SirFarq Posted November 2, 2017 Share Posted November 2, 2017 Hi all, Towawot has explained that he has left the Skyrim modding scene and has kindly given me permission to look into conversion of the hugely popular Face To Face Conversation mod (https://www.nexusmods.com/skyrim/mods/30533/?) to Special Edition. I asked him in the original mod page and Towawot provided the link to the Github for the SKSE plugin in order to allow conversion (https://github.com/towawot/towConversation) Unfortunately, I don't have the knowledge to convert a 32bit SKSE dll plugin to be readable by SKSE64, even with the source. As far as I know, this could be a simple repackage or could even be a complete rewrite... I just don't know. I am hoping that someone is able to help with this as I have spent quite a bit of time looking through the source to get a feel for the complexity but I really don't know where to start. If someone has the knowledge to convert the SKSE plugin I more than happy to do the rest of the basic stuff like esp porting, testing, uploading, mod page, credits etc or of course, if you wish to completely take on the project yourself I will happily explain this to Towawot. I just really miss this mod in my playthrough. http://i64.tinypic.com/110b1ud.png Thanks for any help anyone can provide as this mod was essential to my Oldrim playthroughs and I think it could be another popular mod on Special Edition with the enhanced graphics engine. DayDay Link to comment Share on other sites More sharing options...
Dzesk Posted November 3, 2017 Share Posted November 3, 2017 up up up Link to comment Share on other sites More sharing options...
JonathanOstrus Posted November 3, 2017 Share Posted November 3, 2017 It's not as simple as just compiling in 64bit. There are some hard coded address spaces relating to engine and game exe versions that have to be changed. That requires people with certain skills to find and calculate. Link to comment Share on other sites More sharing options...
SirFarq Posted November 3, 2017 Author Share Posted November 3, 2017 It's not as simple as just compiling in 64bit. There are some hard coded address spaces relating to engine and game exe versions that have to be changed. That requires people with certain skills to find and calculate. Actually, the only direct memory address reference I found within the source was 0x0003C000. The code surrounding it looks like it relates to the camera locking on to an NPC when you are talking to them. These memory locations have already been found and calculated, the bulk of SKSE64 development was finding and mapping these. Being an alpha release, I don't think there's reference documentation yet however. Additionally, the bulk of this mod is written C++ and unfortunately I'm currently studying Java. I haven't begun to look at C++ yet, so my knowledge is quite limited. Link to comment Share on other sites More sharing options...
Lurbuk Posted November 8, 2017 Share Posted November 8, 2017 so there is no hope? :( Link to comment Share on other sites More sharing options...
fedeenjoi Posted November 14, 2017 Share Posted November 14, 2017 Oh man... I'm so sad after reading all this, I hope this gets done... Jeez.. Skyrim doesn't feel the same without this mod, that face to face zoom was really something for me. It added that personal touch, and feel. Jut amazing, I truly hope this gets done! Would be indeed amazing! Link to comment Share on other sites More sharing options...
SpeakinSilence Posted November 19, 2017 Share Posted November 19, 2017 Yeah, someone do something! Link to comment Share on other sites More sharing options...
SilentNightxxx Posted November 27, 2017 Share Posted November 27, 2017 When someone does this I will be ready with an endorsement. Link to comment Share on other sites More sharing options...
dtrail Posted January 22, 2018 Share Posted January 22, 2018 (edited) It's not as simple as just compiling in 64bit. There are some hard coded address spaces relating to engine and game exe versions that have to be changed. That requires people with certain skills to find and calculate. There's a well-known mod called "SSE Fixes". SInce it has not beend updated since game update V 1.5.3 some users had to figure the mem offset values that needs to be changed in the source to be able to compile the plugin for the latest version (not a SKSE plugin though). Maybe these offsets are the same used in SKSE64 related to the game EXE? I don't know, but I quote it here and link to the thread. Maybe this helps.. But ACTUALLY I could find NO offsets being adressed or used in this plugin source. So I guess that's more related to SKSE64 itself, while many or if not most of the commands, functions and libraries are very identical to SKSE. However, here is the stuff: QUOTED: 1. Download and extract somewhere SSE Fixes v3 sources again2. Change the offsets FROM 153 TO 1523 (change the red to green values) 153 -> 1516: changed by 0x801516 -> 1523: changed by 0x30 153 0x192105 1516 0x192185 1523 0x1921B5153 0x194300 1516 0x194380 1523 0x1943B0153 0x194A18 1516 0x194A98 1523 0x194AC8153 0x1957B2 1516 0x195832 1523 0x195862153 0x195887 1516 0x195907 1523 0x195937153 0x4A82B0 1516 0x4A8330 1523 0x4A8360 153 -> 1516: changed by 0x14B01516 -> 1523: changed by 0x30 153 0xC007F2 1516 0xC01CA2 1523 0xC01CD2153 0xC04B50 1516 0xC06000 1523 0xC06030153 0xC05910 1516 0xC06DC0 1523 0xC06DF0153 0xC05930 1516 0xC06DE0 1523 0xC06E10153 0xC059B0 1516 0xC06E60 1523 0xC06E90153 0xC05A40 1516 0xC06EF0 1523 0xC06F20153 0xC05AB0 1516 0xC06F60 1523 0xC06F90153 0xC05BA0 1516 0xC07050 1523 0xC07080153 0xC05BF0 1516 0xC070A0 1523 0xC070D0153 0xC05C00 1516 0xC070B0 1523 0xC070E0153 0xC05C30 1516 0xC070E0 1523 0xC07110153 0xC05CA0 1516 0xC07150 1523 0xC07180153 0xD408A0 1516 0xD41D50 1523 0xD41D80 153 -> 1516: changed by 0xC0101516 -> 1523: no change 153 0x1E272F8 1516 0x1E33308 1523 0x1E33308 153 -> 1516: changed by 0xCA001516 -> 1523: no change 153 0x1EDD238 1516 0x1EE9C38 1523 0x1EE9C38153 0x1EDD6D0 1516 0x1EEA0D0 1523 0x1EEA0D0 Thank you aers! QUOTE END --- LINK: https://www.nexusmods.com/skyrimspecialedition/mods/10547/?tab=posts&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrimspecialedition%2Fajax%2Fmodfiles%2F%3Fid%3D10547&pUp=1&BH=3 Sources of the towconversaiton SKSE plugin: https://github.com/towawot/towConversation Towarot gave permission to use it. Edited January 24, 2018 by dtrail Link to comment Share on other sites More sharing options...
73HXNRL87OB4R Posted January 24, 2018 Share Posted January 24, 2018 https://translate.google.com/translate?hl=en&sl=ja&tl=en&u=https%3A%2F%2Ftwitter.com%2F_towawot_%2Fstatus%2F955745889171095552 Link to comment Share on other sites More sharing options...
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