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grc472

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Posts posted by grc472

  1. @GamerKing75

    Nothing i know about. But their last update had to me the messages ":

    - nothing has been done since last year

    - a lot of time still needs to be spent on the project and we don't know when we will get the time

    - but the project is not dead yet

     

    Therefore don't expect a release before autmn.

    Of course there is also the possibility that they won't have time again and that the project may be cancelled in the future, before a release will be made.

     

     

    Sure, that is one possible outcome. It is also possible, and entirely consistent with that update, that there will be a burst of activity and they will publish a beta in a couple months. I'd rather not draw sweeping conclusions based on little or no data. At this point I'm just hoping that they'll give us more frequent status updates (once a month?) so we don't have to speculate. Not a detailed status report, just a few sentences would suffice.

  2. @KainThePheonix, I haven't taken sides but I have read the entire thread all along and it's clear that most if not all of the insults have come from people on one side. It's fine for people to disagree, but they should try to be civil about it. I guess in your mind describing people as "little kids" is not the same as calling them a name? I disagree.

  3. I agree Old Nick - most of the people complaining are just acting like little kids.

     

    I don't believe this topic is still going. The update happened on April 1st. People just cannot get it through their heads this is going to take time. In my mind it is completely disrespectful to say "If you aren't going to work on it give it to someone that will".

     

    READ the pages, quit calling for someone else to do the work and just chill out. I'm sure if some of these people complain enough this will make the team work quicker on it. Perhaps if they stomp their feet and threaten to hold their breath this will make the team work quicker too!

     

    /Sarcasm

     

    It's a game, just a game. Go play something else and read the comments that elucidate the issue. I wish this topic was cleansed of comments and any comment by the SKSE team including behippo or ianpatt could be stickied just by themselves without the 49 pages of "Boo Hoo we can't play SSE without SKSE".

     

    Kudos Old Nick, keep bringing the truth to these youngsters.

     

    :wink:

     

    I think if you tried really hard, you could think of a way to express your opinion without insulting anyone. That's a concept that little kids don't understand, but adults do.

  4. We should lock this thread, too many lazy trolling posters crying about updates. These people have no clue about the sheer brevity of how big the SKSE project really is. Lock this thread down so when I get post updates, I know they're from hippo and not just some dirty hippy complaining about why they dont have free stuff yet.

     

    A whole lot of ad hominem attacks in that one. Also, you might want to look up the definition of the word "brevity".

  5. thats what i say the day it comes no author will waste their time on a weaker lesser system as the consoles

     

    I wouldn't say that. There are a lot of great mods that don't use scripting at all. There are also a lot of great mods that do depend on SKSE and the tools it makes possible. Those won't make it onto consoles, but that doesn't mean there won't be a lot of great mods created for those platforms.

  6.  

     

    SKSE64 provides far more for scripting than I could possibly mention in one posting here. I have to wonder if the people who downplay its importance have ever written a script in their life.

     

     

    Probably not - most people who visit these forums are not script writers, but game players. And my question is from that perspective. Most mods available to the game player in Oldrim are no available in Newrim. If I was "downplaying the importance of SKSE", I was doing so as a game player, who can use most of the important mods in SSE - not as a script writer.

     

    I thought that it was obvious from my post, that I was asking as a gamer - why a game player needs to wait for SKSE. Not why a script writer should wait for it. Your snark/speculation about whether I write scripts or not, is therefore rather moot.

     

     

     

    It was not intended to be snarky. I just wonder why anyone who isn't interested in scripting would spend time following or participating in a thread on SKSE64. Why bother? I just assumed that the people interested in this thread were those who enjoy getting their hands dirty writing scripts, or people who have a strong desire to see certain mods that depend on SKSE get ported to Skyrim SE. A bad assumption on my part, I guess. I don't see why you would spend time on a thread devoted to a subject that you consider to be unimportant to your gaming experience, or whose importance you do not clearly understand.

  7.  

    This is why I asked the question. I wonder if most people who say that Skyrim SE is unplayable without SKSE have actually checked out what is already available. I really don't see the need to put off playing SSE any longer, to wait for SKSE. It doesn't seem to be an essential mod anymore, except for body physics. I doubt you will miss anything in SSE, except the boobs and butt physics.

