Tom1382 Posted April 6, 2017 Share Posted April 6, 2017 Guys...can u make a list or write down which mod is really essential to u?(that needs skse)Cause for my part i miss only one thing and its Dual sheath but i've found a workaround.Im really interested in your list.For me are SkyUI, Maps, Lanterns, KillMove, Jaxonz Positioner and more mods that require SKSE to adjust a must. So SKSE is a must!I hope Jaxonz Positioner is coming to SSE, what a beauty!Some of the mods have a workaround for SKSE and have an added 'Book' with tools to adjust mods. I hope this not becomes the new standard because i do not want to run around with 100 kilo of books! In that case i will summon the developers to carry them! :cool:I played SLE for some time and bought SSE because of the better performance. Nice to see the SLE saves work in SSE. Now i play SLE again until SKSE is ready. The wait from februari to half of march is no problem, but now?What i miss now is a convertor voor SSE saves to SLE because i played further in SSE than SLE. Patient as i am i wait for further developments. Link to comment Share on other sites More sharing options...
Deleted39115125User Posted April 6, 2017 Share Posted April 6, 2017 been away from the thread for some time, so, any news besides the ETA removal? Link to comment Share on other sites More sharing options...
Daemosdaen Posted April 6, 2017 Share Posted April 6, 2017 For me the ONLY SKSE mod I NEED is SkyUI, and honestly I can live without the obvious SKSE portions. but I think there is some under the hood changes I do need as the 2.2 version don't cut it. As for mod config books, I haven't seen too many, most are using "powers" clutters up the powers menu a bit if you have too many, but as long as the books are light, 1 stone ain't too bad for something your going to set once and toss on a shelf or out. Link to comment Share on other sites More sharing options...
Iamblue86 Posted April 6, 2017 Share Posted April 6, 2017 been away from the thread for some time, so, any news besides the ETA removal? Around Christmas i think. Link to comment Share on other sites More sharing options...
ozoak Posted April 6, 2017 Share Posted April 6, 2017 Honestly I think anyone grumbling about the lack of progress, the time to get it out, the resistance to making it open source etc should track down and read Behippos posts from this SKSE thread:https://forums.nexusmods.com/index.php?/topic/4979480-skse/ His posts will give you, I should hope, an idea of both the scale of the work involved and the multifaceted nature of it that really does lend itself to a smaller closed-source team than an open-source collaboration.I'll highlight the main points:https://forums.nexusmods.com/index.php?/topic/4979480-skse/?p=43651245 SKSE depends upon hundreds of addresses inside the Skyrim binary. It depends upon knowing the internal class layout of the engine code and leveraging functions from Bethesda that we have uncovered. https://forums.nexusmods.com/index.php?/topic/4979480-skse/?p=43664745https://forums.nexusmods.com/index.php?/topic/4979480-skse/?p=43701170https://forums.nexusmods.com/index.php?/topic/4979480-skse/?p=43903910https://forums.nexusmods.com/index.php?/topic/4979480-skse/?p=43992800https://forums.nexusmods.com/index.php?/topic/4979480-skse/?p=44844055https://forums.nexusmods.com/index.php?/topic/4979480-skse/?p=45142330 One of my two favourites:https://forums.nexusmods.com/index.php?/topic/4979480-skse/?p=45336640 I also spent a little time getting a sense of exactly how much work there is to get a full port of SKSE over to SKSE64. For Skyrim there are 897 game classes we need to decode and verify. Some of these are small and straight-forward classes with only one or two data points. Others are gargantuan. We have 221 addresses we need to find and keep up-to-date with every new build. A large number of those addresses are RTTI values we need for casting, which is more or less completely automated. Other key addresses are for global objects (like the player, the DataHandler, the console) and functions we need to call or hook (print to console, heap allocation and free, LookupFormByID).Finally we currently provide 769 new papyrus functions that will all need to be validated. So I guess I will be writing some form of regression/unit test plugin again so that we have something to test against each build to be sure we haven't broken anything. I had one of those for OBSE back when we only had a hundred or two functions. It took forever to write and keep up to date. Oh, and my next favourite a day later ;)https://forums.nexusmods.com/index.php?/topic/4979480-skse/?p=45383990I'm not going to quote that, but suggest the whole post gets read. In fact I reckon those two posts should be stuck to the top. There's a couple of others, but that's the highlights. If I'm sick of the whingers, my guess is they are too. Link to comment Share on other sites More sharing options...
