shelmina Posted December 24, 2024 Posted December 24, 2024 So reading up on the poist on Nexus, it appears the author of this mod has moved on. I do not have a ton of modding experience, but I have done a patch or two here and there. I am also a software engineer, but my focus is more embedded. I saw that the code for the Knockout Framework plug-in was available on Github, so I decided to try and see if I could at least compile it for myself. So, I pulled the code down, and retargeted everything to VS2019, because that is what I have available. Here is what I have done so far. 1. I pulled in common, f4se_common, and f4se from the various F4SE archives for the NG version. 2. Retargeted everything to VS2019, because I cannot get my hands on the v110 tools, so I cannot compile without retargeting. 3. Compiled common, f4se_common, and f4se with some minor edits(I was getting missing references if I did not add includes). 4. Compiled Relocation from Knockout Framework. Here is where everything goes off the rails. Knockout Framework has its own version of Relocation. When I try to compile main.cpp as is, it is complaining about several missing definitions. These definitions are in the Relocation project. If I add an include to those missing references, I get errors relating to there being two conflicting definitions of Relocation. So this is officially beyond my knowledge, so I was hoping someone with more experience with compiling DLLs for SKSE/F4SE could point me in the right direction. For anyone curious, the link to the Github repository is on the mainpage for the Knockout Framework mode here: https://www.nexusmods.com/fallout4/mods/27086 Based on the number of times I had to add includes to get things to compile, it seems like older version of Visual Studio had a way to include references from projects without the need to explicitly include a particular header file. I am not sure how to fix this in VS2019 or is there a setting in the project I need to turn on? 2
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