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-----BERSERKYR ENB CHANGELOG-----
VERSION 1.2.8:
*SSS: reduced radius for interior and exterior (6 -> 3), reduced amount for interior and exterior (0.75 -> 0.5)
*Plugin: removed the following weathers for consistency: 105f40, 10a231, 10a236, 10a238, 10a239, 10a23d, 10a23f, 10a245, 10a7a8, 10e1e3, 10e1e9, 10e1eb, 10e1ed, 10e1ef, 10fe7e, 04031ac0, 040374b8, 040374b9, 040374ba, 53b6, 53be, 53c4, 53d1, 5943, d64b3, 10a243, 10e1e6
*SKYRIM_StormRain_3: reduced sky's blue tint, reduced fog's purple tint during daytime
*NAT_BlueSkySnow: increased Cubemap intensity (-> 7.0) and curve (-> 4.0)
VERSION 1.2.7:
*enbeffect: increased Dawn Exposure (0.0 -> 0.4), decreased Dawn White Point (1.0 -> 0.8), decreased Dusk Contrast (1.30 -> 1.25), decreased Dusk White Point (1.0 -> 0.8)
*BLOOM: increased filter size (12 -> 20), increased "dirt" amount (0.0 -> 0.3)
*SSAO_SSIL: reduced both AO and IL exterior amount (less flickering, better looking shadows), reduced resolution scale 0.75 -> 0.50, reduced source texture scale 0.75 -> 0.50
*SKYRIM_Cloudy: decreased cloud shadows for all times of the day (-> 0.6), increased IL Brightness at Dusk, increased Skylighting at dusk, increased direct and ambient lighting at night
*NAT_PaleSun: reduced Game Volumetric Rays at night (0.4 -> 0.05), reduced Skylighting at night
*NAT_OvercastBright: increased ambient and direct lighting intensity for sunrise, day and sunset
VERSION 1.2.6:
*Adjusted cubemap values for multiple weathers and interiors (new ENB feature)
*DOF: now enabled by default in the standard version, increased Near Blur Curve 4.0 -> 6.0
*SSAO_SSIL: increased resolution scale 0.50 -> 0.75, increased source texture scale 0.50 -> 0.75
*COMPLEXGRASS: increased FakeLightDay 0.4 -> 0.6
*LT_Lux_Mines: increased fire curve 1.00 -> 1.52
*Created Shivering Isles add-on for Extended Cut: Saints & Seducers
*Created weathers ECSS_Clear and ECSS_Fog
VERSION 1.2.5:
*enbseries.ini: reduced bloom intensity for day (0.5 -> 0.3), reduced fire curve for night (1.70 > 1.29)
*enbeffect: changed all Min AGIS values for day and night (1.0 -> 0.0)
*Prepass: adjusted SSS values for day
*OBJECT: set SSS multiplier day to 0.4
*SSAO_SSIL: increased AO SSS amount (1.0 -> 1.3), decreased IL SSS Amount (0.85 -> 0.50)
*SSS: enabled separate interior parameters, disabled OldSSS, epidermal amount (5.0 -> 3.0) and subermal amount (4.0 -> 3.0) for exterior
*WATER: reduced brightness for interiors (0.8 -> 0.4)
*SKYRIM_Cloudy: increased CloudShadows for sunrise, day and sunset 0.7 -> 1.0, increased particle lighting and ambient influence -> 2.0, reduced cloud shadows intensity 1.0 -> 0.9 (sunrise, day, sunset), reduced fire curve for night (-> 1.20), reduced add + mult IBL amount for sunset (-> 0.05)
*SKYRIM_SnowClear: reduced direct lighting intensity 1.0 -> 0.5 (night), reduced game volumetric lighting intensity 0.6 -> 0.4 and refraction 1.0 -> 0.8 (night)
*SKYRIM_FogDark: reduced fire intensity 3.0 -> 1.44 and curve -> 1.48 (night)
*SKYRIM_RiftenFog: complete rework based on _FogDark
*NAT_BlueSky: reduced sky saturation (day), reduced fog's blue tint (day)
*NAT_FogRain: increased Bloom (night -> 0.5, others -> 0.6)
*NAT_CloudyDark: reduced Bloom for exterior (0.5 -> 0.2)
*NAT_CloudySunny: reduced game VL intensity and range (night), gave blut tint to game VL (night)
*LT_Lux_Ruins: reduced point lighting curve (1.35 -> 1.10)
*Plugin: adjusted brightness/contrast/saturation values for many ImageSpaces (major feature of this update)
