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- Azurite Horizons ENB
Azurite Horizons ENB
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Version5.10
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About this mod
A derivative of the Silent Horizons 2 ENB designed specifically for Azurite Weathers.
- Requirements
-
Nexus requirements
Mod name Notes Azurite Weathers and Seasons ENB Helper SE Particle Patch Silent Horizons 2 - Shader Core Since I use my own LUT now, Universal Core is no longer necessary Mods requiring this file
Mod name Notes Azura Reshade for Azurite Horizons ENB Required Daves Picturesque-like ENB ReShade (NAT III Cabbage Azurite Horizons) choose this or NAT III ENB or Cabbage ENB Viridian Haze Reshade for Azurite Horizons ENB strongly recommended - Permissions and credits
-
Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Boris Vorontsov for creating ENB
DrJacopo for creating Azurite Weathers, and for guide and support
KitsuuneNivis for creating Silent Horizons 2 - Shader Core and granting me permission to use it as a base
Marty McFly for his ENB DoF shader
Rudy102 for his style of ENB tuning that I greatly took inspiration from
aaa3561080 for giving me insights on tuning ENB presetsDonation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
-
-
Version 5.10
- AW2 Version Only:
Probably better to use with the KreatE edit. Otherwise it might look weird
- Increased saturation, exposure and contrast
- Reduced direct lighting intensity in clear weathers
- Reduced IBL reflective amount to 0.1
KreatE Preset:
- Changed clear sky hue to be less cyan
- Reduced orange tone of sunlight in clear weathers
- AW2 Version Only:
-
Version 5.02
- AW2 Version:
- Boosted highlight saturation and reduced shadow saturation. If anything looks way too saturated after the update please let me know
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 5.01
- AW2 Version:
- Fine tuned highlights on LUT and cleaned up old LUTs
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 5.00
- AW2 Version:
- Enabled auto ToD for AELAS compatibility
- Reduced nighttime skyscattering amount
- Reduced IBL amount at dawn and dusk
- Reduced green saturation
AW3 Version:
- Copied non color grading changes from AW2 version
- AW2 Version:
-
Version 4.99
- AW2 Version:
- Increased daytime direct lighting and reduced ambient lighting intensity for clear and cloudy weathers
- Slightly reduced ambient lighting intensity for overcast snow
AW3 Version:
- Copied changes from AW2 version
KreatE Preset:
- Slightly adjusted sky upper colors a bit more
- Adjusted DALC for volcanic ash tundra weathers
Now I have to come up with something big that fits the 5.00 update, but nothing comes to mind yet :(
- AW2 Version:
-
Version 4.98
- AW2 Version:
- Change complex material glossiness to 1.0
- Reduced specular amount in rainy weathers to adapt to complex material glossiness changes
- Updated vegetation specular amount in rainy weathers
AW3 Version:
- Copied changes from AW2 version
KreatE Preset
- Desaturated and slightly blue-shifted most clear weather sky colors
- Slightly blue-shifted sky-upper color in most clear weathers (01-20-2025)
- AW2 Version:
-
Version 4.97
- AW2 Version:
- Fine tuned gamma and exposure
- Migrated "author's current" brightness to default. They are now the same until I become torn with exposure again
- Slightly reduced daytime ambient intensity for overcast snow and fogCO
AW3 Version:
- Copied changes from AW2 version
- Adjusted cyan and blue saturation. Cyan should look more saturated and blue less so
- AW2 Version:
-
Version 4.96
- AW2 Version:
- Reworked some configs for weathers from other mods that desperately need update
- Adjusted AGIS thresholds, primarily a lower min brightness threshold, so AW brightness adjustments at night should be more effective
- Reduced nighttime direct lighting again on some clear and fog weathers
AW3 Version:
- Copied changes from AW2 version
KreatE Preset:
- Recalculated ambient color using the built-in function from KreatE for all weathers. This should make basic grass as well as tree lods blend in better
- Adjusted nighttime DALC for fog weathers with aurora
- AW2 Version:
-
Version 4.95
- AW2 Version:
- Reworked wet surface fresnel, hopefully for better
- Sightly reduced wetness in blackreach and some foggy weathers
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.94
