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The intention of this thread is to help users of ENB understand the effects and changes brought about by the program and familiarize you to the point where you can fine tune your own presets or even create your own ENB from scratch!

There is a lot of possibility with ENB, enhancing and completely altering the visual dynamics of Skyrim. The beginners guide will cover the main ENBseries.ini and how to add effects such as Film Grain and DoF and more!

The advanced guide will introduce you to a customized effects file called APPS designed for ENB that will greatly enhance your customization options with shader optimizing, HSV controls, multiple Bloom variables as well as teaching you how to customize your own effects such as Film Grain, DoF and Vignettes and much, much more! The possibilities are nearly endless!
If you've ever used an ENB, either from Boris' site or a Nexus preset, then you've seen for yourself how drastically it can alter the visual dynamics of Skyrim completely, whether you want photo-realistic quality, dark and atmospheric, or even more cartoon like, it's all possible. With this larger than life mod, you can easily expand on those dynamics even further, probably 10-20 fold! All it takes is patience and understanding. ENB includes effects to enhance visuals, such as Ambient Occlusion, Improved AA, various lighting techniques, bloom and shader optimizing such as curve and saturation and even a customized day/night adaptation. As ENB has grown and developed further over the years, so has the code, and with it the possible effects to be integrated. This lead to things that have become staples in todays numerous presets found throughout the net, including DoF, vignette styles, and even film grain. These additional effects is where this mod comes into play and really shines!
I've personally spent hours scouring the net for some specific effects I've seen used, only to have to download a preset or two, sift through hundreds of line of code, just to piece together what I want to use for my ENB. With this mod, Kermles has accumulated, with permissions, effect codes from the likes of IndigoNeeko, JawZ, Matso, HelioDouble6 and more, compiled them into one effect file along with some very intelligent codes of his own to create an unequalled powerhouse for ENB's. This file features nearly a dozen different bloom alternatives, many of which can be overlapped, various vignette styles as well as a few shader controllers, palette mixing and variable adaptation alike, all in one! This presents you, the user, near endless possibilities of customization for the game! This is an invaluable tool for anyone looking to create their own ENB, and should not be overlooked!

Caution: This is designed to be used with a fresh ENB version with a clean, unedited enbseries.ini file. The file contained in this mod is a customized enbeffect.fx file that will OVERWRITE any from your Skyrim directory should you have an ENB already installed. It is compatible, and can be used this way, however do so at your own risk, and back up your original file. The use of this will change your preset drastically, altering the intent of the author and your gameplay experience.

And as always, happy modding!


Note: Some of the terms defined here are relative only to ASSP, where as they will be used primarily if not solely in the Advanced Guide. They will be noted accordingly. Click screenshots to view full size.

Adaptation - Enables an eye adaptation effect when viewing bright objects, light sources. This effect can vary depending on brightness of view subject, facing up or down, and indoors/outdoors. The specific parameters for this are unconfirmed here officially as they seem to differ on many variables.

Ambient Occlusion - Artificial self shadowing of objects in real time. If you choose to disable SSAO in ENB, AO can be enabled through your video card settings. It won't have the same quality or look, but it will be more performance friendly.

Bloom - Creates a blurred glow around light sources and bright objects.

Chromatic Abberation - Simulating the error of a camera, this causes a slightly blurred, colorful edge around objects, depending on brightness transition between the objects and background.

Contrast - This will strengthen or weaken the transition between bright and dark areas and colors, as well as color intensity and saturation

Curve - Inputs a color channel onto a curve "Range, altering the output depending on the plot point, (Curve Value). While this color curve is present in ENB, some settings use Curve values as a Contrast/Blue Shift measure instead. Further explanation can be found in the relative settings.

Day/Night Detection - Variables are adjusted depending on the time of day, increasing/decreasing day and night settings accordingly. Example: This is how you would adjust the look of your sunrise/set

Depth of Field - DoF is an overlay effect that simulates real-life visual focus through blurring the background of a scene, and increasing contrast to draw attention to a focal point. This can be an object or objects right in front of the camera, or even some distance away depending on your values. This has quite a performance hit usually.

Film Grain - This effect is also a cinematic overlay of sorts, but to define it would require a paragraph of very technical jargon that I can't put simply. Wait for screenshots.

Fog Color - Coloring applied to distant terrain or long tunnels in caves similar to a tint, not the same as volumetric fog

Grading - Shifts RGB color channels towards another, specific color, then remixes. APPS

HDR (High Dynamic Range) - Merging multiple exposures of an image to create the appearance of more color than is actually possible. APPS

Hue - "What color is that?" Difference between light blue vs. dark blue, light red vs. dark red, etc. APPS

Image Based Lighting - This effect will make static objects around the landscape appear lighted, while the contrast is increased as well around them, considerably increasing detail and visual quality. This effect greatly enhances the terrain reflections off the water if enabled.

