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Posted

So how many more months are we away from completion?

 

The ETA is (when F4SE is complete) + (a few more weeks). Go bother the F4SE team now (don't do it though and let them work).

Posted

I was thinking, is F4SE made by the same people who work on SKSE? If so, then can we assume the new Skyrim will delay any updates on F4SE?

Posted

 

So how many more months are we away from completion?

 

The ETA is (when F4SE is complete) + (a few more weeks). Go bother the F4SE team now (don't do it though and let them work).

 

 

The ETA is (when F4SE is complete) + (a few more weeks). Go compliment the F4SE team now (Do it though because they are doing a great job).

 

 

Can't wait for Bethesda to fix the last bugs and push the last update.

Posted

I was thinking, is F4SE made by the same people who work on SKSE? If so, then can we assume the new Skyrim will delay any updates on F4SE?

 

Fairly sure the new Skyrim is just a graphics update and it shouldn't effect SKSE, F4SE would be there focus now anyhow!

Posted

 

I was thinking, is F4SE made by the same people who work on SKSE? If so, then can we assume the new Skyrim will delay any updates on F4SE?

 

Fairly sure the new Skyrim is just a graphics update and it shouldn't effect SKSE, F4SE would be there focus now anyhow!

 

 

Sadly this is wrong.

 

SKSE require finding the hook points for all functions. The structure of objects will be probably the same, but hook point will be not.

So SKSSE (2 esses) may require some time.

Posted

Well, I am very happy to wait, with the SexLab time it was worth it, Now with SexTec I am damn sure it will be well worth it.  Trouble is my female character runs around in sheer panties and seeing at the mo there is nothing I can do I have to boot up Skyrim and run into a dungeon full of randy Draugr... hehe. :-) 

Anyway my dear SexTec developers, programmers I have 2 questions.

 

1: Who actually thought of the name SexTec was it discussed over a few beers, as we know we have Wes-Tec and Vault-Tec so I suppose an XXX Side of the Company would be around,

2: How easy will it be for other modders to be able to build around the SexTec framework. I have no experience in creating so-called naughty mods but I hope you know what I am asking.

I hope the SKSE or F4SE team stick with doing F4SE as this to me is their main one, as I like many,  have made a backup of my original modded Skyrim so when the SE does arrive it won't affect my Skyrim as I can just use the backup.

Anyway sorry for putting in a boring post.

Posted

 

1: Who actually thought of the name SexTec was it discussed over a few beers, as we know we have Wes-Tec and Vault-Tec so I suppose an XXX Side of the Company would be around,

 

2: How easy will it be for other modders to be able to build around the SexTec framework. I have no experience in creating so-called naughty mods but I hope you know what I am asking.

 

 

1. It was discussed between Contributors, I don't remember who exactly proposed this name, but at the end, it was accepted by everybody.

 

2. Pretty much the same effort you have to create a sex mod for SexLab.

Posted

 

So how many more months are we away from completion?

 

The ETA is (when F4SE is complete) + (a few more weeks). Go bother the F4SE team now (don't do it though and let them work).

 

 

What do you mean by complete?

Posted

 

 

So how many more months are we away from completion?

 

The ETA is (when F4SE is complete) + (a few more weeks). Go bother the F4SE team now (don't do it though and let them work).

 

 

What do you mean by complete?

 

​When they've finished making it.

Posted

 

 

I was thinking, is F4SE made by the same people who work on SKSE? If so, then can we assume the new Skyrim will delay any updates on F4SE?

 

Fairly sure the new Skyrim is just a graphics update and it shouldn't effect SKSE, F4SE would be there focus now anyhow!

 

 

Sadly this is wrong.

 

SKSE require finding the hook points for all functions. The structure of objects will be probably the same, but hook point will be not.

So SKSSE (2 esses) may require some time.

 

So you believe Bethesda will break the current exe structure to the point where the current SKSE hooks will no longer work? It would be shame if they did that and probably not going to be popular!

Posted

 

So you believe Bethesda will break the current exe structure to the point where the current SKSE hooks will no longer work? It would be shame if they did that and probably not going to be popular!