- AW2 Version:
- Assigned an extra few weathers from vanilla and Lux to prevent black sky issue
- Increased adaptation focus amount
- Reduced star and moon intensity for clear and cloudy weathers
- Reduced direct lighting intensity and nighttime game VL for clear and cloudy weathers
- Reduced aurora intensity for aurora weathers
- Reduced cloud opacity at night for aurora weathers
AW3 Version:
- Copied changes from AW2 version
KreatE Preset:
- Painfully reworked nighttime DALC for most aurora weathers
- Tweaked sky color for some of the aurora weathers
- AW2 Version:
-
Version 4.93
- AW2 Version:
- Reduced orange, green and cyan saturation through color grading
- Reduced ambient intensity at sunrise/sunset and daytime for clear, cloudy, rainy and snowy weathers
AW3 Version:
- Copied non color grading changes from AW2 version
- AW2 Version:
-
Version 4.92
- AW2 Version:
- Increased colorpow from 1.2 to 1.35
- Readjusted contrast, gamma and color grading to compensate colorpow changes
- Reduced direct lighting intensity for cloudy weathers
- Reduced game VL intensity for clear weathers
- Tweaked cloud opacity and intensity for overcast rain weathers to prevent bright fog far and overly bright clouds at dawn/dusk
- Reduced adaptation darkness attenuation
- Slightly increased nighttime ambient intensity for c8220
AW3 Version:
- Copied changes from AW2 version
KreatE Preset:
- Might have changed something in rainy weathers. Can't remember
- AW2 Version:
-
Version 4.91
- - Small update reduced DoF bokeh intensity from 1 to 0
AW2 Version:
- Added skyscattering amount for most cloudy weathers
- Slightly desaturated daytime cloud color for 4d7fb
- Slightly reduced direct lighting intensity for some clear weathers
AW3 Version:
- Copied changes from AW2 version
KreatE Preset:
- Corrected overly bright fog far for some clear weathers
- - Small update reduced DoF bokeh intensity from 1 to 0
-
Version 4.90
- AW2 Version:
- Experimentally increased colorpow from 1.1 to 1.2
- Readjusted exposure and contrast to compensate colorpow changes
- Reduced direct lighting intensity for clear weathers
- Reduced dawn/dusk ambient intensity for clear and cloudy weathers
- Added color to direct lighting at sunrise/sunset for clear weathers
- Reduced daytime sun desaturation for clear weathers
- Increased VL saturation for FogFF
AW3 Version:
- Copied changes from AW2 version
KreatE Preset:
- Changed clear weathers with dim imagespace to use the normal one
- Slightly adjusted sun color for desaturated clear weathers
- AW2 Version:
-
Version 4.88
- AW2 Version:
- Refined fog color schemes for different regions. Fog PF should have yellow VL at sunrise and orange VL at sunset
- Increased specular amount and wet surface reflection for fog weathers to make scenes look more humid
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.87
- AW2 Version:
- Differentiated fog weathers with different color schemes. Warmer in FF and colder in MA and RE
- Minor tweak to adaptation focus amount
- Minor adjustments to daytime game VL intensity for clear weathers
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.86
- AW2 Version:
- Adjusted LUT curve to make shadows darker. Midtone is also darkened very slightly. Active LUT is now changed to "Alt toe darker" to keep the original "Alt toe" LUT available
- Adjusted daytime game VL for clear weathers and cloudy_A weathers
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.85
- Sorry...another adjustment in SSS. A bit smoother, brighter and more saturated compared to 4.84 but still reasonably darker than before
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Version 4.84
- AW2 Version:
- Reworked SSS parameters, hopefully for the better but at least it looks darker now. Credits to the author of Cabbage ENB as I referred heavily to his guide on tuning skin SSS
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.83
- AW2 Version:
- Improved quality of the active LUT and cleaned up obsolete LUTs
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.82
- AW2 Version:
- Assigned configs for weathers that were previously missing. Hopefully solves dark sky issue that people were having
- Slightly reduced ambient intensity for 401dff5
- Slightly tweaked nighttime cloud and ambient color for 4d7fb
AW3 Version:
- Copied changes from AW2 version
AH Required Files:
