SonnyM94 Posted November 30, 2016 Share Posted November 30, 2016 If a mod reads this, could you make this thread a sticky/pinned please. Please don't, actually. In a few days I will open an official [WIPz] SKSE64 thread which should be the main place to discuss things on the forums. The plan is to open that when my demo video is ready. Unfortunately that will still be a few days away. very nice! i actually wanted to suggest to you making an official thread WIP once theres something to show/discuss, maybe also down the line get helping hands On the topic of helping hands, i have Visual Studio 2012 Professional on my PC, if you guys need help with any coding for SKSE 64 bit, let me know as i'm near to finishing my first year of my Computer Programming course Link to comment Share on other sites More sharing options...
behippo Posted November 30, 2016 Share Posted November 30, 2016 Alright - here is a smaller update than I was planning. A good deal more progress has been made. Since my last update I have done a first pass decoding of Spells, Magic Effects, References (TESObjectREFR, Actor, PlayerCharacter), ExtraData and the Inventory. I have successfully tested functions walking over the player's spells and printing out information about them. I have tested getting and setting various values on the Weapon class. I have decoded new information about Light objects (found while investigating magic effects.) Some of the corresponding papyrus functions do not work right out of the box and will need investigating. Some examples: Spell.GetMagickaCost() doesn't seem to be returning the expected value; Actor.SheatheWeapon() doesn't seem to be working. The first is likely a decoding error or scripting error on my part (or the costs really are that low). The second error calls directly into a virtual function on the Actor class which may mean the virtual table layout changed which will take more investigation. None of the Inventory code has been tested yet. So I didn't make enough progress to have a good enough set of interesting functions to do a demo video. I will work on that and hopefully will be at a point sometime next week. Brendan has been making progress on our plugin code and we may be able to show off a plugin in the video if the timing works out. No matter where things stand I'll do another update early next week. Link to comment Share on other sites More sharing options...
Shevyi Posted November 30, 2016 Share Posted November 30, 2016 Alright - here is a smaller update than I was planning. A good deal more progress has been made. Since my last update I have done a first pass decoding of Spells, Magic Effects, References (TESObjectREFR, Actor, PlayerCharacter), ExtraData and the Inventory. I have successfully tested functions walking over the player's spells and printing out information about them. I have tested getting and setting various values on the Weapon class. I have decoded new information about Light objects (found while investigating magic effects.) Some of the corresponding papyrus functions do not work right out of the box and will need investigating. Some examples: Spell.GetMagickaCost() doesn't seem to be returning the expected value; Actor.SheatheWeapon() doesn't seem to be working. The first is likely a decoding error or scripting error on my part (or the costs really are that low). The second error calls directly into a virtual function on the Actor class which may mean the virtual table layout changed which will take more investigation. None of the Inventory code has been tested yet. So I didn't make enough progress to have a good enough set of interesting functions to do a demo video. I will work on that and hopefully will be at a point sometime next week. Brendan has been making progress on our plugin code and we may be able to show off a plugin in the video if the timing works out. No matter where things stand I'll do another update early next week. Thx for the news!Really appreciate your constant update on SKSE.Good work and hope u are appreciating life away from skyrim as everyone waiting for SKSE is doing ;)... Take care Link to comment Share on other sites More sharing options...
Lisselli Posted November 30, 2016 Share Posted November 30, 2016 That's good news. :cool: Link to comment Share on other sites More sharing options...
FreyaVonNord Posted November 30, 2016 Share Posted November 30, 2016 Thanks alot !!!!! Link to comment Share on other sites More sharing options...
Jasmime Posted November 30, 2016 Share Posted November 30, 2016 If a mod reads this, could you make this thread a sticky/pinned please. Please don't, actually. In a few days I will open an official [WIPz] SKSE64 thread which should be the main place to discuss things on the forums. The plan is to open that when my demo video is ready. Unfortunately that will still be a few days away. Oh good, in that case never mind about the sticky. Thanks for keeping us up to date. Link to comment Share on other sites More sharing options...