Intensity - Magnitude or strength of color

Lens Filter - Creates a screen filter with a specified color to alter the overall look of the image depending on strength. APPS

Liner Interpolation "Lerp" - This is a technique that tries to fill in the blanks essentially. Given two or more sets of known values, this will create the unknown values in an attempt to seamlessly integrate the sets. Concerning graphics, this can be another way to adapt a low resolution image to a high resolution display essentially forcing a higher resolution of the image. APPS
Note: This, like Curve, can lead to continuous readjusting of values even if tweaked carefully.

Particles - Atmospheric effects like fog, steam, dust and even white water foam that are rendered in real time.

Polarization - Original colors are polarized along the color wheel based on a specified color. The original colors close to the specified will shift towards it, while colors opposite will be accentuated. APPS

RGB/CMY - Red, Green, Blue/Cyan, Magenta, Yellow. APPS

Saturation - How the color appears in different lighting schemes; pale and weak or pure and strong; Similar to intensity

Sepia - Referring to an overlay effect, this creates a kind of lens filter. Originally made with the "Sepia" color itself to create the appearance of an aged, chemically developed photograph. New Sepia effects allow for greater customization with color controls for a wider variety of choices

SSAO (Screen Space Ambient Occlusion) - Real time shadowing of the whole scene in screen. Objects will create shadows on other objects.

Subsurface Scattering - This is a lighting technique that artificially "Absorbs" light into certain semi-transparent materials, in this case skin and vegetation and some objects in order to render a more realistic lighting. This technique is already used in most computer graphics to render realistic lighting schemes in similar situations.

Tone Mapping - Merging multiple exposures of an image to alter contrast and increase details such as completely removing shadows and bright reflections to make the entire image detailed and visible. APPS

Vignette - This effect darkens the edges of the screen in an attempt to fake a higher screen resolution and draw attention to the center. It's most commonly used in the movie industry, and can help create a "Cinematic" atmosphere in the game. The most common example you'll find in movies is referred to as "LetterBox", which is a particular kind of Vignette, creating black bars of varying length across the top and bottom of the screen.

Volumetric Fog - The fog or mist surrounding mountain peaks in distant terrain
This is a guide designed to help people looking to fine tune their current settings or even create a new ENB on your own. There is little documentation thus far on the available options and what they do, so I thought I'd share my knowledge with the community. It can be intimidating at first, especially if you aren't using the GUI that comes with Version .132 or above, but hopefully this guide will help put you at ease and familiarize you with the different ways ENB can truly make your game shine! Of course, everyone's style is different and creativity is unique to us all, so keep in mind the tweaks you make are your's to play around to suit your taste. If I can encourage anything it's to definitely play around with these values until you get the hang of it.

Note: The default command settings and values are based on Version .166, so yours may vary based on which version you use. If the setting is greyed out in the GUI, you either can't alter it, or it can only be changed through the enbseries.ini file.



These settings are used if you have another mod, processor or injector that installs a d3d9.dll (DirectX9) file into your Skyrim folder. ENB's are designed to run in tandem with these additional files, but since it will install it's own d3d9.dll file, you have to make them talk to each other or one will overwrite the other. In this case, you would take the non-ENB d3d9.dll file and rename it to SweetFX_d3d9.dll, for example. You would then alter the ProxyLibrary command to reflect the original files new name. From there, change the EnableProxyLibrary command value to true and test it to make sure it works. If it does, you will continue to see the effects of the original file as well as see the ENBDev.com information in the upper left corner during the main menu screen.

Note: The Injector version of an ENB does NOT contain a d3d9.dll file and therefore there is no need to rename the original and alter the Proxy settings.
Note 2: If you use HiAlgoBoost and want to add an ENB, please follow the instructions on the Nexus page in order to make them work, as the steps are different.



The Global settings are two part, one is only in the enbseriies.ini file, while the other can also be found in the GUI.
AdditionConfigFile is just what is says, it's used to add an additional config file to the ENB settings. All you would need to do is edit the command value to reflect the name of the config file you want to use.
UseEffect is for enabling or disabling the ENB process as a whole, it can be accomplished by setting true or false in the enbseries.ini, checking the box in the GUI and also by pressing Shift-F12 in game.



These are for the most part all enabled and can be left alone. If you have issues with vanilla hair while using SSAO, you can set this fix to true. If you're using a Depth of Field effect with your ENB, then you may want to enable RemoveBlur, as it will clear the image while in menus, it will not effect normal DoF processes in game however. Enable ForceFakeVideoCard if using an ATI card, leave alone if you use Nvidia.
The biggest fix here to take note of is ParallaxBugs as it can have a hefty impact on both the visual dynamics and performance. Basically this enables the use of parallax textures in game that otherwise wouldn't show. Parallax is similar to Terrain Bump, making the image appear much more 3D such as rocks and mountains and stone paths. Don't bother enabling this fix unless you actually plan to download and install parallax textures such as Project Parallax from the Nexus.



If you have trouble incorporating another d3d9.dll through proxy, you could try this. Otherwise, leave it disabled.

