Madmunchkin

SSEDisplayTweaks.ini

Nov 21st, 2025
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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.  
  75. #DisableTargetResizing=false
  76.  
  77. ## Enable/disable VSync.
  78. #
  79. # IMPORTANT: If you're using borderless mode and want to disable VSync, EnableTearing must be set to true.
  80. #
  81. # Note: This option overrides 'iVSyncPresentInterval' in SkyrimPrefs.ini
  82. #
  83. EnableVSync = false
  84.  
  85. ## VSync present interval, same as 'iVSyncPresentInterval' in SkyrimPrefs.ini. Only applies if EnableVSync=true.
  86. #
  87. # If SwapEffect is 'discard' or 'sequential':
  88. # Synchronize presentation after the nth vertical blank.
  89. #
  90. # If SwapEffect is 'flip_sequential':
  91. # Synchronize presentation for at least n vertical blanks.
  92. #
  93. # More info: https://docs.microsoft.com/en-us/windows/win32/api/dxgi/nf-dxgi-idxgiswapchain-present
  94. #
  95. # Valid range: 1-4
  96. #
  97. # Provided as a separate option to avoid confusion.
  98. #
  99. # It's recommended to leave this at the default value (1). Higher values effectively reduce framerate.
  100. # For example, a value of 2 at 60Hz would cut framerate in half.
  101. #
  102. VSyncPresentInterval = 1
  103.  
  104. ## Required for disabling V-Sync in borderless/windowed mode. Only works with a flip SwapEffect option.
  105. #
  106. # More info: https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/variable-refresh-rate-displays
  107. #
  108. # ENB WARNING: Disable this if you have ForceVSync set to true in enblocal.ini, otherwise your game might freeze on startup.
  109. #
  110. EnableTearing = true
  111.  
  112. ## Number of buffers in the swap chain, including the front buffer.
  113. #
  114. # More info: https://docs.microsoft.com/en-us/windows/win32/api/dxgi/ns-dxgi-dxgi_swap_chain_desc
  115. #
  116. # Valid range: 1-8
  117. #
  118. # Set to 0 to select automatically.
  119. #
  120. # Note: Borderless fullscreen with flip model requires at least 2, if the value is lower it will be adjusted automatically.
  121. #
  122. SwapBufferCount = 0
  123.  
  124. ## Determines how the presentation buffer is handled.
  125. #
  126. # Valid options:
  127. #
  128. # auto
  129. # discard
  130. # sequential
  131. # flip_sequential
  132. # flip_discard
  133. #
  134. # Options starting with 'flip_' indicate DXGI flip model, a relatively new feature which greatly improves borderless
  135. # fullscreen performance. While testing I couldn't notice any difference in performance compared to exclusive fullscreen mode.
  136. # In contrast, the old presentation model suffers lower FPS and noticeable stuttering. Additionally, many features which used
  137. # to require exclusive fullscreen now work in borderless. I was pleasantly surprised to learn that G-Sync works without having
  138. # to enable it for windowed mode.
  139. #
  140. # WARNING: Don't use flip model in exclusive fullscreen mode, the game might freeze on start.
  141. #
  142. # Read more about DXGI flip model here: https://devblogs.microsoft.com/directx/dxgi-flip-model/
  143. #
  144. # It's recommended to leave this on auto as the best option will be selected based on detected capabilities.
  145. #
  146. # Note: Flip model requires at least Windows 8.1 (only flip_sequential supported), but I highly recommend Windows 10 Spring
  147. # Creators update or later if you want the best experience.
  148. #
  149. SwapEffect = auto
  150.  
  151. ## Number of frames allowed to be queued for rendering.
  152. #
  153. # NOTE: This option was renamed in 0.3.8. In earlier versions the option had no effect.
  154. #
  155. # Valid range: 1-16 (0 leaves it at default)
  156. #
  157. # Bethesda default is 2 for SE, 1 for AE.
  158. #
  159. # WARNING: Values above 2 could have a negative impact on overall performance.
  160. #
  161. # Tip:
  162. #
  163. # Try NVIDIA's ultra low latency mode or AMD anti-lag, it may work even better. There
  164. # were still occasional stutters with MaxFrameLatency=1 depending on what I was looking
  165. # at, ULLM eliminated them completely.
  166.  
  167. # Note that ULLM has a fixed FPS penalty. It seems that this is by design. The delta is larger
  168. # with higher fps, for example when you'd normally get 144 you'll see around 138 with latency set
  169. # to ultra.
