Ollii

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Feb 23rd, 2026
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  1. [Main]
  2.  
  3. ## Level of information printed to the log
  4. #
  5. #    debug
  6. #    verbose
  7. #    message
  8. #    warning
  9. #    error
  10. #    fatal
  11. #
  12. LogLevel=debug
  13.  
  14. ## Automatically adjust some settings which may cause issues.
  15. #
  16. #  Changes:
  17. #
  18. #    iFPSClamp=0
  19. #    uMaxNumPhysicsStepsPerUpdate=3
  20. #    uMaxNumPhysicsStepsPerUpdateComplex=1
  21. #
  22. #  Note: Values are modified in-memory and are not written to Skyrim.ini.
  23. #        Physics values are not modified if HAVOK master switch is off.
  24. #
  25. #  Don't disable unless you know what you're doing.
  26. #
  27. AdjustGameSettings=true
  28.  
  29.  
  30. [Render]
  31.  
  32. ## Select the display mode.
  33. #
  34. #    true  - Exclusive fullscreen mode
  35. #    false - Windowed mode
  36. #
  37. #  Note: This option overrides 'bFull Screen' in SkyrimPrefs.ini if uncommented.
  38. #
  39. #Fullscreen=false
  40.  
  41. ## Select windowed or borderless fullscreen mode. Only applies when Fullscreen=false.
  42. #
  43. #    true  - Borderless fullscreen
  44. #    false - Windowed mode
  45. #
  46. #  Note: This option overrides 'bBorderless' in SkyrimPrefs.ini if uncommented.
  47. #
  48. #Borderless=true
  49.  
  50. ## Stretch game window across the entire screen in borderless fullscreen mode.
  51. #
  52. #  Use with a flip SwapEffect option for best results.
  53. #
  54. #  Note: For optimal performance and full feature support when upscaling, your
  55. #        system must have windowed hardware composition support (check the log).
  56. #        Windowed hardware composition only works with flip.
  57. #
  58. BorderlessUpscale=false
  59.  
  60. ## Set the game resolution. Only applies in windowed and borderless fullscreen mode (when Fullscreen=false).
  61. #
  62. #  Provided for convenience. Easily scale or set the resolution in windowed/borderless fullsceen mode.
  63. #
  64. #  Note: These options override iSize W and iSize H in SkyrimPrefs.ini. They have no effect when commented out.
  65. #
  66. #Resolution=1920x1080
  67. #ResolutionScale=0.75
  68.  
  69. ## Disable swap chain buffer resizing when window dimensions change (e.g. when upscaling).
  70. #
  71. #  Enable if you're experiencing effect issues with ENB when upscaling.
  72. #
  73. DisableBufferResizing=false
  74. #DisableTargetResizing=false
  75.  
  76. ## Enable/disable VSync.
  77. #
  78. #  IMPORTANT: If you're using borderless mode and want to disable VSync, EnableTearing must be set to true.
  79. #
  80. #  Note: This option overrides 'iVSyncPresentInterval' in SkyrimPrefs.ini
  81. #
  82. EnableVSync=true
  83.  
  84. ## VSync present interval, same as 'iVSyncPresentInterval' in SkyrimPrefs.ini. Only applies if EnableVSync=true.
  85. #
  86. #  If SwapEffect is 'discard' or 'sequential':
  87. #    Synchronize presentation after the nth vertical blank.
  88. #
  89. #  If SwapEffect is 'flip_sequential':
  90. #    Synchronize presentation for at least n vertical blanks.
  91. #
  92. #  More info: https://docs.microsoft.com/en-us/windows/win32/api/dxgi/nf-dxgi-idxgiswapchain-present
  93. #
  94. #  Valid range: 1-4
  95. #
  96. #  Provided as a separate option to avoid confusion.
  97. #
  98. #  It's recommended to leave this at the default value (1). Higher values effectively reduce framerate.
  99. #  For example, a value of 2 at 60Hz would cut framerate in half.
  100. #
  101. VSyncPresentInterval=0
  102.  
  103. ## Required for disabling V-Sync in borderless/windowed mode. Only works with a flip SwapEffect option.
  104. #
  105. #  More info: https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/variable-refresh-rate-displays
  106. #
  107. #  ENB WARNING: Disable this if you have ForceVSync set to true in enblocal.ini, otherwise your game might freeze on startup.
