[RELWIP] Skyrim -Elys- Uncapper

Post » Mon May 21, 2012 6:14 am

Funnily enough, this beta patch is significantly better than every single patch bethesda has released for this game combined, and then some.
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Sylvia Luciani
 
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Post » Mon May 21, 2012 3:27 am

Elys posted on the TesSkyrim forum that she is not going to release an update till the Patch has RTM status.
A viewpoint I truly understand, if the patch is as good as some people say it is the beta will not take long.
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Crystal Birch
 
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Post » Mon May 21, 2012 4:37 pm

I agree with her position, and that I agree with it is why I haven't bothered with the beta patch (I would totes use it, except SKSE compatibility issues; every time the beta patch gets updated, I would be unable to use a bunch of stuff until 1) SKSE is updated and 2) the individual plugins are updated).
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Melung Chan
 
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Post » Mon May 21, 2012 3:41 pm

I started a new game since the first steam-beta. Reasoning was that I saw such significant improvement in memory management and cleanup, as well as a number of other things. Plus playing with esp game changing mods seems to leave a footprint of boat. So I'm still trying to find mods that I want, but also don't make my game a stuttery mess a few hundred hours down the track. (this mod is a good example of something that does "not" leave any kind of mess)

I always end up being a archer-cat. ALWAYS. WHY. I wan't to go to winterhold and become a proper mage ffs. DAMN YOU awesome archery in skyrim.
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Gracie Dugdale
 
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Post » Mon May 21, 2012 2:59 pm

Elys,

Can you make a version that runs with Script Dragon?
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Tania Bunic
 
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Post » Mon May 21, 2012 12:42 pm

Elys,

Can you make a version that runs with Script Dragon?

I highly doubt that's going to happen. The mod was made with SKSE probably because that's what Elys is comfortable using.
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Timara White
 
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Post » Mon May 21, 2012 8:46 am

Elys,

Can you make a version that runs with Script Dragon?

Script Dragon and SKSE are compatible with each other.
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Ashley Tamen
 
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Post » Mon May 21, 2012 2:25 am

Script Dragon and SKSE are compatible with each other.

This. Nothing's stopping you from using SKSE and Script Dragon both.
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Facebook me
 
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Post » Mon May 21, 2012 6:23 am

I've finally updated Skyrim to 1.4.21 today but I don't have good news.

The new Skyrim version - assembly language wise -, is a lot different, unlike previous versions who shared about the same code for the part related to what the Uncapper have to modify.

Basically that means, that excepted for new Uncapper features that required additional Skyrim code inspection, each time Skyrim was updated, I just had to find where the code modified by the Uncapper was moved around in the new version, and just update the Uncapper to match the new code addresses.

Unfortunately I don't have the time, and not really the motivation, to start again from scratch the Skyrim code inspection, to allow the Uncapper to be compatible with the Skyrim version 1.4.21

There is other Skyrim related plugins that deal about alternative leveling system for Level/Perks/Bonuses....
I hope someone will release something at least equivalent to the Uncapper for all the people that have enjoyed the Uncapper so far.

