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Lodbrok

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Really?? Fallout 4???? are they serious??? they gave up on Skyrim SE??? after all this time??? Oh, the pain, the pain... William, please...

I see work on F4SE as a very positive sign for the development of SKSE64.

 

The team seems to have gotten stuck implementing F4SE script functions and starting on SKSE64 might have given them a new perspective. One of the team members has a preference for the Fallout series so is working on it. The others might be waiting so they can make use of what he learns before continuing work on SKSE64.

 

The Fallout 4 fans have been waiting longer than the Skyrim SE crowd (and Skyrim fans still have the Legendary edition with a working SKSE) so it makes perfect sense to me that they might give F4SE a bit of attention before getting back to SKSE64. Work progressing on either of those two new 64 bit extenders is effectively work progressing on both since anything learned while working on one will make re-implementing the same idea on the other that much easier.

 

There is only one person tasked with doing F4SE. SKSE64 is pretty much on the back burner. He's not working on that one - it was/is the other 2. I think somewhere in this thread or that other one, he has outlined the skills needed to help with the projects yet none have obviously came forward:

 

 

We have plenty of offers, but we have yet to have anyone with the actual skill set and motivation we need. The skill bar is higher than some actual development jobs out there so it's not easy to get people who are interested and obviously won't be paid. Knowing C++ is a basic requirement, but it's not going to help with the development of SKSE64.

The C++ code is already all there, what we need someone who can:

  • decode classes (from memory)
  • verify class alignments (and fix them)
  • update addresses (this is actually easier than alignment fixing)

SKSE64 isn't something that can be realized by throwing developers who lack the required skills at it. Additionally these skills aren't something you can just learn in a few days like transferring to a new programming language. I can point people with prior C++ experience in the right direction for getting started but none of us really have the time to teach.

tl;dr - if people got the skills, jump on the train. Schlangster himself already said there needs to be a new generation of folks, instead of relying on guys that are obviously slowing down. If no one is going to listen to Schlangster on that point, then I guess these are the "end times" for Script Extenders.

Edited by TheDungeonDweller
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Really?? Fallout 4???? are they serious??? they gave up on Skyrim SE??? after all this time??? Oh, the pain, the pain... William, please...

I see work on F4SE as a very positive sign for the development of SKSE64.

 

The team seems to have gotten stuck implementing F4SE script functions and starting on SKSE64 might have given them a new perspective. One of the team members has a preference for the Fallout series so is working on it. The others might be waiting so they can make use of what he learns before continuing work on SKSE64.

 

The Fallout 4 fans have been waiting longer than the Skyrim SE crowd (and Skyrim fans still have the Legendary edition with a working SKSE) so it makes perfect sense to me that they might give F4SE a bit of attention before getting back to SKSE64. Work progressing on either of those two new 64 bit extenders is effectively work progressing on both since anything learned while working on one will make re-implementing the same idea on the other that much easier.

 

As a software developer, I have to agree. They can make all the mistakes on F4SE and avoid them on SKSE64. :D

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Keep guessing guys! By process of elimination, you must be getting close!

 

It looks like a failure on the part of computer sciences. What student would not want to sink their teeth into an opportunity like this.....To be in on a project that very few or none are willing to embrace.

 

What if we were under attack? and needed this ability to counter attack? Where is our Super Hero now? Who can step up and be the worlds "x64" champion?

 

just my $.02

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There is a desperate need for someone who can:

  • complain incessently without prompting
  • write demanding posts
  • Feel totally exasperated to the point of holding their breath

SKSE64 isn't something that can be realized by throwing whiners who lack the required skills at it. Additionally these skills aren't something you can just learn in a few days like transferring a behavioral problem. I can point people with prior whining experience in the right direction for getting started but none of us really have the time to teach.

If you qualify then volunteer.

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Guys why are you waiting for skse64?

even with skse64 released. skyrim se will never have enb comparable to skyrim. I've heard from many different people that implementing sub-surface sacattering to enb is nearly impossible. With 60 MB of directx 11 data enb has not chance taking another step in skyrim se.

Not only skrim se will never have enb, with the new skse released all modders will have to start over because skse doesn't follow the same coding as in 32 bit version. Considering the time it might take to release and the time it takes for mods to get ported, I think TES6 will release first.

I'd be happy if anyone could share more detailed information. Just wanted to say, if oldrim plays fine on win 10 64 with minor crashes, why move on to something experimental?

Thanks for reading this.

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Hard to know where to start on that comment. I have never used ENB on Oldrim since moving to Windows 10. It does not work for me, and I have not missed it.

So that is a non-issue.

Mods that do not use SKSE and related add-ons just work on Skyrim SE (with repackaging). The coding is NOT different. So that is a non-issue.

Stability of Skyrim SE is far far better than on Oldrim. Crashes for me just don't happen.

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Guys why are you waiting for skse64?

even with skse64 released. skyrim se will never have enb comparable to skyrim. I've heard from many different people that implementing sub-surface sacattering to enb is nearly impossible. With 60 MB of directx 11 data enb has not chance taking another step in skyrim se.

Not only skrim se will never have enb, with the new skse released all modders will have to start over because skse doesn't follow the same coding as in 32 bit version. Considering the time it might take to release and the time it takes for mods to get ported, I think TES6 will release first.

I'd be happy if anyone could share more detailed information. Just wanted to say, if oldrim plays fine on win 10 64 with minor crashes, why move on to something experimental?

Thanks for reading this.

Very OT... but...

Nothing experimental with SE. Works fine and looks awesum with 200+ mods and ENB. No ctd like in Oldrim. I use Oldrim for Enderal now.

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