Killikrates~2014 Posted July 8, 2014 Posted July 8, 2014 You can get your SKSE 1.7.1 here hot off the press.
fragsnippy Posted July 8, 2014 Posted July 8, 2014 You can get your SKSE 1.7.1 here hot off the press. Finally a stable verison. I can update the mods YES .
germanicus Posted July 8, 2014 Posted July 8, 2014 I installed it, did all updates, and my game is running like a cake in the oven.
LithiumFlower Posted July 8, 2014 Posted July 8, 2014 I installed it, did all updates, and my game is running like a cake in the oven. So..it's slowly overheating and turning into a piece of cake?
germanicus Posted July 8, 2014 Posted July 8, 2014 I installed it, did all updates, and my game is running like a cake in the oven. So..it's slowly overheating and turning into a piece of cake? LOL - This is just simple saying we have in our country, literally translated into English. It has very positive meaning that all goes as its planned. Just put it in the oven and relax while it's baking.
shadow866 Posted July 8, 2014 Posted July 8, 2014 And for those that wonder what it adds or are to lazy to open the readme 1.7.1:- fixed IsValidRace for armor races- added MagicEffect.GetCasting/DeliveryType- fixed crash when calling UpdateWeight on non-facegen Actors- GetTotalItemWeight computed correctly for non-players- added Potion.IsPoison, GetUseSound- added Weapon.GetTemplate- added Ammo.IsBolt, GetProjectile, GetDamage- added Game.GetDialogueTarget- added SKSETaskInterface::AddUITask- serialization understands deleted forms- added SKSEMessagingInterface- plugin messages sent on save, preload, postload, delete- WornObject.GetDisplayName returns base form name if no display name is present- added WornObject, ObjectReference.GetPoison- DirectX SDK now required for compilation- fixed WornObject slot/mask lookup- added NetImmerse.SetNodePosition- added Actor.GetFurnitureReference- added Game.GetCurrentCrosshairRef- added NetImmerse.GetRelativeNodePositionX/Y/Z- added Actor.Set/ResetExpressionPhoneme/Modifier- added Form.HasWorldModel, Get/SetWorldModelPath/NumTextureSets/NthTextureSet/SetWorldModelNthTextureSet- added HeadPart.IsExtraPart- added Form.IsPlayable- added ObjectReference.GetAllForms
germanicus Posted July 8, 2014 Posted July 8, 2014 Yea, I noticed lots of changes applied when installed latest SKSE. Usually my Wrye bash patch program has changed 54 files when I was merging file, this time it did 255 changes.
vagonumero13 Posted July 8, 2014 Posted July 8, 2014 You can get your SKSE 1.7.1 here hot off the press. Finally a stable verison. I can update the mods YES . Alpha 1.7.0 was tested by so many people after so many months, with no problems, that it was considered stable since a long ago, not sure why people think a simple word is more important that the tests of thousands of people...
pinky6225 Posted July 8, 2014 Posted July 8, 2014 You can get your SKSE 1.7.1 here hot off the press. Thanks for pointing it out
Saeros Posted July 24, 2014 Posted July 24, 2014 I detected an error in pap-log after I started the game (without loading any save, just launch Skyrim and quit). error: Native function GetUseSound in empty state does not match existing signature on linked type Potion. Function will not be bound. GetUseSound is a new function of SKSE 1.7.1 ? this error is normal? the game seems to work well.. someone else has the same error?
TnTTnT Posted July 25, 2014 Posted July 25, 2014 [07/24/2014 - 07:04:58PM] error: Native function GetUseSound in empty state does not match existing signature on linked type Potion. Function will not be bound. Me too.
Robert T Posted August 6, 2014 Posted August 6, 2014 [07/24/2014 - 07:04:58PM] error: Native function GetUseSound in empty state does not match existing signature on linked type Potion. Function will not be bound. Me too. Anyone have a fix for this?
Altom Posted August 31, 2014 Posted August 31, 2014 Got the same error. Any updates on how to fix that?
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