Papajack55 Posted April 1, 2017 Share Posted April 1, 2017 So, uh, let me ask this...You said the mid-March for the beta-release, that didn't happen. It's now April and still nothing has happened. Hello SKSE64 team, I was just thinking out loud was all. ?????????????? Link to comment Share on other sites More sharing options...
Huniken Posted April 1, 2017 Share Posted April 1, 2017 So, uh, let me ask this...You said the mid-March for the beta-release, that didn't happen. It's now April and still nothing has happened. Hello SKSE64 team, I was just thinking out loud was all. ??????????????Here is the reason for the delay:https://forums.nexusmods.com/index.php?/topic/5206865-wipz-skyrim-script-extender-skse64/page-36&do=findComment&comment=48873882 Link to comment Share on other sites More sharing options...
yamashi Posted April 1, 2017 Share Posted April 1, 2017 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. The layout of some classes have changed for example TESObjectREFR's unk50, I had to replace with UInt8 unk80[0xB]; UInt64 unk88; // this is new in 1.4.2, probably a pointerIt's the only change I could find in the forms/refr classes. ModInfo (names are wrong, but the structure is correct) is struct ModInfo { tList<UInt32> unkList; // 000 UInt32 /*NiTPointerMap<TESFile*>*/ * pointerMap; // 008 void* unk00C; // 00C BSFile* unkFile; // 010 void* unk014; // 014 void * unk018; // 018 void * unk01C; // 01C void * unk020; // 01C void * unk028; // 01C void * unk030; // 01C char name[0x104]; // 020 char filepath[0x104]; // 124 }; Link to comment Share on other sites More sharing options...
Ultim1 Posted April 1, 2017 Share Posted April 1, 2017 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. The layout of some classes have changed for example TESObjectREFR's unk50, I had to replace with UInt8 unk80[0xB]; UInt64 unk88; // this is new in 1.4.2, probably a pointerIt's the only change I could find in the forms/refr classes. ModInfo (names are wrong, but the structure is correct) is struct ModInfo { tList<UInt32> unkList; // 000 UInt32 /*NiTPointerMap<TESFile*>*/ * pointerMap; // 008 void* unk00C; // 00C BSFile* unkFile; // 010 void* unk014; // 014 void * unk018; // 018 void * unk01C; // 01C void * unk020; // 01C void * unk028; // 01C void * unk030; // 01C char name[0x104]; // 020 char filepath[0x104]; // 124 }; SKSE64 dev team - any thoughts about handing the project over to people who have time for it? Link to comment Share on other sites More sharing options...
CyrusFyre Posted April 1, 2017 Share Posted April 1, 2017 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 letting everyone know. Real life has to come first and as my Grandma used to say "Good things come to those who wait." Link to comment Share on other sites More sharing options...
mellowtraumatic Posted April 1, 2017 Share Posted April 1, 2017 Thank you for the update, ianpatt! Link to comment Share on other sites More sharing options...
KainThePheonix Posted April 1, 2017 Share Posted April 1, 2017 This was the DUMBEST thing posted in this thread."SKSE64 dev team - any thoughts about handing the project over to people who have time for it?"Be glad they updated us. Some people are never satisfied. :huh: Link to comment Share on other sites More sharing options...
krchmar Posted April 1, 2017 Share Posted April 1, 2017 Well, I guess it will never be out. Time to stick to old Skyrim. SE still doesn't prove good platform for mods yet, probably never will (proven by many Youtubers that present mods). Link to comment Share on other sites More sharing options...
nieda113 Posted April 1, 2017 Share Posted April 1, 2017 Yes ,, i think too it might be end of 2017 or mostlikeley never. I actually reinstalled old skyrim and and installed my mods from scratch , I guess all the experience i made over the past years with CTD and infinite loading pays off now and the 32 bit version is as good as the 64 bit version with 300 plus mods installed and hopefully ctd free......anyways good luck waiting for the 64bit SKSE....... Link to comment Share on other sites More sharing options...
jbartoli Posted April 1, 2017 Share Posted April 1, 2017 Thank you for the update, ianpatt. I understand full well as a former IT supervisor that project deadlines are hard to hit when you can't devote full time to them. It will take as long as it will take. I for one appreciate the work you've done on it and look forward to it's eventual release. Link to comment Share on other sites More sharing options...
Recommended Posts