MariENB Skyrim 2.4.5
This commit is contained in:
parent
08c16b7a30
commit
03475bd721
8 changed files with 211 additions and 70 deletions
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@ -963,11 +963,11 @@ AnchorsAmountDusk=1.0
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AnchorsAmountNight=1.0
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AnchorsAmountInteriorDay=1.0
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AnchorsAmountInteriorNight=1.0
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ColorFromEnvironmentFog=0.46
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ColorFromEnvironmentFog=0.48
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SkyLightingAmountDawn=0.96
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SkyLightingAmountSunrise=1.04
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SkyLightingAmountDay=0.96
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SkyLightingAmountSunset=1.02
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SkyLightingAmountSunset=1.06
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SkyLightingAmountDusk=0.96
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SkyLightingAmountNight=0.82
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SkyLightingAmountInteriorDay=0.96
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@ -999,23 +999,23 @@ ColorFilterInteriorNight=1, 1, 1
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RelativeToCameraDawn=0.39
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RelativeToCameraSunrise=0.48
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RelativeToCameraDay=0.66
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RelativeToCameraSunset=0.44
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RelativeToCameraSunset=0.43
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RelativeToCameraDusk=0.33
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RelativeToCameraNight=0.49
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RelativeToCameraInteriorDay=0.58
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RelativeToCameraInteriorNight=0.21
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VerticalOffsetDawn=-11.5
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VerticalOffsetSunrise=-11.06
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VerticalOffsetDay=-11.099999
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VerticalOffsetSunset=-11.09
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VerticalOffsetDusk=-11.55
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VerticalOffsetNight=-11.8
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VerticalOffsetInteriorDay=-10.44
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VerticalOffsetInteriorNight=-11.26
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VerticalOffsetDawn=0.0
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VerticalOffsetSunrise=0.0
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VerticalOffsetDay=0.0
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VerticalOffsetSunset=0.0
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VerticalOffsetDusk=0.0
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VerticalOffsetNight=0.0
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VerticalOffsetInteriorDay=0.0
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VerticalOffsetInteriorNight=0.0
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DensityDawn=1.15
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DensitySunrise=1.16
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DensityDay=1.18
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DensitySunset=1.17
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DensitySunset=1.18
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DensityDusk=1.15
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DensityNight=1.16
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DensityInteriorDay=1.29
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@ -1023,8 +1023,8 @@ DensityInteriorNight=1.17
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VerticalFadeDawn=4.74
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VerticalFadeSunrise=4.64
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VerticalFadeDay=4.54
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VerticalFadeSunset=4.52
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VerticalFadeDusk=4.74
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VerticalFadeSunset=4.49
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VerticalFadeDusk=4.77
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VerticalFadeNight=4.82
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VerticalFadeInteriorDay=4.39
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VerticalFadeInteriorNight=4.78
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@ -1044,11 +1044,11 @@ BottomTopDusk=0.0
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BottomTopNight=0.0
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BottomTopInteriorDay=0.0
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BottomTopInteriorNight=0.0
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ExponentialFadeDawn=0.7
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ExponentialFadeSunrise=0.7
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ExponentialFadeDay=0.7
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ExponentialFadeSunset=0.7
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ExponentialFadeDusk=0.7
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ExponentialFadeNight=0.7
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ExponentialFadeInteriorDay=0.7
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ExponentialFadeInteriorNight=0.7
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ExponentialFadeDawn=1.0
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ExponentialFadeSunrise=1.0
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ExponentialFadeDay=1.0
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ExponentialFadeSunset=1.0
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ExponentialFadeDusk=1.0
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ExponentialFadeNight=1.0
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ExponentialFadeInteriorDay=1.0
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ExponentialFadeInteriorNight=1.0
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@ -1 +1 @@
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2.4.4-1 "The Bokehning"
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2.4.5-1 "The Bokehning"
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@ -267,13 +267,13 @@ FogColorFilterDusk=0.588, 0.494, 0.714
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ColorPowDawn=1.0
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ColorPowDusk=1.0
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[SKY]
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CloudsIntensityDay=1.100001
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CloudsIntensityDay=0.840001
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CloudsIntensityNight=0.360001
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CloudsIntensityInterior=1.49
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CloudsCurveDay=1.09
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CloudsCurveDay=1.07
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CloudsCurveNight=1.48
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CloudsCurveInterior=1.5
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CloudsDesaturationDay=0.41
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CloudsDesaturationDay=0.42
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CloudsDesaturationNight=0.26
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CloudsDesaturationInterior=0.14
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GradientIntensityDay=0.980001
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@ -309,17 +309,17 @@ MoonIntensity=1.6
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MoonCurve=1.0
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MoonDesaturation=0.2
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CloudsIntensitySunrise=0.710001
