folder located in the root folder of
Skyrim, named enbseries. Any file located in that folder takes priority over any similar file located outside of that
folder. The only files that still need to be in the Skyrim root folder is enblocal.ini and enbseries.ini, the rest can be
placed in the enbseries folder for a better more organized file structure.

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Step 3 – Installing ENB Series

If you have all the files copy and paste those into your Skyrim root folder.

C:\Program Files\Steam\steamapps\common\skyrim\data – Win 7 32 bit

C:\Program Files (x86)\Steam\steamapps\common\skyrim\data – Win 7 64 bit

You have to tweak your skyrim .ini files a bit, so the ENB Series mod runs as it should

Located here - C:\Users\”User”\Documents\my games\skyrim

Open up Skyrimprefs.ini files with notepad. And check if these lines have the same value down here as in your own
file.

[Display]
bFloatPointRenderTarget=1  ENB needs this enabled to render properly.
bTreesReceiveShadows=1  This make Detailed Shadows, Skylighting & SSAO render as it should.
bDrawLandShadows=1  This make Detailed Shadows, Skylighting & SSAO render as it should.
BShadowsOnGrass=1  This make Detailed Shadows, Skylighting & SSAO render as it should.

After you have done all that, you are ready to go. If you use the injector make sure to run the ENBInjector.exe file
before starting Skyrim!!!

If succesfull, you should see something like this on your screen. That means the ENB Series is activated.

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Tweaking Part 1

The enblocal.ini file

[PROXY]
EnableProxyLibrary=False
Allow to use another dll file together with ENB Series. You can’t load more than one library by this feature , don’t try
to add another line to the config, there are no hidden features.

InitProxyFunctions=True
Attach drawing functions to proxy library. Set this to false only if that dll is not hooking rendering functions and just
need to be injected in to game process (bug fixes or other process memory patchers).

ProxyLibrary=other_d3d9.dll
This is where you decide what file to load, example of file name - d3d9_smaa.dll for the SMAA d3d9.dll file.

[GLOBAL]
UsePatchSpeedhackWithoutGraphics=False
This disables the graphical part of ENB and only uses the effects under the [PROXY], [PERFORMANCE], [MULTIHEAD],
[MEMORY], [WINDOW], [ENGINE], [LIMITER], [FIX] categories located in the enblocal.ini.

UseDefferedRendering=True
When turned off it completely disables the use of SSAO, Image Based Lighting, Reflection and Particle Lights. This is
for users having performance problems with ENB enabled so they can run ENB a bit smoother with higher
performance.

ForceFakeVideocard=False
This is meant for older video cards to fix certain ENB issues that could occur. But it reduces performance and can
cause some effects to be buggy. It should not be used if you are running a fairly new graphics card, new as in GTX
series of card for NVidia and 4000 and up series for AMD.

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[PERFORMANCE]

SpeedHack=True
SpeedHack removes some useless functions called by the game engine that could cause problems or bugs. Only info I
could gather.

[MULTIHEAD]

ForceVideoAdapterIndex=False
If this would be set to true ENB will ignore default video adapter (video card or video card output) and use the one
selected by VideoAdapterIndex. It will allow playing with multiple monitors and assign the desired gameplay monitor
to be used. It does not need to be activated if you have multiple monitors and have the desired monitor already
assigned as your gameplay monitor.

VideoAdapterIndex=0
This is an index of which video adapter to be used for rendering/gameplay. It could be video card for systems with
multiple cards (integrated and pci-e.) or just several output of same video card (dvi-1, dvi-2, component). Default
adapter is 0 and is the main output device.

[MEMORY]
ExpandSystemMemoryX64=true
This allows the use of 4 GB or more system RAM to be used with enbhost.exe. Feature is activated when
ReduceSystemMemoryUsage set to true and EnableUnsafeMemoryHacks set to false.

ReduceSystemMemoryUsage=true

DisableDriverMemoryManager=true

ReservedMemorySizeMb=512
Low values are better for users with a low amount of VRAM but lower values can also introduce more stuttering. I
have tested values between 256 up to 1536 and found that a value between 512mb and 1024 are the most optimal
settings depending on your setup. 512 if you are running with 2 GB VRAM and 4 to 8 GB System RAM, and 768-1024
if higher VRAM and system RAM. You could also use 512MB there as well, just experiment yourself to find your best
setting for your computer hardware setup.

EnableUnsafeMemoryHacks=false
This is mostly for users who run 4 GB system RAM or less and around 2 GB VRAM to be able to use the memory
optimizations introduced in 0.192 and newer ENB versions. It also makes the alt+tab in full screen mode to not work
as it should.

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[WINDOW]

ForceBorderless=True
With this enabled it removes the border lines of the game window when you have your game set to Window mode. I
do recommend running Skyrim in window mode at all times as it has been proven to be least buggy, especially with
alt+tab. I have never had a problem with alt+tab with Skyrim+ENB in window mode.

ForceBorderlessFullscreen=False
And this removes the borderlines of the game window when you have your game set to Fullscreen mode. Mostly
used for when the game screen resolution is bigger than your screens native resolution which is used during down
sampling.

[ENGINE]
ForceAnisotropicFiltering=True
Force use of anisotropic filtering for all textures with linear filtering type. Texture with point filtering, or without
filtering are not changed. This has priority over the game settings but not the driver settings.

Visually better to force anisotropic filtering through Nvidia Inspector or AMD Control panel. But in some rare cases
it can cause problems for some users. So if you stumble upon some bug disable everything in your Driver Graphic
Control panel and see if it removed the bug/bugs.

MaxAnisotropy=16
Level of anisotropic filtering, higher gives better quality and is not very performance heavy, there are other things
that cause more performance loss than this setting.

EnableVsync=True
Enables ENB own vertical synchronization method. For more info on VSync check this site out.

AddDisplaySuperSamplingResolution=False
This allows Skyrim to be run in downsampled resolutions of your own choosing and does not require you to decrease
your monitors refresh rate as with the Driver based downsampling method does. How to setup downsampling with
ENB and what downsampling is.

SkipShaderOptimization=False
In some rare situations this must be turned on to remove bugs from the shader compiler, better to set it to false in
most cases. Turn it on if ENB looks buggy for any specific driver version.

Test changing these values, and see if it gives you a more stable run, or boost in performance.
SkipShaderOptimization was removed in ENB v0.192 and newer versions.

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[LIMITER]

WaitBusyRenderer=False
If enabled, each frame the game will wait until video card will finish drawing. Not recommended by
performance reasons, but may fix some problems like lagging and sometimes crashes or freezing. It’s not a
V-sync parameter but rather similar to maximal pre-rendered frames = 0.

EnableFPSLimit=False
FPS limiter feature when enabled, it set upper limit of frame rate. This is useful to keep video cards from
overheating or to minimize strange bugs with physics at high frame rates.

