[WIPz] Skyrim Script Extender (SKSE)

Post » Wed May 16, 2012 7:58 am

Thanatos00
My list is related to natives only , so it is complete for current scripting engine . Natives are some sort of the script class methods with internal engine realization . All console stuff is kinda other part of the engine which isn't using in scripts , so scripts has no access to console-style funcs .


Does it mean that we wont be able to use these basic weather functions (IsCloudy, IsRaining, etc...) in Skyrim scripts ? (it was possible in Oblivion)
Thanks anyway for these interesting lists Alex !
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Jack Walker
 
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Post » Wed May 16, 2012 7:41 am

Many natives are doing almost the same as console funcs , anyway i hope that skse will have old style funcs :D
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Flutterby
 
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Post » Wed May 16, 2012 11:02 am

Now that the exe is apparently encrypted, does this break the ability to use a Script Extender? I'm guessing not since FONV had a similar setup?
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Fiori Pra
 
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Post » Wed May 16, 2012 11:23 am

Now that the exe is apparently encrypted, does this break the ability to use a Script Extender? I'm guessing not since FONV had a similar setup?
The entire code section is decrypted on startup, it's not much of an issue for runtime injection, if it came to it (note: I am not a SKSE developer, I don't know about those developers :)). It does make version identification a pain in the ass though, since executables will be different for everyone.

Honestly I don't understand why they bothered to add this post-release, it's pretty much a slap to the face to anyone interested in engine hacking.
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Claudia Cook
 
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Post » Wed May 16, 2012 11:54 am

The entire code section is decrypted on startup, it's not much of an issue for runtime injection, if it came to it (note: I am not a SKSE developer, I don't know about those developers :)). It does make version identification a pain in the ass though, since executables will be different for everyone.

Honestly I don't understand why they bothered to add this post-release, it's pretty much a slap to the face to anyone interested in engine hacking.
Yeah, it probably just means that we need to start using the injection method from NVSE again (it dealt with the standard Steam wrapper and bypassing the launcher).

They didn't even change the version number. If the contents of the executable are actually different I'm going to be very angry.

edit: also hi gibbed, thanks for publishing the source for your game tools.

WhiteZero
Umm , what exe version is encrypted ? I have steam one (signed on Oct 31st) and its clean . Any other releases ?
An update was just pushed which now features an encrypted EXE. I don't know if the contents are different yet. Let me actually go and check that...
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lilmissparty
 
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Post » Wed May 16, 2012 8:54 am

WhiteZero
Umm , what exe version is encrypted ? I have steam one (signed on Oct 31st) and its clean . Any other releases ?

gibbed
G'day Rick , u may remember me and listener from first months of gtaiv and xlive hacking hhh :biggrin:


EDIT:
why wud bethseda do this , exe is signed by 'em so its not steam who did the crypting
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Jack Bryan
 
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Post » Wed May 16, 2012 9:57 am

They didn't even change the version number. If the contents of the executable are actually different I'm going to be very angry.
1b62bfd2b99931e7da88108f2df85696 TESV_1.1.21.0_NEW.text.bin
1b62bfd2b99931e7da88108f2df85696 TESV_1.1.21.0_OLD.text.bin
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Sarah Bishop
 
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Post » Wed May 16, 2012 7:34 am

Haha, I've got the same thing up on my screen right now here too.

But yes, the executable is *exactly* the same, only it's now encrypted. Slowclap for the producer at Bethesda who thought this would be a good idea.
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Sam Parker
 
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Post » Wed May 16, 2012 8:04 am

Yeah, just updated the local SKSE build so that it works with the Steam-wrapped version.
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Kayla Bee
 
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Post » Wed May 16, 2012 7:29 am

Whats the progress on SKSE anyway ?
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Laura Richards
 
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Post » Wed May 16, 2012 2:01 am

Whats the progress on SKSE anyway ?
Development continues, and there's working functionality, but we can't do much that's actually useful until the editor is released.

Right now we can:
  • inject and run along with the game
  • read the old-style script command list, currently we don't patch it as I hope to deprecate use of the old language completely. hooking that up would be trivial if needed.
  • create custom functions for papyrus scripts, inject them in to class definitions on load (obviously untested as without an editor we have no script compiler, also note that work on creating custom parameter lists isn't done yet)
  • create custom functions for flash/actionscript/scaleform/UI scripts - currently reading string/float/bool arguments works, need to figure out more before we can read objects or modify local variables
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Wayne Cole
 
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Post » Wed May 16, 2012 6:22 am

Glad to see you guys working on this - I'm sure I'll be needing it once I start modding the game.

