-
Notifications
You must be signed in to change notification settings - Fork 12
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
1.6.1170 #4
base: master
Are you sure you want to change the base?
1.6.1170 #4
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.
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:
|
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. |
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: 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? |
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. |
It looks like it's linking against |
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. |
This allows us to re-enable VR
Fix automatic plugin deployment
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.