- Reduced full moon multiplier from 1.0 to 0.9
KreatE Preset:
- Adjusted leftover weathers to match their corresponding counterparts. Also changed DALC for BloatedMansGrottoFog and similar weathers
- AW2 Version:
-
Version 4.81
- AW2 Version:
- Retuned cyan and blue brightness in KiSuite
- Minor adjustments to nighttime VL for clear weathers
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.80
- AW2 Version:
- Reduced direct lighting intensity in clear and aurora nights
- Reduced aurora intensity for all weathers
- Minor nighttime cloud adjustments to 4d7fb
AW3 Version:
- Copied changes from AW2 version
AH Required Files:
- Reduced new moon multiplier from 0.4 to 0.2
KreatE Preset:
- Reduced nighttime DALC saturation for a few red aurora weathers
- AW2 Version:
-
Version 4.79
- AW2 Version:
- Adjusted game VL for fog weathers to make them less intense
AW3 Version:
- Copied changes from AW2 version
KreatE Preset:
- Minor adjustments to fog far in a few weathers
- AW2 Version:
-
Version 4.78
- AW2 Version:
- Zeroed dawn and dusk direct lighting intensity for most weathers to reduce fade-in direct lighting from EVLaS at dawn and dusk
- Added color from sun at nighttime to darken horizon sky at dawn and dusk
- Slightly saturated sunrise and sunset game VL for 40374b8
AW3 Version:
- Copied changes from AW2 version
AH Required Files:
- Retuned EVLaS fade-in and fade-out parameters in attempt to make smoother and more accurate transition at dawn and dusk
KreatE Preset:
- Desaturated nighttime direct light color for 10a237 to reduce over-saturated green hue. Will work on aurora weathers later
- Slightly darkened nighttime fog far for 10a23e
- AW2 Version:
-
Version 4.77
- AW2 Version:
- Reduced sunrise/sunset direct lighting intensity for clear weathers
- Experimentally Increased colorpow to 1.1
- Increased brightness to compensate for lighting changes in the past versions
AW3 Version:
- Copied changes from AW2 version
Feedbacks will be VERY VERY much appreciated
- AW2 Version:
-
Version 4.76
- AW2 Version:
- Reduced point lighting intensity from 0.45 to 0.4
- Reduced daytime ambient intensity from 0.7 to 0.65 for clear and cloudy weathers
- Added my current setup as an extra brightness option. I make these micro adjustments to brightness constantly and I don't want to mess with the existing ones
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.75
- AW2 Version:
- Tiny update. Increased interior ambient intensity from 0.4 to 0.45
AW3 Version:
- Copied changes from AW2 version
KreatE Preset:
- Fixed c821f fog far at night being completely black.
- AW2 Version:
-
Version 4.74
- AW2 Version:
- Reduced sunrise/sunset direct and ambient intensity for clear and cloudy weathers to hopefully mitigate overbright highlights, might look less ideal so let me know
- Slightly adjusted game godrays in clear weathers
AW3 Version:
- Copied changes from AW2 version
KreatE Preset:
- Reduced 10a241 sunrise and sunset sky brightness
- AW2 Version:
-
Version 4.73
- AW2 Version:
- Pushed SSS epidermal saturation to 1 to dim and saturate skin highlights. Let me know if there are overly red faces
- Slightly reduced SSS sampling radius
AW3 Version:
- Copied changes from AW2 version
Hopefully this alleviates slightly the Lack of Attention to human skin. If not, then it's unfortunate because I don' think I can salvage it any further.
- AW2 Version:
-
Version 4.72
- AW2 Version:
- Slightly increased complex particle light intensity and curve. Minor adjustments to its specular
AW3 Version:
- Copied changes from AW2 version
Added atmosphere.nif from AW to the required files. Let it overwrite other sky-related mods so the horizon seam fix is preserved.
- AW2 Version:
-
Version 4.71
- AW2 Version:
- Increased rain wetsurface glossiness from 0.9 to 0.95
- Reduced daytime ambient intensity for cloudy and fog weathers
- Changed godray intensity and range for fog weathers, hopefully for the better
AW3 Version:
- Copied changes from AW2 version
Reupload with reduced glossiness amount from 0.75 to 0.4 under [COMPLEXMATERIAL]
- AW2 Version:
-
Version 4.70f
- - AW3 Version now available. Only slight color settings are different from AW2 version but I will keep it separate.
- Set interior godray intensity to 0 just in case it causes any issues.
- - AW3 Version now available. Only slight color settings are different from AW2 version but I will keep it separate.
