Mathf
CommonLibSSE-NG
Mathf | CommonLibSSE-NG | |
---|---|---|
3 | 16 | |
12 | 122 | |
- | 1.6% | |
0.0 | 8.2 | |
over 1 year ago | 6 days ago | |
C++ | C++ | |
- | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Mathf
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Static Skill Leveling for VR
https://github.com/fireundubh/LibFire/releases https://github.com/fireundubh/LibMathf/releases
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AE vs SE
But this is an uphill battle because, as he told me once, he's not very familiar with C++. I'm also not very familiar with C++ but I did just fine (LibFire, LibMathf, LibTurtleClub), so I think he'll manage.
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Mod Release: Dynamic Things Alternative - Static Object Stealing
Third, you're talking to someone who has made his own Papyrus extender plugins (Mathf, TurtleClub), who understands the Papyrus language/compiler very well, and who writes a ton of Papyrus.
CommonLibSSE-NG
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Advice on how to update a mod to "NG"
If I were to set out to do this, I'd find the github repo for a plugin that got upgraded to the NG variation of CommonLibSE, and read the commit history to see how the modder went about doing it. I took a look at one of these a while back, and it's mostly pulling in the NG library, telling cmake about the new library, then walking through all the places where the APIs changed. You might want to find a Discord where the plugin authors hang out to get some head starts on dealing with the API changes.
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If I want to make a SKSE plugin, do I have to use C++?
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.
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Improved Camera SE - Preview Release 5 (1.5.97/1.6.353)
Next Gen. It's a term used for mods that utilize the CommonLibSSE-NG which makes this NG DLL mods work on any Skyrim SE version.
- Static Skill Leveling for VR
- Huge Improvement to Proteus - Skyrim Multiple Player Characters Mod!
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Mod Release: Civil War Lines Expansion
Ask them if they would be willing to move it over to the CLIB-NG framework, it only requires building one plugin, and maintaining updates for future SKSE versions only requires editing one line
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How hard is it to make SKSE plugins cross-compatible between versions?
Please note that I am NOT trying to ask this in a sarcastic way. I've seen some SKSE plugin authors say in their descriptions that their plugin works with all game versions due to being build with CommonLibSSE-NG. Given that there was only a 5 hour gap between the release of POISE - Stagger Overhaul SKSE and POISE - Stagger Overhaul - NG, it seems like its a relatively quick process. Is this just not something that can be done with any plugin?
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Need Help Updating Proteus DLL
I know nothing of developing plugins, so this probably isnt even useful for you, but someone made a fork of CommonLibSSE for it to be able to support multiple versions of the game with a single .dll, its is what mods like True Directional Movement uses. It should make the port more straight forward and the documentation seems pretty good.
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Mod authors, what tools do you wish existed to make your life easier when creating mods?
SKSE plugin development doesn't get any easier than CommonLibSSE. The NG fork has significantly more documentation and lets you compile SKSE plugins that support Skyrim SE, AE, and VR simultaneously.
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"Supports both SE and AE."
It means the plugin was built using the CommonLibSSE-NG framework, NG stands for Next Gen
What are some alternatives?
skse-qui - Various UI tools, tweaks, and fixes
SKSEPlugins - Scripted template for setting up SKSE64 development environment for both AE and SE.
MasterOfDisguiseSSE - Source Code for Master of Disguise SSE by fireundubh
commonlibsse-sample-plugin
JContainers - JSON-based data structures for Papyrus (TESV Skyrim scripting language)
SKSE64Plugins - Collection of all SKSE64 compatible plugins
OpenPapyrus - ANTLR4 grammars for Papyrus
CommonLibSSE - A reverse engineered library for hacking Skyrim Special Edition
doticu_hide_your_quests - An SKSE plugin for The Elder Scrolls V: Skyrim SE with an MCM menu that allows you to hide any of your journal's quests!
PyNifly - Export/Import tools between Blender and the Nif format, using Bodyslide/Outfit Studio's Nifly layer. Supports Skyrim LE, Skyrim SE, Fallout 4, Fallout New Vegas, Fallout 76, and Fallout 3.
commonlibsse-ng-plugin-template
ImprovedCameraSE - First Person Mod for The Elder Scrolls V: Skyrim - Special Edition