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For a future lip sync fix. Maybe?


KnuckleBucket

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Making an SKSE plugin and actually fixing an engine bug are very different things, making an SKSE plugin is actually very easy, making it modify the engine you need to actually know how to reverse engineer. The problem with broken code is often times if you comment just one one function and recompile under an optimization scheme an entire call-tree may go missing, tons of code will just no longer exist in the executable. It's theoretically possible to rip it out of an old version and put it back in but it's quite a mess. I compared the call graphs between 1.8 and 1.9 regarding facial animations and the resulting tree is significantly different. Fixing it is probably beyond me, and the people I know who would be capable of such feats would not have the time to fix it. Fixing it low level is magnitudes more difficult than fixing it at high level (Which only Bethesda can do since we don't have the sourcecode).

Well that's a shame, but thanks for taking a look.

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Making an SKSE plugin and actually fixing an engine bug are very different things, making an SKSE plugin is actually very easy, making it modify the engine you need to actually know how to reverse engineer. The problem with broken code is often times if you comment just one one function and recompile under an optimization scheme an entire call-tree may go missing, tons of code will just no longer exist in the executable. It's theoretically possible to rip it out of an old version and put it back in but it's quite a mess. I compared the call graphs between 1.8 and 1.9 regarding facial animations and the resulting tree is significantly different. Fixing it is probably beyond me, and the people I know who would be capable of such feats would not have the time to fix it. Fixing it low level is magnitudes more difficult than fixing it at high level (Which only Bethesda can do since we don't have the sourcecode).

 

Given the difficulty, is it possible to narrow down the issue through game testing? That is, Oversoon noticed that crouching eliminated the bug, and it does so in my game as well. Is that of any help at all? To me (a non-programmer), it "appears" that the dialog facial animation/voice generation itself is not bugged, else it would still be broken while sneaking. Its like the order of function calls is different (causing/eliminating some animation/voice delays) between normal mode dialog and crouched dialog. Just wondering if there's anything we can actually do to help narrow the problem down. Pardon my ignorance of programming.

Edited by Lord Garon
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