作者: tantan 時間: 12-5-14 03:12 標題: 《上古卷軸5》mod光影模組介紹與配備教學 GLOBALMULTIPLIERS (with example information)
These areglobal multipliers - they multiply the value, and affect it globally.
Eye AdaptSpeed is how fast the eye adjusts to new lighting conditions. RL sets to ~20 or 40.
eyeAdaptSpeedMultiplierGlobal=1
Bloomvariables govern the fuzzy lighting effects produced on objects.
Bloom is setto 0 in RL, so multipliers have no effect. Its usually 7 / .3 to .4 / 3 to 4 for vanilla.
bloomRadiusMultiplierGlobal=1
bloomThresholdMultiplierGlobal=1
bloomScaleMultiplierGlobal=1
Target Lumscan have a dramatic effect on brightness. In RL, they are usually 5 / .5. In vanilla,they are usually 1 / 1 or something close.
Im not sureof the exact definition of these variables, so experiment with them as youwill.
With respectto RL values, lowering target lum 2 will increase the brightness, whileincreasing it will lower the brightness.
The effect oftarget lum 1 is usually affected by the value of lum 2.
targetLum1MultiplierGlobal=1
targetLum2MultiplierGlobal=1
Sunlight andSky scales are not HDR, but are in here in the game parameters. Its not a direct sunlight,
but itaffects how bright shadows and anything hit by the sun are. Sky scale IS directly the brightness of thesky.
If you findthe snow too blinding in daytime, the sunlight scale can lower the blindingeffect of it.
sunlightScaleMultiplierGlobal=1
skyScaleMultiplierGlobal=1
Eye adaptstrength is how strong the eye adaption is. RL is ~10-20.
eyeAdaptStrengthMultiplierGlobal=1
These are thecinematic parameters - brightness is around .25 to .5 for interiors in RL, around1 for vanilla.
Saturation isat 1.8 for RL, all over the place in vanilla. Contrast, same - standardized to near 1.0 in RL.
Saturationincreases the colors -> oversaturation is overcolorful, cartoonish,undersaturated is greyscale-esque.
saturationMultiplierGlobal=1
Brightnessdirectly controls the brightness of the scene, along with the Target Lum 1 andTarget Lum 2 variables.
brightnessMultiplierGlobal=1
Contrast isthe depth, the sharpness, of the difference in colors.
contrastMultiplierGlobal=1
These are thetinting settings - in RWX format, so RGB but on a 0 to 1.0 scale, floatingpoint.
The defaultvalues are similar for RL and vanilla, but range all over depending on the typeof area.
Keep changessmall - small changes will make a drastic difference.
Changes willbasically tint the entire game - if you multiply red, everything will have areddish tinge to it (or be entirely red).
redMultiplierGlobal=1
greenMultiplierGlobal=1
blueMultiplierGlobal=1
alphaMultiplierGlobal=1
These areDepth of Field multipliers. I recommendonly changing globals.