-
Version 4.70beta3
- AW2 Version Only for now.
- Added upscaled textures and SKSE configs taken from Rudy ENB CW. Many thanks to Rudy for granting the perms! Also includes Azurite Mists texture with reduced opacity that I personally use
- Continued with color grading adjustments
- Reduced sunlight saturation for clearSN and clearCO in KreatE preset
- AW2 Version Only for now.
-
Version 4.70beta2
- AW2 Version Only for now. Feedback on differences against 4.68 would be appreciated.
- Many thanks to the author of Cabbage ENB for pointing out the bright point light issue and the way to solve clipping highlights! Point lighting intensity and curve is now reduced across the board.
- Slightly adjusted shadow curve. It looks less flat now.
- AW2 Version Only for now. Feedback on differences against 4.68 would be appreciated.
-
Version 4.70beta1
- AW2 Version Only for now. Feedback on differences against 4.68 would be appreciated.
- Flattened tonemap and redid LUT curve to preserve more highlight details
- Readjusted color grading, adaptation
- Darkened skylighting min
Not happy with the shadow curve yet, will update once it dials in.
- AW2 Version Only for now. Feedback on differences against 4.68 would be appreciated.
-
Version 4.68
- AW2 Version:
- Increased sky scattering color from sun to make sunrise and sunset more colorful.
- Slightly reduced yellow saturation
- A difficult decision but decided to reduce intensity of adaptation. I like wild adaptation but constantly blowing out highlights when under shadows and making shadows bright and flat is objectively worse
AW3 Version:
- Migrated over AW2 weather settings. It seems that a higher gradient curve is also necessary for AW3 clear weathers
- Copied other changes from AW2 version
- AW2 Version:
-
Version 4.67
- AW2 Version:
- New active LUT. Old LUT is renamed to 21-4. Rebalanced shadow curve, slightly darkened bright midtones and highlights
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.66
- Updated enblocals.ini which hopefully fixes something
-
Version 4.65
- AW2 Version:
- Now includes brightness options because I have trouble settling down on a single option
- Adjusted tonemap, gamma and shifted cyan towards blue
- Made adaptation speed quicker
AW3 Version:
- Copied non color-related changes from AW2 version
- AW2 Version:
-
Version 4.63
- AW2 Version:
- Tonemap. Sorry for the frequent changes but this should be the last change in a while, hopefully
- Added Classic Chrome LUT and Classic Neg LUT made by Denji, many thanks for his permission to let me include in my preset
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.62
- AW2 Version:
- Further adjusted tonemap and color grading
- Slightly reduced interior exposure
AW3 Version:
- Copied changes from AW2 version
- AW2 Version:
-
Version 4.61
- AW2 version:
- Adjusted tonemap to reduce highlight clipping
- Changed sun settings for clear weathers
AW3 version:
- Copied tonemap changes from AW2 version
- AW2 version:
-
Version 4.60
- - Redid LUT and gamma so highlights should be less flat
- Added a version for AW3 with slightly different color grading and clear weather gradient settings
- Adjusted CM fresnel min and glossiness
- Adjusted clear weather DALC in KreatE preset
hotfix: fixed incorrect enblut.fxh
- - Redid LUT and gamma so highlights should be less flat
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Version 4.50beta2
- Could use some feedback on how this version looks compared with 4.50beta1
- Compressed highlights and shadows slightly in curve edit of the LUT
- Reduced red saturation
- Reverted sun rays changes and reduced sun intensity instead
- same version update: increased exposure and contrast by 0.01
- Could use some feedback on how this version looks compared with 4.50beta1
-
Version 4.50beta1
- - New custom LUT. Still WIP. Will look quite different from previous versions.
- Tonemap and color grading adjustments for the new LUT
- Reduced sun rays intensity to reduce highlight clipping
- - New custom LUT. Still WIP. Will look quite different from previous versions.
-
Version 4.43
- - Tonemap adjustments. Highlights are less flat and midtones are slightly darker.
-
Version 4.42
- - Reduced IBL for clear weathers.
- Increased clear weather daytime DALC saturation in KreatE preset
Note: This update in made in conjunction with the KreatE preset. If you don't use it, it might be better to stay with 4.41
- - Reduced IBL for clear weathers.
