Optional alternative if you don't want to bloat your list with patches. Ominous version recommended!
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Changelogs
Version 2.0
Gave cloudy_aurora and clear_aurora different sunset colors
The Panda's NAT3 ENB tweaks now include the changes to all solstheim weathers which are the same in style as Azurite II's solstheim. Does NOT require Azurite II.
Added all of Dawnfire Azurite II's solstheim ENB weather tweaks and weatherlist changes to this ENB
Adjusted the region changes from NATIII back to vanilla records in the ESP for more volcanic ash weathers appearing
Adjusted the cresty's version to incorperate the Solstheim changes, but did not add anything cresty related to the solstheim weathers as I did not deem it necessary
Reduced the direct light of clear and cloudy weathers by a small amount
Reduced global white point by a small amount
Version 1.8
Retweaked the sun settings for Solstheim weathers
Retweaked sunrise/sunsets for storm snow weathers
Readjusted SSS for less saturated skin, similar to that of Ebony ENB
Readjusted SSAO mainly for skin improvements, similar to that of Ebony ENB
Lowered VDR tonemapping by a subtle amount. Softer shadows during the day
Version 1.7
Adjusted day time VL for clear and cloudy weathers. This should make everything look more atmospheric
Lowered the sky color curve on sunrise for cloudy weathers
Enabled procedural sun
Copied over all rays settings to each weather, so I can tune some weathers to have unique ray settings
Adjusted ambient light of fog_ weather ini on all time of day settings
Adjusted the cloud opacity to a higher number on storm weathers so the sun blocks a bit better
Adjusted the cloud opacity on clear and cloudy weathers to block the sun rays a bit better for a more dramatic effect
Recolored the sunset sunrays on storm weathers
Adjusted rays settings on clear weathers
Adjusted rays settings on cloudy weathers
Adjusted procedural sun settings on storm weathers
Adjusted procedural sun settings on fog weathers
Adjusted procedural sun settings on clear weathers
Adjusted procedural sun settings on cloudy weathers
Fixed the way too green volumetric fog on fog_ weather ini. It should be fixed now
Adjusted the sun color tone of fog_ weather ini to a softer green/yellow'ish tone
Small visibiiity changes for interiors. Made ALL interiors a tiny bit brighter. But maintining the same visual style
Adjusted the pointlight saturation to be a bit more saturated in mines
Adjusted the rays settings for overcast to be less intense
Increased ambient light for better visibility in imperial fort dungeons
Gave a subtle desaturation to point light in imperial fort dungeons
Reduced bloom glow in interiors for a more softer and natural look
Reduced ambientlight intensity for light rain weathers
Added an optional for darker complex grass, this might be useful if you prefer darker grass and use grass lods. Both for performance and default.
Main files have brighter complex grass to ensure a better landscape blending for the most part
Changed performance preset in EVLAS to FAST. This will give a slight performance boost but also reduces the shadow distance. Which looks better during the mornings, especially with dense forest mods
Reduced the VDR midtones on sunnrise/day/sunset for subtle better visibility and better overal colorblending. This should look better on dense forests.
Increased the pointlight of many weathers to create a more "contrasted" tone, yet keeping visibility
Adjusted adaption levels by a subtle amount; slightly lower minimal levels, slightly higher maximum levels
Version 1.6.2
Incorperated all 1.6.1 fixes and changes
Copied over the default fire settings to every weather and interior ini and set ignoreweathersystem = true to false, so I could adjust soulcairn and apocrypha skies (weirdly enough, those skies only react to fire settings)
Incorperated the bizarre shadow fix to the Dawnfire ENB required files. So bizarre shadow fix is not necessary anymore
Adjusted the soulcairn weathers in the ESP to work with the sky/cloud/image space of NAT3. Previously it was using the vanilla color settings
Added an optional file in the fomod to work with Cresty's distant mist. This is highly optional. But this means any patch for cresty's distant mist is not required anymore
Adjusted soulcairn ENB weather ini for the new changes
Adjusted apocrypha exterior weather ini it's fire settings for the sky changes
Adjusted apocrypha interior ini it's fire settings for the sky changes
Adjusted apocrypha's interior sky settings to be the same as exteriors
Version 1.6.1
Contrasted night times more and made it a little darker, this was significantly brighter in the current update compared to 1.5.