*Deadlands add-on: added "Berserkyr ENB.esp" as master
VERSION 1.2.4:
*enbeffect: decreased Night MinAdapt 0.7 -> 0.5, decreased Night Whitepoint 1.0 -> 0.5, set Dusk MinAdapt to 1.05, set Dusk Whitepoint to 1.0, set Dawn, Sunrise and Dusk contrast to 1.25
*enbseries.ini: increased volumetric lighting intensity, reduced ambient lighting for all times of the day to 0.60, increased direct lighting intensity for all times of the day, set IL Brightness to 1.8 for every time of the day, set IL Brightness to 1.0 for night
*enbbloom: new shader "Reforged Bloom" (credits to SandvichDISH)
*enbprepass: now using Silent Horizons postpass for SSS shaders
*ADAPTATION: disabled by default
*OBJECT: reduced specular amount 1.5 -> 1.0, increased specular power 1.0 -> 4.0
*COMPLEXPARTICLELIGHTS: increased distance fade 0.6 -> 1.0
*EYE: increased light amount 0.1 -> 0.3
*WATER: increased reflection 0.6 -> 1.0, increased FresnelMin 0.5 -> 0.6, increased Muddiness 0.7 -> 0.85
*WETSURFACES: now ignores weather system, set glossiness to 0.2 and reflection amount to 0.8, increased fresnel 1.4 -> 3.0, reduced FresnelMin 0.12 -> 0.1, increased BodyFresnel to 4.0, set Body Reflexion to 0.1
*SSAO_SSIL: increased IL Amount 2.0 -> 3.5, reduced AO amount 2.0 -> 1.0, reduced AO intensity 0.8 -> 0.7, reduced AO amount SSS 1.5 -> 1.0, reduced IL Amount SSS, adjusted IL Brightness on a per weather basis
*SUBSURFACESCATTERING: increased radius 4.93 -> 6, reduced Epidermal saturation -0.03 -> -0.5
*Created SKYRIM_CloudyAurora for weathers 10e1f1, 10e1e9, 10e1ef, 10e1ed, 10e1e3 (moved from SKYRIM_Cloudy)
*Created NAT_OvercastDark_2 for weather 53bd (moved from NAT_OvercastDark)
*Created SKYRIM_FogDark for weather 10a232 (moved from SKYRIM_Fog_2)
*Renamed SKYRIM_Fog to SKYRIM_FogLight
*SKYRIM_Cloudy: reduced ambient lighting for all times of the day to 0.40, increased direct lighting intensity for all times of the day, greatly reduced IBL, reduced CloudShadows to 0.7 to play better with SSIL, darkened fog at night, reduced clouds opacity and intensity at night, reduced game volumetric rays at night
*SKYRIM_Rain: increased direct lighting for daytime, reduced clouds opacity for daytime, reduced gradient and cloud opacity for night, increased sky intensity for night, reduced particle intensity for night 0.25 -> 0.10, set skylighting to 0.6
*SKYRIM_Rain_2: reduced ambient lighting for all times of the day, changed direct lighting color filter to blue, reduced direct lighting curve for day 1.0 -> 0.8, reduced fog curve 0.6 -> 0.4, set fog color curve to 1.0
*SKYRIM_Rain_3: increased direct lighting intensity for all times of the day
*SKYRIM_FogLight: increased volumetric rays, disabled game volumetric rays, increased sky color intensity/chroma, sky/horizon separation visible (light fog on landscape effect)
*SKYRIM_Fog_2: disabled volumetric rays, reduced game volumetric rays, vastly improved sky/horizon blend, increased direct lighting intensity
*SKYRIM_Fog_3: disabled volumetric rays, increased game volumetric rays, vastly improved sky/horizon blend, increased direct lighting intensity, disabled volumetric fog
*SKYRIM_SnowClear: reduced ambient lighting and skylighting for night
*SKYRIM_Snow: reduced ambient lighting, increased bloom intensity for night 0.5 -> 0.7, reduced IBL multiplicative amount for all times of the day
*NAT_BlueSky: reduced ambient lighting for all times of the day, increased direct lighting intensity for all times of the day
*NAT_OvercastMA: reduced game volumetric rays at night, reduced ambient lighting intensity
