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  1. I am trying to copy the scripts from a form to another, however I am having an issue that the script I want to copy is not appearing, I have the hypothesis that this is because it is an object reference script. I have a misc object I created in CK, with this script attached: It prints a form that it takes as a property when you click on the item in your inventory, mostly to see if the properties are being copied correctly The following code is an attempt of copying the scripts, it is not getting the script I want to copy. It is instead getting only a script I don't want to copy (some kind of base scripts the object have), however I can ignore this script later when I'm getting the actual script auto* virtualMachine = RE::BSScript::Internal::VirtualMachine::GetSingleton(); if (virtualMachine) { auto* handlePolicy = virtualMachine->GetObjectHandlePolicy(); auto* bindPolicy = virtualMachine->GetObjectBindPolicy(); if (handlePolicy && bindPolicy) { auto baseHandler = handlePolicy->GetHandleForObject(baseForm->GetFormType(), baseForm); auto newHandler = handlePolicy->GetHandleForObject(newForm->GetFormType(), newForm); print("form", baseForm->GetName()); if (baseHandler != handlePolicy->EmptyHandle() && newHandler != handlePolicy->EmptyHandle()) { auto baseHandlerScripts = virtualMachine->attachedScripts.find(baseHandler); if (baseHandlerScripts != virtualMachine->attachedScripts.end()) { auto* scripts = &(*baseHandlerScripts).second; auto scriptNumber = scripts->size(); for (uint32_t i = 0; i < scriptNumber; ++i) { auto script = (*scripts)[i].get(); auto ptr = new RE::BSTSmartPointer(script); bindPolicy->BindObject(*ptr, newHandler); print("script", script->type->GetName()); } } } } } Both newForm and baseForm are RE::TESObjectMISC here is the code for the print function, it is mostly for debugging so i did not put much thought into that I have also tried doing this but no success auto baseHandler = handlePolicy->GetHandleForObject(RE::FormType::Reference, baseForm); auto newHandler = handlePolicy->GetHandleForObject(RE::FormType::Reference, newForm); If I find a solution to this ill post here, but maybe someone is able to help me.
  2. These are the headers required in the source code of the original mod which relies on libSkyrim which I found on GitHub: https://github.com/himika/libSkyrim I figured that since this is for SSE, I would require libSKSE also on GitHub: https://github.com/himika/libSKSE The problem is that DebugLog and HookUtil are not present in libSKSE. So I'm asking if someone knows if I can simply reuse the libSkyrim headers or if I need to use completely new headers to have access to the proper functions. OR maybe I'm completely OFF track and need to use another library.
  3. Hi everyone! I just wonder if someone had some guide (link, videos, anything) to start making plugins for Starfield. I need to understand also the folder/file structure and the dependency to build a project in Visual Studio. I saw many examples, but none are complete enough. Specially regarding the version that builds for the same version of current SF build number. Thanks a lot in advance! Cheers
  4. Hello, I know that SKSE is script extender and allows to register new funcs in Papyrus. And I know, that ScriptDragon calls most of standard Papyrus functions, as I know by calling NativeInvoke::Invoke/<Type/>(...)... And I have some questions. I'm making some mods using ScriptDragon(it's comfortable for me), but it has not enough functions, e.g. ScanCellObjects[] like in PapyrusUtil SKSE plugin... So, can I detect, whether SKSE is installed and then, if it's true, invoke it like standard papyrus function in ScriptDragon plugin? I hope to get smth like this: NativeInvoke::Invoke/<TESObjREFR*/>;("NameSpace or Maybe class?", "ScanCellObjects", retvalue(?)); (Slashes keeps quotes alive) Thanks very much, GKennedyN1
  5. Hello there, I'm working on an update for my mod Simple Skooma and I wanted to include optional features via fomod installer. Specifically I wanted to add the following options. Recipe for Bloodwater Skooma, so users would be able to download the main mod even if they don't have Dawnguard. Growable Moonsugar plants, not lore friendly so I want to give the users the option to not include it. A recipe pack for non-vanilla Skooma varients. A patch for iNeed compatibility. The easiest way to add Balmorra blue and Double Distilled Skooma without interfering with their respective quests would be to add clones of the items under different IDs, which in turn would mean they wouldn't include alterations made by iNeed. So those are 3 potential extra esps, so what I want to know is it possible to code the installer in such a way that when adding the mod with multiple options, it fuses the esp files into one, so that Simple Skooma doesn't bloat the load order? Thank you in advance, and I sincerely apologize if the answer is stupidly obvious or easy as heck to find. I did extensive google and nexus searches and came up with zip.
