2 minutes ago
Norse Winds FX for HD6 Enb
Preset description:
*****************************************PLEASE READ BEFORE DOWNLOADING*************************************************
Adds a frosty cinematic haze with a very Nordic feel to Skyrim.
Designed for use with HeliosDouble6's enb preset on Skyrim nexus:
http://www.nexusmods.com/skyrim/mods/4142/?
feel free to experiment with other enb presets but be warned, colors may look odd.
Screens below are with HD6 Enb
INSTRUCTIONS on how to use Enb with SweetFX:
https://www.reddit.com/r/skyrimmods/comments/1ycxi8/guide_getting_enb_to_work_together_with_sweetfx/
Remove all previous ENB-related files from your main skyrim folder. It's OK if you miss some. Recommend deleting to the recycle bin, so you can restore the files to their original location easily, if you accidentally delete something important.
Delete the following:
Anything with ENB in the filename, including any ENB folder
WrapperVersion folder, or anything that says Injector
Any .fx files
Any sweetfx folder or files
Uninstall SweetFX Configurator if you see it listed under windows add/remove programs
Remove ENB and/or sweetfx from nexus mod manager. Mods that sort of "assist" ENB or lighting are probably ok to leave alone.
Download some kind of ENB. There are many out there. The most basic (original) one is found here:
http://enbdev.com/mod_tesskyrim_v0251.htm
...direct link to latest version 0.251 download
Keep the original ZIP, RAR, or .7z file when you download any ENB!
Download SweetFX manually (don't use nexus mod manager) -
http://www.nexusmods.com/skyrim/mods/23364/
Latest stable version is 1.51, there's an alpha 2.0 out there if you want to google for it. Anyway, click the Files tab on the above site, ignore the big green button, click the smaller blue "download manually" link.
Again, keep the original ZIP, RAR, or .7z file.
Download SweetFX configurator. http://sweetfx.thelazy.net/wp-content/uploads/2012/12/SweetFX-Configurator_1.3.3.zip ...Don't install yet. But go ahead and keep the ZIP.
Copy the SweetFX zip file, and the ENB zip file, to your main Skyrim folder. The one that has TESV.exe.
Unzip the SweetFX zip directly to this folder. We need to get SweetFX installed FIRST. Actually, there's no installer, you're just unzipping a bunch of files. You'll see those new files + a SweetFX folder appear. If it asks to overwrite something, you probably had leftovers from a previous SweetFX install, so just say yes.
It's helpful at this point to explain what's happening here: The main file that adds all the cool SweetFX visual effects to skyrim is d3d9.dll ...all the other files are sort of settings and support files for this main important file. If this file is available, skyrim will use it and modify the graphics.
ENB also uses a d3d9.dll file, to insert visual effects into skyrim. But we need to get both DLL's working at the same time. If you overwrite one with the other, then you will have only SweetFX, or only ENB, or worse... the game just crashes.
I'll explain how we get both DLL's working in the next steps. For now, just get SweetFX installed.
Find the ZIP with sweetFX configurator. Don't worry about where you place the zip file, just unzip it and run setup.exe to install it. I think it launches right away afterwards. Click Add New Game (bottom left), and browse your way to a skyrim executable. If you're using Skyrim Script Extender (SKSE) then point it to the file "skse_loader.exe" ...if you're not, you can point it to "TESV.exe"
A bunch of presets should appear, play around with them. Sharpness and Vibrance (saturation, basically) make the game look great when jacked up above the defaults, IMO. Click "Save New Config" once you've activated the presets you like. Keep the program running. Click Launch Selected Game. If all goes well, skyrim runs and you see improved graphics. You can toggle SweetFX on and off using the Scroll Lock key on your keyboard. If you see no difference at all when you tap Scroll Lock, it may not be working properly. One way to be 100% sure is to enable the "monochrome" setting under SweetFX. All the game's graphics will appear in black and white if it's working.
Assuming SweetFX runs fine, quit the game. Find the d3d9.dll file in your skyrim folder and rename it to "SWEETFXd3d9.dll" without the quotes.
Now unzip whatever ENB you downloaded earlier. It should ask to overwrite a bunch of files... files ending in .ini, and .fx. It will also probably extract a new d3d9.dll ...since you renamed the sweetFX version of this file, the game will not use it anymore. But it will use the d3d9.dll you just unzipped.
Note some ENB's don't come with their own d3d9.dll file, instead they are just a collection of settings (the .ini and .fx files) that are intended to work with the d3d9.dll that is included with basic ENB. The one I linked in step 3. If you downloaded and unzipped this basic ENB, it sticks all the files into a subfolder called ENB.
