Skyrim Reloaded v1.6.0 by Alenet - Timeslip - Scanti - ShadeMe - Ethatron - meh321


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1 Introduction

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.

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2 SkyrimReloaded.ini

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

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3 AmbientOcclusion.ini

Ambient Occlusion settings. These settings are available for exteriors and interiors.

Location: Data\ShadersFx\SkyrimReloaded\AmbientOcclusion\AmbientOcclusion.ini

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4 Bloom.ini

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.

Location: Data\ShadersFx\SkyrimReloaded\Bloom\Bloom.ini

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5 Cinema.ini

Cinema settings.

Location: Data\ShadersFx\SkyrimReloaded\Cinema\Cinema.ini

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6 Coloring.ini

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.

Location: Data\ShadersFx\SkyrimReloaded\Coloring\Coloring.ini

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7 DepthOfField.ini

DepthOfField settings. These settings are available for views: vanity cam, first person view, third person view.

Location: Data\ShadersFx\SkyrimReloaded\DepthOfField\DepthOfField.ini

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8 Godrays.ini

Godrays settings.

Location: Data\ShadersFx\SkyrimReloaded\Godrays\Godrays.ini

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9 MotionBlur.ini

MotionBlur settings. These settings are available for views: first person view, third person view.

Location: Data\ShadersFx\SkyrimReloaded\MotionBlur\MotionBlur.ini

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10 LowHF.ini

Low Health and Fatigue (Stamina) settings.

Location: Data\ShadersFx\SkyrimReloaded\LowHF\LowHF.ini

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11 Sharpening.ini

Sharpening settings.

Location: Data\ShadersFx\SkyrimReloaded\Sharpening\Sharpening.ini

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12 Water.ini

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.

Location: Data\ShadersFx\SkyrimReloaded\Water\Water.ini

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13 Blood.ini

Blood settings.

Location: Data\ShadersFx\SkyrimReloaded\Blood\Blood.ini

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100 Commands

Skyrim Reloaded commands.

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101 Ingame menu

Skyrim Reloaded ingame menu.

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):
Special keys (you cannot change them in the SkyrimReloaded.ini):
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102 Custom effects

Skyrim Reloaded custom effects engine.

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)

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).

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