I didn't realise it's been two months since the last entry, so I thought it might be a good time to share the progress.
You may remember how I worked on porting Skyrim Platform to VR, but couldn't finish it because of an error and some communication issues with the project's developer.
A few days ago, I decided to debug the problem myself and found that it wasn't directly related to the port.
It means that I can finally start writing an actual mod on Skyrim VR
I'm afraid I don't have much to share this time, but I thought I better write a short status update anyway because it's been a month since my last post.
My efforts to port the Skyrim Platform to SkyrimVR have been on hold because their lead programmer is busy with real-life stuff. But I believe I've completed 99% of the required work to make it happen, so I'm already writing my mod in TypeScript, assuming it'll run on a Node.js environment.
I don't have much to say this t
In my last post, I wrote how disappointed I was to be forced to abandon the idea of using TypeScript for the project because the Skyrim Platform doesn't support Skyrim VR.
Porting the proof-of-concept code I wrote for SkyrimSE using Skyrim Platform back to Papyrus reminded me of how painful it is to code anything serious without a good modern language like TypeScript.
So, I decided to take a shot at porting Skyrim Platform to Skyrim VR myself. It wasn't easy since I'm not
Remember when I mentioned that being able to use a general-purpose language like TypeScript prompted me to return to modding Skyrim? Well, that is no longer the case, sadly.
After migrating to SkyrimVR, I realised it's based on an outdated version of SE that Skyrim Platform doesn't support. As such, I had to abandon the idea and rewrite the client code in Papyrus.
At least the devs of the Skyrim Platform are interested in making it compatible with SkyrimVR, so I'll probab
I'm still spending more time on the technical groundwork than the actual content, so it probably wouldn't interest ordinary players yet.
From the technical side, the most notable change was that I managed to incorporate Effect-TS into the project. Skyrim Platform is based on the old Chakra Core engine, so it involved many ugly hacks. But it was totally worth the effort since now I can create a Skyrim mod in a far more sensible manner.
I'll soon release the common part as
As I mentioned in another post, I decided to delve into making a Skyrim mod again after being inspired by seeing some of the new mods that appeared since I left the modding scene several years ago. One that impressed me the most was Mantella because I've been tinkering with several AI-based tools for various purposes.
But I hesitated to start modding again because I remembered how painful the development experience with Creator Kit and Papyrus was. I've been coding for a long time, w