If that can help, below is the Pascal/Delphi (UNICODE) source code for the latest Uncapper version 1.5.4 I have released for Skyrim 1.3.10
library SKSE_Elys_Uncapper;{$R *.res}uses  Windows, SysUtils, IniFiles, Classes;type  PluginHandle = Longword;  SKSEInterface = packed record	skseVersion: Longword;	runtimeVersion: Longword;	editorVersion: Longword;	isEditor: Longword;	QueryInterface: procedure(id: Longword); cdecl;	GetPluginHandle: function: PluginHandle; cdecl;  end;  PluginInfo = packed record  const	kInfoVersion: Longword = 1;  var	infoVersion: Longword;	name: PAnsiChar;	version: Longword;  end;  TPerkByLevel = record	Level: Word;	Perks: Byte;  end;const  kPluginHandle_Invalid = $FFFFFFFF;  SKYRIM_VER = $030A0000;  SKSE_VER = $01040020;  PLUGIN_VER = $01050040;  oPLAYER = Pointer($01570334);  AlterationID = 18;  ArcheryID = 8;  AlchemyID = 16;  ConjurationID = 19;  BlockID = 9;  LightArmorID = 12;  DestructionID = 20;  HeavyArmorID = 11;  LockpickingID = 14;  EnchantingID = 23;  OneHandedID = 6;  PickpocketID = 13;  IllusionID = 21;  SmithingID = 10;  SneakID = 15;  RestorationID = 22;  TwoHandedID = 7;  SpeechID = 17;var  Enabled: Boolean = False;  SkillEffectFormulasCap: Single;  FixSneakOver100CheckCode: packed Array [0 .. 5] of Byte = (	$9E, // sahf	$9B, // wait	$DF, $E0, // fstsw ax	$90, // nop	$73 // jae  );  SkillCaps: packed Array [6 .. 23] of Single;  SkillMults: Array [6 .. 23] of Single;  PerksPerLevel: Array of TPerkByLevel;  LastValidedSkill: Longword;  CurrentSkillCap : Single;  CurrentSkillLevel : Single;  pSkillCapPatch: Pointer;  pSkillCapPatch2: Pointer;  SLParam1, SLParam2 : Single;  GetActorLevel: function(a1, a2: Integer; This: Pointer): Word; cdecl;  CalculateExpForNextLevel: function( SkillLevel, SLParam1, SLParam2 : Single ): Single; cdecl;  sub_650A70: function(a1, a2, a3 : Longint; a4, a5: PSingle): Byte; cdecl;function Overwrite(Address: Pointer; Data: Pointer; Size: Longword): Boolean;var  OldFlag: Longword;begin  Result := False;  if VirtualProtect(Address, Size, PAGE_EXECUTE_READWRITE, @OldFlag) then	Move(Data^, Address^, Size)  else  begin	MessageBox(0, 'SKSE Elys Uncapper could not modify Skyrim in memory. PLEASE CLOSE THE GAME NOW TO AVOID POTENTIAL GAME INCONSISTANCIES OR CORRUPTION', 'Error', MB_ICONERROR);	Exit;  end;  Result := True;end;function SetFF15Call(Address: Pointer; Target: Pointer): Boolean;var  Jmp: packed record	Code: Word;	Target: Pointer;  end;begin  Jmp.Code := $15FF;  Jmp.Target := Target;  Result := Overwrite(Address, @Jmp, 6);end;Function ReplaceE8CallTarget(Caller: PByte; Target: Pointer): Boolean;var  Address: Longword;begin  Address := Longword(Target) - Longword(Caller) - 5;  Result := Overwrite(Pointer(Caller + 1), @Address, 4);end;function hook_650A70(a1, a2, a3 : Longint; a4, a5: PSingle): Byte; cdecl;begin  Result := sub_650A70(a1, a2, a3, a4, a5);  SLParam1 := a4^;  SLParam2 := a5^end;function IncreasePerkPool(NewValue: Byte): Pointer; stdcall; // thiscallconst  PerkOffset = $6C9; // offset to update with each new Skyrim versionvar  This: PByte;  Level: Word;  i: Integer;  b: Integer;begin  asm	push ecx // Thiscall fix   (Useless in this case but better safe than sorry)	mov This, ecx  end;  Level := GetActorLevel(0, 