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SKSE


Lodbrok

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@behippo - Awesome! Glad to hear all of that, and I completely understand that real life comes first. I'll make sure to spread the message to all the other modding communities I'm part of, so they at least know that SKSE is in the works. As always thank you for all the hard work, without you guys modding would have never come this far.

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Frankly I just want to say thanks for the enjoyment i have gotten out of years of using your SE in various games. I for one appreciate the hard work, effort and time you and others like you put into these things so leech-like users, such as I, can use them.

Having made the mistake a few years ago of purchasing an ultrawide monitor many games have become essentially unplayable without UI mods which work because of your hard work.

I am not nor ever will be a coder, I cannot afford donations or new games so the least i can do is say from the heart.

Thank you for ALL your hard work.

Mad

 

 

SKSE depends upon hundreds of addresses inside the Skyrim binary. It depends upon knowing the internal class layout of the engine code and leveraging functions from Bethesda that we have uncovered. It also needs to patch the binary and functions so that our code is invoked properly- and this is a massively different process on 64-bit. Simply taking a look at the differences in what our code looks like between SKSE and F4SE will tell you that there is a huge amount of work to do.

Hey, since you probably have it disassembled already, would you mind telling us if SSE is really FO4 engine with Skyrim assets or its just 64 bit compilation of old Skyrim with some modifications like some people say? It would clear a lot of misunderstandings we see these days.

 

The truth is that this is somewhere in between Skyrim and Fallout 4. Parts of the engine have been updated to match Fallout 4 (graphics engine, 64-bit, etc.) Basically all of their games are the same core engine which gets improved/modified with each release. But where Fallout 4 used ActionScript 3 and an updated Papyrus scripting engine, Skyrim SE uses the old UI and Papyrus engine from Skyrim (to do otherwise would require rewriting all the scripts and the UI.)

 

In either case there is a lot of work to do for us. Even within a single game there are lots of things to update with each new build. Memory addresses and offsets change, functions can behave differently, classes can get data added or removed, classes and form types can appear or disappear. Between games you don't even have the basics you can depend upon. With each new game we have to find all of the relevant and important bits and update our internal code to match the new realties.

 

The jump to the F4 64-bit engine was really big. We haven't really got real script extending working for F4SE yet (in part due to real life concerns). We are expecting there to be a similar big jump for the Special Edition. While in general we have a sense for the large subsystems are which ought to be closer to Skyrim and F4, until we look at the nitty gritty details we simply won't know.

 

Add to this the fact that Bethesda again released the game in a psuedo-debug mode with a big extra jump table in between all of the functions, and anything we do right this moment will have to be redone as soon as they release a fix. They know about this - but who knows when they will have an update. Next week? Next month?

 

We'll start investigating, but this is going to take some serious effort and time to get done. There is a ton of functionality in SKSE. We won't get it all implemented at once for the Special Edition. Expect early versions for the Special Edition to have a lot less functionality. And no ETA at all for when we'll have anything to show.

 

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At least now we have a reliable thread and name to check on the timeline for the SKSESE. Thank you behippo and your team for the hard work you're doing, it is certainly appreciated and the gaming community in general is blessed to have such talented, hard working and dedicated people such as yourself making our gaming experience so much better than it was even intended to be. A big thank you also goes to the mod authors who put in great effort to make Skyrim as great as it has become. Meanwhile I will take on the task of getting as far as I can in the Vanilla game, however challenging/tedious that may be and hope that all the great mods I used in the "standard edition" is available for Special Edition sooner rather than later, if at all.

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SKSE depends upon hundreds of addresses inside the Skyrim binary. It depends upon knowing the internal class layout of the engine code and leveraging functions from Bethesda that we have uncovered. It also needs to patch the binary and functions so that our code is invoked properly- and this is a massively different process on 64-bit. Simply taking a look at the differences in what our code looks like between SKSE and F4SE will tell you that there is a huge amount of work to do.

Hey, since you probably have it disassembled already, would you mind telling us if SSE is really FO4 engine with Skyrim assets or its just 64 bit compilation of old Skyrim with some modifications like some people say? It would clear a lot of misunderstandings we see these days.

 

The truth is that this is somewhere in between Skyrim and Fallout 4. Parts of the engine have been updated to match Fallout 4 (graphics engine, 64-bit, etc.) Basically all of their games are the same core engine which gets improved/modified with each release. But where Fallout 4 used ActionScript 3 and an updated Papyrus scripting engine, Skyrim SE uses the old UI and Papyrus engine from Skyrim (to do otherwise would require rewriting all the scripts and the UI.)

 

In either case there is a lot of work to do for us. Even within a single game there are lots of things to update with each new build. Memory addresses and offsets change, functions can behave differently, classes can get data added or removed, classes and form types can appear or disappear. Between games you don't even have the basics you can depend upon. With each new game we have to find all of the relevant and important bits and update our internal code to match the new realties.

 

The jump to the F4 64-bit engine was really big. We haven't really got real script extending working for F4SE yet (in part due to real life concerns). We are expecting there to be a similar big jump for the Special Edition. While in general we have a sense for the large subsystems are which ought to be closer to Skyrim and F4, until we look at the nitty gritty details we simply won't know.

 

Add to this the fact that Bethesda again released the game in a psuedo-debug mode with a big extra jump table in between all of the functions, and anything we do right this moment will have to be redone as soon as they release a fix. They know about this - but who knows when they will have an update. Next week? Next month?

 

We'll start investigating, but this is going to take some serious effort and time to get done. There is a ton of functionality in SKSE. We won't get it all implemented at once for the Special Edition. Expect early versions for the Special Edition to have a lot less functionality. And no ETA at all for when we'll have anything to show.

 

If this isn't you or your team then you might have more help than you realize:

https://github.com/mlheur/SKSE-SE/issues/2

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Hey Behippo!!!

Thx for eveything, and please take all the time you need,,,Don't rush...Don't stress...

If we played a better Skyrim it's also because of you guys so I can wait until u've got something ;)

 

Again thx

 

From Switzerland

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no, it means that they need to rewrite more than half the code for the new architecture since they initially wrote it for 32 bit

 

And by they, of course you mean me. (See sigs below.) :smile:

 

good luck lol

 

Dude, behippo is the guy who made SKSE and F4SE... Don't think he needs any luck. Just time. That's why he referred you to his post signature. He made the originals... Pay attention.

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