Roggvir Posted February 20, 2018 Posted February 20, 2018 (SKSE64 v2.0.6 alpha) I need to recompile scripts that use some SKSE64 functions, and i noticed the script source files that come with SKSE64, are missing some vanilla functions. Just to name few as an example - ActiveMagicEffect is missing events OnLycanthropyStateChanged and OnPlayerFastTravelEnd, Actor script is missing GetAVMax, and few more scripts are missing few more other functions. Theoreticaly i could care less, because incidentaly, my scripts do not rely on those missing functions, but it doesnt feel right. If i simply replace the vanilla scripts with these (incomplete?) SKSE64 versions, can it cause some problem at some point? I dont mean whether i will be able to compile my sources - i already tried and no problem - but is this really ok, or will it bite me in my ass some time later? Shouldn't i edit the SKSE64 sources and add those missing vanilla definitions?
Teutonic Posted February 20, 2018 Posted February 20, 2018 Those are SSE-specific functions and I imagine the SKSE team will eventually include them, they just aren't aware of them. It should be safe to add them but you should not use them in your own scripts unless you don't want to publish your mod. The users won't have them so if you use them, your scripts won't work. 99.9% of mods won't use these functions anyway I would say, so it is safe to ignore.
Roggvir Posted February 20, 2018 Author Posted February 20, 2018 2 hours ago, Teutonic said: Those are SSE-specific functions and I imagine the SKSE team will eventually include them, they just aren't aware of them. It should be safe to add them but you should not use them in your own scripts unless you don't want to publish your mod. The users won't have them so if you use them, your scripts won't work. 99.9% of mods won't use these functions anyway I would say, so it is safe to ignore. Wait, that doesnt make sense to me. I am talking about VANILLA functions missing in SKSE script sources. So, every user having Skyrim SE does actually have those vanilla functions - only i will not have them available (during script compile time) if i replace the VANILLA scripts with the scripts that comes with SKSE64. ...i think this is the way to answer my question (correct me if i am wrong): If i use the SKSE64 scripts as they are, i wont be able to use those new vanilla functions, because theire declarations are missing from those scripts. Obviously, without using the SKSE64 scripts, i wont be able to use the SKSE64 functions. So, i guess i'll just replace the vanilla scripts with SKSE64, and IF i stumble upon soem script failing to compile because some of those vanilla functions are missing, i'll just add them - but i wont be adding all of them right from the start (lazy me). (btw. still, i find it rather strange that SKSE team omitted those function declarations)
Teutonic Posted February 21, 2018 Posted February 21, 2018 That will work, but if you use any of those functions in your scripts, your mod will not work correctly if the user does have SKSE.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.