Enable FPS limit with Nvidia Inspector rather than in the enbseries.ini. For AMD/ATI Cards you could try ATI
Tray Tools to have an FPS Limiter available. I have not had an ATI/AMD card running with ENB so I suggest
you check the ENBDev.com forums for more info from ATI/AMD users. ENB FPS Limiter is buggy and can
sometimes cause the FPS limit to be at 16 FPS when it is set to be at 59 FPS.

FPSLimit=30.0
This will decide what max value of the FPS you will be able to run at in-game.

I had this set to 60 and 59 FPS. But when I went in-game it limited my fps to 16. That’s why you shouldn’t
use this. It’s an unreliable limiter.

In ENB version 0.200 it was corrected and works as it should but introduces some stuttering and lag input
experienced by some users, have not tried it myself yet as I find the Nvidia limiter to be adequate or ENB/graphic
driver Vsync.

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[INPUT]

Check this page for keyboard key codes.

KeyReadConfig=8
By default this key is BACKSPACE. When pressed, ENBSeries of latest versions (starting from 0.101) will
reload configuration file and shaders to see changes done in them.

KeyCombination=16
This is primary key for switching something by pressing two keys. Default is SHIFT key.

KeyUseEffect=123
Turn on and off ENB Series mod, default is F12 key. Must be pressed together with KeyCombination key, so
don’t expect that pressing only F12 will turn mod on/off, only SHIFT+F12 will work.

KeyFPSLimit=36
Key for fps limiter, default is HOME. Also must be pressed together with KeyCombination.

KeyShowFPS=106
Display frame rate. In some versions this value set to 0 which means it’s disabled, but in most it’s NUM *
key.

KeyScreenshot=45
Capture screenshot to bmp file in the same folder where ENB Series installed. In old versions default was
PRINTSCREEN, in newest it’s INSERT key.

As of v0.1XX you can assign the input keys through the GUI with viewing both the Key number and what
that number is tied to for key, for example Insert (43) - Key name and (number).
Also since ENB v0.19X the key for reloading the shaders (Backspace) have been removed and can now only
reload the shaders with the use of the GUI button “APPLY CHANGES”.

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[ADAPTIVEQUALITY]

Enable=true
Only functions if you have the proper code inside the .fx files. And in my own opinion only worth adding to the
enbeffectprepass.fx as that usually has the most demanding effect code of the .fx files. Example file with this code
added to the enbeffectprepass.fx can be had here – K-ENB DoF code with added Adaptive Quality code

Quality=0
This will set the quality of the effect. 0 is highest quality, 2 is highest performance and 1 is middle value between
performance and quality.

DesiredFPS=20.0
This will set the FPS ENB will strive for to hold as a minimum FPS limit when using Adaptive Quality.

[FIX]

FixPhysics=true
This setting tries to remove the bugs caused by a high FPS rate, FPS over 58 will cause strange physics bug to occur
like for instance touching or walking over an object such as an ale pint, flask or any other clutter lying around would
cause the object to fly around like crazy if FPS is over 58. This is a Skyrim game engine bug and not something
introduced by ENBSeries!

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The enbseries.ini file
[GLOBAL]
UseEffect=True
Global activation or deactivation of ENBSeries parameter only valid for the graphical part of the mod and does not
exist in patches (ENBoost for example). In almost all versions of the mod this can be switched on or off by pressing
together keys SHIFT + F12 or via the GUI (it can be changed in the [INPUT] category of the .ini file).

[FIX]

FixGameBugs=True
Does as it says, fixes game bugs which include the underwater and grass bug specifically for AMD cards. Those bugs
where introduced with the Skyrim patch 1.5.26.0.

FixParallaxBugs=False
If you are using any Parallax texture mod, you need to set this to true, to be able to enjoy the effect of it. Also you
need to use ENB 0.112 or newer for it to work properly.

IgnoreLoadingScreen=True
Disables ENB Series during loading screen meant to not slow down loading speeds, and because some people found
it irritating or annoying for some reason. It’s just a loading screen what does it matter if it is darkened or brightened?

IgnoreInventory=True
This disables the use of ENBSeries inside the inventory menus. If you want to disable this function a restart of Skyrim
is required.

FixSsaoWaterTransparency=False
This will fix the transparency of the water when using SSAO and SSIL. I however like how it looks without this fix
enabled.

FixSsaoHairTransparency=True
This fix will correct the hair coloring when using SSIL.

FixTintGamma=True
This will correct hair and body coloring, but might create artifacts depending on what body or hair mod you are
using. This is very useful if you are using ColorPOW with a higher value than 1.

RemoveBlur=False
This will remove Skyrim’s static Depth of Field which occurs in some weathers to blur/smudge the distant landscape.
Personally I always leave this off because the Blur adds a nice depth fee l to the scenes, and also blurs the bad distant
LOD textures and meshes.

FixSubSurfaceScattering=True
Boris finally found a way to fix the issues with SubSurfaceScattering in interiors and exteriors, now it functions as it
should and won’t create some weird pixelated edges on the characters and objects. This Fix was added in ENB
v0.175 and later versions.

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[EFFECT]

UseOriginalPostProcessing=False
When enabled, ENBSeries will use vanilla game post processing algorithm. This may be useful if you like how colors
of the game in general look like, but want to use some features of ENBSeries.

UseOriginalObjectsProcessing=False
Same as the above kind of, but only affects the objects/meshes instead.

EnableBloom=True
Enables ENBSeries bloom effect. This effect adds a glow around objects in the scene. It is triggered by the brightness
of the objects and the higher the bloom amount the more easily objects is triggered to bloom.

EnableAdaptation=True
This effect will change the brightness of the scene depending on how bright or dark it is in your current viewing
angle. Basically it is a “dumb-down” version of a human eye and how it handles dark and bright areas. An example
clip I found on YouTube.

EnableDepthOfField=False
This effect smudges/blurs stuff around the crosshair and keeps a small area around the crosshair crisp and clear. This
effect can be seen in artistically taken photos to give more focus on the things that is important.

EnableAmbientOcclusion=True
Toggle screen space ambient occlusion (SSAO) and indirect lighting (SSIL) effect. In simplest terms it adds shadows to
corners and stuff that should have a shadow. And you can alter how dark or how bright the shadows and IL should
look.

EnableDetailedShadow=True
Toggles detailed shadows on and off. For those that want better shadows but can’t afford the performance hit when
using SSAO. It fixes the shadow striping, corrects the placement of shadows and adds depth and blurriness to the
shadows.

EnableSunRays=True
This toggles Sun rays/”God rays” on and off. It will make the sun and surroundings feel richer and more dramatic by
adding light beams that emits from the sun.

EnableSkyLighting=True
Toggles Sky Lighting on and off. It’s a “fake” or lite Ambient Occlusion method which enhances how the shadows
look by making the shadow brightest at the edge and darker the further in to the shadow you look which creates an
illusion of shadow depth.

EnableImageBasedLighting=True
This toggles an effect which enhances the SkyLighting effect by adding a sort of real world indirect lighting created by
the atmosphere to most of the exterior surfaces. Wikipedia thought’s on the subject.