*NAT_OvercastDark: increased volumetric lighting intensity, reduced ambient lighting at night, reduced sky gradient intensity and increased curve at night, decreased clouds opacity and intensity at night
*NAT_SnowClear: reduced fog's blue tint (day), reduced ambient lighting for night
*NAT_OvercastBright: increased direct lighting intensity for day 1.0 -> 1.2, reduced direct lighting curve for day 1.0 -> 0.6
*L_Dragonsreach: reduced ambient lighting for day 1.0 -> 0.4, reduced point lighting desaturation 0.0 -> -0.2
*LT_Lux_Houses: increased bloom 0.1 -> 0.3
*LT_Lux_HousesWindows: increased bloom 0.1 -> 0.3
*LT_Lux_HousesWarm: increased bloom 0.1 -> 0.3, increased fire intensity
*LT_Lux_Ruins: increased fire curve and intensity, reduced particle intensity 0.2 -> 0.1, reduced particle ambient influence 1.0 -> 0.4
*LT_Lux_Forts: increased point lighting desaturation -0.48 -> -0.10
*Plugin: restored NAT's imagespace values for World Map's weather (removed records)
*Removed unused LUT files
VERSION 1.2.3:
*Complete rework of SSAO settings
*enbeffect.fx.ini: increased saturation to 1.25 for every time of the day/night, increased contrast 1.2 -> 1.25 (sunset)
*enbpostpasseffect.fx.ini: reduced blur amount (0.5 -> 0.5), enabled luma sharpening, enabled depth sharpening
*enbseries.ini: reduced fog blue tint (sunrise)
*OBJECT: now ignores weather system
*COMPLEXGRASS: increased BasicGrassSSSAmount and BasicGrassFakeLight for exteriors
*NAT_BlueSky: reduced IBL additive and multiplicative (day)
*NAT_OvercastDark: increased Direct and Ambient Lighting Intensity (day), Skylighting (day), IL Brightness (day)
*LT_Lux_Ruins: reduced ambiant lighting intensity, point lighting intensity, wet surfaces reflexion and glossiness
VERSION 1.2.2:
*Decreased night contrast (1.25 -> 1.20), increased night brightness (-0.8 -> -0.3)
*enbseries.ini: increased ambient lighting intensity at night
*SKYRIM_CloudyFX: decreased ambient lighting intensity at night
*SKYRIM_Fog: increased sky gradient intensity for night, increased ambient lighting intensity for night, increased fog color multiplier for night, increased fog curve multiplier for night, increased fog's blue tint for night
*SKYRIM_Fog_2: increased sky gradient intensity for night, increased fog color multiplier for night, increased fog curve multiplier for night, increased fog's blue tint for night
*SKYRIM_Fog_3: increased sky gradient intensity for night, increased ambient lighting intensity for night, increased fog color multiplier for night, increased fog's blue tint for night
VERSION 1.2.1:
*Bloom: reduced yellow tint
*Removed enbgrasscollisions.ini (effect already included in enbseries.ini)
*enbeffect.fx.ini: reduced day exposure (0.2 -> 0.0), increased day contrast (1.35 -> 1.40), increased day saturation (1.15 -> 1.2), reduced night exposure (0.1 -> -0.8)
*enbpostpass.fx.ini: reduced vignette amount (2.0 -> 1.7)
*enbseries.ini: reduced imagebased lighting intensity for night, increased fire intensity for night, increased point lighting curve at night, increased direct lighting intensity for day, increased direct lighting desaturation for day
*Plugin: forwarded Lux's Radius, Color and Fade values for Torch01 and Torch01Shadows
*Bruma: attributed a Lux lighting template to Lakeside Retreat
*Created LT_Lux_HousesWarm for lighting templates 924B4, 975D0 and 975D1
*SKYRIM_Rain: increased Fire intensity, increased sky and sun intensity for sunrise, increased fog amount for sunrise, decreased clouds opacity for night
