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SonnyM94

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Posts posted by SonnyM94

  1. Honestly, I'm literally doing a "one last time old friend" playthrough of 32 bit skyrim and im going ALL OUT with the mods, CACO, Hunternorn, Legacy Of The Dragonborn, you name it. I've merged my total of 530 odd plugins down to 410 and counting as I make more merges. And by the time I decide to retire Oldrim for good, SKSE 64 will have a full release and all the mods i used for Oldrim may have been ported ready to start everything I just posted all over again lol
  2. Hey guys. SKSE site is updated. SKSE64 looks like it is out in Alpha for modders to trial.

    Â

    I quote:Â Current SE build 2.0.0 (runtime 1.4.2): 7z archive - ALPHA BUILD. MODDERS ONLY. DO NOT ASK FOR SUPPORT.

    Im tempted to open up both 7z files and compare both 32 and 64 bit .sln files in Visual Studio. Would make a GREAT free time killer in my programming course.
  3. Theoretically speaking wouldn't SKSE 64 not even be needed once Creation Club comes out? All you have to do is recompile your scripts and work with Bethesda to see if it can be put in as a native Papyrus script rather than relying on DLL script hooking whenever you download the mod from the CC.

     

    So in a way, Creation Club IS SKSE 64 as it adds the required scripts to have something like Frostfall/Campfire/Last Seed's features fully run (the bars and toggleable settings in a menu rather than books/spells) like its on Oldrim with SKSE but without actually needing an MCM or script extender because CC gives all that natively.

  4. Considering how important mods are to Bethesda now, I'm surprised they didn't just extend SE's scripts themselves.

    I mean they must have noticed how many extremely popular mods rely on script extenders.

    Bethesda should have just hired the whole SKSE team and included SKSE in Special Edition from Day 1 considering Behippo and co. did a HELL of a lot more extensive scripting and work in general than Bethesda's scripting team that worked on the original Skyrim scripts at that time in order to allow all these mods to work. But maybe its better if they DON'T get hired so they can have more control over the script extender's development, where as if they DID get hired, they would have to sacrifice a LOT of creative control.

  5. Violens is a killmove mod, and deadly mutilation and dismemberment requires SKSE so it will be a long wait for it to make SSE because SKSE needs to be ported, then SkyUI and the MCM, and after all that the mod has to be rebuilt from scratch as the scripts, hooks and functions would have changed from the 32 bit SKSE. This process applies to all SKSE dependent mods when the extender gets ported.
  6.  

     

    Ok, to shed a bit of light on the current situation, here's a brief overview of the people that were involved with SKSE and their roles:

     

    Ian builds the core infrastructure and decodes the fundamental game systems. Most of his work happens when the game is released. He is the essential developer behind the script extender, but as you would expect from a person that skilled, he has a job and very little time.

    He sticks around to do the game updates and packages releases, but he doesn't have the time to do all the grunt work that comes with adding high-level features.

     

    Behippo handles decoding the game classes (that's lots of tedious work) and adding core script functions. He is a busy guy, too, so most of his work happens after release (at least for SKSE it was like that).

     

    These guys do the groundwork, but they do not create mods themselves (or even play the game extensively). This makes it harder for them to come up with actual script functions to add.

    The people best suited to do that part are the ones who have mods that require those functions. They know which functions and parameters they need and they have the mod set up the actually test those functions themselves, tweak them, etc. And that's how it should be IMO. We cannot expect two people who have been around for 10+ years to still do all the work. It needs people from the current generation of modders to step and contribute.

     

    For SKSE, these roles were filled by Brendan and me. Event-based input, Papyrus-ActionScript communication, mod events, the extending Equip functions, serialization, etc. - those were things I needed for SkyUI, they did not exist yet, so I added them. I was a student at the time, so I had lots of free time and I was highly motivated. Same goes for Brendan, he added even more stuff for RaceMenu (I would list it, but I don't know the details).

     

    In summary, it was two devs for the foundations, and two for the high-level features (though these roles are generally flexible). A good mix of people with experience but little time and vice versa.

     

    SKSE64 development worked pretty much the same so far. Ian and behippo did their thing, the foundations are more or less done. But Brendan currently focuses on F4SE as I understand and I am no longer active now (that was clear from the start). Behippo had planned to take on the task of porting the functionality required for SkyUI as you know, but so far that did not happen. It doesn't surprise me at all, because I know that if I had to do it all over again, except with the drastically reduced amount of time I have now, I would not have been able to either. Porting existing functions is a bit less work than starting from scratch, but he still has to figure out many things for the first time because he did not originally add all of them.

     

    So at the moment, there's not much going on. What could happen eventually:

    - Brendan moves on to SKSE64.

    - Behippo returns.

    - I return to port SkyUI (and the required functions in the process).

    - Ian gets mad and decides to do everything by himself in one hour :D

    - Others decide to get involved and help.

     

    But don't count on it, and do not assume any release schedule.

     

    I have decent C++ skills. Is there a detailed list of work items to go off of? How might one get involved?