-
Version 4.41
- - Unified cloud shadows across weathers and ToD
-
Version 4.40
- - Retuned subsurface scattering. Should be less prone to overexposure
-
Version 4.39
- - Disabled Rain wet surface cubemap and increased glossiness
-
Version 4.38
- hotfix: Reupload because I forgot to save changes to enbseries.ini.
- Tweaked grass collision parameters for persistent deformation
- Reworked wet surface and rain wet surface parameters
- Reduced complex material glossiness amount
- Increased fog curve for soul cairn weathers
- hotfix: Reupload because I forgot to save changes to enbseries.ini.
-
Version 4.37
- - Increased vibrance
- Very minor exposure and gamma balance
- - Increased vibrance
-
Version 4.36beta1
- - Made everything brighter
- Increased midtone and shadow saturation
- Adjusted some rainy and snowy DALC values for KreatE preset
- - Made everything brighter
-
Version 4.35beta3
- - Another attempt at tonemapping shadows
- Experimentally lowered bloom thresholds
- Reduced fire intensity
- - Another attempt at tonemapping shadows
-
Version 4.35beta2.5
- - Updated enbadaptation.ini unified across all ToD that I forgot to include
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Version 4.35beta2
- - Reduced contrast, increased exposure and reduced shadow brightness to balance dark tones even more
- Reduced water brightness a bit more
- - Reduced contrast, increased exposure and reduced shadow brightness to balance dark tones even more
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Version 4.35beta1
- - Reduced shadow brightness across the board
- Adjusted water brightness for most weathers
- Corrected file structure for modified DALC
- - Reduced shadow brightness across the board
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Version 4.30beta3
- - Further tweaked configs with KreatE preset
- Reduced ELFX and SIL interior exposure as the old values were too bright
- Increased sampling range for high-end config
- - Further tweaked configs with KreatE preset
-
Version 4.30beta2
- - Reduced IBL amount for weathers that are not sunny
- Minor tweaks in conjunction with the modified KreatE preset
- - Reduced IBL amount for weathers that are not sunny
-
Version 4.30beta1
- - Remade all weather config structures. Please do a clean install and delete enbcache.
- Set IBL settings as ToD and weather specific
- Changed ambient intensity for various weathers
- Minor adaptation tweaks
- - Remade all weather config structures. Please do a clean install and delete enbcache.
-
Version 4.20beta3
- 4.20 Beta 3
- Increased contrast and exposure
- Minor adaptation tweaks
- 4.20 Beta 3
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Version 4.20beta2
- 4.20 Beta 2
- Tonemap adjustments to increase dynamic range along with adaptation tweaks
- Copied over sharpening parameters from SH2 Universal Core
- Reduced skylighting strength
- Reduced moon intensity in clear weathers
- 4.20 Beta 2
-
Version 4.20beta
- Too many changes. I will try to list all I could remember but some I might leave out some of them
4.20 Beta
- Tonemap parameter changes
- Adaptation parameter changes
- Tweaked AGIS boundaries so Azurite Meditation can have some impact on brightness
- Retuned ClearSN and similar weathers
- Retuned Fog weathers
- Reverted fog color curve edits since it caused bright distant fog
- Reduced ambient intensity for most weathers
- Reduced nighttime direct and ambient intensity
- Further tweaked clouds and skyscattering effects
- Slightly reduced bloom threshold
- Reduced fire intensity
- Increased IBL reflection amount
- Too many changes. I will try to list all I could remember but some I might leave out some of them
-
Version 4.10
- - Tweaked clouds and skyscattering parameters
- Added color filters to clouds for some weathers
- Slightly reduced exposure and slightly increased contrast
- - Tweaked clouds and skyscattering parameters
-
Version 4.0p
- - Included sunsprite fx by Kitsuune. Many thanks for giving the perms
- Adjusted skyscattering parameters and fog color curve for dawn/dusk and nighttime
- - Included sunsprite fx by Kitsuune. Many thanks for giving the perms
-
Version 4.0o
- - Tonemapper set to Uncharted 2. HDR and adaptation parameters adjusted accordingly
- Support in clear and cloudy weathers for the upcoming ENB atmosphere glow