Note:"SpeedHack=true - change this to false, will not help in skyrim, but may help against second d3d9 library."
- Boris Vorontsov



ForceVideoAdapterIndex is used to enable multi monitor displays and possibly multiple outputs for one or more video card. This is likely to be used in the case of using different outputs other than your monitor. Adjust the VideoAdapterIndex value as necessary.



WaitBusyRenderer, if enabled will disallow pre-rendering of frames, meaning each frame will be rendered by the video card completely before rendering the next.
Set the EnableFPSlimit to true in order to cap your total allowed frames per second, the FPSlimit value is how many frames per second max. As best I can tell, WaitBusyRenderer can help with flickering and lighting artifacts caused in game. I've never found a use for it personally.


//num / 106

This is simply for assigning hot keys to various commands for easy use in game. Keys are based numerically depending on your keyboard which mainly differs between countries/languages.



This allows ENB to force AF during gameplay by setting the command to true and setting the max number of filter passes. You can use this alongside the vanilla AF in the Skyrim launcher options and even force it through your hardware configurations all at the same time, but you will likely notice a performance hit or lagging, and not much to show for it otherwise. You're best off picking one or the other. SkipShaderOptimization works to debug specific shader compilers. Enable if you have driver compatibilities to possibly solve problems.



These settings is where the fun begins. These commands enable/disable the main effect settings used in ENB such as Bloom, SSAO, SkyLighting and DoF. If you're unsure of what any of these effects add or alter, check the Glossary on the header page for a description. As for the UseOriginalPost/ObjectsProcessing commands, these will use the vanilla post processing technique before the ENBs while ObjectsProcessing is the same, specifically for objects only.. Basically your game will still be able to utilize the effects from ENB, but the visual dynamic from the vanilla game will be retained. Keep in mind, enabling these commands are where ENB really starts altering the appearance of your game, and with it performance. You can lose up to 55% of your performance in some cases with all the effects enabled if they aren't adjusted correctly, so tweak carefully!

Note: Enabling DoF here will not magically create it in game, only enable the use of an external file. You would have to download and install DoF from Matso or Nexus. It will overwrite the enbprepass.fx file and with the above command enabled, viola! The enbprepass.fx file is also where you'd edit values to tweak the look of your DoF, more on that in the advanced guide.



Again, self explanatory. This enables Boris's personal AntiAliasing code for Skyrim, and meant to be used stand alone. You could theoretically experience lag due to Vram spikes if you have multiple AA processes enabled, however, it is possible to almost completely remove all Aliasing in Skyrim using this as well as hardware settings with the right adjustments, but I've never tried.



These are your Bloom values if you choose to enable it. For Quality values on this and all other effect settings in ENB, the lower the value, the higher the quality. From there, you can increase the area of effect from light sources by adjusting the bloom amount during day and night, both indoors and outside by raising the value, and decreasing by lowering it. As for Blueshift and Contrast values, you will need to set these values incredibly high to notice a difference, such as 50.0. I usually leave them alone personally.



These settings effect how light and effects such as campfires, flame and lightning spells, etc. react to the player screen or camera. Raising values here can have dramatic changes, leading to reflective glares in the screen, more commonly known as lens flares. Adjustable during day/night and interior/exterior cells alike. Raising intensity will change how strong the color effects are while power will create larger more noticeable effects or inversely.



This is where your first noticeable performance hit will likely take place. Orignally when SSAO/IL is enabled, it's set to a performance default, enable ComplexAO/IL to switch to the Quality default. IndirectLighting itself is used to help offset the AO amount applied. You probably won't notice a difference unless you use higher values.
Setting the Quality values lower will increase it while decreasing performance. The increase in quality is hardly noticeable unless you use a very high resolution with high values.
SamplingPrecision will sharpen the shadows created while SamplingRange will adjust the radius created from objects. Lower values will sharpen near distance effects, while higher values will effect longer distances, which will have varying effects on performance.
FadeFogRange is relative to the AO applied to distant fog. The higher the value, the sooner AO effect will fade.
SizeScale/SourceTextureScale adjustments are disabled.
Filter/MixingType values for AO/IL can be reduced to increase quality or increased to increase performance.
AO/ILAmount will increase/decrease relatively with values for interior/exteriors. Higher values will strengthen the shadow effects.



This is where things can get tricky. These values essentially control how much the day and night values of other settings get implemented during various times of day. DetectorOldVersion will enable or disable the day/night detector used in older versions of ENB, while DetectorDefaultDay will use the vanilla settings. LevelDay/Night values can have drastic changes on your game, and I would usually leave these till after you've got the foundation of your ENB first. Otherwise you may find yourself tweaking these values over and over again as you make other setting adjustments. Primarily speaking, the most direct use for these adjustments would be to control when the sun rises and sets throughout each day, and how they appear based on the values and their amount implemented at the times. This doesn't actually change the time scale in game, rather the way it appears as day and night throughout the time scale you use.

