Lurker001 Posted March 6, 2017 Posted March 6, 2017 Is this huh...dead? if not then i assume you're all waiting for f4se....god damn skyrim....a god damn game that has an original version with a script extender happens to have a remaster and just becuse of that gets script extender before f4 a completly new game?....ho well lolz guess life sucks All covered in the pages before. No, it's not dead, yes wehey are waiting on the F4SE to be FULLY functional (Which it isn't yet). As an addition for anyone else coming along... it has been stated that yes, they are still working on it via planning and getting things ready, but are currently stalled until after work on SE SKSE is finished and they restart on F4SE. And more importantly... It does not take much effort to go back and read the comments for the answers... seriously, most of these questions are asked 3-4 times and answered, on the same page.
VonHelton Posted March 6, 2017 Posted March 6, 2017 Is this huh...dead? if not then i assume you're all waiting for f4se....god damn skyrim....a god damn game that has an original version with a script extender happens to have a remaster and just becuse of that gets script extender before f4 a completly new game?....ho well lolz guess life sucks All covered in the pages before. No, it's not dead, yes wehey are waiting on the F4SE to be FULLY functional (Which it isn't yet). As an addition for anyone else coming along... it has been stated that yes, they are still working on it via planning and getting things ready, but are currently stalled until after work on SE SKSE is finished and they restart on F4SE. And more importantly... It does not take much effort to go back and read the comments for the answers... seriously, most of these questions are asked 3-4 times and answered, on the same page. Eh, I dunno.........71 pages is quite a bit to sift through..... I'm hanging on because it seems clear that Fallout 4 isn't out of BETA yet (v1.9 was just recently released) and because it hasn't been finalized & optimized yet (CPU pegging 100% all the time except for cut scenes). So I'm still very optimistic.
Matyilo Posted March 6, 2017 Posted March 6, 2017 Very sorry for the spammish comment, i wrote it with my mobile phone, an it was a bit laggy. And thats a good point, I will probably play the vanilla game first, or at least begin to play, but I can seperate which bug is vanilla game and mod. Bethesda has unique bugs
Highborn Posted March 6, 2017 Posted March 6, 2017 So, apparently it was uploaded into Nexus a light version of the MCM menu, that doesn't require f4se. http://www.nexusmods.com/fallout4/mods/22491/? I'm noob, but maybe that can help somehow the progress of SexTec?
Love Space Posted March 6, 2017 Posted March 6, 2017 How do I join Fallout 4 Beta? (See attached pic) Click this I guess? http://prntscr.com/egw4z9
TNG Posted March 8, 2017 Posted March 8, 2017 Wait so, I saw you guys were waiting for script extender, and sorry for my ignorance cause I'm really bad with this kinda stuff but, isn't that what f4se is? yes, but it does not have the functions of skse yet, f4se is not in full release yet Ahhhhhhhhhhh. That's kinda answered on the FAQ part of the Main Post on this thread, but even I missed that one at first. Maybe a different phrasing would stop people constantly asking. Like: Q: "SexTec" ETA? A: Can't provide an ETA at this time. To proceed beyond a certain point we will need: a fully working F4SE (the current version is missing key functions), a fully working CK, and the ability for Animators to create new Animations (that is not an easy task now). With the clarification edits in green. Though that's just a random suggestion.
Arcturus7777 Posted March 11, 2017 Posted March 11, 2017 I was just wondering, if it would be possible to build sextec in a third party program, and then call that program from fallout for the animations. One reason I ask this if it could be done that way, like with garys mod then it could be portable for any game that could call the program from inside the game.
VonHelton Posted March 12, 2017 Posted March 12, 2017 How do I join Fallout 4 Beta? (See attached pic) Click this I guess? http://prntscr.com/egw4z9 Indeed it is!
pipdude Posted March 12, 2017 Posted March 12, 2017 I was just wondering, if it would be possible to build sextec in a third party program, and then call that program from fallout for the animations. One reason I ask this if it could be done that way, like with garys mod then it could be portable for any game that could call the program from inside the game. It definitely is a problem in my view that new releases render mods obsolete and require re-inventing the wheel each time (making a new script extender for example). A lot of great mod work are projects that authors may not have the time or interest for multiple times. That said, different games have significant technical differences. In most or all cases it would be more work trying to bridge those gaps from one system than it would be to simply re-make a mod in each games unique technical terms. I think that a more realistic possibility would be game developers architecting a series (TES, Fallout, Witcher, etc.) with legacy mod support in mind. I would love to see an approach where sequels were more like extensions of a games previous release. Essentially, like large DLCs but with engine re-writes that bring the old work with them. It would definitely create some over-head for the developers. But, it could be done with good planning. And it's not is if these companies don't make enough profit to cover some extra work.
noptasis Posted March 14, 2017 Posted March 14, 2017 Wait, why do you guys need SKSE anyways? Animation implementation is a thing now, even I can do it, since bethesda released info on subgraph data. What functionality are you missing from F4SE that can't be handled by quests?
Guest Posted March 14, 2017 Posted March 14, 2017 Dynamic replacement of objects, ability to write and read structured files, dynamic aliasing, package overrides, mathematical operators, reliable disabling of collisions, scaleform interface (user interface), mod event management, ... Just to say the very firsts that come to mind.