*LT_LuxHousesWindows: increased point lighting desaturation
VERSION 1.2:
*Implemented AGIS, imagespaces now work as intended (credits to LonelyKitsune)
*Added weather dependent lens effects (credits to LonelyKitsune)
*Implemented ENB Complex Grass and Grass Collision
*Implemented Lux's LT-based ini files using ENB Helper Plus (credits to GGUNIT)
*Disabled GAME SSAO
*Reduced global gamma 1.05 -> 1.00
*Disabled Antialiasing (vanilla TAA should be used instead)
*Disabled VSync
*Set EnableTerrainParallax to False by default
*enbseries.ini: reduced ambient lighting desaturation at daytime 0.8 -> 0.5, adjusted environment lighting for interiors
*enbeffect.fx: now using Silent Horizons fx file, reworked tone mapping and HDR to match previous enbeffect.fx
*enbeffectpostpass.fx: fixed weathers index for rainy/foggy weathers
*enbeffectpostpass.fx.ini: disabled desaturation effect for rainy/foggy weathers
*DOF: now disabled by default for better performance
*Removed unused enbeffectprepass.fx
*SSAO: reduced AO amount, increased IL amount and intensitiy (both for exterior only), applies to SSS
*Water: increased FresnelMin 0.4 -> 0.5, increased Muddiness 0.6 -> 0.7
*Rain: reduced refraction, stretch, bluriness and transparency, increased brightness for day 1.20 -> 1.30
*Fire: , now ignores interior weather system, values adjusted to work with Inferno's textures (Embers XD no longer a requirement)
*ComplexeParticleLights: set ShadowQuality and NormalMappingShadowsQuality from Medium to Low for better performance with no noticeable impact on visuals during gameplay
*Lightsprite: reduced intensity (-> 0.2) and increased curve (-> 1.6) for interior settings
*SSS: complete rework, skin will look less red under certain lightings, disabled separate interior parameters, set quality from High to Medium for better performance
*Shadows: set all settings' quality from High to Medium for better performance
*CloudShadows: increased intensity for cloudy weathers
*WetSurfaces: set antialiasing quality from Medium to Low for better performance with no noticeable impact on visuals during gameplay
*Reflections: set exterior settings' quality from Medium to Low for better performance with no noticeable impact on visuals during gameplay
*NormalMappingShadows: set quality from Medium to Low for better performance with no noticeable impact on visuals during gameplay
*Edited weather D64B3 from NAT (auroras are now blue) and added it to NAT_CloudyDark
*Created NAT_RainCloudy for weather D64B1 from NAT
*Created SKYRIM_Fog_2 (10a7a7, 10a232) and SKYRIM_Fog_3 (c821e) and adjusted values for a better sky-fog blend during daytime
*Created SKYRIM_StormRain_3.ini for weather (10a241)
*Created L_PalaceOftheKings.ini based on L_Dragonsreach.ini
*Removed unused SKYRIM_DA02Weather.ini
*Removed unused SKYRIM_HelgenAttack.ini
*Removed L_Dwarven_Ruins.ini, L_Ice_Caves.ini, L_Dungeons.ini and L_Azura_Star.ini in favor of LT-based ini files
*Removed L_Blackreach.ini entry from _locationweather.ini
*Renamed L_Blackreach to SKYRIM_Blackreach
*Removed SolitudeCatacombsLocation from "Berserkyr ENB.esp"
*Changed SolitudeHalloftheDeadCatacombs', MarkarthHalloftheDead's and WindhelmHalloftheDead's LT from Lux_LTObscure to Lux_LTObscure_Ruins
*Copied UnderwaterImageSpace, Torch01 and Torch01Shadow from NAT-ENB.esp to Berserkyr ENB.esp to ensure it overwrites edits made by other plugins
*Edited all Tamriel imagespaces (set tint to 0 and brightness/contrast/saturation to 1) for AGIS compatibility