Note: Day/Night settings will have effects well into the next cycle regardless of your Day/Night detector settings, so be prepared. Open the GUI in game, and open the Statistics tab throughout the day or night. It will tell you the applied ratio of day/night settings accordingly based on your settings.



This is a tricky beast, with a lengthy bit of function, be sure to check the Glossary for further explanation. As for the values, ForceMinMaxValues overrides the user set values for AdaptationSensitivity/Time. Individually, the AdaptationSensitivity is how noticeable the effect will be, or how much the camera will show a reaction to the effect. AdaptationTime is how long the effect lasts and determines the transition speed between light and dark subjects necessary for the effect to occur.The AdaptationMin/Max allow you to control the range off effect. If you want a very slight effect for example, lower the Max to a very small percentage and set a low Sensitivity. The first, and most noticeable effect when this is enabled is the overall lighting to the screen, as this effect will appear to brighten everything.


Note: In these settings, the curve values correlate with the intensity values in a similar fashion as the Modifier/Multiplier relationship. You will see results from adjusting the curve/multiplier values even if the intensity/modifier values are 0.0


These values adjust the settings for Direct lighting, or sunlight on a scene and will help intensify shadows. Intensity is light strength, while desaturation values will lessen the colors that are in the effected light. Curve values in this case will alter the contrast to variable levels depending on the intensity values.


Specular light is the shine effect given off of objects and surfaces. Power adjusts how much shine you see, while the Multiplier will strengthen the effect based on the Power value. Adjusting SpecularFromLight values will determine how much of the effect is applied to static surfaces.


Ambient Lighting works similarly to direct lighting except this lighting will effect a scene in its entirety, including shadowed areas. Adjust the values here same as you would for direct lighting otherwise. These values are crucial in creating darker nights/dungeons.


Point Lighting is what comes from torches, firepits, etc. These values can effect intensity and radius of the effects, while curve values will adjust the color itself, usually ranging from a yellowish white to bright, dark reddish orange. This how you would go about matching up the coloration on surfaces around the fire, to the fire itself once the curve values in the fire section have been adjusted. Desaturation values here will effect the color saturation cast by the light sources onto people, objects and surrounding surfaces alike effected by the light radius. The values also effect spells that give off light.


These settings effect the Fog Color, indoors and out, day and night. The multiplier values will adjust the strength of the fog as set by the curve value. The curve value here works to adjust Contrast/Blue shift, depending on the multiplier. Depending on the Multiplier value, the higher the Curve value, the more blue shift added, while the lower the value, the blue shift is removed and contrast increased. This can change from weather type however, where you might see an increased contrast during a sunny day, only to find the same value creates a blue shift during a storm.


This simply strengthens/weakens the color application during day/night interior/exteriors. As the application is strengthened however, the effect also darkens the colors and inversely. This works for all color channels in effect, including light sources such as point lights.


Note: All of the Curve values are used for Contrast except the Aurora Borealis and Sun, which are actual Color Curves.


EnableSky turns the toggles between ENB effects and vanilla sky. Vanilla won't look the same with this disabled if you've altered overall scene brightness, contrast or color. WrongSkyMath in my experience fixes visual errors that can occur when using ENB with vanilla sky.


Intensity controls the overall brightness and intensity of the stars and their colors, while curve will alter contrast. Both of these values will alter the light emitted as it effects the clouds, nebula etc. Only exception would be the moon/s.


Values represent the same as stars, only dealing with the Borealis. The difference here is that the color curve is much more noticeable in altering the appearance. Finding a good balance between the two is important when considering the ambient light during exterior/night scenes, as it wouldn't make much sense to have pitch black nights while the Borealis and stars/nebula above shine like the New Vegas strip. I'd recommend adjusting stars first, then Borealis, and fine tuning between the two as stars will have a larger effect on the Borealis then inversely. And adjusting your lighting schemes from there.


The fun part! And... one of the most tedious and frustrating. The latter comes especially prevalent if you use something like CoT or RCRN that adds weather dynamics. Believe me when I say it's incredibly difficult to get every weather effect looking perfect with vanilla's 20+, you can pretty much forget about doing it with 200-500+ weathers when using either mod. This pretty much holds true for the gradient settings below as well.
The intensity here will make the clouds stand out more in color, be it white or grey or orange depending on weather and time of day. It will help make them appear thicker in density as well. The interior settings are not so commonly used, but Bleak Falls barrow would be the first dungeon you'd come across that you'd see the clouds from an interior location. The curve here adjusts Contrast, and as such can cause conflicts as each weather type has it's own specific contrast levels regardless of mods or vanilla.
The Edge intensity and clamp values will slightly alter the appearance of the outer edge of the clouds and how they appear to blend with the main body. Lower values can make them appear more like a mist accumulating into the body while higher values can make the clouds appear like a fluffy cotton ball. (Not literally)


Gradient is a term that refers in this case to the underlying sky beyond the clouds. These settings will make adjustments to the sky coloration as a whole, while the settings below will fine tune them individually based on relative position compared to the horizon. Intensity here will strengthen or weaken the color as it is, while desaturation will remove saturation. This can give your night skies a pitch black look, really making the details such as stars pop out, which is good. But again, load different weather id's and test. What you just made into eye candy can take the next weathered sky and turn it into mud.




