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About ArizonaSteve
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Skyrim
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Appreciate the quick turnaround!
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This seems to be an issue with mods that have been recently updated/uploaded. Older mods seem to work fine.
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You guys are amateurs (although blitzen seems to be competitive)... I am the worst follower-o-holic and have over 500 followers merged into two plugins :smile: This includes multiple Oldrim followers that I have converted to SSE. I will echo the need to go through each follower in xedit - I make a point of this as soon as I download each follower file. I also test each follower in-game before adding to one of the merges.
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It's the various addresses that point to memory locations within the skyrim executable. What I can't understand is why the SKSE guys can't create a properties file with the critical address offsets and load that up when SKSE starts up. That way there would be no need to update the SKSE executable whenever skyrim is changed, simply change the addresses in the properties file. Would make life a lot easier for those of us with SKSE plugins.
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Can Skyrim VR mods get there own fourm?
ArizonaSteve replied to noobjustlearning's topic in Skyrim's Skyrim SE
Not much to say here, other than to add my 2c in support of a separate forum for VR mods. This helps both the Skyrim VR users as well as users of Oldrim and Skyrim SE. -
[WIPz] Skyrim Script Extender (SKSE64)
ArizonaSteve replied to ianpatt's topic in Skyrim's Skyrim LE
I don't know if this forum is read by any of the SKSE developers these days, but I'd like to ask: Has any thought been given to externalizing the offsets used by SKSE? If this could be done then any changes to Skyrim SE would only require an update to the externalized offsets file instead a recompile of SKSE, and would remove the requirement to recompile every mod dll that uses SKSE. I'm thinking of something like a .properties file with name=value pairs like (assuming that offsets represent class definition locations). actor.offset=0x12345678 objectreference.offset=0x09ABCDEF -
For Oldrim, the process of creating ground objects was easy. Remove bone nodesRemove BSDismemberSkinInstanceRemove SLF1_Skinned in BSLightingShaderPropertyRotate as necessaryCopy the NiTriShape (or NiTriStrips) into a BSFadeNode.For Skyrim SE, this no longer works. It would appear that the vertex arrays have been moved inside BSDismemberSkinInstance, so not only can this not be simply deleted, there is no way to copy the vertex array to the parent BSTriShape element. Is there any way to create a ground object in NifSkope from the _0 or _1 nif, or is there an available utility to do this?
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[WIPz] Skyrim Script Extender (SKSE64)
ArizonaSteve replied to behippo's topic in Skyrim's Skyrim LE
Dunno... all this has driven me in the direction of ESO rather than Oldrim. Strange, I know. -
[WIPz] Skyrim Script Extender (SKSE64)
ArizonaSteve replied to behippo's topic in Skyrim's Skyrim LE
I tried loading up the free version of IDA Pro yesterday and it was crash central on Windows 10. I suspect there's some dependencies that are not specified on the download page. -
[WIPz] Skyrim Script Extender (SKSE64)
ArizonaSteve replied to behippo's topic in Skyrim's Skyrim LE
Sadly, I lack on the reverse engineering credentials. I've been developing software professionally since before some of the people on this board were born, but my current weapon of choice is Java. That being said I have dabbled in C++ and am familiar with alignments and filler bytes (playing around with the original SKSE no less, so I am familiar with the code), but am far from an expert on the matter. Still, it's possible that you've piqued my interest and if there's one thing I am good at it's figuring stuff out... -
[WIPz] Skyrim Script Extender (SKSE64)
ArizonaSteve replied to behippo's topic in Skyrim's Skyrim LE
Firstly, your summary is greatly appreciated. Thanks for that. Has there been any thought to opening up the project in git (or whatever code repository is being used)? I bet there are several people watching this thread who have the necessary tools and reverse engineering experience to help move this along. In addition there are a bunch of excellent programmers here who can help with adding functions. -
[WIPz] Skyrim Script Extender (SKSE64)
ArizonaSteve replied to behippo's topic in Skyrim's Skyrim LE
Needs some haiku: Silence rules the roost SKSE64? Behippo won't talk. -
Will Mod Organizer support SSE?
ArizonaSteve replied to Relentlessx757's topic in Skyrim's Skyrim SE
Just looked at that - apparently Tannin pulled some changes that were made by other Redditors so there is hope that he will update MO.