Guide:ENB/ENBseries INI

From STEP Modding Wiki

[GLOBAL] UseEffect=true

[EFFECT] UseOriginalPostProcessing=false UseOriginalObjectsProcessing=false EnableBloom=false EnableAdaptation=false EnableDepthOfField=false EnableAmbientOcclusion=false EnableDetailedShadow=false EnableSunRays=false EnableSunGlare=true EnableSkyLighting=false EnableImageBasedLighting=false EnableReflection=false EnableSoftParticles=false EnableParticleLights=true

[WEATHER] EnableMultipleWeathers=false

[TIMEOFDAY] Enable=true DawnDuration=2.0 SunriseTime=7.5 DayTime=13.0 SunsetTime=18.5 DuskDuration=2.0 NightTime=1.0

[NIGHTDAY] DetectorOldVersion=false DetectorDefaultDay=false DetectorLevelDay=0.65 DetectorLevelNight=0.25 DetectorLevelCurve=1.0

[ADAPTATION] ForceMinMaxValues=false AdaptationSensitivity=0.2 AdaptationTime=0.4 AdaptationMin=0.1 AdaptationMax=100.0

[BLOOM] Quality=0 AmountSunrise=0.25 AmountDay=0.25 AmountSunset=0.25 AmountNight=0.25 AmountInteriorDay=0.25 AmountInteriorNight=0.25 BlueShiftAmountSunrise=1.0 BlueShiftAmountDay=1.0 BlueShiftAmountSunset=1.0 BlueShiftAmountNight=1.0 BlueShiftAmountInteriorDay=1.0 BlueShiftAmountInteriorNight=1.0

[CAMERAFX] LenzReflectionIntensitySunrise=1.0 LenzReflectionIntensityDay=1.0 LenzReflectionIntensitySunset=1.0 LenzReflectionIntensityNight=1.0 LenzReflectionIntensityInteriorDay=1.0 LenzReflectionIntensityInteriorNight=1.0 LenzReflectionPowerSunrise=2.0 LenzReflectionPowerDay=2.0 LenzReflectionPowerSunset=2.0 LenzReflectionPowerNight=2.0 LenzReflectionPowerInteriorDay=2.0 LenzReflectionPowerInteriorNight=2.0

[SSAO_SSIL] UseIndirectLighting=true UseComplexIndirectLighting=false UseComplexAmbientOcclusion=false UseAmbientIndirectLighting=false SamplingQuality=2 SamplingPrecision=2 SamplingRange=0.3 FadeFogRange=1.0 SizeScale=1.0 SourceTexturesScale=1.0 FilterQuality=2 FilterType=2 AOAmount=2.0 AOAmountInterior=2.0 ILAmount=6.0 ILAmountInterior=6.0 AOIntensity=2.0 AOIntensityInterior=1.0 AOType=1 AOMixingType=0 AOMixingTypeInterior=2 UseOldType=true

[SKYLIGHTING] Quality=1 FilterQuality=2 AmbientMinLevelSunrise=0.1 AmbientMinLevelDay=0.1 AmbientMinLevelSunset=0.1 AmbientMinLevelNight=0.1 AmbientMinLevelInteriorDay=0.1 AmbientMinLevelInteriorNight=0.1