     

    The amazing stability and improved performance of the game makes Oldrim a no-go. Most major mods from Oldrim have been ported to SE, with or without SKSE. I think people should simply boot up Newrim and have fun playing it, and consider SKSE to be a "good to have" mod if and when it arrives, rather than a "must have" mod without which one cannot play skyrim.

     

     

     

    Skyrim SE is certainly worth playing as it is now, especially if you are running on Windows 10 which limits the memory available to a DX9 application. There are a lot of good mods available for it already. However, there are a lot of excellent mods for the old Skyrim that depend on scripting support. Anyone who has ever written a meaningful script can tell you how important SKSE64 is. I am not just talking about SkyUI and MCM interfaces. Things like hotkeys, crosshair events, mod events, not to mention a far richer API to manipulate the objects and environment of the game.

     

    SKSE64 provides far more for scripting than I could possibly mention in one posting here. I have to wonder if the people who downplay its importance have ever written a script in their life.

  8.  

    I just accepted that it's not going to happen.

     

    Given the choice between an unstable Oldrim and hobbled Newrim, I went with neither.

    I find it interesting that you should say that. I don't think it's time to throw our hands up in the air just yet, until the we hear it from the horses mouth

     

     

    I agree. I don't see any reason to believe that SKSE64 won't be ready at some point. A week or two off schedule estimates is nothing. I worked in software development for 30+ years, and I don't think I've ever seen a schedule estimate that didn't slip. It's not that big a deal. Programmers are notoriously bad at estimating the level of effort for their tasks.

     

    It all comes down to managing expectations. As soon as the mid-March estimate was put out there it set everyone's expectations. If those expectations have to be reset, fine, it doesn't mean the product won't eventually be released. As a general rule, though, it is always a good idea to proactively manage your users' expectations. If the schedule needs to slip then the sooner you let them know the better. If someone on the team were to login and say "sorry guys, but it won't be ready until May" then most of us would just shut up and wait until May to start asking for another status update.

  9.  

     

    Please forgive my ignorance, but does Enderal require SKSE? If not, then is there an SE version of Enderal available?

     

    I only know about Enderal for the original 32b Skyrim. All you need is Skyrim, Enderal (8gb size) and the Enderal launcher. Go to their homepage, download and play.

     

     

     

    Thanks. Unfortunately, my 32-bit Skyrim environment is completely hosed at the moment. I could spend a day or two rebuilding it, but at this point I'd much rather stick with the 64-bit, DX11 version of the game.

  10.  

    Oh really so you say people have been commenting about Enderal on this thread 10 times already? LOL do yourself a favour and stop watching this forum and play a round of Enderal in Oldrim instead. It is super stable when compared to the Vanilla Oldrim. Seeing your apparent remarks of being annoyed that Skyrim Script Extender 64 still has not been released it is more then obvious that you should do something else then watching this thread.

     

     

    Please forgive my ignorance, but does Enderal require SKSE? If not, then is there an SE version of Enderal available?

  11.  

    "Beta version of SKSE64 should be out end of this month. We don't yet know if it holds the required code for SkyUI, or if that code will be ported in stable version." https://steamcommuni...11913390643151/

     

    This was posted a few pages back and on reddit. Not sure if that is a dev or not, so I don't know the legitimacy of it.

     

     

     

    I saw that was posted on Steam by somebody named Ilja. Anybody know who that is? He may not know any more about this than we do, which is not much.

  12. @grc472

     

    u do know that schlangster is the main SkyUI developer? there's no reason why the SKSE team would not keep him posted. I don't think it's fair of u to say that he's "lowering everyone's expectations"... he did say before that he would not porting SkyUI to SSE unless someone helps with the details.

     

    Yes, I do know that. The way he phrased it was "I don't think there has been progress since December". That isn't a definitive statement. The phrase "I don't think" implies that it is speculative. I was just asking him to clarify it. In a text based medium like this I think it is usually a very bad idea to read between the lines or otherwise make assumptions about someone's intent.