  6. Hello! I'm an C++ programmer, an I need to know: how can I make mods to Skyrim, whitout "Creation Kit"? I've tried to found some source code but i didn't found it. Thanks.
  7. I'm sure this has been brought up a dozen times, but I've been having this C++ Library crash doing Dawnguard missions. I've found a fix for it online by visiting Soul Cairn and collecting the pages, but I'm currently on the "PROPHET" quest and I've sided with the Dawnguard. Do I need to force a setstage quest completion, coc to soul cairn or anything like this to fix it? I see a lot of peeps have different theories on what actually causes the C++ lib crash, but I never encountered this issue before installing DG. I've reinstalled the game twice now, played with no mods, played with mods, it seems to be random but always happens in Fort Dawnguard or Castle Volkihar. Any suggestions?
  8. I tend to get this error now and then when Im playing. I heard like a ding sound and the screen stops but i can hear the music still playing. I then have to Task manage out of it. The error reads: Microsoft visual C++ runtime Library Run time Error! Program C:... R6025 -pure virtual function call So has this happen to any body? If so what do I do?
  9. Not all the time but often enough when I load fallout 3 and begin to play the game has an issue and I am unable to continue playing. When I alt-tab and look it over I get a pop up telling me the game is having a run time error it's an Issue with C++. I have tried getting Razor games booster and I've also attempted to re install C++ but I have the latest version. Any suggestion would be nice!
  10. Hi there, first post here! yay :D, but I just had to ask, seems harmless, but I'd like to know what this is, http://puu.sh/6m4gR.png, basically it says: "Runtime Error! Program: C:\Games\Steam\steamapps\common\Skyrim\TESV.exe R6025 - pure virtual function call" I had a break from Skyrim a few months back (never had this problem), modded up and started playing, got this when I quit from game, not ingame for a singe time. Reinstalled Skyrim, totally clean install I think, earlier today, still does it and only when I quit the game, so does anyone know if there is a way to fix this and should I be worried about this?
  11. C++ Scripter needed for NVSE Plug-in, use the second link and show your interest. ( I may not be as active here on the nexus right now ) Hi, in short I am making a mod that will allow users who are using a controller or gamepad to have full mod support for hot keys, without any extra effort for the mod creators. When it is completed I will be uploading it both here at the Nexus and at the TaleOfTwoWastelands modding sites. The mod will likely be listed under the name... "Controller Universal Compatibility System" - CUC System for short This is a very short explanation of how the mod will work, see the second link below for more detailed and up-to-date info. basically I am going to remove the controller output, and re route it to simulate key presses on the keyboard which in essence will re apply the output. With one exception, I can now deactivate the keys to stop the functions from working, something I could not do to the controller in real time. From there I have buttons that can be remapped using scripts, but it gets better.. I then add my Hotkey framework to the mix, which will turn the D-Pad keys into modifier keys (similar to how a shift, control or alt button would work when typing) which when pressed will enable a new function profile for the A, B, X, Y, LB and RB buttons which will activate keys on the keyboard that are used for mod hotkeys. For a specific control map see the image at this link... http://taleoftwowastelands.com/sites/default/files/A55K1KA/cuc_controllerlayoutconcept_0.png This means that there are then a total of 37 usable functions attached to the controller (not including the D-pad modifier function) here is a break down... Face keys + Bumpers + Triggers + StickPressButtons + Start + Back + XboxGuide(yes this will have a function, at this point it is planned to be a debug or uninstall button, however i can add a key here too) which is 4 + 2 + 2 + 2 + 1 + 1 + 1 = 13 total or 12 if you dont count the xboxguide button. 12 or 13 Dpad keys are not directly functioning anything in my mod, so we dont count them. 0 4 Modifier key profiles each with 6 simulated key presses each totaled at 24 hotkey buttons. 24 __________________________________________________________________________ == 36 or 37 (depending on the xboxguide button) _________________________________________________________________________________________________________________________________________________________________ This mod is primarily hosted at the following address... More (and possibly more recently updated ) information can be found there. http://taleoftwowastelands.com/content/controllergamepad-universal-compatibility-mod The mod works however I need 1 or 2 things changed in order for it to work properly, details below. I need a plug-in for NVSE that will alter the output of the controller, specifically I need to make it so it has no output. I would do this myself, but I dont know anything about C++ (the language used in NVSE i believe) If anyone wants to try making this plug-in, show your interest preferably at the link above.. ( I am more active there at this point ). If anyone wants to keep up to date on the progress of this mod, I will be updating the page in the link above when ever something changes. (probably bookmark it or something for quick access) If you want to know the specifics of this mod, feel free to read the first post in the link above, and check out the file attachments on said post too if you wish.