Because the files aren't in the MAIN skyrim folder, skyrim won't use them. So you need to move them out of the ENB subfolder, and into your main folder. When you do this, you'll be asked to overwrite stuff, say yes.
At this point if you run the game, ENB will be working, but not sweetFX, because that important SWEETFXd3d9.dll file isn't being used anymore... the game will use the d3d9.dll you just unzipped. You'll know ENB is working right away because as soon as you see the Bethesda logo (or maybe it's on the title screen) You'll see a little message at the top left "ENBSeries by Boris Vorontsov" and some other text. You can confirm by pressing shift+Enter, a config screen should pop up. If you don't see either of these things, ENB is not working. Quit out of the game and double check the above steps.
Once ENB is working, exit the game. Here's the crucial part. We need to get both those .DLL files working together. To do this, find the file "enbseries.ini" in your main skyrim folder. Double click it to edit it. Near the top you'll see some lines under the [PROXY] category. Make them look exactly like this:
[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=SWEETFXd3d9.dll
Save and close enbseries.ini. Note that if you ever overwrite this file, add a new ENB, or deactive/reactive SweetFX, the above settings change will be lost and you need to redo this step.
Cross your fingers, if you launch skyrim now (you can use the SweetFX configurator to do it) you should now see both the ENB effects, and SweetFX effects. Look for the ENB message to pop up on the title screen, and use scroll lock to see if the spinning Skyrim icon changes, or the title screen text. You don't need to load your save to confirm they're both working.
If they're both working, try to load your last save or some other save. If the game crashes, you might try temporarily turning off both sets of effects (there's a "use effects" checkbox, if you press shift+enter... this disables enb's effects... then use scroll lock to disable SweetFX).
/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game:
Author:
SweetFX version: 1.5.1
Description:
Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.
If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create.
Just delete this description and fill in your own and then share it with the world.
Hope you enjoy my mod.
- CeeJay.dk
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
#define USE_EXPLOSION 0 // [0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT 0 // [0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
#define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_LEVELS 1 // [0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR 0 // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX 1 // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME 0 // [0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 1 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
#define USE_TONEMAP 1 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE 0 // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0 // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER 0 // [0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
#define USE_CUSTOM 0 // [0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.10 // [0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 16 // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 // [0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 9 // [1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.400 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.060 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 2.5 // [0.2 to 100.0] Amount of effect you want.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 1.5 // [0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.5 // [0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
/*----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 2.0 // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 // [0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 2.0 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.15 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.00 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 // [0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.30 // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.87 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 2.06 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.1 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.
// -- Debug sharpening settings --
#define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point 0 // [0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 255 // [0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.4 // [0.00 to 1.00]
#define TechniPower 4.0 // [0.00 to 8.00]
#define redNegativeAmount 0.88 // [0.00 to 1.00]
#define greenNegativeAmount 0.88 // [0.00 to 1.00]
#define blueNegativeAmount 0.88 // [0.00 to 1.00]
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 8.0 // [1.0 to 15.0]
#define Green 8.0 // [1.0 to 15.0]
#define Blue 8.0 // [1.0 to 15.0]
#define ColorGamma 1.18 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.8 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 // [0.60 to 0.20]
#define GreenC 0.36 // [0.60 to 0.20]
#define BlueC 0.34 // [0.60 to 0.20]
#define Blend 0.2 // [0.00 to 1.00] How strong the effect should be.
/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18, 0.41, 0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.008, 1.004, 1.244) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.004, 1.004, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.904, 0.904, 0.900) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
//Note that a value of 1.000 is a neutral setting that leave the color unchanged.
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.000 // [0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
#define Exposure -0.308 // [-1.000 to 1.000] Adjust exposure
#define Saturation 0.000 // [-1.000 to 1.000] Adjust saturation
#define Bleach 0.840 // [0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000 // [0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.26 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.14, 1.10, -0.04) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_mode 2 // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.14 // [-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 2 // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#define ColorTone float3(0.24, 0.02, 1.10) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.04 // [0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.14 // [0.00 to 1.00] How much to tint the image
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteType 1 // [1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8 // [2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
#define dither_method 1 // [1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.
/*-----------------------------------------------------------.
/ Border settings /
'-----------------------------------------------------------*/
#define border_width float2(1,20) // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0, 0, 0) // [0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 1 // [1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
/*-----------------------------------------------------------.
/ Custom settings /
'-----------------------------------------------------------*/
#define custom_strength 1.0 // [0.00 to 1.00] Adjust the strength of the effect