334 lines
11 KiB
Plaintext
334 lines
11 KiB
Plaintext
# Community Shaders Setup Guide for NimmerSky
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# Compiled: 2026-03-20 | Session with Chrysalis
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# For: Linux (Proton) + Skyrim AE + MO2 via Jackify
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================================================================================
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OVERVIEW
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================================================================================
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Community Shaders (CS) is an open-source graphics framework for Skyrim.
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Community-driven, modular, and designed for modern rendering.
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WHY CS:
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- Proton/Linux friendly (standard DirectX calls, no injection hooks)
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- Modular: enable only what you need
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- Open source: bugs get fixed by community
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- Good performance
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- Native upscaling support (FSR/XeSS)
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================================================================================
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REQUIREMENTS
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================================================================================
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SKYRIM VERSION:
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[x] Skyrim AE (latest Steam version) - SUPPORTED
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[ ] Skyrim 1.6.640 - NOT SUPPORTED
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[x] Skyrim VR - SUPPORTED (separate modules)
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GPU:
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[x] DirectX feature level 11_1 minimum
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[x] DirectX 12_0 for frame generation features
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(Your setup should be fine - check with: vulkaninfo | grep apiVersion)
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PREREQUISITES (install in this order):
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1. [x] SKSE64 - Already in your foundation
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2. [x] Address Library - Already installed
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3. [x] SSE Engine Fixes (Part 1 + Part 2 Preloader) - Check if installed
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4. [ ] Visual C++ Redistributable - Usually handled by Proton
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================================================================================
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CRITICAL CONFIGURATION
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================================================================================
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BEFORE INSTALLING CS:
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1. Borderless Windowed Mode (REQUIRED)
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In SkyrimPrefs.ini:
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```
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bBorderless=1
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bFull Screen=0
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```
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2. SSE Display Tweaks (if using):
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In SSEDisplayTweaks.ini:
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```
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Fullscreen = false
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Borderless = true
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BorderlessUpscale = false
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```
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3. Engine Fixes Preloader:
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- Part 1: Install via MO2 (normal mod)
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- Part 2 (Preloader): MANUAL install to Skyrim root folder
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- d3dx9_42.dll goes in the same folder as SkyrimSE.exe
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================================================================================
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CORE CS MODULES
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================================================================================
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INSTALL ORDER (base to features):
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1. Community Shaders (BASE)
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https://www.nexusmods.com/skyrimspecialedition/mods/86492
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- The core framework, required for all features
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2. Light Placer
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https://www.nexusmods.com/skyrimspecialedition/mods/135224
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- Attaches lights to objects/actors via JSON
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- Dynamic light placement system
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3. CS Light (light configs for Light Placer)
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https://www.nexusmods.com/skyrimspecialedition/mods/138443
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- Covers: candles, lanterns, fires, potions, windows, plants, insects
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================================================================================
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VISUAL FEATURE MODULES
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================================================================================
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Enable based on your performance budget:
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LIGHTING & SHADOWS:
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[ ] Skylighting
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https://www.nexusmods.com/skyrimspecialedition/mods/139352
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- Large-scale ambient occlusion
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- "Most transformative feature" per CS devs
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- Skylighting from every direction
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[ ] Screen Space Global Illumination (SSGI)
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https://www.nexusmods.com/skyrimspecialedition/mods/130375
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- Indirect lighting, light bounce
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- Recommended: Use WITH Skylighting for full effect
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- Has interior/exterior toggle
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[ ] Screen Space Shadows
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- Built into CS core, toggle in menu
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MATERIALS & SURFACES:
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[ ] Subsurface Scattering
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- Skin translucency (light through ears, etc.)
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- Built into CS, toggle in menu
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[ ] Terrain Blending
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- Smooth transitions between terrain textures
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[ ] Grass Lighting
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- Proper lighting on grass meshes
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[ ] Grass Collision
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- Grass bends when walking through
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- Performance cost: moderate
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ATMOSPHERE:
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[ ] Cloud Shadows
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- Clouds cast shadows on the world
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[ ] Sky Sync
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- INCOMPATIBLE: EVLaS, AELAS (use Sky Sync instead)
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- Syncs sky lighting with time of day
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[ ] Wetness Effects
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- Rain makes surfaces wet/reflective
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[ ] Water Effects
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- Improved water rendering
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PERFORMANCE & UPSCALING:
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[ ] Upscaling - Community Shaders
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https://www.nexusmods.com/skyrimspecialedition/mods/156952
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- DLSS 4 / FSR 3.1 / XeSS support
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- Frame generation (requires DX12 GPU)
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- INCOMPATIBLE: Skyrim Upscaler (old mod)
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================================================================================
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INCOMPATIBILITIES
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================================================================================
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INCOMPATIBLE MODS (use CS alternatives):
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- EVLaS / AELAS → use Sky Sync instead
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- Skyrim Upscaler → use CS Upscaling instead
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================================================================================
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LOAD ORDER PLACEMENT
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================================================================================
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In your MO2 left pane (following logical order):
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EARLY:
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- SKSE
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- Address Library
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- Engine Fixes (Part 1)
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- SSE Display Tweaks
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AFTER VISUALS/WEATHER:
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- Community Shaders (base)
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- Light Placer
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- CS Light
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- [Feature modules: Skylighting, SSGI, etc.]