0, Pointer(oPLAYER^)); // Pointer to Player  b:= -1;  for i := 0 to High(PerksPerLevel) do	if Level < PerksPerLevel[i].Level then	  break	else if Level = PerksPerLevel[i].Level then	begin	  b := PerksPerLevel[i].Perks;	  break;	end	else	  b := PerksPerLevel[i].Perks;  if b >= 0 then	b := (This + PerkOffset)^ + b  else	b := NewValue;  if (This + PerkOffset)^ < b then	(This + PerkOffset)^ := b;  Result := This;  asm	pop ecx // Thiscall fix  (Useless in this case but better safe than sorry)  end;end;function IncreaseSkillExp(f: Single): Pointer; stdcall; // thiscallvar  This: PByte;begin  asm	push ecx // Thiscall fix   (Useless in this case but better safe than sorry)	mov This, ecx  end;  if (PSingle(This + 8)^ = 0) and (CurrentSkillLevel < SkillCaps[LastValidedSkill]) then	begin	  PSingle(This + 4)^ := 0;	  PSingle(This + 8)^ := PSingle(This + 4)^ + CalculateExpForNextLevel(CurrentSkillLevel+1, SLParam1, SLParam2);	end;  PSingle(This + 4)^ := PSingle(This + 4)^ + f * SkillMults[LastValidedSkill];  Result := This;  asm	pop ecx // Thiscall fix  (Useless in this case but better safe than sorry)  end;end;function GetSkill(i: Longword): Longword; cdecl;begin  Result := i + 6;  LastValidedSkill := Result;end;function IsValidSkill(Skill: Longword): Longbool; cdecl;begin  Result := (Skill >= 6) and (Skill < 24);  LastValidedSkill := Skillend;procedure SkillCapPatch;begin	CurrentSkillCap := SkillCaps[LastValidedSkill];  asm	fld CurrentSkillCap  end;end;procedure SkillCapPatch2;asm  mov eax, [ebp-4]  mov CurrentSkillLevel, eax  jmp SkillCapPatchend;function InitOptions: Boolean;const  INI_ERROR = 'Error: Skyrim_Elys_Uncapper.ini';  IS_INVALID_VALUE = 'http://forums.bethsoft.com/topic/1287595-relwip-skyrim-elys-uncapper/is not a valid value for';  MAX_LEVEL = 10000;var  Filename: String;  IniFile: TMemIniFile;  Strings: TStringList;  i, j: Integer;  Level: Integer;  Perks: Integer;  PerksPerLevelIndex: Integer;  function SafeReadInteger(const name: String; Default: Integer): Integer;  var	idx: Integer;  begin	idx := Strings.IndexOfName(Name);	if idx < 0 then	  Result := Default	else if TryStrToInt(Strings.ValueFromIndex[idx], Result) and (Result >= 0) and (Result <= MAX_LEVEL) then	  Exit;	Result := Default;	MessageBox(0, PChar(Strings.ValueFromIndex[idx] + IS_INVALID_VALUE + Name + '.'), INI_ERROR, MB_ICONERROR);  end;  function SafeReadFloat(const name: String; Default: Single): Single;  var	idx: Integer;  begin	idx := Strings.IndexOfName(Name);	if idx < 0 then	  Result := Default	else if TryStrToFloat(Strings.ValueFromIndex[idx], Result) and (Result >= 0) and (Result <= MAX_LEVEL) then	  Exit;	Result := Default;	MessageBox(0, PChar(Strings.ValueFromIndex[idx] + IS_INVALID_VALUE + Name + '.'), INI_ERROR, MB_ICONERROR);  end;  function SafeReadBool(const name: String; Default: Boolean): Boolean;  var	idx: Integer;  begin	idx := Strings.IndexOfName(Name);	if idx < 0 then	  Result := Default	else if not TryStrToBool(Strings.ValueFromIndex[idx], Result) then	begin	  Result := Default;	  MessageBox(0, PChar(Strings.ValueFromIndex[idx] + IS_INVALID_VALUE + Name + '.'), INI_ERROR, MB_ICONERROR);	  Exit;	end;  end;begin  Result := True;  SetLength(Filename, MAX_PATH + 1);  GetModuleFileNameW(HInstance, @Filename[1], MAX_PATH + 1);  