- Adjusted CM cubemap fresnel since my previous reference (Sangria armor) seemed to have too extreme env map
- Reduced SSS skin brightness and sun intensity to accommodate tonemap change
- - Tonemapper set to Uncharted 2. HDR and adaptation parameters adjusted accordingly
-
Version 4.0n
- - Increased contrast
- IBL and ambient readjustments
- - Increased contrast
-
Version 4.0m
- - Exposure increase
- Reduced daytime vibrance by 0.01
- Reduced nighttime direct lighting
- Enabled rain wetsurface cubemap
- Set ScreenshotFormat=1 in enblocal.ini
- - Exposure increase
-
Version 4.0l
- - Reduced saturation slightly for highlights and yellow hue
- Reworked clear weather volumetric rays
- Increased interior exposure
- - Reduced saturation slightly for highlights and yellow hue
-
Version 4.0k
- - Increased saturation
- Reduced interior water brightness
- Reduced quality for high-end config
- - Increased saturation
-
Version 4.0j
- - Set skylighting to 0.33
- Brighter adaptation
- Reduced clear weather direct lighting
- Interior contrast and exposure adjustments
- - Set skylighting to 0.33
-
Version 4.0g
- - Reworked gamma, contrast, and exposure
- Tweaked saturation and vibrance
- Tweaked adaptation
- Changed ToD for better sunset and sunrise
- Stronger skylighting effect
- Slight change in IBL
- - Reworked gamma, contrast, and exposure
-
Version 4.0d
- - Reduced exposure by 0.05 and increased contrast by 0.02
- Applied blue VL color to cloudy weathers
- - Reduced exposure by 0.05 and increased contrast by 0.02
-
Version 4.0c
- - Increased bloom threshold
- Increased contrast by 0.01
- Changed clear weathers daytime VL color to blue
- - Increased bloom threshold
-
Version 4.0b
- - Slightly reduced contrast
- Slightly reduced interior exposure
- - Slightly reduced contrast
-
Version 4.0a
- - Major tonemap change
- Stronger skylighting
- Minor SSAO tweaks
- - Major tonemap change
-
Version 3.25
- - Increased dynamic range
- Added ECSS support
- Tweaked cloud edge
- Set skylighting to 0.45 for all weather and ToD
- Limit AGIS tint to 0.5 for better consistency with mod weathers
- Increased complex grass SSS
- - Increased dynamic range
-
Version 3.21
- - Increased snow brightness for snow storm weather.
- Increased ILAmount, disabled IL weather parameters.
- - Increased snow brightness for snow storm weather.
-
Version 3.20
- - Added (very unpolished) weather supports for Beyond Reach, Vigilant, Glenmoril, and Wyrmstooth. Most of the weathers will still look vastly different from Azurite.
- Reduced dawn/dusk ambient intensity for cloudy weathers.
- Increased 81a mountain fog.
- - Added (very unpolished) weather supports for Beyond Reach, Vigilant, Glenmoril, and Wyrmstooth. Most of the weathers will still look vastly different from Azurite.
-
Version 3.18
- Adaptation changes. Made 81a clouds slightly more noticeable to counter banding. Minor changes to volumetric rays.
-
Version 3.17
- Improved raindrops.
-
Version 3.16
- Switched to zip because of virus reports. Reduced direct lighting curve for daytime clear weathers. Tweaked night vibrance and SIL interior config.
-
Version 3.15-beta3
- Reverted adaptation delay. Color tweaks. Night particle intensity changes.
-
Version 3.15-beta2
- Darker clear skies. Reduced direct lighting intensity. Tonemap changes. More prominent adaptation. Sunset/sunrise particle changes. Tweaked complex particle lights.
-
Version 3.10
- File structure change. Another tonemap adjustment. Created optional files with exposure change for ELFX and SIL. Reduced nighttime direct lighting and moon intensity. Separated configs for low sunlight scale clear weathers. Increased water sunlighting multiplier.
-
Version 3.07
- Bloom tweaks and consequent fire adjustments. Increased moon intensity. Increased complex grass specular. Skin SSS adjustments.
-
Version 3.06
- Adjusted interior gamma. Zeroed object and eye SSS multiplier. Reduced AO intensity on SSS.
-
Version 3.05
- Adjusted gamma for non-daytime ToD. Slightly increased eye intensity.
-
Version 3.04
- Reduced AO sampling range. Changed water fresnel according to Boris's suggestion on ENB discord. Changed sun ray type.
-
Version 3.03
- Increased IBL strength across the board. Increased highlight saturation. Some minor cloud intensity and curve adjustments for sunrise/sunset.
