Ratsel13 Posted December 16, 2016 Share Posted December 16, 2016 SKYRIM SE for me.. no more oldrim. Frankly SKSE I can wait for, when or if it's ever released. Link to comment Share on other sites More sharing options...
famidrive Posted December 16, 2016 Share Posted December 16, 2016 But yeah, that all made sense, thanks! /Salute Link to comment Share on other sites More sharing options...
Lisselli Posted December 16, 2016 Share Posted December 16, 2016 (edited) f4se still doesn't have fully work script extension so don't get your hopes upno offense but people kind of gave up with fallout 4 while skyrim is still the most played game and most active mod community I don't think anyone actually "gave up". It's simply that Fallout's fanbase is much smaller than TES in general. And Fallout 4 is in Skyrim's shadow big time. For as long as people compare F4 to Skyrim and expect it to have the same things as Skyrim, Fallout 4 will remain in its stagnant state.| But I actually like Fallout 4's current state. Leaves room for up coming mods to actually get noticed and not get buried under more popular mods. There's probably hundreds of mods for SE you never even heard of, buddy. But you heard of the top 10. Edited December 16, 2016 by Lisselli Link to comment Share on other sites More sharing options...
fallen2ruin Posted December 17, 2016 Share Posted December 17, 2016 On an /r/skyrimmods thread today I provided a simplified explanation of what SKSE does to help explain what my latest update meant. For everyone's edification I'll reproduce the content here.[/line]I can try to simplify some. The Creation/Gamebryo engine is built in C++ as a collection of classes which represent the game world, the things in it, and the framework needed to organize it. What SKSE does is essentially document and expose that internal game engine so that we can extend the scripting capabilities. Think of it as translating a novel. We have to figure out the table of contents, the chapter boundaries, and understand the concept of pages, paragraphs, sentences and words. But to do a good job we also need to identify the setting, the characters, what happens to them, and where in the book that happens. So in SKSE for Skyrim classic we identified and documented 897 classes in our translation. Some of those classes represent the framework in the game. The DataHandler, for example, is like a glossary or index at the end of the book, and lets us find almost any object in the game (each weapon, spell, NPC, piece of furntiture, Perk what have you.) There are also classes which represent these objects in the game - you can think of them as chapters or paragraphs depending on how important they are. In addition to translating the novel, we also found interesting tidbits of information. So we highlighted specific words and phrases so we can get back to them (3rd sentence of the 4th chapter of the book - which is found on page 54.) These are the 221 addresses in memory that we have to update. These are basically bookmarks to help us find the important or interesting objects in the game. They include things like the player character object, the object under the crosshair, where the glossary is. Finally we also decided to make it easy to access these individual pages, sentences and words. So we shoved the translation online and set up a webpage to lookup and even change the words in the book. These are the 769 functions we provide in our papyrus extensions. Some of them let you just ask for pieces of data (what is the name of this object) and others let you modify that data (change the damage of this weapon, set the name, create a new object entirely.) Note that we never had a full translation of the novel. There are some chapters or paragraphs where we only have a little idea about what is going on. But it is enough to carry on the gist of the story, and our search and modification functions are useful so we published anyway. So that is SKSE as it relates to Skyrim. Each time a new edition of the book comes out it is printed a little differently. The general structure of the novel is the same, but what is found on each page is slightly off. So our bookmark for the third sentence of the fourth chapter is no longer found on page 54, it may be on page 53 or page 55 now. This change can happen for each of our bookmarks. That is why with each new build of the game we have to re-find our bookmarks and there is a delay getting SKSE out the door. But usually nothing else has to change - just our bookmarks. So that brings us to Skyrim Special Edition and SKSE64. What happened is that BGS chose to put out a new edition of the Skyrim Novel. They choose to revise the novel with some new chapters, and they also decided to use a larger font for a lot of key words of the novel. So to get SKSE64 out the door we have to do a complete re-translation of the novel. Much of our translated framework is still useful in general, we just need to update it. In particular where we didn't have a complete translation of the novel before, we're not sure where the new font might have made things much bigger. So we have to look over those unknown areas and discern how much bigger they are and re-find all of our bookmarks. So that is what we are doing. Retranslating the new edition, documenting important changes, and re-finding our bookmarks. As we cover a new area we can build the new functionality in our web page about the book. Once enough useful information has been verified, we'll publish our page and continue working. Hopefully that gives a more understandable context for those who are not as versed in the programming details? Nice. Well said, it really makes a lot of sense. This explanation filled in a lot of blanks for me. Thank you very much for this info. And thank you, and your team, for working on this. So many functions are enabled through your hard work. I really appreciate what you guys are doing. Thank you so very much. Link to comment Share on other sites More sharing options...
