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Skse Whatsnew

This document summarizes updates made in several versions of SKSE, including fixes for crashes and bugs, additions of new functions, and support for new Skyrim runtime versions. Major changes include improved support for equipping items, favoriting items and spells, actor functions, and new functions for forms, aliases, magic effects and more. It also details the introduction of co-saves to store event registrations and support for additional mod translation files.

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Ben James
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0% found this document useful (0 votes)
243 views7 pages

Skse Whatsnew

This document summarizes updates made in several versions of SKSE, including fixes for crashes and bugs, additions of new functions, and support for new Skyrim runtime versions. Major changes include improved support for equipping items, favoriting items and spells, actor functions, and new functions for forms, aliases, magic effects and more. It also details the introduction of co-saves to store event registrations and support for additional mod translation files.

Uploaded by

Ben James
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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1.6.

16:
- fixed EquipItemById not properly handling stacks of items
- fixed crash when retrieving magic favorites
1.6.15:
- fixed EquipItemEx bug causing two items of the same type with different enhanc
ements unable to be equipped in both left and right
- fixed Game.UnbindObjectHotkey/GetHotkeyBoundObject/IsObjectFavorited (Could on
ly be used once until the hotkey was manually re-bound)
- bound all of the existing Scroll functions (They were defined but never native
ly bound)
- added Scroll.GetCastTime
- changed ActorAction slot value to match other functions 0-left 1-right 2-voice
- added Actor.EquipItemById/GetEquippedItemId/GetWornItemId
1.6.14:
- TESCombatStyle now properly cloned by TempClone (uses our implementation inste
ad of bethesda's)
- minidump reporting ignores 'known' crash on exit (a bug in the game engine) to
avoid creating useless minidumps
- added ObjectReference.IsOffLimits, fixed Actor.GetNthSpell (generic Actor::Spe
llArray access), thanks to himika
- hook up plugin serialization API
- added Actor.GetEquippedObject, returns the base form of the object equipped in
the left, right, and voice slots
- HasKeywordString returns false when the keyword is not found
- added Game.IsObjectFavorited/UnbindObjectHotkey/GetHotkeyBoundObject to check
if an item/spell has been favorited by the player, unbind a hotkeyed item/spell,
or get the hotkeyed item/spell
- added ActionScript functions StoreIndices/LoadIndices to keep state-related in
dices between menu sessions
- tweaked ActionScript function GetActivePlayerEffects to ignore hidden and inac
tive effects
- added SKSE.GetPluginVersion
- added Actor IsSwimming/SheatheWeapon/IsAIEnabled
- added Game.GetPlayerMovementMode (Control mode)
- added ActorBase.GetTemplate (Returns the root template of the ActorBase)
- added Race/ActorBase.Get/SetSkin/Far
- added ActorAction events (see Form.psc for full list)
- added Weapon.Get/SetEquipType/Skill/Resist/CritEffect/CritEffectOnDeath/CritMu
ltiplier/EnchantmentValue/EquippedModel
- hook up plugin task API (For processing heavy NetImmerse tasks)
1.6.13:
- fix crash in UpdateHairColor
1.6.12:
- support for beta runtime 1.9.32
- translations no longer treat characters like 0x4E0A as a newline terminator
- added Game.Get/SetSkillLegendaryLevel
1.6.11:
- fixed bug that would prevent sleep event registrations from being saved
- add Book.IsTakeable
- support for beta runtime 1.9.29 (later released as a final version)
1.6.10:
- support for beta runtime 1.9.26
- HeadPart.GetHeadPart, Actor.ChangeHeadPart
- Game.SetPlayersLastRiddenHorse
- fixed result of ColorComponent.Set* functions
- ClearInvalidRegistrations now cleans OnUpdateGameTime registrations as well
1.6.9:
- properly updated NetImmerse papyrus functions, make sure to update RaceMenu at
the same time
- ActorBase.Get/SetVoiceType
1.6.8:
- back out partially committed change to NetImmerse papyrus functions, fixes Rac
eMenu
1.6.7:
- removed Game.GetMiscStat (use vanilla badly-named QueryStat)
- add console command ClearInvalidRegistrations to remove invalid OnUpdate() reg
istrations
This prevents orphaned OnUpdate() events and the resulting bloated/broke
n saves when removing certain mods.
When applied to an already bloated save, it will stop growing further an
d instead shrink over time
as the game processes all queued events. This may take hours depending o
n the amount of bloat.
To execute automatically after each reload, add this to \Data\SKSE\skse.
