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Everything posted by Arthmoor
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If every single Papyrus extension that SKSE provides were to be implemented directly as native code, it's quite likely all that would need to happen for SkyUI to get ported over would be for the scripts to be recompiled. Mods that have MCMs would need to then have those scripts recompiled as well. That should mean nothing would need to be rewritten at all but I guess you never know.
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And you're still thinking in terms of implementing an extender when they wouldn't want to do things that way. They'd implement it as a direct patch to Papyrus itself, which would be quite easy for the Papyrus guy to get done in light of the Creation Club. SKSE as we know it now will never be an official thing. The best we could hope for are new functions in Papyrus down the road.
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Bethesda would have no reason to pay for someone to develop SKSE as we know it. If they were inclined to do anything like that, they'd have updated Papyrus to have those functions built in natively instead. I'm not sure why people have this idea that SKSE needs to be written as a dll injector doing things some AVs find suspicious when the company has the source code to their game and can modify it as they see fit. They certainly wouldn't need to pay the SKSE team to do the job when they have their own internal developers.
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Is Skyrim Special Edition getting Enderal & Bruma?
Arthmoor replied to cahey's topic in Skyrim's Skyrim SE
Enderal would need to be properly ported like anything else in order to avoid form version issues that cause random errors and CTDs. It would be a pretty bad idea to try and run it in SSE without that being done. -
There is a limited amount of developer time devoted to post-release patching. So if you were a Bethesda programmer, you'd not be given the chance to do as you say. You get paid to do what the boss tells you to do, and if he tells you to stop patching the game, you stop patching the game. If you defy that, you get fired. That's reality. It has nothing to do with them being lazy or incompetent. Dead body collisions? NO THANKS. Dropping a dead dragon in the middle of Falkreath would be highly disruptive to navigation. That's not a bug, it's an intentionally chosen mechanic of the game. You as the player may be able to adapt easily, but the NPCs can't, and Bethesda has to think of them too. Rain occlusion though I'll give you. That's a 15 year old feature of any decent RPG with weather included. They simply chose not to enable the support for it. Gamebryo itself has been able to do this all along. So they still didn't need the SKSE team to fix this for them, and as examples go, it's a poor one because SKSE doesn't provide rain occlusion for those games that don't have it.
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Bethesda implements what they need in Papyrus. They didn't need what SKSE offers, so that's why it's not part of the game. It's really just that simple. If they should find they need something that SKSE does, they'll just write their own implementation of it directly into their source code. They don't need to reverse engineer their own exe file. Plus there will likely be other engine support related to what they're doing that even SKSE isn't currently able to provide.
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Agreed, and there's mods that used to "need" SKSE that have since been reworked to disconnect themselves from the requirement before they were then ported to SSE. If you want to play Skyrim there's no sense in waiting - grab SSE and have fun.
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Where do people come up with these wild theories?
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In response to post #50696922. #50714102, #50716337, #50718342 are all replies on the same post. Common problem with the Fallout community patches :P
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a call once again to support Vidme video links on mod pages
Arthmoor replied to TheWorldofRipX's topic in Site Support
Between that, information suggesting it's a refuge for banned Youtubers, and the general attitude that video makers in general have taken lately toward mod authors, I'm firmly in the camp opposed to supporting this. If I thought there was any possibility of it, I'd be seriously suggesting dropping integration support for Youtube as well. -
In response to post #50637042. #50637457, #50641767, #50642032, #50642107, #50661332, #50663927, #50670942, #50684132, #50687542, #50687672, #50688552, #50689297, #50694787, #50697272, #50702562, #50722097, #50736117, #50742857, #50746872 are all replies on the same post. You can, provided you used Galaxy to install the game. It has a validation function just like Steam does and it works just as well.
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In response to post #50733777. #50733937, #50734032, #50752942, #50758612, #50776262 are all replies on the same post. Dunno about this multi-core thing, because as far as I've ever seen it's rumor without proof that anything was ever wrong there. That said, all I can say is that playing through the first 2-3 hours of FO3 on the GoG copy was smooth sailing on Windows 7. No lag, no crashes, nothing. Not even the usual stuttering from days gone by. So they may well have done a bit more than just slapping LAA on the exe, unless that's all the game ever seriously needed.
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In response to post #50692672. #50694632, #50713727, #50777167 are all replies on the same post. Ironically it's because the internet infrastructure in "shitty" EU countries is actually much newer than ours so it's likely all been built with high speed in mind from the start. Ours wasn't. 130 years ago when they strung cheap copper wire up everywhere for terrible voice quality phone calls, nobody even knew what a computer was :P So we still have plenty of pockets where the infrastructure is 50+ years old and simply can't handle the speeds modern internet use requires.
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In response to post #50696922. Haven't played GalCiv2 in ages, what did "they" do to it?
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In response to post #50637042. #50637457, #50641767, #50642032, #50642107, #50661332, #50663927, #50670942, #50684132, #50687542, #50687672, #50688552, #50689297 are all replies on the same post. Give it time. As more publishers wake up and realize DRM isn't protecting their profits the way the DRM companies claimed, they'll come around and GoG's library will only grow. Also, comparing raw library size isn't really useful since Steam has a hell of a lot of really crappy games that aren't worth the store pages they're on.
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In response to post #50692672. Make your own hard copy. Download once. Burn to Blu-Ray. Done. Use those installers the next time you want to play, and they'll work even if GoG vanished from the planet.
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In response to post #50637042. #50637457, #50641767, #50642032, #50642107, #50661332, #50663927, #50670942, #50684132, #50687542 are all replies on the same post. Sounds to me like you got your companies reversed, cause this is what I always hear about people who contact Steam support. In contrast GoG support is legendary for always being helpful and prompt, and usually right on top of whatever is wrong.
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Pretty obvious that they want the special edition to be easier to locate so they took LE out of the search results and category listings. Since you can only locate it by direct link now, I'd expect to eventually see it delisted entirely.
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Confirming the same issue, California here.
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[BUG] Floating objects near whiterun (objects in sky)
Arthmoor replied to ipman98's topic in Skyrim's Skyrim SE
That's not a trustworthy thing to be doing. These are not issues in the save game. They're issues caused by dirty mods. Save cleaning in SSE is currently a no-go and I'd not touch any tool claiming otherwise. -
There is no evidence to support the claim that cleaning DLCs is in any way harmful at all, let alone causing something this specific to happen. If you're using the unofficial patch, you probably need to update that since we did have one issue caused by an edit that should otherwise have been mundane that would cause the game to CTD anywhere in the vicinity of Falkreath.
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[BUG] Floating objects near whiterun (objects in sky)
Arthmoor replied to ipman98's topic in Skyrim's Skyrim SE
You'll need to use the console commands to get up there to grab the IDs. Open the console and just click on them. You'll get form ID numbers. You'll need to note them down so you can load your mods into xEdit and then find which ones have been edited by what mods. You will certainly find the one responsible for it that way. -
[BUG] Floating objects near whiterun (objects in sky)
Arthmoor replied to ipman98's topic in Skyrim's Skyrim SE
Those are deleted objects. One of the mods you're using has not been cleaned properly. You'll have to gather up form IDs from the stuff in the sky and find out which mods removed those so you can inform the authors they need to clean them.