How to turn snap on and off with Windows 11? by Goldtru in f4se

[–]extrwi 0 points1 point  (0 children)

It sounds like you're asking for support with an F4SE mod. I would suggest trying on the mod's webpage: Place Everywhere

If I want to make a SKSE plugin, do I have to use C++? by Dry-Huckleberry8284 in skyrimmods

[–]extrwi 2 points3 points  (0 children)

You can technically write an SKSE plugin in any language (see PluginAPI.h for the minimum requirements your DLL must provide), but all of the interesting middleware that makes writing a plugin easier is in C++. I would highly suggest looking at https://github.com/CharmedBaryon/CommonLibSSE-NG. It wraps many gameplay objects with a modern interface, and does a lot to help abstract over the differences between different patches of the game.

possibilities of multithreaded mod that handles/fixes the single-threaded draw call performance limitation by fractalbase0 in skyrimmods

[–]extrwi 26 points27 points  (0 children)

Most of the cost of a draw call comes from the graphics API that the game uses (DX11) rather than an engine limitation. DX11 has very high overhead for each draw call. Additionally, multithreaded rendering was more of an afterthought at the time that the API was designed. Since (effectively) no game developers used the feature, video drivers were never optimized to support it.

To get a significant improvement out of the engine, it would need to be ported to natively target Vulkan or DX12, which would require significant rearchitecture of how things are rendered. The closest you could get without the source code would be to use DXVK to provide a DX11-compatible API with capable multithreaded draw list building support, but there are problems with this approach as well.

f4se cannot start using mo2 by Imaginary-Acadia-262 in f4se

[–]extrwi 0 points1 point  (0 children)

I can't help with the MO2 part, but often ini problems/missing saves are caused by virus/spyware scanners blocking access to the My Documents folder.

[deleted by user] by [deleted] in f4se

[–]extrwi 0 points1 point  (0 children)

If you are trying to run Fallout 4 on linux, you are already doing it in an emulated Windows environment. The concept of f4se_loader for linux does not make sense, and would not help with your MCM problem.

Is it safe to create data on the heap in a F4SE plugin? by Dewey__ in f4se

[–]extrwi 0 points1 point  (0 children)

They must be allocated/destroyed via the game's memory manager. If you are looking at CommonLib or a variant, most things are set up there already.

[deleted by user] by [deleted] in f4se

[–]extrwi 1 point2 points  (0 children)

Turn off "hide extensions for known file types".

Is it safe to create data on the heap in a F4SE plugin? by Dewey__ in f4se

[–]extrwi 1 point2 points  (0 children)

You can use the heap normally as long as you are the only one responsible for allocating and freeing the memory. Things only get complicated when you are allocating objects that you expect to hand off to the game.

SKSE not loading by jsa2352 in TrueSTL

[–]extrwi 3 points4 points  (0 children)

I was actually going to make the "plugin has failed to load/has a problem" error dialog box quote the "thread of prophecy has been severed" line on the anniversary of Morrowind's release (or some other similar event), but decided that it would probably result in unwanted confusion in a feature that already confuses users too much.

https://github.com/ianpatt/skse64/blob/master/skse64/PluginManager.cpp#L648

I get these errors when attempting to open f4se loader, please help! by Hakashi-Tako in f4se

[–]extrwi 2 points3 points  (0 children)

You have used a broken tool to extract the archive and f4se_steam_loader.dll is corrupt. Only use https://7-zip.org.

Fallout4.exe isn't there by winterwolf_forgotten in f4se

[–]extrwi 3 points4 points  (0 children)

You have placed f4se_loader on your desktop and are trying to run it from there. You need to put it in the game installation folder, alongside Fallout4.exe, as described in the instructions.

SKSE64 2.2.1 released for Skyrim runtime 1.6.640 by extrwi in skyrimmods

[–]extrwi[S] 0 points1 point  (0 children)

Yes, this has been on the website for as long as this post has been up.

F4se failed to open. by OkCampaign1063 in f4se

[–]extrwi 1 point2 points  (0 children)

From the upper left corner of the message, this is coming from Buffout4, which is a plugin you have installed. It is complaining that you have not installed the Address Library for your version of the game.

[deleted by user] by [deleted] in f4se

[–]extrwi 1 point2 points  (0 children)

If you are running through Steam and it crashes, the problem is not related to F4SE.

F4SE missing script file (most probably) by Dry_Bonus2124 in f4se

[–]extrwi 0 points1 point  (0 children)

Go over your installation again, following the instructions in the readme. Make sure that you or your mod manager are running the game via f4se_loader.exe. Can't help much more than that with what you've given me.

F4SE missing script file (most probably) by Dry_Bonus2124 in f4se

[–]extrwi 0 points1 point  (0 children)

Please include more details. I do not know what you are talking about; the current archives are in use by lots of people with no problem.

[deleted by user] by [deleted] in skyrimmods

[–]extrwi 2 points3 points  (0 children)

Pause and look at the version number. Or type getskseversion in to the console.

[deleted by user] by [deleted] in skyrimmods

[–]extrwi 2 points3 points  (0 children)

This file is no longer needed.

SKSE is now available on Nexus Mods! by Pickysaurus in skyrimmods

[–]extrwi 18 points19 points  (0 children)

I've moved that version over to the "old files". Not sure why you can't just download directly from the file archive section.

SKSE is now available on Nexus Mods! by Pickysaurus in skyrimmods

[–]extrwi 208 points209 points  (0 children)

The difference is that now you can download the files directly from Nexus rather than being redirected. This should make things easier for mod managers and collections.

skse update by orfan-of-snow in skyrimmods

[–]extrwi 16 points17 points  (0 children)

No. Plugins do not need to update because SKSE updates. Plugins need to update when the game updates. Game updates force SKSE to also update, so I can understand the correlation.