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Posted (edited)

After a bit of hacking and scratching of heads I think I've managed to recompile Fuz Ro D'oh and made it AE compatible, I used the SE source as a base and added the new skse mod requirements.

 

This is should only be considered a test and I expect it to be wrong as I used the address library Attempt at matching 1.5.97.0 to 1.6.318.0 file from the mod page on Nexus to do work out the new addresses. I may convert it to use Address Library eventually so that we won't have to recompile it each time. 

 

I've had it running for a few minutes on my own copy of AE and although it appears to be working correctly I do not consider that fully tested. 

 

This requires that the original Fuz Ro D'oh SE be installed and then install this over the top so that it replaces the original dll with this new version.

 

Consider this beta and use at your own risk. If the author updates the original version to AE then use that one.

 

Ok this really shouldn't be in the adult section doh!

 

Edited by pugwash99
removed attachment as it wasn't exporting the version data.
Posted

Results from my first couple of tests :

The text flow part seems to work okay.

There is no lip movement.

The SKSE64.log still reports

   checking plugin Fuz Ro D'oh.dll
   plugin Fuz Ro D'oh.dll (00000000  00000000) no version data 0 (handle 0)

 

...and SKSE doesn't register it. Something not right with the address library ? But it does something still.

 

Posted (edited)

Ok, looks like I forgot to include the SKSEPlugin_Version in the exports.def file so it wasn't passing the version data to skse so it was failing. I'll check that before releasing it again.

 

I've deleted the original release and I'll upload a new one after I've checked it. (note to self don't release stuff at 1am)

 

Testing a new version and getting 

 

registering plugin listener for SKSE at 3 of 11
plugin Fuz Ro D'oh.dll (00000001 Fuz Ro D'oh 01074BB5) loaded correctly (handle 3)

 

I'm getting a ctd immediately on loading an old save, even a new fresh save causes a ctd and when autosaving so it may just be my skyrim that is borked.

 

As I'm not sure if it's a mod conflict with AE as I'm not loading clean I'll add the newly compiled version but again this should only be considered alpha at this stage and most likely will ctd.

 

 

Edited by pugwash99
removed dll that just plain didn't work as intended.
Posted (edited)

I'm getting the same result : SKSE now registers the plugin, but the game CTDs as it finishes loading.

Edit : Fwiw...I also get a CTD on a pre-AE save.

Edited by SadEyes
update
Posted (edited)

Ok, after reading some more about the changes to AE I'm going to have to pull this as the address library id's don't match up.

 

I'll keep working on it but consider this a failed attempt. I can get it working to a point but the id's and addresses have changed even by adding AddressLibrary support you can't match the id from 1.5.97 to id's in 1.6.323, something the mod author stated on the nexus. Although they attempted to match they only tried with am earlier version of skyrim ae.

 

fwiw I also tried with a new game and got a ctd on the autosave when the wagon was about to appear. I've already found one mod that causes a ctd on the menu screen.

 

Edited by pugwash99
Posted
17 minutes ago, pugwash99 said:

Ok, after reading some more about the changes to AE I'm going to have to pull this as the address library id's don't match up.

 

I'll keep working on it but consider this a failed attempt. I can get it working to a point but the id's and addresses have changed even by adding AddressLibrary support you can't match the id from 1.5.97 to id's in 1.6.323, something the mod author stated on the nexus. Although they attempted to match they only tried with am earlier version of skyrim ae.

 

fwiw I also tried with a new game and got a ctd on the autosave when the wagon was about to appear. I've already found one mod that causes a ctd on the menu screen.

 

No matter, thanks  for trying ! The mod author on Nexus has kept silent about what he is doing.

I'll just keep checking back in case you come up with new versions ?

Posted (edited)

I'll keep looking into it, it's just the new memory locations and offsets that need updating. As I said, I did try integrating address library which I did to some degree but one of the codes .h files needs an address and I'm not sure how to manage that without code, I normally write in .Net and really only touch c++ when I have to translate a routine. It's one of those occasions where I wish I had a copy of SE installed so I could compare both runtimes.

 

In the process of testing this though I did find two mods that break AE utterly - 'HDT High Heels for cp44 Bikini and DeserterX Armors Collection - LADX_SSE' it was on the Nexus but not anymore, it causes a ctd on the start menu for me and 'SL Beastess' causes a CTD on saving for which I had to clean it from my savefile.

Edited by pugwash99
Posted
9 hours ago, pugwash99 said:

IIn the process of testing this though I did find two mods that break AE utterly - 'HDT High Heels for cp44 Bikini and DeserterX Armors Collection - LADX_SSE' it was on the Nexus but not anymore, it causes a ctd on the start menu for me and 'SL Beastess' causes a CTD on saving for which I had to clean it from my savefile.

Probably useless information, but still :

I don't have any of  DeserterX's armors, the only clothes/armors pack I have is Piyarz's Azure Glade set., which was ported to SE as late as March 2021. Did you update Racemenu ?

Don't have any HDT plugins either, just the base HDT SMP. This has not been updated and is one of those dll's SKSE doesn't register. The author seems to have retired from modding and has released the source code...not sure if anyone is working on it. I use it just for breast physics, which still seems to work. CBPC for the rest , and that has been updated.

Posted (edited)

I managed to install another copy of skyrim 1.5.97 to compare the memory to AE. I knew racemenu was being worked on, the skee64 on github has been updated to 318 but no updates. That may just require updates to the addresses which should be possible with the address library export list but that's assuming the 318 code is even working.

 

I'd switched to using the new 'Faster HDT-SMP' mod that uses an update to the original code, works the same way but it's compiled with new instructions, although it doesn't work atm, the same reason this one didn't the new version method. 

 

Most of the routines are almost identical, I updated offsets in one ore two places however two of the routines that manage the sound and subtitles have changed a lot in 323 so it's not a simple case of changing the offsets, that's assuming I'm looking at the correct memory locations.

 

I managed to get a 1.5.97 downloaded again and that's allowed me to get a memory trace so I can just use a hex editor to compare it to AE versions.

 

I wish Bethesda had done the same it had for the SE launch, give us a free copy of AE rather than an update. 

Edited by pugwash99
Posted

I know very little about coding and Visual Studio...programmed in Basic back in the days of Atari, haha. I find it strange that the latest version used for Skyrim has so little backwards compatibility with the 2015 version in SE.

And I couldn't agree more, Beth should have made this a separate game version and given us a choice to update or not. Now that we're on 342 runtime, they again broke many mods for us players. Bethesda/Steam are pushing the updates very aggressively, to a point where you will be updated if you connect to Steam at all, no matter your game settings. I have managed to avoid 342 so far by setting the appmanifest files to Read Only, thus creating an update error. They'll plug that hole soon enough, I guess ?

How many more such "updates" we have to suffer remains to be seen.  But I'll give them this : my game is more stable now than ever.

  • 7 months later...

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