EnableReflection=False
This enables dynamic reflections to be added to the surfaces. It has similar controls to that off the SSAO effect and
they are tied to the SpecularAmount found in the Environment section.

EnableSoftParticles=False
This intends to soften/smooth up the particle effects, such as the fires and fire sprites shooting out from a fire and
other similar effects.

EnableParticleLights=True
This will add lighting to glow effects that can be found around the lanterns, candles, fireplaces and the likes. The
things that are controlled by the LightSprite settings will cast lighting if set to true. Performance friendly and adds
more lighting without causing any Game Engine problems of having too many light bulbs for instance.

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[ANTIALIASING]

EnableEdgeAA=true
In version 0.130 Boris added this command which is a post-processing anti-aliasing effect. This works very well, and
with a lot less of a performance decrease than using hardware anti -aliasing. For more info on anti-aliasing in general
visit this link. But it tends to blur the textures quite a bit so increasing sharpness in some way is recommended.

EnableEdgeAA=False (I only use SweetFX and/or ENB for Anti-Aliasing)

EnableEdgeAA=True

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EnableTemporalAA=true
Another AA method from Boris which requires the use of the enb_reference.esp file to fully function. This method is
better at handling Aliasing as it does not smooth/blur the edges as much as the EdgeAA method does, yet it takes
care of almost every Aliasing found in the game. But it does not always work and it varies between game vers ions,
the cause for this is the Game Engine itself having a bad script system.
More in-depth info on Temporal Anti-Aliasing can be had here.

EnableTemporalAA=False (I only use SweetFX and/or ENB for Anti-Aliasing)

EnableTemporalAA=True

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[WEATHER]

EnableMultipleWeathers=false
This is a new feature introduced in ENB version 0.170. It will enable ENB to have 1 enbseries.ini per weather and the
limit for the multiple weather enbseries.ini is 99. You can combine some weathers to be adjusted with the same
enbseries.ini file, like for instance have all the Rain weathers been controlled by one enbseries.ini while another
controls all the Clear weathers. This is for advanced/experienced ENB tweakers mostly.
You must have the enb_reference.esp file to be able to use this feature!

List of all the vanilla weathers with Weather id’s that occur in game can be found here.

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[TIMEOFDAY]

Enable=false
This will disable or enable the Time of Day effect. It does not require the enb_reference.esp file to function properly.
When enabled it adds 2 new time periods Sunset and Sunrise which enables you to customize the sunset and sunrise
independently from the Night and Day settings. They will blend together with the Night and Day at a certain time of
course but at absolute Sunset and Sunrise you can set Night and/or Day setting to some insane value without it
affecting the Sunsets or Sunrises.

DawnDuration=2.0
This will change the duration of the Dawn time period to either be longer or shorter based on your setting.

SunriseTime=7.5
At which time Sunrise will occur, this is the absolute Sunrise time when Night, Day and Sunset settings have no affect
at all.

DayTime=13.0
At which time Midday will occur, this is the absolute Day time when Night, Sunrise and Sunset settings have no affect
at all.

SunsetTime=13.0
At which time Sunset will occur, this is the absolute Sunset time when Night, Day and Sunrise settings have no affect
at all.

DuskDuration=2.0
This will change the duration of the Dusk time period to either be longer or shorter based on your setting.

NightTime=1.0
At which time Midnight will occur, this is the absolute Night time when Day, Sunrise and Sunset settings have no
affect at all.

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[NIGHTDAY]

These settings determine when ENB Series think’s it is night and day. The values below are a good setting for having
a nice all around time period. As with adaptation I would need to make a video of this, you just have to test it out
yourself.
The easiest way is to save in 3 different times of day Midday, Night and at Dusk or Dawn. And take some comparison
pictures. Because I personally would use up perhaps 5-10 pages of images alone to cover this part if not even more!

DetectorOldVersion=false
If set to true it will use the old Day/Night detection method.

DetectorDefaultDay=false
If set to true it will ignore the settings below and use the default ones instead.

DetectorLevelDay=0.7
Lowering this value will make it rely more on the day time settings and vice versa. Min 0.0, Max 1.0

DetectorLevelNight=0.15
Increasing this value will make it rely more on the night time settings and vice versa. Min 0.0, Max 1.0

DetectorLevelCurve=1.0
Lowering this value will make it rely more on the day time settings and increasing it will make it rely more on Night
time settings. Min 0.0, Max 10.0

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The enbseries.ini file

Now the actual tweaking part begins.

With the following commands I will add before and after pictures with different values (Mostly 0.0 to 2.0
values). I will be using vanilla values that are assigned to the enbseries.ini file when you generate a new
enbseries.ini file, except for the SSAO, Reflections, Skylighting and Detailed Shadows which is set to render
the best quality possible (can go higher than my settings but unnecessary in my opinion)

I will only show the before and after of one time period and that is Exterior Day. The other time periods
function in the same manner the only difference is that they only affect for instance Night alone or Sunset
alone. This will make the guide smaller in size and have fewer pages and for me it will enable me to do
faster updates of the guide when Boris adds some new stuff to his ENBSeries mod.

Since ENBSeries Skyrim v0.125 there has been a GUI (Graphical-User-Interface) implemented for fast and
easy in-game tweaking of the enbseries.ini file. To enable this function Hold down Left-Shift and press
Enter (the big one) and I recommend opening the Skyrim console bar and typing tm (Toggle-Menu) for an
easier tweaking experience.
And since update 0.196 it’s been possible to add the GUI to the .fx and the effect.txt files. With adding the
proper code to it which can be found here – GUI .fx code implementation

Also here is a forum thread that looks deeper into the GUI tweaking, started by my good friend Chan over
at the ENBDev.com forum section.

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[ADAPTATION]

This effect mimics the iris of a human eye. When looking at a bright light and then quickly look at a dark
area, it takes a moment to adjust to the new light “settings”.

ForceMinMaxValues=false
Use the Min/Max values instead of sensitivity and time.

AdaptationSensitivity
How sensitive the effect is about light and dark areas.

AdaptationTime
How fast the reaction is from moving to a dark or bright area.

AdaptationMin
The minimum value of the adaptation effect.

AdaptationMax
The maximum value of the adaptation effect.

Can’t really show you the effect with a picture, you just have to test it yourself. But here is a Youtube clip I
found showing the effect of the built in Skyrim Adaptation. ENBSeries adaptations behave in a similar way.

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[BLOOM]

Quality
0 means high quality, 1 middle quality, 2 is low quality. Affect performance in general. In some versions
quality means amount of rendering passes, but in newest it’s resolution factor of bloom texture.
Bloom quality have very low performance increase or decrease so leave it at 0 and optimize performance
elsewhere.

Quality lvl 2

Quality lvl 0

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Amount
This command controls how much bloom to add. Bloom blurs and adds a slight smooth lighting effect to
the scene.

