ELEP - Full Vanilla Customizable ENB by JawZ
This preset was created for both modders and end users who like the overall look of the vanilla lighting style but found for certain things to look a bit off. As well as for those who are struggling with the over the top perofmrance killer ENB presets.
The focus on this preset is to fix the vanilla lighting while at the same time offer you, the end user, new tools to customize an ENB preset.
It's focus is not to overhaul the look, so the overall visual style found in the original game is kept intact.
- Customize Skyrim imagespace and imagespace modifier values such as White Level, Brightness, Contrast, Saturation, Bloom Scale, Bloom Threshold, Color Filters for regular visuals, special events ("being attacked by a Spriggan" effect) and Night Eye, all three separate from each other. And they all have controls that separated between Exterior Night and Day as well as Interior Night and Day.
- I have normalized and corrected the pitch black shadows caused by too high contrast values, while still keeping it at a very similar amount of darkness that you can see in it too. Color range have been increased thanks to that.
- Bloom have been customized to not make everything hazy or make colors look inverted. It will only cause a slight "light aura" on very bright surfaces such as snow, the sun, reflections and similar stuff. And not in a intrusive or immersion breaking way. Have a look at the sample images in the gallery section.
- Nights are slightly darker in the ambient/"shadow" lighting but fully visible compared to vanilla shadows.
- Night Eye effects functions as it does in vanilla, but now you can customize it's look with a simple color filter.
- Visuals are close to vanilla so any type of lighting mod that works and looks good without this ENB Preset, should look good with this preset. However I can't guarantee that to a 100%, there are always something/somethings that can look a bit off. But even if it does it would most likely only require small amount of tweaks to compensate for that visual difference.
- Separate Readme files explaining all the files different commands, in very simple terms so there hopefully will not be any confusion arising.
- Assigned the min and max values to all the commands to their appropriate level to not cause any faulty render/pixelation or any other issue related to using a too low or too high value.