Fixed the way too prominent rainwetsurfaces for stormweathers at night
Reduced complex grass brightness and changed the SSS settings for a more natural blend. Darker at night and bright enough during the day
Fixed the volumetric fog (mountain fogs) settings for cloudy at night
Made the skylighting a little darker for all clear and cloudy weathers at night
Adjusted direct light for all cloudy and clear weathers at night
Added an update file for 1.6. So you don't have to re-download the entire ENB.
Version 1.6
Adjusted sky color to be less bright
Adjusted fog distance and curve for clear and cloudy weathers
Adjusted sunray settings and retweaked the sun for most weathers
Tweaked the water settings to fit Water for ENB
Changed the sky color settings to a deeper blue for all cloudy weathers
Changed the sky color settigns to a deeper blue for all clear weathers
Fixed the cloudy_vt weather settings for all time of days. Volumetric Fog tweaks, sky tweaks, fog curve tweaks. Should blend better now
Lowered the contrast by a very small amount for day/sunrise/sunset
Adjusted the rainwetsurfaces for heavy storms to look a little more prominent
Adjusted sky settings for the dungeon ini. Brighter gradient and brighter clouds to look more realistic
Adjusted dawn and dusk contrast and saturation.
Adjusted VDR topnemapping to be a tad brighter on all day times
Brightened skylighting for all clear and cloudy weathers -> Sunrise,sunset
Brightened skylighting for overcast weathers -> Sunrise, day, sunset
Brightened skylighting for fog weathers -> Sunrise, day, sunset
Brightened skylighting for storm weathers -> Sunrise, day, sunset
Brightened skylighting for Helgen Unique weathers
Adjusted the interior dungeon brightness a little bit so Night-Eye works a lot better in interiors
Night-Eye adjusted to be brighter overall, better visibility for stealth players
Lowered volumetric fog (mountain fogs) intensity on ash storms
Adjusted skylighting, lowered the brightness on ash storms
Added eldergleam sanctuary to the location interiors and is fully and uniquely tweaked
Added blindcliff cave to the location interiors and added it to the dungeon ini
Added southfringe sanctum to the location interiors and added it to the dungeon ini
Added mossmother cavern to the location interiors and is added under the cavern.ini
Added fallowstone cave to the location interiors and is added under the cavern ini
Added shadowgreen cavern to the location interiors and is added under the cavern ini
Added frostmere crypt to the location interiors and is added under the cavern ini
Added karthspire redoubt to the location interiors and is added under the cavern ini
Added DLC1 Ancestors Glade to the location interiors and is fully and uniquely tweaked
Added DLC1 forebears holdout to the location interiors and added under the cavern ini
Version 1.5.2
Added pointlight change to forts, forgot to add it in previous update
Added pointlight change to Ice Caves, forgot to add it in previous update
Added pointlight change to Dwarven ruins, forgot to add it in previous update
Added te dragonsreach hotfix to the main ENB
Version 1.5.1 HOTFIX
Hotfix for Dragonsreach's pointlighting
Version 1.5.1
Increased the pointlight even further for more contrast on all interiors
Adjusted all interiors even more, mainly dungeons to be darker. Granted a bit more visibility to civil interiors
Reduced blackpoint for all interiors
Reduced black point for exteriors
Increased saturation for exteriors
Adjusted the complexparticle light to make it look more intense
Rebalanced fog curve for fog weathers during dusk
Zero'd out fog visibility for interiors
Made fire adjustments. All interiors and exteriors use the same brightness of 0.7 and curve of 1.5. This will make Embers XD look EVEN nicer.