Bloom amount 0.0

Bloom amount 1.0 – I think the images speak for themselves ;)

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BlueShiftAmount
This adds blue coloring to the objects affected by bloom. Use a high amount of bloom to see the effect
easier. If no bloom is added or if it is disabled this command won’t do anything. Going below 1.0 will
remove a lot of the blue color in the bloom

0.0

10.0

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[CAMERAFX]

LenzReflectionIntensity
Amount of lens effects added. This adds a lens effect that triggers when looking at a bright surface like the
sun. If no bloom is added or if bloom is disabled this command won’t do anything.

Lenz Intensity day 0.0

Lenz Intensity day 10.0

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LenzReflectionPower
This is kind of the sensitivity of the effect. Higher values produce lens reflections only for strong light
emitters. Values lower than 1 is not recommended, because almost every bright spot or not too dark
generates reflections. If no bloom is added or if it is disabled this command won’t do anything.

Lenz power day 0.5 (Lowest amount is 0.5)

Lenz power day 10.0

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[SSAO_SSIL]
I have activated the FPS status bar that comes with ENB so you can see the performance gain or loss. Using ENB
v0.200 I had the default settings from a new generated enbseries.ini but set the quality and scales to extreme
quality, so it might not look as beautiful as it could if properly tweaked.

Ambient Occlusion Off, 16 AF, 1920x1080, Skyrim Ultra+

Nvidia High Quality Ambient Occlusion, 16 AF, 1920x1080, Skyrim Ultra+

ENB default SSAO+SSIL with Extreme quality, 16 AF, 1920x1080, Skyrim Ultra+

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UseIndirectLighting=True
Turning Indirect Lighting on (true) will hit your fps, but it will help offset the amount of AO that is applied. Basically
counter the effects of “AOamount” which darkens the shadows. The Complex IL does the same as the complex AO
effect, more detailed and better placed IL effect.

False (Off)

True (On)

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UseComplexIndirectLighting=True
This enables a more detailed Indirect Lighting added to the scene. It also makes the IL to be better placed into the
scene and on surfaces. With a slight performance loss which will be more intense in areas with more rendered
shadows. Same goes for SSAO effect in general, more rendered shadows = more performance heavy SSAO effect.

False (Off)

True (On)

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UseComplexAmbientOcclusion=True
This enables a more detailed Ambient Occlusion added to the scene. It also makes the AO to be better placed into
the scene and on surfaces. Less of a performance hit than Complex IL has.

False (Off)

True (On)

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UseAmbientIndirectLighting=True
This will use the Indirect Lighting that renders similar to that off the Ambient lighting setting found in the
Environment section. It extends it use from default IL implementation to include the ambient effect implementation
as well, basically it adds new locations for the Indirect lighting to be placed in the scene.

False

True

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SamplingQuality
0 means high quality, 1 is middle, 2 is lowest, some mods have extreme quality –1.
At quality 2 the placement is inaccurate or bad and it loses a lot of IL effect in the scene as well as a loss of definition
which in turns smudges the AO and IL effect.

Quality 2

Quality -1 – Shadows are more in place, not smudged over nearby areas as well

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SamplingPrecision
It is similar to the quality settings but handles the noise silhouettes that can occur with SSAO Shadows. -1 gives the
best quality and 2 gives the best performance. I suggest this setting to be the last thing you change to gain
performance as it has minimal impact on performance of all the SSAO Quality settings and is the main setting to
control the accuracy of the SSAO+IL effect.

Quality 2

Quality -1 – Shadows are more in place, not smudged over nearby areas as well

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SamplingRange
“Relative radius on screen for texture reads around every pixel. Lower value gives better detail on small distances, but
accent lack of geometry in games. Bigger value also decreases performance, because of cache missing for texture
reads, so do not set too high.” – Boris Vorontsov
With higher values it expands the radius of the SSAO+IL effect which results in an aura that is very noticeable in dark
lit places such as dungeons and caves and other dark environments. If you have played Assassin’s Creed 3 you know
how the effect looks.

Range 0.1 – a value around 0.1-0.3 would be best here I think. Blend of performance and quality.

Range 2.0

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FadeFogRange
Amount of SSAO applied depending on distance factor relative to fog. If scene is foggy, ssao will fade faster with
distance. Basically increasing this value will remove SSAO from the fog while decreasing the value will render the full
effect in the Fog. As of version 0.122 a value of 1.0 is preferred, any version before that I recommend using a value of
7.0.

Range 0.0 (AOAmount 10.0)

Range 5.0 (AOAmount 10.0)

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SizeScale
Size of SSAO texture at which, this effect is rendered relative to screen resolution. Values above 1.0 are not
recommended, because that means size bigger than screen resolution. Speed is affected non -linear, for example
SSAO with SizeScale=1.0 is four times slower than 0.5. Lower values = better Performance but poorer Quality,
Higher values = better Quality but poorer Performance.

Scale 0.06

Scale 1.0

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SourceTexturesScale
The relative resolution of textures from which the SSAO effect reads data. For low resolution display mode it’s better
to set this value closer between 0.5-1.0. Greater values are slower because of cache missing for texture reads. Do
not set this value above 1.0. Lower values = better Performance but poorer Quality, Higher values = better Quality
but poorer Performance.

TextureScale 0.06 – Increase/decrease the AO+IL texture size.

TextureScale 1.0

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FilterQuality
Higher quality reduces noise generated by SSAO but also affect performance. I recommend having this set at 0 and
compensate with the sizescale values instead, if you have performance problems.

Quality 2

Quality -1

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FilterType
There are 5 different types 0 being the best visually and in quality and 4 is using the older filter type pre v0.145
which came with SSAO. More info available in the picture gallery.

Filter type gallery picture link;

Filter type 0

Filter type 1

Filter type 2

Filter Type 3

Filter type 4

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AOAmount
Amount of darkening added between the source (“Ground Zero”) of the shadow and the nearest objects. It may
differ depending on ENB Series version!

Amount 0.0

Amount 2.0

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ILAmount
This increases the amount of indirect light reflections around AO shadows, which makes for more realistic looking
shadows and lighting in general. It may differ depending on ENB Series version!

Amount 0.0

Amount 2.0

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AOntensity
This controls how strong the applied AO amount will be. A high AOamount with a low AOintensity is what I usually
use as it adds more AO effect to a scene and with the low intensity value it won’t be pitch black spots.

Intensity 0.0

Intensity 2.0

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AOType
“AOType=2 is new ssao type, noise similar to AOType=1 and gives greater details closer to AOType=0. ”
– Boris Vorontsov
Type 0 is the one I think looks best it has definition but not too strong nor to weak. Type 1 has a really subtle and
almost no impact on the scene with the same values as Type 0 and Type 2 looks weird with its constrained
placement and too strong effect added to that.

AO type gallery picture link;

Type 0

Type 1

Type 2

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AOMixingType
Added in v0.122 this sets how AO is rendered on to the scene. 0 and 1 are best for realism while 2 and 3 are a good
setting for all around use. 2 to 7 are more like the general AO effects in most games in some ways similar to Nvidia’s
AO effect.