  108. #
  109. EnableTearing=false
  110.  
  111. ## Number of buffers in the swap chain, including the front buffer.
  112. #
  113. #  More info: https://docs.microsoft.com/en-us/windows/win32/api/dxgi/ns-dxgi-dxgi_swap_chain_desc
  114. #
  115. #  Valid range: 1-8
  116. #  
  117. #  Set to 0 to select automatically.
  118. #
  119. #  Note: Borderless fullscreen with flip model requires at least 2, if the value is lower it will be adjusted automatically.
  120. #
  121. SwapBufferCount=0
  122.  
  123. ## Determines how the presentation buffer is handled.
  124. #
  125. #  Valid options:
  126. #
  127. #     auto
  128. #     discard
  129. #     sequential
  130. #     flip_sequential
  131. #     flip_discard
  132. #
  133. #  Options starting with 'flip_' indicate DXGI flip model, a relatively new feature which greatly improves borderless
  134. #  fullscreen performance. While testing I couldn't notice any difference in performance compared to exclusive fullscreen mode.
  135. #  In contrast, the old presentation model suffers lower FPS and noticeable stuttering. Additionally, many features which used
  136. #  to require exclusive fullscreen now work in borderless. I was pleasantly surprised to learn that G-Sync works without having
  137. #  to enable it for windowed mode.
  138. #
  139. #  WARNING: Don't use flip model in exclusive fullscreen mode, the game might freeze on start.
  140. #
  141. #  Read more about DXGI flip model here: https://devblogs.microsoft.com/directx/dxgi-flip-model/
  142. #
  143. #  It's recommended to leave this on auto as the best option will be selected based on detected capabilities.
  144. #
  145. #  Note: Flip model requires at least Windows 8.1 (only flip_sequential supported), but I highly recommend Windows 10 Spring
  146. #        Creators update or later if you want the best experience.
  147. #
  148. SwapEffect=flip_discard
  149.  
  150. ## Number of frames allowed to be queued for rendering.
  151. #
  152. #  NOTE: This option was renamed in 0.3.8. In earlier versions the option had no effect.
  153. #
  154. #  Valid range: 1-16 (0 leaves it at default)
  155. #
  156. #  Bethesda default is 2 for SE, 1 for AE.
  157. #
  158. #  WARNING: Values above 2 could have a negative impact on overall performance.
  159. #
  160. #  Tip:
  161. #
  162. #    Try NVIDIA's ultra low latency mode or AMD anti-lag, it may work even better. There
  163. #    were still occasional stutters with MaxFrameLatency=1 depending on what I was looking
  164. #    at, ULLM eliminated them completely.
  165.  
  166. #    Note that ULLM has a fixed FPS penalty. It seems that this is by design. The delta is larger
  167. #    with higher fps, for example when you'd normally get 144 you'll see around 138 with latency set
  168. #    to ultra.
  169. #
  170. #    Keep in mind that driver control panel settings take precedence so this option will be
  171. #    overriden.
  172. #
  173. MaxFrameLatency=0
  174.  
  175. ## Determines how scaling is done in exclusive fullscreen mode.
  176. #
  177. #  Valid options:
  178. #
  179. #     unspecified
  180. #     centered
  181. #     stretched
  182. #
  183. ScalingMode=unspecified
  184.  
  185. ## Maximum allowed monitor refresh rate. Applies only in exclusive fullscreen mode.
  186. #
  187. #  This overrides Bethesda's hardcoded limitation of 60Hz. The game will request the highest
  188. #  available refresh rate (as reported by DirectX), but there is no guarantee you'll actually
  189. #  get it. It's completely up to your system.
  190. #
  191. #  You DO NOT NEED TO MESS WITH THIS SETTING unless you want to lower the refresh rate or
  192. #  have a monitor capable of running above 240Hz. This is not a fixed value just an upper
  193. #  limit of what the game is allowed to request.
  194. #
  195. MaximumRefreshRate=144
  196.  
  197. ## General framerate limit. Applies everywhere, except where more specific limits are set (see below).
  198. #
  199. #  Warning: This plugin replaces the built-in limiter by default, 'bLockFramerate' will have no effect.
  200. #           If you want to limit the framerate, you'll have to explicitly configure it here.