DOFStrengthMultiplierGlobal=1
DOFDistanceMultiplierGlobal=1
DOFRangeMultiplierGlobal=1
GLOBALMODIFIERS
These areglobal modifiers - they are added on (or subtracted) after the multiplicationis done.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedModGlobal=50
bloomRadiusModGlobal=0
bloomThresholdModGlobal=0
bloomScaleModGlobal=0
targetLum1ModGlobal=0
targetLum2ModGlobal=0
sunlightScaleModGlobal=0
skyScaleModGlobal=0
eyeAdaptStrengthModGlobal=0
saturationModGlobal=0.4
brightnessModGlobal=0
contrastModGlobal=0
redModGlobal=0
greenModGlobal=0
blueModGlobal=0
alphaModGlobal=0
DOFStrengthModGlobal=0
DOFDistanceModGlobal=0
DOFRangeModGlobal=0
(以上是全球整體配備,沒有必要去改。)
(從這裡開始講,NIGHTTIME MULTIPLIERS意思為夜晚增效器,它決定的是夜晚光影的基礎刻度是原遊戲的多少倍,一般玩家改MULTIPLIERS下面的配備就好)
NIGHTTIMEMULTIPLIERS
These arenighttime multipliers - they multiply the value, and affect it only during thenighttime.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierNight=1(眼睛移動適應速度,保持1就好。)
bloomRadiusMultiplierNight=1(靜態高光反射半徑,有特殊愛好可以改試試。)
bloomThresholdMultiplierNight=1(靜態高光極限,有特殊愛好可以改試試。)
bloomScaleMultiplierNight=1(靜態高光等級,有特殊愛好可以改試試。)
targetLum1MultiplierNight=1(猴子不騙人,這貨真搞不清楚是做什麼用的)
targetLum2MultiplierNight=1(猴子不騙人,這貨真搞不清楚是做什麼用的)
sunlightScaleMultiplierNight=1.1(陽光等級,增大可以使夜晚的自然光更亮,我改成1.2)
skyScaleMultiplierNight=1.1(天空亮度等級,我也改成了1.2)
eyeAdaptStrengthMultiplierNight=1(應該是可視度,我沒改,1已經很真實)
saturationMultiplierNight=1(色彩飽和度,簡單的說,就是顏色的濃度,會PHOTOSHOP的地球人都知道有什麼用,可以改改試試玩,我沒改.)
brightnessMultiplierNight=0.15(亮度,這項很關鍵,嫌晚上太暗的直接調這個就好,我直接調成了1.2,別調太高,要不就不真實了)
contrastMultiplierNight=1(對比度,別問我什麼是對比度,調你的顯示器去你就知道了。)
redMultiplierNight=1(紅色)
greenMultiplierNight=1(綠色)
blueMultiplierNight=1.1(藍色,這三個可以配備畫面的色調,通過這三色組合能把畫面改成你喜歡的色調,這裡1.1的意思是把原遊戲預設的藍色調變成1.1倍,使畫面變成藍藍的陰深深的感覺.怕怕,有鬼喲,小心……)
alphaMultiplierNight=1(阿爾法通道,地球人都知道,影響所有基於它的光效果,變成0的話,所有基於阿爾法通道的效果都會失效,例如透明,所以別去動)
DOFStrengthMultiplierNight=1(景深效果濃度)
DOFDistanceMultiplierNight=1(景深距離)
DOFRangeMultiplierNight=1(景深範圍)(景深是什麼,很多大大的美化教學都有,更改這三項,可以實現景深,但不推薦在這裡改,因為下面會講到別一個MOD,改景深什麼的更好,畢竟在這裡設置,要進去遊戲才能看到效果,遠沒有在遊戲裡調方便。)
(注意:以上所有數值的意思為基於原遊戲預設光的多少多少倍,一般都是按1點幾,1點幾幾,或者零點幾幾來設置,你不怕無趣,輸個10進去看看,嚇死你,會不會燒顯示卡?真心不知道。
下面講第二項NIGHTTIME MODIFIERS。
NIGHTTIME MODIFIERS和上面的NIGHTTIME MULTIPLIERS有什麼區別呢?
NIGHTTIMEMODIFIERS
These arenighttime modifiers - they are added on (or subtracted) after themultiplication is done, and only affect the nighttime.(鳥語好的人已經知道了,這個模組更改的數據的意思就是:在上面NIGHTTIME MULTIPLIERS的基礎上增加或者減少數值,正數為加,負數為減,如果上面已經設置到位了,這裡沒必要去動了,全為0就好。下面的所有什麼白天啊,室內啊,都和夜晚一樣,分成MULTIPLIERS和MODIFIERS兩塊。)
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedModNight=0
bloomRadiusModNight=0
bloomThresholdModNight=0
bloomScaleModNight=0
targetLum1ModNight=0
targetLum2ModNight=0
sunlightScaleModNight=0
skyScaleModNight=0
eyeAdaptStrengthModNight=0
saturationModNight=0
brightnessModNight=0
contrastModNight=0
redModNight=0
greenModNight=0
blueModNight=0
alphaModNight=0
DOFStrengthModNight=0
DOFDistanceModNight=0
DOFRangeModNight=0作者: tantan 時間: 12-5-14 03:12 標題: 《上古卷軸5》mod光影模組介紹與配備教學 (從這裡開始就不在累述了,後面的工作就是重複,不同時間段,不同的地方按照自己的喜好設置就好,參數和夜晚是一樣的,數值按個人喜好設置。我自己改的數值就不拿上來了,因為我喜歡的你未必喜歡,自己動手,按自己口味調吧,下面還是那個N網大神的原封不動的數值.)