IniFile := TMemIniFile.Create(ExtractFilePath(Filename) + 'SKSE_Elys_Uncapper.ini');  PerksPerLevelIndex := 0;  try	Strings := TStringList.Create;	try	  FormatSettings.DecimalSeparator := '.';	  SetLength(TrueBoolStrs, 2);	  TrueBoolStrs[0] := 'True';	  TrueBoolStrs[1] := '1';	  SetLength(FalseBoolStrs, 2);	  FalseBoolStrs[0] := 'False';	  FalseBoolStrs[1] := '0';	  IniFile.ReadSectionValues('General', Strings);	  Enabled := SafeReadBool('bEnabled', False);	  SkillEffectFormulasCap := SafeReadInteger('iSkillEffectFormulasCap', 100);	  Strings.Clear;	  IniFile.ReadSectionValues('SkillCaps', Strings);	  SkillCaps[AlterationID] := SafeReadInteger('iAlteration', 100);	  SkillCaps[ArcheryID] := SafeReadInteger('iArchery', 100);	  SkillCaps[AlchemyID] := SafeReadInteger('iAlchemy', 100);	  SkillCaps[ConjurationID] := SafeReadInteger('iConjuration', 100);	  SkillCaps[BlockID] := SafeReadInteger('iBlock', 100);	  SkillCaps[LightArmorID] := SafeReadInteger('iLightArmor', 100);	  SkillCaps[DestructionID] := SafeReadInteger('iDestruction', 100);	  SkillCaps[HeavyArmorID] := SafeReadInteger('iHeavyArmor', 100);	  SkillCaps[LockpickingID] := SafeReadInteger('iLockpicking', 100);	  SkillCaps[EnchantingID] := SafeReadInteger('iEnchanting', 100);	  SkillCaps[OneHandedID] := SafeReadInteger('iOneHanded', 100);	  SkillCaps[PickpocketID] := SafeReadInteger('iPickpocket', 100);	  SkillCaps[IllusionID]:= SafeReadInteger('iIllusion', 100);	  SkillCaps[SmithingID] := SafeReadInteger('iSmithing', 100);	  SkillCaps[SneakID] := SafeReadInteger('iSneak', 100);	  SkillCaps[RestorationID]:= SafeReadInteger('iRestoration', 100);	  SkillCaps[TwoHandedID]  := SafeReadInteger('iTwoHanded', 100);	  SkillCaps[SpeechID] := SafeReadInteger('iSpeech', 100);	  Strings.Clear;	  IniFile.ReadSectionValues('SkillExpGainMults', Strings);	  SkillMults[AlterationID] := SafeReadFloat('fAlteration', 1);	  SkillMults[ArcheryID] := SafeReadFloat('fArchery', 1);	  SkillMults[AlchemyID] := SafeReadFloat('fAlchemy', 1);	  SkillMults[ConjurationID] := SafeReadFloat('fConjuration', 1);	  SkillMults[BlockID] := SafeReadFloat('fBlock', 1);	  SkillMults[LightArmorID] := SafeReadFloat('fLightArmor', 1);	  SkillMults[DestructionID] := SafeReadFloat('fDestruction', 1);	  SkillMults[HeavyArmorID] := SafeReadFloat('fHeavyArmor', 1);	  SkillMults[LockpickingID] := SafeReadFloat('fLockpicking', 1);	  SkillMults[EnchantingID] := SafeReadFloat('fEnchanting', 1);	  SkillMults[OneHandedID] := SafeReadFloat('fOneHanded', 1);	  SkillMults[PickpocketID] := SafeReadFloat('fPickpocket', 1);	  SkillMults[IllusionID] := SafeReadFloat('fIllusion', 1);	  SkillMults[SmithingID] := SafeReadFloat('fSmithing', 1);	  SkillMults[SneakID] := SafeReadFloat('fSneak', 1);	  SkillMults[RestorationID] := SafeReadFloat('fRestoration', 1);	  SkillMults[TwoHandedID] := SafeReadFloat('fTwoHanded', 1);	  SkillMults[SpeechID] := SafeReadFloat('fSpeech', 1);	  Strings.Clear;	  IniFile.ReadSectionValues('PerksPerLevelAndAbove', Strings);	  SetLength(PerksPerLevel, Strings.Count);	  For i := 0 to Strings.Count - 1 do		if TryStrToInt(Strings.Names[i], Level) and (Level > 0) and (Level <= MAX_LEVEL) then		  if TryStrToInt(Strings.ValueFromIndex[i], Perks) and (Perks >= 0) and (Perks <= 255) then		  begin			