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CloudsIntensitySunset=0.68
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CloudsIntensityInteriorDay=0.53
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CloudsIntensitySunset=0.66
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CloudsIntensityInteriorDay=0.81
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CloudsIntensityInteriorNight=0.27
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CloudsCurveSunrise=1.14
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CloudsCurveSunset=1.15
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CloudsCurveSunset=1.14
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CloudsCurveInteriorDay=1.07
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CloudsCurveInteriorNight=1.56
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CloudsDesaturationSunrise=0.33
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CloudsDesaturationSunset=0.35
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CloudsDesaturationInteriorDay=0.6
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CloudsDesaturationInteriorNight=0.0
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CloudsDesaturationInteriorDay=0.48
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CloudsDesaturationInteriorNight=0.21
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GradientIntensitySunrise=0.850001
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GradientIntensitySunset=0.850001
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GradientIntensityInteriorDay=0.99
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@ -662,20 +662,20 @@ IntensityDusk=1.0
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CurveDawn=1.0
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CurveDusk=1.0
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[PARTICLE]
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IntensitySunrise=0.94
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IntensityDay=1.25
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IntensitySunset=0.94
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IntensitySunrise=0.83
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IntensityDay=0.91
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IntensitySunset=0.85
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IntensityNight=0.65
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IntensityInteriorDay=1.19
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IntensityInteriorDay=0.92
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IntensityInteriorNight=0.62
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LightingInfluenceSunrise=1.04
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LightingInfluenceDay=0.92
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LightingInfluenceSunset=1.02
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LightingInfluenceSunrise=1.14
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LightingInfluenceDay=1.08
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LightingInfluenceSunset=1.15
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LightingInfluenceNight=1.42
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LightingInfluenceInteriorDay=0.93
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LightingInfluenceInteriorDay=1.08
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LightingInfluenceInteriorNight=1.32
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IntensityDawn=0.7
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IntensityDusk=0.73
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IntensityDawn=0.68
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IntensityDusk=0.7
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LightingInfluenceDawn=1.23
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LightingInfluenceDusk=1.23
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[RAYS]
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@ -1,12 +1,12 @@
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[WEATHER001]
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FileName=_hotweather.ini
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WeatherIDs=d9329, 10199f, 10a230, 10a233, 10a23b, 10a23f, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1eb, 10e1ec, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68, 12eab9, 7761f, 701d2, 67bb2
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WeatherIDs=d9329, 10199f, 10a230, 10a233, 10a23b, 10a23f, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1eb, 10e1ec, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68, 701d2, 67bb2
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[WEATHER002]
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FileName=_coldweather.ini
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WeatherIDs=aee84, ecc96, 104ab4, 10a244, 10a245, 10da13, 10e1ef, 10e1f0, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 21311, 62484, 2c603b, 2da92c
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WeatherIDs=aee84, ecc96, 104ab4, 10a244, 10a245, 10da13, 10e1ef, 10e1f0, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 62484, 2c603b, 2da92c
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[WEATHER003]
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FileName=_fogweather.ini
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WeatherIDs=923fd, d299e, 105942, 105943, 105944, 105945, 106635, 10a231, 10a232, 10a235, 10a238, 10a239, 10a23c, 10a23d, 10a23e, 10a241, 10a242, 10a7a6, 10a7a7, 10c32f, 34cfb, 1c6d2, 1cc35, 4bdf7, 57500, 73963, 73964, 73ec8, 83665, 56a0c, 56a0d
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WeatherIDs=923fd, d299e, 105942, 105943, 105944, 105945, 106635, 10a231, 10a232, 10a235, 10a238, 10a239, 10a23c, 10a23d, 10a23e, 10a241, 10a242, 10a7a6, 10a7a7, 10c32f, 34cfb, 1c6d2, 1cc35, 4bdf7, 57500, 73963, 73964, 73ec8, 83665, 56a0c, 56a0d, 12c4, 179ab, 161063, 161065, 2946e6, 296eb5
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[WEATHER004]
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FileName=_coldfogweather.ini
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WeatherIDs=4d7fb, c821e, c821f, c8220, c8221, d4886, 1d760, 374ba, 2c603b, 2da92c
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@ -123,7 +123,7 @@ DOF Fog Blend Interior Day=1.0
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Disable DOF=false
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Use Only Fixed DOF=false
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DOF Blur Radius=8.0
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DOF Blur Chromatic Aberration=1.78
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DOF Blur Chromatic Aberration=1.82
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DOF Relative to FOV=true
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Default FOV=75.0
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DOF Relative Factor Night=2.19
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@ -180,9 +180,9 @@ DOF Fog Depth=0.0
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Enable DOF Post-Blur=true
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DOF Post-Blur Radius=1.0
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Enable DOF Highlights=true
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DOF Highlight Threshold=0.71
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DOF Highlight Gain=1.93
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DOF Bokeh Edge Bias=0.5
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DOF Bokeh Fuzz=0.01
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DOF Highlight Threshold=0.47
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DOF Highlight Gain=2.21
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DOF Bokeh Edge Bias=0.72
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DOF Bokeh Fuzz=0.05
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DOF Gather Blur Radius=8.0
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DOF Bokeh Blur Radius=2.0
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DOF Bokeh Blur Radius=1.62
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BIN
enbseries/enbhelper.dll
Normal file
BIN
enbseries/enbhelper.dll
Normal file
Binary file not shown.
