[WIPz] Skyrim Script Extender (SKSE)

Post » Wed May 16, 2012 11:11 am

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.
Ah, ok - didn't read the first post. I'll ask over there.

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).
-altexe is really only supposed to load things from the same folder. A lot of code (including the plugin loader) assumes it can find the data directory relative to the executable path as well.

Another bug: SKSE loading silently fails if skse_steam_loader.dll is not present, and lets the game launch.
Fixed.
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Cody Banks
 
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Post » Wed May 16, 2012 4:59 pm

-altexe is really only supposed to load things from the same folder. A lot of code (including the plugin loader) assumes it can find the data directory relative to the executable path as well.
I was using it to launch TESV.exe in Skyrim's normal directory with skse in a different directory (since I don't like polluting the root directory of games), but no biggie.
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ZzZz
 
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Post » Wed May 16, 2012 11:26 am

...................Data\SKSE\Plugins\\SKSE_Elys_Uncapper.dll (00000001 S 00000001) loaded correctlyinit complete

Woohoo :twirl: . Now time to send the plugin to guinea pigs :P
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Kim Bradley
 
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Post » Wed May 16, 2012 11:26 am

...................Data\SKSE\Plugins\\SKSE_Elys_Uncapper.dll (00000001 S 00000001) loaded correctlyinit complete

Woohoo :twirl: . Now time to send the plugin to guinea pigs :P

If "SKSE_Elys_Uncapper" is what it sounds like... I'd love to be a guinea pig ;D

Actually, I take that back; I do have some skills for which I'm pushing the upper limits, but I'm not going to be in a place to top 100 all that soon, so I wouldn't be a very good guinea pig.

A question, though... even with your OBSE plugin, Oblivion still hard-capped skills at 255 or 256 or summin... is there such a hard-cap in Skyrim?
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Laurenn Doylee
 
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Post » Wed May 16, 2012 2:36 pm

..A question, though... even with your OBSE plugin, Oblivion still hard-capped skills at 255 or 256 or summin... is there such a hard-cap in Skyrim?

Nope. No more 8 bits skill level variables. Happy 32 bits storage :D
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Alexxxxxx
 
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Post » Wed May 16, 2012 10:26 am

Oh yay!

I wonder if the number of active plugins is also no longer capped at 25x... (I was such a mod-[censored], that cap was genuinely an issue for me >.>)
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Harry Hearing
 
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Post » Wed May 16, 2012 5:06 pm

Oh yay!

I wonder if the number of active plugins is also no longer capped at 25x... (I was such a mod-[censored], that cap was genuinely an issue for me >.>)
All signs point to it still being capped, as the upper eight bits of a form's ID still refer to their source mod index.

edit: wow, I am bad at english
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Trevor Bostwick
 
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Post » Wed May 16, 2012 8:35 am

Yes as in yes the number is no longer capped ?

or

Yes as in the number will likely be the same?
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MR.BIGG
 
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Post » Wed May 16, 2012 4:33 am

Yes as in the number will likely be the same?

Yes..255.
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JeSsy ArEllano
 
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Post » Wed May 16, 2012 3:46 am

So effectively, 253 (00 for Skyrim.esm, FF for the save itself).
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Alex Blacke
 
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Post » Wed May 16, 2012 2:26 am

So if I install this I have to use the custom launcher? If so that's pretty lame considering I then have to add Skyrim to my steam library as a non-steam game...
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m Gardner
 
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Post » Wed May 16, 2012 4:14 am

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

Wow thanks for this, makes it easier to find my stuff.. Have it all stored in one chest... Waiting on the CK to make my own home :smile:
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BRIANNA
 
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Post » Wed May 16, 2012 3:52 am

So effectively, 253 (00 for Skyrim.esm, FF for the save itself).

What about that phantom Update.esp that people mentioned?
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Javier Borjas
 
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Post » Wed May 16, 2012 10:11 am

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

Oh that'll be great for Storage mods :happy:
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Nick Swan
 
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Post » Wed May 16, 2012 12:49 pm

So if I install this I have to use the custom launcher? If so that's pretty lame considering I then have to add Skyrim to my steam library as a non-steam game...

Why not just use a shortcut on your desktop? I have never launched a Steam game from the library...
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Rude Gurl
 
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Post » Wed May 16, 2012 8:44 am

Beacuse that wont start up Steam, which needs to be running when skse is loading.
Of course if you have Steam autostarted as soon as you log in then that wont be a problem.
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Keeley Stevens
 
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Post » Wed May 16, 2012 6:14 am

Thank you for making this, makes my game experience much more enjoyable.
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Miss Hayley
 
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Post » Wed May 16, 2012 3:23 am

Just to clarify, since I can't find it in the early release package: what license is the SKSE source code under? I saw a reference to MIT in the readme but cannot find any license information elsewhere.

Hey gibbed
Please don't hijack this thread for things unrelated to SKSE, if you wish, you can send me a PM.
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Emmanuel Morales
 
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Post » Wed May 16, 2012 8:30 am

Just letting people know that I updated my 4GB loader to load the skse dll as requested. http://www.skyrimnexus.com/downloads/file.php?id=1013
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Kari Depp
 
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Post » Wed May 16, 2012 4:54 pm

Wench
I just didn't get whats the point of patching /LARGEADDRESSAWARE , it does nothing for skyrim cuz default limit is 2gb and skyrim used mem is alwayz around 1gb .
And is this legal to patch executable physically ?
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GPMG
 
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Post » Wed May 16, 2012 11:20 am

Skyrim's script interpreter being more like Unrealscript actually made me perk up in a positive way.


I see a throttlecuatl.
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Dona BlackHeart
 
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Post » Wed May 16, 2012 1:58 am

ianpatt
Regarding to the steam loader - why r u hooking WinMain ? why just dont do this in the hook of the GetSystemTimeAsFileTime ? Uninitialized crt shudn't cause any troubles for SKSE ... or... let my guess be - SKSE is using game crt while initialization ?
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Julia Schwalbe
 
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Post » Wed May 16, 2012 5:08 pm

Wench
I just didn't get whats the point of patching /LARGEADDRESSAWARE , it does nothing for skyrim cuz default limit is 2gb and skyrim used mem is alwayz around 1gb .
And is this legal to patch executable physically ?
It still seems to help a lot of people.
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Alycia Leann grace
 
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Post » Wed May 16, 2012 3:59 pm

There's no mods right now that will push the process over 1gb though.

You know in the future when ram heavy mods come out, we're all gonna end up needing that patch.


bah can I not type one post that doesn't need a tiny edit..
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Kay O'Hara
 
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Post » Wed May 16, 2012 3:19 pm

There's no mods right now that will push the process over 1gb though.

You know in the future when ram heavy mods come out, we're all gonna end up needing that patch.


bah can I not type one post that doesn't need a tiny edit..
The actual amount of physical RAM won't go over 1GB, but I think it's the virtual address space that the LAA allows to use more than 2GB of. I've never seen mine go over 1.5GB myself, but I don't watch it too closely either.
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Adrian Morales
 
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