  170. #
  171. # Keep in mind that driver control panel settings take precedence so this option will be
  172. # overriden.
  173. #
  174. MaxFrameLatency = 0
  175.  
  176. ## Determines how scaling is done in exclusive fullscreen mode.
  177. #
  178. # Valid options:
  179. #
  180. # unspecified
  181. # centered
  182. # stretched
  183. #
  184. ScalingMode = unspecified
  185.  
  186. ## Maximum allowed monitor refresh rate. Applies only in exclusive fullscreen mode.
  187. #
  188. # This overrides Bethesda's hardcoded limitation of 60Hz. The game will request the highest
  189. # available refresh rate (as reported by DirectX), but there is no guarantee you'll actually
  190. # get it. It's completely up to your system.
  191. #
  192. # You DO NOT NEED TO MESS WITH THIS SETTING unless you want to lower the refresh rate or
  193. # have a monitor capable of running above 240Hz. This is not a fixed value just an upper
  194. # limit of what the game is allowed to request.
  195. #
  196. MaximumRefreshRate = 240
  197.  
  198. ## General framerate limit. Applies everywhere, except where more specific limits are set (see below).
  199. #
  200. # Warning: This plugin replaces the built-in limiter by default, 'bLockFramerate' will have no effect.
  201. # If you want to limit the framerate, you'll have to explicitly configure it here.
  202. #
  203. # Bethesda default: 60
  204. #
  205. FramerateLimit = 60
  206.  
  207. ## Determines if the limiter is placed before or after frame presentation.
  208. #
  209. # Placement can affect performance when a framerate limit is being imposed.
  210. #
  211. # 0 - before (favor consistent frametimes)
  212. # 1 - after (favor input latency)
  213. #
  214. FramerateLimitMode = 0
  215.  
  216. ## General UI framerate limit. Applies everywhere in paused menus, except where more specific limits are set.
  217. #
  218. # Setting this or more specific options to -1 disables the respective limit explicitly.
  219. #
  220. UIFramerateLimit = 0
  221. UIFramerateLimitVSyncOff = true
  222.  
  223. ## Framerate limit for the map. Useful if you want to adjust the map movement speed.
  224. #
  225. UIFramerateLimitMap = 0
  226. UIFramerateLimitMapVSyncOff = false
  227.  
  228. ## Framerate limit for the inventory, magic, gift, barter, container and favorites menus.
  229. #
  230. UIFramerateLimitInventory = 0
  231. UIFramerateLimitInventoryVSyncOff = true
  232.  
  233. ## Framerate limit for the journal.
  234. #
  235. UIFramerateLimitJournal = 0
  236. UIFramerateLimitJournalVSyncOff = true
  237.  
  238. ## Framerate limit for custom menus.
  239. #
  240. UIFramerateLimitCustom = 0
  241. UIFramerateLimitCustomVSyncOff = true
  242.  
  243. ## Framerate limit for the main menu.
  244. #
  245. # It's recommended to keep this at 60 and UIFramerateLimitMainVSyncOff to false.
  246. #
  247. UIFramerateLimitMain = 0
  248. UIFramerateLimitMainVSyncOff = true
  249.  
  250. ## Framerate limit for the race menu.
  251. #
  252. UIFramerateLimitRace = 0
  253. UIFramerateLimitRaceVSyncOff = true
  254.  
  255. ## Framerate limit for the perk tree.
  256. #
  257. UIFramerateLimitPerk = 0
  258. UIFramerateLimitPerkVSyncOff = true
  259.  
  260. ## Framerate limit while reading books.
  261. #
  262. UIFramerateLimitBook = 0
  263. UIFramerateLimitBookVSyncOff = true
  264.  
  265. ## Framerate limit while picking locks.
  266. #
  267. UIFramerateLimitLockpick = 0
  268. UIFramerateLimitLockpickVSyncOff = true
  269.  
  270. ## Framerate limit for the console.
  271. #
  272. UIFramerateLimitConsole = 0
  273. UIFramerateLimitConsoleVSyncOff = true
  274.  
  275. ## Framerate limit for the tween menu.
  276. #
  277. UIFramerateLimitTween = 0
  278. UIFramerateLimitTweenVSyncOff = true
  279.  
  280. ## Framerate limit for the sleep/wait menu.
  281. #
  282. UIFramerateLimitSleepWait = 0
  283. UIFramerateLimitSleepWaitVSyncOff = true
  284.  
  285. ## Framerate limit while loading the game.