 

 

The memory pointers (hooks) will be lost by a simple recompilation in 64 bits.

And for sure this game has more than this.

Posted

 

 

So you believe Bethesda will break the current exe structure to the point where the current SKSE hooks will no longer work? It would be shame if they did that and probably not going to be popular!

 

 

The memory pointers (hooks) will be lost by a simple recompilation in 64 bits.

And for sure this game has more than this.

 

 

Yes the team at SKSE will have port there code to 64 bit! I do believe the record structure will be the same as the original Skyrim given that it was apparently ported to the new engine before they began working on Fallout 4. There is apparently no new scripting so I don't see too much of a problem there bar the lengthy testing and biting nails. The biggest concern I see would be that scripts will have to be recompiled, a lot of broken mods that the authors will need to fix!

Posted

Yes the team at SKSE will have port there code to 64 bit! I do believe the record structure will be the same as the original Skyrim given that it was apparently ported to the new engine before they began working on Fallout 4. There is apparently no new scripting so I don't see too much of a problem there bar the lengthy testing and biting nails. The biggest concern I see would be that scripts will have to be recompiled, a lot of broken mods that the authors will need to fix!

 

That's not really what this is about actually.

 

SKSE works by injecting its code instead of Skyrim's code for some specific actions, in order to call extra methods or to raise events used in the SKSE mod api. That's the technobabbling stuff, so let's break it down.

 

For example, if you want an extra effect on any action you'd use the SKSE "OnActorAction" method. That works because SKSE has replaced the original Skyrim ActorAction method from the game with their own, which will raise this event then execute the usual stuff.

So basically, instead of

    "ActorAction" =1> "more stuff"

they have

    "ActorAction" =2> "SKSE OnActorAction" =3> "more stuff"

 

To do that, they first need to find arrow 1. Then, they replace it with arrow 2,pointing to an empty space. They put their "SKSE OnActorAction" method in the space, then finally create the arrow 3 from the end of their method to the "more stuff" method.

 

The arrow 1 is called the hook, and it is important because the beginning of the arrow 1 and the end of the arrow 1 are used for arrow 2 and arrow 3. You store a hook via two values (the beginning of the arrow, and the end of the arrow)

 

The thing is, each time you move any piece of code even wayyy before arrow 1, then the values that define arrow 1 changes because the whole code moved a little. Sometimes it's easy, you can just add the difference to both ends. Sometimes, the whole code is scrambled (because the compiler changed the order of methods to save places) and the SKSE team has to find the arrow 1 again. Now, they have some tools to help them find arrow 1 again, but it only work if the code of "ActorAction" and "more stuff" didn't change too much.

 .

Porting the game to 64 bits both moves all the arrow around a lot, but also scrambles all the arrows at once as well as breaks all their detection tools (because all the code is switched to 64 bits notation). The SKSE team won't have to start again from scratch, but pretty damn close to that. Hopefully they know already what to search for, and maybe they'll have help from Bethesda (not sure at all, but I'm optimistic :P)

Posted

Are the sex animators from Skyrim going to make animations for Fallout 4?

 

Yes, but they need to wait until the script extender F4SE is finished as it's necessary to make their sex mods work. It'll most likely take some time.

Posted

 

Are the sex animators from Skyrim going to make animations for Fallout 4?

 

Yes, but they need to wait until the script extender F4SE is finished as it's necessary to make their sex mods work. It'll most likely take some time.

 

 

Isn't F4SE already out? I installed the latest version of it and it disabled my ability to load presets in looksmenu.

Posted

 

 

Are the sex animators from Skyrim going to make animations for Fallout 4?

 

Yes, but they need to wait until the script extender F4SE is finished as it's necessary to make their sex mods work. It'll most likely take some time.

 

 

Isn't F4SE already out? I installed the latest version of it and it disabled my ability to load presets in looksmenu.

 

 

From what I know it lacks the necessary functions at the moment. (it's only v0.2.7 right now)

Posted

 

 

Are the sex animators from Skyrim going to make animations for Fallout 4?

 

Yes, but they need to wait until the script extender F4SE is finished as it's necessary to make their sex mods work. It'll most likely take some time.