ini:
[General]
ClearInvalidRegistrations=1
- add Spell.GetEffectiveMagickaCost to get actual spell cost after applying perk
modifiers etc.
- loader can set runtime's processor affinity: pass "-affinity <mask>" as a comm
and line argument
- add Actor.Equip/UnequipItemEx to equip/unequip an item in a specific hand
- add Form/Alias/ActiveMagicEffect.RegisterForCameraState to receive OnPlayerCam
eraState events
- add Form/Alias/ActiveMagicEffect.RegisterForCrosshairRef to receive OnCrosshai
rRefChange events
- add ActionScript functions: ShowOnMap, EnableMapMenuMouseWheel
- fixed SKSE key events not being generated until a game had been loaded at leas
t once
- fixed TESModelTextureSwap structure (solves a crash in Get/SetModelNthTexture
when requesting swaps past the first)
- added SKSE.GetScriptVersionRelease, a function stored in the psc/pex returning
the current release version. this may be used to detect if a user has mismatche
d scripts and runtime.
- ActorBase.GetIndexOfHeadPartsByType
- fixed crashdump logger
- fixed Book.IsRead
- moved tintmask update handler to increase stability
- add Game.GetCameraState
- add Flora.Get/SetIngredient/SoundDescriptor
- added Perk functions (see Perk.psc)
1.6.6:
- fix Potion.IsFood
- fix crash in Actor.GetNthSpell when called on actors with no spells
- cosaves are deleted properly when overwriting existing saves
- cosave path now respects sLocalSavePath config setting
- steam_loader no longer uses current working directory
- automatic translation loader correctly derives current language
- set [Debug] WriteMinidumps=1 in the .ini file to write a minidump to <My Docum
ents>\My Games\Skyrim\SKSE\Minidumps\ when the game crashes
- set [Display] iTintTextureResolution=<number> to pick the size of dynamically
built tint textures (default is 256)
- ActiveEffects may now register for and send events
- Alias.SendModEvent
- Game.Get/SetMiscStat
- Race.GetRace, Race.Get/SetDefaultVoiceType
- Game.UpdateTintMaskColors, UpdateHairColor
- TextureSet.Get/SetNthTexturePath
- ActorBase.Get/SetFaceTextureSet
- Book.IsRead
- added NetImmerse class with various NiNode manipulation functions
1.6.5:
- add ActionScript function GetLastKeycode to return the last pressed/released S
KSE keycode
- disabled non-delayed execution for UI.Get/Set/IsMenuOpen because of stability
issues
- updated Game.psc and Actor.psc scripts to include new 1.8.151 functions
- ObjectReference.GetNiNodePositionX/Y/Z, Get/SetNiNodeScale
1.6.4:
- fix crash on startup when a line in plugins.txt does not contain a period
- some other stuff
1.6.3:
- support for runtime version 1.8.151
- fix co-save files not being removed when deleting savegames with the in-game i
nterface
- enabled non-delayed execution for several functions (Math, UI, Utility, String
Util, ...)
- some other stuff
1.6.2:
- add Input.GetMappedControl to return name of control bound to given keycode
- fix Game.Save/LoadGame
- fix UI.Invoke* stability issues when called during menu open/close
- add Form/Alias.RegisterForControl to receive OnControlDown/Up events
For a list of valid control names, see Data/Scripts/Source/Input.psc
- add ActionScript function GetLastControl to return the name of the last presse
d/released control
- support for runtime version 1.8.145
1.6.1:
- corrected build error; I forgot to sync to latest before releasing 1.6.0
1.6.0:
- fix RemoveSlotFromMask
- add UI.IsTextInputEnabled, ObjectReference.SetHarvested, Book.GetSkill, Game.S
ave/LoadGame, ObjectReference.ResetInventory
- add UI.Get*/Set* for direct UI data manipluation
- add UI.Invoke* to call ActionScript functions
- add Form/Alias.RegisterForMenu etc to receive menu open/close events
- add Form/Alias.RegisterForModEvent etc, Form/Alias.SendModEvent
Mods can register callbacks for custom events:
RegisterForModEvent("MYPREFIX_myCustomEvent", "MyModEventCallbac
k")
Prefix your event names if you want them to be unique!
See Form.psc for more details
- add Form/Alias.RegisterForKey to receive OnKeyDown/Up events
For a list of keycodes, see
http://fose.silverlock.org/fose_command_doc.html#DirectX_Scancod
es
Supported GamePad buttons:
266: DPAD_UP
267: DPAD_DOWN
268: DPAD_LEFT
269: DPAD_RIGHT
270: START
271: BACK
272: LEFT_THUMB
273: RIGHT_THUMB
274: LEFT_SHOULDER
275: RIGHT_SHOULDER
276: A
277: B
278: X
279: Y
280: LT
281: RT
- support for additional interface translation files (same as Translate_ENGLISH.
txt)
If your mod is named MyMod.esp, place files in Data/Interface/Translatio
ns/MyMod_<LANGUAGE>.txt,
i.e. MyMod_RUSSIAN.txt
Files must use the same encoding as the original Translate_*: UTF16 LE w
ith BOM aka UCS-2 LE
and contain $key<TAB>value pairs. Loading them from .BSA files i
s supported, too