Ethreon Posted December 17, 2016 Share Posted December 17, 2016 f4se still doesn't have fully work script extension so don't get your hopes upno offense but people kind of gave up with fallout 4 while skyrim is still the most played game and most active mod community I don't think anyone actually "gave up". It's simply that Fallout's fanbase is much smaller than TES in general. And Fallout 4 is in Skyrim's shadow big time. For as long as people compare F4 to Skyrim and expect it to have the same things as Skyrim, Fallout 4 will remain in its stagnant state.| But I actually like Fallout 4's current state. Leaves room for up coming mods to actually get noticed and not get buried under more popular mods. There's probably hundreds of mods for SE you never even heard of, buddy. But you heard of the top 10. Only randos and flashes gave up on Fallout, plus a handful of disappointed people. Link to comment Share on other sites More sharing options...
Boombro Posted December 18, 2016 Share Posted December 18, 2016 (edited) Fallout 4 still has a good fellowship. I do a run every two months and still have fun myself. There has been some really great mods in fact. Edited December 18, 2016 by Boombro Link to comment Share on other sites More sharing options...
Shaitan051 Posted December 18, 2016 Share Posted December 18, 2016 I think part of the reason Fallout didn't do so hot is the mods or lack there of.Almost all of the mods are retextures or add like 1 un-levelisted armour/weapon. There's no Monster Mod, Immersive Armour/Weapons/NPCs/Creatures, Frostfall, Ordinator, Helgen Reborn, etc. Basically any of the Skyrim mods that expand/overhaul your play don't have an equivalent. It's like the game came out a few months ago. Link to comment Share on other sites More sharing options...
gargorias Posted December 19, 2016 Share Posted December 19, 2016 (edited) I think part of the reason Fallout didn't do so hot is the mods or lack there of.Almost all of the mods are retextures or add like 1 un-levelisted armour/weapon. There's no Monster Mod, Immersive Armour/Weapons/NPCs/Creatures, Frostfall, Ordinator, Helgen Reborn, etc. Basically any of the Skyrim mods that expand/overhaul your play don't have an equivalent. It's like the game came out a few months ago.That is not true! You talk of mods that came out a long time after Skyrim was released! There are plenty of good mods for Fallout 4 but it's hard to make some as even a simple Script Extender function like GetName() is missing. It's a shame that F4SE is taking so long and it pains me to see it now put below the new Skyrim!!Skyrim SE is no different then the original game, it is just a graphical enhancement and not a good one at that! Edited December 19, 2016 by gargorias Link to comment Share on other sites More sharing options...
quicksilverva Posted December 19, 2016 Share Posted December 19, 2016 Skyrim SE is no different then the original game, it is just a graphical enhancement and not a good one at that! Yes and no. The biggest update to Skyrim is the transitioning from 32 bit to 64 bit, followed by the moving to a new engine (Skyrim/FO4 hybrid). The graphical enhancements were done in large part by the integration of the HD DLCs and some bits seemingly taken from ENBs. It's probably a lot more indepth than what I mentioned, but this seems to be the jist of it. Link to comment Share on other sites More sharing options...
SMB92 Posted December 19, 2016 Share Posted December 19, 2016 Fallout 4 still has a good fellowship. I do a run every two months and still have fun myself. There has been some really great mods in fact. Still playing my Day 1 save to this day.... Couldn't ask for more, to be able to jump between nuclear apocalypse and fantasy dragon land :) Link to comment Share on other sites More sharing options...
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