[ENVIRONMENT] DirectLightingIntensitySunrise=1.0 DirectLightingIntensityDay=1.0 DirectLightingIntensitySunset=1.0 DirectLightingIntensityNight=1.0 DirectLightingIntensityInteriorDay=1.0 DirectLightingIntensityInteriorNight=1.0 DirectLightingCurveSunrise=1.0 DirectLightingCurveDay=1.0 DirectLightingCurveSunset=1.0 DirectLightingCurveNight=1.0 DirectLightingCurveInteriorDay=1.0 DirectLightingCurveInteriorNight=1.0 DirectLightingDesaturationSunrise=0.0 DirectLightingDesaturationDay=0.0 DirectLightingDesaturationSunset=0.0 DirectLightingDesaturationNight=0.0 DirectLightingDesaturationInteriorDay=0.0 DirectLightingDesaturationInteriorNight=0.0 SpecularAmountMultiplierSunrise=1.0 SpecularAmountMultiplierDay=1.0 SpecularAmountMultiplierSunset=1.0 SpecularAmountMultiplierNight=1.0 SpecularAmountMultiplierInteriorDay=1.0 SpecularAmountMultiplierInteriorNight=1.0 SpecularPowerMultiplierSunrise=1.0 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierSunset=1.0 SpecularPowerMultiplierNight=1.0 SpecularPowerMultiplierInteriorDay=1.0 SpecularPowerMultiplierInteriorNight=1.0 SpecularFromLightSunrise=0.0 SpecularFromLightDay=0.0 SpecularFromLightSunset=0.0 SpecularFromLightNight=0.0 SpecularFromLightInteriorDay=0.0 SpecularFromLightInteriorNight=0.0 AmbientLightingIntensitySunrise=1.0 AmbientLightingIntensityDay=1.0 AmbientLightingIntensitySunset=1.0 AmbientLightingIntensityNight=1.0 AmbientLightingIntensityInteriorDay=1.0 AmbientLightingIntensityInteriorNight=1.0 AmbientLightingCurveSunrise=1.0 AmbientLightingCurveDay=1.0 AmbientLightingCurveSunset=1.0 AmbientLightingCurveNight=1.0 AmbientLightingCurveInteriorDay=1.0 AmbientLightingCurveInteriorNight=1.0 AmbientLightingDesaturationSunrise=0.0 AmbientLightingDesaturationDay=0.0 AmbientLightingDesaturationSunset=0.0 AmbientLightingDesaturationNight=0.0 AmbientLightingDesaturationInteriorDay=0.0 AmbientLightingDesaturationInteriorNight=0.0

AmbientColorFilterAmountSunrise=0.0 AmbientColorFilterAmountDay=0.0 AmbientColorFilterAmountSunset=0.0 AmbientColorFilterAmountNight=0.0 AmbientColorFilterAmountInteriorDay=0.0 AmbientColorFilterAmountInteriorNight=0.0 AmbientColorFilterTopSunrise=1, 1, 1 AmbientColorFilterTopDay=0, 0, 1 AmbientColorFilterTopSunset=0, 0, 1 AmbientColorFilterTopNight=1, 1, 1 AmbientColorFilterTopInteriorDay=1, 1, 1 AmbientColorFilterTopInteriorNight=1, 1, 1 AmbientColorFilterMiddleSunrise=0, 0, 0 AmbientColorFilterMiddleDay=0, 0, 0 AmbientColorFilterMiddleSunset=0, 0, 0 AmbientColorFilterMiddleNight=0, 0, 0 AmbientColorFilterMiddleInteriorDay=0, 0, 0 AmbientColorFilterMiddleInteriorNight=0, 0, 0 AmbientColorFilterBottomSunrise=1, 1, 1 AmbientColorFilterBottomDay=1, 0, 0 AmbientColorFilterBottomSunset=1, 0, 0 AmbientColorFilterBottomNight=1, 1, 1 AmbientColorFilterBottomInteriorDay=1, 1, 1 AmbientColorFilterBottomInteriorNight=1, 1, 1

PointLightingIntensitySunrise=1.0 PointLightingIntensityDay=1.0 PointLightingIntensitySunset=1.0 PointLightingIntensityNight=1.0 PointLightingIntensityInteriorDay=1.0 PointLightingIntensityInteriorNight=1.0 PointLightingCurveSunrise=1.0 PointLightingCurveDay=1.0 PointLightingCurveSunset=1.0 PointLightingCurveNight=1.0 PointLightingCurveInteriorDay=1.0 PointLightingCurveInteriorNight=1.0 PointLightingDesaturationSunrise=0.0 PointLightingDesaturationDay=0.0 PointLightingDesaturationSunset=0.0 PointLightingDesaturationNight=0.0 PointLightingDesaturationInteriorDay=0.0 PointLightingDesaturationInteriorNight=0.0

