New Year, New Possibilities
Added 2024-01-04 15:47:31 +0000 UTCHappy new year to all of you!
I hope you could use the last few days and weeks to get a a bit of quality time away from the usual day to day grind (hyperbole).
As for me, I could get some quality time with my family and reconnect with some friends, as well as get a lot of much needed me-time where I simply could do nothing.
Yes, I know, I probably should have been working on the current device a bit more instead, but this downtime was very invigorating and I can feel a newfound drive again.
Buuut, I didn't ONLY laze around. In what you could probably call a wave of productive procrastination, I did some long overdue changes and upgrades to my work process.
this includes the Switch to the SE version of the creation kit, the integration of MS visual studio workspaces and compilers, switching to MO2 and setting up script-hotloading and debugging features, as well as the introduction of proper source control with Github (Repos are private for now. Interested folks can message me on Github directly. Name is the same as here.)
All of this should hopefully reduce the amount of menial busy-work which usually goes into developing and testing new mods, and thereby reduce bethesda-jank induced damaged to my psyche.
And while I´m talking about technical stuff, There is another new thing I stumbled upon.
It took hours of youtube tutorials and try and error, but I´ve actually found a way write and compile...
SKSE-plugins!
So yeah, the holy grail of skyrim modding has finally revealed itself to me, but naturally it comes with some caveats.
For starters, I cannot emphasize enough that as soon as you try fiddling with these things, you are truly entering the realm of Black magic. C++ is complicated enough if you do have proper documentation, but in the case of skyrim related stuff, you are mostly looking at stuff which has been reverse engineered by the SKSE team. which often results in files where a good amount of members and functions are simply named unknown01, unknown02, ...
So yeah, it might be a while until I get something usefull out of this, but I finally have a foot in the door.
Another important thing to mention is that the process I use to compile these plugins only works for SE and AE. Not quite sure here, but it appears the knowledge on how to do this for LE has been lost to the current generation of active modders.
This doesn't mean I will stop making LE versions of my mods, but this could result in certain features which depend on these plugins not being available to LE users.
Again, this isn't an immediate problem, but it should serve as an incentive to maaaybeee make the switch to SE/AE at some point...
So, thats it about the technical stuff, lets talk about content real quick
Thanks to the help of some kind people on discord and on LL, I could make some long overdue fixes to two mods:
-Bad ends windhelm. Here we were able to fix the old bug which would result in a accumulation of script instances and eventually break the scene altogether. To celebrate the occasion, To celebrate the occasion, Ive also added spectator crowds to that mod. Its already uploaded to LL, but might get a short public post here as well.
-the outdoor event pack. Fixed the issue which would case the Dyndolod error.
fixed version is already up on discord, but will get a short post here as well.
Aight, I think that should cover everything so far.
Thanks to all of you for sticking with me during this period of relative inactivity.
Doing my best to finally get out some new content soon :)