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For example, you mentioned that a value of 1 for all RGB channel should create billboards with a brightness of 50% or less. But in practice when I generate meshes with the value of 1, it creates a mesh with a brightness that is far above what the TexGen preview shows.
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In that case the grass LOD billboard textures should be generated with a brightness of 50% or less.
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If all 3 values are 1.0, then there is no change. If all 3 values for r g b are equal it is a neutral brightness multiplier that does not change the color balance. The instructions I point to give ideas for all settings and grass config. Mean of bottom tints should always be lower than mean of top tints if you want more realistic look. Fine tune with the top/bottom tints later after you have a workable brightness. Modify ambient even lower to see almost black LOD grass and higher to tend towards white. Look at these settings for an idea of what works well with Cathedral Landscapes. Leave DynDOLOD top/bottom alone for now (after reverting back to default, or use the settings in instructions linked below) and change ambient/direct in 'grass' billboard setting of TexGen. You have been saying that grass is white or too bright, so you should generate with an extreme in the other direction to see how each setting impacts (this is what I did). Using a value of 1.0 will likely be too bright though. If you revert the INI settings back to default, you can set top/bottom to each be identical to highest/lowest/mean value of the three settings. So let me ask specifically what would be the values to put in those variables in order to make the colors neutral (or equal to not having the effects applied) (EDIT: don't forget that the ENB that you're wanting to use also requires the SE ENB Helper, so three pieces: basic framework (manual install), ENB Helper (mod manager install), and whatever version of Silent Horizons (manual install).My knowledge of math doesn't extend to how colors are produced through software. Once that is in place, the presets and such that you get from the nexus can be installed according to whatever instructions the mod author gives you. (the versions at the bottom are linked to the appropriate page with a download button at the bottom of that page) If you haven't already installed the basic framework for SE, you can get it here: Other pieces can be packed up into an archive for use with your preferred mod manager inside the Data directory.
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Some of those pieces need to be installed manually because they reside outside of the Data directory. There are several pieces that need to be in place for it to work.
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I don't use ENB on Skyrim (it's on my to-do list), but have started using it on FO4.
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