ParticleLightsIntensitySunrise=1.0 ParticleLightsIntensityDay=1.0 ParticleLightsIntensitySunset=1.0 ParticleLightsIntensityNight=1.0 ParticleLightsIntensityInteriorDay=1.0 ParticleLightsIntensityInteriorNight=1.0

FogColorMultiplierSunrise=1.0 FogColorMultiplierDay=1.0 FogColorMultiplierSunset=1.0 FogColorMultiplierNight=1.0 FogColorMultiplierInteriorDay=1.0 FogColorMultiplierInteriorNight=1.0 FogColorCurveSunrise=1.0 FogColorCurveDay=1.0 FogColorCurveSunset=1.0 FogColorCurveNight=1.0 FogColorCurveInteriorDay=1.0 FogColorCurveInteriorNight=1.0 ColorPowSunrise=1.0 ColorPowDay=1.0 ColorPowSunset=1.0 ColorPowNight=1.0 ColorPowInteriorDay=1.0 ColorPowInteriorNight=1.0

[SKY] Enable=true DisableWrongSkyMath=false

StarsIntensity=1.0 StarsCurve=1.0

AuroraBorealisIntensity=1.0 AuroraBorealisCurve=1.0 CloudsIntensitySunrise=1.0 CloudsIntensityDay=1.0 CloudsIntensitySunset=1.0 CloudsIntensityNight=1.0 CloudsIntensityInteriorDay=1.0 CloudsIntensityInteriorNight=1.0 CloudsCurveSunrise=1.0 CloudsCurveDay=1.0 CloudsCurveSunset=1.0 CloudsCurveNight=1.0 CloudsCurveInteriorDay=1.0 CloudsCurveInteriorNight=1.0 CloudsDesaturationSunrise=0.0 CloudsDesaturationDay=0.0 CloudsDesaturationSunset=0.0 CloudsDesaturationNight=0.0 CloudsDesaturationInteriorDay=0.0 CloudsDesaturationInteriorNight=0.0 CloudsEdgeClamp=0.5 CloudsEdgeIntensity=8.0 GradientIntensitySunrise=1.0 GradientIntensityDay=1.0 GradientIntensitySunset=1.0 GradientIntensityNight=1.0 GradientIntensityInteriorDay=1.0 GradientIntensityInteriorNight=1.0 GradientDesaturationSunrise=0.0 GradientDesaturationDay=0.0 GradientDesaturationSunset=0.0 GradientDesaturationNight=0.0 GradientDesaturationInteriorDay=0.0 GradientDesaturationInteriorNight=0.0 GradientTopIntensitySunrise=1.0 GradientTopIntensityDay=1.0 GradientTopIntensitySunset=1.0 GradientTopIntensityNight=1.0 GradientTopIntensityInteriorDay=1.0 GradientTopIntensityInteriorNight=1.0 GradientTopCurveSunrise=1.0 GradientTopCurveDay=1.0 GradientTopCurveSunset=1.0 GradientTopCurveNight=1.0 GradientTopCurveInteriorDay=1.0 GradientTopCurveInteriorNight=1.0 GradientMiddleIntensitySunrise=1.0 GradientMiddleIntensityDay=1.0 GradientMiddleIntensitySunset=1.0 GradientMiddleIntensityNight=1.0 GradientMiddleIntensityInteriorDay=1.0 GradientMiddleIntensityInteriorNight=1.0 GradientMiddleCurveSunrise=1.0 GradientMiddleCurveDay=1.0 GradientMiddleCurveSunset=1.0 GradientMiddleCurveNight=1.0 GradientMiddleCurveInteriorDay=1.0 GradientMiddleCurveInteriorNight=1.0 GradientHorizonIntensitySunrise=1.0 GradientHorizonIntensityDay=1.0 GradientHorizonIntensitySunset=1.0 GradientHorizonIntensityNight=1.0 GradientHorizonIntensityInteriorDay=1.0 GradientHorizonIntensityInteriorNight=1.0 GradientHorizonCurveSunrise=1.0 GradientHorizonCurveDay=1.0 GradientHorizonCurveSunset=1.0 GradientHorizonCurveNight=1.0 GradientHorizonCurveInteriorDay=1.0 GradientHorizonCurveInteriorNight=1.0

