[WIPz] Skyrim Script Extender (SKSE)

Post » Wed May 16, 2012 2:43 am

No, you can't pronounce SKYSE as "sixy."


Haha I hadn't been. Now I am, and I have a newfound love for it.
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Bedford White
 
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Post » Wed May 16, 2012 8:29 am

Well, that svcks. Any reason why you can't set it up so that it loads via the DLL injection method used for NVSE? I've never encountered or heard of any problems with that, only problems with people who kept insisting on using the third-party launcher. Or maybe just include both options.
Having it automatically load would require us to contact Valve again, and I'm not sure if I want to bother them if we already have a solution. From the end-user's perspective this is effectively the same thing we were using for OBSE, so I'm not sure how it's that bad.
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Charlotte X
 
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Post » Wed May 16, 2012 4:15 am

Having it automatically load would require us to contact Valve again, and I'm not sure if I want to bother them if we already have a solution. From the end-user's perspective this is effectively the same thing we were using for OBSE, so I'm not sure how it's that bad.

It's rather annoying - I never liked having to use a separate loader for OBSE or FOSE. Was much nicer when it was properly integrated into the default loader with NVSE.
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Oceavision
 
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Post » Wed May 16, 2012 4:36 pm

Since you don't believe me I decided to make a little video and upload it to http://www.youtube.com/watch?v=n6kEWaBucCE. I have been able to go further but it takes a good deal of time and is the reason why my computer got screwed up.

PS. I have had many other issues over the years on different OS's but one thing is the same and that is I have never been able to get into Steam at all. A few months ago my problem was different and instead of this the program just wouldn't start, the time before that it refused to update at all, and the time before that it was really bad and would instantly crash my computer.

PPS. Also Steam is the only program I have trouble with other then programs that have compatability issues with Windows 7 and even then most of them I get working. The only programs (besides Steam) I have never gotten working were a couple of games I have that were made for Windows 9x.

This is an odd problem I actually had myself a few years back.


1) Before installing Steam, temporarily disable the programs on https://support.steampowered.com/kb_article.php?ref=9828-SFLZ-9289.

2) What generally works:

Start menu-> Run -> Services.msc
Find "application experience" service and click properties
Set the Startup Type dropdown box to Automatic.
Click the 'Start' button at the bottom of the dialogue.
Click OK.

Try to install Steam again. Meantime figure out exactly which one of the programs you have installed is disabling this service and get rid of it.

3) The obscure fix, only if the above fails:

1 - Install steam from SteamInstall.msi
2 - When the progress bar reaches 100% and prompts you to search for updates, DO NOT CLICK FINISH. Ctrl-Alt-Delete, task manager and close EVERY process related to msiexec
3 - Reboot and enter "safe mode with network support" (press F8 after BIOS disappears to bring up boot menu. Alternatively, if you fail at pressing at the right time just yank the power cord and it should appear when you reload.)
4 - Run Steam.exe manually from its install directory, the update should complete successfully
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Makenna Nomad
 
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Post » Wed May 16, 2012 2:05 pm

Then you are apparently uniquely buggered, and the common factor in the multiple systems Steam refuses to work on is you. At risk of sounding flippant, it beggars belief that on 3 entirely different machines running different versions of Windows you experience the same error (which is obscure in the first instance) and which refuses to resolve in response to known solutions. I'll observe simply that in almost all bizarre errors individual people claim to experience across multiple machines the problem ends up being either a configuration setting they've chosen or some piece of software they install again and again on every system. I hope you get it sorted out somehow.

Next time you reinstall Windows (and I don't mean restore a backup of your C partition), try installing Network Drivers then Steam before anything else. If the problem persists I'll believe you're uniquely cursed by the gods and set you up with one of my friends at the Randi Foundation for their $1million prize.
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jenny goodwin
 
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Post » Wed May 16, 2012 4:54 am

Moving things back on topic with a progress update, I've set up enough that I can read/write/create/delete ActionScript variables from the native code side, as well as call ActionScript functions from the native side. This requires finding the "root node" for each menu, which appears to be stored in a different place for each type, but that is extremely easy to find by examining any of the existing code interfacing with the menus. They appear to have compartmentalized their ActionScript implementation pretty heavily, as all access appears to be going through a very small API. This is pretty convenient, but now I have an empty "ScaleformVM.h" file as the internals didn't need to be known to work with the code. I'll probably get to that at a later point, for now this is good enough.
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Reven Lord
 
