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; The multiplier setting multiplies the current variables, while the modifier adds to them.
; You can use negatives in the modifier. To hard-set something to a value, set the multiplier to 0
; and then add the value in the modifier. If you add comments, use ; to prevent any errors.
; You can change as little or as much as you want. Don't feel obligated to change everything - it's just there if you feel you want too.
;==============GLOBAL MULTIPLIERS (with example information)=========
;These are global multipliers - they multiply the value, and affect it globally.
;Eye Adapt Speed is how fast the eye adjusts to new lighting conditions. RL sets to ~20 or 40.
eyeAdaptSpeedMultiplierGlobal=1
;Bloom variables govern the fuzzy lighting effects produced on objects.
;Bloom is set to 0 in RL, so multipliers have no effect. It's usually 7 / .3 to .4 / 3 to 4 for vanilla.
bloomRadiusMultiplierGlobal=1
bloomThresholdMultiplierGlobal=1
bloomScaleMultiplierGlobal=1
;Target Lum's can have a dramatic effect on brightness. In RL, they are usually 5 / .5. In vanilla, they are usually 1 / 1 or something close.
;I'm not sure of the exact definition of these variables, so experiment with them as you will.
;With respect to RL values, lowering target lum 2 will increase the brightness, while increasing it will lower the brightness.
;The effect of target lum 1 is usually affected by the value of lum 2.
targetLum1MultiplierGlobal=1
targetLum2MultiplierGlobal=1
;Sunlight and Sky scales are not HDR, but are in here in the game parameters. It's not a direct sunlight,
; but it affects how bright shadows and anything hit by the sun are. Sky scale IS directly the brightness of the sky.
;If you find the snow too blinding in daytime, the sunlight scale can lower the blinding effect of it.
sunlightScaleMultiplierGlobal=1
skyScaleMultiplierGlobal=1
;Eye adapt strength is how strong the eye adaption is. RL is ~10-20.
eyeAdaptStrengthMultiplierGlobal=1
;These are the cinematic parameters - brightness is around .25 to .5 for interiors in RL, around 1 for vanilla.
;Saturation is at 1.8 for RL, all over the place in vanilla. Contrast, same - standardized to near 1.0 in RL.
;Saturation increases the colors -> oversaturation is overcolorful, cartoonish, undersaturated is greyscale-esque.
saturationMultiplierGlobal=1.2
;Brightness directly controls the brightness of the scene, along with the Target Lum 1 and Target Lum 2 variables.
brightnessMultiplierGlobal=1
;Contrast is the depth, the sharpness, of the difference in colors.
contrastMultiplierGlobal=1
;These are the tinting settings - in RWX format, so RGB but on a 0 to 1.0 scale, floating point.
;The default values are similar for RL and vanilla, but range all over depending on the type of area.
;Keep changes small - small changes will make a drastic difference.
;Changes will basically tint the entire game - if you multiply red, everything will have a reddish tinge to it (or be entirely red).
redMultiplierGlobal=1
greenMultiplierGlobal=1
blueMultiplierGlobal=1
alphaMultiplierGlobal=1
;These are Depth of Field multipliers. I recommend only changing globals.
DOFStrengthMultiplierGlobal=1
DOFDistanceMultiplierGlobal=1
DOFRangeMultiplierGlobal=1
;=========================GLOBAL MODIFIERS===========================
;These are global modifiers - they are added on (or subtracted) after the multiplication is done.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedModGlobal=0
bloomRadiusModGlobal=0
bloomThresholdModGlobal=0
bloomScaleModGlobal=0
targetLum1ModGlobal=0
targetLum2ModGlobal=0
sunlightScaleModGlobal=0
skyScaleModGlobal=0
eyeAdaptStrengthModGlobal=0
saturationModGlobal=0
brightnessModGlobal=0
contrastModGlobal=0
redModGlobal=0
greenModGlobal=0
blueModGlobal=0
alphaModGlobal=0
DOFStrengthModGlobal=0
DOFDistanceModGlobal=0
DOFRangeModGlobal=0
;=========================NIGHTTIME MULTIPLIERS===========================
