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SKSE


Lodbrok

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The guy had it working. So, if one guy can get it working, why can't the SKSE team get it working?

That version was partially working in the same way BeHippo also had enough working to create a demo video. But that's very different than having everything working and tested well enough to be sure it isn't going to ruin games. Probably the biggest problem with SKSE64 is the decision to try to release it with every single function from SKSE working on the very first version they make available. But anything less would be a nightmare to support both by the SKSE team and mod authors who use any missing functions.

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I think you should read that in it's entirety.

In all other cases of omission in works published before March 1, 1989, to preserve copyright: • The work must have been registered before it was published in any form or before the omission occurred, or it must have been registered within five years after the date of publication without notice; and • The copyright owner must have made a reasonable effort to add the notice to all copies or phonorecords that were distributed to the public in the United States after the omission was discovered. If these corrective steps were not taken, the work went into the public domain in the United States five years after publication. At that time, all U.S. copyright protection was lost and cannot be restored.

 

You should read that more carefully. Note the crucial bit where it says "In all other cases of omission in works published before March 1, 1989, to preserve copyright" (emphasis mine).

 

Which means that what you linked has no bearing at all on the topic at hand. Source code patents are an entirely different animal. So, with that said, I bid you adieu.

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Which means that what you linked has no bearing at all on the topic at hand. Source code patents are an entirely different animal. So, with that said, I bid you adieu.

1. You said that "By law, if something is copyrighted, it must be visible" (source). This is incorrect, as noted in the circulation.

2. The current U.S. laws surrounding copyright dictate that omission of the notice of copyright does not invalidate the copyright owner's rights to the copyright of their work.

3. The circulation, which talks about current U.S. law, clearly says this:

U.S. law no longer requires the use of a copyright notice, although placing it on your work is often beneficial.

Edited by Reneer
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On a sidenote, it would be nice if there was a licensing scheme for mods/or extenders like skse. Just to clear things up further.

 

At times, I don't even know what I can port for private use. Like the person who made "Appropriately Attired Jarls" seems pretty strict (I only mention it because I recently was going to do it). It doesn't seem to allow any use like this. Then the author went awol, so you have to wait on them. When this port would take all but 2 seconds. It's kind of absurd. All of this waiting just because Skyrim SE has a different executable.

Edited by kthompsen
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On a sidenote, it would be nice if there was a licensing scheme for mods/or extenders like skse. Just to clear things up further.

 

At times, I don't even know what I can port for private use. Like the person who made "Appropriately Attired Jarls" seems pretty strict (I only mention it because I recently was going to do it). It doesn't seem to allow any use like this. Then the author went awol, so you have to wait on them. When this port would take all but 2 seconds. It's kind of absurd. All of this waiting just because Skyrim SE has a different executable.

 

For private use you can do whatever the hell you want.

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On a sidenote, it would be nice if there was a licensing scheme for mods/or extenders like skse. Just to clear things up further.

 

At times, I don't even know what I can port for private use. Like the person who made "Appropriately Attired Jarls" seems pretty strict (I only mention it because I recently was going to do it). It doesn't seem to allow any use like this. Then the author went awol, so you have to wait on them. When this port would take all but 2 seconds. It's kind of absurd. All of this waiting just because Skyrim SE has a different executable.

 

On that mod, I'm assuming you're referring to the section in the permissions that reads:

 

Conversion permission

You are not allowed to convert this file to work on other games under any circumstances

Modification permission

You must get permission from me before you are allowed to modify my files to improve it

Asset use permission

You must get permission from me before you are allowed to use any of the assets in this file

 

 

But it is generally understood that those are directly related to:

 

Upload permission

You are not allowed to upload this file to other sites under any circumstances

 

 

 

I'd posit that a great many savvy modders edit mods in some way or other, whether that is just recoloring or even resizing a texture, changing a variable, or converting it. As long as you don't share it, or upload it somewhere, you're good.

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Fair enough. I haven't looked at what it actually does, but it can't be too different than instances of the vanilla game when characters change their gear (like Delphine or Balgruuf). So it'd be a strange thing to try to claim ownership to anyways.

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Theoretically speaking wouldn't SKSE 64 not even be needed once Creation Club comes out? All you have to do is recompile your scripts and work with Bethesda to see if it can be put in as a native Papyrus script rather than relying on DLL script hooking whenever you download the mod from the CC.

 

So in a way, Creation Club IS SKSE 64 as it adds the required scripts to have something like Frostfall/Campfire/Last Seed's features fully run (the bars and toggleable settings in a menu rather than books/spells) like its on Oldrim with SKSE but without actually needing an MCM or script extender because CC gives all that natively.

Edited by SantinoMastrangioli1
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Theoretically speaking wouldn't SKSE 64 not even be needed once Creation Club comes out? All you have to do is recompile your scripts and work with Bethesda to see if it can be put in as a native Papyrus script rather than relying on DLL script hooking whenever you download the mod from the CC.

 

So in a way, Creation Club IS SKSE 64 as it adds the required scripts to have something like Frostfall/Campfire/Last Seed's features fully run (the bars and toggleable settings in a menu rather than books/spells) like its on Oldrim with SKSE but without actually needing an MCM or script extender because CC gives all that natively.

 

Creation club is not even remotely close to SKSE.

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Theoretically speaking wouldn't SKSE 64 not even be needed once Creation Club comes out? All you have to do is recompile your scripts and work with Bethesda to see if it can be put in as a native Papyrus script rather than relying on DLL script hooking whenever you download the mod from the CC.

 

So in a way, Creation Club IS SKSE 64 as it adds the required scripts to have something like Frostfall/Campfire/Last Seed's features fully run (the bars and toggleable settings in a menu rather than books/spells) like its on Oldrim with SKSE but without actually needing an MCM or script extender because CC gives all that natively.

 

Creation club is not even remotely close to SKSE.

 

 

I was confused for a sec, but I read it as meaning that CC would get privileges by working with Beth to practically get script extensions.

 

But that's a bit optimistic. I doubt they'll work with Bethesda much at all. Or that Bethesda would put in the work.

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