Overview
ClibDT (CommonLib Developers Toolkit) is a PyQt6 application designed to streamline SKSE plugin development for Skyrim Special Edition. It provides:
- Tool installation helpers - Guided installation of VS Build Tools, xmake, and Git
- Project scaffolding - Create new CommonLibSSE-NG projects from a working template
- Build management - Compile projects with xmake for SE, AE, VR, or dual runtimes
- Environment configuration - Manage development paths and environment variables
- Backup utilities - Protect your work with backup features
ClibDT significantly lowers the barrier to entry for SKSE plugin development. Setting up a CommonLib development environment traditionally requires navigating scattered documentation, manually configuring build systems, and troubleshooting cryptic errors. ClibDT consolidates this process into a guided workflow, though you'll still need to learn C++ and understand how SKSE plugins work.
Version: This documentation covers ClibDT v5.2
Requirements
System Requirements
- Windows 10 or later (64-bit)
- At least 10 GB free disk space for tools and projects
- Internet connection for downloading tools and templates
Tools (Installed via ClibDT)
| Tool | Purpose | Notes |
|---|---|---|
| Visual Studio Build Tools | C++ compiler (MSVC) | Required for building plugins |
| xmake | Build system | Modern, fast build automation |
| Git | Version control | Required for cloning templates |
| GitHub Desktop | Git GUI (optional) | Easier repository management |
Initial Setup
Step 1: Choose a Development Root
- Open ClibDT
- Go to Set Paths in the left panel
- Click Choose Folder under "Development Root Folder"
- Select or create a folder (e.g.,
C:\Dev\Skyrim)
ClibDT will automatically create the following structure:
Dev Root/
├── builds/ # Compiled plugin outputs (DLL files)
├── projects/ # Your SKSE plugin source code
├── tools/ # Development tools (xmake, Build Tools)
├── resources/ # Headers, libraries, CommonLibSSE
├── plugins/ # SKSE plugin dependencies
└── backups/ # Automatic project backups
Step 2: Install Development Tools
- Go to Install Toolchain in the left panel
- Click Install next to each tool:
- VS Build Tools - The C++ compiler
- xmake - Build system
- Git - Version control
- Wait for each installation to complete
- Green status indicators show installed tools
VS Build Tools requires a large download (~2-4 GB). Ensure you have a stable internet connection.
Step 3: Configure Game Path (Optional)
If you want compiled plugins to be automatically copied to your mods folder:
- Go to Set Paths
- Set Game Path to your Skyrim SE installation folder
- Set Mods Path to your mod organizer's mods directory
Creating Your First Project
Step 1: Open Create Project
- Go to Create Project in the left panel
- Enter a Project Name (e.g.,
MyFirstPlugin) - The Location will default to your projects folder
Step 2: Configure Project Metadata
| Field | Description | Example |
|---|---|---|
| Version | Initial version number | 1.0.0 |
| Author | Your name or username | YourName |
| Description | Brief plugin description | My awesome SKSE plugin |
| Init Git | Initialize a Git repository | Recommended: checked |
Step 3: Create the Project
- Click Create
- ClibDT will:
- Clone the CommonLibSSE-NG template
- Install ClibUtil and xbyak dependencies
- Generate
xmake.luabuild configuration - Initialize Git repository (if selected)
- Your project is ready at
projects/MyFirstPlugin
Template: Projects use the CommonLibSSE-NG-VR-Template which supports SE, AE, and VR builds.
Building Your Project
Step 1: Select Your Project
- Go to Compile Project in the left panel
- Select your project from the Project dropdown
Step 2: Configure Build Options
| Option | Description |
|---|---|
| Configuration | Debug (with symbols), Release (optimized), or RelWithDebInfo |
| Runtime | SE only, AE only, SE + AE (dual), or VR only |
| Clean | Remove previous build artifacts before building |
Step 3: Compile
- Click Compile
- Build output appears in the terminal panel at the bottom
- On success, your DLL is in the project's
buildfolder
Build Commands: ClibDT uses xmake under the hood:
xmake f -m release --skse_runtime=ae
xmake
Folder Structure Reference
| Folder | Purpose |
|---|---|
builds/ | Compiled plugin outputs (DLL files) |
projects/ | Your SKSE plugin source code projects |
tools/ | Downloaded tools and utilities |
tools/BuildTools/ | Visual Studio Build Tools workspace |
tools/xmake/ | xmake build system |
resources/ | Headers, libraries, CommonLibSSE |
plugins/ | SKSE plugin dependencies |
backups/ | Automatic project backups |
Environment Variables
ClibDT manages these environment variables:
| Variable | Purpose |
|---|---|
XSE_CLIBDT_DEVROOT | Development root folder |
XSE_MSVCTOOLS_ROOT | Visual Studio Build Tools path |
XSE_XMAKE_ROOT | xmake installation path |
XSE_GIT_ROOT | Git installation path |
XSE_TES5_GAME_PATH | Skyrim SE game folder |
XSE_TES5_MODS_PATH | Mods output folder |
XSE_PROJECTS_ROOT | Projects folder override |
Development Workflow
Typical workflow:
- Create - Use Create Project to scaffold a new plugin
- Edit - Open the project in your IDE (VS Code, Visual Studio)
- Build - Use Compile Project to build your DLL
- Test - Copy DLL to your game's SKSE plugins folder
- Iterate - Make changes and rebuild
- Backup - Use Custom Backup to save your work