SunIntensitySunrise=1.0 SunIntensityDay=1.0 SunIntensitySunset=1.0 SunIntensityNight=1.0 SunIntensityInteriorDay=1.0 SunIntensityInteriorNight=1.0 SunDesaturationSunrise=0.0 SunDesaturationDay=0.0 SunDesaturationSunset=0.0 SunDesaturationNight=0.0 SunDesaturationInteriorDay=0.0 SunDesaturationInteriorNight=0.0 SunColorFilterSunrise=1, 1, 1 SunColorFilterDay=1, 1, 1 SunColorFilterSunset=1, 1, 1 SunColorFilterNight=1, 1, 1 SunColorFilterInteriorDay=1, 1, 1 SunColorFilterInteriorNight=1, 1, 1

SunGlowIntensitySunrise=1.0 SunGlowIntensityDay=1.0 SunGlowIntensitySunset=1.0 SunGlowIntensityNight=1.0 SunGlowIntensityInteriorDay=1.0 SunGlowIntensityInteriorNight=1.0 SunGlowHazinessSunrise=0.0 SunGlowHazinessDay=0.0 SunGlowHazinessSunset=0.0 SunGlowHazinessNight=0.0 SunGlowHazinessInteriorDay=0.0 SunGlowHazinessInteriorNight=0.0

SunCoronaIntensity=1.0 SunCoronaCurve=1.0 SunCoronaDesaturation=0.0

MoonIntensitySunrise=1.0 MoonIntensityDay=1.0 MoonIntensitySunset=1.0 MoonIntensityNight=1.0 MoonIntensityInteriorDay=1.0 MoonIntensityInteriorNight=1.0 MoonCurveSunrise=1.0 MoonCurveDay=1.0 MoonCurveSunset=1.0 MoonCurveNight=1.0 MoonCurveInteriorDay=1.0 MoonCurveInteriorNight=1.0 MoonDesaturationSunrise=0.0 MoonDesaturationDay=0.0 MoonDesaturationSunset=0.0 MoonDesaturationNight=0.0 MoonDesaturationInteriorDay=0.0 MoonDesaturationInteriorNight=0.0

[OBJECT] SubSurfaceScatteringMultiplierSunrise=1.0 SubSurfaceScatteringMultiplierDay=1.0 SubSurfaceScatteringMultiplierSunset=1.0 SubSurfaceScatteringMultiplierNight=1.0 SubSurfaceScatteringMultiplierInteriorDay=1.0 SubSurfaceScatteringMultiplierInteriorNight=1.0 SubSurfaceScatteringPowerSunrise=1.0 SubSurfaceScatteringPowerDay=1.0 SubSurfaceScatteringPowerSunset=1.0 SubSurfaceScatteringPowerNight=1.0 SubSurfaceScatteringPowerInteriorDay=1.0 SubSurfaceScatteringPowerInteriorNight=1.0

[VEGETATION] SubSurfaceScatteringMultiplierSunrise=1.0 SubSurfaceScatteringMultiplierDay=1.0 SubSurfaceScatteringMultiplierSunset=1.0 SubSurfaceScatteringMultiplierNight=1.0 SubSurfaceScatteringMultiplierInteriorDay=1.0 SubSurfaceScatteringMultiplierInteriorNight=1.0 SubSurfaceScatteringPowerSunrise=1.0 SubSurfaceScatteringPowerDay=1.0 SubSurfaceScatteringPowerSunset=1.0 SubSurfaceScatteringPowerNight=1.0 SubSurfaceScatteringPowerInteriorDay=1.0 SubSurfaceScatteringPowerInteriorNight=1.0