SoulThievery Posted April 6, 2017 Share Posted April 6, 2017 Honestly I think anyone grumbling about the lack of progress, the time to get it out, the resistance to making it open source etc***If I'm sick of the whingers, my guess is they are too.And they, like many of us, are probably sick of blind fanboy'ism as well. Link to comment Share on other sites More sharing options...
slowman87 Posted April 6, 2017 Share Posted April 6, 2017 We understand, real life comes first but Skse64 development shouldn't remain at a suspended state, I know developers have the intention of finishing it eventually but I also believe that currently they are not dedicated themselves for the task or they simply put their priorities on something that is not Skse64, which is understandable. But if any of the dev team read this, please, sometimes you need to decide, be it finishing or letting it go. That way we will either know for sure and stop waiting or a new development team will appear and try to build Skse again. In any case, both options are better than the this suspended/unknown state.You made a hard effort to look smart, but you failed, your basis are wrong, the only people on earth that can finish this job are them, they can't teach others and cannot put on risk their job. People please let them work, and forget about SKSE64 for a time, check this thread every week, but stop posting nonsense, what they need is patience and support. They even cant receive money for this because they could lost their jobs. Link to comment Share on other sites More sharing options...
Rallik Posted April 6, 2017 Share Posted April 6, 2017 SKSE Team, Your work is sincerely valued and appreciated. Thank you! Link to comment Share on other sites More sharing options...
ozoak Posted April 6, 2017 Share Posted April 6, 2017 (edited) Honestly I think anyone grumbling about the lack of progress, the time to get it out, the resistance to making it open source etc***If I'm sick of the whingers, my guess is they are too.And they, like many of us, are probably sick of blind fanboy'ism as well. Fanboyism implies a high level of irrational thought, after all that's why you call it "blind" fanboyism. To be fair I expect there's probably an even split of fanboys between the "OMGZ WTF wont they release it already I must have for a lot of my mods!" and "Love SKSE take your time!" camps. The reason I listed out the posts isn't because I'm a fanboy, but because between them they paint a picture of the scale of the work.They help quantify the work involved and I wonder how many people have missed the posts: how many did we have the page right after ianpat posted an update asking for an update for instance, or if you followed the previous thread you may even have had a giggle when people missed the fact that Behippo was one of the people behind the *SE tools. I'm all for seeing progress updates, but come on lets be rational about it. Edited April 6, 2017 by ozoak Link to comment Share on other sites More sharing options...
nkmutant Posted April 6, 2017 Share Posted April 6, 2017 We understand, real life comes first but Skse64 development shouldn't remain at a suspended state, I know developers have the intention of finishing it eventually but I also believe that currently they are not dedicated themselves for the task or they simply put their priorities on something that is not Skse64, which is understandable. But if any of the dev team read this, please, sometimes you need to decide, be it finishing or letting it go. That way we will either know for sure and stop waiting or a new development team will appear and try to build Skse again. In any case, both options are better than the this suspended/unknown state.You made a hard effort to look smart, but you failed, your basis are wrong, the only people on earth that can finish this job are them, they can't teach others and cannot put on risk their job. People please let them work, and forget about SKSE64 for a time, check this thread every week, but stop posting nonsense, what they need is patience and support. They even cant receive money for this because they could lost their jobs. I am telling you, what they do is hard, but they are not the only ones in the world who can do it. They don't have to teach anyone else or risk their careers in order to open source their project, so that others (including myself) could carry on their work if they are unwilling/unable to. To be clear, it is their project, and I will respect whatever decision they make. I am also incredibly grateful for the hard work they have put into it. However, I feel that they have a responsibility to the users who depend on them to release their code and ensure the survival of the project. I say this having created and contributed to several projects of similar complexity and scope in the infosec world. It is a tough decision to make, but I know it is the right one. Link to comment Share on other sites More sharing options...
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