Reneer Posted July 7, 2017 Share Posted July 7, 2017 (edited) Are you for real? SKSE makes "physical keys" for when the "electronic locks" won't work propertly, if they work at all...Yes, I'm "for real". The analogy may not have been great, but the point is simple: SKSE works because the team goes through the executable code looking for memory addresses to hook into with their own DLL injection technique. Bethesda has absolutely no use for those expert skills because they have access to the source code for their own games. There is absolutely no reason for Bethesda to pay the SKSE team - highly skilled programmers who each probably make six figures easily - when they can just have their own team work on the source code itself for significantly less money. Edited July 7, 2017 by Reneer Link to comment Share on other sites More sharing options...
Moksha8088 Posted July 7, 2017 Share Posted July 7, 2017 There is absolutely no reason for Bethesda to pay the SKSE team - highly skilled programmers who each probably make six figures easily - when they can just have their own team work on the source code itself for significantly less money.The reason would be that it would assist mod makers who create the mods which help keep Bethesda games so popular. If you like analogies, consider it like watering the rosebushes. Some gardeners may be foresighted and others shortsighted in terms of watering the rosebushes. The shortsighted ones are probably the gardeners wearing suits. Link to comment Share on other sites More sharing options...
Reneer Posted July 7, 2017 Share Posted July 7, 2017 (edited) The reason would be that it would assist mod makers who create the mods which help keep Bethesda games so popular. If you like analogies, consider it like watering the rosebushes. Some gardeners may be foresighted and others shortsighted in terms of watering the rosebushes. The shortsighted ones are probably the gardeners wearing suits.Bethesda employees are perfectly capable of implementing everything that mod authors might ever want. There's nothing overly special in the additions that the SKSE team makes to the game - it is HOW they make those additions that requires a great deal of skill. If Bethesda wanted to implement all the SKSE additions it would take almost no time at all for one of their programmers and it would cost them significantly less money than hiring the highly skilled professionals who make up the SKSE team and whose skills wouldn't even be used. The issue is with Bethesda - they don't feel it necessary to implement all the stuff that mod authors want in Papyrus and they most certainly wouldn't want to do it by spending more money than they absolutely had to. Edited July 7, 2017 by Reneer Link to comment Share on other sites More sharing options...
Arthmoor Posted July 7, 2017 Share Posted July 7, 2017 Bethesda implements what they need in Papyrus. They didn't need what SKSE offers, so that's why it's not part of the game. It's really just that simple. If they should find they need something that SKSE does, they'll just write their own implementation of it directly into their source code. They don't need to reverse engineer their own exe file. Plus there will likely be other engine support related to what they're doing that even SKSE isn't currently able to provide. Link to comment Share on other sites More sharing options...
Tooneyman Posted July 8, 2017 Share Posted July 8, 2017 Bethesda implements what they need in Papyrus. They didn't need what SKSE offers, so that's why it's not part of the game. It's really just that simple. If they should find they need something that SKSE does, they'll just write their own implementation of it directly into their source code. They don't need to reverse engineer their own exe file. Plus there will likely be other engine support related to what they're doing that even SKSE isn't currently able to provide. It's funny you mention that Arthmoor, because a lot of what SKSE does allows modders themselves to fix a crap tone of bugs Bethesda themselves refuse to fix in their own source code. If I was Bethesda and a smart programming designer with the source code. I would use the SKSE to go through the implementations and find out what kind of wholes we have and look at improving it. Example: Small fixes like dead body collisions. Why is that important? Because it should already be in the game. It's 2017 and they should have had that in the game engine since Oblivion. Another gripe which they finally fixed in FO4 and the update for Skyrim SE. Rain going through the roofs. I mean it's simple things they could use SKSE to use and go through their engine to see what needs to be fixed, but they don't do that. They still have stupid crap like that not in their game is ridiculous. Link to comment Share on other sites More sharing options...
Reneer Posted July 8, 2017 Share Posted July 8, 2017 It's funny you mention that Arthmoor, because a lot of what SKSE does allows modders themselves to fix a crap tone of bugs Bethesda themselves refuse to fix in their own source code. If I was Bethesda and a smart programming designer with the source code. I would use the SKSE to go through the implementations and find out what kind of wholes we have and look at improving it.  Example: Small fixes like dead body collisions. Why is that important? Because it should already be in the game. It's 2017 and they should have had that in the game engine since Oblivion. Another gripe which they finally fixed in FO4 and the update for Skyrim SE. Rain going through the roofs. I mean it's simple things they could use SKSE to use and go through their engine to see what needs to be fixed, but they don't do that. They still have stupid crap like that not in their game is ridiculous. You're confusing "refuse to fix" with "isn't worth the money required to fix". It's an important difference. Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted July 8, 2017 Share Posted July 8, 2017 A lot of what he mentioned are just what he says, gripes. I never really cared about "rain through roofs" and other trivial things. Besides stuff like that lends to modding opportunities so it's a fair trade off IMO. If Beth tried to make their games too realistic, there would hardly be any mods made. That's the point of modding isn't it? To add things to game that you like and/or makes sense to you and those who share your feelings on it. Link to comment Share on other sites More sharing options...
Bitdman Posted July 8, 2017 Share Posted July 8, 2017 It's funny you mention that Arthmoor, because a lot of what SKSE does allows modders themselves to fix a crap tone of bugs Bethesda themselves refuse to fix in their own source code. If I was Bethesda and a smart programming designer with the source code. I would use the SKSE to go through the implementations and find out what kind of wholes we have and look at improving it.  Example: Small fixes like dead body collisions. Why is that important? Because it should already be in the game. It's 2017 and they should have had that in the game engine since Oblivion. Another gripe which they finally fixed in FO4 and the update for Skyrim SE. Rain going through the roofs. I mean it's simple things they could use SKSE to use and go through their engine to see what needs to be fixed, but they don't do that. They still have stupid crap like that not in their game is ridiculous. You're confusing "refuse to fix" with "isn't worth the money required to fix". It's an important difference. Tooneyman is correct!! Stop defending a multi-billion dollar Co. for being irresponsible and releasing an inferior product. We pay good money for these games, knowing that good people will fix their sloppy work. It's not right. What ever happened pride and integrity? Bethsoft and their so called management should be ashamed! And NO! Tod, it doesn't just work. It's a success because the modding community fixes it Link to comment Share on other sites More sharing options...
ifeanychukwu Posted July 8, 2017 Share Posted July 8, 2017 So I've never posted or read much of anything on these forums so I'm out of the loop on any information concerning SKSE currently. With that said would someone mind updating me on the current status of SKSE development? I'm starting a new game after a long break from Skyrim and already have a pretty large collection of mods but would love to know when SKSE is expected to come along for when some of my favorite mods will be able to be ported to the SE. Link to comment Share on other sites More sharing options...
rmm200 Posted July 8, 2017 Share Posted July 8, 2017 So I've never posted or read much of anything on these forums so I'm out of the loop on any information concerning SKSE currently. With that said would someone mind updating me on the current status of SKSE development? I'm starting a new game after a long break from Skyrim and already have a pretty large collection of mods but would love to know when SKSE is expected to come along for when some of my favorite mods will be able to be ported to the SE. If you have mods that require SKSE, play Oldrim.If you don't, play Skyrim SE. Much more stable.Assume there will never be a SKSE 64 - and be pleasantly surprised if some year one shows up. Don't waste your time waiting. Link to comment Share on other sites More sharing options...
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