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Post » Wed May 16, 2012 12:32 pm

Moving things back on topic with a progress update, I've set up enough that I can read/write/create/delete ActionScript variables from the native code side, as well as call ActionScript functions from the native side. This requires finding the "root node" for each menu, which appears to be stored in a different place for each type, but that is extremely easy to find by examining any of the existing code interfacing with the menus. They appear to have compartmentalized their ActionScript implementation pretty heavily, as all access appears to be going through a very small API. This is pretty convenient, but now I have an empty "ScaleformVM.h" file as the internals didn't need to be known to work with the code. I'll probably get to that at a later point, for now this is good enough.


Understanding nothing of this, I have to ask, is this a good progress update, as in... Progress? :hubbahubba:
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Ana
 
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Post » Wed May 16, 2012 10:06 am

It's progress, yeah. The big thing is that we can't really release anything until the editor is out. The only other option is to start adding Flash functions, but that work on the authoring side is also in its infancy, so it's unclear what people would want.
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Trevor Bostwick
 
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Post » Wed May 16, 2012 7:29 am

Keep up the great work! very excited that ya'll are working on this =) Cant wait till the creation kit
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DarkGypsy
 
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Post » Wed May 16, 2012 2:50 pm

Releasing SKSE before the CK, that would be ironic :P
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Bitter End
 
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Post » Wed May 16, 2012 9:32 am

I need SKSE to create and test a SKSE plugin :P

Do you have any alpha/test or whatever SKSE plugin template source version? Even if it does not support adding new function yet? Because I could already use it as a DLL loader to modify some code in the engine (like I did with OBSE Elys Uncapper & OBSE Universal Silent Voice, both who added no new functions).
I will also need to add functions but thats for later :)
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Emily Jeffs
 
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Post » Wed May 16, 2012 3:57 pm

I'll tell ya, what I really need is to be able to set the magnitude of a base effect (determined from an actor effect) as a variable.. I need to be able to at least call an integer or float formID and use it as the magnitude. Frustrated as heck trying to work this out. I have to create entirely separate code for each level of variance and use conditionals to separate them.

Hopefully the CK will allow this as a possibility, if not, that's what I want. :P
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Caroline flitcroft
 
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Post » Wed May 16, 2012 9:30 am

I need SKSE to create and test a SKSE plugin :P

Do you have any alpha/test or whatever SKSE plugin template source version? Even if it does not support adding new function yet? Because I could already use it as a DLL loader to modify some code in the engine (like I did with OBSE Elys Uncapper & OBSE Universal Silent Voice, both who added no new functions).
I will also need to add functions but thats for later :)
Sure, I can get that together. The API will be pretty much the same except with everything other than versioning and QueryInterface stripped out.
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elliot mudd
 
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Post » Wed May 16, 2012 1:12 pm

Any chance of you releasing an early version of SKSE with just plugin support?

I had a few executable patches that I'd like to recreate as memory patches but I don't want to end up rolling a new system with SKSE on the horizon, and the new DRM update axed a few patches I had come up with that other people were using (notably, changing perk points on level up and categorizing containers).

Edit: well, new replies since I started writing this one. Oops. Question answered. :)
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Add Me
 
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Post » Wed May 16, 2012 5:18 pm

And here's the first release (before the CS, even). Note that all it does is load plugins (and provide some interesting code docs for the programmers out there). http://skse.silverlock.org/download/skse_1_01_00.7z. Since it's a super early release I'm not going to put it up on the website yet; I'd like to get over the initial speedbumps before doing a wider release.

