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SKSE64 ALPHA


_Iceberg_

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Posted

Not around these parts, no sireee!

...

But HydrogenSaysHDT sent a sign of life recently so maybe he'll update HDT to the new SKSE sometime in the foreseeable future.

Until then we will be stuck with the 32 bit engine I'm afraid.

Unless someone else miraculously finds a way to hook havok physics into the skeleton animations instead of just dead bodies, clutter, rocks and stuff like in the vanilla game.

Posted

she

You sure about that?

Of course she could have entered the wrong gender. Wouldn't surprise me with the lack of manners towards women especially in gaming communities.

 

And I didn't write PE, I'm aware that HydrogensaysHDT developed SMP as a successor.

Posted

 

And I didn't write PE, I'm aware that HydrogensaysHDT developed SMP as a successor.

I agree SMP is Fantasic! Gigantic! and Fanatic good job!! All hail HydrogensaysHDT champion of physic! :D

But SMP is more FPS drop at my client. So sad. And many crash at windows version or system hardware.

More compatibility fix add than it will be perpect physic plugin. In my think. :D

Posted

 

she

You sure about that?

Of course she could have entered the wrong gender. Wouldn't surprise me with the lack of manners towards women especially in gaming communities.

 

And I didn't write PE, I'm aware that HydrogensaysHDT developed SMP as a successor.

 

 

SMP has nothing to do with havok, which is the point.

Posted

Hydro is indeed female. Performance/crashes of course, it's still in development. I guess sse will never happen for certain reasons. Bit it's OK, everyone who knows what he's doing prefers oldrim ..

Posted

 

 

she

You sure about that?

Of course she could have entered the wrong gender. Wouldn't surprise me with the lack of manners towards women especially in gaming communities.

 

And I didn't write PE, I'm aware that HydrogensaysHDT developed SMP as a successor.

 

 

SMP has nothing to do with havok, which is the point.

 

Oh I see, I wrote something about havok near the end of my post.

...

I think I'll first consult an attorney the next time I have a conversation with you. Someone gotta get it ironclad and I honestly don't give enough fucks to do it myself.  :lol:

Posted

Ok, so reading this I expect that simply recompiling the plugin dll for SKSE in 64 bit won't help us in any way?

Where exactly would the havok content tools that are not available anymore (since MS takeover) come to work? For the actual plugin or the animations/havok objects later?

Posted

Ok, so reading this I expect that simply recompiling the plugin dll for SKSE in 64 bit won't help us in any way?

Where exactly would the havok content tools that are not available anymore (since MS takeover) come to work? For the actual plugin or the animations/havok objects later?

 

Idd, just recompiling is not enough.

Just to recompile hdt-pe you'd need the 64bit static libraries from Havok, which are not available anymore (unless commercially licensed).

 

But there are also code changes required: hdt-pe hooks into skryim using addresses that point into the 32bit TESV.exe. They need to be replaced with addresses into the 64bit TESV.exe.

 

Probably more changes are needed too (e.g. any memory allocation code may be broken), and Hydrogen is no longer actively maintaining hdt-pe.

Posted

Havok Content Tools 2014 64bit and Havok SDK 2014 32bit were the absolute last releases before the Microsoft acquisition.
The 64bit SDK was never made freely available under the Intel program (even though at the time they did have it, for license only).

 

HDT-PE being ported with the 64bit SDK wouldn't be outside the realm of possibility, but it would require someone who has access to the Havok license to do it, likely an industry insider. I don't know anything about Hydro, but if they don't have said license, someone else who does would have to do the port.

 

Not impossible, just not easy.

 

Note: Anyone can still get these last two releases mentioned above with ease, despite what some say. Fallout 4 even packages the 64bit HCT with it, specifically because the mod pipeline requires it. New authors can still create new HDT-PE content, and could do so if it gets ported with the 64bit SDK to SSE as well.

Posted

 

 

PE

 

The main author and five assistants aren't interested in doing anything with PE anymore, which might be possibly why it hasn't been updated since oh, 2014.

Posted

...and that's their prerogative, but there is simply so much content already built on PE that it'd be silly to think there isn't high interest in seeing it ported.

As I said, it'd have to be someone else with a license anyway...so your point is moot.

I personally don't care, I'm just providing information.

Posted

Anything built in PE already works in SMP natively except hair and that's likely going to change in a couple months, so I'm not the one with a moot point.

Posted

Works great for me too. Brought my whole game to life ...Imagine that, got all those animation mods in there that weren't doing very much, then BAM! They started working a little bit at a time until the lines meshed or worked together somehow. BUT, you have to start the game with the loader in the SkyrimSE folder where the SKSE64 is located. That's what activates it.


Works great for me too. Brought my whole game to life ...Imagine that, got all those animation mods in there that weren't doing very much, then BAM! They started working a little bit at a time until the lines meshed or worked together somehow. BUT, you have to start the game with the loader in the SkyrimSE folder where the SKSE64 is located. That's what activates it.

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