DAYTIMEMULTIPLIERS(白天基礎)
These aredaytime multipliers - they multiply the value, and affect it only during thedaytime.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierDay=1
bloomRadiusMultiplierDay=1
bloomThresholdMultiplierDay=1
bloomScaleMultiplierDay=1
targetLum1MultiplierDay=1
targetLum2MultiplierDay=1
sunlightScaleMultiplierDay=0.65
skyScaleMultiplierDay=0.65
eyeAdaptStrengthMultiplierDay=1
saturationMultiplierDay=0.9
brightnessMultiplierDay=1.2
contrastMultiplierDay=1
redMultiplierDay=1
greenMultiplierDay=1
blueMultiplierDay=1
alphaMultiplierDay=1
DOFStrengthMultiplierDay=1
DOFDistanceMultiplierDay=1
DOFRangeMultiplierDay=1
DAYTIMEMODIFIERS(白天增減)
These are daytime modifiers - theyare added on (or subtracted) after the multiplication is done, and only affectthe daytime.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedModDay=0
bloomRadiusModDay=0
bloomThresholdModDay=0
bloomScaleModDay=0
targetLum1ModDay=0
targetLum2ModDay=0
sunlightScaleModDay=0
skyScaleModDay=0
eyeAdaptStrengthModDay=0
saturationModDay=0
brightnessModDay=0
contrastModDay=0
redModDay=0
greenModDay=0
blueModDay=0
alphaModDay=0
DOFStrengthModDay=0
DOFDistanceModDay=0
DOFRangeModDay=0
DAWNMULTIPLIERS(拂曉)
These are dawnmultipliers - they multiply the value, and affect it only during the sunrise.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierDawn=1
bloomRadiusMultiplierDawn=1
bloomThresholdMultiplierDawn=1
bloomScaleMultiplierDawn=1
targetLum1MultiplierDawn=1
targetLum2MultiplierDawn=1
sunlightScaleMultiplierDawn=1.1
skyScaleMultiplierDawn=1.1
eyeAdaptStrengthMultiplierDawn=1
saturationMultiplierDawn=1.2
brightnessMultiplierDawn=1
contrastMultiplierDawn=1
redMultiplierDawn=1.25
greenMultiplierDawn=1
blueMultiplierDawn=1
alphaMultiplierDawn=1
DOFStrengthMultiplierDawn=1
DOFDistanceMultiplierDawn=1
DOFRangeMultiplierDawn=1
DAWNMODIFIERS(拂曉)
These are dawnmodifiers - they are added on (or subtracted) after the multiplication is done,and only affect the sunrise.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedModDawn=0
bloomRadiusModDawn=0
bloomThresholdModDawn=0
bloomScaleModDawn=0
targetLum1ModDawn=0
targetLum2ModDawn=0
sunlightScaleModDawn=0
skyScaleModDawn=0
eyeAdaptStrengthModDawn=0
saturationModDawn=0
brightnessModDawn=0
contrastModDawn=0
redModDawn=0
greenModDawn=0
blueModDawn=0
alphaModDawn=0
DOFStrengthModDawn=0
DOFDistanceModDawn=0
DOFRangeModDawn=0
DUSKMULTIPLIERS(黃昏)
These are duskmultipliers - they multiply the value, and affect it only during the sunset.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierDusk=1