     

    Schlangster isn't the only member talking about skse, check out what expired said: https://forums.nexusmods.com/index.php?/topic/5206865-wipz-skyrim-script-extender-skse64/page-76&do=findComment&comment=50261612

     

    In other words, working with both MS Visual Studio for the source coding and whatnot & using Hex Ray's IDA Pro for the (legal) reverse engineering...

  7. Maybe it was an April fools joke

    Maybe that's what its going to be, "IT WAS ALL A RUSE! WE DO KNOW WHAT WE'RE DOING!!! APRIL FOOLS! WE PLANNED ON RELEASING THIS ON APRIL 1st TO REVEL IN YOUR REACTIONS AND TEARS!"

     

    *distinct Mercenary in the distance* "Heyyyoooooooooooo!" *fires rocket launcher* BOOM

     

    Claptrap under the disguise of Behippo: "Jeez Steve don't be such a drama queen... Let's go wake this Hippo guy back up" :laugh:

  8. Hey Behippo, not sure if this may help you and the team or not, but in your version of Visual Studio that you guys use try using the Refactor feature. Its literally a freaking godsend as i just discovered what it does in my Cert. IV course in Computer Programming. It allows selecting one variable and then replacing every other instance of that variable with whatever you need. Say you need to change all the Uint32 variables to Uint64, you can select one random Uint32 variable, use the Refactor tool to save you scrolling through a minefield of code to find each individual instance of Uint32 and replace them all with Uint64 in a few clicks.

    I'm using Visual Studio Professional 2012 in my course so im not sure if it has changed in your version but the Refactor feature is located in insertfilnamehere.xaml.cs (<- this is just an example of what I'm working on in my course atm, I know SKSE uses C++ and a metric tonne of voids and hooks and whatnot to make it work.) > click on something that needs replacing/editing > in the menu select Edit > find Refactor and hover over it > click Rename > help yourself to whatever is in the New Name box and make sure the "Preview reference changes" tick box is clicked > click OK when you're ready > click Apply when the preview pops up and all is well > enjoy a smoother and lighter workflow. :smile:

    It would make the team's lives more easier in terms of workloads, but I'm guessing you already knew about this as you'd be at a higher level of knowledge in coding than me so sorry if I come as an idiot telling you what to do as I wasn't intending that and I'm going to shut up now lol. :wallbash: :sweat: :laugh:

  9.  

    no update in months, they must be really hammering at it. That or they are out to lunch.

    They're industry pros, no doubt that they are relentlessly hammering away :smile:

     

    they probably, secretly, have it all finished and are actually picking and choosing which day and week of "mid March" to release SKSE 64 like all Game Devs do, while everyone on the team is saying "Hold my beer..." to each other. lol

  10. Behippo, if you need anyone to help the beta test team to for SKSE 64 on a fully modded save (both current and from scratch playthoughs) i'd like throw my name in the proverbial hat for helping out. Ive practically done all the vanilla quests and im up to doing Dawnguard and Dragonborn so once i finish EVERYTHING (which shouldnt take too long as SSE is my main play nowadays), I'll be ready.
  11. great explanation, even though i have to admit i still have no idea what they're doing, except that now that i think of it as a book written in a dead language or written in puzzles needing translation.

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    i have a real question though, will the SKSE64 be able to do more than the 32bit version? will we be able to do more as mod users and as mod creators? or will it be just the same features

    Oh hell yeah it will be able to do more!

     

    Just imagine how much easier it will be to implement stuff like this in a more stable fashion:

     

    Physics in Cloaks of Skyrim/Winter Is Coming

     

    Kahjiit/Argonian Hair & Tail Physics

     

    Hair Physics for Vanilla and Modded Hair models

     

    Physics for Clothing/Armour (Armour pieces that move separately). This will allow Modders that specialise in 3d modelling to make each individual skirt strap on the imperial armour a separate 3d mesh and move freely with physics.

     

    Basically all this will also allow to have HDT Physics for stuff like cloaks, hair, clothing, armour, and more to be both enabled for the player and NPC'S at the same time, as i saw it work in 32 bit Skyrim but it was glitchy AF because NPC cloaks kept dragging of into the horizon.

  12.  

     

    If a mod reads this, could you make this thread a sticky/pinned please.

     

    Please don't, actually. In a few days I will open an official [WIPz] SKSE64 thread which should be the main place to discuss things on the forums. The plan is to open that when my demo video is ready. Unfortunately that will still be a few days away.

     

    very nice! i actually wanted to suggest to you making an official thread WIP once theres something to show/discuss, maybe also down the line get helping hands

     

    On the topic of helping hands, i have Visual Studio 2012 Professional on my PC, if you guys need help with any coding for SKSE 64 bit, let me know as i'm near to finishing my first year of my Computer Programming course

  13. Have you checked Skyrim Horses Renewal by Fuse00? http://www.nexusmods.com/skyrim/mods/54908/? It has standalone horse animations that can be downloaded and an optional standalone horse rider animation for the player (and npcs/followers if follower mods are used). Its a brand new animation and it has no distortion of any kind. I think the HDT horse manes and tails are also part of the standalone animations as HDT Physics Extensions comes up as a requirement (if you want the physics, non HDT users can still use it i think) when clicking to download it. Hope this helps

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