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Hyperplexed

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  1. hmmm having trouble recompiling a mod that adds assets (UPK files). I recompiled another mod that was just scripting, just fine, but no idea how to do it for my main mod... If anyone finds out, please make sure to reply to this, and I'll do the same =P EDIT: Starting to think this is not UPK related at all, but maybe because I'm overriding/extending one class... EDIT2: Well, I found one of the source for the problems, and I'm almost 100% positive, that any mod that may add or edit Staff Slots, will be incompatible, the way they work was changed
  2. I wasn't sure where this would fit, so I thought the Debates forum was a good place... I really don't understand what's with this growing entitlement that seems to be trending amongst the modding community, being the last case the issues revolving around SKSE64, and this urge that many people feel to demand that mod authors keep providing updates to their mods, as if we modders owed anything at all! Quite frankly, while I missed the uglyness that was rampaging over the SKSE thread, when I was told about it, I can't say I was in the least surprised, since I too, have had to deal with it, about 2 years ago. My Skyrim mods always rely on SkyUI for the MCM alone, and while I would love to have SKSE64, and to be able to provide SSE updates, in no way do I feel that the SKSE Devs owe me or anyone, anything. So what is it with people that feel like we modders have any obligation at all to provide you with updates to our mods? What is it that people claim that we have a responsability to keep our mods updated and functional, or otherwise we should never have released them in the first place? What is it with people that feel that just because we are providing something for free, our work should automatically fall under "public domain" and copyrights and intelectual property no longer hold any value? It's just disturbing to say the least, and only helps modders to distance themselves from the community, and to be willing to further share anything they do... I started to mod because, what I was looking for, didn't existed... I started to mod more than 15 years ago, when the first Sims game came out, but only decided to start publishing with Skyrim, because I thought... "You know... I've been in their shoes, I've been looking for a mod like this, and was never able to find one, so, why not do a good thing, and share?" Is that the goal of these people to alienate modders, so we actually stop publishing? I mod as a hobby (which quite frankly, due to the complexity of most mods I create, sometimes feel like a job), I mod because I have fun with it, but if publishing my work leads to these kinds of behaviour, and harassment, I start to think... Why do I keep doing it? I rather just mod for myself, and share it with people I trust. Anyway... /rant over, feel free to discuss... PS-Maybe I missed it, but quite frankly, I don't remember these kinds of shenanigans ever happening until recently... maybe because I've had it happen to me, I became more aware to these issues, who knows...
  3. Relating SKSE 64Bit and SkyUI, in case you missed it: https://forums.nexusmods.com/index.php?/topic/4979480-skse/page-11&do=findComment&comment=43992800 In theory you are correct. If we implement the same APIs (which is our intention) then any SKSE Papyrus users should not need to change their scripts. SkyUI will hopefully just work as well if we make the same changes to the Scaleform APIs it is expecting. But we will not know for certain until we get a little further along. So, before jumping into conclusions, wether SkyUI needs to be "ported" or not, we first need to wait for SKSE 64bit. Thats all the modders that have mods that require SKSE (like me) are waiting for. So, don't waste your time waiting for mod X or Y to be available for SSE. The advice I'm telling to all my friends, fans and mod users, is to not lose any time on SSE, at least until we have SKSE 64bit, go play something else! Plenty of fish in the sea =P
  4. Â Just out of curiosity - how does open source code in Havok become not open source? Most open source licenses expressly prohibit that kind of behavior. Kind of like when Wix was caught stealing GPL code from WordPress for use in their private product. I don't believe it was ever open source. It had a license to download free of charge. But never had the source code available or terms that said it would never become a non free to download tool. That sounds right to me. Free to download is not at all the same as open source. What's even crazier, even if it were open-source that doesn't mean it's free. It just means the source code is available for review. I've seen some commercial products that are open-source but not free to use in any way. lol havok was never open source. gotta love ppl spreading rumours and misinformation... Also seriously? HDT? with so much more pertinent issues, and ppl are worrying about HDT? Lets just wait for SKSE64... and as for plugins, ppl should address their concerns to the respective plugin authors, not the SKSE team directly, and specially not at this point
  5. This might be a known bug from the Vanilla Skyrim, where the Dragonbone boots used by the skeletons, where the same used for the player, however, the Skeleton's skeleton NIF had a typo on one of the legs or feet name, which causes a CTD. I know the Unofficial patch addresses this issue (although IMO incorrectly), but if you get it, it should prevent the CTDs. Other than that cant think of anything else
  6. I also agree with your accessment, I see no need to change, although let's face it, SKSE64, will not be built in a day. So I can imagine that maybe earlier SKSE64 versions might be released without the full functions implemented I was very pessimistic to be honest... my mod is basically a manager, and relies heavily on MCM to set the options, and some other SKSE plugins, and I was thinking already.. "probably I wont ever be able to port it over to SSE". But today, after seeing @BeHippo post, I'm much more optimistic! I'm super thrilled, even if I have to wait several months! I'm just focusing on adding features to my mod that I never got the chance to add, while I wait for it =D
  7. I wouldnt worry too much about that. The biggest issue with Skyrim/Changing mods in the middle of a game, relates more to remove already used mods in a save, than actually adding new ones, that should have little to no impact. Also bear in mind that mods that simply replace assets (such as textures/meshes) wont cause any problems on the save if you uninstall them.