  201. #
  202. #  Bethesda default: 60
  203. #
  204. FramerateLimit=141
  205.  
  206. ## Determines if the limiter is placed before or after frame presentation.
  207. #
  208. #  Placement can affect performance when a framerate limit is being imposed.
  209. #
  210. #  0 - before (favor consistent frametimes)
  211. #  1 - after  (favor input latency)
  212. #
  213. FramerateLimitMode=1
  214.  
  215. ## General UI framerate limit. Applies everywhere in paused menus, except where more specific limits are set.
  216. #
  217. #  Setting this or more specific options to -1 disables the respective limit explicitly.
  218. #
  219. UIFramerateLimit=0
  220. UIFramerateLimitVSyncOff=true
  221.  
  222. ## Framerate limit for the map. Useful if you want to adjust the map movement speed.
  223. #
  224. UIFramerateLimitMap=0
  225. UIFramerateLimitMapVSyncOff=false
  226.  
  227. ## Framerate limit for the inventory, magic, gift, barter, container and favorites menus.
  228. #
  229. UIFramerateLimitInventory=0
  230. UIFramerateLimitInventoryVSyncOff=true
  231.  
  232. ## Framerate limit for the journal.
  233. #
  234. UIFramerateLimitJournal=0
  235. UIFramerateLimitJournalVSyncOff=true
  236.  
  237. ## Framerate limit for custom menus.
  238. #
  239. UIFramerateLimitCustom=0
  240. UIFramerateLimitCustomVSyncOff=true
  241.  
  242. ## Framerate limit for the main menu.
  243. #
  244. #  It's recommended to keep this at 60 and UIFramerateLimitMainVSyncOff to false.
  245. #
  246. UIFramerateLimitMain=0
  247. UIFramerateLimitMainVSyncOff=true
  248.  
  249. ## Framerate limit for the race menu.
  250. #
  251. UIFramerateLimitRace=0
  252. UIFramerateLimitRaceVSyncOff=true
  253.  
  254. ## Framerate limit for the perk tree.
  255. #
  256. UIFramerateLimitPerk=0
  257. UIFramerateLimitPerkVSyncOff=true
  258.  
  259. ## Framerate limit while reading books.
  260. #
  261. UIFramerateLimitBook=0
  262. UIFramerateLimitBookVSyncOff=true
  263.  
  264. ## Framerate limit while picking locks.
  265. #
  266. UIFramerateLimitLockpick=0
  267. UIFramerateLimitLockpickVSyncOff=true
  268.  
  269. ## Framerate limit for the console.
  270. #
  271. UIFramerateLimitConsole=0
  272. UIFramerateLimitConsoleVSyncOff=true
  273.  
  274. ## Framerate limit for the tween menu.
  275. #
  276. UIFramerateLimitTween=0
  277. UIFramerateLimitTweenVSyncOff=true
  278.  
  279. ## Framerate limit for the sleep/wait menu.
  280. #
  281. UIFramerateLimitSleepWait=0
  282. UIFramerateLimitSleepWaitVSyncOff=true
  283.  
  284. ## Framerate limit while loading the game.
  285. #
  286. #  Uncapping the loading scren is supposed to load your game faster, however I've
  287. #  found no evidence of that. If anything, it might induce ILS or crash your game.
  288. #
  289. #  It's recommended you leave this at 60 and LoadingScreenFramerateLimitVSyncOff=false.
  290. #  If you do choose to uncap, do not set a limit above 120 FPS.
  291. #
  292. LoadingScreenFramerateLimit=60
  293. LoadingScreenFramerateLimitVSyncOff=false
  294.  
  295. ## Additional time to keep the loading screen limit active (in seconds).
  296. #
  297. #  Use this alongisde LoadingScreenFramerateLimit=60 to address some issues
  298. #  which may pop up due to high FPS immediatelly after loading.
  299. #
  300. LoadingScreenLimitExtraTimePostLoad=2
  301. LoadingScreenLimitExtraTime=2
  302.  
  303.  
  304. [HAVOK]
  305.  
  306. ## Master switch.
  307. #
  308. #  Set to false to fall back to Skyrim.ini HAVOK settings.
  309. #
  310. Enabled=true
  311.  
  312. ## Adjusts fMaxTime and fMaxTimeComplex dynamically based on current framerate.
