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1.6.1170 #4

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WaterFace
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Hello again!

It turns out there were a couple of reasons that just recompiling the plugin wasn't successful. First, CharmedBaryon's CommonLibSSE-NG is a bit out of date, so I switched over to Alandtse's fork. But even that wasn't quite enough. Something is still wrong with the reverse-engineering of the RE::ControlMap struct and some of its children. As a result I had to disable VR support, but QuickLootEE never supported VR as far as I know.

Disabling VR had one bizarre side-effect: for some reason, MagicTarget::DispelEffectsWithArchetype became gated behind VR when this fork of NG updated to support 1130. So I had to reimplement that function myself, but honestly the new implementation might be a bit faster anyway.

I also snuck in a little compatibility patch for my mod Which Key? NG.

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Oh yeah, I also fixed this bit that I left behind last time I ported this mod, since the issue has long since been fixed.

@TrevorNT
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Hey, just coming in here to report that the DLL built from this version throws a 0x7E on startup from SKSE. Judging by the thread on Nexus I'm not the only one:

loading plugin "QuickLootEE"
plugin QuickLootEE.dll (00000001 QuickLootEE 01020000) couldn't load plugin 126 (handle 48)

@WaterFace
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I'm going to need a bit more to go on than that. What version of the game are you running? Post a crash log if you got one.

If you're on 1.5.97 or other older versions, I recommend not using this replacement plugin for now. I don't have a testing environment for older versions set up on this computer, but I should be able to test and hopefully fix this PR on older versions next week.

@TrevorNT
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The version of the game is the latest, 1.6.1170; SKSE v2.2.6; Address Library for SKSE Plugins 10. There's no crash log because there's no crash; SKSE simply won't load the DLL and gives me a popup pre-launch stating the following: QuickLootEE.dll: couldn't load plugin (0000007E). The error in my previous post comes from skse64.log.

Having said that, I just now figured out why this was happening. I actually installed Visual Studio with all of its C++ extensions so that I could go through the build process myself to see if this would happen, and sometime in the middle relaunched Skyrim. Even though I had the new QuickLoot EE DLL enabled in MO2, it launched the game and I could quick loot again.

I uninstalled Visual Studio and bam, 0x7E again on boot. Was this maybe built with debug, reliant on and linked to libraries that a user would only have if they had VS installed by any chance?

@WaterFace
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That does seem to be the source of this issue. I didn't deliberately build with debug, but something may have snuck in. Possibly with the port of commonlibsse-ng? That's the only real change I made to the build system.

@WaterFace
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It looks like it's linking against VCRUNTIME140D.dll and VCRUNTIME140_1D.dll rather than VCRUNTIME140.dll and VCRUNTIME140_1.dll, and the D probably stands for "Debug". Now to figure out how to stop that...

@WaterFace
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I don't think you could invent a worse build system than c++'s if you tried.

Thank you for the report. I'll update the precompiled dll shortly.

Nightfallstorm pushed a commit to Nightfallstorm/QuickLootEE-VR that referenced this pull request Feb 1, 2025
Fix automatic plugin deployment
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2 participants