bloomRadiusMultiplierDusk=1
bloomThresholdMultiplierDusk=1
bloomScaleMultiplierDusk=1
targetLum1MultiplierDusk=1
targetLum2MultiplierDusk=1
sunlightScaleMultiplierDusk=1
skyScaleMultiplierDusk=1
eyeAdaptStrengthMultiplierDusk=1
saturationMultiplierDusk=1.3
brightnessMultiplierDusk=1
contrastMultiplierDusk=1
redMultiplierDusk=1.45
greenMultiplierDusk=0.9
blueMultiplierDusk=1
alphaMultiplierDusk=1
DOFStrengthMultiplierDusk=1
DOFDistanceMultiplierDusk=1
DOFRangeMultiplierDusk=1作者: tantan 時間: 12-5-14 03:12 標題: 《上古卷軸5》mod光影模組介紹與配備教學 DUSKMODIFIERS(黃昏)
These are duskmodifiers - they are added on (or subtracted) after the multiplication is done,and only affect the sunset.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedModDusk=0
bloomRadiusModDusk=0
bloomThresholdModDusk=0
bloomScaleModDusk=0
targetLum1ModDusk=0
targetLum2ModDusk=0
sunlightScaleModDusk=0
skyScaleModDusk=0
eyeAdaptStrengthModDusk=0
saturationModDusk=0
brightnessModDusk=0
contrastModDusk=0
redModDusk=0
greenModDusk=0
blueModDusk=0
alphaModDusk=0
DOFStrengthModDusk=0
DOFDistanceModDusk=0
DOFRangeModDusk=0
INTERIORMULTIPLIERS(室內)
These areinterior multipliers - they multiply the value, and affect only the interiors.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierInterior=1
bloomRadiusMultiplierInterior=1
bloomThresholdMultiplierInterior=1
bloomScaleMultiplierInterior=1
targetLum1MultiplierInterior=1
targetLum2MultiplierInterior=1.35
sunlightScaleMultiplierInterior=0.25
skyScaleMultiplierInterior=0.25
eyeAdaptStrengthMultiplierInterior=1
saturationMultiplierInterior=1
brightnessMultiplierInterior=1.25(這裡我直接改成了1.5,太暗了,真心受不了)
contrastMultiplierInterior=1
redMultiplierInterior=1
greenMultiplierInterior=1
blueMultiplierInterior=1
alphaMultiplierInterior=1
DOFStrengthMultiplierInterior=1
DOFDistanceMultiplierInterior=1
DOFRangeMultiplierInterior=1
INTERIORMODIFIERS(室內)
These areinterior modifiers - they are added on (or subtracted) after the multiplicationis done, and only affect the interiors.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedModInterior=0
bloomRadiusModInterior=0
bloomThresholdModInterior=0
bloomScaleModInterior=0
targetLum1ModInterior=0
targetLum2ModInterior=0
sunlightScaleModInterior=0
skyScaleModInterior=0
eyeAdaptStrengthModInterior=0
saturationModInterior=0
brightnessModInterior=0
contrastModInterior=0
redModInterior=0
greenModInterior=0
blueModInterior=0
alphaModInterior=0
DOFStrengthModInterior=0
DOFDistanceModInterior=0
DOFRangeModInterior=0
DUNGEONMULTIPLIERS(地牢,地下城)
這個怎麼改會很好呢?自己動動腦子吧,想像一下,喜歡清冷白色系,還是綠幽幽的呢?提示,三原色搭配喲!