[LIGHTSPRITE] IntensitySunrise=4.0 IntensityDay=4.0 IntensitySunset=4.0 IntensityNight=4.0 IntensityInteriorDay=4.0 IntensityInteriorNight=4.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0

[WINDOWLIGHT] IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0

[VOLUMETRICFOG] IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0 LightingInfluenceSunrise=1.0 LightingInfluenceDay=1.0 LightingInfluenceSunset=1.0 LightingInfluenceNight=1.0 LightingInfluenceInteriorDay=1.0 LightingInfluenceInteriorNight=1.0

[FIRE] IntensitySunrise=4.0 IntensityDay=4.0 IntensitySunset=4.0 IntensityNight=4.0 IntensityInteriorDay=4.0 IntensityInteriorNight=4.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0 AdditiveBlending=true

[PARTICLE] IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 LightingInfluenceSunrise=1.0 LightingInfluenceDay=1.0 LightingInfluenceSunset=1.0 LightingInfluenceNight=1.0 LightingInfluenceInteriorDay=1.0 LightingInfluenceInteriorNight=1.0

[COLORCORRECTION] UsePaletteTexture=true Brightness=1.0 GammaCurve=1.0

[DEPTHOFFIELD] Quality=0 FadeTime=1.0

[SHADOW] ShadowCastersFix=false UseBilateralShadowFilter=true ShadowQualityFix=true DetailedShadowQuality=1 ShadowFilterQuality=2 ShadowBlurRange=2.0

[RAYS] SunRaysMultiplierSunrise=0.4 SunRaysMultiplierDay=0.4 SunRaysMultiplierSunset=0.4 SunRaysMultiplierNight=0.4 SunRaysMultiplierInteriorDay=0.4 SunRaysMultiplierInteriorNight=0.4

[REFLECTION] Quality=1 FilterQuality=2 FilterBluriness=0.0 SizeScale=1.0 SourceTexturesScale=1.0 Amount=1.0 Power=1.0 GlosinessMin=0.0 GlosinessMax=1.0 EnableDenoiser=true DenoiserType=4 EnableSupersampling=false ExteriorEnable=true InteriorEnable=true

[IMAGEBASEDLIGHTING] AdditiveAmountSunrise=0.05 AdditiveAmountDay=0.05 AdditiveAmountSunset=0.05 AdditiveAmountNight=0.05 AdditiveAmountInteriorDay=0.05 AdditiveAmountInteriorNight=0.05 MultiplicativeAmountSunrise=0.0 MultiplicativeAmountDay=0.0 MultiplicativeAmountSunset=0.0 MultiplicativeAmountNight=0.0 MultiplicativeAmountInteriorDay=0.0 MultiplicativeAmountInteriorNight=0.0 ReflectiveAmountSunrise=0.1 ReflectiveAmountDay=0.1 ReflectiveAmountSunset=0.1 ReflectiveAmountNight=0.1 ReflectiveAmountInteriorDay=0.1 ReflectiveAmountInteriorNight=0.1

[RAIN] Enable=true EnableAntialiasing=false EnableSupersampling=true MotionStretch=1.0 MotionTransparency=0.9


Contents

Editing Enbseries INI

Editing the Enbseries INI

This is not an exhaustive list of all the settings included in the enbseries.ini file. If you are new to ENBs, it's suggested to not edit any settings which are not listed below until you are more familiar with the ENBSeries. The settings below are considered the basic settings in modifying your ENB and have been updated to v0.139 of the ENBSeries. For advanced editing, see the "Advanced Editing" tab above.

