Arthmoor Posted August 4, 2017 Share Posted August 4, 2017 Being disabled I have lots of free time. What programming would I need to learn in order to recreate SKSE for SE on my own? Medication means I do everything slower but I don't have any other plans at the moment. If there are free resources for learning the programming necessary then I would definitely want to give it a shot.C/C++, some windows system-level programming and obviously knowledge about Skyrim SE scripting and modding. If you know some programming you can just look at the source code for SKSE (provided by SKSE in 7z archive download) and see what is your skill gap to it. I think that recreation is doable, but will take long time and it should be api-compatibile with SKSE (otherwise mods will need to re-write the support). Maybe even better way would be to contact SKSE and join their team to help with porting (I'm not aware of their stance on this though)? If this was as simple as you're making it out to be, someone would have already stepped up and done it. There's considerably more that goes into this stuff than just some basic level Windows programming and a bit of Papyrus experience. Link to comment Share on other sites More sharing options...
kthompsen Posted August 5, 2017 Share Posted August 5, 2017 (edited) Being disabled I have lots of free time. What programming would I need to learn in order to recreate SKSE for SE on my own? Medication means I do everything slower but I don't have any other plans at the moment. If there are free resources for learning the programming necessary then I would definitely want to give it a shot.C/C++, some windows system-level programming and obviously knowledge about Skyrim SE scripting and modding. If you know some programming you can just look at the source code for SKSE (provided by SKSE in 7z archive download) and see what is your skill gap to it. I think that recreation is doable, but will take long time and it should be api-compatibile with SKSE (otherwise mods will need to re-write the support). Maybe even better way would be to contact SKSE and join their team to help with porting (I'm not aware of their stance on this though)? If this was as simple as you're making it out to be, someone would have already stepped up and done it. There's considerably more that goes into this stuff than just some basic level Windows programming and a bit of Papyrus experience. Very true, but something really does need to be said about free time. I find that seems to hold mod porting back more than other things. There's a lot of oldrim mod authors who've gone AWOL or simply don't work on things much. I end up porting a few in private and I'm not even a good modder. Some things take little effort, but apparently people don't have the time. This is where I wish some of the values from the open source world came into the world of modding more.. where there's always a person willing to pick a project up. That said, SKSE is a whole other can of worms and I'm speaking out of my ass a bit :tongue: Edited August 5, 2017 by kthompsen Link to comment Share on other sites More sharing options...
nightscrawl Posted August 5, 2017 Share Posted August 5, 2017 Very true, but something really does need to be said about free time. I find that seems to hold mod porting back more than other things. There's a lot of oldrim mod authors who've gone AWOL or simply don't work on things much. I end up porting a few in private and I'm not even a good modder. Some things take little effort, but apparently people don't have the time.It may not be that they don't have time, but rather that they've just moved on from modding Skyrim, either temporarily or permanently. I know that FadingSignal, author of SkySight Skins and True Storms, is more interested in Fallout 4 lately, so after porting over a few mods he's spending his time in that game. As another example, I ported Numerical Smithing Upgrades for my own use, which only involved resaving it in the 64-bit CK. In the description, the author even jokingly calls it "The greatest 30-second mod of all time." It's a very small, simple mod from December 2013. 3.5 years is a long time, so perhaps the person is no longer playing Skyrim. Or perhaps some modders have no interest in the Special Edition. I think that issue of moving on from Skyrim is what is going to keep most Oldrim mods languishing, even ones that are a simple port. The game will be six years old in November, so it's not surprising at all. Link to comment Share on other sites More sharing options...
Arthmoor Posted August 6, 2017 Share Posted August 6, 2017 Very true, but something really does need to be said about free time. I find that seems to hold mod porting back more than other things. There's a lot of oldrim mod authors who've gone AWOL or simply don't work on things much. I end up porting a few in private and I'm not even a good modder. Some things take little effort, but apparently people don't have the time. This is where I wish some of the values from the open source world came into the world of modding more.. where there's always a person willing to pick a project up. That said, SKSE is a whole other can of worms and I'm speaking out of my ass a bit :tongue:There's a huge difference between casually porting a random mod and rebuilding SKSE from scratch in 64 bit code. Porting mods is bordering on ludicrously simple, while SKSE would be at the opposite end of that scale requiring skills that maybe 5 people in this community actually have. Those 5 people happen to already be on the team though, so..... Link to comment Share on other sites More sharing options...
kthompsen Posted August 7, 2017 Share Posted August 7, 2017 (edited) Very true, but something really does need to be said about free time. I find that seems to hold mod porting back more than other things. There's a lot of oldrim mod authors who've gone AWOL or simply don't work on things much. I end up porting a few in private and I'm not even a good modder. Some things take little effort, but apparently people don't have the time. This is where I wish some of the values from the open source world came into the world of modding more.. where there's always a person willing to pick a project up. That said, SKSE is a whole other can of worms and I'm speaking out of my ass a bit :tongue:There's a huge difference between casually porting a random mod and rebuilding SKSE from scratch in 64 bit code. Porting mods is bordering on ludicrously simple, while SKSE would be at the opposite end of that scale requiring skills that maybe 5 people in this community actually have. Those 5 people happen to already be on the team though, so..... Oh I'm aware of that. I'm just saying. There's a large pool of people who would help, as well as people like myself or the poster earlier who have free time or disabilities. But the mod community is a bit insular. More on the individualistic/artistic side of things. Edited August 7, 2017 by kthompsen Link to comment Share on other sites More sharing options...