  313. #
  314. #  If set to false, fMaxTime and fMaxTimeComplex will be calculated and set automatically based on MaximumFramerate
  315. #  option (see below), but you'll lose the performance benefit which comes from re-adjusting these values each
  316. #  frame to match the framerate.
  317. #
  318. #  Consider 'false' as 'static' mode, which calculates physics values automatically so you
  319. #  don't have to.
  320. #
  321. #  Read the description of MaximumFramerate option below for more info.
  322. #
  323. #  It's recommended to leave this enabled.
  324. #
  325. #  Note: In contrast to Havok Fix, the method used here is compatible with any third party OSD tools
  326. #        such as RivaTuner Statistics Server, since it hooks in the engine instead of the D3D libraries.
  327. #
  328. DynamicMaxTimeScaling=true
  329.  
  330. ## fMaxTime and fMaxTimeComplex are not calculated below
  331. ## this threshold.
  332. #
  333. #  Lower values may benefit peformance if your system is struggling to render at 60 FPS.
  334. #
  335. #  Default: 60
  336. #
  337. MinimumFramerate=60
  338.  
  339. ## fMaxTime and fMaxTimeComplex are not calculated above this threshold.
  340. #  
  341. #  If DynamicMaxTimeScaling=true and this is set to 0, the plugin attempts to determine this value
  342. #  based on VSync (refresh rate) and FramerateLimit option. If it's unable to do so (for example if VSync
  343. #  is off or mode is borderless fullscreen and no limit is set) it defaults to 240.
  344. #
  345. #  If DynamicMaxTimeScaling=false, this setting is used to calculate fMaxTime and fMaxTimeComplex once and
  346. #  apply both values.
  347. #  If DynamicMaxTimeScaling=false and this is set to 0, the plugin attempts to determine this value based
  348. #  on VSync/refresh rate and FramerateLimit option. If it's unable to do so, it defaults to 60.
  349. #
  350. #  If Fullscreen=true and EnableVSync=true or FramerateLimit is set, it's recommended you set this to 0
  351. #  to let the plugin determine the value automatically.
  352. #  Otherwise make sure it's set a comfortable margin higher than the maximum framerate your machine can
  353. #  achieve in-game (excluding menus and loading screens) or you will see physics issues. It's recommended
  354. #  to set a framerate limit at or below this value (FramerateLimit option in Render section).
  355. #
  356. MaximumFramerate=240
  357.  
  358. ## Adjust the negative offset of fMaxTimeComplex relative to fMaxTime.
  359. #
  360. #  Valid range: 0 - 30
  361. #
  362. MaxTimeComplexOffset=30
  363.  
  364. ## Adjust amount of damage dealt when hit by physics objects based on frametime.
  365. #
  366. #  Note that this doesn't fix the faster collision response, only alleviates higher health damage at
  367. #  higher framerates.
  368. #
  369. #  Since there's a good chance of getting killed in a misfortunate encounter with a kettle even at 60 FPS,
  370. #  you can reduce or disable damage dealt with PhysicsDamageMult (valid range: 0 - 1).
  371. #
  372. PhysicsDamagePatch=true
  373. PhysicsDamageMult=1
  374.  
  375. ## Lowers HAVOK engine CPU consumption at the expense of physics simulation quality.
  376. #
  377. #  Bethesda uses less demanding physics settings in "complex" scenes like civil war battles.
  378. #  If this is enabled these settings will be used everywhere.
  379. #
  380. #  Only recommended on CPU-bound low-end systems.
  381. #
  382. PerformanceMode=false
  383.  
  384. ## Add fMaxTime and fMaxTimeComplex to OSD.
  385. #
  386. #  Also indicates which value is currently in use.
  387. #
  388. OSDStatsEnabled=false
  389.  
  390.  
  391. [Controls]
  392.  
  393. ## Fixes an issue where you're not able to move in third person at high framerates.
  394. #  
  395. #  This issue can occur when movement is slowed, for example when over-encumbered or when
  396. #  the bow is drawn. Keep in mind that you may experience the issue even at 60 FPS if
  397. #  movement is slowed down enough.
  398. #
  399. #  If necessary, adjust MovementThreshold variable below.
  400. #
  401. ThirdPersonMovementFix=true
  402.  