 

 

Isn't F4SE already out? I installed the latest version of it and it disabled my ability to load presets in looksmenu.

 

check out nexus where you got looks menu from, it needs updating every time F4SE is updated, 10/10 for the guys commitment it is usually there within a day or 2

Posted

 

Yes the team at SKSE will have port there code to 64 bit! I do believe the record structure will be the same as the original Skyrim given that it was apparently ported to the new engine before they began working on Fallout 4. There is apparently no new scripting so I don't see too much of a problem there bar the lengthy testing and biting nails. The biggest concern I see would be that scripts will have to be recompiled, a lot of broken mods that the authors will need to fix!

 

That's not really what this is about actually.

 

SKSE works by injecting its code instead of Skyrim's code for some specific actions, in order to call extra methods or to raise events used in the SKSE mod api. That's the technobabbling stuff, so let's break it down.

 

For example, if you want an extra effect on any action you'd use the SKSE "OnActorAction" method. That works because SKSE has replaced the original Skyrim ActorAction method from the game with their own, which will raise this event then execute the usual stuff.

So basically, instead of

    "ActorAction" =1> "more stuff"

they have

    "ActorAction" =2> "SKSE OnActorAction" =3> "more stuff"

 

To do that, they first need to find arrow 1. Then, they replace it with arrow 2,pointing to an empty space. They put their "SKSE OnActorAction" method in the space, then finally create the arrow 3 from the end of their method to the "more stuff" method.

 

The arrow 1 is called the hook, and it is important because the beginning of the arrow 1 and the end of the arrow 1 are used for arrow 2 and arrow 3. You store a hook via two values (the beginning of the arrow, and the end of the arrow)

 

The thing is, each time you move any piece of code even wayyy before arrow 1, then the values that define arrow 1 changes because the whole code moved a little. Sometimes it's easy, you can just add the difference to both ends. Sometimes, the whole code is scrambled (because the compiler changed the order of methods to save places) and the SKSE team has to find the arrow 1 again. Now, they have some tools to help them find arrow 1 again, but it only work if the code of "ActorAction" and "more stuff" didn't change too much.

 .

Porting the game to 64 bits both moves all the arrow around a lot, but also scrambles all the arrows at once as well as breaks all their detection tools (because all the code is switched to 64 bits notation). The SKSE team won't have to start again from scratch, but pretty damn close to that. Hopefully they know already what to search for, and maybe they'll have help from Bethesda (not sure at all, but I'm optimistic :P)

 

 

Basing this on your example your forgetting that SKSE crew already have the machine code for "more stuff" from the original Skyrim!  Even if the code has been altered to address 64 bit registry's (I say not) it will still be much easier to find! You have to remember that recompiling code into 64 bit does not always change all of it from 32 bit, only if it needs to!

:blush: But anyway I may be wrong and this discussion is off-topic and would probably start getting way to technical!

Posted

 

 

 

So you believe Bethesda will break the current exe structure to the point where the current SKSE hooks will no longer work? It would be shame if they did that and probably not going to be popular!

 

 

The memory pointers (hooks) will be lost by a simple recompilation in 64 bits.

And for sure this game has more than this.

 

 

Yes the team at SKSE will have port there code to 64 bit! I do believe the record structure will be the same as the original Skyrim given that it was apparently ported to the new engine before they began working on Fallout 4. There is apparently no new scripting so I don't see too much of a problem there bar the lengthy testing and biting nails. The biggest concern I see would be that scripts will have to be recompiled, a lot of broken mods that the authors will need to fix!

 

 

Imagine going through the process of writing a novel over a years time. Then finding out that the novel has been accidentally deleted.

 

Yes. A lot of the novel will still just be in your mind. But, re-writing it again from scratch would still be a lot of work and not really fun work at that.

 

That is pretty much where Special Edition leaves SKSE.

 

 

 

 

Yes the team at SKSE will have port there code to 64 bit! I do believe the record structure will be the same as the original Skyrim given that it was apparently ported to the new engine before they began working on Fallout 4. There is apparently no new scripting so I don't see too much of a problem there bar the lengthy testing and biting nails. The biggest concern I see would be that scripts will have to be recompiled, a lot of broken mods that the authors will need to fix!

