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[WIPz] Skyrim Script Extender (SKSE64)


behippo

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Hi so why cant people just play old skyrim until this is ready,seems an easy choice to make

No, you can't. Why?

Because you are not able to import a save from SLE in SSE when mods are involved.

Believe me, i tried!

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Hi so why cant people just play old skyrim until this is ready,seems an easy choice to make

SSE is a helluva lot more stable and performance friendly. It's worth playing SSE over oldrim, even without SKSE. SKSE would be great to have when (if?) it arrives.

Edited by aymanalz
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Hi so why cant people just play old skyrim until this is ready,seems an easy choice to make

 

I've been debating this myself lately. Since the developers are really busy with real life stuff I could probably expect skse to come out probably at the end of this year. But as everyone has said special edition is alot more performance friendly compared to oldrim so...

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You cannot play a heavily modded Oldrim, if you have Windows 8 or higher.

At least not if heavily modded means using ludicrously big texture mods.

 

That only works under Windows 7.

 

I switched to Windows 10 for DirectX12, but I am disappointed now that Directx9 games are capped to 4 GB VRAM.

Using texture mods can easily get you to that limit.

So I am still waiting for SKSE64 to unleash the full madness of Newrim, like I wanted to unleash it for Oldrim.

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You cannot play a heavily modded Oldrim, if you have Windows 8 or higher.

At least not if heavily modded means using ludicrously big texture mods.

 

That only works under Windows 7.

 

I switched to Windows 10 for DirectX12, but I am disappointed now that Directx9 games are capped to 4 GB VRAM.

Using texture mods can easily get you to that limit.

So I am still waiting for SKSE64 to unleash the full madness of Newrim, like I wanted to unleash it for Oldrim.

 

How can SKSE64 help you with that particular issue? (VRAM limit)?

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Hi so why cant people just play old skyrim until this is ready,seems an easy choice to make

No, you can't. Why?

Because you are not able to import a save from SLE in SSE when mods are involved.

Believe me, i tried!

 

 

That sounds like you were doing it wrong. I copied over multiple saves from SLE and used in SSE without any major issues. Only minor one I remember was having to rerun racemenu to setup my character again since it was all fugly. After tweaking it I got it pretty close to how it was previously sans hair color and multiple tattoos. I would note you should/need to run a script cleaner on the save to fix anything that might be related to missing mods. There were a few at the time I played that weren't available and I didn't feel like porting myself. And 3 that required SKSE so they couldn't run and had to be cleaned. Totally unsupported but it was functional. I played those saves for about a month before I decided needed those mods and went back to SLE.

 

You cannot play a heavily modded Oldrim, if you have Windows 8 or higher.

At least not if heavily modded means using ludicrously big texture mods.

 

That only works under Windows 7.

 

I switched to Windows 10 for DirectX12, but I am disappointed now that Directx9 games are capped to 4 GB VRAM.

Using texture mods can easily get you to that limit.

So I am still waiting for SKSE64 to unleash the full madness of Newrim, like I wanted to unleash it for Oldrim.

 

This is good to know. I wasn't aware of this issue directly. Though I had run into it before without knowing. I have a 4GB vram card so it's moot for me personally. But good to know for future reference.

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How can SKSE64 help you with that particular issue? (VRAM limit)?

Skyrim SE uses DX11, which doesn't have the VRAM limits imposed on DX9. Since these limits only apply under Windows 8 and later (they're not related to the whole 32bit thing), the current choices under post-7 operating systems are "Oldrim without massive texture mods" or "Newrim without the script extender".

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I would like to make just one comment here -- If you start ranting at people who are doing something on their own time and demanding results, then more than likely the result will be "**** off, we're not going to take this anymore!" and you will get nothing. CALM THE **** DOWN and let them work!

 

If it's already not being worked on there is no further risk of it not being worked on.

 

 

 

I was meaning to refer to the low level structures as well. Hooking those up again should not require checking to see if they meet a high standard. They will either test positively that they are the correct function or value, or they won't. There is no "standards" scale that I see for the work to be done on this.

 

64-bits stuff isn't merely 2x 32-bits stuff, and there were changes to the base stucture of the game as well.

 

 

Converting to 64-bits is pretty rote stuff. What base structures were changed?

 

Hi so why cant people just play old skyrim until this is ready,seems an easy choice to make

 

I don't really want SKSE to play. I want to make new mods that aren't in old Skyrim.

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Converting to 64-bits is pretty rote stuff. What base structures were changed?

 

 

Sure, porting source code from 32-bit to 64-bit is often straightforward.

 

That's not what's happening here.

 

They're using and modifying (hooking into) a compiled binary. One that uses object oriented C++ code complete with lookup tables to indirectly reference virtual member functions and all sorts of stuff that can be difficult to figure out when you have disassembled machine code instead of human readable source. However, de-compilers do exist. I haven't used them, but I imagine that they only go so far and that a lot of detective or archaeology work is still needed.

 

Based on personal experience, reverse engineering and modifying a binary is orders of magnitude more effort than updating source code and most programmers have no experience in doing this. Writing code would be a very tiny fraction of the effort.

Edited by MikeMondy
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Converting to 64-bits is pretty rote stuff. What base structures were changed?

 

 

Sure, porting source code from 32-bit to 64-bit is often straightforward.

 

That's not what's happening here.

 

They're using and modifying (hooking into) a compiled binary. One that uses object oriented C++ code complete with lookup tables to indirectly reference virtual member functions and all sorts of stuff that can be difficult to figure out when you have disassembled machine code instead of human readable source. However, de-compilers do exist. I haven't used them, but I imagine that they only go so far and that a lot of detective or archaeology work is still needed.

 

Based on personal experience, reverse engineering and modifying a binary is orders of magnitude more effort than updating source code and most programmers have no experience in doing this. Writing code would be a very tiny fraction of the effort.

 

Reverse engineering and exploit development are my specialties! C++ virtual functions are new to me but I'm making progress. That's why this project is super interesting to me, I'm sure I could learn some stuff that would be useful in my career.

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