  403. ## Controls an internal variable related to movement/damping.
  404. #
  405. #  Lower values ensure movement works at lower movement speeds/higher framerate.
  406. #
  407. #  Only in effect when ThirdPersonMovementFix=true
  408. #
  409. #  Valid range: 0.01 - 5
  410. #
  411. #  Bethesda default: 5
  412. #
  413. MovementThreshold=0.25
  414.  
  415. ## Untie first person horizontal look sensitivity from framerate when sitting down
  416. #
  417. SittingHorizontalLookSensitivityFix=true
  418.  
  419. ## Untie map keyboard movement speed from framerate.
  420. #
  421. #  Also normalizes diagonal keyboard movement speed.
  422. #
  423. #  Note: overrides fMapMoveKeyboardSpeed:MapMenu in Skyrim.ini, configure the speed below.
  424. #
  425. MapMoveKeyboardSpeedFix=true
  426.  
  427. ## Speed multiplier for keyboard map movement.
  428. #
  429. #  Only in effect when MapMoveKeyboardSpeedFix=true.
  430. #
  431. #  Valid range: -20 - 20. Negative values reverse the movement direction. 1 is roughly the
  432. #  same speed as vanilla at 60 FPS.
  433. #
  434. MapMoveKeyboardSpeedMult=1
  435.  
  436. ## Untie auto vanity camera rotation speed from framerate.
  437. #
  438. AutoVanityCameraSpeedFix=true
  439.  
  440. ## Untie dialogue look speed from framerate.
  441. #
  442. DialogueLookSpeedFix=true
  443.  
  444. ## Ramp up look speed incrementally as the cursor approaches the edge of the screen.
  445. #
  446. #  Use [Controls] fPCDialogueLookStart in Skyrim.ini to set distance from the edge where the camera starts moving.
  447. #
  448. DialogueLookSmoothEdge=false
  449.  
  450. ## Untie gamepad cursor speed from framerate.
  451. #
  452. #  Bethesda implemented this fix in 1.6.x (that's why this caused slow cursor movement) but they used
  453. #  the wrong frame timer, one that's affected by global time multiplier. This patch corrects that and
  454. #  unties cursor movement from in-game timescale.
  455. #
  456. GamepadCursorSpeedFix=true
  457.  
  458. ## Untie lockpick mouse rotation speed from framerate.
  459. #
  460. #  Note that this bug slows down rotation with higher framerates, if you got used to the
  461. #  slower speed adjust [Interface] fPickMouseRotationSpeed in Skyrim.ini (default is 15).
  462. #
  463. LockpickRotationSpeedFix=true
  464.  
  465. ## Untie free camera vertical sensitivity from framerate.
  466. #
  467. FreeCameraVerticalSensitivityFix=false
  468.  
  469. ## Untie free camera movement speed from framerate.
  470. #
  471. FreeCameraMovementSpeedFix=false
  472.  
  473.  
  474. ## These are only available on AE until Engine Fixes is updated.
  475.  
  476. ## Untie vertical look sensitivity from framerate (EngineFixes)
  477. #
  478. VerticalLookSensitivityFix=true
  479.  
  480. ## Fix camera movement sensitivity during slow time (EngineFixes)
  481. #
  482. SlowTimeCameraMovementFix=true
  483.  
  484.  
  485. [Window]
  486.  
  487. ## Locks mouse cursor within the borders of the game window.
  488. #
  489. #  Fixes the invisible runaway mouse glitch plaguing people with multiple monitors who keep a window
  490. #  open on the neighboring monitor and it keeps scrolling while playing the game.
  491. #
  492. LockCursor=true
  493.  
  494. ## Minimize the game window if it loses focus.
  495. #
  496. #  Useful in borderless fullscreen mode if alt-tabbing just pushes the game window to the background
  497. #  instead of minimizing it.
  498. #
  499. #  WARNING: Avoid using this with ENB or ReShade, things might break when alt-tabbing.
  500. #
  501. ForceMinimize=false
  502.  
  503. ## Disables the window ghosting feature.
  504. #
  505. #  Useful in windowed/borderless fullscreen mode.
  506. #
  507. #  Read more: https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-disableprocesswindowsghosting
  508. #
  509. DisableProcessWindowsGhosting=true
  510.  
  511. ## Automatically center the game window on the monitor where it spawns.