  286. #
  287. # Uncapping the loading scren is supposed to load your game faster, however I've
  288. # found no evidence of that. If anything, it might induce ILS or crash your game.
  289. #
  290. # It's recommended you leave this at 60 and LoadingScreenFramerateLimitVSyncOff=false.
  291. # If you do choose to uncap, do not set a limit above 120 FPS.
  292. #
  293. LoadingScreenFramerateLimit = 60
  294. LoadingScreenFramerateLimitVSyncOff = false
  295.  
  296. ## Additional time to keep the loading screen limit active (in seconds).
  297. #
  298. # Use this alongisde LoadingScreenFramerateLimit=60 to address some issues
  299. # which may pop up due to high FPS immediatelly after loading.
  300. #
  301. LoadingScreenLimitExtraTimePostLoad = 2
  302. LoadingScreenLimitExtraTime = 2
  303.  
  304.  
  305. [HAVOK]
  306.  
  307. ## Master switch.
  308. #
  309. # Set to false to fall back to Skyrim.ini HAVOK settings.
  310. #
  311. Enabled = true
  312.  
  313. ## Adjusts fMaxTime and fMaxTimeComplex dynamically based on current framerate.
  314. #
  315. # If set to false, fMaxTime and fMaxTimeComplex will be calculated and set automatically based on MaximumFramerate
  316. # option (see below), but you'll lose the performance benefit which comes from re-adjusting these values each
  317. # frame to match the framerate.
  318. #
  319. # Consider 'false' as 'static' mode, which calculates physics values automatically so you
  320. # don't have to.
  321. #
  322. # Read the description of MaximumFramerate option below for more info.
  323. #
  324. # It's recommended to leave this enabled.
  325. #
  326. # Note: In contrast to Havok Fix, the method used here is compatible with any third party OSD tools
  327. # such as RivaTuner Statistics Server, since it hooks in the engine instead of the D3D libraries.
  328. #
  329. DynamicMaxTimeScaling = true
  330.  
  331. ## fMaxTime and fMaxTimeComplex are not calculated below
  332. ## this threshold.
  333. #
  334. # Lower values may benefit peformance if your system is struggling to render at 60 FPS.
  335. #
  336. # Default: 60
  337. #
  338. MinimumFramerate = 60
  339.  
  340. ## fMaxTime and fMaxTimeComplex are not calculated above this threshold.
  341. #
  342. # If DynamicMaxTimeScaling=true and this is set to 0, the plugin attempts to determine this value
  343. # based on VSync (refresh rate) and FramerateLimit option. If it's unable to do so (for example if VSync
  344. # is off or mode is borderless fullscreen and no limit is set) it defaults to 240.
  345. #
  346. # If DynamicMaxTimeScaling=false, this setting is used to calculate fMaxTime and fMaxTimeComplex once and
  347. # apply both values.
  348. # If DynamicMaxTimeScaling=false and this is set to 0, the plugin attempts to determine this value based
  349. # on VSync/refresh rate and FramerateLimit option. If it's unable to do so, it defaults to 60.
  350. #
  351. # If Fullscreen=true and EnableVSync=true or FramerateLimit is set, it's recommended you set this to 0
  352. # to let the plugin determine the value automatically.
  353. # Otherwise make sure it's set a comfortable margin higher than the maximum framerate your machine can
  354. # achieve in-game (excluding menus and loading screens) or you will see physics issues. It's recommended
  355. # to set a framerate limit at or below this value (FramerateLimit option in Render section).
  356. #
  357. MaximumFramerate = 240
  358.  
  359. ## Adjust the negative offset of fMaxTimeComplex relative to fMaxTime.
  360. #
  361. # Valid range: 0 - 30
  362. #
  363. MaxTimeComplexOffset = 30
  364.  
  365. ## Adjust amount of damage dealt when hit by physics objects based on frametime.
  366. #
  367. # Note that this doesn't fix the faster collision response, only alleviates higher health damage at
  368. # higher framerates.
  369. #
  370. # Since there's a good chance of getting killed in a misfortunate encounter with a kettle even at 60 FPS,
  371. # you can reduce or disable damage dealt with PhysicsDamageMult (valid range: 0 - 1).
  372. #
  373. PhysicsDamagePatch = true
  374. PhysicsDamageMult = 1
  375.  
  376. ## Lowers HAVOK engine CPU consumption at the expense of physics simulation quality.
  377. #
  378. # Bethesda uses less demanding physics settings in "complex" scenes like civil war battles.
  379. # If this is enabled these settings will be used everywhere.
  380. #
  381. # Only recommended on CPU-bound low-end systems.