To edit the settings below, open your "enbseries.ini" file in a text editor such as Notepad or Notepad++ (recommended) and make your changes. Be sure when saving your changes to save the file with the .ini file extension.

When editing any of the below values use the following format: parameterName=value

For example: EnableAmbientOcclusion=false


Global

These [GLOBAL] settings rarely need to be changed unless you are using an external file to store your parameters.

This will enable or disable the ENB effects. In almost versions of the ENB, this can be switched on or off by holding the Shift key and pressing F12.

UseEffect=(false, true)

Editing the ENB Effects

The [EFFECT] section is where you will be making most of your edits. It's here where you can enable and disable the ENB effects such as depth of field and SSAO. Disabling some of these effects will provide increased performance; however, if you are experiencing low FPS, please try the performance tips on the Troubleshooting tab first. Different ENB mods use different settings so not all of the below parameters may be your defaults. Several mods also have different quality and performance options which are simply different parameter settings presets for you to use so that you may not have to manually edit these parameters yourself. To disable any of these effects, simply set the corresponding parameter to "false".


This parameter will enable or disable the effects from the enbeffect.fx file.

UseOriginalPostProcessing=(false, true)

This parameter will enable or disable the effects from the [ENVIRONMENT] section of the enbseries.ini file.

UseOriginalObjectsProcessing=(false, true)

This will enable or disable the bloom effect of the ENB which is part of high quality post processing for HDR. This means the ENB bloom is higher quality than that of Vanilla Skyrim. This also enables or disables the lens effect as it's processed at same time as bloom. Bloom is a computer graphics effect used to reproduce the imaging of real-world cameras. When a bright light shines on an object or when there is a light source behind an object, the object's edges become feathered and the object itself can sometimes appear hazing from the light. It is also responsible for the overall "hazy" effect in some ENB mods. This can be disabled for a small performance increase. The quality and amount of bloom can also be configured later down in the file.

EnableBloom=(false, true)

This enables or disables the ENB's method of eye adaptation to the screen brightness. This effect mimics the duration it takes for the eyes to adjust to bright lights. Vanilla Skyrim has this feature; however, it happens unnaturally quick. The ENB modifies this duration; making it longer to provide a more natural feel.

EnableAdaptation=(false, true)

This will enable or disable the depth of field (DOF) effect. DOF is a blurring effect in-game which focuses on the point at which you are looking; blurring the surroundings and background. This is a cinematic effect and great for screenshots, but not all users like it while playing. Disabling this also provides a performance increase. DOF can have up to a 12% FPS impact.

EnableDepthOfField=(false, true)

This parameter enables or disables the screen space ambient occlusion (SSAO) and indirect lighting effects. Disabling (false) this provides a performance increase. It is; however, configurable to different levels later down in the file. Each level provides a different quality/performance ratio. This setting can have up to 15% FPS impact.

EnableAmbientOcclusion=(false, true)

This parameter is enable or disable detailed shadows. As the name suggests, this feature adjusts the games shadow rendering; making them more detailed and slightly blurrier than Vanilla. Disabling this provides a small performance increase. This setting only has, on average, a 2-5% FPS impact.

EnableDetailedShadow=(false, true)

This will enable or disable sun rays. Sun rays are the bright rays of light you see when looking towards the sun. Sunrays only has, on average, a 2-5% FPS impact.

EnableSunRays=(false, true)

This setting will enable or disable the enbsunsprite.fx shader. This is recommended to be left to whatever value is set by the ENB Profile author unless having trouble with sun sprites in game.

EnableSunGlare=(false, true)

This will enable or disable the sky lighting. This feature mimics the real world shadowing fade; making shadows darker in the middle and gradually lightening them while moving out towards the edge. This setting can have up to a 15% FPS impact.

EnableSkyLighting=(false, true)
EnableImageBasedLighting=(false, true)

This will enable or disable the reflections effects.