PerksPerLevel[PerksPerLevelIndex].Level := Level;			PerksPerLevel[PerksPerLevelIndex].Perks := Perks;			Inc(PerksPerLevelIndex);		  end		  else			MessageBox(0, PChar(Strings[i] + ' is not a correct Perks value for [PerksPerLevelAndAbove].'), INI_ERROR, MB_ICONERROR)		else		  MessageBox(0, PChar(Strings[i] + ' is not a correct Level value for [PerksPerLevelAndAbove].'), INI_ERROR, MB_ICONERROR);	finally	  Strings.Free;	end;	SetLength(PerksPerLevel, PerksPerLevelIndex);	for j := High(PerksPerLevel) - 1 downto 1 do	  for i := 0 to j do		if PerksPerLevel[i].Level > PerksPerLevel[i + 1].Level then		begin		  Level := PerksPerLevel[i].Level;		  Perks := PerksPerLevel[i].Perks;		  PerksPerLevel[i].Level := PerksPerLevel[i + 1].Level;		  PerksPerLevel[i].Perks := PerksPerLevel[i + 1].Perks;		  PerksPerLevel[i + 1].Level := Level;		  PerksPerLevel[i + 1].Perks := Perks;		end;  except	MessageBox(0, 'SKSE Elys Uncapper encountered an error while attempting to read SKSE_Elys_Uncapper.ini. The plugin is not enabled', 'Error', MB_ICONERROR);	Result := False;  end;  IniFile.Free;end;Function SKSEPlugin_Query(const skse: SKSEInterface; var Info: PluginInfo): Boolean; cdecl;begin  Info.infoVersion := PluginInfo.kInfoVersion;  Info.name := 'SKSE_Elys_Uncapper';  Info.version := PLUGIN_VER;  Result := False;  if skse.isEditor <> 0 then	Exit;  if skse.skseVersion < SKSE_VER then  begin	MessageBox(0, 'SKSE Elys Uncapper requires SKSE Version 1.4.2 or higher.', 'Error: Plugin not enabled', MB_ICONERROR);	Exit;  end;  if skse.runtimeVersion <> SKYRIM_VER then  begin	MessageBox(0, 'SKSE Elys Uncapper only supports Skyrim Version 1.3.10.', 'Error: Plugin not enabled', MB_ICONERROR);	Exit;  end;  Result := True;end;Function SKSEPlugin_Load(const skse: SKSEInterface): Boolean; cdecl;begin  Result := False;  If not InitOptions then	Exit;  if not Enabled then  begin	Result := True;	Exit;  end;  GetActorLevel := Pointer($00A512D0); // Don't forget to update the call used with new Player pointer  CalculateExpForNextLevel := Pointer($0088DB20);  sub_650A70 := Pointer($00650A70);  if not ReplaceE8CallTarget(PByte($0088DCE3), @IsValidSkill) then // IsValidSkill	Exit;  if not ReplaceE8CallTarget(PByte($0088DA62), @GetSkill) then // GetSKill	Exit;  pSkillCapPatch := @SkillCapPatch;  pSkillCapPatch2 := @SkillCapPatch2;  if not SetFF15Call(PByte(@CalculateExpForNextLevel)+9, @pSkillCapPatch) then // Skill Exp Curve Cap	Exit;  if not SetFF15Call(Pointer($0088DE80), @pSkillCapPatch) then // Skill Cap	Exit;  if not SetFF15Call(Pointer($0088DD27), @pSkillCapPatch2) then // Skill Cap 2	Exit;  if not ReplaceE8CallTarget(PByte($0088DD6A), @hook_650A70) then // sub_650A70 hook;	Exit;  if not ReplaceE8CallTarget(PByte($009EA32D), @IncreasePerkPool) then // Perk Management. Dont forget update offset inside function	Exit;  if not ReplaceE8CallTarget(PByte($0088DE74), @IncreaseSkillExp) then // Skill Exp Mult	Exit;  if not Overwrite(Pointer($006537A8), @SkillEffectFormulasCap, 4) then // Uncap formulas	Exit;  if not Overwrite(Pointer($007D2024), @FixSneakOver100CheckCode, 6) then // Sneak Formula Cap Fix	Exit;  Result := True;end;exports  SKSEPlugin_Query, SKSEPlugin_Load;beginend.
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Lewis Morel
 