  382. #
  383. PerformanceMode = false
  384.  
  385. ## Add fMaxTime and fMaxTimeComplex to OSD.
  386. #
  387. # Also indicates which value is currently in use.
  388. #
  389. OSDStatsEnabled = false
  390.  
  391.  
  392. [Controls]
  393.  
  394. ## Fixes an issue where you're not able to move in third person at high framerates.
  395. #
  396. # This issue can occur when movement is slowed, for example when over-encumbered or when
  397. # the bow is drawn. Keep in mind that you may experience the issue even at 60 FPS if
  398. # movement is slowed down enough.
  399. #
  400. # If necessary, adjust MovementThreshold variable below.
  401. #
  402. ThirdPersonMovementFix = true
  403.  
  404. ## Controls an internal variable related to movement/damping.
  405. #
  406. # Lower values ensure movement works at lower movement speeds/higher framerate.
  407. #
  408. # Only in effect when ThirdPersonMovementFix=true
  409. #
  410. # Valid range: 0.01 - 5
  411. #
  412. # Bethesda default: 5
  413. #
  414. MovementThreshold = 0.25
  415.  
  416. ## Untie first person horizontal look sensitivity from framerate when sitting down
  417. #
  418. SittingHorizontalLookSensitivityFix = true
  419.  
  420. ## Untie map keyboard movement speed from framerate.
  421. #
  422. # Also normalizes diagonal keyboard movement speed.
  423. #
  424. # Note: overrides fMapMoveKeyboardSpeed:MapMenu in Skyrim.ini, configure the speed below.
  425. #
  426. MapMoveKeyboardSpeedFix = true
  427.  
  428. ## Speed multiplier for keyboard map movement.
  429. #
  430. # Only in effect when MapMoveKeyboardSpeedFix=true.
  431. #
  432. # Valid range: -20 - 20. Negative values reverse the movement direction. 1 is roughly the
  433. # same speed as vanilla at 60 FPS.
  434. #
  435. MapMoveKeyboardSpeedMult = 1
  436.  
  437. ## Untie auto vanity camera rotation speed from framerate.
  438. #
  439. AutoVanityCameraSpeedFix = true
  440.  
  441. ## Untie dialogue look speed from framerate.
  442. #
  443. DialogueLookSpeedFix = true
  444.  
  445. ## Ramp up look speed incrementally as the cursor approaches the edge of the screen.
  446. #
  447. # Use [Controls] fPCDialogueLookStart in Skyrim.ini to set distance from the edge where the camera starts moving.
  448. #
  449. DialogueLookSmoothEdge = false
  450.  
  451. ## Untie gamepad cursor speed from framerate.
  452. #
  453. # Bethesda implemented this fix in 1.6.x (that's why this caused slow cursor movement) but they used
  454. # the wrong frame timer, one that's affected by global time multiplier. This patch corrects that and
  455. # unties cursor movement from in-game timescale.
  456. #
  457. GamepadCursorSpeedFix = true
  458.  
  459. ## Untie lockpick mouse rotation speed from framerate.
  460. #
  461. # Note that this bug slows down rotation with higher framerates, if you got used to the
  462. # slower speed adjust [Interface] fPickMouseRotationSpeed in Skyrim.ini (default is 15).
  463. #
  464. LockpickRotationSpeedFix = true
  465.  
  466. ## Untie free camera vertical sensitivity from framerate.
  467. #
  468. FreeCameraVerticalSensitivityFix = false
  469.  
  470. ## Untie free camera movement speed from framerate.
  471. #
  472. FreeCameraMovementSpeedFix = false
  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.  
  586. [Miscellaneous]
  587.  
  588. ## Disables scanning missing plugin .ini files. May significantly improve startup times with many plugins.
  589. #
  590. # By default the engine looks for every single .ini option for each installed plugin, without checking
  591. # if the .ini file actually exists. Massive waste of time and resources, especially when the user has a
  592. # heavily modded game.
  593. #
  594. # Note: This is unrelated to the PrivateProfileRedirector plugin and is fully compatible with it. If you
  595. # use it alongside that plugin the difference won't be felt, but it still prevents the CPU from doing
  596. # a bunch of useless work at startup.
  597. #
  598. SkipMissingPluginINI = true
  599.  
  600. ## Filter loadscreens by plugin name.
  601. #
  602. # LoadScreenAllow and LoadScreenBlock take comma separated plugin names (case-insensitive).
