pewple Posted December 9, 2016 Share Posted December 9, 2016 Great stuffs! Great explanation! Link to comment Share on other sites More sharing options...
Novocaine69 Posted December 9, 2016 Share Posted December 9, 2016 great explanation, even though i have to admit i still have no idea what they're doing, except that now that i think of it as a book written in a dead language or written in puzzles needing translation. i have a real question though, will the SKSE64 be able to do more than the 32bit version? will we be able to do more as mod users and as mod creators? or will it be just the same features Link to comment Share on other sites More sharing options...
SonnyM94 Posted December 10, 2016 Share Posted December 10, 2016 great explanation, even though i have to admit i still have no idea what they're doing, except that now that i think of it as a book written in a dead language or written in puzzles needing translation.   i have a real question though, will the SKSE64 be able to do more than the 32bit version? will we be able to do more as mod users and as mod creators? or will it be just the same featuresOh hell yeah it will be able to do more! Just imagine how much easier it will be to implement stuff like this in a more stable fashion: Physics in Cloaks of Skyrim/Winter Is Coming Kahjiit/Argonian Hair & Tail Physics Hair Physics for Vanilla and Modded Hair models Physics for Clothing/Armour (Armour pieces that move separately). This will allow Modders that specialise in 3d modelling to make each individual skirt strap on the imperial armour a separate 3d mesh and move freely with physics. Basically all this will also allow to have HDT Physics for stuff like cloaks, hair, clothing, armour, and more to be both enabled for the player and NPC'S at the same time, as i saw it work in 32 bit Skyrim but it was glitchy AF because NPC cloaks kept dragging of into the horizon. Link to comment Share on other sites More sharing options...
Bloodwardena Posted December 10, 2016 Share Posted December 10, 2016 great explanation, even though i have to admit i still have no idea what they're doing, except that now that i think of it as a book written in a dead language or written in puzzles needing translation.   i have a real question though, will the SKSE64 be able to do more than the 32bit version? will we be able to do more as mod users and as mod creators? or will it be just the same featuresOh hell yeah it will be able to do more! Just imagine how much easier it will be to implement stuff like this in a more stable fashion: Physics in Cloaks of Skyrim/Winter Is Coming Kahjiit/Argonian Hair & Tail Physics Hair Physics for Vanilla and Modded Hair models Physics for Clothing/Armour (Armour pieces that move separately). This will allow Modders that specialise in 3d modelling to make each individual skirt strap on the imperial armour a separate 3d mesh and move freely with physics. Basically all this will also allow to have HDT Physics for stuff like cloaks, hair, clothing, armour, and more to be both enabled for the player and NPC'S at the same time, as i saw it work in 32 bit Skyrim but it was glitchy AF because NPC cloaks kept dragging of into the horizon. I'd dread to think what kind of a rig you'd need to have such physics apply to the player as well as all the NPCs around. ._. I'm assuming most modders tend to have mods that also add quite a few NPCs to the game since let's face it, vanilla is rather poorly populated, even for a cold and harsh setting like Skyrim. Link to comment Share on other sites More sharing options...
Ethreon Posted December 10, 2016 Share Posted December 10, 2016 So all you can think of are some moving clothes. You realize that your PC would implode if everyone wore one ? Link to comment Share on other sites More sharing options...
oliverrogerr Posted December 10, 2016 Share Posted December 10, 2016 If it is to measure in percentage, what would be the percentage of work done so far, so that the new version is released? 10%, 25%, 0.02%? Thank u for the great job!!! Link to comment Share on other sites More sharing options...
tjacks84 Posted December 10, 2016 Share Posted December 10, 2016 If it is to measure in percentage, what would be the percentage of work done so far, so that the new version is released? 10%, 25%, 0.02%? Thank u for the great job!!!I'd love to know that too, but I think that's the purpose of the analogy behippo summarized 4 days ago in such a detailed fashion. If you read that post and are asking anyway, just ignore me here as a useless waste of time. If you haven't read it yet, go back to behippo's post on 12/6. It's an excellent analogy giving everyone, even the dummies like me, an idea of what that team is tackling- along with an appreciation of the same. Wow! behippo analogy Link to comment Share on other sites More sharing options...
