[Midhrastic configuration file] Skyrim_cfg_version=2.1 [General] fBrightLightColorB=1.0000 fBrightLightColorG=1.0000 fBrightLightColorR=1.0000 iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 bAllowConsole=1 iPreloadSizeLimit=268435456 bPreloadIntroSequence=0 fMasterFilePreLoadMB=128.0000 [Imagespace] bDoDepthOfField=0 ;1 causes 1.5 green view iRadialBlurLevel=0 [Display] bFull Screen=0 ;iSize W=5760 ;iSize H=2410 iSize W=2560 iSize H=1440 ;iSize W=3200 ;iSize H=1800 ;iSize W=3840 ;iSize H=2160 ;iSize W=2276 ;iSize H=1280 ;iSize W=1920 ;iSize H=1080 fDefaultFOV=70 iBlurDeferredShadowMask=7 ;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. fInteriorShadowDistance=2500.0000 fShadowDistance=3000.0000 ;vanilla=8000; lower it for close crispness iShadowMapResolutionSecondary=4096 iShadowMapResolutionPrimary=4096 iShadowSplitCount=2 iMaxAnisotropy=1 ;Anisotropic Filtering = forced in driver profile to 16xAF fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fTreesMidLODSwitchDist=10000000.0000 ;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. fGamma=1.0000 fDecalLOD2=2500.0000 fDecalLOD1=2000.0000 fSpecularLODStartFade=1910.0000 fShadowLODStartFade=200.0000 fLightLODStartFade=3500.0000 iTexMipMapMinimum=0 iTexMipMapSkip=0 iWaterMultiSamples=0 ;can be maximum 4 for Ultra water multisampling iMultiSample=1 iShadowMode=4 bTreesReceiveShadows=1 bDrawShadows=1 bDrawLandShadows=1 fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=20480.0000 fMeshLODLevel1FadeTreeDistance=28440.0000 fMeshLODLevel2FadeDist=10000000.0000 fMeshLODLevel1FadeDist=10000000.0000 iScreenShotIndex=198 bShadowMaskZPrepass=1 ;or keep it at 0? bMainZPrepass=0 iMaxSkinDecalsPerFrame=25 iMaxDecalsPerFrame=100 bFloatPointRenderTarget=1 ;This is necessary for ENB wrappers to work. sD3DDevice="ENB" bFXAAEnabled=0 iShadowMapResolution=4096 fShadowBiasScale=0.1600 ;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 iShadowMaskQuarter=4 ;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. iAdapter=0 iPresentInterval=0 ;__________________________________________________start added values bEquippedTorchesCastShadows=1 bShadowsOnGrass=0 ;enable this to regain shadows. bActorSelfShadowing=0 bMTRendering=1 bUseSunbeams=1 bAllow30Shaders=1 bDo30VFog=1 bSimpleLighting=0 bDynamicWindowReflections=1 bUseFakeFullScreenMotionBlur=0 bAllowPartialPrecision=1 iActorShadowIntMax=12 iShadowFilter=4 bTransparencyMultisampling=0 ;__________________________________________________end added values [Grass] b30GrassVS=1 fGrassStartFadeDistance=20000.0000 ;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. fGrassMaxStartFadeDistance=20000.0000 fGrassMinStartFadeDistance=10000.0000 ;__________________________________________________start added values bGrassPointLighting=1 bDrawShaderGrass=1 ;iMaxGrassTypesPerTexure=5 ;bAllowLoadGrass=1 ;iGrassCellRadius=8 ;fGrassFadeRange=35000.0000 ;fGrassDefaultStartFadeDistance=70000.0000 ;__________________________________________________end added values [MAIN] bGamepadEnable=0 bCrosshairEnabled=1 fHUDOpacity=0.5500 bSaveOnPause=0 bSaveOnTravel=1 bSaveOnWait=0 bSaveOnRest=0 fSkyCellRefFadeDistance=150000.0000 ;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. [GamePlay] bShowFloatingQuestMarkers=0 bShowQuestMarkers=1 iDifficulty=2 [Interface] bDialogueSubtitles=1 bGeneralSubtitles=1 bShowCompass=1 fMouseCursorSpeed=1.0000 [Controls] fGamepadHeadingSensitivity=1.0000 fMouseHeadingSensitivity=0.0500 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=0 bMouseAcceleration=0 [Particles] iMaxDesired=950 ;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. [SaveGame] fAutosaveEveryXMins=30.0000 [AudioMenu] fAudioMasterVolume=3.0000 fVal7=1.0000 uID7=0 fVal6=1.0000 uID6=0 fVal5=1.0000 uID5=0 fVal4=1.0000 uID4=0 fVal3=1.0000 uID3=94881 fVal2=0.1500 uID2=466532 fVal1=1.0000 uID1=554685 fVal0=0.8000 uID0=1007612 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=9000.0000 [TerrainManager] fTreeLoadDistance=75000.0000 ;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. fBlockMaximumDistance=500000.0000 fBlockLevel1Distance=120000.0000 fBlockLevel0Distance=50000.0000 fSplitDistanceMult=1.5000 ;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. bShowLODInEditor=0 [NavMesh] fObstacleAlpha=0.5000 fCoverSideHighAlpha=0.8000 fCoverSideLowAlpha=0.6500 fEdgeFullAlpha=1.0000 fEdgeHighAlpha=0.7500 fEdgeLowAlpha=0.5000 fTriangleFullAlpha=0.7000 fTriangleHighAlpha=0.3500 fTriangleLowAlpha=0.2000 fLedgeBoxHalfHeight=25.0000 fEdgeDistFromVert=10.0000 fEdgeThickness=10.0000 fPointSize=2.5000 [Trees] bRenderSkinnedTrees=1 ;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. uiMaxSkinnedTreesToRender=20 ;__________________________________________________start added values bForceFullDetail=1 bEnableTreeAnimations=1 bEnableTrees=1 fUpdateBudget=4.0000 bPickSkinnedTrees=1 ;__________________________________________________end added values [Decals] uMaxDecals=1000 bDecals=1 bSkinnedDecals=1 uMaxSkinDecals=100 uMaxSkinDecalsPerActor=60 [LOD] fLODFadeOutMultObjects=50.0000 fLODFadeOutMultItems=50.0000 fLODFadeOutMultActors=50.0000 fLODFadeOutMultSkyCell=1.0000 ;fLODFadeOutMultSkyCell=1.0000 [Launcher] bEnableFileSelection=1 bShowAllResolutions=0 uLastAspectRatio=3 [BlurShaderHDR] bDoHighDynamicRange=0 [BlurShader] bUseBlurShader=0 [Water] iWaterReflectHeight=1024 iWaterReflectWidth=1024 ;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. bUseWaterDisplacements=1 bUseWaterRefractions=1 bUseWaterReflections=1 bUseWaterDepth=1 bUseWaterReflectionBlur=1 bReflectExplosions=1 iWaterBlurAmount=4 bAutoWaterSilhouetteReflections=0 bForceHighDetailReflections=1 bUseWaterHiRes=1 bUseWaterLOD=1 bReflectLODObjects=1 bReflectLODLand=1 bReflectSky=1 bReflectLODTrees=1 bUseWaterShader=1 ;--------jim2point0: fBlockLoadDistanceLow=70000.0000 fBlockLoadDistance=150000.0000 fHighBlockLoadDistanceLow=40000.0000