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Post » Mon May 21, 2012 4:44 am

That's unfortunate. Thanks for providing the source code, hopefully someone will update it, as I personally rely on this mod to allow me to continue leveling skills above 100 using the default system.

The alternate perk/level systems out there are not for me, and I refuse to use them.

edit - Holding out hope that there's a simple variable in the CK that can be set to remove the cap. Doubt it though. If this never gets updated this is going to extremely curtail how long I am able to enjoy Skyrim, as once my characters reach level 50 or so, they simply won't be any fun anymore.
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Amber Hubbard
 
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Post » Mon May 21, 2012 12:55 pm

That's unfortunate. Thanks for providing the source code, hopefully someone will update it, as I personally rely on this mod to allow me to continue leveling skills above 100 using the default system.

The alternate perk/level systems out there are not for me, and I refuse to use them.

edit - Holding out hope that there's a simple variable in the CK that can be set to remove the cap. Doubt it though. If this never gets updated this is going to extremely curtail how long I am able to enjoy Skyrim, as once my characters reach level 50 or so, they simply won't be any fun anymore.
I agree. Your mod has been essential to me. :D Thanks for all your work. If I had an inkiling about how that code worked, I'd try my hand at it, but I'm frankly not able to comprehend it at this time. Thanks a lot for your mods though. You've done a lot for the community.
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Justin Bywater
 
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Post » Mon May 21, 2012 4:56 am

I`d just like to add my thanks too, I was holding off downloading the patch until this was updated to work with it, as for me it was essential. I also appreciate your reasons for not carrying on with development of the plug in.

Many thanks again for your work on the uncapper. Hopefully someone will pick up on this.
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Vicki Gunn
 
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Post » Mon May 21, 2012 4:41 pm

Thanks for the mod Elys.

I was holding off as well until you updated the mod.
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Kellymarie Heppell
 
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Post » Mon May 21, 2012 4:56 pm

I really like your mod too Elys. I do understand. Thank you for the work you have done.
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Chavala
 
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Post » Mon May 21, 2012 5:26 pm

I love it. I used your uncapper for oblivion when played that. I like that I can actually keep lvling up and progressing in strength without having to rely on working skills that don`t interst me.
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Rich O'Brien
 
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Post » Mon May 21, 2012 5:18 pm

Thank you for this mod. I understand being unable to continue with it and hope someone can make something like it for the new patch.
Would it be possible to post the code and bad news on nexus so the people who don't watch these forums will see it?
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Craig Martin
 
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Post » Mon May 21, 2012 10:19 am

Aw, this svcks. Oh well, I enjoyed it while I had it. It was fantastic. Thanks. :)
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Kate Norris
 
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Post » Mon May 21, 2012 3:57 pm

Here's hoping that when I get home from work tomorrow that I'll see that someone has picked this up. Without an uncapper using the vanilla leveling system, I have no reason to really play this game with any of my existing high level characters.
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Jessie
 
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Post » Mon May 21, 2012 12:39 pm

Thanks for posting the source....here's hoping someone with SKSE skills can work it into the new patch...

Pretty please...I wonder if IanPatt can help us...?
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michael danso
 
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Post » Mon May 21, 2012 2:22 am

ah, I'd love someone to pick up the mantle! thanks Ely!
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cassy
 
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Post » Mon May 21, 2012 4:15 pm

Elys,

The uncapper made both Ob and Skyrim much more fun for me to play.

Whilst it's a little personally disappointing I can perfectly well understand where you're coming from.

Thanks for all your great work over these past few years! :goodjob:
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CxvIII
 
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Post » Mon May 21, 2012 5:36 am

I also want to thank Elys for contributing his/her time to make this mod. I saw it as a gift to the community, and gifts are purely optional, so Elys' decision to suspend work on the mod makes perfect sense. You gotta take care of your needs first, the community always comes second, or third, or whatever.

Everyone be aware, GStaff posted yesterday and implied there is a chance the Creation Kit could be released today (Thursday), and if not, then it will probably be released next week. Once we have access to the new script language (Papyrus), a lot more possibilities with mods will open up.
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Genevieve
 
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Post » Mon May 21, 2012 7:59 am

I can definitely understand when a project gets too repetitive / time consuming to enjoy... hell, it's one of the reasons I've never actually managed to finish writing a game engine in my spare time! XD

I hope someone takes on the mantle for this particular one, though... the choice for me is either to leave it at 1.3.10 (i.e. no 1.4 patch, no construction set), or upgrade and simply only mod the game until the situation changes.

On the bright side... more time to mod, even if I don't actually play the game anymore! :biggrin:
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Robyn Howlett
 
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Post » Mon May 21, 2012 9:11 am

poop. i wish i had known the new version wasn't going to be supported, i would not have updated....

anyway i hope you get the modding itch again soon. love your work elys
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Noely Ulloa
 
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Post » Mon May 21, 2012 3:57 am

poop. i wish i had known the new version wasn't going to be supported, i would not have updated....

anyway i hope you get the modding itch again soon. love your work elys
You can try rolling back? I think that works...
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DAVId MArtInez
 
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