• Skyrim Script Extender for Skyrim Special Edition aiming for a March beta release
    9 replies, posted
[url]http://www.pcgamer.com/skyrim-script-extender-for-skyrim-special-edition-aiming-for-a-march-beta-release[/url]
About damn time. Why does it take so long just to update from 32bit to 64bit
[QUOTE=Adarrek;51642044]About damn time. Why does it take so long just to update from 32bit to 64bit[/QUOTE] because it's yet another separate version of the creation engine skyrim, skyrim se, and fallout 4 all function differently and right now they're working on getting two different versions up to speed at the same time also they have lives
[QUOTE=Adarrek;51642044]About damn time. Why does it take so long just to update from 32bit to 64bit[/QUOTE] Ignoring the fact they need to work out the quirks in this particular version of Creation Engine, such as where to hook in to, what values are different from the base game, what values are different from other Creation Engine games, etc. Converting from 32-bit to 64-bit isn't quite just flipping a switch (I mean, you can do that with the compiler, but it won't do anything if you implement something correctly). There's a lot of testing needed once they have even finished the reverse engineering. Data types need to be changed to actually fit the 64-bit versions, etc. It's a reasonable amount of work for someone doing it in their spare time for the shits and giggles.
[QUOTE=Adarrek;51642044]About damn time. Why does it take so long just to update from 32bit to 64bit[/QUOTE] TESVSE isn't a 64b wrapper on a 32b platform.
Looking forward to it, I've been putting off on a new play through with SE until it comes out.
[QUOTE=Saxon;51643118]Looking forward to it, I've been putting off on a new play through with SE until it comes out.[/QUOTE] I am really hoping SKSESE adds some nice features, like the ability to save MCM/SkyUI profiles. It was getting to the point it would take 30-1hour to setup a new game just tuning small details like costs and economy.
[QUOTE=Adarrek;51642044]About damn time. Why does it take so long just to update from 32bit to 64bit[/QUOTE] Try opening up both the original skyrim tesv.exe and the SSE tesv.exe in a program called x64dbg and compare the 2. But in all seriousness, the silverlock guys have done more for modding TES then anyone else, without their work we wouldn't have half the mods that exist, and we wouldn't have an easy to use menu system to configure mods. Without SKSE there would be no MCM, without MCM you wouldn't have anywhere near as complex of mods you see, try using immersive armors config in SSE and normal skyrim if you want to see what I mean [editline]10th January 2017[/editline] [QUOTE=Richard Simmons;51643192]I am really hoping SKSESE adds some nice features, like the ability to save MCM/SkyUI profiles. It was getting to the point it would take 30-1hour to setup a new game just tuning small details like costs and economy.[/QUOTE] There was a skse plugin that allowed for that, but it needed to be implemented by each mod on its own
[QUOTE=Adarrek;51642044]About damn time. Why does it take so long just to update from 32bit to 64bit[/QUOTE] Imagine being this ignorant.
[QUOTE=viperfan7;51648085] There was a skse plugin that allowed for that, but it needed to be implemented by each mod on its own[/QUOTE] Yeah i remember seeing that resource, but it wasn't really implemented into many mods and it came with its own bugs. If the SkyUI team implemented the means to export/import mcm configs, i could see it being more widely used.
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