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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.

 

Shame that there have been issues.

 

Is it possible to post what is already made up so that it can be beta-tested?

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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.

 

Shame that there have been issues.

 

Is it possible to post what is already made up so that it can be beta-tested?

 

 

There's a huge risks in doing that. If the data structures have in fact changed when the code as it is written assumes it has not, it can end up resulting in corrupted saves. Or you could end up with items that have really odd stats. Like a sword that has negative damage, or a staff that 1 shots anything. That kind of stupid stuff. Then you would have all of the people complaining about how they released a broken or buggy update. Which just causes more problems.

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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.

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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.

 

Let me know when you are at a point where I can start porting, adding hooks, etc for moreHUD. Thanks

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Well sometimes real life comes first and I have nothing to say about that. But I think the developers have to give at least monthly updates. I mean it's not hard to write a few sentences so people can see they are still alive. And sharing information about the progress made would actually calm people, including myself.

The only thing that worries me is this part: "I haven't had any time to work on this for the past few months". I would like to know if this means 0 progress or some progress has been made since the last update in December. 3 months have passed and it's normal for people to be frustrated when things aren't going forward. It might go forward but we normal players don't see this and ignorance scares people.

 

Having these updates also helps people to decide whether or not they want to start playing the SE now or wait for SKSE64. I bought Skyrim SE this February so I don't own OLDRIM. This means I don't have access to the great OLDRIM mods that need SKSE to work. Luckily for me, there are already a lot of mods for SE. And new ones are coming every day. I have seen video footage of games that followed the SEPTIM guide for SE and it looks beautiful. But I decided to wait because I thought mid-march wasn't very far away. Unfortunately now no one really knows how long it might take to finish SKSE64. It's just like JK"s mods. Nazenn has taken over the mods but he has his own mods to take care of first. In other words JK's mods are taking a lot of time to come to SE because he has so many projects to work on. Etac and Convenient Horses are also coming to SE, so there are great news, but can I wait longer than I already have? It's a tough question even I can't answer. And this is making me frustrated as well. I can't even imagine how people who waited since November feel like.

To be honest I think I might wait. I will just play Mass Effect Andromeda and Ghost Recon Wildlands instead and hope SKSE64 and every essential mods comes faster then before.

Edited by Galschar
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As it stands... I have not been able to play SSE. I tried but without my FULL working SkyUI and Convenient Horses... it is just a no go. Can't. do it. I gotta have my hotkeys. Not being snarky... I understand all about RL playing hardball. It has been hitting me pretty hard here lately as well. I get it!!! Still I don't see why or how allowing members who have the skill to assist could hurt. (that group sadly does not include me). Why not let others do some of the grunt work for you. The SKSE team would only need to supervise and of course have final approval. Just a thought. Still wishing the Team well. You all ARE appreciated!

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Just checked - no, I'm not :smile:

Their license does not stop you from starting up your own extender from the ground up. Remember ScriptDragon?

 

You just cannot use their resources/source code. One guy attempted to do that and was told by behippo why he could not.

 

Start your own, using your own source code, etc.

 

If you got the skills, go for it, and already knowing it wont be 'easy'. The problem with SKSE is that there's has always been just 'one'. This is being worked on by a team that has been around since OBSE, and they got older and gained more responsibilities. I've said elsewhere, but a newer generation of folks needs to step up, instead of relying on folks that are 30-40+ to pump out mods at the same rate they could when they were 20+.

Edited by Lisselli
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