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SE Compatibility Tracking (Jul 30)


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Posted
4 minutes ago, tryguy said:

So, what's the status of ConsoleUtil? It's needed for a few oldrim mods, but I don't see it listed in the OP. It's a skse dll, so I think it probably needs to be remade each time there's a new skse. Any word for this being ported?

Not ported to SE. At all. And by now, if it hasn't then it probably won't be.

Posted

I asked Liuli if I could upload my unofficial conversion of SexLab Enchantress, but I didn't get an answer. If that's ok with the community I'll upload it here.

Edit: if only the interface would let me upload

Posted
On 9/7/2018 at 10:11 PM, moddyguy said:

Hi anyone know a quick way or a mod that replaces sexlab's default animation registry?

 

we have so many packs now I think it's time to decouple those animations.

If you don't mind Papyrus work, you can edit sslAnimationDefaults to read

function LoadAnimations()
	return

	; Prepare factory resources (as non creature)
	PrepareFactory()

That added "return" will prevent the rest of the function from running, preventing the default animations from being registered. Recompile, then rebuild the registry in game.

Posted
10 hours ago, J the Hog said:

I asked Liuli if I could upload my unofficial conversion of SexLab Enchantress, but I didn't get an answer. If that's ok with the community I'll upload it here.

Edit: if only the interface would let me upload

Obviously I don't know when you asked, but make sure you've waited at least a couple weeks - they have logged in within the last month so it's not like they're completely inactive.

 

If/when you do upload, you might as well do a normal File upload rather than stick it here as an attachment. Please double-check that you got all the files converted, preferably including the ESP too.

Posted

OK. After more then a year of having given up on Skyrim, I'm trying to put together a MO2 profile for SSE. I have SKSE64 installed, and it should be v2.00.8 or whatever, but it keeps insisting that i have a version of Skyrim that is too new. So, is v2.00.8 of SKSE64 really even available? Every attempt to install and set up the executable in MO2 insists that i have the earlier version of SKSE64.

 

I have a screenshot, but I can't seem to upload it.

Posted
44 minutes ago, Storms of Superior said:

OK. After more then a year of having given up on Skyrim, I'm trying to put together a MO2 profile for SSE. I have SKSE64 installed, and it should be v2.00.8 or whatever, but it keeps insisting that i have a version of Skyrim that is too new. So, is v2.00.8 of SKSE64 really even available? Every attempt to install and set up the executable in MO2 insists that i have the earlier version of SKSE64.

 

I have a screenshot, but I can't seem to upload it.

If you want an NSFW playthrough, use Skyrim 1.5.39 and SKSE 2.0.7.

 

Try SKSE 2.0.7. If that still complains you're running something too new then you'll have to do a bit of (worthwhile) work.

Posted
46 minutes ago, tasairis said:

Bethesda why...

"Serialized data is very efficient," said one software engineer.

 

"I understand," replied the other, and then proceeded to write a function that performs hundred or even thousands of individual file accesses to read serialized data.

 

The best part is their INI files are created in accordance with best practices for data serialization, so someone at least looked at examples of how to do it right before doing it wrong.

Posted
21 minutes ago, Imperfected said:

"Serialized data is very efficient," said one software engineer.

 

"I understand," replied the other, and then proceeded to write a function that performs hundred or even thousands of individual file accesses to read serialized data.

 

The best part is their INI files are created in accordance with best practices for data serialization, so someone at least looked at examples of how to do it right before doing it wrong.

The INI structure is quite old, and was a 16bit way to store configuration.

From Windows95 Microsoft started using the "Registry" to store this info (as Hierarchical keys/values.)

Starting from .Net 2 (so more than 15 years ago) INI readers were and are provided. They read the file, keep it in memory (as hierarchical keys/values) and provide the access (read/write) to the values.

Sadly if a piece of software was using the old read-the-file/find-the-spot/find-the-key/read-the-value approach (Win 3.0) probably this part of the code will never be replaced.

(Sadness.)

Posted
26 minutes ago, Imperfected said:

"Serialized data is very efficient," said one software engineer.

 

"I understand," replied the other, and then proceeded to write a function that performs hundred or even thousands of individual file accesses to read serialized data.

 

The best part is their INI files are created in accordance with best practices for data serialization, so someone at least looked at examples of how to do it right before doing it wrong.

 

2 minutes ago, CPU said:

The INI structure is quite old, and was a 16bit way to store configuration.

From Windows95 Microsoft started using the "Registry" to store this info (as Hierarchical keys/values.)

Starting from .Net 2 (so more than 15 years ago) INI readers were and are provided. They read the file, keep it in memory (as hierarchical keys/values) and provide the access (read/write) to the values.

Sadly if a piece of software was using the old read-the-file/find-the-spot/find-the-key/read-the-value approach (Win 3.0) probably this part of the code will never be replaced.

(Sadness.)

The last time i did some programming was about centuries ago. But I tested it and it reduced the loading time drastically. And the game seems to be running more stable. I hope it will get updated along with the rest of y .dlls 

Posted
35 minutes ago, Imperfected said:

The best part is their INI files are created in accordance with best practices for data serialization, so someone at least looked at examples of how to do it right before doing it wrong.

Personally I love using INI files. It's a simple spec, it's easy to program with since every language/framework provides an API for it, and it's easy for end-users to modify on their own if they have even the slightest bit of technical savvy. I mean, I'd much rather spend my time working on other things than having to build a UI for stuff like that.

 

But... it's that plugin enumeration problem (the SSE Fixes bug) all over again: someone took a bit of functionality and stuck it into a loop or other repetition structure without taking the time to investigate how that functionality worked. Whether there was a problem with calling it repeatedly. Whether it was performant. You know, thinking about basic caching principles. It's the same thing I see modern programmers doing so often by starting with a problem, seeing if there's something out there that solves the problem, and then grabbing it and sticking it into their application without giving it another thought. Like with NPM. I don't want to install 16,872 files totaling 86MB (actual figures) of bullshit if I want a basic React app.

 

Ugh.

Posted
25 minutes ago, Vachnic said:

Oh btw Tasairis, I noticed just now that Wrye bash still has a link to the oldrim page. There is a SE page from Wrye Bash as well

It's even been listed since 2016... Thanks.

Posted
11 hours ago, tasairis said:

Obviously I don't know when you asked, but make sure you've waited at least a couple weeks - they have logged in within the last month so it's not like they're completely inactive.

 

If/when you do upload, you might as well do a normal File upload rather than stick it here as an attachment. Please double-check that you got all the files converted, preferably including the ESP too.

It's been a week since I asked so I guess I'll wait another one. I've converted all the files, but I did not repack them in a bsa archive.

Posted

And cbp got updated... 

I hope Javi is still active and can recompile the ddi.dll (If you read this: please do it in debug mode this time..)

 

I still wait for Fuz Ro Doh, MFG and SSE engine fixes. 

 

With the new updates some of the missing features are reactivated. 

Posted

SSE Engine Fixes just updated too. Don't remember if it's been mentioned here but Stay At The System Page (the most important mod I have installed, no exaggeration) has a separate 1.5.50 version.

 

I'm still not 100% sure Fuz is required in SSE - I remember some commentary about it not being needed with the updated engine. But beyond that, UIExtensions is the last big holdout. Personally I'm also still waiting on Armor Rating Redux before I upgrade, while there are a couple others I can live without.

Posted

Added a bunch more SKSE mods so I can remember which ones I use still need updating that I know people out there are using.

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