Javapower77 Posted July 19 Share Posted July 19 Hi everyone! I just wonder if someone had some guide (link, videos, anything) to start making plugins for Starfield. I need to understand also the folder/file structure and the dependency to build a project in Visual Studio. I saw many examples, but none are complete enough. Specially regarding the version that builds for the same version of current SF build number. Thanks a lot in advance! Cheers Link to comment Share on other sites More sharing options...
Evangela Posted July 20 Share Posted July 20 None exists for the C language. Link to comment Share on other sites More sharing options...
Javapower77 Posted July 20 Author Share Posted July 20 yeah, my mistake. I meant C++. sorry Link to comment Share on other sites More sharing options...
LarannKiar Posted July 21 Share Posted July 21 This should help you set up the plugin environment. (It was made for SKSE but the process is very similar for F4SE and SFSE too). Link to comment Share on other sites More sharing options...
Javapower77 Posted July 21 Author Share Posted July 21 So thanks again for being so gentle to share your help. I will certainly go through this video and try to make my first approach. By the way, are there any GitHub repo where I can find the references to libraries that needs the main plugin in Starfield. I will also browse the nexusmod page to find SFSE plugins to see if someone is sharing the source code. Thanks a lot!!! Link to comment Share on other sites More sharing options...
LarannKiar Posted July 21 Share Posted July 21 SFSE alone is actually enough to build plugins. Other libraries are optional. CommonLib was designed especially to help with plugin development and to achieve address independence. (While address independence can be achieved without the CommonLib by pattern scanning, when you locate the target code in the EXE at runtime, the CommonLib is typically more convenient). Some use DKUtils (I personally don't) for its useful utility functions. Note that not all data structures found in the SFSE header files are up to date and that CommonLib hasn't been updated for months so you'll need to decode some classes first before you could interact with them. Also, depending on the conception of course but usually reverse engineering takes up more time than writing the plugin. Link to comment Share on other sites More sharing options...
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