Tazuran Posted March 14, 2017 Posted March 14, 2017 Can you guys tell me what is gonna be first ? Sexlab for Fo4 or Skyrim SE ??
Guest Posted March 14, 2017 Posted March 14, 2017 Can you tell me which one will come first? SKSE64 or F4SE?
VonHelton Posted March 15, 2017 Posted March 15, 2017 Can you tell me which one will come first? SKSE64 or F4SE? Looks like SKSE64 will be first, despite Fallout 4 coming out first. But, they have their reasons I guess.
Z0mBieP00Nani Posted March 16, 2017 Posted March 16, 2017 They have 16 days left... Really? I thought they had 12 days left...
D_ManXX2 Posted March 16, 2017 Posted March 16, 2017 Actually they have 0 days left i think it will postponed to couple of months due to unforseen error.
pipdude Posted March 16, 2017 Posted March 16, 2017 Actually they have 0 days left i think it will postponed to couple of months due to unforseen error. I can see the headlines now. "A series of unexplained riots have broken out across the world! Cars overturned and on fire."
Kimy Posted March 16, 2017 Posted March 16, 2017 Dynamic replacement of objects, ability to write and read structured files, dynamic aliasing, package overrides, mathematical operators, reliable disabling of collisions, scaleform interface (user interface), mod event management, ... Just to say the very firsts that come to mind. *scratches head* That's all stuff I can see needed/desired for advanced versions of the mod. But the basics are probably doable with the vanilla API, no? E.g. mod events are part of vanilla Papyrus now, and overriding packages from the scripting engine has always been wonky anyway and at least can be done on the CK side, maybe with a bit more effort. User interfaces - I have seen a mod on Nexus trying to implement that, but yes, it's new and unproven. But MCM will not happen for Fallout 4 anyway. Not trying to interfere with how you guys build your mod, but it's very, VERY evident that F4SE is not really a priority to them. There has been almost zero progress in one and a half years now, despite the game executable has been reasonably stable for a while now. At this pace, Bethesda will have released Fallout 6 before F4SE is done. I decided not to wait for F4SE a while ago and personally I am very happy with the decision. At this point I am not sure if I will set a dependency on it even if it releases, in 10 or 20 years from now on.
Guest Posted March 16, 2017 Posted March 16, 2017 There was a start for a "Mini" version. 6 Contributors joined. The group is still on Discord, but right now there is little passion with what we have today. Some stuff is done, just too many items are missing. Personally, without a working Mod Events system, I will not build a real framework. The all the other stuff can be re-done in a better way when we will have F4SE support. But keep in mind that most of the code is C++ code written as SKSE plugin today, without this? Very simplistic framework.
Kimy Posted March 16, 2017 Posted March 16, 2017 Personally, without a working Mod Events system, I will not build a real framework. How about: http://www.creationkit.com/fallout4/index.php?title=Custom_Papyrus_Events IMHO it's better than the SKSE mod events.
Halstrom Posted March 17, 2017 Posted March 17, 2017 *scratches head* That's all stuff I can see needed/desired for advanced versions of the mod. But the basics are probably doable with the vanilla API, no? E.g. mod events are part of vanilla Papyrus now, and overriding packages from the scripting engine has always been wonky anyway and at least can be done on the CK side, maybe with a bit more effort. User interfaces - I have seen a mod on Nexus trying to implement that, but yes, it's new and unproven. But MCM will not happen for Fallout 4 anyway. Not trying to interfere with how you guys build your mod, but it's very, VERY evident that F4SE is not really a priority to them. There has been almost zero progress in one and a half years now, despite the game executable has been reasonably stable for a while now. At this pace, Bethesda will have released Fallout 6 before F4SE is done. I decided not to wait for F4SE a while ago and personally I am very happy with the decision. At this point I am not sure if I will set a dependency on it even if it releases, in 10 or 20 years from now on. Yeah, I agree I miss the NVSE commands and NX_Extender etc. But I'm starting to think its time to just work with what we have and expand on it later like Sexout as the functions become available. Much stagnating is happening because we don't have a basic sex framework. And by the time it gets rolling waiting for the perfect F4SE, Skyrim2 or FO5 will be announced in early next year and everyone will drop the ball. Patience is good but I can see months of tweaking the SKSESE when its released before they come back to F4SE, if they even have an interest in the genre at all. Even a fade to black system would be better than nothing. Unfortunately my CK/Papyrus ability is still in diapers, so I'm nowhere in the league of you guys to do much but beta test and bughunt I guess.
pipdude Posted March 17, 2017 Posted March 17, 2017 This is why I keep grumbling about Bethesda not giving us SKSE-like commands out of the box. This kind of dependency chain is a killer with open source development. Nobody wants to spend double the time programming something that will take half or less the time later when some other tool comes out (that someone else has to do when some other tool comes out). There might even be others able/willing to make the extensions we need. But, with the promise of the extenders being worked on, they wouldn't see a need to figure it out either.
F0rg0TTenGrave Posted March 17, 2017 Posted March 17, 2017 i'm really waiting this project, but at this point i'm afraid that it will be abandoned... i wish you good luck anyway
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