;These are nighttime multipliers - they multiply the value, and affect it only during the nighttime.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierNight=1
bloomRadiusMultiplierNight=1
bloomThresholdMultiplierNight=1
bloomScaleMultiplierNight=1
targetLum1MultiplierNight=1
targetLum2MultiplierNight=1
sunlightScaleMultiplierNight=1
skyScaleMultiplierNight=1
eyeAdaptStrengthMultiplierNight=1
saturationMultiplierNight=1
brightnessMultiplierNight=0.6
contrastMultiplierNight=1
redMultiplierNight=1
greenMultiplierNight=1
blueMultiplierNight=1
alphaMultiplierNight=1
DOFStrengthMultiplierNight=1
DOFDistanceMultiplierNight=1
DOFRangeMultiplierNight=1
;=========================NIGHTTIME MODIFIERS===========================
;These are nighttime modifiers - they are added on (or subtracted) after the multiplication is done, and only affect the nighttime.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedModNight=0
bloomRadiusModNight=0
bloomThresholdModNight=0
bloomScaleModNight=0
targetLum1ModNight=0
targetLum2ModNight=0
sunlightScaleModNight=0
skyScaleModNight=0
eyeAdaptStrengthModNight=0
saturationModNight=0
brightnessModNight=0
contrastModNight=0
redModNight=0
greenModNight=0
blueModNight=0
alphaModNight=0
DOFStrengthModNight=0
DOFDistanceModNight=0
DOFRangeModNight=0
;=========================DAYTIME MULTIPLIERS===========================
;These are daytime multipliers - they multiply the value, and affect it only during the daytime.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierDay=1
bloomRadiusMultiplierDay=1
bloomThresholdMultiplierDay=1
bloomScaleMultiplierDay=1
targetLum1MultiplierDay=1
targetLum2MultiplierDay=1
sunlightScaleMultiplierDay=1
skyScaleMultiplierDay=1
eyeAdaptStrengthMultiplierDay=1
saturationMultiplierDay=1
brightnessMultiplierDay=1
contrastMultiplierDay=1
redMultiplierDay=1
greenMultiplierDay=1
blueMultiplierDay=1
alphaMultiplierDay=1
DOFStrengthMultiplierDay=1
DOFDistanceMultiplierDay=1
DOFRangeMultiplierDay=1
;=========================DAYTIME MODIFIERS===========================
;These are daytime modifiers - they are added on (or subtracted) after the multiplication is done, and only affect the daytime.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedModDay=0
bloomRadiusModDay=0
bloomThresholdModDay=0
bloomScaleModDay=0
targetLum1ModDay=0
targetLum2ModDay=0
sunlightScaleModDay=0
skyScaleModDay=0
eyeAdaptStrengthModDay=0
saturationModDay=0
brightnessModDay=0
contrastModDay=0
redModDay=0
greenModDay=0
blueModDay=0
alphaModDay=0
DOFStrengthModDay=0
DOFDistanceModDay=0
DOFRangeModDay=0
;=========================DAWN MULTIPLIERS===========================
;These are dawn multipliers - they multiply the value, and affect it only during the sunrise.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierDawn=1
bloomRadiusMultiplierDawn=1
bloomThresholdMultiplierDawn=1
bloomScaleMultiplierDawn=1
targetLum1MultiplierDawn=1
targetLum2MultiplierDawn=1
sunlightScaleMultiplierDawn=1
skyScaleMultiplierDawn=1
eyeAdaptStrengthMultiplierDawn=1
saturationMultiplierDawn=1
brightnessMultiplierDawn=0.8
contrastMultiplierDawn=1
redMultiplierDawn=1
greenMultiplierDawn=1
blueMultiplierDawn=1
alphaMultiplierDawn=1
DOFStrengthMultiplierDawn=1
DOFDistanceMultiplierDawn=1
DOFRangeMultiplierDawn=1
;=========================DAWN MODIFIERS===========================
;These are dawn modifiers - they are added on (or subtracted) after the multiplication is done, and only affect the sunrise.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedModDawn=0
bloomRadiusModDawn=0
bloomThresholdModDawn=0
bloomScaleModDawn=0
targetLum1ModDawn=0
targetLum2ModDawn=0
sunlightScaleModDawn=0
skyScaleModDawn=0
eyeAdaptStrengthModDawn=0
saturationModDawn=0
brightnessModDawn=0
contrastModDawn=0
redModDawn=0
greenModDawn=0
blueModDawn=0
alphaModDawn=0
DOFStrengthModDawn=0
DOFDistanceModDawn=0
DOFRangeModDawn=0
;=========================DUSK MULTIPLIERS===========================
;These are dusk multipliers - they multiply the value, and affect it only during the sunset.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierDusk=1
