SKSE?

Post » Fri Jan 21, 2011 8:35 pm

Do you guys think someone will make a SKSE (Skyrim Script Extender) like they did with OBSE (Oblivion Script Extender)?

I hope not...because I hated OBSE. :shrug:
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saxon
 
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Post » Fri Jan 21, 2011 7:04 pm

Do you guys think someone will make a SKSE (Skyrim Script Extender) like they did with OBSE (Oblivion Script Extender)?

I hope not...because I hated OBSE. :shrug:


People will make what they want to make.
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Miragel Ginza
 
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Post » Fri Jan 21, 2011 10:23 pm

People will make what they want to make.


I hope Skyrim won't need a script extender. Then everyone would be happy.
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Alexis Estrada
 
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Post » Fri Jan 21, 2011 3:22 pm

I hope Skyrim won't need a script extender. Then everyone would be happy.



It'll be made. Why? Because no matter what scripts are included in the game, modders will come up with other ones that they want. :)
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Ross
 
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Post » Sat Jan 22, 2011 12:36 am

It'll be made. Why? Because no matter what scripts are included in the game, modders will come up with other ones that they want. :)


Indeed. The default script can't be made to do everything.
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Lizs
 
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Post » Fri Jan 21, 2011 6:21 pm

I hope not...because I hated OBSE. :shrug:


Yes, a program who dares to make you modify your Oblivion's shortcut, and that opens up for a second, patches the game, and then closes itself is SOOOO annoying...I totally understand you.

Kiddies...
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Davorah Katz
 
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Post » Fri Jan 21, 2011 11:05 pm

There was a Morrowind Script Extender as well. Of course Skyrim will get one.

Wait, why did you hate OBSE? OBSE is great.
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Nuno Castro
 
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Post » Fri Jan 21, 2011 11:47 pm

Not sure why you hate Oblivion Script Extender, but you do realize that you don't need to use it, I'd assume? And while that means you can't use mods that require it, if no script extender were made, chances are those mods wouldn't even be possible, at least not without some limitations. Though admitably, I was reluctant to use Oblivion Script Extender at first, since I wasn't comfortable with the idea of needing a third party program to play the game at all, but once I actually used it to play some mods I really wanted that required it, I never made in install of Oblivion that didn't have it.

In any case, Oblivion Script Extender, and its equivalent for Morrowind before it and the ones for Fallout 3 and New Vegas afterwards, are community made plugins that are created to expand the scripting functions of the game, because there are limits to what the default scripts were capable of, therefore, some mods required a mod to extend the game's scripting capabilities. Most likely, Skyrim will get one as well, as it seems unlikely that the scripting capabilities of the Creation Kit would not leave anything anyone could possibly want to add. But really, this is the sort of thing we should probably wait until after Skyrim is released to think about, because we don't know at this time what sort of scripting functions we might want to add with a Script Extender, seeing as we haven't seen what we can do without it.
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George PUluse
 
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Post » Sat Jan 22, 2011 6:18 am

Count me in the group that hopes the game has enough features accessible from the new scripting engine that there won't be a need for another script extender. Of course I hoped that would happen with Oblivion too.

There will always be people (and I am one of them) who don't like the idea of running a third-party program that modifies the game that directly. And yes, even though I was an early adopter and contributor to MWSE and wrote some of the first real mods for it, I'm still slightly uncomfortable using it, Morrowind Enhanced or OBSE.
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Sanctum
 
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Post » Sat Jan 22, 2011 3:31 am

Do you guys think someone will make a SKSE (Skyrim Script Extender) like they did with OBSE (Oblivion Script Extender)?

I hope not...because I hated OBSE. :shrug:

Well for you have any logical reason to hate OBSE?
Its awesome utility thats really expand modding capabilities furtherer then CS can provide.
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Nymph
 
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Post » Sat Jan 22, 2011 1:24 am

It'll be made. Why? Because no matter what scripts are included in the game, modders will come up with other ones that they want. :)


^
This


It simply inevitable that we'll see SKSE
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Epul Kedah
 
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Post » Sat Jan 22, 2011 1:18 am

I tried OBSE once, it was horrible. there was no explenation on how to set it up at all so I never went back and tried to figure it out when I got more experienced. I never really downloaded any script heavy mods any ways. I just wanted more armor and weapons.
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Christie Mitchell
 
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Post » Fri Jan 21, 2011 8:37 pm

I tried OBSE once, it was horrible. there was no explenation on how to set it up at all so I never went back and tried to figure it out when I got more experienced. I never really downloaded any script heavy mods any ways. I just wanted more armor and weapons.


