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SkyrimPrefs.ini

By: midhras on Apr 29th, 2012  |  syntax: None  |  size: 11.53 KB  |  views: 1,081  |  expires: Never
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  1. [Midhrastic configuration file]
  2. Skyrim_cfg_version=2.1
  3. [General]
  4. fBrightLightColorB=1.0000
  5. fBrightLightColorG=1.0000
  6. fBrightLightColorR=1.0000
  7. iStoryManagerLoggingEvent=-1
  8. bEnableStoryManagerLogging=0
  9. bAllowConsole=1
  10. iPreloadSizeLimit=268435456
  11. bPreloadIntroSequence=0
  12. fMasterFilePreLoadMB=128.0000
  13. [Imagespace]
  14. bDoDepthOfField=0
  15. ;1 causes 1.5 green view
  16. iRadialBlurLevel=0
  17. [Display]
  18. bFull Screen=0
  19. ;iSize W=5760
  20. ;iSize H=2410
  21. iSize W=2560
  22. iSize H=1440
  23. ;iSize W=3200
  24. ;iSize H=1800
  25. ;iSize W=3840
  26. ;iSize H=2160
  27. ;iSize W=2276
  28. ;iSize H=1280
  29. ;iSize W=1920
  30. ;iSize H=1080
  31. fDefaultFOV=70
  32. iBlurDeferredShadowMask=7
  33. ;normally 4!, changed to 20 from 7. This variable in SkyrimPrefs.ini controls the blurring effect applied to shadows. Lower values will sharpen shadows, and at 0 the blur effect on shadows is completely disabled, providing the sharpest shadows. Higher values will progressively soften the shadows until they become almost shapeless. The screenshots below show the difference at a value of 0, 3 and 7 - the most obvious change is in the sharpness of the tree shadow. The performance impact is typically minimal. You can decrease this setting to bring out more detail in high resolution shadows, or increase the setting to blur and hence hide shadow jaggedness and shimmering for lower resolution shadows.
  34. fInteriorShadowDistance=2500.0000
  35. fShadowDistance=3000.0000
  36. ;vanilla=8000; lower it for close crispness
  37. iShadowMapResolutionSecondary=4096
  38. iShadowMapResolutionPrimary=4096
  39. iShadowSplitCount=2
  40. iMaxAnisotropy=1
  41. ;Anisotropic Filtering = forced in driver profile to 16xAF
  42. fLeafAnimDampenDistEnd=4600.0000
  43. fLeafAnimDampenDistStart=3600.0000
  44. fTreesMidLODSwitchDist=10000000.0000
  45. ;This variable in SkyrimPrefs.ini controls the level of detail on trees in the near distance. As the value is lowered, nearby trees will lose some leaves and branches, while raising the value adds more foliage to trees. The performance impact will vary by system.
  46. fGamma=1.0000
  47. fDecalLOD2=2500.0000
  48. fDecalLOD1=2000.0000
  49. fSpecularLODStartFade=1910.0000
  50. fShadowLODStartFade=200.0000
  51. fLightLODStartFade=3500.0000
  52. iTexMipMapMinimum=0
  53. iTexMipMapSkip=0
  54. iWaterMultiSamples=0
  55. ;can be maximum 4 for Ultra water multisampling
  56. iMultiSample=1
  57. iShadowMode=4
  58. bTreesReceiveShadows=1
  59. bDrawShadows=1
  60. bDrawLandShadows=1
  61. fMeshLODFadePercentDefault=1.2000
  62. fMeshLODFadeBoundDefault=256.0000
  63. fMeshLODLevel2FadeTreeDistance=20480.0000
  64. fMeshLODLevel1FadeTreeDistance=28440.0000
  65. fMeshLODLevel2FadeDist=10000000.0000
  66. fMeshLODLevel1FadeDist=10000000.0000
  67. iScreenShotIndex=198
  68. bShadowMaskZPrepass=1
  69. ;or keep it at 0?
  70. bMainZPrepass=0
  71. iMaxSkinDecalsPerFrame=25
  72. iMaxDecalsPerFrame=100
  73. bFloatPointRenderTarget=1
  74. ;This is necessary for ENB wrappers to work.
  75. sD3DDevice="ENB"
  76. bFXAAEnabled=0
  77. iShadowMapResolution=4096
  78. fShadowBiasScale=0.1600
  79. ;This variable in SkyrimPrefs.ini determines the degree to which a surface is shadowed, possibly by altering the angle an object needs to be relative to a light source to cast a shadow. In practice, higher values will reduce the amount of shadowing, while lower values will increase the shadowing on various surfaces. Should have strange effect if lower than .1600 (moving circle); was 0.2500
  80. iShadowMaskQuarter=4
  81. ;This variable in SkyrimPrefs.ini also has an impact on the clarity shadows. If raised to higher values such as 10, it improves the crispness of shadows, but at very high values it will simply crash the game. Lowering the value will make shadows less detailed, but if set to 0, be aware that it disables indoor shadows completely. The performance impact can be major, so you should use the iBlurDeferredShadowMask setting first to adjust shadow clarity.
