Jump to content

Sandow Plus Plus: LE port


Recommended Posts

Posted (edited)

Sandow Plus Plus is an amazing and versatile mod. However, I have recently returned to LE and am now without this gem of a mod. Thus, I have decided to back-port it. I cannot do this alone, however. I have no experience modding or coding, but what I do have are some words and permission from the author and a rough plan for how I and anyone willing to assist me will accomplish this feat.

First and most importantly, the mod's scripts will need to be analyzed, as the author found that LE does not have some of the script functions that SE does. If S++ uses any of these, workarounds will have to be found. Second, said scripts will have to be compiled. And finally, the ESP will need to be made compatible with LE.

Despite my inexperience, I am dedicated to seeing this project through. And I'm sure that many others would love to see this mod in LE too.

 

UPDATE: I this project is one hold for the time being. Oldrim is crashing as fast as I can load it. Might try tweaking my mods, but I'm not in the mood for that ATM.

Edited by TheMysticYam
Update
Posted

The web page not say anything about special DLL's or specific calls. I decompiled the script and, in a first look, not find anything problematic.

Put it in legedary and report any problem because the mod only have ESP and script, so, must works in Legenday.

 

Posted

Must not be afraid that SE-mods are too far away from LE. As long animations can be handled and if the scripts go to their suiting folders, this should be not hard to do so. Anyway do you need a permission of the SE-author-if you do that privatly, you can do it in any case without asking.

I also would try the gopher´s mod as this author is living for SKYRIM since years.

Posted

Well looking at the mod files, it is only scripts and plugin. So just install it, making sure you move the scripts to the proper place - since that changed. Then obviously open the plugin in CK, save it. After that, test it in game and see. It's like 5 minutes work. If the scripts are broken then you would specifically need to find a competent scripter to rewrite the scripts - you may as well try the original mod that it was based on.

Posted
10 hours ago, jlttsmiley30 said:

Not sure about the mod Sandow plus pus but after looking at the site it seams to be a timeline muscle growth mod for “Special Edition” , The original mod was made by a modded name gopher for legendary Skyrim.

https://www.nexusmods.com/skyrim/mods/29476

 

Have you tried it yet ?

I am well aware of Pumping Iron's existence. I consider S++ to be a better, more advanced version of it. Pumping Iron looks like a beta test by comparison. 

Posted
7 hours ago, t.ara said:

Must not be afraid that SE-mods are too far away from LE. As long animations can be handled and if the scripts go to their suiting folders, this should be not hard to do so. Anyway do you need a permission of the SE-author-if you do that privatly, you can do it in any case without asking.

I also would try the gopher´s mod as this author is living for SKYRIM since years.

 

6 hours ago, RohZima said:

Well looking at the mod files, it is only scripts and plugin. So just install it, making sure you move the scripts to the proper place - since that changed. Then obviously open the plugin in CK, save it. After that, test it in game and see. It's like 5 minutes work. If the scripts are broken then you would specifically need to find a competent scripter to rewrite the scripts - you may as well try the original mod that it was based on.

And what folder would said scripts need to go in?

Posted
3 hours ago, TheMysticYam said:

 

And what folder would said scripts need to go in?

 

Actually I think I got things muddled up. The fold is Data\scripts.

 

So if you just install that mod normally with your mod organizer then open the plugin with the creation kit then save it - that is the backport done.

 

You then just have to test it in game. But as stated, you also have the option to use the original mod from LE.

 

https://www.nexusmods.com/skyrim/mods/29476

 

 

Posted (edited)
17 minutes ago, RohZima said:

 

Actually I think I got things muddled up. The fold is Data\scripts.

 

So if you just install that mod normally with your mod organizer then open the plugin with the creation kit then save it - that is the backport done.

 

You then just have to test it in game. But as stated, you also have the option to use the original mod from LE.

 

https://www.nexusmods.com/skyrim/mods/29476

 

 

Fair enough. I'll test that. Also, S++ makes PI look like a beta test. Also, S++ strangely has loose file conflict with https://www.nexusmods.com/skyrimspecialedition/mods/27962 ...

Edited by TheMysticYam
Posted

Haven't had much time to test things yet, but so far there's at least one problem. Namely, the game takes a solid few minutes to load on start-up. I have also noticed a few other minor things that may just be caused by the mod's settings.

Posted

After further testing, the loading issues are unrelated to S++. Additionally, the mod displays text notifications for weight gain potential when you gain a skill, despite the fact that I'm in widget mode. I have asked the creator of the mod and he confirmed that this is unintentional.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...