EnableReflection=(false, true)
EnableSoftParticles=(false, true)
EnableParticleLights=(false, true)

Using ENB Weathers

There is a weather system which allows edits to parameters per game weather. All weather configurations placed in folder "enbseries".

To use weather system, download helper mod https://skyrim.nexusmods.com/mods/36318/ and place it to "Data" folder of the game (native Skyrim mod).

If using an ENB Profile with custom weathers then this setting should be set to true and should not be changed.

EnableMultipleWeathers=(false, true)

Editing Time of Day Settings

The time of day settings allow a more precise control of when sunrise, sunset, night, and day should start, using the game time data. This also controls the duration of the transitions for dawn and dusk. All values use a floating point number based on a twenty-four hour day: <parameter> = (0.0...23.9). This section should only be adjusted by advanced users or ENB authors as changing these value could have unexpected consequences on weather and lighting. Enable or disable Time of Day settings.

Enable=true

This setting is the duration that the transition between night and day takes in game hours.

DawnDuration=(0.0...23.9)

This setting is the time that the sunrise occurs in game.

SunriseTime=(0.0...23.9)

This setting is the time that the middle of the day occurs in game.

DayTime=(0.0...23.9)

This setting is the time that the sunset occurs in game.

SunsetTime=(0.0...23.9)

This setting is the duration that the transition between day and night takes in game hours.

DuskDuration=(0.0...23.9)

This setting is the time that the middle of the day occurs in game.

NightTime=(0.0...23.9)

Editing Night and Day Settings

This section is another way of ENB Series using day and night values, like the [TIMEOFDAY] section, except that the color of the sky gradient is used for detection. This is not compatible with customs skies that change the colors of the sky, so it not recommended to be changed by users.

DetectorOldVersion=(false, true)
DetectorDefaultDay=(false, true)
DetectorLevelDay=0.54
DetectorLevelNight=0.05
DetectorLevelCurve=0.44

Editing Adaptation Levels

ForceMinMaxValues=(false, true)
AdaptationSensitivity=0.2
AdaptationTime=0.4
AdaptationMin=0.1
AdaptationMax=100.0

Adjusting the Bloom Quality

You can adjust the quality and effect of bloom in the [BLOOM] section of the file.

Modifying this parameter will adjust the quality of the bloom effect. 0 is the highest quality and 2 is essentially disabled. Recommended to leave this at the ENB Profile's default setting.

Quality=(0,1,2)

The following settings adjust the effects of Bloom and are set by the author of the ENB Profile. These should only be adjusted by advanced users and ENB Profile authors.

AmountSunrise=0.35
AmountDay=0.35
AmountSunset=0.35
AmountNight=0.54
AmountInteriorDay=0.35
AmountInteriorNight=0.35
BlueShiftAmountSunrise=0.6
BlueShiftAmountDay=0.6
BlueShiftAmountSunset=0.6
BlueShiftAmountNight=0.7
BlueShiftAmountInteriorDay=0.6
BlueShiftAmountInteriorNight=0.6

Adjusting the SSAO Quality

You can adjust the quality of SSAO in the [SSOA_SSIL] section of the file. Screen resolution has a direct effect on SSAO performance; the higher the resolution, the slower the SSAO performance is.

UseIndirectLighting=(false, true)

This value helps to slightly add indirect lighting correctness. Better performance with this set to "false" without a noticeable difference to indirect lighting correctness. This is recommended to be false, or left to the value or the ENB Profile in use.

UseComplexIndirectLighting=(false, true)
UseComplexAmbientOcclusion=(false, true)
UseAmbientIndirectLighting=(false, true)

Modifying this parameter will adjust the quality of SSAO. -1 is the extreme quality and 2 is the lowest. Recommended setting is either 0 or 1.

SamplingQuality=(-1, 1, 0, 2)

This parameter is similar to the above in terms of quality. -1 is the extreme quality and 2 is the lowest. Recommended setting is either 0 or 1.