  12. A bit of history with this error, since I never posted in here about it before. This error, before (probably still does) happen at random times much like the CTD. I had made a thread about the CTD issue in here earlier, and was told to remove Immersive Creatures. So I did, removing it from my save the best I could do (through Wrye Bash and Skyrim Script Save Cleaner. But, I got this error during the Dawnguard questline. As explaining where it's happening has potential spoilers, I'll hide it. After that, I had to AFK for 5 minutes so hit Esc. Come back, a second later, it gives this error. Now, the only Microsoft Visual C++ I have, is the one installed by LOOT. So, I tried going back to the save before installing Immersive Creatures. Didn't like having to redo the entire playthough again, but it did pay off. It didn't CTD once during the questline! I tried the Dawnguard questline, hoping to get the same results. I did get results, but not what I wanted. , 5 seconds later, the crash shows up. So the crash has happened roughly in the same area between two types of saves. Yet here's the kicker... I've been able to pass by that area before, and I had Immersive Creatures installed. So this doesn't prove nor deny that IC is the culprit. I just don't know what's going on. This is a clean save to before touching IC, or even Immersive Sounds. Technically, this should not cause a problem. Alas, it is.... Here is my latest load order. I never used LOOT with this. And from it, you see I have the same mods I had before, yet disabled, and have been since doing that save. I'm also using 'OneTweak' and 'A Quality World Map with Roads' which don't show in the load order. And the Bashed Patch, I removed the old one and made a new one though Wrye Bash. Though I don't know why I did, as I don't have Immersive Creatures which required me to setup a bashed patch. But anyway, any hope in finding what's going on? My specs haven't changed since the last thread I made in here. Maybe all I have to do is add a thing to Steam when it launches Skyrim to fix this? Again, I use NMM and use it to launch SKSE. The SKSE version is the latest. Or, maybe just uninstall Dawnguard and never touch it as it seems bugged on my computer, even with the unofficial patch which is ironic. I also have the latest drivers for my video card. Another thing that just popped into my head. Both times, I was running on Ultra High with everything enabled including FXAA. When I was able to pass that area before (yet get that crash later on), I had my old video card with settings on High. EDIT: Ohh wonderful.... a CTD when in the Soul Carin. Never happened there before. Something tells me, this issue can't be fixed, that it's something I'm just going to have to deal with if I want to keep playing this game. Though I don't get why it's freaking up now instead of the Skyrim questline.
  13. Hello there! So, recently I started playing Skyrim again, had some mods installed from a previous playthrough etc. Did a clean install, removed everything, installed Skyrim and mods and started up my game. After a few hours without CTDs (games been very stable with this setup) I quit the game and get the windows error sound, the beep sound and the following: "Microsoft Visual C++ Runtime Library Runtime error! Program C:\Games\Steam\Steamapps\common\skyrim\TESV.exe R6025 - pure virtual function call" Now, I've gotten this once during gameplay after loading my game and walking around for 1-2 minutes, otherwise I only get this after quitting the game and not for example if I CTD (which i do rarely) and if I open my console and type "qqq" which makes the game close itself. This isn't a big deal I suppose since it's only happening when I quit the game and not during gameplay, like some people get it from the Soul Cairn questline in Dawnguard. I'd just like to fix it, since it's annoying and I'm not sure if this is a thing I should be worried about. I also remember having this once during gameplay like over a year ago when Dawnguard was first released in Soul Cairn, but I believe I only got it once. And also I did another clean install AFTER my first error. Any help would be well appreciated :smile:
