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[WIPz] Skyrim Script Extender (SKSE64)


behippo

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I think everyone here is missing one huge point. The SKSE team has/had an "arrangement" with both Bethesda and STEAM since OBSE to allow them to hook into the executable. Doubtful that permission will be granted to anyone else outside the team.

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What I don't get, is if the thing that needs to be done most now is verifying that the 64-bit version hooks match the 32-bit version hooks, why not harness some of the interested playerbase with skills to do stuff like that to generate reports for the dedicated SKSE mod team? That way, the grunt work could be leveraged to people who want to help, while the mod team focuses on scripting and code.

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What I don't get, is if the thing that needs to be done most now is verifying that the 64-bit version hooks match the 32-bit version hooks, why not harness some of the interested playerbase with skills to do stuff like that to generate reports for the dedicated SKSE mod team? That way, the grunt work could be leveraged to people who want to help, while the mod team focuses on scripting and code.

 

This is a part of a post I made elsewhere that possibly explains this:

 

"Assisting the Silverlock Team": That's not their real name, it's just what I use to refer to Behippo and the others. Anyway, they've already got their own group, which presumably knows each other's strengths and have therefore most likely apportioned the coding to be done in the most efficient manner possible. Adding additional people would most likely slow the actual coding process down. This isn't my opinion, just what I've heard other people (who claim to code) elucidate.

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What I don't get, is if the thing that needs to be done most now is verifying that the 64-bit version hooks match the 32-bit version hooks, why not harness some of the interested playerbase with skills to do stuff like that to generate reports for the dedicated SKSE mod team? That way, the grunt work could be leveraged to people who want to help, while the mod team focuses on scripting and code.

 

This is a part of a post I made elsewhere that possibly explains this:

 

"Assisting the Silverlock Team": That's not their real name, it's just what I use to refer to Behippo and the others. Anyway, they've already got their own group, which presumably knows each other's strengths and have therefore most likely apportioned the coding to be done in the most efficient manner possible. Adding additional people would most likely slow the actual coding process down. This isn't my opinion, just what I've heard other people (who claim to code) elucidate.

 

That's true only in case of production development process "for money". If we talk about some open source code (I know that SKSE isn't open source, I know, it's source available) you don't have to explain anything to anyone and anybody can jump into in matter of months. Even without any docs/comments. All you have to do is to look at final result and reject it if it's crap. I speak from my personal experience - I know C++ syntax but I haven't any real experience with it (I'm mostly Python programmer) but even I can understand what this code actually does and even hack into it a little bit. Of course I will make my stuff public only if I'll make something from scratch and of course my stuff won't be as efficient as their, but this is how people learn and something is better than nothing.

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I think everyone here is missing one huge point. The SKSE team has/had an "arrangement" with both Bethesda and STEAM since OBSE to allow them to hook into the executable. Doubtful that permission will be granted to anyone else outside the team.

...and it's distinctly possible that this agreement includes an NDA about the layout of the executable, and/or a hush order on how to explore it. The team has vocally refused to explain their mapping method.

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I think everyone here is missing one huge point. The SKSE team has/had an "arrangement" with both Bethesda and STEAM since OBSE to allow them to hook into the executable. Doubtful that permission will be granted to anyone else outside the team.

...and it's distinctly possible that this agreement includes an NDA about the layout of the executable, and/or a hush order on how to explore it. The team has vocally refused to explain their mapping method.

 

Not sure if those posts are still on the old Bethesda forums or not. But it was previously explained. They can't accept compensation for the SE and there is an NDA. You are exactly right.

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What I don't get, is if the thing that needs to be done most now is verifying that the 64-bit version hooks match the 32-bit version hooks, why not harness some of the interested playerbase with skills to do stuff like that to generate reports for the dedicated SKSE mod team? That way, the grunt work could be leveraged to people who want to help, while the mod team focuses on scripting and code.

 

This is a part of a post I made elsewhere that possibly explains this:

 

"Assisting the Silverlock Team": That's not their real name, it's just what I use to refer to Behippo and the others. Anyway, they've already got their own group, which presumably knows each other's strengths and have therefore most likely apportioned the coding to be done in the most efficient manner possible. Adding additional people would most likely slow the actual coding process down. This isn't my opinion, just what I've heard other people (who claim to code) elucidate.

 

That's true only in case of production development process "for money". If we talk about some open source code (I know that SKSE isn't open source, I know, it's source available) you don't have to explain anything to anyone and anybody can jump into in matter of months. Even without any docs/comments. All you have to do is to look at final result and reject it if it's crap. I speak from my personal experience - I know C++ syntax but I haven't any real experience with it (I'm mostly Python programmer) but even I can understand what this code actually does and even hack into it a little bit. Of course I will make my stuff public only if I'll make something from scratch and of course my stuff won't be as efficient as their, but this is how people learn and something is better than nothing.

 

 

Since you're a coder (and I'm not) I'll have to take your word for it. Other coders (or at least people who claim they're coders) have said otherwise, so I really don't know.

 

However, I was unaware of the point Tejon and Zanderat were discussing just above. Obviously that would be a BIG reason why they can't just have other coders "hop on board", since NDAs can be very, very specific about what you can and cannot do.

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@Zenderat - Good point. Thank you.

I have a thought that is slightly off topic here but....

Just an idea. Wouldn't it be nice to have that hooked .exe access to possibly and hopefully forever fix the New Vegas Mod Limit bug?

I can dream at least..... :sad:

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