Well, each to their own....but I just downloaded it, bunged the files into my Oblivion folder and pretty much forgot all about it. No 'setting up' at all :confused:
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Ridhwan Hemsome
 
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Post » Sat Jan 22, 2011 5:33 am

Well, each to their own....but I just downloaded it, bunged the files into my Oblivion folder and pretty much forgot all about it. No 'setting up' at all :confused:

Besides, OBSE is packaged with documentation that tells you what to do anyway.
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JUan Martinez
 
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Post » Sat Jan 22, 2011 4:43 am

I just hope they build native plugin support, so people can write plugins in c++. That way no loader is required.
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Danii Brown
 
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Post » Fri Jan 21, 2011 7:38 pm

There will always be people (and I am one of them) who don't like the idea of running a third-party program that modifies the game that directly. And yes, even though I was an early adopter and contributor to MWSE and wrote some of the first real mods for it, I'm still slightly uncomfortable using it, Morrowind Enhanced or OBSE.


Do you realize that all changes that OBSE does are entirely in the RAM, don't you? That makes OBSE more harmless than any existing mod, or unofficial patch. Even the Morrowind Code Patch (which you haven't mentioned) should concern you more, as it patches the MW exe directly on disk.

I tried OBSE once, it was horrible. there was no explenation on how to set it up at all so I never went back and tried to figure it out when I got more experienced. I never really downloaded any script heavy mods any ways. I just wanted more armor and weapons.


As Skyrim Blog said, unzip it into "\Oblivion" (NOT "\Oblivion\Data"), replace your Oblivion shortcut with an obse_loader.exe shortcut, and forget about it. Is it really THAT traumatic? Besides, if you only wanted more armor and weapons, and are not OBSE-dependant, I don't know why you were trying to install it.
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Terry
 
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Post » Sat Jan 22, 2011 4:52 am

I hope that Bethesda actually found a way to mod in new scripts through the Creation kit, which should be possible imo
I'd be surprised if they didn't ask themselves "Look, they always make those script extenders, isn't there a way to include that into our new, home- and custom-made engine/development kit?"
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Lillian Cawfield
 
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Post » Sat Jan 22, 2011 12:40 am

A script extender will surely be made if Beth gives us a creation kit (which I'm sure they will).
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Tikarma Vodicka-McPherson
 
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Post » Fri Jan 21, 2011 4:55 pm

I hope that Bethesda actually found a way to mod in new scripts through the Creation kit, which should be possible imo
I'd be surprised if they didn't ask themselves "Look, they always make those script extenders, isn't there a way to include that into our new, home- and custom-made engine/development kit?"

Mostly as they have no need for much of the OBSE functionality, they have the option to work with the Oblivion.exe file directly if they want to modify AI behaviour, physic and similar, this run much faster and is easier to design.

This does not work for moders as Bethesda would not give away the source code and two mods with different changes could not be used at once.
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Travis
 
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Post » Fri Jan 21, 2011 11:51 pm

there are pretty much no legitimate reasons for anyone to dislike OBSE except "i'm lazy". the only thing it requires is that you use obse_loader instead of oblivion.exe.

i mean for [censored]'s sake if you own the Steam version of Oblivion literally ALL YOU NEED TO DO is drop the files in /Oblivion. that's ALL. it automatically latches onto the Steam executable. you don't even need to change the shortcut. same goes for New Vegas and, since it will probably use Steamworks, very likely Skyrim.

there will be an SKSE. there cannot not be an SKSE.
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JERMAINE VIDAURRI
 
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Post » Fri Jan 21, 2011 10:01 pm

some of the most creative, and wonderful mods would not be possible without OBSE for Oblivion and Morrowind.

instead of having swing swing swing straf swing swing and eternally stand behind a shield + enemies dont get weaker even at having a sliver of health, I now have a robust combat system, can actually stealth kill sensibly, grab grapples and kicks.

my Character can fly with wings, be an -actual- Vampire, Drain enchant items of their magicka for personal use, Fly Dragons and Pilot a ship both land -and- Air


So sorry if clicking a third party program is somehow a life or death situation :shrug: scan your files first :lmao:
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Tikarma Vodicka-McPherson
 
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Post » Sat Jan 22, 2011 5:39 am

For the love of Thor I hope they'll call it SkyrimSE. SKSE and SRSE sound terrible.
Skyrim is a short, easy to type word, just type it down damn it, you evil lazy persons!
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Quick Draw
 
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Post » Fri Jan 21, 2011 11:21 pm

I like SKSE :D

Plus, it follows the tradition of MWSE and OBSE.
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Umpyre Records
 
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Post » Fri Jan 21, 2011 9:17 pm

Benrahir only likes SKSE because it sounds like sixy :P
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Kelli Wolfe
 
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Post » Fri Jan 21, 2011 4:43 pm

Benrahir only likes SKSE because it sounds like sixy :P


Lol, I swear I didn't realized that until now. But yeah, SKSE is sixy ;D
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Lil'.KiiDD
 
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