-
Version 3.01Final
- Brightened dawn and dusk. Increased cloud intensities for clear weathers.
-
Version 3.0Final
- Switched back to Summer LUT. Tonemap adjustments. Reduced direct lighting intensities for a few weathers. Removed bloom weather settings.
-
Version 2.02
- Reduced contrast. Reduced clear weather volumetric rays. Adjusted cloud and saturation settings for cloudy weathers.
-
Version 2.0RE
- Quite a few changes but most noticeably I cranked up HDR parameters. Feedbacks appreciated.
-
Version 2.0
- Removed LUT and retuned colors. Readjusted SSAO to mitigate edge glow. Adapted from NAT 3.
-
Version 1.67
- Reduced [LIGHTSPRITE] intensity according to feedback. Adapted from Rudy NAT.
-
Version 1.66
- Increased Fire intensity. Tweaked complex material fresnel. Slightly reduced LUT weight and ambient desaturation for overcast rain weathers.
-
Version 1.65
- Minor adjustments to fire curve and intensity. Minor tweaks to eye parameters
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Version 1.64
- Slightly brightened daytime skylighting. Reduced bloom saturation. Reduced water reflection amount. Disabled cubemap for wet surfaces.
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Version 1.63
- Changed Fresnel multiplier of water and added weather specific water amplitude. Set "IgnoreWeatherSystem" to true if you don't like the changes.
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Version 1.62
- Some changes to subsurface scattering. Increased sky bloom intensity and reduced sky bloom scale for all weathers.
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Version 1.61
- Reduced subsurface scattering saturation. Added Surtsbrunnr weather config. Stronger skylighting effect in daytime. Let me know if the effect is too intense.
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Version 1.60
- Minor adjustments to bloom blending and threshold. Reduced interior night windowlight. Increased object (most noticeably body) specular parameters to the same level as environment specular. If you don't like the look, set all parameter to 1 in [OBJECT].
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Version 1.56-alpha
- Reverted HDR changes. Reduced tonemap toe. Feedbacks immensely appreciated.
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Version 1.55
- Decreased contrast and exposure due to feedbacks. Reduced direct lighting intensities for clear weathers. Minor changes in some weathers. Created a separate config for VolcanicAsh01(4018471).
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Version 1.51
- Reduced exposure slightly. Reduced complex grass fake light intensity slightly.
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Version 1.50-test
- Quite noticeable change to contrast. Reduced game VL intensity to clear weathers. Feedbacks appreciated. Oh and here's my enblocal.ini in case anyone wants to use it.
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Version 1.50
- Made shadows a bit brighter.
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Version 1.45-test
- Enabled bloom blending. Increased sky bloom saturation. Increased tonemapping toe. Adjusted adaptation sensitivity (Night brightness increased). Decreased interior contrast and saturation. Feel free to stay on 1.40 if you don't like the changes.
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Version 1.40-alpha
- Minor changes to exterior tonemap. Major changes to interior contrast. Feedbacks appreciated. Refined particle brightness at night.
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Version 1.40
- Increased tonemapping toe slightly. Some slight adaptation and contrast changes to interior.
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Version 1.38
- Readjusted interior subsurface scattering and wet surface reflection strength.
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Version 1.37
- Reduced AO Intensity for exterior and AO Amount for interior. Reduced Cubemap Fresnel Min so it should appear more natural if anyone chooses to apply dynamic cubemap everywhere.
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Version 1.36
- Decreased sky bloom intensity for fog coast. Disabled SMAA.
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Version 1.35
- Another tonemapping change. Neutralized HDR and adjusted from there.
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Version 1.31
- I'm sorry for anyone who downloaded 1.30. Somehow the weather specific enbbloom.fx settings were reverted to default values so please download again. It should be fixed now. Increased ambient saturation for overcast snow to give a colder feeling.
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Version 1.30
- Increased bloom threshold for most weathers. The intention is to get rid of bright textures and sky blooming too much but it might look less appealing in some scenes. Also some interior tonemap consistency changes.
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Version 1.26
- Minor tonemapping changes at night time.
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Version 1.25-alpha
- Another tonemapping change with increased near bloom threshold. Also adjusted cloud opacity for cloudy weathers at DrJacopo's request.