Huniken Posted November 30, 2016 Share Posted November 30, 2016 Alright - here is a smaller update than I was planning. A good deal more progress has been made. Since my last update I have done a first pass decoding of Spells, Magic Effects, References (TESObjectREFR, Actor, PlayerCharacter), ExtraData and the Inventory. I have successfully tested functions walking over the player's spells and printing out information about them. I have tested getting and setting various values on the Weapon class. I have decoded new information about Light objects (found while investigating magic effects.) Some of the corresponding papyrus functions do not work right out of the box and will need investigating. Some examples: Spell.GetMagickaCost() doesn't seem to be returning the expected value; Actor.SheatheWeapon() doesn't seem to be working. The first is likely a decoding error or scripting error on my part (or the costs really are that low). The second error calls directly into a virtual function on the Actor class which may mean the virtual table layout changed which will take more investigation. None of the Inventory code has been tested yet. So I didn't make enough progress to have a good enough set of interesting functions to do a demo video. I will work on that and hopefully will be at a point sometime next week. Brendan has been making progress on our plugin code and we may be able to show off a plugin in the video if the timing works out. No matter where things stand I'll do another update early next week.Thank you and God bless you. Link to comment Share on other sites More sharing options...
Banderi Posted December 1, 2016 Share Posted December 1, 2016 Alright - here is a smaller update than I was planning. A good deal more progress has been made. Since my last update I have done a first pass decoding of Spells, Magic Effects, References (TESObjectREFR, Actor, PlayerCharacter), ExtraData and the Inventory. I have successfully tested functions walking over the player's spells and printing out information about them. I have tested getting and setting various values on the Weapon class. I have decoded new information about Light objects (found while investigating magic effects.) Some of the corresponding papyrus functions do not work right out of the box and will need investigating. Some examples: Spell.GetMagickaCost() doesn't seem to be returning the expected value; Actor.SheatheWeapon() doesn't seem to be working. The first is likely a decoding error or scripting error on my part (or the costs really are that low). The second error calls directly into a virtual function on the Actor class which may mean the virtual table layout changed which will take more investigation. None of the Inventory code has been tested yet. So I didn't make enough progress to have a good enough set of interesting functions to do a demo video. I will work on that and hopefully will be at a point sometime next week. Brendan has been making progress on our plugin code and we may be able to show off a plugin in the video if the timing works out. No matter where things stand I'll do another update early next week. Maybe it's just me, but I genuinely love these snippets of technical details. Many might prefer a video, but if you only reported info like these it would already be enough for me. Keep up the amazingness! Link to comment Share on other sites More sharing options...
nkmutant Posted December 1, 2016 Share Posted December 1, 2016 Alright - here is a smaller update than I was planning. A good deal more progress has been made. Since my last update I have done a first pass decoding of Spells, Magic Effects, References (TESObjectREFR, Actor, PlayerCharacter), ExtraData and the Inventory. I have successfully tested functions walking over the player's spells and printing out information about them. I have tested getting and setting various values on the Weapon class. I have decoded new information about Light objects (found while investigating magic effects.) Some of the corresponding papyrus functions do not work right out of the box and will need investigating. Some examples: Spell.GetMagickaCost() doesn't seem to be returning the expected value; Actor.SheatheWeapon() doesn't seem to be working. The first is likely a decoding error or scripting error on my part (or the costs really are that low). The second error calls directly into a virtual function on the Actor class which may mean the virtual table layout changed which will take more investigation. None of the Inventory code has been tested yet. So I didn't make enough progress to have a good enough set of interesting functions to do a demo video. I will work on that and hopefully will be at a point sometime next week. Brendan has been making progress on our plugin code and we may be able to show off a plugin in the video if the timing works out. No matter where things stand I'll do another update early next week. That is really cool, I work in information security as a penetration tester and exploit development is a topic I'm currently heavily invested in. I just got around to learning about how to leverage virtual functions as part of a use after free vulnerability with IE. If at some point you could release a full technical write up of the process it takes to create a tool like SKSE I know myself for one would really appreciate it. And I sent you a PM earlier but I'd love to help out any way I can, I may not have as strong of a reverse engineering background as yourself but I am a quick learner. Link to comment Share on other sites More sharing options...
utopium Posted December 1, 2016 Share Posted December 1, 2016 That is really cool, I work in information security as a penetration tester and exploit development is a topic I'm currently heavily invested in. I just got around to learning about how to leverage virtual functions as part of a use after free vulnerability with IE. If at some point you could release a full technical write up of the process it takes to create a tool like SKSE I know myself for one would really appreciate it. Behippo can correct me if I am wrong, but my understanding of SKSE is that a bunch of it involves reverse engineering RTTI data structures. If you want a simple overview of how that works here is a link with a quick explanation: http://blog.quarkslab.com/visual-c-rtti-inspection.html Even if that isn't what they are doing for SKSE, it is still an interesting topic to read about if you are learning about security and reverse engineering. Link to comment Share on other sites More sharing options...
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