This is where the separation begins. Think of the Gradient sky in terms of 3 levels stacked atop each other. Starting at the horizon, barely reaching to the distant mountain tops before the middle level comes in. This second level goes up to the point where you'd nearly have to be facing the camera straight up in order to notice the top level. As in the overall settings above, controls Desaturation, this is where you can further customize the look of the sky by adjusting the curve (Contrast), and adversely, all the other weathered skies. Adjusting the intensity values for the clouds and Gradient sky alone while leaving all else untouched would be the safest way to retain your sanity while experiencing the different weathers in game. For those of you that are curious, it's simple. ENB changes the post processing technique that the vanilla weathers, CoT, RCRN weathers etc. are designed around. The only way to make it work would be a patch of some sort which isn't in the works. When you see ENB's that are CoT or RCRN compatible, it's usually because they pretty much leave the sky alone, design the ENB with some atmospheric mood that adapts to the flaws, or just hopes no one notices.


These can truly make your game shine, quite literally. Between these values, you can make the sun appear as large or as small as you want, make the corona (inner circle) more a red hue while the outer part is more yellow or even bring the overall more of a fiery white.
The in-game impact is made even more incredible if paired with a proper sun retexture, such as Matso's Immersive Sun mod. That is why many ENB presets usually come with a new sun texture. These settings along with sun rays can completely change the day time sky for the better.
Note: The Desaturation values will have their largest impact on Sunrise/Set events. I'd recommend adjusting these values during those times only.


Same as above only for the moons. You can make them more vivid and appear more detailed with intensity, while desaturation can turn the moons from vibrant red to dull grey depending on your textures. The curve here controls contrast, which can help bring out the minute details of the texture if you have a decent resolution.



Although these settings are separated in their controlled values, they basically work the same, only on objects and vegetation respectively, so I've grouped them. This can adjust the contrast of both ingredient plants and bodies. It will create a slight glow and/or blur to skin and vegetation textures while darkening shadows. To me the highlighting on the plants are too much, so I don't use either of these really. Feel free to play around and see if you like it.

Note: Regarding Object SSS: "Makes frost trolls, ice/snow, trees and such glow at night when set too high. Also on skin, I get a pixely aliased contour on faces sometimes which high SS(AO) makes even worse. Exists in vanilla game too, so bug in Skyrim." - Boris Vorontsov

"Setting this higher makes people go redder, lower = whiter and brighter." - Boris Vorontsov

Note 2: This quote is an excerpt from the guide written by --JawZ-- using ENB Version .103 and Vegetation SSS hadn't been implemented yet.. My guide is updated to Version .166, so you're results may vary. Although Lifeshield has confirmed the bug with face textures is still present.



Light Sprite is a camera effect that creates a small reflective orb around point lights. Increase the intensity to see exactly what I mean, adjusting the curve here will change the color a bit. This setting with point lighting and fire can really set the dynamic for your fire effects in game, and not just torches and pits but your spells too. Although Light Sprite isn't as dramatic on fire spells that I've seen, but they are there.



Just as it says, this is how you adjust the look of your windows, inside and out, day and night. Increasing intensity makes it look stronger and inversely while Curve will adjust the contrast with a small range between white and yellow depending on the window. Although the range here isn't as great for curve, it can look great in some spots and odd in others.



Intensity here will adjust the thickness of the fog, while lighting influence works to saturate/desaturate it. Both of these values will determine the strength of the curve effect as it adjusts contrast. I'd recommend leaving the curve till last, but you will still likely end up playing between curve and influence to balance. As for adjusting the values from an interior, I honestly can't think of a location that would work. The best bet for interiors is to leave it at default, or you can mirror the exterior values for day/night respectively until you find a suitable location.



These are what control your fire effects, from torches to spells. Adjust the Intensity values to strengthen or weaken the appearance, while curve values adjust the color appearance. While Light Sprite can almost be ignored depending on your preferences, these values with point lighting will really make your game stand out in dungeons or night time depending on your lighting setup. I prefer darker nights to really make campfires and torches stand out and hold their own.



These settings will effect your particle effects in similar fashion to volumetric fog, by making them appear thicker (swamp fog, steam) or vibrant (dust, sparks ((Not the spell) while the lighting influence will adjust the contrast where smoke or fog particles are concerned. Making the effect appear white or black, or in between. With all the very many different particle effects ranging from magic, to landscape, to firepits and dwemer ruins, etc, you are bound to run into unintended effects. So again, tweak carefully and prepare to readjust and fine tune as you go from location to location. I personally found the easiest way to tweak a nice balance all around, was to adjust the swamp fog around Morthal to my liking for exterior day/night while adjusting a combination of dungeon fog or dwemer steam/ fire smoke for interior day/night settings and making minute changes along the way for other effects. Results and techniques will obviously vary depending on personal taste.