“Interior scenes mostly don't have ambient lighting big enough to decrease it with ssao effect, this is correct
computation actually. Because I expected that proper isn't better for users, did AOMixingType parameter, its 0 and 1
value acting properly, but affecting only ambient color of scene (like skylighting effect). 0 also use color factor to
decrease effect on snow and other bright surfaces, it's the only difference between 0 and 1 mode. 2 and 3 do
modulation with ssao like other games do (non-realistic crap), but value 2 is with color factor for bright textures and
3 is not.” – Boris Vorontsov

AO mixing type gallery picture link;

AOMixingType=0

AOMixingType=1

AOMixingType=2

AOMixingType=3

AOMixingType=4

AOMixingType=5

AOMixingType=6

AOMixingType=7

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UseOldType=false
This uses the old type of ENB SSAO that can be found in ENB v0.119. This does not use the Complex IL and AO so
those settings won’t have any effect on the scene however Ambient IL and simple IL does have an effect on the
scene.

Off

On

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[SKYLIGHTING]

This effect applies to the shadows in a way that makes them dark at the center of the shadow and brighter the
further out from the shadows center you look. Creates a nice shadow depth but if you go lower than ~0.8 depending
on your overall lighting you will notice the Skylighting brightness bug that occurs when you rotate or change your
viewing angle.

Quality=0, 1, 2

FilterQuality=0, 1, 2

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AmbientMinLevel

The strength of the effect the higher value the brighter it becomes and vice versa. I suggest staying around the value
0.8. And if you lower this value be sure to compensate it with increasing the value of AmbientLightingIntensity. As of
v0.152 the best way to cope with the too dark SkyLighting settings is by increasing the IBL values. That should be
done before touching AmbientLighting values.

Level 1.0 (This value is almost as Sky lighting off)

Level 0.0

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[ENVIRONMENT]

DirectLightingIntensity
Amount of sunlight cast onto the scene, also makes the shadows more intense with a high enough value.

Intensity 1.0

Intensity 2.0

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DirectLightingCurve
This works like a contrast/gamma setting. At day the Curve command gets insanely bright if using a high enough
value. But acts in an opposite way during Nights or other dark environments.

Curve 1.0

Curve 2.0

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DirectLightingDesaturation
I tend to start with setting these to 0, and then make all my other adjustments. I do this to really fine tune where I
want more color or less color. 1.0 is the max value These are really subtle changes in color!!!

Desaturation 0.0

Desaturation 1.0

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SpecularAmountMultiplier
Increase or decrease the shine objects give off, too much and the skin look like they are made of plastic. Too low and
it will be very plain with no reflection is just weird looking. Specular and Reflections are tied together, so if you turn
the specular Amount to 0 you turn off Reflections at the same time if enabled!

Amount 1.0

Amount 10.0

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SpecularPowerMultiplier
This controls how much the specular amount should spread on a surface, also if you increase this value it will
dampen the effect of SpecularAmountMultiplier, or vice versa if you decrease it.

Power 1.0 (SpecularAmount Multiplier set at 10)

Power 10.0

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SpecularFromLight
The higher the value the more the specular light is influenced by either the Direct or Ambient Lighting . I’m unsure
but it uses the color of another light in that scene to blend in with the specular lighting.

Amount 0.0

Amount 1.0

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AmbientLightingIntensity
This command controls the amount of light that is cast around everything in the scene. This is a good tool to make
the shadow parts of the scene darker or brighter.

Intensity 1.0

Intensity 4.0

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AmbientLightingCurve
As mentioned earlier a Curve command behaves like a contrast/gamma setting.

“If you decrease ambient curve at night snow is bright up close and rapidly dark further away, it’s like a contrast
increase, looks bad! And if you increase curve past 1 you get little super bright specs of light, dots flickering.” – HD6

Curve 1.0

Curve 4.0

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AmbientLightingDesaturation
All the commands containing the “Desaturation” word is for decreasing the saturation of the color.

Amount 0.0

Amount 1.0

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AmbientColorFilterAmount
This sets the intensity of the Color Filter Top, Middle and Bottom settings. At 1.0 it will override the Directional
Ambient values set in the Weather or Lighting Template for interiors assigned inside the Creation Kit. The Directional
Ambient determines the assigned RGB color of the ambient lighting, and so does this Ambient Color Filter.

Amount 0.0

Amount 1.0 (RGB value of 255/White for Top and Bottom, 0/Black for middle)

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AmbientColorFilterTop
This controls the “floor/ground” RGB color rendered in the scene. Also effects how strong the Bottom colors will be.
Think of it as the “direct lighting” of the color filter.

Color 1.0, 1.0, 1.0

Color 0.0, 0.0, 1.0

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AmbientColorFilterMiddle
This controls the ambient light RGB color coming from the sides and affects for instance the sides of the tree but not
the under or top side of the tree and its branches.

Color 0.0, 0.0, 0.0

Color 1.0, 1.0, 1.0

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AmbientColorFilterBottom
Controls the “indirect lighting” RGB color. Affects the shadows but also affects how strong the Top colors will be.

Color 0.0, 0.0, 0.0

Color 1.0, 1.0, 1.0

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PointLightingIntensity
This is for all the lights emitted from torches, fireplaces, spells, chandelier’s etc. Also the lights emitted from your
spell hands are affected as well.

Intensity 0.0

Intensity 2.0

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PointLightingCurve
This is for all the lights emitted from torches, fireplaces, spells, chandelier’s etc. Also the lights emitted from your
spell hands are affected as well. The curve setting is as usual a contrast/gamma like setting.

Curve 0.1

Curve 2.0

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PointLightingDesaturation
The desaturation is as mentioned before, a good tool to be more specific where you want more or less color to be.
This is for all the lights emitted from torches, fireplaces, spells, chandelier’s etc. Also the lights emitted from your
spell hands are affected as well.

Amount 0.0

Amount 1.0

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ParticleLightsIntensity
This controls the intensity of the Particle Lights effect which can be enabled in the EFFECT section. It affects the same
things as the LightSprite settings does but instead of increasing the intensity of the glow this effect adds light that is
casted from the glow. It’s a very nice effect to have activated with very low performance cost.

Amount 0.0

Amount 3.0

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FogColorMultiplier
This controls the non-hand placed fog that occurs during all scenes. Basically it is the distant and the “right-in-your-
face” fog that is controlled by this value. If you set the interior fog values to 0 it will be like having it disabled through
the Creation Kit by some mod.

“Making fog black here at night is a good way to darken nights, but can or at least did have many side effects, so I
leave fog alone” – HD6

Fog multiplier 1.0

Fog multiplier 2.0

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FogColorCurve
This controls the non-hand placed fog that occurs during all scenes. The Curve value will act as a Contrast/Gamma
setting as mentioned before which increase saturation and scene contrast effect.