  13.  

    Thanks for posting ... anything, at least. But I'm not sure what I should read into it. Does that mean that you, as the main SkyUI developer, haven't heard a word from the SKSE team in the last couple months?

    I don't think there has been progress since December. Which is not unsual BTW. Work is usually done in bursts with months of inactivity in between, and more or less autonomously.

     

    My comment regarding whether there would be SkyUI 5 for SE was: "I don't know, but I think it's unlikely." It was just my realistic assessment based on experiences of the last 10 years, and if you go by that, you should assume that it's not going to happen (and be positively surprised if it turns out I was wrong).

     

     

    Are you just being a bit pessimistic to lower everyone's expectations, or do you have certain knowledge that there has been no progress since December?

  14.  

    And when asking you are not helping at all, no mater how nice you ask.

    Only fulfils your needs, not the team or the community. What the team needs, is time to do what they do, and love from us.

    What ever info that comes out from the project will reach everybody in a different way. Most of us will smile and say "thank you for the update", but a few will twist it and spin it out of proportion. And those few make a lot of noise and chaos and doesn't help at all.

    So all in all, its better to let us in the dark... Sad the world has come to this, but that is the pain about personal free will and internet.

     

     

     

    And posts that are made solely to admonish other members for what they have chosen to post are also not helping anyone. Only fulfills your needs. Come to think of it, this post is a good case in point! :laugh:

  15. In response to post #43595330. #43598015, #43602180, #43602340, #43602420, #43604900, #43605185 are all replies on the same post.


    Unitedleaf wrote:

    Hey, I'm a little uncertain about Mod Organizer. I'm sure someone else has already asked, but I can't Find the questions and/or answers. Will there be some way to keep the mods for Skyrim and Skyrim Special Edition seperate? Will you be able to launch Skyrims Special Editions's script extender from Mod Organizer apart form SKSE? Will I need to reinstall Mod Organizer? Hopefully someone can help me clear up some confusion on this. BTW, I'm super pumped up for the release in two days!! :happy:

    RedCaptainJackR wrote: I can answer that for you. Considering that Special Edition is a separate in the Steam Library, and has it's own Nexus Page now, it's a safe bet that Special Edition mods and regular Skyrim mods will be separate from each other.
    BlueGunk wrote: I'm not sure if its right, but my approach is going to be to install a fresh MO in the new SE game folders and use it completely separately to the original game. In that way the two remain separate and there are no issues with launchers.

    Later, once things are established, I'll probably remove my old game.
    masc wrote: At the moment Mod organizer wont work at all with SSE, a game plugin for SSE to work with modorganizer is required. As Tannin is no longer developing MO this wont happen soon unless he kindly does it, someone else does or some hack to fool MO to use SSE is devised.
    ousnius wrote: The game is now 64-bit, so even with a plugin MO won't work for SSE. MO2 might work once updated, but be very buggy. However it probably won't be updated.
    grc472 wrote: Yeah, MO2 is what we need but unfortunately that's not going to happen. It looks like we MO users will have to switch over to NMM or just do it manually. Make sure you squirrel away a backup copy of the pristine installation before trying to add any mods to it.
    SkyrimMigrantWorker wrote: Welp - that settles it for me - no MO = not worth the switch ... for now anyways. Until NMM can handle resource priorities better SSE may as well not exist!

    #nevergoingback


    I wouldn't go that far. I love Skyrim more than I love MO. A 64-bit DX11 version of Skyrim is not something I'm willing to wash my hands of. I'll get used to whatever tools are available to make it work.
  16. In response to post #43595330. #43598015, #43602180, #43602340, #43602420 are all replies on the same post.