bloomRadiusMultiplierDusk=1
bloomThresholdMultiplierDusk=1
bloomScaleMultiplierDusk=1
targetLum1MultiplierDusk=1
targetLum2MultiplierDusk=1
sunlightScaleMultiplierDusk=1
skyScaleMultiplierDusk=1
eyeAdaptStrengthMultiplierDusk=1
saturationMultiplierDusk=1
brightnessMultiplierDusk=0.8
contrastMultiplierDusk=1
redMultiplierDusk=1
greenMultiplierDusk=1
blueMultiplierDusk=1
alphaMultiplierDusk=1
DOFStrengthMultiplierDusk=1
DOFDistanceMultiplierDusk=1
DOFRangeMultiplierDusk=1
;=========================DUSK MODIFIERS===========================
;These are dusk modifiers - they are added on (or subtracted) after the multiplication is done, and only affect the sunset.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedModDusk=0
bloomRadiusModDusk=0
bloomThresholdModDusk=0
bloomScaleModDusk=0
targetLum1ModDusk=0
targetLum2ModDusk=0
sunlightScaleModDusk=0
skyScaleModDusk=0
eyeAdaptStrengthModDusk=0
saturationModDusk=0
brightnessModDusk=0.9
contrastModDusk=0
redModDusk=0
greenModDusk=0
blueModDusk=0
alphaModDusk=0
DOFStrengthModDusk=0
DOFDistanceModDusk=0
DOFRangeModDusk=0
;=========================INTERIOR MULTIPLIERS===========================
;These are interior multipliers - they multiply the value, and affect only the interiors.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierInterior=1
bloomRadiusMultiplierInterior=1
bloomThresholdMultiplierInterior=1
bloomScaleMultiplierInterior=1
targetLum1MultiplierInterior=1
targetLum2MultiplierInterior=1
sunlightScaleMultiplierInterior=1
skyScaleMultiplierInterior=1
eyeAdaptStrengthMultiplierInterior=1
saturationMultiplierInterior=1
brightnessMultiplierInterior=1
contrastMultiplierInterior=1
redMultiplierInterior=1
greenMultiplierInterior=1
blueMultiplierInterior=1
alphaMultiplierInterior=1
DOFStrengthMultiplierInterior=1
DOFDistanceMultiplierInterior=1
DOFRangeMultiplierInterior=1
;=========================INTERIOR MODIFIERS===========================
;These are interior modifiers - they are added on (or subtracted) after the multiplication is done, and only affect the interiors.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedModInterior=0
bloomRadiusModInterior=0
bloomThresholdModInterior=0
bloomScaleModInterior=0
targetLum1ModInterior=0
targetLum2ModInterior=0
sunlightScaleModInterior=0
skyScaleModInterior=0
eyeAdaptStrengthModInterior=0
saturationModInterior=0
brightnessModInterior=0
contrastModInterior=0
redModInterior=0
greenModInterior=0
blueModInterior=0
alphaModInterior=0
DOFStrengthModInterior=0
DOFDistanceModInterior=0
DOFRangeModInterior=0
;=========================DUNGEON MULTIPLIERS===========================
;These are dungeon multipliers - they multiply the value, and affect only the dungeons in the game.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedMultiplierDungeon=1
bloomRadiusMultiplierDungeon=1
bloomThresholdMultiplierDungeon=1
bloomScaleMultiplierDungeon=1
targetLum1MultiplierDungeon=1
targetLum2MultiplierDungeon=1
sunlightScaleMultiplierDungeon=1
skyScaleMultiplierDungeon=1
eyeAdaptStrengthMultiplierDungeon=1
saturationMultiplierDungeon=1
brightnessMultiplierDungeon=0.8
contrastMultiplierDungeon=1
redMultiplierDungeon=1
greenMultiplierDungeon=1
blueMultiplierDungeon=1
alphaMultiplierDungeon=1
DOFStrengthMultiplierDungeon=1
DOFDistanceMultiplierDungeon=1
DOFRangeMultiplierDungeon=1
;=========================DUNGEON MODIFIERS===========================
;These are Dungeon modifiers - they are added on (or subtracted) after the multiplication is done, and only affect dungeons.
;Refer to the Global Multipliers section for definitions on each variable.
eyeAdaptSpeedModDungeon=0
bloomRadiusModDungeon=0
bloomThresholdModDungeon=0
bloomScaleModDungeon=0
targetLum1ModDungeon=0
targetLum2ModDungeon=0
sunlightScaleModDungeon=0
skyScaleModDungeon=0
eyeAdaptStrengthModDungeon=0
saturationModDungeon=0
brightnessModDungeon=0
contrastModDungeon=0
redModDungeon=0
greenModDungeon=0
blueModDungeon=0
alphaModDungeon=0
DOFStrengthModDungeon=0
DOFDistanceModDungeon=0
DOFRangeModDungeon=0