This will enable the color palette that came with the ENB version or any custom one you have in use or disable to utilize the vanilla palette. Further adjustments to overall game brightness and Gamma Curve which works on an actual color curve, but not just a particular color channel like in the other settings, this works on the image as a whole. Small adjustments have big impacts. I'd recommend going no more than 0.1-0.2 at a time. I've never found a need to go more than 0.90-1.10 on either without regretting it later on, (Curve more than brightness).



The two Shadow Fixes here will simply fix shadows that weren't properly being cast in vanilla and the quality. I'd leave them both enabled. The Quality values here, as always, lower for quality, raise for performance, while the blur range is a secondary blur to that of what's in the Skyrim.ini. Honestly, I leave it as is, I've never noticed much of a difference altering the value of BlurRange.
The BilateralShadowFilter however can make quite a difference. This toggles what appears in game as almost a dark outline on NPC's and plants, rocks, etc. Toggle it on and off and see the difference for yourself. It's not a performance hit, however I do play some presets with this disabled and some enabled. It just depends on the atmosphere.



If and when DoF is enabled and installed, this value simply adjusts the amount of time it takes for the camera to be centered on the subject before the blur effect occurs. Keeping this at higher values will prevent you from going in and out of the effect constantly, like stopping to pick ingredients, and your game will run more smoothly for it. Especially since most people use this for screenshots.



This setting is where you would increase/decrease the intensity of the rays coming off your sun. This will increase the number of rays emanating from the sun as well as their relative length from the sun itself.



Changes the quality and filter of the SkyLighting effect if enabled as well as adjust the minimum Ambient light level emitted to further control the effect in tandem with the Ambient and Direct lighting settings found in ENVIRONMENT.



This is NOT going to effect the beauty of your water reflections... so get that out of your head. This is yet another lighting technique, specifically for reflecting light off of objects and especially armor when enabled, this is another performance hitter. You can adjust the quality and blur applied to the reflections as well as radius (amount) and intensity (power) applied. Glossiness Min/Max values will limit the range of "Gloss" that is applied. You have the option to enable SuperSamplingAA to the effects, as well as choose whether it's enabled only indoor, outdoor, or both. DenoiserType is the quality of denoiser, so lower values for a better quality if you enable it. Noise is a type of graphical flaw or imperfection that can occur with certain effects, such as AO, and it's similar to a Film Grain effect. I notice it especially in tree shadows, sometimes on flowing water, or especially in earlier ENB versions with SSAO enabled, when the camera is being rotated.



These settings will adjust the amount of lighting applied to static objects throughout the landscape, (noticeable on mountains especially). The values here correlate to the Multiplier values, while the Reflective values will determine how reflective the light and objects effected become as a result. Image-Based Lighting is where you can really make your water reflections shine, bringing very high detail to the images reflected in the water. Obviously, this can have a performance effect as well, so play around with it to find a balance if need be.



Enable these settings if you want to use the optional rain drops that are supplied with most ENB versions. Apply SuperSamplingAA to the raindrops as adjust the "Stretch" which does just as it says, creating a longer, slender drop while in motion. The Transparency values will adjust the transparency level as the rain is in motion, and how much the lighting will effect it. I've never cared for the ENB rain personally, so I've never used it. Don't bother enabling this unless you're playing during a storm in game, as it changes the look pretty drastically in my opinion. Toggle the effect in the GUI to see which you prefer, then play with the settings.

This concludes the ENBseries.ini tweaks. From here we will go into more information about where to find and how to add different overlay effects such as DoF, Film Grain and Vignettes. However, I'll be focused on getting screenshots together and uploaded before I continue on to this segment.


Advanced Guide to Tweaking Using APPS (On hold for now)



- Author

--JawZ-- - Author of the original guide

Lifeshield - Contributor

Aiyen - Contributor

Nexstac - Contributor

202 Posts
Discussion Starter #6
My first attempt at tweaking. So far, everything disabled other than minor tweaks to HSV Controls. Sorry I've been lagging, trying to get screens together for the guide.

These next three are taken with same settings, only enabled stock Final Adjustments settings with a small brightness increase. Also, I enabled Ambient Occlusion in the GUI.

I should also point out that I do use EFLX, so that will be in all my screenshots.

202 Posts
Discussion Starter #8
I understand the need for constant readjustment, however I've found in my experience that messing with the day/night settings in the GUI leads to much more readjusting then leaving at default. What I've found to be useful is to make fine tunes and adjustments as necessary, notice the differences as time goes by, by waiting and making sure you have the sky and direct/ambient lighting effects visible in the process, then taking notes of the changes and altering from there. Adjusting the day night settings is usually the very last thing I do, and I make further fine tweaks if need be to balance things out. Especially with something as complex as CoT involved, adjusting the day/night settings early on can result in readjusting the tweaks over and over and over again, and it could end up being non-stop.