  603. #
  604. # Example usage:
  605. #
  606. # Allow only Wyrmstooth and LOTD loadscreens:
  607. #
  608. # LoadScreenAllow=Wyrmstooth.esp,LegacyoftheDragonborn.esm
  609. # LoadScreenBlock=All
  610. #
  611. # Block only vanilla and DLC loadscreens:
  612. #
  613. # LoadScreenAllow=
  614. # LoadScreenBlock=Skyrim.esm,Dawnguard.esm,Dragonborn.esm,Hearthfires.esm
  615. #
  616. # Block all loadscreens:
  617. #
  618. # LoadScreenAllow=
  619. # LoadScreenBlock=All
  620. #
  621. #
  622. # Note: In cases where only loadscreens with conditions are allowed, it is possible that none
  623. # will show even if no others are available.
  624. #
  625. LoadScreenFilter = false
  626. LoadScreenAllow =
  627. LoadScreenBlock = All
  628.  
  629. ## Remove all lens flare from weather records.
  630. #
  631. # This is done in-memory and is not persistent.
  632. #
  633. DisableWeatherLensFlare = false
  634.  
  635. ## Disable actor fade when camera intersects the body.
  636. #
  637. DisableActorFade = true
  638.  
  639. ## Disable player fade when camera intersects the body.
  640. #
  641. DisablePlayerFade = true
  642.  
  643.  
  644. [OSD]
  645.  
  646. ## Enable the on-screen display.
  647. #
  648. Enable = false
  649. InitiallyOn = true
  650.  
  651. ## Comma separated list of displayed stats.
  652. #
  653. # fps - Framerate
  654. # bare_fps - Just the framerate, no formatting
  655. # frametime - Frametime
  656. # bare_frametime - Just the frametime, no formatting
  657. # counter - Frame counter
  658. # vram - Video ram usage (used / budget) *
  659. # all - Everything
  660. #
  661. # * Note that this line does not show total amount of memory available but rather
  662. # the OS allocated budget which can vary based on how much is consumed by other
  663. # applications. If usage exceeds the budget, you'll likely experience stuttering.
  664. # Requires DXGI 1.4.
  665. #
  666. # Stats related to specific drivers are configured in their respective sections.
  667. #
  668. Show = fps,vram
  669.  
  670. ## How often the OSD updates (in seconds).
  671. #
  672. UpdateInterval = 0.3
  673.  
  674. ## Keys used used to toggle the OSD.
  675. #
  676. # ComboKey uses built-in constants, ToggleKey is a DX scan code (https://www.creationkit.com/index.php?title=Input_Script)
  677. #
  678. # ComboKey:
  679. #
  680. # 1 - Left Shift
  681. # 2 - Right Shift
  682. # 3 - Left Control
  683. # 4 - Right Control
  684. # 5 - Left Alt
  685. # 6 - Right Alt
  686. # 7 - Left Win
  687. # 8 - Right Win
  688. #
  689. # ComboKey=1 and ToggleKey=0xD2 is Left Shift + Insert
  690. #
  691. ComboKey = 1
  692. ToggleKey = 0xD2
  693.  
  694. ## Align the OSD.
  695. #
  696. # 1 - Top Left
  697. # 2 - Top Right
  698. # 3 - Bottom Left
  699. # 4 - Bottom Right
  700. #
  701. Align = 1
  702.  
  703. ## OSD position offset (X Y).
  704. #
  705. Offset = 4 4
  706.  
  707. ## Font scale (X Y)
  708. #
  709. # Omit Y for uniform scaling
  710. #
  711. Scale = 1.0 0.9
  712.  
  713. ## Adjust font scale based on amount of lines drawn.
  714. #
  715. AutoScale = true
  716.  
  717. ## Scale font size based on window size.
  718. #
  719. # Size remains constant when resolution to window size ratio != 1, for example
  720. # when playing at non-native resolutions.
  721. #
  722. ScaleToWindow = true
  723.  
  724. ## Set a custom font.
  725. #
  726. # You can generate bitmaps from fonts installed on your system with MakeSpriteFont.
  727. # https://github.com/microsoft/DirectXTK/wiki/MakeSpriteFont
  728. #
  729. # Run the tool with /NoPremultiply and place files in Data\SKSE\Plugins\SDTFonts
  730. #
  731. FontFile =
  732.  
  733. ## Font and outline color (RGBA).
  734. #
  735. Color = 255 255 255 255
  736. OutlineColor = 0 0 0 255
  737.  
  738. ## Outline offset.
  739. #
  740. OutlineOffset = 1
  741.  
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