  14. So I bought this game called "Dark Souls" half a year ago on Steam after having rented it on xbox and hearing the pc version had more content and was cheaper altogether. I had heard many things about the game, mostly that it was really hard. I did not, however, expect that difficulty to extend to starting up the game in the first place... The first initial problem that I had was that I was using a Mac. This wasn't a good start, and the wineskin wrapper didn't work either, but then I switched to Parallels and after a few (many) bumps along the way, somehow got it working. I eventually tried getting the wrapper working again, as it could hopefully run more than 24 frames per second at most - but of course it didn't work. At this point I had beaten gwyn and was satisfied, so I didn't continue to pursue it until a bunch of people online I like - namely slowbeef, diabetus and yahtzee - began playing it again. So for the past few months I've been attempting to get it running again.Using a separate computer with Windows Vista allowed me to play the game - just that it was at 3 fps tops since the graphics card isn't amazing. I tried a lot of things but it came down to that it just wasn't very good. Attempting to make my mac run better without parallels, I attempted to use a bootcamp version of windows, but it was loading from a usb and for whatever reason (still unresolved) couldn't work. Using Windows XP on Parallels convinced me that my C++ something something was out of date and I needed a more updated OS, so I used Windows 7 next but I still have the same error message after everything. "Runtime Error! Program \\psf\Home\Documents\DarkSouls.app\Content\Resources\drive_c\Program Files\Steam\steam... This application has requested the Runtime to terminate in an unusual way. Please contact the application support team for more information." As far as I know, there is no Dark Souls support team. I also have no idea what program is requesting the termination because it just ends in ..., which is very aggravating. Assuming it's DARKSOULS.exe, I've taken from other threads and ran in compatibility mode, ran as administer, reinstalled gfwl marketplace and client freshly, reinstalled the entire game several times, added and removed programs such as dsfix to see if it changed anything, created a bonfire in my backyard, used a registry fix/cleaner thingy, reinstalled the actual Microsoft Visual C++ Runtime program several times with several different versions, sacrificed a goat in the name of Priscilla, used different programs that start up the game such as Dark Souls Fixed Edition or dsmfxgui.exe, used an entirely different version of dark souls that wasn't linked to steam, changed the location of the game to inside the allocated space for parallels, bashed my head against a wall and talked to Solaire, reinstalled directX up to the latest version and tried running that and gfwl in winetricks, restarted a million times, pulled the plug out and put it back in again, and updated all drivers to the latest version but NOTHING WORKS. One time for whatever reason the error message also had R60 something something afterwards, I heard this was a separate fix for this and that sometimes this problem only occurs because of Windows 7 so I may just delete everything and create a new parallels OS, but I kinda liked Windows 7 and I hear 8 isn't very good either... There has to be a better way, can anybody help me? I know it's worked on my computer this way before, it's just been so long I don't remember what I did. It's probably something with gfwl but I tried everything suggested on Vista and it worked there. EDIT: After much confusion, I figured out by uninstalling Windows 7 in parallels, my wineskin wrapper acted differently, It still didn't work but now instead of an error message - it just makes a static-y sound and freezes. Using steam through winetricks let me go a little further and get a steam notification, then froze of course. Going through the wineskin thread and reviewing my test logs, I realized I needed to update the engine because otherwise it wouldn't work well with my AMD Radeon 6490 graphics card (which is actually Intel i7 but not according to wine). So I updated everything, tried every winetrick for direct x i could and even did the 2006 C++ thing inside of that, and I got much further! Now, I can start up the game, and it'll work up until the menu begins. Wonderful. It does give me an error log this time around however, inside it says Unhandled exception: page fault on write access to 0x4d8f5000 in 32-bit code (0x00af3d6c). Register dump: CS:001b SS:0023 DS:0023 ES:0023 FS:1017 GS:000f EIP:00af3d6c ESP:0f4ef474 EBP:0f4ef47c EFLAGS:00010202( R- -- I - - - ) EAX:4d720000 EBX:20d84020 ECX:00000bb0 EDX:00000000 ESI:20f59020 EDI:4d8f5000 Stack dump: 0x0f4ef474: 00232800 00000000 0f4ef4ac 00af3e12 0x0f4ef484: 4d720000 20d84020 00232800 0f4ef4b0 0x0f4ef494: 00000000 00000000 20d84020 00000000 0x0f4ef4a4: 00232800 01fdff64 0f4ef4c8 00ae3035 0x0f4ef4b4: 4d720000 20d84020 00232800 1b8e5668 0x0f4ef4c4: 01fdfdd0 0f4ef630 007cdafc 4d720000 0202: sel=1017 base=7ffa0000 limit=00000fff 32-bit rw- Backtrace: =>0 0x00af3d6c in data (+0x6f3d6c) (0x0f4ef47c) 1 0x00af3e12 in data (+0x6f3e11) (0x0f4ef4ac) 2 0x00ae3035 in data (+0x6e3034) (0x0f4ef4c8) 3 0x007cdafc in data (+0x3cdafb) (0x0f4ef630) 4 0x00bd605f in data (+0x7d605e) (0x030bd0c4) 5 0x013c5df8 in data (+0xfc5df7) (0x030bd080) 6 0x00000000 (0x01109144) 7 0x00577060 in data (+0x17705f) (0x00576730) 0x00af3d6c: movq %mm0,0x0(%edi) Modules: Module Address Debug info Name (49 modules) PE 340000- 399000 Deferred fmod_event PE 3a0000- 3b6000 Deferred xinput1_3 PE 3c0000- 3d8000 Deferred xlive PE 400000- 1627000 Export data PE 1630000- 182f000 Deferred d3dx9_43 PE 18b0000- 1a95000 Deferred d3dx9_42 PE 1dd0000- 1e7e000 Deferred dinput8 PE f4f0000- f513000 Deferred devenum PE f520000- f5d0000 Deferred wmadmod PE f5d0000- f633000 Deferred mfplat PE f900000- fb07000 Deferred d3dcompiler_43 PE ffc0000- fff4000 Deferred qasf PE 10000000-101df000 Deferred fmodex PE 1fde0000-2003d000 Deferred wmvcore PE 20040000-20079000 Deferred wmasf PE 20870000-209da000 Deferred wmvdecod PE 35500000-35708000 Deferred quartz PE 404a0000-404a4000 Deferred msacm32 PE 404e0000-404e4000 Deferred version PE 40710000-40714000 Deferred advapi32 PE 40780000-4078b000 Deferred winmm PE 407d0000-407d4000 Deferred wsock32 PE 407f0000-407f4000 Deferred psapi PE 42510000-4253e000 Deferred user32 PE 42650000-42654000 Deferred gdi32 PE 42770000-42774000 Deferred rpcrt4 PE 43110000-43118000 Deferred ole32 PE 43250000-43254000 Deferred ws2_32 PE 43280000-43284000 Deferred iphlpapi PE 432b0000-432f4000 Deferred msvcrt PE 43350000-43354000 Deferred d3d9 PE 43390000-43394000 Deferred wined3d PE 434e0000-434e4000 Deferred opengl32 PE 435f0000-436ff000 Deferred shell32 PE 437f0000-437f4000 Deferred shlwapi PE 43870000-43874000 Deferred setupapi PE 438f0000-43982000 Deferred oleaut32 PE 43ac0000-43ac4000 Deferred winex11 PE 443c0000-443c4000 Deferred imm32 PE 443f0000-443f4000 Deferred hid PE 46390000-46394000 Deferred mlang PE 47590000-47594000 Deferred mmdevapi PE 475b0000-475b3000 Deferred winecoreaudio PE 4c3d0000-4c3d4000 Deferred msdmo PE 4d470000-4d474000 Deferred ddraw PE 51080000-510e1000 Deferred dsound PE 78aa0000-78b5e000 Deferred msvcr100 PE 7b810000-7b866000 Deferred kernel32 PE 7bc10000-7bc14000 Deferred ntdll Threads: process tid prio (all id:s are in hex) 00000008 DARKSOULS.exe 00000027 0 00000009 0 0000000e services.exe 0000001f 0 0000001e 0 00000014 0 00000010 0 0000000f 0 00000012 winedevice.exe 0000001d 0 0000001a 0 00000017 0 00000013 0 0000001b plugplay.exe 00000021 0 00000020 0 0000001c 0 00000022 explorer.exe 00000026 0 00000023 0 00000029 (D) C:\Program Files\Steam\SteamApps\common\Dark Souls Prepare to Die Edition\DATA\DATA.exe 00000024 0 0000000b 1 00000047 0 00000046 15 00000045 15 0000000d 15 00000044 0 00000043 0 00000042 0 00000041 0 0000003f 1 0000003e -1 0000003d 0 0000003b 0 0000003a 0 00000039 0 00000038 2 00000037 1 00000036 0 00000035 0 00000034 0 00000033 1 00000032 2 00000031 0 00000030 0 0000002f 0 0000002e 0 0000002d 15 0000002c -1 <== 0000002b 0 0000002a 0 System information: Wine build: wine-1.7.14 Platform: i386 Host system: Darwin Host version: 11.4.2 I have no idea what this means. I would assume the arrow next to 0000002c means that's at fault, but idk what that's addressing. then i get the wine log fixme:win:EnumDisplayDevicesW ((null),0,0x33ed9c,0x00000000), stub! fixme:win:EnumDisplayDevicesW ((null),0,0xf5be93c,0x00000000), stub! fixme:d3d9:Direct3DShaderValidatorCreate9 stub fixme:process:GetLogicalProcessorInformation (0x0,0x33f0f8): stub fixme:process:GetLogicalProcessorInformation (0x33f120,0x33f0f8): stub fixme:process:GetLogicalProcessorInformation (0x0,0x33f100): stub fixme:process:GetLogicalProcessorInformation (0x33f128,0x33f100): stub fixme:process:GetLogicalProcessorInformation (0x0,0x33f0f8): stub fixme:process:GetLogicalProcessorInformation (0x33f120,0x33f0f8): stub fixme:process:GetLogicalProcessorInformation (0x0,0x33f10c): stub fixme:process:GetLogicalProcessorInformation (0x33f134,0x33f10c): stub fixme:process:GetLogicalProcessorInformation (0x0,0x33f0f0): stub fixme:process:GetLogicalProcessorInformation (0x33f118,0x33f0f0): stub fixme:process:GetLogicalProcessorInformation (0x0,0x33f0f0): stub fixme:process:GetLogicalProcessorInformation (0x33f118,0x33f0f0): stub fixme:coreaudio:get_channel_mask Unknown speaker configuration: 16 fixme:coreaudio:get_channel_mask Unknown speaker configuration: 16 fixme:avrt:AvSetMmThreadCharacteristicsW (L"Audio",0x1318f674): stub err:d3d_surface:surface_remove_pbo Surface 0x16ddd0 has heapMemory 0x16df20 and flags 0x30038. sooo still not sure what the issue is, i installed all d3d related .dlls, perhaps the solution is just called something else? it also says this WineskinX11: main(): argc=12 Waiting for startup parameters via Mach IPC. WineskinX11: do_start_x11_server(): argc=12 Attempting to use pixel depth of 24 [2740824.533] WineskinX11 starting: [2740824.533] X.Org X Server 1.13.0 [2740824.533] Build Date: 20120921 [2740824.534] _XSERVTransmkdir: ERROR: euid != 0,directory /tmp/.X11-unix will not be created. [2740824.593] Initializing built-in extension Generic Event Extension [2740824.593] Initializing built-in extension SHAPE [2740824.593] Initializing built-in extension MIT-SHM [2740824.593] Initializing built-in extension XInputExtension [2740824.593] Initializing built-in extension XTEST [2740824.593] Initializing built-in extension BIG-REQUESTS [2740824.593] Initializing built-in extension SYNC [2740824.593] Initializing built-in extension XKEYBOARD [2740824.593] Initializing built-in extension XC-MISC [2740824.593] Initializing built-in extension XINERAMA [2740824.593] Initializing built-in extension PseudoramiX [2740824.593] Initializing built-in extension XFIXES [2740824.593] Initializing built-in extension RENDER [2740824.594] Initializing built-in extension RANDR [2740824.594] Initializing built-in extension DAMAGE [2740824.594] Initializing built-in extension MIT-SCREEN-SAVER [2740824.594] Initializing built-in extension DOUBLE-BUFFER [2740824.594] Initializing built-in extension RECORD [2740824.594] Initializing built-in extension X-Resource [2740824.594] Initializing built-in extension XVideo [2740824.594] Initializing built-in extension XVideo-MotionCompensation [2740824.594] Initializing built-in extension GLX [2740824.594] x: 0, y: 0, w: 1360, h: 746 [2740824.687] (II) GLX: Initialized Core OpenGL GL provider for screen 0 Engine Used: WS8Wine1.3.37 Hardware: Hardware Overview: Model Name: MacBook Pro Model Identifier: MacBookPro8,2 Processor Name: Intel Core i7 Processor Speed: 2 GHz Number of Processors: 1 Total Number of Cores: 4 L2 Cache (per Core): 256 KB L3 Cache: 6 MB Memory: 4 GB Boot ROM Version: MBP81.0047.B27 SMC Version (system): 1.69f4 Sudden Motion Sensor: State: Enabled Graphics/Displays: AMD Radeon HD 6490M: Chipset Model: AMD Radeon HD 6490M Type: GPU Bus: PCIe PCIe Lane Width: x8 VRAM (Total): 256 MB Vendor: ATI (0x1002) Device ID: 0x6760 Revision ID: 0x0000 ROM Revision: 113-C0170H-521 gMux Version: 1.9.23 EFI Driver Version: 01.00.521 Displays: Color LCD: Display Type: LCD Resolution: 1440 x 900 Pixel Depth: 32-Bit Color (ARGB8888) Mirror: On Mirror Status: Hardware Mirror Online: Yes Built-In: Yes LG TV: Resolution: 1360 x 768 @ 60 Hz Pixel Depth: 32-Bit Color (ARGB8888) Main Display: Yes Mirror: On Mirror Status: Master Mirror Online: Yes Rotation: Supported Television: Yes Intel HD Graphics 3000: Chipset Model: Intel HD Graphics 3000 Type: GPU Bus: Built-In VRAM (Total): 384 MB Vendor: Intel (0x8086) Device ID: 0x0116 Revision ID: 0x0009 gMux Version: 1.9.23 Once again, I do not have AMD Radeon as hardware within this computer, unless that was snuck in by Apple or assumed to be had by wineskin nonetheless. It even mentioned the TV i'm using since my laptop screen broke. not sure what "[2740824.534] _XSERVTransmkdir: ERROR: euid != 0,directory /tmp/.X11-unix will not be created." means tho, i get it whether switching to the x11 engine or not. If anyone could offer advice that would be greatly appreciated! I am soon going to try using Windows Vista on Parallels to act as tho my other comp does and see if I can get past my initial error, but it would run much better natively on my mac which is why i'm trying wine first! Praise the sun! EDIT 2: Right so, got it working like really quickly with Parallels. First I tried using the version already installed on my mac through wine - and got