Version 1.5
Made the interiors even more saturated and contrasted. Which makes interiors look so much more alive and vibrant, yet natural
Tweaked the water settings. They are now back on global paramaters
Increased the pointlight to 2.0 on all civil interiors
Added candlehearthhall INI to have reduced pointlight and reduced ambient light. Making the window look less overbright
Increased pointlight in dungeon, forts, dwarven ruins, ice caves, caves, riften ratway, mines apocrypha and blackreach interiors to 2.0
Several pointlight desaturation adjustments for forts, mines and riften ratway
Added a new optional for Vignette instead of blackbars
Tweaked the NAT Overcast night time settings to have better distant blending
Changed the skylighting to global settings instead. All weather use the same skylighting balance now
Possible low res shadow bug: Set the shadow quality on high
Possible low res shadow bug: Set the normalmapshadows on high
Possible low res shadow bug: Reverted the LUT to what Ebony ENB used, it was a very very minor tweak anyway. Renamed it approriately
Possible low res shadow bug: Increased the SSAO resolution scale and sourcetexturescale to 0.35, this to make SSAO look abit more more sharp
Possible low res shadow bug: Swapped back the SSAO settings to what Ebony ENB used
Version 1.4.1
Many users mainly prefer Embers XD + Inferno flames. Therefor I had to change things globally and the tuning for fire to be more universal is a lot better.
Had to reduce whitepoint in global paramaters to make flames look less overblown and there for direct light in interiors is also less intense. This is a nice trade-off
Had to reduce fire settings in every INI for interiors to make it look less intense and less flat-white. Fires still look bright, but atleast a bit more realistc now
Version 1.4
NEW required files. These will have the same name and edits for Ebony ENB as well as Dawnfire ENB. So you can switch from a vibrant preset to a moody grim preset within ease.
Required files update: added changes which are present in Ebony ENB's KreatE preset to the new Nat3 weather tweak esp
Adjusted the ESP addon to have adjusted storm weather sky color tweaks
Added Sovngarde weathers to the ESP and removed the sun settings from it. This clipped oddly with the sky from Sovngarde.
Made interiors just a little darker and more contrasted and gave it a small saturation boost
A little stronger contrast and saturation for Sunsat/Sunrise/Day
Adjusted Riften weather fog 10fe7e to look a bit more contrasted and increased the IBL and wetsurfaces without looking too glossy or overdone
Fixed the Cloudy_Aurora weathers, reduced it's wetsurfaces and IBL settings so things don't look too glossy
Reduced the blue tint from the midtones and shadowtones. This makes lightsources look more natural
Adjusted fire intensity and curve a little lower
Adjusted the pointlight desat further in the minus values so civil interiors look warmer
Version 1.3
Reduced the redtones in interiors to make it look less pink-ish
Reduced redtones for exteriors as well to make it look more natural
Reduced saturation in interiors with a subtle amount
Darkened the distant fog curve on storm weathers
Adjusted the lightsprite to be more visible in interiors
Increased the gradient intensity on cloudy weathers
Increased brightness of light rain during nighttime, dawn and dusk
Enabled displacement on water
Bump in ambient light for clear/cloudy
Disabled complexmaterial by default. This causes issues for certain setups with armor/clothing which has not been adjusted for complex material.
Included the hotfix file in the new update. Everything should look better bloom/fire wise.
Adjusted the interior of castle volkihar interior to look a bit more bleak and grim
Created a simple fomod to pick your performance setup. This saves you the time to go in your skyrimprefs ini.
Version 1.2.1
Reduced bloom intensity in interiors
Reduced fire intensity in interiors
Version 1.2
Improved volumetric lighting on many weathers to smoothen transition. Especialy noticable during night-time.
Adjusted the Dawnfire LUT to be slightly more vibrant and have a slightly stronger red tone. Fairly subtle. But this will increase the color representation a bit better
SSAO tweaks, a llittle softer and with more detail
SSS tweaks, skin looks propperly represented. Bright in bright light, darker in dark light. Skin looks more natural overall
Reduced the intensity a little for the complexparticle lights
Image based lighting tweaks so the grass, foliage, trees etc looks less plastic-like during fog/storm weathers
Lots of ambientlight tweaks for lots of weathers which have the IBL tweaked as well
More saturation for night times
Softer shadows from cloud shadows. More subtle, but still noticable
Wet surface adjustment for certain weathers. Glossyness reduced, looks way more natural
Bloom reduced in blackreach. Seems everything was overblown
Added new storm weather tweaks in the ESP file, same visual style, but changed lightning frequency (Thanks Gonzeh!) So storm lightning automatically works without a patch
Particle settings update to accommendate natural waterfalls
Interior changes. Very slightly brighter
Brightened the mines cus hey ... how the heck do you mine without some visibility
Added Riften Ratway interior to the interior weather list to make it look more wet
Left parallax enabled. Most peeps use it now anyway and I keep forgetting to set it to false.
