Skyrim Reloaded (SR) is a game patch and changes deeply the game. You can find the main explanation and features on the Nexus's page (it is also "embedded" in this manual); it is always updated.
You can find here details about the settings and the custom effects.
It is possible that values in this file aren't the same provided in ini files because they are adjusted along the way.
Skyrim Reloaded provides several ini files; the first is the main configuration file for the plugin and it is under the Data\SKSE\plugins folder: SkyrimReloaded.ini.
Then you can find one ini file under every sub-folder of the Data\ShadersFx\SkyrimReloaded, to configure every shader/effect for the game, but i strongly recommended to use the ingame menu to manage these settings. If the ini is not provided for a shader/effect, it means no settings are supported for that shader/effect but SR manages it directly.
Main and general settings.
This settings are not reloaded by the SRLoadSettings command. You need to restart Skyrim to reload them.
Location: Data\SKSE\plugins\SkyrimReloaded.ini
[Main] Main settings.
WindowedMode = 1
Sets the full screen windowed mode. 0=Disabled; 1=Enabled.
FoV = 90.0
Sets the field of view angle in degrees. Min=60.0; Max=120.0; 0.0=Disable overriding; Recommended=90.0.
WaterManagement = 1
Changes the water properties (removes the underwater fog) at runtime instead of using the esp. Disable if you want to create your own esp patch.
Full compatibility with any mod when enabled.
ScreenshotPath = \Screenshots
Path for screenshots. You can specify a relative path or absolute (ex. \Screenshots is relative to the Skyrim install folder. C:\Images\Screenshots is absolute path).
The directory is created if it not exists.
ScreenshotType = 1
0=bmp, 1=jpg.
ScreenshotKey = 87
The key to grab a screenshot without the UI.
FPSOverlay = 0
Enables/disables the FPS overlay.
CustomEffects = 0
Enables/disables the custom effects engine. The custom effects must be placed in the ShadersFx\SkyrimReloaded\Custom folder.
CameraMode = 1
Enables/disables the first person camera like in the real life.
SleepingMode = 1
Enables/disables the possibility to view the player in the bed.
Activate the bed to enter it, then press the rest key to sleep. Press the activate key again to get out of the bed.
ShadowMode = 1
Enables/disables the shadow engine for high detailed shadows.
[CameraMode] Real view camera settings.
OffsetX = 0.0
Sets the camera X offset from the center of the player's head.
OffsetY = 15.0
Sets the camera X offset from the center of the player's head.
OffsetZ = 4.0
Sets the camera X offset from the center of the player's head.
NearDistanceFirst = 10.0
Manages the near distance cutting off in first person.
NearDistanceThird = 15.0
Manages the near distance cutting off in third person.
BodyRotation = 1
Enables/disables the rotation of the player when the max head angle is reached.
MaxAngleZ = 75.0
Sets the max rotation angle for the head (Yaw).
MaxAngleX = 75.0
Sets the max rotation angle for the head (Pitch).
[SleepingMode] Sleeping mode settings.
Rest = 0
Enables/disables resting out of the bed (0 = You can rest ONLY in a bed, 1 = vanilla).
RestMessage = You must be in a bed to rest.
Sets the UI message when you press the rest key out of the bed and Rest is set to 0.
[SleepingMode] Sleeping mode settings.
NearQuality = 3.0
The quality factor for the near shadows. Higher values mean also a lower distance for near shadows. Rasing it too much introduces a deadlift between the near shadows and distant ones.
Recommended: fShadowDistance = 7000.0, NearQuality = 3.0
[Shaders] These options enable or disable the relative shader overriding.
EnableWater = 1
[Effects] These options enable or disable the relative effect (effects are applied after the shader rendering and BEFORE the HUD rendering).
EnableUnderwater = 1 (water shaders must be enabled for the underwater effect; disabling the underwater effect requires to restore vanilla water settings disabling the water management)
EnableWaterLens = 0 (underwater effect must be enabled for the waterlens effect)
EnableGodRays = 0
EnableDepthOfField = 0
EnableAmbientOcclusion = 0
EnableColoring = 0
EnableCinema = 0
EnableBloom = 0
EnableBloodLens = 0
EnableMotionBlur = 0
EnableLowHF = 0
EnableSharpening = 0
EnableSMAA = 0
[Menu] Configures the ingame menu.
Font = Calibri
Sets the menu's font.
TextColorNormal = 180,180,180
Sets the color (R,G,B) for the text.
TextShadowColorNormal = 50,50,50
Sets the shadow color (R,G,B) for the text.
TextColorSelected = 255,255,255
Sets the color (R,G,B) for the text when selected.
TextShadowColorSelected = 50,50,50
Sets the shadow color (R,G,B) for the text when selected.
TextColorEditing = 255,100,50
Sets the color (R,G,B) for the text when in editing mode.
TextShadowColorEditing = 50,50,50
Sets the shadow color (R,G,B) for the text when in editing mode.
TextSize = 22
Sets the size of the text.
TitleX = 60
Sets the position X of the title.
TitleY = 120
Sets the position Y of the title.
TitleRect = 800
Sets the width of the title's rectangle.
X = 80
Sets the position X of the menu.
Y = 160
Sets the position Y of the menu.
Rect = 250
Sets the width of the row's rectangle for each column.
ExtraRect = 50
Sets the distance between the second and third column.
RowSpace = 4
Sets the space between the rows.
RowsPerPage = 30
Sets how many rows must be rendered for each page.
KeyEnable = 24
Sets the key to enable/disable the menu.
