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xILARTH

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Everything posted by xILARTH

  1. https://statuscode.ch/2017/11/from-markdown-to-rce-in-atom/ PLEASE reconsider your decision to use electron for your UI. You are solving one issue in exhange for an internets worth of bugs and exploitation. If it is too far past time for a reconsideration then just be extremely careful in your implementations.
  2. unsure if this is an appropriate place to talk about this, but if any skse64 devs are reading this thread do you have something set up to handle the anti debug measures? its becoming a massive pain to work on plugins EDIT: figured it out, I need to practice working on the problem more before posting :laugh:
  3. https://github.com/GregLando113/quickloot-sse threw my work up on github, it is not functional atm but if anyone has a better way to do inventory let me know
  4. id just put that all content and work i do cannot be used for commercial purposes, even in the bethesda EULA they say that original content made by a modder for a mod for their game is owned by the mod, not bethesda. If you found out someone used your stuff in a cc mod then they are violating your agreement of use and you can cease and desist. Collaboration wont die because of this Just relax and make sure you state that things can only be used with permission and only non-commercially, beyond that what is the issue. I feel like the majority of people claiming that its doomsday are mod consumers, not the mod makers, keep that in mind as well
  5. I have been working on porting this, but honestly this is becoming a VERY difficult mod to port. The entire thing is an skse plugin (minus the UI, which is flash of course), and the mod author extended and refactored skse in his quickloot version extensively. I have the majority of basic inventory done, minus adding and removing items from containers, but the scaleform and input still needs to be done. If anyone has experience with skse plugins (this would be most helpful because my skse experience is limited), or at least is knowledgable with C++/Visual Studio and wants to help out, let me know.
  6. Currently working to port/rewrite Quick Loot by himika. And I am curious if anyone has a solid idea on how to get the inventory of a container/character via an ObjectReference? I realized that the baseform points to a generic form describing the type it is, with the same basic inventory for all of them. I realized that the mod author heavily modified + expanded on the base SKSE and reverse engineered his own functions to get at least the count in inventory. Anyone have any experience with inventory in SKSE? Id rather not touch the skse core EDIT: nvm found https://github.com/xanderdunn/skaar/wiki/Inventories
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