Thanks! :thumbsup:
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CArlos BArrera
 
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Post » Wed May 16, 2012 3:22 pm

ianpatt
Good. Im asking cuz Im currently in the middle of skyrim script hook writing , so tryn' to figure how to make it compatible with SKSE funcs . :rolleyes:
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SamanthaLove
 
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Post » Wed May 16, 2012 4:04 am

jelf22
Read http://www.gamesas.com/index.php?/topic/1255931-wipz-skyrim-script-extender-skse/page__view__findpost__p__19389159
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saxon
 
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Post » Wed May 16, 2012 6:24 am

jeff22 - Discussion of illegal versions of Skyrim (or any Bethesda software) is not permitted on the forums, and is especially problematic in the various Script Extender threads. We're lucky that Bethesda let's us operate on the forums - one of the requirements for that is keeping discussion of illegal versions of the games out of our threads. If you can edit your post to remove the mention, we would appreciate it. Thanks!

As I mentioned in the first post, SKSE will not be providing any support except for official versions of the game.
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Danel
 
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Post » Wed May 16, 2012 4:56 pm

Can I ask how this works ? I've only used OBSE as I don't really like FO that much, but it had it's own launcher. I know you've made it compatible, but how did you do it ? 0_0

Amazing work on OBSE guys, and good work so far on SKSE ! Good luck !
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celebrity
 
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Post » Wed May 16, 2012 4:52 am

Can I ask how this works ? I've only used OBSE as I don't really like FO that much, but it had it's own launcher. I know you've made it compatible, but how did you do it ? 0_0

By Steam making a special exception for injecting a DLL into the .exe via the normal launcher. In other words, you don't use the special launcher at all.
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Alessandra Botham
 
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Post » Wed May 16, 2012 3:19 pm

By Steam making a special exception for injecting a DLL into the .exe via the normal launcher. In other words, you don't use the special launcher at all.
For NVSE and now for Skyrim we actually don't use the exception anymore as under certain circumstances it doesn't work properly. The technical explanation of how it works now is kind of weird, but for a quick high-level one: we launch the game, add a hook so we know when it's done booting, let it boot and do the standard copy protection checks, then install our code. If Steam isn't running then we have a problem because the copy protection check will just launch Steam, exit, then have Steam launch the runtime again. We can't hook that second launch, so things don't work. Have Steam running before you launch the game and everything will work properly - this reminds me that I need to add something to check for that in the loader.
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Jason King
 
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Post » Wed May 16, 2012 3:06 pm

Ah - so you're going to have to actually launch from a special loader again?
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Nick Pryce
 
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Post » Wed May 16, 2012 2:06 am

For NVSE and now for Skyrim we actually don't use the exception anymore as under certain circumstances it doesn't work properly. The technical explanation of how it works now is kind of weird, but for a quick high-level one: we launch the game, add a hook so we know when it's done booting, let it boot and do the standard copy protection checks, then install our code. If Steam isn't running then we have a problem because the copy protection check will just launch Steam, exit, then have Steam launch the runtime again. We can't hook that second launch, so things don't work. Have Steam running before you launch the game and everything will work properly - this reminds me that I need to add something to check for that in the loader.

Thanks for the reply, and good work !
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Stat Wrecker
 
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Post » Wed May 16, 2012 12:57 pm

Ah - so you're going to have to actually launch from a special loader again?
Yes.
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Stephani Silva
 
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Post » Wed May 16, 2012 11:35 am

This makes me terribly excited. Shoulda called it "SKYSE," because I've just discovered that I really like to say it. XD
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DarkGypsy
 
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Post » Wed May 16, 2012 1:26 am

This makes me terribly excited. Shoulda called it "SKYSE," because I've just discovered that I really like to say it. XD

No, you can't pronounce SKYSE as "sixy."
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Quick Draw
 
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Post » Wed May 16, 2012 3:28 pm

Yes.
How will that work with the http://skyrimnexus.com/downloads/file.php?id=1013 that also use a loader?
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Captian Caveman
 
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Post » Wed May 16, 2012 7:23 am

How will that work with the http://skyrimnexus.com/downloads/file.php?id=1013 that also use a loader?
We'll ask them to add this line to the end of the DLL_PROCESS_ATTACH handler in DllMainCRTStartup in fnv4gb_helper.cpp:

LoadLibrary(TEXT("skse_steam_loader.dll"));
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FITTAS
 
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