As for SSAO I just added it for the screenshots to be honest, I don't keep it on for testing purposes while I tweak the game. In fact I'm almost always tweaking just one control at a time, then returning to default everything. I'm keeping a very detailed change log of everything I do as well as taking screenshots of every tweak or combination, trying various locations and times in game at the same time for a variety. Heck, I'm being so thorough I've only made it through testing and tweaking Final Adjustments, and HSV control for daytime. lol I'm also taking screens of extreme values for each tweak individually as I go along so I have references for the guide.

As for AA, I'm not sure I follow you as to it tricking your eyes, since their purpose is simply to sharpen edges. Something like Lumasharpen and similar effects from SweetFX I can see, but not AA. I do agree though, as I'm planning on setting up a color foundation before anything else. Then adjusting bloom, finally working on lighting and effects, and lastly incorporating the final GUI settings. Of course, how long that will take with having to readjust everything as I go is a question as well. For the reference, I'm using PPV6, although since they're both Kermles, I doubt the code would differ greatly.

Edit: The main reason I don't disable EFLX while I'm tweaking settings is that it's quite different from vanilla lighting, and since I don't plan on using vanilla, I don't want to alter vanilla only, then turn on EFLX just to find out I have to go back and retweak everything due to the changes. EFLX is one of the most comprehensive lighting mods I've ever used, and trust me when I say that would take much longer than this project already will.

202 Posts
Discussion Starter #10
Yeah, just looking at the code PPV 7 is a bit more involved than mine is, but they are still colored around the day/night factors as you said, at least if I'm reading it right, it can be enabled or disabled just as anything else. (Mine are all disabled)

I'm curious though, even with the vanilla in tact for the most part, how does altering the day/night settings help you along the lines? Maybe you know something I don't, I just found myself having to readjust even the ENB alone, no extra shaders, no CoT or anything else. My first attempt I completely reset because I kept readjusting everything over and over again after every little tweak to the day/night. Hence, leaving it to last since.

7 Posts
Yes it is a bad idea to disable the mods you build for while building!
I personally also find that it takes to long to disable stuff like SSAO etc. just to enable it later and then add in another layer of fine tuning. But I guess that is personal preference.

What makes tweaking take so damn long is that you can make one scene look really awesome, but then find out that the tweaks you made affected something else in a bad way so you have to make a compromise between the two. This is especially true for CoT.
It is designed for vanilla post processing, so no matter what you do you will never be able to make every weather be as beautiful as it can be for your setting.
You might as well just accept this early on in the process.
The only way to make every weather perfect is to patch CoT with new color and lighting settings based on your final post processing... but this can quickly become a project that will take just as long as CoT did in the first place.

Another thing for CoT is that since it is designed around the vanilla PP, then it is also designed with adaptation in mind... if you do not like adaptation then do not waste your time with CoT, move on with another weather mod.
Since it requires Adaptation it is a good idea to build your settings around that, since it affects brightness and contrast a big deal.

Another really vital thing to realize early is that night time settings affect day time ones long into the day! So the best bet is to first create a really nice daytime setting, then a night time one.. then look how they mix and match during dusk and dawn.

I personally also have bloom on early on .. just at a lower setting, because it really helps you in determining the values better. This of course depends on if you use pre or post bloom, and bloom_add, or bloom_lerp. But I use bloom to help produce most of the sky color so it has been really critical for me to have it on.

202 Posts
Discussion Starter #12
Originally Posted by Aiyen View Post

Yes it is a bad idea to disable the mods you build for while building!
I personally also find that it takes to long to disable stuff like SSAO etc. just to enable it later and then add in another layer of fine tuning. But I guess that is personal preference.

What makes tweaking take so damn long is that you can make one scene look really awesome, but then find out that the tweaks you made affected something else in a bad way so you have to make a compromise between the two. This is especially true for CoT.
Good to see you here Aiyen!

I've never used much intensity with SSAO myself, so the extra fine tuning there doesn't worry me so much. I don't use reflection or skylighting much either, never have.

Now this lesson came with a sack of bricks for me. lol I had the dungeons set up perfectly, with just the right specular lighting and reflection for a damp cave effected by direct night sky lighting... only to find that when I went inside a building... my sporty sexy sweat looked more like fluorescent paint. lol Balance is one thing, I nearly had to remove Specular light reflection completely.

202 Posts
Discussion Starter #14
Originally Posted by nexstac View Post

i don´t understand your question...
hmm... perhaps you need more help:
open the apps v4b with notepad++ and choose language c in notepad++.
in the header you can disable or enable the shaders with 0 or 1
so, you will find the user-variables in the file under the header.
here you can put your values in, it is splitted in day/night/interior parameters.
if you browse down the file you will find (after ppv8 user variables) the
external code... here is the shader code, that is reading and working
with your values you have had set in the user-variables.
it´s hlsl language.
so there are two ways to make use of appsV4b... the first is meant
to the standard user: enabling a shader and setting up your own
values in the user-variables-section.
the second one for advanced users: if you are into hlsl you can browse down
to the code-section and change the code
Yeah, I understand that. I was referring to the user controls only. Looking at the code itself is like trying to read French for me... it's not working without a translator. Specifically I was referring to the ability to disable/enable the Color pre/post adaptation found in the PPV6 user controls. I thought that is what you were talking about..;. but you were talking about the actual code. That stuff is for someone with a lot more knowledge and experience than myself.