SamplingPrecision=2
SamplingRange=0.3
FadeFogRange=1.0

This setting will give clearer visibility from noise silhouettes when set to -1 or 0, but at a performance cost. This is recommended to be left at whatever the ENB Profile author has set it too.

SizeScale=1.0
SourceTexturesScale=1.0
FilterQuality=2
FilterType=2
AOAmount=2.0
AOAmountInterior=2.0
ILAmount=6.0
ILAmountInterior=6.0
AOIntensity=2.0
AOIntensityInterior=1.0
AOType=(0, 1)
AOMixingType=(0, 1, 2, 3)
AOMixingTypeInterior=2
UseOldType=(false, true)

Editing Reflections

The following section will adjust reflections effects from the blur of reflections to Supersampling AA of reflections. Many of these settings are going to balanced for the ENB Profile in use, so changing these settings may change the look of reflections in game.

Quality=1
FilterQuality=2
FilterBluriness=0.0
SizeScale=1.0
SourceTexturesScale=1.0
Amount=1.0
Power=1.0

These two parameters are how much reflection is blurred depending on the distance of reflected vector, looks similar to soft shadows, but to simulate reflections of roughness. These will produce blurry reflections, but are less noisy if the max parameter is closer to "1.0".

GlosinessMin=(0.0...1.0)
GlosinessMax=(0.0...1.0)

This setting will remove noise and increase quality of reflections with minimal performance cost. Recommended to be "true".

EnableDenoiser=(false, true)

This setting will remove noisy reflections based on the SizeScale and if reflection filter is enabled. There are four types and ENB Profile authors have probably tested which is best for the profile, so it not recommended to be changed from its default.

DenoiserType=(0, 1, 2, 3)

This setting activates x4 supersampling for reflections, but performance is 4 times slower. This setting is dependent on SizeScale as well, so it recommended to be used with caution.

EnableSupersampling=(false, true)

These parameters will enable the effects for interiors and exteriors for further customization.

ExteriorEnable=(false, true)
InteriorEnable=(false, true)

Editing Subsurface Scattering

Subsurface scattering (SSS) is an effect to give transparent objects, like skin or candle wax, a more transparent look. Light can pass through objects to light the back side or return to the surface to help give off a glow, much like a glowing candle. If using a specific ENB Profile then it is not recommended to change these values because the profile author may have already balanced these setting to look best with the ENB settings.

This setting determines the overall performance of SSS. This parameter is not working yet, as of ENB Series v0.220, so leave it set at 0.

Quality=0

This determines the distance at which SSS starts to show up on characters and objects that use it. This should be left where the ENB Profile has it set, since the author has it balanced accordingly.

Radius=5.0

This parameter is the actual amount of SSS that is calculated in game. Raising this number above "1.0" is not recommended, and may look bad in game causing neck seem issues.

Amount=1.0

The parameter is light upper layer use, mimicking the upper layers of skin having brighter semi-transparency and it differs from lower skin layers that have blood and flesh underneath. Not used by objects like wax candles or milk.

EpidermalAmount=4.0

This parameter is the type translucency that a material has to light, to simulate light passing through a transparent or semitransparent object.

SubdermalAmount=12.0

Both the next two parameter work the same by applying saturation to the diffuse texture of the models. Normal skin color will turn to red, and it is recommended to only use SubdermalDiffuseSaturation as it fits better with skin lighting.

EpidermalDiffuseSaturation=0.0
SubdermalDiffuseSaturation=0.9

This parameter is how SSS is blended with vanilla skin and subdermal lighting. Epidermal lighting is applied after the subdermal lighting, so these values tend to be more than the epidermal values.

EpidermalMix=0.5

This parameter does not work like the above EpidermalMix, instead low values here let light go through objects to be lit only on back side. Higher values will return more light back to the surface of the object, and gives skin less realistic look. Recommended to keep this setting low and compensate with SubdermalAmount.

SubdermalMix=0.5