  512. #
  513. #  Useful in windowed mode.
  514. #
  515. AutoCenter=false
  516.  
  517. ## Offset the game window position relative to the primary monitor.
  518. #
  519. #  Overrides iLocation X and iLocation Y in Skyrim.ini. Provided for convenience.
  520. #
  521. OffsetX=0
  522. OffsetY=0
  523.  
  524.  
  525. [Papyrus]
  526.  
  527. ## Set the maximum time scripts are allowed to run per cycle based on current framerate.
  528. #
  529. #  Normally scripts are given a fixed max. amount of execution time per cycle controlled by
  530. #  fUpdateBudgetMS - 1.2 ms by default, roughly 7% of each cycle at 60 FPS, 17% at 144, 29% at
  531. #  240, .. The higher your framerate, the harder it gets to sustain it under heavy script load.
  532. #
  533. #  This attempts to even things out by adjusting the limit based on time it took to complete
  534. #  the previous cycle. Less budget is alloted at higher framerates.
  535. #
  536. #  Formula:
  537. #
  538. #    fUpdateBudgetMS = lastCycleTime * (UpdateBudgetBase / 16.66667)
  539. #
  540. #  Note: fUpdateBudgetMS never goes above UpdateBudgetBase (see below).
  541. #
  542. DynamicUpdateBudget=false
  543.  
  544. ## Amount of time scripts are alloted at or below 60 FPS (in milliseconds).
  545. #
  546. #  Recommended to leave at default. If you use a different fUpdateBudgetMS value in Skyrim.ini,
  547. #  set the same here.
  548. #
  549. #  Bethesda default: 1.2
  550. #
  551. UpdateBudgetBase=1.2
  552.  
  553. ## Budget is not calculated beyond this limit.
  554. #
  555. #  Set this at or above your maximum framerate.
  556. #
  557. #  At 144 minimum budget is 0.5 ms, 0.3 ms at 240.
  558. #
  559. #  Valid range: 60 - 300
  560. #
  561. BudgetMaxFPS=240
  562.  
  563. ## Fixes a bad range check in Actor.SetExpressionOverride papyrus function.
  564. #
  565. #  The bug makes "Dialogue Anger" expression unavailable via this function.
  566. #
  567. SetExpressionOverridePatch=true
  568.  
  569. ## Add fUpdateBudgetMS to OSD.
  570. #
  571. OSDStatsEnabled=false
  572.  
  573. ## Add VM overstressed indicator to OSD.
  574. #
  575. #  If enabled, OSD will indicate when the scripting engine is under excessive load.
  576. #  Keep in mind that it's normal for the VM to become overstressed for short periods,
  577. #  for instance after fast travelling a bunch of events might fire at once.
  578. #  However if the indicator is constantly showing, you've got a problem. Usually poorly
  579. #  made and heavily scripted mods are to blame. Examine the stack to see what's going on.
  580. #
  581. #  In the best case scanario you'll rarely (if ever) see this indicator.
  582. #
  583. OSDWarnVMOverstressed=true
  584.  
  585. [Miscellaneous]
  586.  
  587. ## Disables scanning missing plugin .ini files. May significantly improve startup times with many plugins.
  588. #
  589. #  By default the engine looks for every single .ini option for each installed plugin, without checking
  590. #  if the .ini file actually exists. Massive waste of time and resources, especially when the user has a
  591. #  heavily modded game.
  592. #
  593. #  Note: This is unrelated to the PrivateProfileRedirector plugin and is fully compatible with it. If you
  594. #        use it alongside that plugin the difference won't be felt, but it still prevents the CPU from doing
  595. #        a bunch of useless work at startup.
  596. #
  597. SkipMissingPluginINI=true
  598.  
  599. ## Filter loadscreens by plugin name.
  600. #
  601. #  LoadScreenAllow and LoadScreenBlock take comma separated plugin names (case-insensitive).