- introduced co-save to hold event registrations for SKSE-added event types
- add ActionScript functions: SendModEvent, RequestActivePlayerEffects, ExtendFo
rm, RequestActorValue, GetMappedKey, StartRemapMode
see skse_docs.txt for details
- Form.TempClone. Not all types support this - you may get back a valid form wit
h initialized data rather than data copied from the source.
- add Input.GetMappedKey to return keycode bound to given control and device
- locked out some unsafe scaleform functions from being called while the game is
loading/reloading (crash avoidance)
1.5.11
- BGSBipedObjectForm changed size in 1.7.7, fixed TESRace, TESObjectARMO/ARMA fu
nctions
- moved SetGameSetting functions to Game from Utility to match
- more item/spell data exposed to scaleform
- fix crash when pushing data to scaleform variables that have no data yet
- updated docs for UI/Form functions
1.5.10
- show SKSE version in system menu
- SKSE version/runtime/release idx table added to skse_docs.txt
- add more weapon data to Scaleform
- add race flag functions
- add ModInfo functions to Game.psc
- add SetGameSettingFloat/Int/Bool/String
- log files written to <My Documents>\My Games\Skyrim\SKSE\
- support for runtime 1.7.7.0
1.5.9
- hook up Race functions.
- support for runtime 1.6.89.0
1.5.8:
- Fix size of enchantable class so that Weapon and Armor functions work again.
- Fix other various bugs in previous version.
- Temporarily add missing native function definitions in Actor.psc, ObjectRefere
nce.psc, Spell.psc and Game.psc.
1.5.7:
- Fix bugs with SetName and really hook up Input.GetNumKeysPressed and GetNthKey
Pressed
- support for runtime 1.6.87.0
1.5.6:
- Add Form.HasKeywordString(string)
- Add Weapon IsBattleaxe and similar functions
- Add Armor: IsCuirass, IsLight/HeavyArmor, IsClothing, IsClothingBody and simil
ar functions
- Add Armor: Get/Set Model/Icon/MessageIcon paths
- Properly hook up Armor functions
- Fix sundry typos and bugs
1.5.5:
- Add Book functions (thanks PurpleLunchbox)
- Add Input: GetNumKeysPressed, GetNthKeyPressed
- Add Weapon: Get/SetCritDamage, Get/SetMin/MaxRange
1.5.4:
- Add ability to pass, return strings.
- Add Form.Get/SetName, Keyword.GetString, Weapon.Get/Set Model/Icon/MessageIcon
paths
- Add Armor SlotMask functions (Get/SetSlotMask, AddTo/RemoveFromSlotMask, GetMa
skForSlot)
- Add StringUtil.psc (Find, Substring, GetLength, GetNthChar, Char-functions: Is
Digit, IsLetter etc.)
1.5.3:
- fix all Actor.psc functionality, Add GetWornForm
- add Potion.psc and Spell.psc along with magicitem effect walking code
1.5.2:
- additional papyrus functionality (Input, SKSE version functions, IsHarvested)
1.5.1:
- loader is now compatible with the windows 8 exe loader
- papyrus support!
1.4.15:
- support for runtime 1.5.26.0
1.4.14:
- support for runtime 1.5.24.0
1.4.13:
- more info reported to the UI for objects (see skse_docs.txt)
- accidentally left some debug code on in 1.4.12 that would cause mouse problems
, fixed
1.4.12:
- support for runtime 1.4.27.0
- more papyrus
1.4.11:
- hooked favorites menu item list
- loader can retrieve name of runtime from .ini
add \Data\SKSE\skse.ini containing:
[Loader]
RuntimeName=TESV.exe
- support for runtime 1.4.26.0
- pass -launchsteam to the loader to attempt to launch steam
- initial papyrus hooks
1.4.10:
- fix GFxValue destruction (this was causing the instability)
- fix GetConfigOption (makes .ini configuration work)
1.4.9:
- forced container categorization now configurable via .ini
add \Data\SKSE\skse.ini containing:
[Interface]
EnableContainerCategorization=1
- possible refcounting fix for scaleform objects
- cache GFxFunctionHandler objects
1.4.8:
- scaleform ForceContainerCategorization
- support for runtime 1.4.21.0
1.4.7:
- support for runtime 1.4.20.0
1.4.6:
- added optional extensions for item cards (see skse_docs.txt for details)
1.4.5
- support for runtime 1.4.15.0
1.4.4:
- additional form docs
1.4.3:
- when running a Steam-wrapped executable, make sure Steam is running
- fix conflict with logging system and UAC
1.4.2:
- scaleform: GetINISetting
- support for runtime 1.3.10.0
1.4.1:
- more docs
- scaleform: CloseMenu
- preliminary scaleform plugin API
1.4.0:
- hooked scaleform vm
- scaleform: AllowTextInput, Log, SetINISetting, OpenMenu, skse.version
1.3.0:
- support for runtime 1.3.7.0
- hooked classic script interpreter
1.2.1:
- fix the new bug in runtime 1.2.12.0 regarding spell resistance
1.2.0:
- lots of form docs
- support for runtime 1.2.12.0
1.1.0:
- everything!
- plugin manager
- lots of scaleform docs
- some papyrus docs
- the obscript code is pretty much the same so there isn't much interesting ther
e yet. will get to patching the runtime table if there are reasons to not use pa
pyrus all the time

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