 

That's not really what this is about actually.

 

SKSE works by injecting its code instead of Skyrim's code for some specific actions, in order to call extra methods or to raise events used in the SKSE mod api. That's the technobabbling stuff, so let's break it down.

 

For example, if you want an extra effect on any action you'd use the SKSE "OnActorAction" method. That works because SKSE has replaced the original Skyrim ActorAction method from the game with their own, which will raise this event then execute the usual stuff.

So basically, instead of

    "ActorAction" =1> "more stuff"

they have

    "ActorAction" =2> "SKSE OnActorAction" =3> "more stuff"

 

To do that, they first need to find arrow 1. Then, they replace it with arrow 2,pointing to an empty space. They put their "SKSE OnActorAction" method in the space, then finally create the arrow 3 from the end of their method to the "more stuff" method.

 

The arrow 1 is called the hook, and it is important because the beginning of the arrow 1 and the end of the arrow 1 are used for arrow 2 and arrow 3. You store a hook via two values (the beginning of the arrow, and the end of the arrow)

 

The thing is, each time you move any piece of code even wayyy before arrow 1, then the values that define arrow 1 changes because the whole code moved a little. Sometimes it's easy, you can just add the difference to both ends. Sometimes, the whole code is scrambled (because the compiler changed the order of methods to save places) and the SKSE team has to find the arrow 1 again. Now, they have some tools to help them find arrow 1 again, but it only work if the code of "ActorAction" and "more stuff" didn't change too much.

 .

Porting the game to 64 bits both moves all the arrow around a lot, but also scrambles all the arrows at once as well as breaks all their detection tools (because all the code is switched to 64 bits notation). The SKSE team won't have to start again from scratch, but pretty damn close to that. Hopefully they know already what to search for, and maybe they'll have help from Bethesda (not sure at all, but I'm optimistic :P)

 

 

Basing this on your example your forgetting that SKSE crew already have the machine code for "more stuff" from the original Skyrim!  Even if the code has been altered to address 64 bit registry's (I say not) it will still be much easier to find! You have to remember that recompiling code into 64 bit does not always change all of it from 32 bit, only if it needs to!

:blush: But anyway I may be wrong and this discussion is off-topic and would probably start getting way to technical!

 

 

Writing the code that adjusts some functions is the easy part. The agonizing part is reverse engineering the compiled code to figure out which functions are which again.

 

You're right that they will have a head start. But, it will still be a ton of trial and error. Just about the most annoying, unenjoyable code-work possible.

Posted

@CPU -

 

I am curious about a statement you made in the SSE board that at this point it might be easier to finish SexTec first and then port it into Skyrim64 than getting SexLab to work in SKSE64.  I am confused given the hurdle of SKSE64 is reverse engineering to get code injection to work again in 64bit and that Skyrim64 scripts are mostly the same as Skyrim32. 

 

Is SKSE64 closer to F4SE than SKSE or that F4SE is so far ahead of SKSE64 in development that we could be getting SexTec much sooner than SexLab64?

 

I am just curious and not inquiring any ETA of either SexTec or SexLab64.

 

 

Posted

@CPU -

 

I am curious about a statement you made in the SSE board that at this point it might be easier to finish SexTec first and then port it into Skyrim64 than getting SexLab to work in SKSE64.  I am confused given the hurdle of SKSE64 is reverse engineering to get code injection to work again in 64bit and that Skyrim64 scripts are mostly the same as Skyrim32. 

 

Is SKSE64 closer to F4SE than SKSE or that F4SE is so far ahead of SKSE64 in development that we could be getting SexTec much sooner than SexLab64?

 

I am just curious and not inquiring any ETA of either SexTec or SexLab64.

 

F4SE is not very advanced. I had a small exchange with behippo and Ian.

And SKSE64 looks like the same.

 

I don't know which one will come earlier.

 

But from what I saw from SSE Papyrus, it is the same as FO4, and misses a couple of mandatory (vanilla) functions. For example: Debug.SendAnimationEvent()

 

That is the core of a Sex Framework Mod.

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