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@ -403,16 +403,23 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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}
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/* helper code for simplifying these */
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#define gcircle(x) float2(cos(x),sin(x))
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float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight )
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float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
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out float4 deps, out float4 dfcs )
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{
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float4 res;
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float cstep = 2.0*pi*(1.0/3.0);
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float ang = 0.5*pi;
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res.r = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).r;
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deps.r = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
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dfcs.r = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
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ang += cstep;
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res.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).g;
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deps.g = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
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dfcs.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
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ang += cstep;
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res.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).b;
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deps.b = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
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dfcs.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
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if ( bDoHighlight )
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{
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float l = luminance(res.rgb);
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@ -420,6 +427,8 @@ float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight )
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res += lerp(0,res,threshold*blur);
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}
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res.a = tex2D(SamplerColor,coord).a;
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deps.a = tex2D(SamplerDepth,coord).x;
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dfcs.a = res.a;
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return res;
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}
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/* gather blur pass */
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@ -441,14 +450,15 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
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if ( dfc <= dofminblur ) return tex2D(SamplerColor,coord);
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float4 res = float4(0,0,0,0);
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float dep = tex2D(SamplerDepth,coord).x;
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float ds, sw, tw = 0;
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float2 bsz = bof*dofpradius*dfc;
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float4 sc;
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float4 sc, ds, sd, sw, tw = float4(0,0,0,0);
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[unroll] for ( int i=0; i<32; i++ )
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{
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sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite);
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ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x;
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sw = (ds>dep)?1.0:sc.a;
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sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite,ds,sd);
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sw.r = (ds.r>dep)?1.0:sd.r;
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sw.g = (ds.g>dep)?1.0:sd.g;
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sw.b = (ds.b>dep)?1.0:sd.b;
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sw.a = (ds.a>dep)?1.0:sd.a;
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tw += sw;
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res += sc*sw;
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}
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@ -479,9 +489,9 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
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float2 sf = bof+(tex2D(SamplerNoise3,coord*(bresl/256.0)).xy*2.0-1.0)
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*dofbnoise*0.001;
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float2 sr = sf*dofbradius*dfc;
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float tw = 1.0;
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int rsamples;
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float bstep, sw;
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float bstep, bw;
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float4 sc, ds, sd, sw, tw = float4(1,1,1,1);
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float2 rcoord;
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#define dofbrings 7
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#define dofbsamples 3
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@ -492,9 +502,14 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
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{
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bstep = pi*2.0/(float)rsamples;
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rcoord = gcircle(j*bstep)*i;
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sw = lerp(1.0,(float)i/(float)dofbrings,dofbbias);
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res += dofsample(coord+rcoord*sr,sr,dfc,dofhilite)*sw;
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tw += sw;
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bw = lerp(1.0,(float)i/(float)dofbrings,dofbbias);
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sc = dofsample(coord+rcoord*sr,sr*i,dfc,dofhilite,ds,sd);
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sw.r = (ds.r>dep)?1.0:sd.r;
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sw.g = (ds.g>dep)?1.0:sd.g;
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sw.b = (ds.b>dep)?1.0:sd.b;
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sw.a = (ds.a>dep)?1.0:sd.a;
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res += sc*sw*bw;
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tw += sw*bw;
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}
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}
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res /= tw;
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@ -1,4 +1,117 @@
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ID NAME TEMPERATURE
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Weather classification ideas for 2.5.x:
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Currently, weathers are separated by warm, temperate, cold and whether or not
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they're foggy, for a total of 6 classes. This is way too simplified and doesn't
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leave much room for proper customization.
