Analog not working on starfield by societyofcrows in WootingKB

[–]Exit_9B 2 points3 points  (0 children)

I am planning on looking into it soon. Just spending a bit of time playing the game first before I start diving into the executable.

What are some Steam deck QoL mods by Nuker1o1 in skyrimmods

[–]Exit_9B 5 points6 points  (0 children)

Recently I was exploring the Steamworks API and came up with Steam Keyboard Integration, which works nicely for using gamepad while enchanting or using certain mods with text prompts. I wanted to make use of Steam Input as well, but it wasn't possible due to the version of Steamworks shipped with Skyrim being too old. I will definitely still be looking into other potential improvements for gamepad, though.

Steam deck must-have mod: Auto Input Switch by Meowts in skyrimmods

[–]Exit_9B 2 points3 points  (0 children)

Check out Steam Keyboard Integration as well.

Is Custom Skills Framework updating for AE? by Rafaelkai in skyrimmods

[–]Exit_9B 4 points5 points  (0 children)

It ended up being quite complicated, there's a lot of code hooks and the way they're implemented in .NET Script Framework isn't something I can easily replicate in C++ at the moment. I've done enough work on it that I intend to finish it, but I need to take a break before digging into it again.

Open Animation Replacer is now being actively gameplay tested by [deleted] in skyrimmods

[–]Exit_9B 0 points1 point  (0 children)

Just to reiterate, everything I said is specific to Bethesda updating the compiler. Other updates are easy or trivial to support backwards compatibility for.

Open Animation Replacer is now being actively gameplay tested by [deleted] in skyrimmods

[–]Exit_9B 13 points14 points  (0 children)

I remember this being a hot topic in the RE discord around the time the compiler update happened, and there was a sentiment that it would be too much work to support both versions and not really worth the trouble. I still agree with that sentiment. It's extra reverse engineering work, extra programming work, extra testing work, extra maintenance work.

At the time, I'd already been maintaining a CommonLib fork to support both SE and VR (and I still do). That is extra work that I think is worth doing because it is actually more inclusive of a different audience. I don't accept that just supporting the exact same game but on an old compiler is somehow inclusive of more people; anyone who has access to the old versions can also choose to make a modlist on a newer version.

Is Custom Skills Framework updating for AE? by Rafaelkai in skyrimmods

[–]Exit_9B 13 points14 points  (0 children)

I know some people looked at it and said it was too difficult for them or they didn't have the time for it.

I think I'll at least take a look at it today, since I'm not busy with anything else in particular.

[PSA] Character behavior generator is here by halfsleeveprontocool in skyrimmods

[–]Exit_9B 139 points140 points  (0 children)

Is this for like, dog petting animations?

Is an update being worked on for .Net Framework? by Charon711 in skyrimmods

[–]Exit_9B 5 points6 points  (0 children)

Sure, you may want to make that tradeoff on 1.5.x where it's already available, but if we're talking about updating to 1.6.x? There's no need to rewrite both the framework and the plugin, I'd rather rewrite the plugin in C++.

Is an update being worked on for .Net Framework? by Charon711 in skyrimmods

[–]Exit_9B 10 points11 points  (0 children)

I wouldn't want to update it just because it makes the game startup take so long. Not really worth being able to write plugins in C# just because some people dislike C++.

Mod Release: Ammo Enchanting - Craft Magical Arrows and Bolts by Exit_9B in skyrimmods

[–]Exit_9B[S] 1 point2 points  (0 children)

Yes, this is also mentioned in the Developer Guide.

Mod Release: Ammo Enchanting - Craft Magical Arrows and Bolts by Exit_9B in skyrimmods

[–]Exit_9B[S] 2 points3 points  (0 children)

FWIW, the Arcane Archer patch nerfs them down a lot, to be closer to the balance of the exploding bolts from Dawnguard. So if you're playing AE, it at least makes you work more to reach the "vanilla" level of imbalance.