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- [Terrain/Grass CS modules]
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LATE LOADERS:
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- CS patches (if any)
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- Weather-specific CS configs
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================================================================================
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IN-GAME CONFIGURATION
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================================================================================
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CS has an in-game menu (usually bound to END key):
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1. Launch game
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2. Press END to open CS menu
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3. Toggle features on/off
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4. Adjust quality settings per feature
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5. Settings save to Data/SKSE/Plugins/CommunityShaders.json
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RECOMMENDED STARTING POINT:
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- Enable: Skylighting, SSGI (AO only), Screen Space Shadows
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- Disable: Grass Collision (if FPS issues)
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- Test, then enable more features one by one
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================================================================================
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LINUX/PROTON NOTES
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================================================================================
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CS is Proton-friendly:
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- Uses standard DirectX calls
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- No binary injection hooks
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- No special memory configuration needed
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POTENTIAL ISSUES:
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- Frame generation may not work (DX12 feature)
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- Upscaling (FSR) should work (AMD tech, Proton-friendly)
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- DLSS unlikely to work (NVIDIA-specific, needs native driver)
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TEST ORDER:
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1. Install CS base only, confirm game launches
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2. Add Skylighting, test
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3. Add SSGI, test
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4. Add other features one at a time
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================================================================================
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PGPATCHER (PARALLAXGEN) - THE KEY TOOL
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================================================================================
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WHAT IT DOES:
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PGPatcher patches your meshes to work with CS material systems:
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- Parallax (depth on textures)
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- Complex Materials (realistic metals, specular)
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- True PBR (physically based rendering)
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WHY YOU NEED IT:
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- CS requires meshes to have specific flags set for material features
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- Without patching: "blue meshes" bug, broken parallax
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- PGPatcher auto-detects your textures and patches meshes accordingly
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- Replaces need for "pre-patched mesh" mods
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NEXUS: https://www.nexusmods.com/skyrimspecialedition/mods/120946
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GITHUB: https://github.com/hakasapl/PGPatcher
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--------------------------------------------------------------------------------
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WORKFLOW ORDER
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--------------------------------------------------------------------------------
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Run tools in this order:
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1. BodySlide (if using) → output to dedicated mod folder
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2. PGPatcher (ParallaxGen) → patches meshes for CS
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3. TexGen → generates LOD textures
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4. DynDOLOD → generates distant LODs
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IMPORTANT:
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- Re-run PGPatcher every time you add/remove texture mods
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- Re-run PGPatcher after BodySlide changes
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- Run BEFORE TexGen/DynDOLOD (they use PGPatcher's output)
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--------------------------------------------------------------------------------
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LINUX/WINE SETUP FOR PGPATCHER
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PGPatcher CAN run on Linux via Wine, but needs setup:
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DEPENDENCIES (via winetricks/protontricks):
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[ ] dotnet8 / dotnetdesktop8
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[ ] vcrun2012, vcrun2013, vcrun2022
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[ ] d3dcompiler_47 (CRITICAL for GPU init)
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COMMON ISSUES:
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1. ".NET8 Desktop Runtime not installed"
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FIX: Install via Windows .NET8 installer through Wine
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(not Linux package manager)
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2. Shader initialization failures
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FIX: Install d3dcompiler_47 via protontricks
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3. .NET detection conflicts
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FIX: Run with: env -u DOTNET_ROOT -u DOTNET_BUNDLE_EXTRACT_BASE_DIR
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4. GPU init errors (NVIDIA)
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Note: AMD/Mesa reported smoother
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WORKFLOW ON LINUX:
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- Use MO2's "run executable" feature
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- Or run directly in your MO2 Wine prefix
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- Output goes to a mod folder you specify
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BASIC USAGE
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--------------------------------------------------------------------------------
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1. Download PGPatcher from Nexus
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2. Extract somewhere (e.g., MO2/tools/PGPatcher/)
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3. In MO2: Tools → Executables → Add PGPatcher.exe
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4. Configure paths:
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- Instance: Your MO2 instance
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- Game: Skyrim installation
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- Output: A mod folder (e.g., "VOV - ParallaxGen Output")
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5. Run PGPatcher
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6. Enable the output mod in MO2
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OPTIONS TO ENABLE:
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[ ] Parallax - basic depth textures
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[ ] Complex Material - metals, specular
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[ ] True PBR - full PBR textures (if you have PBR texture mods)
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[ ] Optimize - mesh optimization
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--------------------------------------------------------------------------------
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TEXTURE MOD COMPATIBILITY
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--------------------------------------------------------------------------------
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PGPatcher auto-detects and patches for:
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PARALLAX TEXTURES:
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- Look for _p.dds files (parallax/height maps)
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- Many texture mods include these
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COMPLEX MATERIAL:
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- Uses environment mask for metallic/specular
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- More realistic than vanilla
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TRUE PBR:
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- Full PBR workflow (albedo, normal, roughness, metallic)
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- Requires PBR-specific texture mods
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- Most realistic but heaviest
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YOU CAN MIX:
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- Some areas parallax, some complex material, some PBR
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- PGPatcher handles the permutations
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================================================================================
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RESOURCES
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================================================================================
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Official:
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- Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/86492
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- GitHub: https://github.com/doodlum/skyrim-community-shaders
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- Wiki: https://modding.wiki/en/skyrim/developers/community-shaders
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Collections:
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- Community Shaders All in 2026:
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https://www.nexusmods.com/skyrimspecialedition/collections/mnvd02
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================================================================================
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Notes compiled from research session with Chrysalis (chrysalis@EACHPATH.LOCAL)
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