qwert44643qaz Posted August 7, 2017 Share Posted August 7, 2017 Very true, but something really does need to be said about free time. I find that seems to hold mod porting back more than other things. There's a lot of oldrim mod authors who've gone AWOL or simply don't work on things much. I end up porting a few in private and I'm not even a good modder. Some things take little effort, but apparently people don't have the time. This is where I wish some of the values from the open source world came into the world of modding more.. where there's always a person willing to pick a project up. That said, SKSE is a whole other can of worms and I'm speaking out of my ass a bit :tongue:There's a huge difference between casually porting a random mod and rebuilding SKSE from scratch in 64 bit code. Porting mods is bordering on ludicrously simple, while SKSE would be at the opposite end of that scale requiring skills that maybe 5 people in this community actually have. Those 5 people happen to already be on the team though, so..... Oh I'm aware of that. I'm just saying. There's a large pool of people who would help, as well as people like myself or the poster earlier who have free time or disabilities. But the mod community is a bit insular. More on the individualistic/artistic side of things. heres a simple solution..as far as i know skse team is 2 people so why dont you step up take the reins and get her done...of course it will take a bit longer goin from a 2 person team to a 1 person but hey its so easy jump on it and show us how easy it is instead of telling us. Link to comment Share on other sites More sharing options...
kthompsen Posted August 8, 2017 Share Posted August 8, 2017 Very true, but something really does need to be said about free time. I find that seems to hold mod porting back more than other things. There's a lot of oldrim mod authors who've gone AWOL or simply don't work on things much. I end up porting a few in private and I'm not even a good modder. Some things take little effort, but apparently people don't have the time. This is where I wish some of the values from the open source world came into the world of modding more.. where there's always a person willing to pick a project up. That said, SKSE is a whole other can of worms and I'm speaking out of my ass a bit :tongue:There's a huge difference between casually porting a random mod and rebuilding SKSE from scratch in 64 bit code. Porting mods is bordering on ludicrously simple, while SKSE would be at the opposite end of that scale requiring skills that maybe 5 people in this community actually have. Those 5 people happen to already be on the team though, so..... Oh I'm aware of that. I'm just saying. There's a large pool of people who would help, as well as people like myself or the poster earlier who have free time or disabilities. But the mod community is a bit insular. More on the individualistic/artistic side of things. heres a simple solution..as far as i know skse team is 2 people so why dont you step up take the reins and get her done...of course it will take a bit longer goin from a 2 person team to a 1 person but hey its so easy jump on it and show us how easy it is instead of telling us. I just mod a little. They should take up the offer of the fellow earlier who offered though. I don't even care about SKSE very much. This isn't even about me. I'm fairly happy with the state of modding for SE. About the only thing I really could use right now is Meh321's "Bug Fixes"... the part that fixed the perks for enemies on reloading (seems like vanilla SE has fixed lip sync on it's own, which was another one of that mod's uses). Frankly, I hate that so many mods became dependent on SKSE's features. It doesn't seem necessary in many cases. Many of Skyrim's best mods have already made it to SE, and use the powers menu just fine for configuration. The other things I wish were around were more city mods. They don't need a script extender. That's partly what I was griping about. I only brought it up in relation to this thread because everyone could use help. And there's plenty to go around, it seems. Link to comment Share on other sites More sharing options...
Arthmoor Posted August 9, 2017 Share Posted August 9, 2017 The problem is is that most of the people who are offering to help think this is as simple as knowing C++ and how to compile code. That's barely even going to scratch the surface of the work that actually needs doing and for some reason people just aren't getting that. Again, this needs a skill set only a handful of people in this community have, and as said before, those people are already on the team. Link to comment Share on other sites More sharing options...
NCRForever Posted August 9, 2017 Share Posted August 9, 2017 The problem is is that most of the people who are offering to help think this is as simple as knowing C++ and how to compile code. That's barely even going to scratch the surface of the work that actually needs doing and for some reason people just aren't getting that. Again, this needs a skill set only a handful of people in this community have, and as said before, those people are already on the team.Arthmoor, you are conveniently forgetting the fact that one person DID make a WORKING fork. But, the SKSE team had it shut down. They supposedly gave him an option to join the team or cease and desist. Apparently he chose to discontinue his project. I really don't think an option was given. I mean think about it: If you could make a fork of SKSE and the team offered you a place on their legendary team, wouldn't you accept it? I know I would. But, anyways. Even if another person was to make another fork, BeHippo and the team would just have it shut down again. I have been a staunch supporter of the SKSE team over the years. I've even defended their right to postpone and even kill the program off if that's their choice. But, with that said, I feel that if a fork is made, then people should just let it happen. That's just my 2cents for what it's worth. Link to comment Share on other sites More sharing options...
Ethreon Posted August 9, 2017 Share Posted August 9, 2017 The problem is is that most of the people who are offering to help think this is as simple as knowing C++ and how to compile code. That's barely even going to scratch the surface of the work that actually needs doing and for some reason people just aren't getting that. Again, this needs a skill set only a handful of people in this community have, and as said before, those people are already on the team.Arthmoor, you are conveniently forgetting the fact that one person DID make a WORKING fork. But, the SKSE team had it shut down. They supposedly gave him an option to join the team or cease and desist. Apparently he chose to discontinue his project. I really don't think an option was given. I mean think about it: If you could make a fork of SKSE and the team offered you a place on their legendary team, wouldn't you accept it? I know I would. But, anyways. Even if another person was to make another fork, BeHippo and the team would just have it shut down again. I have been a staunch supporter of the SKSE team over the years. I've even defended their right to postpone and even kill the program off if that's their choice. But, with that said, I feel that if a fork is made, then people should just let it happen. That's just my 2cents for what it's worth. If there's a deal between the SKSE team and Beth then a fork would totally break any terms of that deal. And having SKSE on steam I'd think is a pretty good indication of there being a sort of deal with the game devs. Link to comment Share on other sites More sharing options...
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