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Version 1.25
- A bit more exposure for both exterior and interior
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Version 1.20-alpha
- Redid tonemapping again. Increased AO strength slightly.
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Version 1.13
- Decreased sun intensity for clear weathers. Increased cloud opacity for cloudy weathers. Enabled complex grass changes to basic grass.
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Version 1.12
- Increased lightsprite intensities. Updated enbseries.ini changes that I forgot to include in previous updates. Some minor adjustments to cloudy weathers.
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Version 1.11
- Shifted hue so the sky should appear a bit more blue. Retuned interior tonemap. Fixed transparent destructible web.
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Version 1.10-beta
- Made adaptation effect a bit stronger
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Version 1.10-alpha
- Redid tonemapping and exposure. I relied completely on intuition and may have gone down a wrong path. So please let me know if anything looks worse or weird.
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Version 1.10
- Sorry for the constant update. Readjusted exposure so now it should be closer to the brightness level without ENB at most time of day.
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Version 1.04
- Made OvercastSnow(4d7fb) darker and colder to bring it closer to AW author's vision. FogCO(10a235) now looks almost identical to the original OvercastSnow so you can still have bright snowy weather.
Decreased cloud saturation at night.
- Made OvercastSnow(4d7fb) darker and colder to bring it closer to AW author's vision. FogCO(10a235) now looks almost identical to the original OvercastSnow so you can still have bright snowy weather.
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Version 1.03
- Changed weatherlist so now 81a is the only weather that has no clouds, and only at daytime. Disabled some effects that require specific setup. Minor changes here and there.
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Version 1.02
- Increased reflection of rain wet surfaces. Decreased direct lighting intensity in clear weathers.
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Version 1.01
- Increased skylighting at night so unlit regions should appear brighter. Increased and balanced interior lighting intensity so the day and night are at the same brightness.
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A showcase on Azurite Horizons 4.68 for AW3 by Maxx'd
Requirements
- Azurite Weathers
- Silent Horizons 2 - Shader Core (and all of its requirements)
- ENB Helper SE
- Particle Patch for ENB
- Lux / ELFX / SIL (For intended interior looks. ELFX version probably suits the best for vanilla-like interior lighting)
- ENB Dynamic Cubemaps (For having dynamic cubemaps on objects)
- KreatE (For modified DALC Fix KreatE preset)
Recommended Mods
- Embers XD (Default Flames Style with reduced or removed glow)
- Azurite Mists (For AW2 version)
- EVLaS + Moons and Stars - Sky Overhaul SKSE XOR AELAS(Advanced Exterior Lighting and Skies)
- Sunglare Disabler
- DALC Fix KreatE Preset
Other Mods I used
Installation
- Clear all previous ENB files and enbcache if you haven't done it already.
- Install ENB binaries by putting d3d11.dll and decompiler_46e.dll into the game directory..
- Install Silent Horizons 2 - Shader Core into the game directory.
- Overwrite with my preset files.
Updating
It is recommended to remove all ENB files and redo the installation all over again. If using Root Builder with ENB dll and SH2 core created as mods and my preset overwriting it, delete old preset files and extract the new ones in.
INI Settings
Skyrim.ini:
[Display]
bVolumetricLightingDisableInterior=0
SkyrimPrefs.ini:
[Display]
bSAO_CS_Enable=0
bSAOEnable=0
bEnableImprovedSnow=0
bEnableProjecteUVDiffuseNormals=1
bVolumetricLightingEnable=1
bUse64bitsHDRRenderTarget=1
bDrawLandShadows=1
fGamma=1.0000
[Imagespace]
bDoDepthOfField=1
bLensFlare=0
[Particles]
iMaxDesired=6000
Credits:
Boris Vorontsov for creating ENB
DrJacopo for creating Azurite Weathers, for supporting me in the process of making this preset, and also for the name of this mod
KitsuuneNivis for creating Silent Horizons 2 - Shader Core, granting me permission to use it as a base, and teaching me how to tonemap
Marty McFly for his ENB DoF shader
Leostevano for a great deal of support with testing and feedback, as well as permission to modify his DALC Fix preset
Rudy102 for his style of ENB tuning that I greatly took inspiration from, and permission to use his textures and configs
aaa3561080 for giving me insights on tuning ENB presets
Denji for providing advice and permission to use his LUTs