A simple ENB with that focuses on preserving native weather colors by including game imagespaces. For Cathedral Weathers.
Permissions and credits
Author's instructions
This file contains shaders and assets made by other authors. If using any assets in this file, please be sure to appropriately credit the authors (See description page for credits).
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 1.10
Recalibrated lighting and bloom due to an oversight with GloriousGlaciers.ini file in my load order. The ini file applies post-processing changes to the game, making everything much darker. The ENB preset was therefore calibrated incorrectly based on that, and has now been fixed. If using Glorious Glaciers, be sure to delete the GloriousGlaciers.ini file.
Version 1.09
Increased lighting in general.
Adjusted wet effect.
Adjusted subsurface scattering.
Updated for ENB 0.423
Version 1.08
Adjustments to subsurface scattering, image based lighting, fog, clouds, sky, direct lighting, particle lights.
General adjustments to visibility. Mainly adaptation.
Updated for new wet FX for ENB 0.415.
Version 1.07
Major adjustments to include sky, environment, white point, and exposure bias.
Added "Preserve Luminance" slider to LUT shader to allow higher LUT amounts without darkening the scene too much, since they are contrast based.
Version 1.06
Recalibrated newfound white point, based on giant campfires.
Changed bloom texture quite a bit. Reduced and normalized for all weathers.
Added new LUTs: Blossom, Dread Elk, Oak Leaves.
Various minor tweaks.
Version 1.05
Various adjustments including white point for exteriors, particle lighting, ambient occlusion strength, bloom texture, and volumetric lighting.
Version 1.04
Fixed visual bug in high brights due to negative color values in pre-saturation.
Version 1.03
Moved shadow desaturation shader before tonemapping shaders. Adjusted shadow desaturation.
Other minor tweaks.
Version 1.02
Updated to ENB binary 0.401
Overall adjustments to many different parameters.
Disabled Lens and some SSAO parameters for better performance. (Lens can simply be re-toggled on in the GUI if you are fine with the 2 FPS hit)
Version 1.01
Added pre-saturation (saturation before tonemapping).
Retuned all exposure bias and adaptation settings.
Added 3 LUTs (Midgar, Autumn Lake, Blue Snowflake).
Added SMAA to postpass.
Serio's ENB
This is my personal ENB that I use and have decided to share. It is a very basic setup that preserves the normal lighting schemes and imagespaces from supported weather mods. Applies a filmic tonemap for a more cinematic and natural look. Desaturates shadows to add an element of natural depth to ambient lighting space. Interiors tested and calibrated with ELE and Luminosity. Calibrated time of day white points to avoid blown out brights. Mods that make the vanilla Night Eye look better are recommended.
Extract ENB binaries (d3d11.dll and d3dcompiler_46e.dll) into your Skyrim Special Edition game folder.
Extract the file contents of this mod file into your Skyrim Special Edition game folder.
Turn off game SSAO either using BethINI or set "bSAOEnable=0" in your SkyrimPrefs.ini file under [Display].
Set Depth of Field slider in the game options menu to 0.
If using Glorious Glaciers, delete GloriousGlaciers.ini file.
LUTs: The ENB comes with custom LUTs (lookup tables) that give the game a different color scheme. These can be changed in the ENB menu by pressing Shift + Enter and selecting the ENBPOSTPASS.FX settings, under "--------LUT". Users can change the LUT by changing "Gradient LUT Type" and adjust the intensity of the LUT by changing "Gradient Tint Amount."
The following LUTs are included:
Spooky Green
Purple Haze
Snowy Blue
Autumn Cappuccino
Fireplace
Midgar
Autumn Lake
Blue Snowflake
Blossom
Dread Elk
Oak Leaves
Credits:
JawZ - MSL Helper Functions
Kingeric1992 - 3D LUT, Histogram Adaptation, SMAA, & Game Color Correction