These aredungeon multipliers - they multiply the value, and affect only the dungeons inthe game.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierDungeon=1
bloomRadiusMultiplierDungeon=1
bloomThresholdMultiplierDungeon=1
bloomScaleMultiplierDungeon=1
targetLum1MultiplierDungeon=1.2
targetLum2MultiplierDungeon=1.2
sunlightScaleMultiplierDungeon=0.2
skyScaleMultiplierDungeon=0.2
eyeAdaptStrengthMultiplierDungeon=1
saturationMultiplierDungeon=1
brightnessMultiplierDungeon=1.3
contrastMultiplierDungeon=1
redMultiplierDungeon=1
greenMultiplierDungeon=1
blueMultiplierDungeon=1
alphaMultiplierDungeon=1
DOFStrengthMultiplierDungeon=1
DOFDistanceMultiplierDungeon=1
DOFRangeMultiplierDungeon=1作者: tantan 時間: 12-5-14 03:12 標題: 《上古卷軸5》mod光影模組介紹與配備教學 DUNGEONMODIFIERS(地牢,地下城)
These areDungeon modifiers - they are added on (or subtracted) after the multiplicationis done, and only affect dungeons.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedModDungeon=0
bloomRadiusModDungeon=0
bloomThresholdModDungeon=0
bloomScaleModDungeon=0
targetLum1ModDungeon=0
targetLum2ModDungeon=0
sunlightScaleModDungeon=0
skyScaleModDungeon=0
eyeAdaptStrengthModDungeon=0
saturationModDungeon=0
brightnessModDungeon=0
contrastModDungeon=0
redModDungeon=0
greenModDungeon=0
blueModDungeon=0
alphaModDungeon=0
DOFStrengthModDungeon=0
DOFDistanceModDungeon=0
DOFRangeModDungeon=0
改好後,保存。
1.把保存後的RealisticLighting.ini檔案扔進SKYRIM\DATA檔案夾代替原來的INI檔案。然後雙擊SKYRIM\DATA裡的Realistic Lighting Patcher.jar(先裝好JAVA),這時會生成一個叫的Realistic Lighting Patcher.espr的ESP檔案。
2.進NMM把RealisticLighting和Realistic Lighting Patcher(Realistic Lighting Patcher排在RealisticLighting後面)兩個ESP打上勾就可以了。
3.每次對INI其進行調整的後,刪除舊的ESP,雙擊JAR都會生成與你配備的INI想對應的ESP。
行了,進遊戲看看吧。
三.龍戰士光影模組DragonWarrior-Effects
樹下肥猴漢化版DragonWarrior-Effects下載(只是漢化了操作界面,有點厚顏無恥)
下載地址:點擊進入
安裝:解壓直接扔到DATA下面,再用NMM打個勾勾。
使用方面沒什麼好說的,進遊戲,打開物品欄,在書信裡多出一本書叫Imagicon,點擊打開,設置就好了。
我的設置是飽和度調節到8,對比度在預設基礎上+1,景深在預設基礎上+2,高光在預設基礎上+2,其他未作調節。其實如果是兩個MOD混用的話,我建議龍戰士只開景深和飽和度,其它全部為0,讓別的光影全部在真實光源中實現,效果會更好,只是我比較懶,改真實光的INI改東西真心不方便。
(這就是我上面說為什麼不用在Realistic Lighting裡設置色度啊景深啊的原因,因為在這裡調比在Realistic Lighting的INI裡調方便多了。但是在RealisticLighting裡設置,可以實現在遊戲的不同時段,不同地點應用不同的景深和色飽和度等設置。而在DragonWarrior-Effects中,所有地方,所有的時間段的光影效果都是一樣的,所以說各有擅長。如果你捨得花時間,光用Realistic Lighting也能設置出牛B的效果。)
說到最後,總結一下,ENB設置也逃不過以上所述的幾種條件設置,很多大神都發過教學貼了,我就不多說了,包括設置ENB在內的所有光影效果,只有一句話總結:
沒有最好的,只有自己最喜歡的和最適合自己的電腦配備的。
可以在別人的基礎上修改,但是只有你自己知道自己最喜歡什麼樣的。有個建議,可以參考自己最喜歡的電影來調,什麼復古啊,現代啊,未來風啊,自己動手,讓你的上古世界更精彩。
我的配備參考:
肥龍 955
AMD 880G 主機板
藍寶科技 6770 1G
DDR3 1333 8G
用的是2K材質包,開4倍顯示卡AA,16F,幀數平均40+,7C材質包的話組裡的大神們強力推薦,問題是猴子是個不喜歡用FXAA和MXAA的人,不知道我這裝了還能跑硬體AA不?今晚上試試。
我一哥們用120寸投影玩老頭五的,那機子看得我口水嘩嘩的,Y的7C+自己調的光效+他的高清投影,我無語了,上班族對富二代的各種羡慕嫉妒恨……跟他抽實況時我虐死他發泄發泄!!!!!!
猴子寫東西比較隨性,想到哪是哪,看著覺得累的童鞋們,對不住了。