  82. iAdapter=0
  83. iPresentInterval=0
  84. ;__________________________________________________start added values
  85. bEquippedTorchesCastShadows=1
  86. bShadowsOnGrass=0
  87. ;enable this to regain shadows.
  88. bActorSelfShadowing=0
  89. bMTRendering=1
  90. bUseSunbeams=1
  91. bAllow30Shaders=1
  92. bDo30VFog=1
  93. bSimpleLighting=0
  94. bDynamicWindowReflections=1
  95. bUseFakeFullScreenMotionBlur=0
  96. bAllowPartialPrecision=1
  97. iActorShadowIntMax=12
  98. iShadowFilter=4
  99. bTransparencyMultisampling=0
  100. ;__________________________________________________end added values
  101. [Grass]
  102. b30GrassVS=1
  103. fGrassStartFadeDistance=20000.0000
  104. ;This variable in SkyrimPrefs.ini has the most significant impact on grass. It controls the distance at which grass appears in the game world, and corresponds with the Grass Fade in-game setting. The lower this value, the less grass you will see into the distance, the higher the value the more grass will appear into the distance. The normal maximum allowable by the in-game slider is 7000.00, however you can raise the value even higher to increase grass distance. For example, a value of 14000.00 will double the distance at which grass appears. The performance impact will vary by system, but should be relatively low.
  105. fGrassMaxStartFadeDistance=20000.0000
  106. fGrassMinStartFadeDistance=10000.0000
  107. ;__________________________________________________start added values
  108. bGrassPointLighting=1
  109. bDrawShaderGrass=1
  110. ;iMaxGrassTypesPerTexure=5
  111. ;bAllowLoadGrass=1
  112. ;iGrassCellRadius=8
  113. ;fGrassFadeRange=35000.0000
  114. ;fGrassDefaultStartFadeDistance=70000.0000
  115. ;__________________________________________________end added values
  116. [MAIN]
  117. bGamepadEnable=0
  118. bCrosshairEnabled=1
  119. fHUDOpacity=0.5500
  120. bSaveOnPause=0
  121. bSaveOnTravel=1
  122. bSaveOnWait=0
  123. bSaveOnRest=0
  124. fSkyCellRefFadeDistance=150000.0000
  125. ;This variable in SkyrimPrefs.ini effectively controls the distance at which clouds are seen, particularly around mountain tops. As the value is raised, more distant mountains gain clouds around them. Lowering this variable will remove clouds from around mountains, up to and including all of them if set to 0. Altering distant clouds should have a mild performance impact.
  126. [GamePlay]
  127. bShowFloatingQuestMarkers=0
  128. bShowQuestMarkers=1
  129. iDifficulty=2
  130. [Interface]
  131. bDialogueSubtitles=1
  132. bGeneralSubtitles=1
  133. bShowCompass=1
  134. fMouseCursorSpeed=1.0000
  135. [Controls]
  136. fGamepadHeadingSensitivity=1.0000
  137. fMouseHeadingSensitivity=0.0500
  138. bAlwaysRunByDefault=1
  139. bInvertYValues=0
  140. bGamePadRumble=0
  141. bMouseAcceleration=0
  142. [Particles]
  143. iMaxDesired=950
  144. ;This variable in SkyrimPrefs.ini controls the maximum particle count for particle effects like smog, fog and especially fire and spells. Experimentation revealed only minor changes in most smoke and fog effects, but a very noticeable change in fire (e.g. from torches) and spell effect density. For example, as this variable is raised, the Flames spell shoots increasingly larger amounts of flame from your hand; while at a value of 0, all flame from the spell is removed from view. The screenshot comparison below shows the difference between a value of 0 and a value of 950 for this variable, and the fire on the torch as well as the output of the Flame spell are both clearly affected. Changing this setting may have a notable performance impact around such effects, depending on your system.
  145. [SaveGame]
  146. fAutosaveEveryXMins=30.0000
  147. [AudioMenu]
  148. fAudioMasterVolume=3.0000
  149. fVal7=1.0000
  150. uID7=0
  151. fVal6=1.0000
  152. uID6=0
  153. fVal5=1.0000
  154. uID5=0
  155. fVal4=1.0000
  156. uID4=0
  157. fVal3=1.0000
  158. uID3=94881
  159. fVal2=0.1500
  160. uID2=466532
  161. fVal1=1.0000
  162. uID1=554685
  163. fVal0=0.8000
  164. uID0=1007612
  165. [Clouds]
  166. fCloudLevel2Distance=262144.0000
  167. fCloudLevel1Distance=32768.0000
  168. fCloudLevel0Distance=16384.0000
  169. fCloudNearFadeDistance=9000.0000
  170. [TerrainManager]
  171. fTreeLoadDistance=75000.0000
  172. ;This variable in SkyrimPrefs.ini determines the distance at which trees are shown. Raising the value will increase the number of visible trees in the far distance, while lowering it will reduce them, though note that even at 0, nearby trees will be drawn. Altering the number of distant trees can impact noticeably on performance depending on the scene. In the screenshots below values of 5,000, 75,000 and 150,000 have been used for this variable. The change from 5,000 up to 75,000 is noticeable; above this value however nothing else changes in this scene.
