LeddBate Posted October 22, 2016 Share Posted October 22, 2016 At the SkyUI mod page, someone asked: "will skyui be ported over to the special edition?" One of the mod authors responded: "Short answer: I don't know, but I think it's unlikely.""Longer answer: We're no longer active and I in particular am not going to put any more work in. Got neither the time nor is it fun anymore, so I really shouldn't be doing it. In general, I have nothing against porting it though. If we ever get to the point where someone else took care of all the details and all I have to do is update the .esp, recompile and upload, then I will do so. I just don't really expect anyone to do that." So, my request is, would someone be willing to re-write SkyUI in the CK for the Skyrim SE since (at least one of) the mod authors has said they wouldn't mind? I'd do it but I have absolutely no knowledge of how to do so. Link to comment Share on other sites More sharing options...
cdcooley Posted October 23, 2016 Share Posted October 23, 2016 It's not the part you would do in the CK that's the problem, Schlangster's willing to do that part because it's easy. The hard part is getting the SKSE functions SkyUI depends on working and updating things based on any changes that might have been made in the SWF interface files. Link to comment Share on other sites More sharing options...
LeddBate Posted October 23, 2016 Author Share Posted October 23, 2016 Ahhh. So, we have to wait for the new SKSE (probably 3 to 4 weeks since the Silverlock team says they will do it) then see if someone's willing to code SkyUI to work with it. Thanks for the reply. Hope someone with the necessary skills is willing to do this. Link to comment Share on other sites More sharing options...
lofgren Posted October 24, 2016 Share Posted October 24, 2016 Three to four weeks? Do you have a source on that? Seems wildly optimistic. Link to comment Share on other sites More sharing options...
LeddBate Posted October 24, 2016 Author Share Posted October 24, 2016 No specific source for the time estimate. Perhaps it is optimistic. The only thing I know for certain is that the Silverlock team has said that they would start on a new SKSE for SE as soon as they got their hands on it. Since I've seen previous SKSE releases as little as a month apart (back when Skyrim was still being updated) that's what I'm basing my guess on. Link to comment Share on other sites More sharing options...
lofgren Posted October 24, 2016 Share Posted October 24, 2016 If I understand correctly (and that's not necessarily the case), this is more like starting from scratch than releasing a new update. Link to comment Share on other sites More sharing options...
c4maniac Posted October 25, 2016 Share Posted October 25, 2016 If I understand correctly (and that's not necessarily the case), this is more like starting from scratch than releasing a new update. Yes and no. The same sort of script extender is being used for FO4. Engine wise Skyrim SE is a Fallout 4 port for the new consoles. Incidentally they recreated skyrim in the FO4 engine before making FO4 itself. Hense SSE now. I hate hitting that dreaded 3.1 gig cap for mods in my skyrim game now. Can't wait for this new update. Link to comment Share on other sites More sharing options...
lofgren Posted October 25, 2016 Share Posted October 25, 2016 (edited) I was under the impression that every time the executable gets recompiled, the SE team has to basically start from scratch identifying the hex addresses of the hooks they want. And even if Fallout 4 is the same engine, F4SE is miles away from where it would need to be in order to create something like SkyUI, and that's after almost a year of work. Edited October 25, 2016 by lofgren Link to comment Share on other sites More sharing options...
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