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Will SkyUI be ported to SSE ?


davidwalshireland

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I would say wait for SKSE64 to come out and then see what happens. As others have stated SkyUi 2.2 works just fine in SE. Once SKSE64 is out it might not be to hard of a job to port SkyUI over to SE. Even the guys that make SKSE have stated that they are working on SKSE64, but are not sure of how long it will take or if they will be able to reuse any of their code from SKSE.

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2.2 SKYUI works with SSE. I don't get why people keep posting about this?

Because you don't have any MCM menus. Of course, you also need SKSE for that so, we have a lot to wait for right now.

 

Wanna bet? You don't need SKSE to run 2.2.. It's a different file but anything after 2.2 will not work.

 

 

You need SKSE and SkyUI +3.x to have MCM, maybe you should pay more attention what he's talking about. I have a mod for example, that without MCM, will simply not work, because it needs it in order to be able to actually do something. So while I'm not expecting or demanding nothing from anyone, there are mods, that will never be compatible with SSE until the neccessary dependencies are made compatible with SSE

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2.2 SKYUI works with SSE. I don't get why people keep posting about this?

Because you don't have any MCM menus. Of course, you also need SKSE for that so, we have a lot to wait for right now.

 

Wanna bet? You don't need SKSE to run 2.2.. It's a different file but anything after 2.2 will not work.

 

 

You need SKSE and SkyUI +3.x to have MCM, maybe you should pay more attention what he's talking about. I have a mod for example, that without MCM, will simply not work, because it needs it in order to be able to actually do something. So while I'm not expecting or demanding nothing from anyone, there are mods, that will never be compatible with SSE until the neccessary dependencies are made compatible with SSE

 

You really have no idea what you are talking about...

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2.2 SKYUI works with SSE. I don't get why people keep posting about this?

Because you don't have any MCM menus. Of course, you also need SKSE for that so, we have a lot to wait for right now.

 

Wanna bet? You don't need SKSE to run 2.2.. It's a different file but anything after 2.2 will not work.

 

 

You need SKSE and SkyUI +3.x to have MCM, maybe you should pay more attention what he's talking about. I have a mod for example, that without MCM, will simply not work, because it needs it in order to be able to actually do something. So while I'm not expecting or demanding nothing from anyone, there are mods, that will never be compatible with SSE until the neccessary dependencies are made compatible with SSE

 

You really have no idea what you are talking about...

 

 

By all means, feel free to enlighten me and the rest of the community, and show us how to have MCM on SSE. The burden of proof is on your side, since its you who is making bold claims. In any case, feel free to keep trolling, not gonna waste time with you anymore, unless you produce evidence for your wild claims

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If the SKSE64 port succeeds in reproducing all the function calls, I think that there is a fair chance that SkyUI and MCM will work out-of-the-box in SSE.

 

The way that SSE uses swf hasn't changed and the way that it uses papyrus hasn't changed, so that's most of the compatibility taken care of.

 

Of course, we won't know until we try and we can't do that until SKSE64 is some way down the road.

 

At this stage, whether you are optimistic or pessimistic about this is a free choice :D

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If the SKSE64 port succeeds in reproducing all the function calls, I think that there is a fair chance that SkyUI and MCM will work out-of-the-box in SSE.

 

The way that SSE uses swf hasn't changed and the way that it uses papyrus hasn't changed, so that's most of the compatibility taken care of.

 

Of course, we won't know until we try and we can't do that until SKSE64 is some way down the road.

 

At this stage, whether you are optimistic or pessimistic about this is a free choice :D

 

I also agree with your accessment, I see no need to change, although let's face it, SKSE64, will not be built in a day. So I can imagine that maybe earlier SKSE64 versions might be released without the full functions implemented

 

I was very pessimistic to be honest... my mod is basically a manager, and relies heavily on MCM to set the options, and some other SKSE plugins, and I was thinking already.. "probably I wont ever be able to port it over to SSE". But today, after seeing @BeHippo post, I'm much more optimistic! I'm super thrilled, even if I have to wait several months! I'm just focusing on adding features to my mod that I never got the chance to add, while I wait for it =D

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