the Runtime error. So I installed it once again, this time freshly on this partition of my hard drive for parallels. After going through everything suggested for a normal installation - I got it working! I even have gfwl working on it too! Of course, it plays at like 10 fps tops, so no online, but that was a step up. I got to the Hellkite drake before deciding it was too slow to work with and trying another way. Interestingly, the game cannot run with dsfix present. Deleting the .dll made it ok, but I'm not able to access any of the features. It crashed the same way my wineskin version did, so I put two and two together and was able to get that one working also - except it's a whopping 1 frame per second. I know dsfix can make my game run much faster - it's worked for me before, somehow, so now my question is of how to get it working with my game now. And any other ways to increase the fps, of course. I have no idea why I'm not getting the runtime error this time - or why before I've been able to have dsfix working, but maybe it is a specific version that will just not work with my computer?
  15. So, a small amount of context. I've just started learning how to make F4SE plugins and I've actually had a lot of luck with it so far, once I got my mind around how to set it up and query everything. I've got functions that will run in papyrus and figured out how to serialize data between saves, but now I've got a small problem. In order to make this plugin work the best it can, I need to be able to use 4 native functions, AddItem, RemoveItem, GetItemCount, and ShowBarterMenu. Alright, I guess technically I don't need show barter menu but it would be really helpful. The other 3, I need though. Now, I've looked all over the internet on how to find and use them them. I have a basic idea of how hooking into these functions works, but for the life of me I can't find the addresses for them. I have no idea how to even start looking, and I can't find any good information on it online. And even if I did find them, I don't know what parameters it would need. Most of them I can find in the F4SE code seems to just be the normal papyrus parameters with the addition of whatever the function is run on, but then sometimes it seems that the native function runs latently, and I have no idea how to tell them apart. And then it seems that for seemingly no reason, some of these have what I assume are return types that in papyrus don't actually return anything???(referring to the native disable and enable functions used in the clipboard mod that for some reason return a UInt32?) At least, that's what I've assumed the first part of the typedef is. I've got the steamless exe file disassembled in Ghidra(can't afford to pay for IDA and I've heard people say the free version doesn't work very well) and even came close to what I thought would be the address but that turned out to be a dud. All this mostly comes down to the fact that I have no idea how to reverse engineer a large exe file and can't find any good information on how to. Any help or links on how to figure this out would be much appreciated. I would really like to learn how to find these addresses myself, but every time I try doing it myself I end up wasting hours with making no headway at all. Then I start googling how to do it, but I don't find anything that helps me, which takes up even more of my time. At this point trying to figure this out makes my head hurt to the point that if someone is kind enough to help me with the legwork I'd really appreciate it. As I said, I'd like to get the resources to learn this skill myself, but I'll take all the help I can get. For anyone that read this large block of text, thanks for reading. I hope one of you can help me, but more so I hope that this made sense, as writing actual sentences has never been my string suit. :smile:
  16. I am working on a new version of the former RealisticBodySystem. I was able to get a first version running. It is mostly written in papyrus and only some helper functions are written in a SKSE plugin. Calculations and morphing of the bodies is very slow for now. Females of vanilla Skyrim are converted all after game is running more than an hour on my pc. So the idea is to write the functions mainly in the SKSE Plugin. But thats a huge step for me, because i am not very skillfull in writing SKSE plugins (papyrus even :laugh: ) Of course there a several steps to take. But for now i would like to start to convert this papyrus script for finding females within actors. Event onInit() ;form[] actors = GetFemaleActors() ; SKSE Plugin Function not working ;int[] IDs = GetFemaleActorsFormIDs() ; SKSE Plugin Function not working morphFactor = 1 Actor[] AllNpcs = PapyrusUtil.ActorArray(0) BeinzPluginScript.InitMods() npcIndex = BeinzPluginScript.GetTotalActors() debug.trace ("Amount NPCs:" + npcIndex) int newIndex = npcIndex int FormIndex = 0 Form Akform String vt int i = 0 while newIndex akform = Game.GetForm(BeinzPluginScript.GetActorID(newIndex)) newIndex -=1 i +=1 if (akform) if (akform.GetFormID() > 0) Actor npc = akform as Actor vt = npc.getRace().GetDefaultVoiceType(true) if (StringUtil.find(vt,"Female") > -1) StorageUtil.FormListAdd(none,"k",npc) FormIndex +=1 endif endif endIf if i == 100 ;Debug.Notification ("RBS2020: parsing NPCs" + newIndex + " Females found:"+ FormIndex) Debug.Trace ("RBS2020: parsing NPCs" + newIndex + " Females found:"+ FormIndex) i = 0 endif endwhile IndexFemales = FormIndex IndexFemales -=1 Debug.Trace ("RBS2020: parsing NPCs finished") MyFunction() EndEvent I am using functions from she SKSE Plugin AreYouthere to get all Actors that are loaded. That works even in my SKSE Plugin. The problem is now, that i don´t know how to get the form like i do it in Papyrus with (Game.GetForm). If i get the Form it has to be casted to an Actor or TESNPC and then in have to get the DefaultVoiceType of it. This is the function (not working) in the SKSE Plugin VMResultArray<TESNPC*> GetFemaleActors(StaticFunctionTag* base) { VMResultArray<TESNPC*> ret; BeinzPluginNamespace::InitMods(0); UInt32 TotalActors = BeinzPluginNamespace::GetTotalActors(0); for (int i = 0; TotalActors; i++) { _MESSAGE("TotalActors %i", TotalActors); TESNPC* childForm = (TESNPC*)LookupFormByID(BeinzPluginNamespace::GetActorID(0, i)); //this seems to be not the right function to get the Form std::string test = childForm->actorData.voiceType->GetFullName(); _MESSAGE("VoiceType %s", test); if (test.find("female") != std::string::npos) { ret.push_back(childForm); } } return (ret); } Of course if we find a way to do it, i have to convert the morph code also to the SKSE Plugin. I was´nt able to get Skee compiled within my project.
  17. Hello. I installed Microsoft VisualStudio 2019 community edition and was able (with help from WolfMark) to compile the latest version (06.17) of F4SE immediately without any problems. When I try with ANY other version (I tried 06.10, 06.15 and 06.16) - I get over 3000 errors relating to "string". Here's a quick look at the first few - 1>------ Build started: Project: common_vc11, Configuration: Debug x64 ------ 1>IBufferStream.cpp 1>IDataStream.cpp 1>IDebugLog.cpp 1>IDirectoryIterator.cpp 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.h(11,7): error C2039: 'string': is not a member of 'std' 1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.21.27702\include\cstdarg(18): message : see declaration of 'std' 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.h(11,25): error C3646: 'GetFullPath': unknown override specifier 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.h(11,25): error C2059: syntax error: '(' 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.h(11,31): error C2238: unexpected token(s) preceding ';' 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.cpp(31,1): error C2511: 'std::string IDirectoryIterator::GetFullPath(void)': overloaded member function not found in 'IDirectoryIterator' 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.h(3): message : see declaration of 'IDirectoryIterator'Here's the full log. After fiddling about for a few hours, I found that if I add #include <string>to the top of common_vc11/iPrefix.h - then all errors vanish and it seemingly compiles perfectly! I didn't have to do that when compiling F4SE version 06.17 - it worked flawlessly out of the box! There must be a simple reason for this, anyone have any clues? Thanks :smile:.
  18. I am working on a mod that requires getting the actual value of a global variable. I have the GLOB FormID # of the variable and from my C++ plugin code I want to get its value, is this possible using C++ and SKSE's resource files? I know the papyrus script has that function explained here: https://www.creationkit.com/index.php?title=GlobalVariable_Script but I'm trying not to deal with a script if possible. Thank you!
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