Please let me know if anyone encounters problems. To avoid issues loading, make sure that Steam is running before you launch the game. Later versions of the loader will check if you're trying to load a Steam app, then give you a warning message box if Steam isn't running, but I haven't written that up yet.

edit: I'd also like to thank people for keeping things non-fragmented. Having multiple DLL loaders out there would be horrible for the mod community and the mod users. Now off to http://www.gamesas.com/index.php?/topic/1285028-rel-skyrim-4gb-launcher/page__view__findpost__p__19418183 to add that LoadLibrary call...
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Patrick Gordon
 
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Post » Wed May 16, 2012 11:21 am

I just downloaded a script extender to a construction kit that is not released for a game that I do not own. I do have to admit feeling a bit silly.
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Pawel Platek
 
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Post » Wed May 16, 2012 12:53 pm

Now off to http://www.gamesas.com/index.php?/topic/1285028-rel-skyrim-4gb-launcher/page__view__findpost__p__19418183 to add that LoadLibrary call...
The OP has been edited, pointing everyone here: http://www.skyrimnexus.com/downloads/file.php?id=1013
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Michelle Smith
 
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Post » Wed May 16, 2012 10:22 am

And here's the first release (before the CS, even). Note that all it does is load plugins (and provide some interesting code docs for the programmers out there). http://skse.silverlock.org/download/skse_1_01_00.7z. Since it's a super early release I'm not going to put it up on the website yet; I'd like to get over the initial speedbumps before doing a wider release.

Please let me know if anyone encounters problems. To avoid issues loading, make sure that Steam is running before you launch the game. Later versions of the loader will check if you're trying to load a Steam app, then give you a warning message box if Steam isn't running, but I haven't written that up yet.

edit: I'd also like to thank people for keeping things non-fragmented. Having multiple DLL loaders out there would be horrible for the mod community and the mod users. Now off to http://www.gamesas.com/index.php?/topic/1285028-rel-skyrim-4gb-launcher/page__view__findpost__p__19418183 to add that LoadLibrary call...
Thanks for the early release, gives us something to look at while waiting for the CK :P Checking this out now myself, going to tool around the source and see what's what. I don't really know what mods I want to do yet, but I'm guessing SKSE will be crucial to realize everything I might want to do.

Also I should note that the 4GB Loader thread linked was my thread to release a quick and dirty port of the original author's (MonochromeWench) utility for Fallout New Vegas. Since MonochromeWench has released the official port, I edited my post to direct there instead.
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josh evans
 
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Post » Wed May 16, 2012 1:19 am

Please let me know if anyone encounters problems. To avoid issues loading, make sure that Steam is running before you launch the game. Later versions of the loader will check if you're trying to load a Steam app, then give you a warning message box if Steam isn't running, but I haven't written that up yet.
I have one minor niggling issue: you don't seem to be setting the current directory to Skyrim's base directory (when using -altexe). I don't know if you have a reason for that (or if it's unintentional).

I put together a plugin already, works fantastically.

Edit: the current directory issue actually causes the game to blow up since it can't find plugin data (as in .esp/.esm files).
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Emma-Jane Merrin
 
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Post » Wed May 16, 2012 5:16 am

I put together a plugin already, works fantastically.

Does it do something amazing and spectacular? Please say yes.
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NAtIVe GOddess
 
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Post » Wed May 16, 2012 10:46 am

Another bug: SKSE loading silently fails if skse_steam_loader.dll is not present, and lets the game launch.

Does it do something amazing and spectacular? Please say yes.
Yes. It forces Skyrim to http://i.imgur.com/WUfPG.jpg (such as chests, wardrobes).
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Kit Marsden
 
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Post » Wed May 16, 2012 4:51 pm

Yes. It forces Skyrim to http://i.imgur.com/WUfPG.jpg (such as chests, wardrobes).

Omigoodness, have you published this somewhere *flails*
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Amanda Furtado
 
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Post » Wed May 16, 2012 10:33 am

Omigoodness, have you published this somewhere *flails*
http://mod.gib.me/skyrim/skse/container_categorization_1_1.zip
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Britney Lopez
 
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Post » Wed May 16, 2012 5:57 am

Thank you! *dieses*
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Michael Korkia
 
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Post » Wed May 16, 2012 4:59 pm

And here's the first release (before the CS, even). Note that all it does is load plugins (and provide some interesting code docs for the programmers out there). http://skse.silverlock.org/download/skse_1_01_00.7z....

Thanks :happy:
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Tiffany Castillo
 
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