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Author Topic: Skyrim Script Extender (SKSE)  (Read 2574 times)

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Apprentice Harper

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Skyrim Script Extender (SKSE)
« on: November 27, 2011, 10:38:45 AM »

[WIPz] Skyrim Script Extender (SKSE) - BethSoftForums - Thread 1 - Page 9

Skyrim Script Extender (SKSE)
by Ian Patterson, Stephen Abel and Paul Connelly
(ianpatt, behippo and scruggsywuggsy the ferret)

Quote from: ianpatt
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). XXXXXNot for me to lonkXXXXX. 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 go and ask the 4GB loader people to add that LoadLibrary call...

Probably wont be ready until a definitive patch has been released and evaluated

skse skyrim - Google Search = 1 week by latest

first pre-release version of skse
« Last Edit: November 27, 2011, 10:55:20 AM by Apprentice Harper »
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Apprentice Harper

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Re: Skyrim Script Extender (SKSE)
« Reply #1 on: February 20, 2013, 03:33:00 AM »

    UPDATE: SKSE 1.6.7, supporting runtime 1.8.151
    Website:
http://skse.silverlock.org/
Latest version (1.6.7, supporting runtime 1.8.151): skse_1_06_07.7z
Very nice new feature, fixes and improvements folks,
[WIPz] Skyrim Script Extender (SKSE) - Bethesda Softworks Forums
whatsnew:

1.6.7:
- removed Game.GetMiscStat (use vanilla badly-named QueryStat)
- add console command ClearInvalidRegistrations to remove invalid OnUpdate() registrations
    This prevents orphaned OnUpdate() events and the resulting bloated/broken saves when removing certain mods. When applied to an already bloated save, it will stop growing further and instead shrink over time as the game processes all queued events. This may take hours depending on the amount of bloat.
    To execute automatically after each reload, add this to \Data\SKSE\skse.ini:
[General]
ClearInvalidRegistrations=1

- add Spell.GetEffectiveMagickaCost to get actual spell cost after applying perk modifiers etc.
- loader can set runtime processor affinity: pass "-affinity <mask>" as a command line argument
- add Actor.Equip/UnequipItemEx to equip/unequip an item in a specific hand
- add Form/Alias/ActiveMagicEffect.RegisterForCameraState to receive OnPlayerCameraState events
- add Form/Alias/ActiveMagicEffect.RegisterForCrosshairRef to receive OnCrosshairRefChange events
- add ActionScript functions: ShowOnMap, EnableMapMenuMouseWheel
- fixed SKSE key events not being generated until a game had been loaded at least once
- fixed TESModelTextureSwap structure (solves a crash in Get/SetModelNthTexture when requesting swaps past the first)
- added SKSE.GetScriptVersionRelease, a function stored in the psc/pex returning the current release version. this may be used to detect if a user has mismatched scripts and runtime.
- ActorBase.GetIndexOfHeadPartsByType
- fixed crashdump logger
- fixed Book.IsRead
- moved tintmask update handler to increase stability
- add Game.GetCameraState
- add Flora.Get/SetIngredient/SoundDescriptor
- added Perk functions (see Perk.psc)[/list]

This is so worth it. Still, I'm waiting for a stable release (1.6.7 is still beta).

OK
WARNING>> BETA
« Last Edit: February 20, 2013, 09:38:56 PM by Apprentice Harper »
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VectorPlexus

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Re: Skyrim Script Extender (SKSE)
« Reply #2 on: February 20, 2013, 04:00:44 AM »

- add console command ClearInvalidRegistrations to remove invalid OnUpdate() registrations
    This prevents orphaned OnUpdate() events and the resulting bloated/broken saves when removing certain mods. When applied to an already bloated save, it will stop growing further and instead shrink over time as the game processes all queued events. This may take hours depending on the amount of bloat.
    To execute automatically after each reload, add this to \Data\SKSE\skse.ini:
[General]
ClearInvalidRegistrations=1


This is so worth it. Still, I'm waiting for a stable release (1.6.7 is still beta).
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Apprentice Harper

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Re: Skyrim Script Extender (SKSE)
« Reply #3 on: February 21, 2013, 11:36:10 AM »

UPDATE: Current release build (1.6.9, compatible with runtime 1.8.151.0.* on 24 October 2012):
[WIPz] Skyrim Script Extender (SKSE) - Bethesda Softworks Forums
thanks to:
ianpatt
Ian Patterson,
Stephen Abel
Paul Connelly (ianpatt, behippo and scruggsywuggsy the ferret)
And all the rest :^)

1.6.9:
- properly updated NetImmerse papyrus functions, make sure to update RaceMenu (RaceMenu at Skyrim Nexus ) at the same time if you use it
- ActorBase.Get/SetVoiceType

1.6.8:
- back out partially committed change to NetImmerse papyrus functions, fixes RaceMenu
« Last Edit: February 21, 2013, 11:44:36 AM by Apprentice Harper »
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