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[WIPz] Skyrim Script Extender (SKSE64)


behippo

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Sorry, this isn't intended to be an April Fools joke or something like that.I don't really have any good news. A large amount of the core code (papyrus support, scaleform support, etc) is ready, but the layout of most of the game data classes still needs to be verified as unchanged from the 32-bit version.I haven't had any time to work on this for the past few months due to work, and I assume the same is true for Stephen. Making time estimates for full-time professional engineering projects is very hard, and this is far from that.Again, sorry for getting people's hopes up.

Very much appreciate all of your efforts. Take care of yourselves and take the time you need.

 

<the silent majority>

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Sorry, this isn't intended to be an April Fools joke or something like that.

 

I don't really have any good news. A large amount of the core code (papyrus support, scaleform support, etc) is ready, but the layout of most of the game data classes still needs to be verified as unchanged from the 32-bit version.

 

I haven't had any time to work on this for the past few months due to work, and I assume the same is true for Stephen. Making time estimates for full-time professional engineering projects is very hard, and this is far from that.

 

Again, sorry for getting people's hopes up.

Thank you for letting us know Ian, we really do appreciate it. You gave me some relief from thinking that this project is dead. Please carry on doing your project, if possible, please update us on monthly basis, on your official page should suffice for everyone to know that this project is going forward strong. Thank you for replying to my Emails earlier in March. If you would accept donations or need support from a software engineer please let me know.

 

-Huniken

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Sorry, this isn't intended to be an April Fools joke or something like that.

 

I don't really have any good news. A large amount of the core code (papyrus support, scaleform support, etc) is ready, but the layout of most of the game data classes still needs to be verified as unchanged from the 32-bit version.

 

I haven't had any time to work on this for the past few months due to work, and I assume the same is true for Stephen. Making time estimates for full-time professional engineering projects is very hard, and this is far from that.

 

Again, sorry for getting people's hopes up.

 

Thanks for the update! Hopefully this will make people a little less hostile here now.

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Sounds like there isn't much left to be done, but then again I don't know, well, anything about this sort of stuff, so for all I know there could be three months of work left. Well, hoping it comes out soon, but good to at least hear something.

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Sorry, this isn't intended to be an April Fools joke or something like that.

 

I don't really have any good news. A large amount of the core code (papyrus support, scaleform support, etc) is ready, but the layout of most of the game data classes still needs to be verified as unchanged from the 32-bit version.

 

I haven't had any time to work on this for the past few months due to work, and I assume the same is true for Stephen. Making time estimates for full-time professional engineering projects is very hard, and this is far from that.

 

Again, sorry for getting people's hopes up.

 

We completely understand. We're happy to have an update on the state of things though.

 

 

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I'm glad to hear something. Obviously, RL, family, work MUST come first - I was thinking that probably y'all had just a few hours a week if that to work on this project, and lord knows it's hard to even squeeze that out.

 

No one's going to die if this doesn't happen tomorrow. Personally, I'm still using "oldrim" - because it's stable, and all my mods are there. I've got the graphics tuned to my taste, and don't have any issues at all. Sure it's not 64bit. But that's not giving me heartburn....

 

I will be happy to test when you need testers.

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