Fog Curve 1.0

Fog Curve 2.0

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ColorPow
This is a gamma correction setting to be used for fine-tuning the saturation, contrast and color rendered by ENB.
Only affects the land and not the sky. Also in conjunction with FixTintGamma which corrects any visual issues
introduced by a too high ColorPow setting that can make your preset “all-it-can-be” when properly used.

Color Pow 1.0

Color Pow 2.0 - with FixTintGamma On, Off

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[SKY]

“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 ground glow then too ” – HD6

Enable=true
This turns the sky effects under here on or off. If turned off it uses the vanilla settings. But it won’t look exactly like
the vanilla sky if you have made changes to the overall scene brightness, contrast or coloring!! And also because
ENB does not use the Sky value set in the imagespace that vanilla weathers and interior cells rely heavy on!

Vanilla – ENB Vanilla - Sky Off, ENB Vanilla - Sky On.

DisableWrongSkyMath=true
Added in v0.122 it fixes a sky problem caused by the optimized SSAO coding introduced in the same version. Have
this set to true always.

If set to false this is what you get – False/Off, True/On

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StarsIntensity
How bright the stars will be. I think 1.8 makes for a good mix between “natural” and “fantasy” stars. They pop out,
but not so much that you think it’s a disco ball in the sky. This of course depends on the star texture you use.

StarsIntensity 0.0

StarsIntensity 2.0

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StarsCurve
This Adds more color and contrast to the stars and galaxies. Functions as a gamma/contrast setting.

StarsCurve 0.1 (Intensity 1.0)

StarsCurve 2.0 (Intensity 1.0)

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AuroraBorealisIntensity
How bright the Aurora in the sky will be. I think 1.4 makes for a good mix between “natural” and “fantasy”. They pop
out, but not so much that they are a solid light in the sky without definition.

Aurora Intensity 0.0 (Curve 1.0)

Aurora Intensity 2.0 (Curve 1.0)

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AuroraBorealisCurve
Contrast/gamma increase/decrease.

Aurora Curve 0.1 (Intensity 1.0)

Aurora Curve 2.0 (Intensity 1.0)

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CloudsIntensity
How bright the clouds in the sky will be, if you have set bloom to a high setting ex; 1.8 you might want to decrease
this setting, so the clouds won’t be one solid color and blinding.

Intensity 1.0 (Curve 1.0)

Intensity 2.0 (Curve 1.0)

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CloudsCurve
Lowering this will remove some definition if you don’t compensate it with the Intensity setting. I usually go down to
around 0.6 and depending on the rest of the other settings lowering the intensity, which in the end creates more
natural looking clouds in my opinion.

Curve 1.0 (Intensity 1.0)

Curve 8.0 (Intensity 1.0)

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CloudsDesaturation
This command can make the clouds into a beige/brown color depending on your other settings and the weathers
RGB value for the cloud layers.

Desaturation 0.0

Desaturation 1.0

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CloudsEdgeClamp
This adds light through the clouds whenever the moon or sun is behind the clouds, similar to this effect. The Clamp
setting does at it says it limits the amount and spread of the effect on the clouds.

Clamp 0.0 (Intensity 1000)

Clamp 0.7 (Intensity 1000)

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CloudsEdgeIntensity
This adds light through the clouds whenever the moon or sun is behind the clouds, similar to this effect. The
intensity set the intensity of the Clouds Edge effect, higher values = stronger light effect around the cloud edges and
vice versa for lower values.

Intensity 0.0 (clamp 0)

Intensity 1000.0 (clamp 0)

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Gradient Sky settings
Controls the sky color and how bright it will be. It also separates them into Horizon, Middle and Top of the sky.

GradientIntensity
This brightens the whole area of the sky.

Intensity 1.0

Intensity 2.0

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GradientDesaturation
And this lowers the saturation/color of the entire sky.

Desaturation 0.0

Desaturation 1.0

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GradientTopIntensity
With this command you can change the intensity of the skies top area alone.

Intensity 1.0

Intensity 2.0

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GradientTopCurve
Increase or decrease contrast/color.

Curve 1.0

Curve 2.0

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GradientMiddleIntensity
This controls the area in between the top of the sky and the horizon.

Intensity 1.0

Intensity 2.0

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GradientMiddleCurve
Increase or decrease contrast/color.

Curve 1.0

Curve 2.0

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GradientHorizonIntensity
This controls the lower area of the sky, basically the sky that is located behind mountains and such.

Intensity 0.0

Intensity 2.0

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GradientHorizonCurve
This controls the lower area of the sky, basically the sky that is located behind mountains and such.
Increase or decrease contrast/color.

Curve 0.0

Curve 2.0

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SunIntensity
This controls how intense the sun will be. Depending on how good the sun texture is, at high values you may get a
grain surface on the screen, which is caused by a bad sunglare.dds texture!
The Sun rays has a brightening effect when looking at the sun, so have it on when you’re tweaking. If you’re going
to use the Sun rays that is!!

Intensity 0.0

Intensity 2.0

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SunDesaturation
This controls how desaturated the sun will be. The desaturation is only noticeable during dusk and dawn, if you
aren’t using a very saturated sun texture, using a high saturation value in the enbeffect.fx file or using a weather
mod that adds more color to the sun during the days.. This does not affect SunColorFilter!

Desaturation 0.0

Desaturation 1.0

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SunColorFilter
As with the Ambient Color Filter this overrides the settings assigned in the Creation Kit in all weathers. And this
controls the RGB color value.

Color 1.0, 1.0, 1.0

Color 1.0, 1.0, 0.0

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SunGlowIntensity
Increases the glow around the sun circle and with the Haziness setting it limits the area the glow affects.
This does not affect SunRays!

Intensity 0.0 (SunIntensity 1.0)

Intensity 1.0 (SunIntensity 1.0)

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SunHazinessIntensity
Limits the area the Glow Intensity setting has on the scene.

Intensity 0.0 (SunIntensity 1.0)

Intensity 0.35 (SunIntensity 1.0)

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SunCoronaIntensity
Controls how strong/intense the sun flare/glare will be.
Depending on how good the sun glare texture is, at high values you may get a grain surface on the screen, which is
caused by the sunglare.dds texture!!!

Intensity 0.0

Intensity 2.0

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SunCoronaCurve
Controls the sun flare/glare, this adds more color and contrast to the glare.
Depending on how good the sun glare texture is, at high values you may get a grain surface on the screen, which is
caused by the sunglare.dds texture!!!

Curve 1.0 (Intensity 2.0)

Curve 5.0 (Intensity 2.0)

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SunCoronaDesaturation
Controls the sun flare/glare, how desaturated it will be. The desaturation is only noticeable during dusk and dawn, if
you aren’t using a very saturated sun texture, using a high saturation value in the enbeffect.fx file or using a weather
mod that adds more color to the sun during the days.

Desat 0.0 (Curve 5, Intensity 2)

Desat 1.0 (Curve 5, Intensity 2)

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MoonIntensity
This controls moons intensity. It’s the same as Sun intensity but controls the moon instead.