  8. Because you don't have any MCM menus. Of course, you also need SKSE for that so, we have a lot to wait for right now. Wanna bet? You don't need SKSE to run 2.2.. It's a different file but anything after 2.2 will not work. You need SKSE and SkyUI +3.x to have MCM, maybe you should pay more attention what he's talking about. I have a mod for example, that without MCM, will simply not work, because it needs it in order to be able to actually do something. So while I'm not expecting or demanding nothing from anyone, there are mods, that will never be compatible with SSE until the neccessary dependencies are made compatible with SSE You really have no idea what you are talking about... By all means, feel free to enlighten me and the rest of the community, and show us how to have MCM on SSE. The burden of proof is on your side, since its you who is making bold claims. In any case, feel free to keep trolling, not gonna waste time with you anymore, unless you produce evidence for your wild claims
  9. I'm a bit confused. I download SkyUI 5.1 manually and checked the files in the archive, but I didn't find quest_journal.swf. Do I have to load up the game first or something to get it to appear? If you want a no fuss install, without having to unpack BSAs, go with v2.1
  10. Wow, I wasnt expecting to hear such optimistic news so soon, I was actually kinda resigning myself, that maybe this could take over a year to do, but I'm glad to see you guys already having positive results. Can't wait, and kudos! <3 Also another question if you dont mind me asking... but, as long as SKSE64 is able to implement the exact same functions, with the exact same parameters and "output", as the normal SKSE, wouldn't a mod like SkyUI just work the same, since it doesn't rely on any SKSE plugin? I mean I get that SKSE plugins need to be recompiled, but AFAIK, SkyUI doesnt have any, right?
  11. Because you don't have any MCM menus. Of course, you also need SKSE for that so, we have a lot to wait for right now. Wanna bet? You don't need SKSE to run 2.2.. It's a different file but anything after 2.2 will not work. You need SKSE and SkyUI +3.x to have MCM, maybe you should pay more attention what he's talking about. I have a mod for example, that without MCM, will simply not work, because it needs it in order to be able to actually do something. So while I'm not expecting or demanding nothing from anyone, there are mods, that will never be compatible with SSE until the neccessary dependencies are made compatible with SSE
  12. no, textures will work no matter what, regardless of the app being 32 or 64, there is not such thing as having to convert textures because the engine is for a different architecture. what matters are the shaders (or "materials" if you will, which we are unable to change). but I seriously doubt the shaders have anything wrong, otherwise we would see problems all over with some pattern (for example, if there was a problem with the Face Tint shader, we would see every characters affected, regardless of the texture). I havent really played, just launched the game and checked some things, but I havent seen anything weird at first glance. At most, some issues could be being caused by meshes, Bethesda made changes on them, so any fix should be done on that level or on shaders, not on textures, unless they unwillingly screwed up the texture ofc, which I doubt. Also, would suggest doing video card drivers update, cant hurt.
  13. The video is showing the same issue as when you duplicate a mesh over itself, which can be caused by the renderer/shaders. I would start by upgrading your video card drivers, if neccessary, only advice I can give you =(
  14. nope, character meshes I did for Vanilla, still work perfectly under SSE, most likely if you had some that worked before, they werent really using the proper standards, and must be re-done
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