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One idea I have is to expand this to up to 16 weather classes and then have a
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separate function for dividing them in hot, cold and foggy for the respective
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effects that need them.
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The number of 16 is significative because if I plan to separate the LUTs into
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weathers but also unify the textures, I'd be limited to 4*16 (64) different
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palettes within the limit of 8192x8192 for the 64px³ version.
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Default -> Clear/Cloudy Whiterun, The Reach, Haafingar
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Snowy -> Places where it's snowing (duh)
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Rainy -> When it rains, anywhere there isn't snow
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Cold Rainy -> Rain in snowy areas
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Wintery -> Clear/Cloudy Pale, Winterhold, Mountains, Coast
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Shady -> Hjaalmarch, mostly
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Swampy -> Hjaalmarch when there's fog
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Hot -> Eastmarch
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Misty -> Slight fog
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Lush -> Falkreath, The Rift
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Foggy -> Thicker fog
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Blackreach -> Self-descriptive
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Spooky -> Soul Cairn
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Smoky -> Places where it's warm but there's fog
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Cool -> Knox (Aether Suite)
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Neutral -> Reserved for a neutral LUT and no weather effects
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# Class Temperature Fog
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0 Default Temperate No
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1 Snowy Cold Yes
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2 Rainy Temperate Yes
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3 Cold Rainy Cold Yes
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4 Wintery Cold No
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5 Shady Temperate No
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6 Swampy Temperate Yes
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7 Hot Warm No
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8 Misty Temperate Yes
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9 Lush Warm No
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A Foggy Temperate Yes
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B Blackreach Temperate Yes
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C Spooky Cold No
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D Smoky Warm Yes
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E Cool Temperate No
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F Neutral Temperate No
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Alternatively, I could do 16 more weather classes by separating exterior and
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interior into two textures, as there is no real need to interpolate there,
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which would make 2 8192x8192 textures.
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"Regions" for easier classification:
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Default [Falkreath hold, forested area surrounding Eastmarch] -> Forest
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Fall Forest (FF) [The Rift] -> Rift
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Snow (SN) [The Pale, Winterhold, mountain areas] -> Wintery
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Reach (RE) [The Reach] -> Neutral
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Tundra (TU) [Whiterun hold, Haafingar] -> General
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Coast (CO) [General northern coast region] -> Sea
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Volcanic Tundra (VT) [Eastmarch] -> Warm
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Tundra Marsh (MA) [Hjaalmarch] -> Swamp
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Blackreach -> Underground
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Sovngarde -> Sovngarde
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Blue Palace -> Hazy
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Bloated Man's Grotto -> Hazy
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Knox -> Know
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Coldharbor -> Warm
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Soul Cairn -> Spooky
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Apocrypha -> Eldrich
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# Class Temperature Fog
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00 Forest Temperate No
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01 Forest Fog Temperate Yes
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02 Forest Rain Cold Yes
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03 Forest Snow Cold Yes
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04 Rift Temperate No
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05 Rift Fog Temperate Yes
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||||
06 Rift Rain Temperate Yes
|
||||
07 Wintery Cold No
|
||||
08 General Temperate No
|
||||
09 General Fog Temperate Yes
|
||||
0A General Rain Temperate Yes
|
||||
0B Sea Cold No
|
||||
0C Sea Fog Cold Yes
|
||||
0D Warm Warm No
|
||||
0E Warm Fog Warm Yes
|
||||
0F Warm Rain Temperate Yes
|
||||
10 Swamp Temperate No
|
||||
11 Swamp Fog Temperate Yes
|
||||
12 Swamp Rain Temperate Yes
|
||||
13 Underground Temperate No
|
||||
14 Sovngarde Warm No
|
||||
15 SovngardeFog Temperate Yes
|
||||
16 SovngardeDarkCold No
|
||||
17 Hazy Temperate Yes
|
||||
18 HazyCold Cold Yes
|
||||
19 HazyWarm Warm Yes
|
||||
1A Knox Temperate No
|
||||
1B Knox Storm Temperate Yes
|
||||
1C Spooky Cold No
|
||||
1D Eldrich Temperate No
|
||||
1E Eldrich Fog Temperate Yes
|
||||
1F Neutral LUT Temperate No
|
||||
|
||||
One last option would be to do a total of 64 weathers by separating time of day
|
||||
too, then having 4 8192x8192 textures. This would obviously be overkill and
|
||||
turn MariENB into one hell of a massive time sink in terms of maintenance. It'd
|
||||
still fit the hardcoded ENB limit of 100 weathers, though. I'm not even going
|
||||
to consider that one, even though it'd give me much more fine tuned control.
