Files
nimmersky/community_shaders_guide.txt
dafit d3e5df29b9 feat: add NimmerSky modlist foundation
- Visions of Vaermina reference list parsed into sections
- Community Shaders guide with PGPatcher setup
- Body/animation stack documentation
- CSV/ODS tracking spreadsheets

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-03-23 13:26:43 +01:00

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