Version 1.1
As per request and also per my own opinion; darkened the interiors.
Mainly the dungeon interiors have been made darker, caves, ice caves, imperial forts, mines, dwarven ruins and nordic ruins.
Civil interiors have been slightly adjusted, just a little darker but not much
Version 1.0
Initial release
Overview A new year, a new era and a new direction. This ENB has grown into something new and refreshing. Being absolutely gameplay friendly, gameplay orïented and focussed on a consistent look. Preserving natural beauty without being overdone. Still Everything has been touched, from creepy cold dungeons to warm and cozy taverns. Solstheim's ash storms and apocrypha's secret hallways. The desolate Soulcairn and the halls of Sovngarde.
Highly focussed on balanced detailing and lighting, preserving as much color as possible. NPCs, foliage, plants, monsters and animals all come alive. Everything is looked at to preserve the best balance and consistancy I could achieve. Requires:
ENB - You only need the d3d11.dll and the d3d_compiler.dll from the wrapper folder and put it into \steamapps\common\skyrim special edition main directory
ENB helper - You need SKSE installed and then you can install ENB helper. DO NOT USE ENB HELPER PLUS.
Then pick the main version OR the performance version and drop it into the same folder
Optionally a file to remove the black bars. Just drag and drop in the same folder, overwrite when prompt. doesn't matter if you picked main or performance version.
~ Root builder installation (ONLY for the mod ROOT builder for MO2)
Create a new folder named ROOT
Simply put the necessary ENB files in that folder
ZIP the Root file and install as a normal mod
For MO2 users you can also create an empty mod. As long as the ENB files are in a folder named ROOT
~ Updating the ENB;
Remove the current ENB files completely and install the new ENB
If there are update files and you already updated to the newest ENB then grab the update files instead and drop it where your ENB files are located. Overwrite when prompt
This works for either the MAIN or PERFORMANCE version
~ Parallax support: Parallax enabled by default. If you want to disable it; disable it manually in enbseries.ini
All optionals can simply be dragged and dropped in the same directory as the ENB files. Simply overwrite when prompt. Most of them work on all versions except the Darker Complex Grass version. It is pretty self explanatory when you see it
OPTIONAL - Darker complex grass: This is the same complexgrass setting as the previous version. A main and performance version inside the folder. I have decided to have two different options. The main one is brighter and the optional one darker. Might be helpful for grass lods. However, I can't do much else than to have a brighter or darker option. The rest is all up to grass lods. So please don't bother me about it
OPTIONAL - disable blackbars: yes .. this is for lazy people and want to have a direct install without cinematic black bars. This can cause some line ghosting in the upper and lower screen if it is disabled. This has always been a thing in ENB and usually black bars are used to hide those weird ghost lines. However, most of the time people do not find it intrusive. The cinematic black bars are enabled by default, partly because of the technical and partly because of stylistic reasons.
OPTIONAL - Muted Version: This is something you can use if you want a less vibrant ENB and lean more towards a grittier, somber, muted feel. This file is there as an optional and I am not updating this any further. The weather edits etc will not be affected. This is mainly a enbeffect.fx.ini change. One file to change the outcome of the intended look. Use at your own discretion. This might be removed in future itterations.
OPTIONAL - vignette enabled - disable blackbars: also for the lazy people ... simply enables vignette and keeps the blackbars disabled. Which is a sortof shadowy corner effect and I view this as a sortof "middle ground" adressing the previous issue mention with the weird line glitches at the top and bottom of the screen. This should make it look less noticable.
Luts To switch the LUTS you need to open the ENB with Shift+Enter. In the postpass section, the middle window, you can open it up and then switch LUTs with "select lut". Simply a numeral value you can change to switch luts. 0 to 6 at the moment. 0 being Dawnfire lut
Credits:
Adys for the provided shaders
All the lovely people in the skyrim discord servers who appreciate my work
Boris Vorintzov for keeping up ENB for such a long time