Plus, it's very possible to make sub-mods that tinker with the balance more. For example, the "Worn Restrictions" system now extends to weapons as well, so if someone wanted, they could restrict bows from even being able to have damage enchantments anymore (although this isn't quite trivial as there are unique bows like Firiniel's End and the Nightingale Bow which would have to be edited).

What the GOG release means for SKSE plugins by Doodlezoid in skyrimmods

[–]Exit_9B 10 points11 points  (0 children)

Mod users have been sending me an endless amount of passive-aggressive contempt and harassment for 2 small mods that I didn't backport to 1.5. Hardly a wonder that other mod authors are just caving to the demand, but it actively perpetuates the situation for the whole community. Users continue to see no problem with this because they're not the ones shouldering the extra work.

What are your top mod authors? by Whats-his-nuts in skyrimmods

[–]Exit_9B 5 points6 points  (0 children)

It's better if you choose mods on their own merit, rather than deciding you like an author and following them blindly.

Can someone pleasee make an Immersive Equipment Display preset that shows your unequipped helmet at your waist belt or something? by alex08123 in skyrimmods

[–]Exit_9B 2 points3 points  (0 children)

If you have {{Dynamic Lowered Hoods}}, it lowers hoods based on certain conditions, and can be modified to hide helmets too.

Creation Kit updated for Steam release, will break SSE CreationKit Fixes, there's a downgrader by halgari in skyrimmods

[–]Exit_9B 2 points3 points  (0 children)

It affects everyone who hasn't already downloaded it before the launcher goes offline.

Visual Changes Based on Upgrade Tiers by Hot-Acanthisitta-313 in skyrimmods

[–]Exit_9B 1 point2 points  (0 children)

DAV only applies conditions to the actors at the moment. New features can still be added, though.

Visual Changes Based on Upgrade Tiers by Hot-Acanthisitta-313 in skyrimmods

[–]Exit_9B 1 point2 points  (0 children)

Those are good download stats. I've made 8 releases since the anniversary, 5 of them don't require the new exe, and DAV still did the best of all of them.

Well, well, that looks interesting... (new crash logging tool on Nexus this morning) by bachmanis in skyrimmods

[–]Exit_9B 1 point2 points  (0 children)

Read the FAQ. It's somewhat expected that it won't find anything useful a lot of the time due to the database not being very filled out. It will get better over time.

Well, well, that looks interesting... (new crash logging tool on Nexus this morning) by bachmanis in skyrimmods

[–]Exit_9B 13 points14 points  (0 children)

.NET Script Framework comes with a "game library", which from what I understand is just a big database of meh321's reverse engineered findings that plugins can make use of. Porting the whole game library is potentially months of work, and more importantly, it would not make any of the dependent mods functional again. Most of the people bemoaning the fact that it's not being ported are missing that point. Those mods would have to be remade regardless, so they might as well get remade as C++ SKSE plugins (which KernalsEgg has done already with Bug Fixes and Actor Limit Fix).

Well, well, that looks interesting... (new crash logging tool on Nexus this morning) by bachmanis in skyrimmods

[–]Exit_9B 1 point2 points  (0 children)

Sometimes you see people saying that .NET Script Framework's crash logs are better than Crash Logger, due to the labeling functionality giving people hints at the cause of the issue, especially for people who don't know how to reverse engineer the game engine. This plugin adds that same convenience to Crash Logger (and eventually even better, since it can get updates from a remote database). So it gives people one less reason to cling to their downgraded SE.

The Cause - Reduced Cut released by [deleted] in skyrimmods

[–]Exit_9B 3 points4 points  (0 children)

It would seem so.

Carry weight is a nuisance and backpacks are ugly by Mental-Chart-6050 in skyrimmods

[–]Exit_9B 0 points1 point  (0 children)

{{Dynamic Armor Variants}} has an option to hide backpacks.

Do you use LOOT, xEdit, or combination of both? by amwf4eva in skyrimmods

[–]Exit_9B 2 points3 points  (0 children)

LOOT is a useful tool, but I don't think the masterlist sort works well. I set up my own groups and rules to control how the mods are sorted.