SKSE core plugin for community-driven advanced graphics modifications.
- Any terminal of your choice (e.g., PowerShell)
- Visual Studio Community 2022
- Desktop development with C++
- CMake
- Edit the
PATH
environment variable and add the cmake.exe install path as a new value - Instructions for finding and editing the
PATH
environment variable can be found here
- Edit the
- Git
- Edit the
PATH
environment variable and add the Git.exe install path as a new value
- Edit the
- Vcpkg
- Install vcpkg using the directions in vcpkg's Quick Start Guide
- After install, add a new environment variable named
VCPKG_ROOT
with the value as the path to the folder containing vcpkg
- Address Library for SKSE
- Needed for SSE/AE
- VR Address Library for SKSEVR
- Needed for VR
- Open
x64 Native Tools Command Prompt
- Run
cmake
- Close the cmd window
Open terminal (e.g., PowerShell) and run the following commands:
git clone https://github.com/doodlum/skyrim-community-shaders.git --recursive
cd skyrim-community-shaders
.\BuildRelease.bat
If you want an example CMakeUserPreset to start off with you can copy the CMakeUserPresets.json.template
-> CMakeUserPresets.json
- This option is default
"OFF"
- Make sure
"AUTO_PLUGIN_DEPLOYMENT"
is set to"ON"
inCMakeUserPresets.json
- Change the
"CommunityShadersOutputDir"
value to match your desired outputs, if you want multiple folders you can separate them by;
is shown in the template example
- This option is default
"OFF"
- Make sure
"AIO_ZIP_TO_DIST"
is set to"ON"
inCMakeUserPresets.json
- This will create a
CommunityShaders_AIO.7z
archive in /dist containing all features and base mod
- This option is default
"ON"
- Make sure
"ZIP_TO_DIST"
is set to"ON"
inCMakeUserPresets.json
- This will create a zip for each feature and one for the base Community shaders in /dist containing
When using custom preset you can call BuildRelease.bat with an parameter to specify which preset to configure eg:
.\BuildRelease.bat ALL-WITH-AUTO-DEPLOYMENT
When switching between different presets you might need to remove the build folder
GPL-3.0-or-later WITH Modding Exception AND GPL-3.0 Linking Exception (with Corresponding Source).
Specifically, the Modded Code is Skyrim (and its variants) and Modding Libraries include SKSE and Commonlib (and variants).
See LICENSE within each directory; if none, it's Default