Intensity 0.0 (Curve 1.0)

Intensity 2.0 (Curve 1.0)

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MoonCurve=0.0
This controls moons curve. It will make the moon more colorful but also make it darke r. The pictures will show you
how it affects the moon.

Curve 0.1 (Intensity 1.0)

Curve 2.0 (Intensity 1.0)

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MoonDesaturation=0.0
This controls moons desaturation. It will not only make it less colorful but also brighter depending on desaturation
value.

Desaturation 0.0 (Curve 0.1)

Desaturation 1.0

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[OBJECT]

SubSurfaceScatteringMultiplier
The multiplier value makes player and NPC skin brighter and more colorful (depending on the _sk.dds) as well as for
the eyes. Read more about SSS over at Wikipedia.
If you set this to 0 it will be the same as using the mod No More Bronze Skin a mod I don’t recommend using as you
lose part of the skin lighting effects, it’s better to learn how to tweak these settings instead.

Multiplier 0.0 (Power 1.0)

Multiplier 4.0 (Power 1.0)

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SubSurfaceScatteringPower
This is basically the opposite of the multiplier it darkens the skin of the player and NPC’s as well as for the eyes. But
with high values of both the SSS multiplier and power those textures will look like they have a high amount of
contrast.

Power 0.5 (Multiplier 4.0)

Power 8.0 (Multiplier 4.0)

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[VEGETATION]

SubSurfaceScatteringMultiplier
The multiplier value makes some vegetation such as trees and grass brighter and more colorful. Read more about
SSS over at Wikipedia. This functions in the same manner as the Object SSS method however it does not affect every
vegetation mesh.

Multiplier 0.0 (Power 1.0)

Multiplier 10.0 (Power 1.0)

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SubSurfaceScatteringPower
This is basically the opposite of the multiplier it darkens the vegetation such as trees and grass. Read more about SSS
over at Wikipedia.

Power 0.0 (Multiplier 10.0)

Power 2.0 (Multiplier 1.0)

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[LIGHTSPRITE]

Intensity
This command controls the glow from fireplaces, torches and candles. If such an effect has been placed at the light
source via the Creation Kit!

Intensity 0.0 (Curve 1.0)

Intensity 2.0 (Curve 1.0)

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Curve
This command controls the glow from fireplaces, torches and candles. If such an effect has been placed at the light
source via the Creation Kit!

Curve 1.0 (Intensity 2.0)

Curve 2.0 (Intensity 2.0)

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[WINDOWLIGHT]

Intensity
This adjusts the brightness of windows. Activate Reflection with high interior window and point light intensity and
you got yourself some amazing looking effects.

Intensity 0.0 (Curve 1.0)

Intensity 2.0 (Curve 1.0)

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Curve
This adjusts the contrast/gamma of windows. Activate Reflection with high interior window and point light intensity
and you got yourself some amazing looking effects.

Curve 1.0 (Intensity 2.0)

Curve 2.5 (Intensity 2.0)

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[VOLUMETRICFOG]

Intensity
The volumetric Fog command adjusts mountain fog clouds. The intensity is for the brightness of those fog “clouds”.
I do not know of anything in the interiors that are affected by this setting, only thing that comes to mind is an
interior cell that has been constructed to appear visually as an exterior and have Volumetric Fog placed in there.

Intensity 1.0 (Curve 1.0)

Intensity 2.0 (Curve 1.0)

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Curve
The volumetric Fog command adjusts mountain fog clouds. The curve is for the contrast of those fog “clouds”. I do
not know of anything in the interiors that are affected by this setting, only thing that comes to mind is an interior cell
that has been constructed to appear visually as an exterior and have volumetric Fog placed in there.

Curve 1.0 (Intensity 2.0)

Curve 3.0 (Intensity 2.0)

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LightingInfluence
This affects how much the mountain based fog sprites will use the surrounding lighting/weather color in the scene.
Increasing this value will make it brighter as well as increase the color the fog sprite uses from the lighting in that
current scene.

0.0

2.0

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[FIRE]

Intensity
This controls the actual flames of fireplaces, camp fires, torches and candles. How bright and saturated they will be.
It also controls the spells themselves, the water foam and Draugr glowing eyes!

Intensity 1.0 (Curve 1.0)

Intensity 3.0 (Curve 1.0)

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Curve
This controls the actual flames of fireplaces, camp fires, torches and candles. How bright and saturated they will be.
It also controls the spells themselves, the water foam and Draugr glowing eyes!

Curve 0.0 (Intensity 3.0)

Curve 3.0 (Intensity 3.0)

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AdditiveBlending
Turning this effect off will allow you to increase the fire intensity a lot more without overblowing the fire to blinding
white. I always have this set to false because of that reason. Too high fire intensity will have a side effect of affecting
the adaptation and make it go crazy when trying to compensate for the increased lighting of the spells when cast.

True

False

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[PARTICLE]
The particle commands will affect the water foam, blowing snow, fog/mist and smoke FX around marshes and
swamps and in dungeons and more. For this to work as it should I suggest you download Mindflux/artem1s Skyrim
particle patch for ENB. More info on what it does can be found following the link.

Intensity

Intensity 1.0

Intensity 10.0

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LightingInfluence
This alters the particle colors by blending in the ambient/overall current scene color.

Influence 1.0

Influence 10.0

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[COLORCORRECTION]

UsePaletteTexture
Applies an image with a gradient color to blend in with the scene, either the classical Black & White gradient, or
some “rainbow” colored gradient bmp image. Whatever color mix you are using, this will add that as an overlaying
hue to the whole scene. I never use this effect as I control Brightness, Contrast and Color through other means that is
real-time adjustable in-game. - Tapioks in depth explanation of the palette map

False (Off)

True (On)

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Brightness=1.0
The Brightness and Gamma settings are mostly useful for going from a LCD to a LED monitor when you need to
adjust the brightness and gamma levels or when a user for some reason have tweaked the preset with a none
default game brightness(gamma actually). But first you have to calibrate your monitor before touching these, if you
haven’t calibrated it already that is. At least that’s my opinion on the matter.

1.0

2.0

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GammaCurve=1.0
The Brightness and Gamma settings are mostly useful for going from a LCD to a LED monitor when you need to
adjust the brightness and gamma levels or when a user for some reason have tweaked the preset with a none
default game brightness(gamma actually). But first you have to calibrate your monitor before touching these, if you
haven’t calibrated it already that is. Atleast that’s my opinion on the matter.

1.0

2.0

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[DEPTHOFFIELD]
I used this enbeffectprepass.fx with default settings found in the “higher quality sampling if adaptive quality
enabled” version in the zip folder. With AdaptiveQuality on, quality at 0 and desired FPS set to 25FPS. You must be
using ENB v0.197 or higher for that .fx file to function as it should!

DoF Off

DoF On

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FadeTime
If installed, this controls how fast the depth of field is. Try with a pencil (or whatever you have close to you), hold it
close in front of your nose, and focus on that. Then focus on some distant object, and you’ll know how fast real life
DoF reacts, or at least have a better idea of how fast it works.