    Unitedleaf wrote:

    Hey, I'm a little uncertain about Mod Organizer. I'm sure someone else has already asked, but I can't Find the questions and/or answers. Will there be some way to keep the mods for Skyrim and Skyrim Special Edition seperate? Will you be able to launch Skyrims Special Editions's script extender from Mod Organizer apart form SKSE? Will I need to reinstall Mod Organizer? Hopefully someone can help me clear up some confusion on this. BTW, I'm super pumped up for the release in two days!! :happy:

    RedCaptainJackR wrote: I can answer that for you. Considering that Special Edition is a separate in the Steam Library, and has it's own Nexus Page now, it's a safe bet that Special Edition mods and regular Skyrim mods will be separate from each other.
    BlueGunk wrote: I'm not sure if its right, but my approach is going to be to install a fresh MO in the new SE game folders and use it completely separately to the original game. In that way the two remain separate and there are no issues with launchers.

    Later, once things are established, I'll probably remove my old game.
    masc wrote: At the moment Mod organizer wont work at all with SSE, a game plugin for SSE to work with modorganizer is required. As Tannin is no longer developing MO this wont happen soon unless he kindly does it, someone else does or some hack to fool MO to use SSE is devised.
    ousnius wrote: The game is now 64-bit, so even with a plugin MO won't work for SSE. MO2 might work once updated, but be very buggy. However it probably won't be updated.


    Yeah, MO2 is what we need but unfortunately that's not going to happen. It looks like we MO users will have to switch over to NMM or just do it manually. Make sure you squirrel away a backup copy of the pristine installation before trying to add any mods to it.
  17. In response to post #43582735. #43584850 is also a reply to the same post.


    tincan0678 wrote:

    I can put my worry's to rest as well now that I know that I can have both SSE and Skyrim Legendary Edition in my library as well, I also wanted to know if SSE will also have it's own Creation kit to download Via Steam

    Razgreaz wrote: In case you haven't found out yet there is a new creation kit for SSE, not sure where one would download it as i'm not a modder.


    It should be available on Steam in the Tools list, but last I checked it isn't there yet. Hopefully they'll put it up on Friday.
  18. In response to post #43584495.


    TorchicBlaziken wrote: Is it too late to change the new URL to nexusmods/skyrimse? It just seems too long compared to the old one. The FNV URL isn't falloutnewvegas, and the Skyrim URL isn't elderscrollsvskyrim, and those are both shorter.


    If you save the link as a favorite or bookmark, then who cares how long it is?
  19. In response to post #43576085.


    gtneonatlas wrote: Will NNM's version change or will it stay as 0.63.1 and just add support? I ask because I'm sure there are those users out there that use MO over NNM and don't have NNM installed yet, waiting for the version update that supports SSE. Or users like me who have NNM installed but do not use it (and it's WAY out of date) because MO is life until the new NNM is out lol.


    I've been using MO for the past few years, and I've always found it to be very intuitive and easy to use. I'm bummed that I can't continue to use it with SSE. I downloaded NMM today and installed it, but I can't do much until SSE gets unlocked Thursday night.

    Before I invest a lot of time learning a new tool, I want to ask if there are any other good alternatives out there or is NMM now the only game in town (at least for SSE)?
  20. I'm having trouble figuring out how to get a water purifier to work. I built a generator first, and then went to some nearby water and build a water purifier. My settlement still had no water. Then I noticed there was an option for attaching a wire from the generator to the purifier. That made sense, so I went ahead and did that, but still no water is being produced. I think somehow I failed to attach the wire, but I don't see how.

     

    I go to the generator and bring up the workshop display. Then I click on the option to attach a wire. When I turn and start walking down to where the purifier is I can see the animation of a sparking wire in front of me. I get to the purifier and the wire snaps into position to make the connection. At this point the workshop is presenting me with 4 options: Cancel, Attach Wire, Tag for Search, and Exit. I select Attach Wire but nothing happens. It seems that the purifier is still without power. What did I do wrong?

  21. Skyrim was a very new and unique Rpg. Even with its problems was still a fun game with lots and lots of options.

    Fallout 4 had they expectations of Skyrim based on the engine and how well the staff did on that game presumed it would be done on FO4.

     

     

    This is a pretty good summary of how I feel about it. I was hoping it would be at least on the level of Skyrim, but in my opinion it's not even close. That doesn't mean it won't be enjoyable to play, but I have no doubt that after I reach the end of the main quest lines I'll be setting this aside and starting a new play through of Skyrim.

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