|
||||
|
||||
Here is the list of all weathers this ENB will have special support for:
|
||||
|
||||
ID NAME CLASS
|
||||
|
||||
Skyrim
|
||||
|
||||
|
|
@ -144,15 +257,19 @@ Natural Lighting and Atmospherics
|
|||
73EC8 SkyrimFogHeavy_CM TEMPERATE FOG
|
||||
83665 SkyrimFogRain_CM TEMPERATE FOG
|
||||
|
||||
Unofficial Skyrim Patch
|
||||
|
||||
12C4 USKP_SkyhavenTempleEntranceOvercastRainRE TEMPERATE FOG
|
||||
|
||||
-- In progress
|
||||
|
||||
Darkend
|
||||
|
||||
179AB DLC1EclipseDUPLICATE001 -
|
||||
161063 XJKphalosFog -
|
||||
161065 XJKphalosStormRainFOG -
|
||||
2946E6 XJKphalosFogDUPLICATE001 -
|
||||
296EB5 XJKphalosFogSovngarde -
|
||||
179AB DLC1EclipseDUPLICATE001 TEMPERATE FOG
|
||||
161063 XJKphalosFog TEMPERATE FOG
|
||||
161065 XJKphalosStormRainFOG TEMPERATE FOG
|
||||
2946E6 XJKphalosFogDUPLICATE001 TEMPERATE FOG
|
||||
296EB5 XJKphalosFogSovngarde TEMPERATE FOG
|
||||
|
||||
Vigilant
|
||||
|
||||
|
|
@ -164,6 +281,15 @@ Vigilant
|
|||
2C603B zzzCHOldForestStormRain COLD FOG
|
||||
2DA92C zzzCHWhaleGraveyardStormSnow COLD FOG
|
||||
|
||||
Aether Suite
|
||||
|
||||
5BA5F SkyrimAcademyClear TEMPERATE
|
||||
5C976 00KnoxStormWeather TEMPERATE
|
||||
601EE 00KnoxWeather TEMPERATE
|
||||
88AFE 00KnoxWeatherNoRain TEMPERATE
|
||||
|
||||
-- Might just be shoved into a separate preset
|
||||
|
||||
Enderal
|
||||
|
||||
4815 _00E_Swamp01 -
|
||||
|
|
@ -176,7 +302,7 @@ Enderal
|
|||
20B13 _00E_WeatherSullevanInterior -
|
||||
20B16 _00E_WeatherSullevanIntereur -
|
||||
21310 SkuldafnCloudyDUPLICATE001 -
|
||||
21311 _00E_EnderalRainLight COLD
|
||||
21311 _00E_EnderalRainLight -
|
||||
2B999 _0E_MaxWetter -
|
||||
2B9A1 _00E_MaxWetterRegen -
|
||||
30FE2 _00E_MQ11a_SkyrimOvercastSnowSlow -
|
||||
|
|
@ -202,7 +328,7 @@ Enderal
|
|||
74545 _0E_OstBauernkueste -
|
||||
74546 _0E_GraeberPfade -
|
||||
76985 _00E_Farmcoast -
|
||||
7761F _00E_MQP02ShipWeather HOT
|
||||
7761F _00E_MQP02ShipWeather -
|
||||
7D3FD _JonasWaldVersuchDUPLICATE005 -
|
||||
8B19C _00E_SilberhainWetter -
|
||||
962ED _00E_WesternBayWeather -
|
||||
|
|
@ -224,7 +350,7 @@ F8EF4 _00E_MQ07aOldManManor -
|
|||
106723 _00E_MQ07aVisionWeatherRain -
|
||||
10674E _00E_MQ07aVisionWeatherNoRain -
|
||||
10A758 _00E_MQ07aOldManManorNoRain -
|
||||
12EAB9 _00E_MQP01_Weather HOT
|
||||
12EAB9 _00E_MQP01_Weather -
|
||||
12ECEC SkyrimOvercastSnowKristallwald -
|
||||
13706E EnderalClearNoClouds -
|
||||
14BDDC _00E_Test_Weather_02 -
|
||||
|
|
|
|||
Reference in a new issue