Quality
If the enbeffectprepass.fx has been set up to use this you can alter the quality setting from here, which at a higher
value increases performance and lower values decreases it but at the same time increases the quality of the effect.

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[SHADOW]
Notice the shadows that appeared under the nose, under the hair on the side of her forehead and at the hand. And
if you wear a hood it will have shadows under the hood!

HQ Detailed Shadows Off

HQ Detailed Shadows On

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ShadowCasterFix=True
Some shadow parts are not cast even though it is in an area where a shadow should appear. This fixes that so it cast
proper shadows everywhere.

UseBilateralShadowFilter=True
Preserves hard edges and reduces noise while at the same time smooth edges created by the shadows. It does not
blur them but even them out by smoothing them, there is a difference.

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ShadowQualityFix=True
Fixes the low quality of the shadows by mostly increasing the size and blur the edges of the shadows slightly. I
personally have found that proper skyrimprefs.ini settings along with a proper ShadowBlurRange value look visually
better than having this enabled. The images does not show a proper set up skyrimprefs.ini settings!

Off

On

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DetailedShadowQuality=0, 1, 2
This sets the overall quality of the Detailed Shadows.

ShadowFilterQuality=0, 1, 2
The higher the quality the less noise is in the Detailed Shadows. This is especially true if the ShadowBlurRange is set
to a high value.

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ShadowBlurRange
This will blur the shadow edges, good tool if you are running low quality shadows. But don’t exaggerate this value,
4.0 is what I would recommend as max value because any higher and the shadows really loses its definition and just
becomes a smudged dark area with pixelated/dotted parts.

Range 0.1

Range 4.5

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[RAYS]
This is affected by the Sun Intensity/Desaturation and SunColorFilter values so if the sun is looking too bright or too
colorful it is caused by the added Sun rays. So either lower the SunRaysMultiplier, the SunIntensity or the
SunColorFilter value to get the look you want.

SunRaysMultiplier

Multplier 0.0 (Sun Intensity 1.0)

Multplier 1.0 (Sun Intensity 1.0)

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[REFLECTION]
With this effect the ENB mod applies reflections to surfaces to create a more depth in the surfaces and it also makes
for a nice realistic touch to the scene. Though this is performance heavy equal to SSAO.

Quality
Quality image gallery link

Quality 0

Quality 1

Quality 2

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FilterQuality

Filter quality image gallery link

Filter quality 0

Filter quality 1

Filter quality 2

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FilterBluriness
This will blur the reflection which at the same time takes away a lot of the “noise” created by the reflections.

Bluriness 0.0

Bluriness 2.0

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SizeScale
Works in the same way SizeScale works for SSAO.

SizeScale 0.0

SizeScale 1.0

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SourceTextureScale
Works in the same way SourceTextureScale works for SSAO.

SourceTextureScale 0.0

SourceTextureScale 1.0

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Amount
How much reflection to add to the scenes.

Amount 0.0

Amount 2.0

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Power
How much reflection to add to the scenes.

Power 0.0

Power 2.0

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GlosinessMin
“GlosinessMin/Max is how much reflection is blurred depending on distance of the reflected vector (kind of soft
shadows, but for reflections to simulate roughness). This variable is inversed compared to software modeling tools, I
guess this is easier for players to understand. Values closer to 1 produce blurry reflections which are less noisy (but
these have nothing similar with reflection filter).” – Boris Vorontsov

GlosinessMin 0.0

GlosinessMin 2.0

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GlosinessMax
“GlosinessMin/Max is how much reflection is blurred depending on distance of the reflected vector (kind of soft
shadows, but for reflections to simulate roughness). This variable is inversed compared to software modeling tools, I
guess this is easier for players to understand. Values closer to 1 produce blurry reflections which are less noisy (but
these have nothing similar with reflection filter).” – Boris Vorontsov

GlosinessMax 0.0

GlosinessMax 2.0

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EnableDenoiserType
“At this moment 4 types (0,1,2,3) are available and they all work and looks different, some are better when reflection
SizeScale is big and/or reflection filter is enabled. Better experiment with this yourself.” – Boris Vorontsov

Denoiser gallery pictures link

Denoiser type 0

Denoiser type 1

Denoiser type 2

Denoiser type 3

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EnableSupersampling=false
“This activates x4 super sampling for reflections, performance is 4 times slower because of it. I'll do another
antialiasing method later, because at this moment reflections suffer from other artifacts. Be careful with this
parameter, if SizeScale=1.0 and using a 1080p resolution, then the real size of the reflections will be 3840*2160. But
this parameter is also applied with any SizeScale value, probably SizeScale 0.5 and Super sampling=true is better by
quality than SizeScale=1.0 Supersampling=false.” – Boris Vorontsov
This will hit you performance hard if enabled!

False

True

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EnableExterior=false
This enables reflections in the exterior parts of Skyrim. If you are running a mid-range PC I would suggest having this
set to false and only use reflections in the interiors as interiors are not as performance heavy, most of the time.

False

True

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EnableInterior=false
This enables reflections in the interior parts of Skyrim. Not much else to say about this command that isn’t self-
explanatory.

False

True

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[IMAGEBASEDLIGHTING]

AdditiveAmountDay
This adds IBL effect to the scene instead of multiplying the scenes “default IBL values”. It has a stronger effect on the
scene than the Multiplicative setting has.

AdditiveAmountDay 0.0

AdditiveAmountDay 0.5

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MultiplicativeAmountDay=0.0
This multiplies the IBL effect from its default value. This is a more subtle effect than the Additive setting.
It uses the weathers ambient RGB color to add this effect.

MultiplicativeAmountDay 0.0

MultiplicativeAmountDay 2.0

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ReflectiveAmountDay=1.0
This adds IBL reflections in the same manner as the SpecularAmount does. Difference is the color of the reflections
basically.

ReflectiveAmountDay 0.0

ReflectiveAmountDay 4.0

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[RAIN]

Enable=true
This turns the ENB rain effect on and off and it disables Skyrim’s own rain texture. This uses an external .tga file
which ENB uses to determine the shape of the rain drops you can either create your own or locate one that another
user has created for his preset or for general use.

False

True

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EnableAntialiasing=True
This will set the rain effects own antialiasing on and off which helps smooth out the edges of the enb rain drops.

False

True

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EnableSupersampling=false
This is another form of antialiasing with higher quality and also a bit more performance heavy though not by much.
It’s a very faint effect this has on the visuals and it only affects the rain created by the ENB and nothing else.

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MotionStretch
This will stretch the enbraindrops.tga texture. Lower the setting to decrease the length of the rain drops and vice
versa.

Amount 0.0

Amount 1.0

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MotionTransparency
This sets how transparent the raindrops will be. I suggest sticking around 0.6 to 0.8 as it otherwise looks to sharp and
“in the way” in my own opinion that is.

Amount 0.0

Amount 1.0

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