PeterMartyr Posted November 2, 2016 Share Posted November 2, 2016 @ behippo I know that contrary to popular belief Steam can launch SKSE, when I use SSE Launcher guess what happening? Just in case you weren't already aware of it. @ Community read the SKSE ReadMe before you make fool of your self. Link to comment Share on other sites More sharing options...
TheRowan Posted November 2, 2016 Share Posted November 2, 2016 Just so you know, Nexus Mod Manager for SE is up. Mod Organizer 2 has a plugin to work with SSE. What is going to hold mods up is waiting for SKSE64. As a programmer, I have some idea of what they have to do and all I can say is don't go holding your breath, we'd hate to hear of your demise. :confused:I won't even venture a guess how long, it would depend on how many working on it and how it was written in the 1st place. I seriously doubt before the end of November(tho I could be wrong). Link to comment Share on other sites More sharing options...
Hyperplexed Posted November 3, 2016 Share Posted November 3, 2016 (edited) http://skse.silverlock.org/SKSE64FirstRun.jpg Progress is being made and we traditionally show an image the first time we get the game hooked and the GetXXXVersion function working properly. I reached that stage last night. There is obviously still a ton of work to do - but this proves that our basic techniques will be able to accomplish the task. Wow, I wasnt expecting to hear such optimistic news so soon, I was actually kinda resigning myself, that maybe this could take over a year to do, but I'm glad to see you guys already having positive results. Can't wait, and kudos! <3 Also another question if you dont mind me asking... but, as long as SKSE64 is able to implement the exact same functions, with the exact same parameters and "output", as the normal SKSE, wouldn't a mod like SkyUI just work the same, since it doesn't rely on any SKSE plugin? I mean I get that SKSE plugins need to be recompiled, but AFAIK, SkyUI doesnt have any, right? Edited November 3, 2016 by Hyperplexed Link to comment Share on other sites More sharing options...
behippo Posted November 4, 2016 Share Posted November 4, 2016 There is a new beta build of SkyrimSE (1.1.51). There are minor modifications to the exe and a bunch of changes to audio files. As far as SKSE64 is concerned the biggest thing is that the beta still has the Edit and Continue jump tables which make our job a bit harder. This redirects every function through an extra indirection. This means code is not as obvious as we investigate, and hurts performance generally. It also means we have to manually update anything we find, rather than being able to use some of our tools to help do the updating. Also another question if you dont mind me asking... but, as long as SKSE64 is able to implement the exact same functions, with the exact same parameters and "output", as the normal SKSE, wouldn't a mod like SkyUI just work the same, since it doesn't rely on any SKSE plugin? I mean I get that SKSE plugins need to be recompiled, but AFAIK, SkyUI doesnt have any, right? In theory you are correct. If we implement the same APIs (which is our intention) then any SKSE Papyrus users should not need to change their scripts. SkyUI will hopefully just work as well if we make the same changes to the Scaleform APIs it is expecting. But we will not know for certain until we get a little further along. Link to comment Share on other sites More sharing options...
tyranis8905 Posted November 4, 2016 Share Posted November 4, 2016 There is a new beta build of SkyrimSE (1.1.51). There are minor modifications to the exe and a bunch of changes to audio files. As far as SKSE64 is concerned the biggest thing is that the beta still has the Edit and Continue jump tables which make our job a bit harder. This redirects every function through an extra indirection. This means code is not as obvious as we investigate, and hurts performance generally. It also means we have to manually update anything we find, rather than being able to use some of our tools to help do the updating. Also another question if you dont mind me asking... but, as long as SKSE64 is able to implement the exact same functions, with the exact same parameters and "output", as the normal SKSE, wouldn't a mod like SkyUI just work the same, since it doesn't rely on any SKSE plugin? I mean I get that SKSE plugins need to be recompiled, but AFAIK, SkyUI doesnt have any, right? In theory you are correct. If we implement the same APIs (which is our intention) then any SKSE Papyrus users should not need to change their scripts. SkyUI will hopefully just work as well if we make the same changes to the Scaleform APIs it is expecting. But we will not know for certain until we get a little further along.Thank you so much for doing this for us Hippo. You are the SSE savior! Link to comment Share on other sites More sharing options...
Almostfaceman Posted November 4, 2016 Share Posted November 4, 2016 There is a new beta build of SkyrimSE (1.1.51). There are minor modifications to the exe and a bunch of changes to audio files. As far as SKSE64 is concerned the biggest thing is that the beta still has the Edit and Continue jump tables which make our job a bit harder. This redirects every function through an extra indirection. This means code is not as obvious as we investigate, and hurts performance generally. It also means we have to manually update anything we find, rather than being able to use some of our tools to help do the updating. Also another question if you dont mind me asking... but, as long as SKSE64 is able to implement the exact same functions, with the exact same parameters and "output", as the normal SKSE, wouldn't a mod like SkyUI just work the same, since it doesn't rely on any SKSE plugin? I mean I get that SKSE plugins need to be recompiled, but AFAIK, SkyUI doesnt have any, right? In theory you are correct. If we implement the same APIs (which is our intention) then any SKSE Papyrus users should not need to change their scripts. SkyUI will hopefully just work as well if we make the same changes to the Scaleform APIs it is expecting. But we will not know for certain until we get a little further along. Sounds like the sooner they (Bethesda) get done twiddling with the build the better. Thanks for all your hard work! Link to comment Share on other sites More sharing options...
godleyanchor Posted November 4, 2016 Share Posted November 4, 2016 Just wanted to chime in with my support and respect for the undertaking! I must have started using OBSE when I was thirteen and the Elder Scrolls have stayed my favorite games ever since thanks in large part to your contributions to the modding community. The urge to throw money at you is strong, but I understand why you can't accept. I'm terribly curious about the details of the process, but I'll just close with good luck and God speed! P.S. Would a beer receptacle in the form of a PO Box count as a loophole for corporate legal mumbo jumbo? Link to comment Share on other sites More sharing options...
tk3r Posted November 4, 2016 Share Posted November 4, 2016 Really appreciate your hard work. Is it possible to prioritize functions on which a LOT of mods rely (like HDT)? Link to comment Share on other sites More sharing options...
dayglo98 Posted November 4, 2016 Share Posted November 4, 2016 (edited) oh yes because boobs are a priority! lol that was sarcasm Edited November 4, 2016 by dayglo98 Link to comment Share on other sites More sharing options...
tk3r Posted November 4, 2016 Share Posted November 4, 2016 I thought 3/4 of Skyrim mods is boobs? that was sarcasm Seriously, I don't know what mods depend on what functions, I know that HDT character mods depend on SKSE to enable it so I used that as an example. I imagine there are some functions that are more widely used than other, so basically I was wondering if it's possible to get out first those functions that would unlock the most mods. "that's not how any of this works" is a perfectly acceptable answer :) Link to comment Share on other sites More sharing options...
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