  602. #
  603. #  Example usage:
  604. #
  605. #    Allow only Wyrmstooth and LOTD loadscreens:
  606. #      
  607. #      LoadScreenAllow=Wyrmstooth.esp,LegacyoftheDragonborn.esm
  608. #      LoadScreenBlock=All
  609. #
  610. #    Block only vanilla and DLC loadscreens:
  611. #      
  612. #      LoadScreenAllow=
  613. #      LoadScreenBlock=Skyrim.esm,Dawnguard.esm,Dragonborn.esm,Hearthfires.esm
  614. #
  615. #    Block all loadscreens:
  616. #      
  617. #      LoadScreenAllow=
  618. #      LoadScreenBlock=All
  619. #
  620. #
  621. #  Note: In cases where only loadscreens with conditions are allowed, it is possible that none
  622. #        will show even if no others are available.
  623. #
  624. LoadScreenFilter=false
  625. LoadScreenAllow=
  626. LoadScreenBlock=All
  627.  
  628. ## Remove all lens flare from weather records.
  629. #
  630. #  This is done in-memory and is not persistent.
  631. #
  632. DisableWeatherLensFlare=false
  633.  
  634. ## Disable actor fade when camera intersects the body.
  635. #
  636. DisableActorFade=false
  637.  
  638. ## Disable player fade when camera intersects the body.
  639. #
  640. DisablePlayerFade=false
  641.  
  642.  
  643. [OSD]
  644.  
  645. ## Enable the on-screen display.
  646. #
  647. Enable=false
  648. InitiallyOn=true
  649.  
  650. ## Comma separated list of displayed stats.
  651. #
  652. #    fps                - Framerate
  653. #    bare_fps           - Just the framerate, no formatting
  654. #    frametime          - Frametime
  655. #    bare_frametime     - Just the frametime, no formatting
  656. #    counter            - Frame counter
  657. #    vram               - Video ram usage (used / budget) *
  658. #    all                - Everything
  659. #
  660. #  * Note that this line does not show total amount of memory available but rather
  661. #  the OS allocated budget which can vary based on how much is consumed by other
  662. #  applications. If usage exceeds the budget, you'll likely experience stuttering.
  663. #  Requires DXGI 1.4.
  664. #
  665. #  Stats related to specific drivers are configured in their respective sections.
  666. #
  667. Show=fps,vram
  668.  
  669. ## How often the OSD updates (in seconds).
  670. #
  671. UpdateInterval=0.3
  672.  
  673. ## Keys used used to toggle the OSD.
  674. #
  675. #  ComboKey uses built-in constants, ToggleKey is a DX scan code (https://www.creationkit.com/index.php?title=Input_Script)
  676. #
  677. #  ComboKey:
  678. #
  679. #    1 - Left Shift
  680. #    2 - Right Shift
  681. #    3 - Left Control
  682. #    4 - Right Control
  683. #    5 - Left Alt
  684. #    6 - Right Alt
  685. #    7 - Left Win
  686. #    8 - Right Win
  687. #
  688. #  ComboKey=1 and ToggleKey=0xD2 is Left Shift + Insert
  689. #
  690. ComboKey=1
  691. ToggleKey=0xD2
  692.  
  693. ## Align the OSD.
  694. #
  695. #    1 - Top Left
  696. #    2 - Top Right
  697. #    3 - Bottom Left
  698. #    4 - Bottom Right
  699. #
  700. Align=1
  701.  
  702. ## OSD position offset (X Y).
  703. #
  704. Offset=4 4
  705.  
  706. ## Font scale (X Y)
  707. #
  708. #  Omit Y for uniform scaling
  709. #
  710. Scale=1.0 0.9
  711.  
  712. ## Adjust font scale based on amount of lines drawn.
  713. #
  714. AutoScale=true
  715.  
  716. ## Scale font size based on window size.
  717. #
  718. #  Size remains constant when resolution to window size ratio != 1, for example
  719. #  when playing at non-native resolutions.
  720. #
  721. ScaleToWindow=true
  722.  
  723. ## Set a custom font.
  724. #
  725. #  You can generate bitmaps from fonts installed on your system with MakeSpriteFont.
  726. #  https://github.com/microsoft/DirectXTK/wiki/MakeSpriteFont
  727. #
  728. #  Run the tool with /NoPremultiply and place files in Data\SKSE\Plugins\SDTFonts
  729. #
  730. FontFile=
  731.  
  732. ## Font and outline color (RGBA).
  733. #
  734. Color=255 255 255 255
  735. OutlineColor=0 0 0 255
  736.  
  737. ## Outline offset.
  738. #
  739. OutlineOffset=1
  740.  
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