*Edited ISSkuldafnCloudy imagespaces (set tint to 0 and brightness/contrast/saturation to 1) for AGIS compatibility
*Edited ISBoatedMansGrottoFog (sic) imagespace (set tint to 0 and brightness/contrast/saturation to 1) for AGIS compatibility
*Edited ISDLC01SoulCairn imagespace (set tint to 0 and brightness/contrast/saturation to 1) for AGIS compatibility
*Created "Berserkyr ENB - Deadlands.esp" (ESPFE), edited Deadlands Worldspace imagespace (set tint to 0 and brightness/contrast/saturation to 1) for AGIS compatibility
*Removed edits to Apocrypha's water from "Berserkyr ENB.esp"
*Replaced Apocrypha cubemap with a blue version
*Removed L_Ayleid_Ruins_Bruma.ini and L_Ayleid_Caves.ini
*Created LT_CYR_Ayleid.ini, LT_CYR_Castle.ini and LT_CYR_Dungeons.ini
*Edited "Berserkyr ENB - Bruma.esp" to attribute fitting LTs to several Interiors
*Removed CYRMawOfSedorLocation and CYRMawOfSedorZone from "Berserkyr ENB - Bruma.esp"
*Flagged "Berserkyr ENB - Bruma.esp" as ESPFE
*SKYRIM_SnowClear: reworked direct and ambient lighting intensity/curve for daytime, darkened fog for daytime, darker fog at night and dawn, increased sky saturation, reworked sky colors at for dawn and sunrise, changed volumetric fog color for dawn and reduced opacity
*SKYRIM_Fog: adjusted fog color amount for better blending with the sky, reduced specular amount at night
*SKYRIM_Cloudy: adjusted color and intensity of fog, reduced sun and rays intensity at sunset, adjusted sky color at dawn and sunrise (less yellow and softer)
*SKYRIM_Rain: fixed and darkened clouds, changed sky color at daytime (now blue), increased skylighting and multiplicative imagebased lighting for sunrise, sunset and night, increased fog distance at daytime, reduced volumetric fog opacity, reduced point lighting desaturation (interior night), increased ambient lighting intensity and SSIL at night
*SKYRIM_Rain_2: increased direct and ambient lighting intensity for day, reduced volumetric fog intensity and opacity, had fun with sky gradient colors, increased surfaces wetness
*SKYRIM_Rain_3: completely reworked sky (now blue-purple and strong orange at sunrise/sunset) and fog (white and less opaque), increased sky gradient intensity for night, reworked direct/ambient/imagebased lighting for a "softer" look
*SKYRIM_StormRain: reduced fog distance, reduced clouds opacity, reduced sky gradient intensity for daytime
*SKYRIM_StormRain_2: reduced Ambient and Direct Lighting for daytime, reduced Specular Amount, reduced Fog Curve, reduced sky and clouds intensity, changed sky color for day (more blue)
*SKYRIM_Sovngarde: increased sky intensity, disabled volumetric fog
*NAT_SnowClear: reduced direct and ambient lighting, darkened fog, increased fog distance, reduced volumetric rays intensity 1.00 -> 0.8, gave volumetric fog blue tint for daytime, increased sunrays intensity for sunrise, reduced sky gradient intensity, reworked sky colors for dawn, sunrise, day and sunset, increased SSIL and IBL for daytime
*NAT_PaleSun: darkened fog for sunset and sunrise, adjusted direct lighting color for sunset
*NAT_CloudySunny: reduced volumetric rays and game volumetric rays intensity, reduced IBL multiplicative amount for daytime, increased direct lighting intensity for daytime, darkened fog for sunrise and sunset
*NAT_OvercastDark: reduced sky intensity for dusk, increased direct/ambient lighting intensity for night, increased sky intensity for night, reduced direct/ambient lighting intensity for day