KeyUp = 200
Sets the key to move up in the column.
KeyDown = 208
Sets the key to move down in the column.
KeyLeft = 203
Sets the key to change column (to left).
KeyRight = 205
Sets the key to change column (to right).
KeyPageUp = 201
Sets the key to change the page (if the rows are > RowsPerPage).
KeyPageDown = 209
Sets the key to change the page (if the rows are > RowsPerPage).
KeyAdd = 78
Sets the key to add a StepValue to the selected value (when you are in the third column) or to enable/disable an effect (if you are in the first column).
NOTE: shaders cannot be enabled/disabled at runtime.
KeySubtract = 74
Sets the key to subtract a StepValue to the selected value (when you are in the third column) or to enable/disable an effect (if you are in the first column).
NOTE: shaders cannot be enabled/disabled at runtime.
KeySave = 28
Sets the key to save the current settings into the relative ini file.
KeyEditing = 156
Sets the key to enter/exit direct editing mode (in direct edit mode you can edit the value directly using the NUM keypad and the backspace to delete). See section 101 Ingame menu.
StepValue = 0.1
Sets the value that must added/subtracted to the selected value every time the KeyAdd/KeySubtract is pressed.
Decimals = 3
Sets the decimal precision for the values.
[Develop] These options enable or disable the develop section.
CompileShaders = 0 (If enabled, it compiles the shaders. Enable this option to compile the shaders after a modification to the shaders' source code; turn off when finished)
CompileEffects = 0 (If enabled, it compile the effects. Enable this option to compile the effects after a modification to the effects' source code; turn off when finished)
TraceShaders = 0 (If enabled, it logs the shaders tandems used for the frame)
Bloom/Glow settings. Unique locations settings are supported. Use the GetLocationName command in the console to know the location and create the relative unique location section.
You can specify a worldspace or a cell. Cell settings have priority if found.
Coloring settings. Unique locations settings are supported. Use the GetLocationName command in the console to know the location and create the relative unique location section.
You can specify a worldspace or a cell. Cell settings have priority if found.
Settings for water, underwater and water on camera lens. Unique locations settings are supported. Use the SRGetLocationName command in the console to know the location and create the relative unique location section.
You can specify a worldspace or a cell. Cell settings have priority if found.
The ingame menu helps you to manage settings. NOTE: only effects can be enabled/disabled at runtime (not the shaders).
Keys (you can change them in the SkyrimReloaded.ini):
O (letter O; it not a zero) -> Opens/closes the menu
Arrow up -> Moves the selection up
Arrow down -> Moves the selection down
Arrow right -> Jumps on the right menu
Arrow left -> Jumps on the left menu
Page up -> Scrolls the page up
Page down -> Scrolls the page down
Enter -> Saves settings of the current shader/effect
+ (on the keypad) -> On the shaders list: enables/disables an effect (you cannot enable/disable a shader at runtime); on the value list: raises/switches the value (for fine tuning)
- (on the keypad) -> On the shaders list: enables/disables an effect (you cannot enable/disable a shader at runtime); on the value list: lowers/switches the value (for fine tuning)
Enter (on the keypad) -> On the values list: enters/exits editing mode
Special keys (you cannot change them in the SkyrimReloaded.ini):
Numbers (on the keypad) -> On the values list: enter a value when in editing mode
Backspace -> On the values list: delete a value when in editing mode
The custom effects engine enables the possibility to write own effects. Oblivion Reloaded will inject the effects at the end of pipeline after the other effects and BEFORE the HUD.
Location: Data\ShadersFx\SkyrimReloaded\Custom
You can create a shader like "MyEffect.fx.hlsl" and put it into the Custom folder. Activate the option "CompileShaders" to compile the effect. Look at the SkyrimReloaded.log to know if the effect has been correctly compiled and loaded. When the effect is ready/finished, disable the "CompileShaders" option.
These variables are set by SR automatically (you can specify one or more of them in your effect if you need)
renderTexture (type texture2D) -> the render surface (at the first pass the surface contains the final image from all other effects)
sourceTexture (type texture2D) -> the final image from all other effects (if you have a multipass technique, this is the last pass of other effects, it is useful when you need to recombine your render pass with the initial image)
depthTexture (type texture2D) -> the Oblivion's depth buffer
rcpres (type float4) -> the reciprocal resolution (x = 1.0f / W; y = 1.0f / H; z = W / H; w = W * H)
m44world (type matrix) -> world matrix
m44view (type matrix) -> view matrix
m44proj (type matrix) -> proj matrix
TikTiming (type float4) -> frequency clock timing from the QueryPerformanceFrequency, useful to get for example a texture from a 3d texture dds file
f4SunDir (type float4) -> sun direction vector
fogColor (type float4) -> fog color
sunColor (type float4) -> sun color
fogStart (type float) -> fog start plane distance
fogEnd (type float) -> fog end plane distance
While SR manages its own constant table internally for embedded effects, you need to create a CSE quest script to manage your own values for custom effects.
You can specify your own float values in the shader and set them by a CSE script, using the SRSetCustomEffectValue "nameoftheshader" "variablename" value. SRGetCustomValue if you need to read the value.
The setting "Enabled" is reserved to enable/disable the effect.
Example for MyEffect.fx:
- SRSetCustomEffectValue "MyEffect" "Enabled" 1 (enables the effect)
- SRSetCustomEffectValue "MyEffect" "BlurValue" 0.5 (sets the BlurValue float value into the effect to 0.5)
Effect's format must be as you can see in an existing effect (like AO or DoF).