vgchat Posted December 10, 2016 Share Posted December 10, 2016 (edited) So I've been meaning to ask, can skse support a jira/issue tracker & become open source for others to help contribute to? Time for another update. I know at this point that I am unlikely to put together a video this week, with some substantial real-life deadlines. Progress is continuing at a good pace, but I am finding that to finish up pieces I am interested in I have to bring in other pieces. Everything is interconnected and sometimes you can't simply disconnect them. So where am I? Well I solved the issue with Actor.SheatheWeapon() - there was an extra virtual function in the vftable. But mainly I have been diving into the Scaleform code that we'll need to support SkyUI. Not far enough along there to test anything - but finding most of the addresses and things are compiling - at least until I try to put the hooks in place to activate things. Those require another two sets of hooks (UI and Gameplay) to be pulled in. Which is the next step. I also spent a little time getting a sense of exactly how much work there is to get a full port of SKSE over to SKSE64. For Skyrim there are 897 game classes we need to decode and verify. Some of these are small and straight-forward classes with only one or two data points. Others are gargantuan. We have 221 addresses we need to find and keep up-to-date with every new build. A large number of those addresses are RTTI values we need for casting, which is more or less completely automated. Other key addresses are for global objects (like the player, the DataHandler, the console) and functions we need to call or hook (print to console, heap allocation and free, LookupFormByID).Finally we currently provide 769 new papyrus functions that will all need to be validated. So I guess I will be writing some form of regression/unit test plugin again so that we have something to test against each build to be sure we haven't broken anything. I had one of those for OBSE back when we only had a hundred or two functions. It took forever to write and keep up to date.So I haven't taken the time yet to determine exactly how much progress we have made so far. I'll need to set up something to keep track. I know the number of papyrus functions brought over and validated is quite low. I haven't been bringing papyrus functions in until I was ready to test them or use them for a demo. More of them may work - I just don't know. In any case - we'll be working on this for some time yet. I just wanted to give folks an idea of the scope of the work. As more of the functionality comes together we'll start figuring out a release plan. Still no timeline at this point. Edited December 10, 2016 by vgchat Link to comment Share on other sites More sharing options...
Mardoxx Posted December 10, 2016 Share Posted December 10, 2016 (edited) If it is to measure in percentage, what would be the percentage of work done so far, so that the new version is released? 10%, 25%, 0.02%? Thank u for the great job!!! You ever heard of zeno's paradox? Asking for a completion percent is somewhat extraneous. Edited December 10, 2016 by Mardoxx Link to comment Share on other sites More sharing options...
Novocaine69 Posted December 10, 2016 Share Posted December 10, 2016 great explanation, even though i have to admit i still have no idea what they're doing, except that now that i think of it as a book written in a dead language or written in puzzles needing translation.   i have a real question though, will the SKSE64 be able to do more than the 32bit version? will we be able to do more as mod users and as mod creators? or will it be just the same featuresOh hell yeah it will be able to do more! Just imagine how much easier it will be to implement stuff like this in a more stable fashion: Physics in Cloaks of Skyrim/Winter Is Coming Kahjiit/Argonian Hair & Tail Physics Hair Physics for Vanilla and Modded Hair models Physics for Clothing/Armour (Armour pieces that move separately). This will allow Modders that specialise in 3d modelling to make each individual skirt strap on the imperial armour a separate 3d mesh and move freely with physics. Basically all this will also allow to have HDT Physics for stuff like cloaks, hair, clothing, armour, and more to be both enabled for the player and NPC'S at the same time, as i saw it work in 32 bit Skyrim but it was glitchy AF because NPC cloaks kept dragging of into the horizon. yes but on the 32bit system, such physics already can happen and doesnt demand that much of a rig, basically what your telling me is, the number of things will be better alongside being alot more stable/bug/glitch free? yes on my 32bit skyrim set up the HDT physics are glitchy as f*#@, you are right on that.still doesnt answer my question, besides the same features but less buggy and can handle more numbers, what do you think as a new feature can we expect? hmm i gotta admit, having HDT on EVERYTHING in the game AND have it stable would be amazing, but that is waaay too much work to be done, we're talking every vanilla hair style, female and male, every vanilla piece of clothing, necklaces (maybe?) Link to comment Share on other sites More sharing options...
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