  173. fBlockMaximumDistance=500000.0000
  174. fBlockLevel1Distance=120000.0000
  175. fBlockLevel0Distance=50000.0000
  176. fSplitDistanceMult=1.5000
  177. ;The 4 variables above in SkyrimPrefs.ini control the level of detail of distant terrain, and correspond in part to the Distant Object Detail in-game setting. The maximum values possible in-game are shown above, however you can raise them even further if you wish. As the three fBlock variables are raised, this will provide subtle improvements in the details on very distant terrain, such as mountain tops. The fSplitDistanceMult variable appears to determine the rate at which the LOD transitions occur. As its value is raised, there will be greater detail in the terrain which is slightly closer to the viewer. In any case changing these variables only impacts on more distant terrain, so in many scenes the visible impact will be minimal or not visible at all.
  178. bShowLODInEditor=0
  179. [NavMesh]
  180. fObstacleAlpha=0.5000
  181. fCoverSideHighAlpha=0.8000
  182. fCoverSideLowAlpha=0.6500
  183. fEdgeFullAlpha=1.0000
  184. fEdgeHighAlpha=0.7500
  185. fEdgeLowAlpha=0.5000
  186. fTriangleFullAlpha=0.7000
  187. fTriangleHighAlpha=0.3500
  188. fTriangleLowAlpha=0.2000
  189. fLedgeBoxHalfHeight=25.0000
  190. fEdgeDistFromVert=10.0000
  191. fEdgeThickness=10.0000
  192. fPointSize=2.5000
  193. [Trees]
  194. bRenderSkinnedTrees=1
  195. ;This variable in SkyrimPrefs.ini determines the amount of foliage on nearby trees. If set to 0, trees will lose a portion of their leaves and branches, though they will still be relatively detailed. This can improve performance but reduces realism. Note that the uiMaxSkinnedTreesToRender variable also in SkyrimPrefs.ini determines the maximum possible detailed trees, but raising the value does not have a major impact and does not increase the actual tree count in most scenes.
  196. uiMaxSkinnedTreesToRender=20
  197. ;__________________________________________________start added values
  198. bForceFullDetail=1
  199. bEnableTreeAnimations=1
  200. bEnableTrees=1
  201. fUpdateBudget=4.0000
  202. bPickSkinnedTrees=1
  203. ;__________________________________________________end added values
  204. [Decals]
  205. uMaxDecals=1000
  206. bDecals=1
  207. bSkinnedDecals=1
  208. uMaxSkinDecals=100
  209. uMaxSkinDecalsPerActor=60
  210. [LOD]
  211. fLODFadeOutMultObjects=50.0000
  212. fLODFadeOutMultItems=50.0000
  213. fLODFadeOutMultActors=50.0000
  214. fLODFadeOutMultSkyCell=1.0000
  215. ;fLODFadeOutMultSkyCell=1.0000
  216. [Launcher]
  217. bEnableFileSelection=1
  218. bShowAllResolutions=0
  219. uLastAspectRatio=3
  220. [BlurShaderHDR]
  221. bDoHighDynamicRange=0
  222. [BlurShader]
  223. bUseBlurShader=0
  224. [Water]
  225. iWaterReflectHeight=1024
  226. iWaterReflectWidth=1024
  227. ;The variables above in SkyrimPrefs.ini determine the resolution of reflections cast in water. Raising them (e.g. to =1024 each) will subtly improve the detail of any reflections in the water, while lowering them (e.g. to =256 each) will reduce those details. The screenshot comparison shows the difference between 512 and 1024 resolutions, and the reflections are slightly clearer as a result of the higher resolution. This is particularly noticeable on the far right of the shot. The image quality and performance impact is variable based on your system, how much you have selected to reflect in the water in the in-game settings, your Anisotropic Filtering settings, and of course the proximity and size of bodies of water.
  228. bUseWaterDisplacements=1
  229. bUseWaterRefractions=1
  230. bUseWaterReflections=1
  231. bUseWaterDepth=1
  232. bUseWaterReflectionBlur=1
  233. bReflectExplosions=1
  234. iWaterBlurAmount=4
  235. bAutoWaterSilhouetteReflections=0
  236. bForceHighDetailReflections=1
  237. bUseWaterHiRes=1
  238. bUseWaterLOD=1
  239. bReflectLODObjects=1
  240. bReflectLODLand=1
  241. bReflectSky=1
  242. bReflectLODTrees=1
  243. bUseWaterShader=1
  244. ;--------jim2point0:
  245. fBlockLoadDistanceLow=70000.0000
  246. fBlockLoadDistance=150000.0000
  247. fHighBlockLoadDistanceLow=40000.0000
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