*NAT_OvercastBright: adjusted fog color amount and curve for better blending with the sky, reduced volumetric fog intensity (daytime), desaturated direct lighting color, reduced direct lighting intensity for interiors at night
*NAT_OvercastSnow: reduced game volumetric rays and sky intensity for night
*NAT_BlueSky: changed the tone of fog during daytime (lighter and blends better with the sky), changed fog color and intensity for sunrise, sunset and night, adjusted imagebased lighting to soften shadows
*NAT_BlueSkyComa: changed fog color and intensity for sunrise and sunset, adjusted sky horizon color for sunset and sunrise, vastly reduced ambient/direct/point lighting intensity in interiors
*NAT_BlueSkySnow: reduced direct lighting intensity and curve for day, reduced game volumetric lighting intensity and range at night, reduced moon intensity, fixed overly bright interiors (day and night)
*NAT_CloudyDark: reduced point lighting intensity and SSIL for interiors
*L_Castle: complete rework of SSIL, wetsurface, and environment lighting for day and night
*L_Dungeons: complete rework of SSIL, wetsurface, and environment lighting for day and night
*L_Dragonsreach.ini: completely reworked lighting to be more contrasted and saturated, making use of IL and Wetsurfaces to emulate raytracing, now also affects High Hrothgar
*L_BluePalace.ini: remade based on L_Dragonsreach.ini
*L_Ice_Caves: complete rework of SSIL, wetsurface, and environment lighting for day and night
*WYRM_Clear: increased direct lighting saturation and curve for sunset, increased point lighting saturation and curve for night
*L_Deadlands: reduced direct lighting intensity, increased clouds opacity
*L_Ayleid_Ruins.ini: set direct lighting intensity to 0
*Reorganized weather .ini files in subdirectories (Weather\...) to declutter main enbseries directory
*...and many other changes here and there
VERSION 1.1:
*Fixed a typo in Ustengrav's location
*Added new Dungeon locations: Embershard Mine, Harmugstahl and Kilkreath Ruins
*Added a new Ice Cave location: Uttering Hills Cave
*Reduced Blur Amount: 0.8 -> 0.5
*Reduced DoF blur
*Reworked interiors (day and night) for the default settings
*NAT_OvercastBright: softer light, fixed overexposed sky
*NAT_PaleSun: fixed fog color at dawn and at night, adjusted night sky color intensity
*NAT_BlueSky: reworked interiors for day and night, increased fog curve at night to remove seam
*NAT_CloudyDark: Adjustments for fog and volumetric fog
*SKYRIM_StormRain: reduced specular amount and intensity
*SKYRIM_StormRain_2: reduced specular amount, reduced lighing intensity, edited color and intensity of fog
*SKYRIM_Rain: reduced specular amount and intensity
*SKYRIM_Rain_2: reduced specular amount and intensity
*SKYRIM_Rain_3: reduced specular amount and intensity
*SKYRIM_Fog: edited fog and sky at dawn so they blend better
*SKYRIM_Cloudy: made stars visible at night
*SKYRIM_CloudyFX: fog and lighting adjustments for nighttime
*Toned down Subsurface Scattering to avoid "glowing red skin" issue
*Removed QualityBoost variable from enbseries.ini
*Replaced all red auroras with blue-green ones (with weather lighting adapted in consequence)
*Added weathers 10e0b and 10e0e to SKYRIM_CloudyFX.ini
*Created DLC1_CloudyAuriel.ini for weather f89d
*Reduced Reflection intensity and amount for exteriors
*Reduced brightness at night following NAT.ENB 3.0.2 update
*Reduced moon intensity at night for enbseries.ini
*Added weather 923fd to SKYRIM_Sovngarde_Cloudy.ini
VERSION 1.0.1:
*Fixed an issue with "!_NAT_PaleSun.ini" not being processed
*Enabled ShaderCache