Kazuya482 Posted January 11, 2017 Share Posted January 11, 2017 I figure I'd link this here. https://www.reddit.com/r/skyrimmods/comments/5ncdd8/hello_skyrimmods_i_need_a_little_help_with_a/ Seems SKSE64 is in the lead for the "Most anticipated mod" question, by an extremely large margin :p. Link to comment Share on other sites More sharing options...
arbiter104 Posted January 12, 2017 Share Posted January 12, 2017 I just want to tell you good luck; we're all counting on you. Link to comment Share on other sites More sharing options...
TheVampireDante Posted January 12, 2017 Share Posted January 12, 2017 I just want to tell you good luck; we're all counting on you. - and don't call you Shirley? Link to comment Share on other sites More sharing options...
FoxxDMar Posted January 13, 2017 Share Posted January 13, 2017 I just want to tell you good luck; we're all counting on you. - and don't call you Shirley? ^^^^ Points for you sir. Additionally, like the majority of the masses, I can't wait til what is basically one of the foundations for modding debauchery to be released. Very appreciated. Link to comment Share on other sites More sharing options...
primem0ver Posted January 13, 2017 Share Posted January 13, 2017 Upkeep Question for Behippo I am assuming that the change in call address offsets for everything in SE will require that any mod (including SKSE mods) that was written for the regular edition will need to be recompiled for an SE port? Or does the Papyrus "Virtual Machine" use some other way of identifying/calling SKSE and Skyrim executable code? Link to comment Share on other sites More sharing options...
cdcooley Posted January 14, 2017 Share Posted January 14, 2017 Upkeep Question for Behippo I am assuming that the change in call address offsets for everything in SE will require that any mod (including SKSE mods) that was written for the regular edition will need to be recompiled for an SE port? Or does the Papyrus "Virtual Machine" use some other way of identifying/calling SKSE and Skyrim executable code?No, the Papyrus scripts from normal mods (even those using SKSE functions) won't need to be recompiled. Papyrus dynamically looks up functions by name not address. But SKSE plugins (those with DLL files) will need to be rebuilt their authors. Link to comment Share on other sites More sharing options...
primem0ver Posted January 16, 2017 Share Posted January 16, 2017 No, the Papyrus scripts from normal mods (even those using SKSE functions) won't need to be recompiled. Papyrus dynamically looks up functions by name not address. But SKSE plugins (those with DLL files) will need to be rebuilt their authors. Ok. Thanks for the clarification. Link to comment Share on other sites More sharing options...
DEIN0N Posted January 19, 2017 Share Posted January 19, 2017 My love cup overflows for you. My flower is yours... wilted, fishy, and earnest! xoxo Link to comment Share on other sites More sharing options...
SMB92 Posted January 19, 2017 Share Posted January 19, 2017 That last post was a bit on the "too far" side of thanks..... Link to comment Share on other sites More sharing options...
ZoeS17 Posted January 19, 2017 Share Posted January 19, 2017 You guys seem to have a good plan for streamlining development. That beta seems really fast. Just don't push yourselves too hard. Your work seems to have a HUGE fan-base and modder-base. I am waiting for this and SkyUI's SE port for the MCM, in order to update my mod(like many); however, I'm debating on making a non-MCM version of my mod as well though I don't really like that idea as much due to the lack of a clear way to display the settings to my mod's end-users. Link to comment Share on other sites More sharing options...
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