My question to you though, was how you've found it helpful to fine tune your day/night settings first, then altering your colors and settings? As I said, in my experience I leave day/night settings to last because otherwise I find myself having to readjust color and lighting settings especially almost non-stop.

202 Posts
Discussion Starter #17
Indeed a good question. Being a fellow user of CoT, I'm curious how you handle your order of tweaking colors and adaptation, day/night settings. Do you tweak as you go or try to keep the day/night settings till after you feel you have your colors the way you want and fine tweak from there?

Also, I'm curious how you've installed CoT, do you use the additional lighting plugins or just the master file for the sky and weather enhancements like I did?

202 Posts
Discussion Starter #19
lol Yeah, that is why this forum has quotes. Actually, that post was directed to Aiyen. I know you don't use CoT, but Aiyen does.

UPDATE: I have put the beginnings of the guide up on the header post under my sig. Only screenshots for now, but it's a start. Still a long way to go.

Nexstac, and Aiyen, please feel free to share your ideas as the guide progresses if you feel I can do better. I'm always open to criticism, you both have more practice with APPS, and this is going to be a heck of a project.


7 Posts
I personally take a cup, 20 dice and then I roll them. I also have a few rabbit bones that I use for guidance!

I am both trying to adapt my settings for both CoT and RLO + a few other lighting mods that I have adapted so they are all compatible in Tes5edit.
CoT in itself is annoying as hell since it is designed for another PP... so there is only so much you can do.
I have decided early on that I want to see how far I can go without patching CoT even though there are a few weathers that I am really tempted to do so with.
I decided to make my own mutant lighting combination since RLO with Vanilla lighting is impossible to match they are just too far apart in the brightness spectrum.

My project started when I decided that I would try to make K ENB compatible with RLO and CoT. However as the author said then it was pretty much an impossible task. I tried to prove him wrong... but sadly he was right in the end. I could make 90% of CoT look very decent, however the clear days would always be horrible, or if I make them pretty all the others would look bad. If I tried to make both look decent it was just overall fail.

Then I messed around with PPv2 and tried to make my own shader codes etc etc. But quickly realized that even though it was simple it would take me too many months to really design anything (Had no clue what I wanted to design). Then I found Kremles work and decided to use that! I then just spent a while with his PPv6 and just experimented away trying to achieve various effects, learning what his contributions did etc.
Then I eventually settled down on ppv8 because I really liked how its curves approach worked over ppv7´s intensity parameters.

As for how I have installed CoT.. I use all of the CoT 3.1 files except the winter edition. I use nights level 8 since I found out it was easier to make nights brighter and make it look good on my monitor, then the other way around.

My first thought every time I started on a new PP was to make sure the bright days in CoT looks good... it is by far the most annoying weather, and any transition into or out of it depends on how it looks.
The WeatherID is XXX58149 where XXX depends on your mod list... for me it is 070. But before with CoT 2.1 then it was 020.

After I did that I walked around in the world and waited until a cloudy weather came up... not overcast but just one with about 50/50 of clouds and sky. Note down the WeatherID for that. (I Use the mod STATUS to get weatherID´s ingame).

In general then my approch is Leave the daynight settings at default values. Like you say then it is a mess to keep adjusting them. I personally only plan to change them if I find that I want change how long and when dusk and dawn happens... since that is essentially what they do. No matter what you put them at then at some point during the day then you will have a peak in either value. With the default then it is so that day values peak around noon... and night around 1 or 2am.

1: Make Shadows look good with Skylighting parameter set to 0.5.
2: Tweak so shadows look good in both clear and cloudy weather.
3: Put in color parameters. This is color polarization, color grading, mood, shadow, brightspot colors. I do not really touch the saturation however! And readjust the shadow settings. (Edit: Here you have plenty of options, HSV, color grading, etc etc. They can do much of the same but also have their individual flair. I personally decided against using HSV since I find it requires too much tweaking to produce the effect I was after. )
4: Move on to the night make this look good in clear weather. Then move on to one with an aurora and readjust, move on to a rainy night, and readjust. etc etc.
5: Return to day to see what the night time changes have done and readjust.
6: Back to night and readjust.
7: Applied SweetFX parameters for fine tuning. It just has some features that are too good not to use imo.
8: Interiors! etc etc etc etc.

While I do this I have the bloom on at all times just set to a low value... like nexstarc can see shadows etc etc... then I can imagine how the bloom will look when I yank it up after having played around with it so much. I use Kremles Curvebloom btw.
I could spend alot more time with all the tiny details.. but now I want to eat and watch some esports!
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